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Microsoft Flight Simulator head on 40th anniversary celebrations, streaming and preservation

Did you know that Microsoft Flight Simulator is actually Microsoft’s longest-running product line?

With its introduction in 1982 for the IBM PC, it actually predates Windows by three years, Office by eight and the Xbox gaming brand by a whopping 19. It’s pretty wild to think about, especially considering Microsoft is undoubtedly best known software company.

To celebrate Flight Simulator‘s 40th anniversary, Microsoft is releasing the appropriately titled 40th Anniversary Edition update on November 11th. Naturally, for such a momentous occasion, you want to go big, and that’s exactly what Microsoft has done with the expansion.

“We were sort of constructing this box of chocolate,” says Jorg Neumann, head of Microsoft Flight Simulator, about the approach to the update, which was created with the help of 10 studios around the world. So what, exactly, went into this box of sweets?

Helicopters and gliders and airliners, oh my!

According to Neumann, Microsoft’s tracker for most requested community content additions helped steer them in the right

jorg neumann

Jorg Neumann

direction.

At the top of the list were helicopters and gliders, which haven’t been in the series since 2006’s Microsoft Flight Simulator X (FSX). But as Neumann points out, the piloting systems for these vehicles are “totally different” from anything that’s featured in the current Flight Sim. That’s to say nothing of the fact that quite a lot has changed since 2006.

“If you think about FSX back in the day, we always look at the physics system, and the physics system was ‘a plane was a box.’ And it had one control point. And on that control point, you had to do all the physics operations. So it wasn’t exactly the most accurate thing ever,” he says with a smile.

This meant that Flight Sim co-developer Asobo had to write a whole new system and add a variety of features. “The ground effect is different with less water drag when you get close to the ground. We did things like translational lift, which is basically from ‘hover’ to ‘fly forward’ and how that really works, and the vortices that are happening,” says Neumann. He adds that a solution to “dissymmetry of lift” — the unequal amount of lift on opposite sides of the rotor disc — called “flapping” had to be coded from scratch.

The other piece of the puzzle was working with a French company called Helicoptres Guimbal, who provided helicopters and test pilots for reference. With their help, the Flight Sim team would use new recording devices to get the telemetry of the real helicopters and compare them to what they have in the game. In the end, all that work has seemed to pay off.

“I think the best news for us was when we brought it back to the test pilots and they tested it, they actually said, ‘man, you guys got close,” says Neumann. “And they gave us more feedback, and that went on a number of months. And now they’re saying it’s really, really good — to the point that they’d like to use it like for training purposes and such. So that’s always the best validation.”

Microsoft Flight Simulator helicopters

Another highly requested feature was the addition of a true-to-life airliner: the sophisticated Airbus A-310. To design it, the Flight Sim team partnered with global software company Inibuilds, who Neumann says have “a lot of direct access” to airline pilots. This was essential, he says, because the pilot handbooks for such aircraft are “thousands upon thousands of pages” long.

Given that, he admits he’s not an airliner expert, but from what he’s heard from the true savants is that Inibuilds’ work on the airliner “is really outstanding.” Moreover, he says it helped improve the game as a whole.

“It pushed us, frankly. I think there were things in Flight Sim when we launched that weren’t as deep as far as systems are concerned — like the weather radar was more limited and stuff. And I think a lot of what Inibuilds did was pushing the platform to get really great, which is a a net benefit to all the other third parties that make airliners.”

Honouring the past — including Canada’s

One of the other notable elements of the update is the set of seven famous historical aircraft: the 1903 Wright Flyer, the 1915 Curtiss JN-4 Jenny, the 1927 Ryan NYP Spirit of St. Louis, the 1935 Douglas DC-3, the beautiful 1937 Grumman G-21 Goose, the 1947 Havilland DHC-2 Beaver and the 1947 Hughes H-4 Hercules.

The Spruce Goose.

That last plane, also known as the ‘Spruce Goose,’ is perhaps the most notable of the bunch — the largest seaplane and largest wooden plane ever made. Its creator? A lesser-known business magnate, pilot and engineer by the name of Howard Hughes, who also happened to be the only person to ever fly it. This begs the question: how do you simulate a plane that was only ever flown once?

“Howard Hughes was an interesting guy, right? So he kept actually building on that plane. He flew that one time back in 1947. But that’s just one configuration — he kept changing the thing to make it better,’” explains Neumann. “And we saw all the pictures over the ages and we needed to figure out like, ‘what is this lever do here in the central console?’ And then they [the Evergreen Museum who houses the Spruce Goose] went in and actually gave us the engineering specs and where the electrical lines actually go. And we discovered some stuff that I think nobody really knows about like it’s two APUs, power units, and they’re in the cockpit. This thing must have been crazy loud, when it flew, sitting in the cockpit!”

And if the recent Canada-themed update wasn’t enough, Canucks will also have something unique to enjoy in 40th Anniversary Edition: the 1947 Havilland DHC-2 Beaver. Shortly after World War II, Canadian aviation company De Havilland shifted focus to civilian operators — in this case, a single-engined high-wing propeller-driven short takeoff and landing (STOL) aircraft. On top of that, Canadian 3D model and animation company Blackbird Simulations (formerly Milviz) actually handled the Beaver. “Because they’re from Canada, they were like ‘the Beaver — we need to do the Beaver!” Neumann says with a laugh, noting that some of the team flew for Canadian Air Patrol. “It’s a great group of people.”

Microsoft Flight Simulator Beaver

In general, he says it’s “most important that people really love the plane that they work on,” and that’s especially been apparent with Blackbird. “The lead engineer on [Blackbird], his name is Jim. And he sends me builds, ‘hey, check it out!’ And you see all the needles through this little jitter. I’m like, ‘what is happening?’ And he’s like, ‘Oh, it’s this power unit up here!’ And it does this vibration thing. And it’s a super authentic version of what the Beaver really feels like. And I think Flight Simmers really enjoy that. It’s not just the shape — it floats and it can go into lakes. It really feels the part, and it sounds the part. They’re so proud of the sound recordings because it’s all custom recordings done for specific planes up in Canada. It was cool.”

Reaching new audiences for years to come

When I last spoke to Neumann, it was to preview the launch of the Xbox Series X/S versions of Flight Sim — the first time the series had ever come to consoles. Of course, that brought in a whole new wave of players who had never experienced the series, and the team took great care into creating tutorials and other guiding missions to ease them in.

Fast forward over a year and Neumann says he’s happy to see how this new audience has received the game. “It was great. The audience is huge — we doubled the audience.” And that was just with the native Series X and S versions. This past March, Microsoft added Xbox Cloud Gaming support to the game, letting players stream it to the last-gen Xbox One and, even, mobile devices.

“It’s a fascinating thing — I actually test a bunch on iPhone 12 because it’s so fast to fire up the SIM,” he admits with a laugh. But his biggest takeaway is just how much these two expansions reached people.

“It added people all around the world — more so than what I expected. Because there’s a traditional PC audience and a traditional Xbox audience, and this one literally liberates it from any country on Earth now. For example, just a tidbit: Turkey, somehow, is now the number six most popular place where people fly Flight Simulator. I would have never thought that because the country doesn’t have a deep history of aviation. But clearly people like it — it’s a big country, it has [85] million people. So I think we’re reaching new people and innocent people.”

To that point, he mentions how he sees the Flight Sim add-on developer community has a lot of new teams with people who are 20-years-old or younger. His conversations with aircraft manufacturers have also indicated that interest in aviation is going up.

“I’m not saying it’s all because of us or anything, but I do think we’re contributing to sort of a resurgence, where people say, ‘planes are cool, let’s get into this.’ And the emails that always make me the happiest are from like eight to ten year olds writing me saying, ‘hey, I’m flying Flight Sim every day,’ and then they ask me something about their hometown or whatnot and it feels awesome. That’s when it feels that you’re doing something meaningful.”

Microsoft Flight Simulator Airbus

The other side of the equation, he says, is that Flight Sim can play a role in the preservation of aircrafts.

“I go to a bunch of museums and I talk to those people. And they are kindred spirits, just of a different ilk. They are spending their life — all their passion goes into preserving these amazing machines. And they look at me like sort of almost like a savior, because they know that machines, at some point or another, physical things erode over time. For example, the Spirit of St. Louis — the cloth is going away and they can’t do anything about it. Like nobody can touch the plane — nobody has been on the ceiling for decades. It’s just the tools of time. And they look at what we can do in the digital space, which is not the same, but but it has a certain element of the preservation, so they pour their hearts into helping us.”

Taking that one step further, he says he’s had conversations with museums to preserve them, too, in a digital space. “It’s not perfect or anything, but it keeps getting better, and people want to be part of that. And we’re doing some prototypes right now that could lead us to some fascinating places.”

Ultimately, he says these sorts of efforts can appeal even to those who aren’t interested in aviation.

“I was thinking about the photogrammetry cities that we have — some of them are from 2013, and we’re getting new ones now. And I was projecting forward, 40 years of Flight Sim… what’s the world going to look like 40 years from now? That’s the kind of the mental game I play. You know, we will have cities from 50 years ago. And people can look back in time and say, ‘Hey, this is what the city looked like.’ And we are really making this ‘history of Earth thing,’ a little bit. Not just planes, but the world itself, and I think that that has lots of fascinating things going for it.”


This interview has been edited for language and clarity.

Microsoft Flight Simulator 40th Anniversary Edition will be available as a free update to all Flight Sim players, including those on Xbox Game Pass.

Image credit: Xbox


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Obsidian unpacks the making of Pentiment’s choice-based historical narrative

In a way, Obsidian Entertainment’s Pentiment has been 30 years in the making.

Josh Sawyer, the prolific game developer behind such hits as Fallout: New Vegas and Pillars of Eternity, had early ideas for Pentiment dating back to 1992. Over time, that original pitch has evolved into what we now see today: a historical narrative adventure in which journeyman artist Andreas Maler must investigate a prominent murder. While Xbox-owned Obsidian continues to toil away at big RPGs like Avowed and The Outer Worlds 2, Sawyer has led a small team within the studio to craft Pentiment. 

To learn more about the game, MobileSyrup sat down with Alec Frey, senior producer on Pentiment, who discussed the game’s unique historical setting, approach to player choice, accessibility and more.

Question: Obsidian is known for these big, dense RPGs. What was the appeal of doing a smaller, tighter experience in Pentiment?

Frey: Yeah, that’s a great question. I think one of the coolest things about Obsidian and working under Microsoft is they’re letting us kind of experiment with a lot of different things that we have ideas for. And Pentiment, while it’s a different game, has a lot of the same heart and soul of Obsidian games. It’s got a deep world. It’s got choice and consequence — like really powerful decision making. It’s got a strong story — it tells an important story, we think. And that’s a lot of the same things that come with all Obsidian games. So it has a lot of that same heart. And I think the biggest thing that kind of drove us to do it was our game director, Josh, had a great idea. A lot of us thought it sounded really cool and wanted to work on it, and we kind of got together and and just started making it, and it turned into this really cool thing that everyone’s really kind of attached to.

Q: What is it about the 16th-century Bavaria setting that you think is so interesting?

Pentiment boatFrey: First of all, Josh wanted to go there, because it’s something that he he has a lot of history in studying and he knows a lot about. And he thought it was a kind of an interesting setting for a lot of different reasons. First of all, the printing press had just been invented and was starting to gain popularity. And what that did was it caused more people to have access to books and texts and reading, and a lot more people were learning how to read. At the same time, there was a lot of change happening in the church. So [German priest] Martin Luther was starting to fan the flames of the Reformation and having people kind of ask questions about what religion meant and what the church should be doing with what power they have. And that information was able to be spread due to the advent of the printing press. So that combination of things caused a lot of social and political upheaval and change, and telling a story in that environment sounded really cool and really appealing to us. So that’s a big part of why the setting is where it is and when it is.

Q: What sorts of research goes into that setting? Especially when you’re a smaller team among the larger Obsidian fold, what does that look like when you’re researching into this distant setting?

Frey: So there’s a lot of different things. First of all, Josh got access to as many books and old things as possible. When you play the game, you can take a look at the credits. And at the end, you’ll notice there’s a bibliography that lists all the stuff that we referenced in text. So that’s a really big first step — we looked at a lot of old stuff. We also reached out to a handful of consultants. So we have three major consultants and a lot of other people that helped out that were experts in illuminated manuscripts, experts in the time period. They’re historians, professors, things like that. And we would reach out to them when we had questions on that sort of thing. So that was a big part of it.

Pentiment manuscriptWithin the team, we wanted to all really delve deep into the setting and understand it really well. So we very commonly would spend, for a pretty long amount of time regularly on Thursday evenings, the team would get together. We were all remote, so we’d get together on a call. And we would watch something or play something together that we thought would help us understand the setting more — quite often that was a show or a documentary. And we would dig really deep into that sort of stuff. So we got inspiration from all sorts of sources. And we made sure to look into things like documentaries that could educate the whole team. And it was really cool. It had this really cool effect where over the course of the project, you saw all of the team — which, yeah, the core group is like 14 people, it’s not very big — kind of learn this part of history and become semi-experts at it and all get a lot more knowledge on this time period. And that was really cool to kind of be able to correct ourselves and the old stuff we worked on as we went to and be like, ‘Oh, this isn’t accurate, wow.’ And we got to talk about that a lot, so that was really cool.

Q: You can speak to this from the producer side of things. What’s it like to be a very small team among the larger studio? How does the workload get divided with everyone pitching in towards the overall project?

Frey: The bigger teams at Obsidian, in general, have a lot more lines of communication from a production standpoint, right? Like, you have 5-8 people in each department, and suddenly, those departments need to communicate with other departments that have 5-8 people in them. And you get this massive web of communication where miscommunication can happen — it requires a better structure of organization. On a smaller team, we found that those lines of communication are much smaller; a lot of our departments only have one person in them, maybe two, and communication is just so much stronger. The vision is clear. And you can see that in the game, too. It’s very clear — everybody knows what they’re working on. And when you play this game, we take pride in the fact that this game really knows what it is. And so it’s that small structure of people communicating that is the biggest aspect of being a small team.

But there’s other parts to it, too, where because it’s a small team you can self-organize quicker, you can iterate a little bit quicker. If you need to change things, it’s easier to tell people what that change is and get them on board faster. Culture changes and culture growth is quicker and more agile and stuff like that. So from a production perspective, I think you get a team that can pivot quickly, change ideas quickly, iterate quickly. And all of that is just such a cool advantage that you have with a small team. That said, because the departments are only one or two people, oftentimes you have to make decisions — like tough decisions — on what things you want to work on and what’s highest priority. And it becomes a challenge to make sure that you’re understanding who’s blocking each other on work they can do. So from a production perspective, there’s just a big difference. But it’s cool, because you become a tighter knit group of people. And you really become like a group of friends working on a thing together that wants to make the best thing they can and that feels really good.

Q: The art style, led by Hannah Kennedy, is so striking. How many iterations did you go through before you sort of landed on that particular aesthetic, and how do you think it sort of enhances the historical mystery experience?

Pentiment artFrey: For iterations, Josh wanted to do like a 2D game, inspired by things like Night in the Woods and Oxenfree and other other adventure games that are kind of in that same field. And we thought, ‘okay, we’re doing 16th-century Bavaria — at the time, the scriptorium and illuminated manuscripts were kind of nearing the end of their life, and the woodblock printing was becoming a bigger thing.’” And so very early on, it was a decision that was made that we were going to kind of try and mesh those two. And that actually comes out in the game — you’ll notice the older characters in the game are more of an illuminated painterly style, and the younger kids look like they’re woodblock printed. And so it actually creates this really cool, like, ‘older characters have a different vibe.’ And as characters age throughout the game, you notice that. So I think that that’s a really cool aspect to how we landed on the style — the iteration on that. Even the very early stuff looks very similar to what the final version is. Some characters got cleaned up and changed; as we went, we discovered some techniques and stuff that we really liked, and we went back and changed and cleaned up some of the older characters. But even the really early stuff has that really illuminated manuscript vibe.

Q: A lot of narratives tend to unfold over a short period of time, like a few days or a week, especially if you have a detective or whoever investigating group of people. It’s usually a small-scale story. What was sort of the idea behind setting Pentiment over the course of 25 years?

Pentiment background

Frey: I think what’s really cool, as we’ve talked about, is that choice and consequence at Obsidian is a really important part of our game development. And something that’s really cool about putting the game in a setting where we spend over 25 years allows you to do different things with that choice and consequence. While often just as impactful as other decisions in our other games, these decisions tend to last and you see the waves of them over 25 years. Some of the characters in this game start out as babies and in the end of the game, they have babies themselves, and so you see that growth. And those characters may have been affected by a decision that you did really early on, and you see that wave throughout the entire game. And I think that that’s a big part of that. Also, because our game takes place during this time of change — during this time of the printing press and of Reformation getting started and all that stuff — the 25-year span actually shows you the growth of history. And we can tell you a point in history where that change happens, whereas if we only picked a single week or a single day within that time period, sure, you would get a snippet of people talking about those things happening, but you wouldn’t feel them the same way that you do over that 25-year span.

Q: What takeaways did you have from previous Obsidian games, like Fallout: New Vegas, that you brought to Pentiment?

Frey: All Obsidian games have their own appeal, and the biggest thing is we want to make sure that your choices matter. We want to make sure that when you make a decision that you feel that in the game. Our previous games all have that in their own way. The biggest Obsidian appeal, in my opinion, is actually just that our worlds are really interactive — like you feel like you’re in them and you feel like the decisions you’re making are affecting them. And we have deep lore, deep characters, deep writing, all of that stuff. So across all of our games, I think that we really try to hammer home that lesson of making things feel like you matter.

I think the lessons that we’ve learned from previous games that we brought in are really sticking the landing on things like setting your backgrounds and building the character as you. Things that we’ve done in previous Obsidian games is often, you get to build a unique character from scratch. You build what they look like, you build all that stuff. In this game, you play Andreas Maler, but we still want to make sure that you get to make your Andreas yours. And so I think the one of the biggest lessons that we’ve learned that we brought over is making sure that you feel like this is your character, and that comes through in Pentiment with choosing your backgrounds, and the decisions you make. You can be a real rapscallion Andreas that beats people up and picks fights maybe, or you can go all the way maybe being a more intuitive or intellectual Andreas and try to use your intelligence and wits. I would say that that’s probably the biggest thing that we bring from previous Obsidian titles into Pentiment.

Q: While you might look at Pentiment and think it’s a hardcore sort of detective or puzzle game, Obsidian has emphasized that it’s not that — you didn’t want to get into the weeds complex sort of puzzle mechanics and things like that. What was sort of the rationale behind lessening those sorts of elements and focusing more on the story — where it isn’t necessarily a mechanically deep game and it’s a little more approachable?

Frey: I think the biggest thing is this is a story that we tell, and first and foremost, because of that, we want to make it narrative first. Also, we’re very good at narrative and we want to bring that forward. We want to take that Obsidian way, the things we thrive at, and we really want to bring them into the story. That said, there are elements to the game that pull you out of that narrative a little bit and let you do other things. We have mini-games, we have exploration, we have other stuff in the game that we want you to interact with. But that first and foremost narrative element is really important to us, and we want to make sure that you understand that you’re reading people talking in a time of the illuminated manuscript. They talk in these special fonts. We have really cool effects when talking to them. The different characters speak differently and faster and slower and make mistakes in their writing. And we wanted to really put our energy into the manuscript in the game, and that’s kind of where it all kind of comes together and makes this narrative-focused adventure. But we also have mini-games and all that stuff, and we placed those in to make sure that they break up reading, but also, some of the things that we want to show to you is there because we want to have you experience it and not just read it. And so sometimes just giving you a mini-game gives you a better understanding of what you’re doing and what you’re playing.

Q: One thing we’ve heard from many companies who have joined Xbox is being able to bring in accessibility options, especially since Microsoft has a big focus on that. What was the process like to bring accessibility to the game and what did it mean for the team to offer those options?

Frey: It was really important to our team from the start to make sure that this game was accessible. For a lot of reasons, we think that this is a game that can reach people outside of just ‘the gamer.’ We think that there’s a lot of people that can enjoy this who maybe are into books or into history or into whatever, but doesn’t necessarily play games. So it was very important to us that anybody could access this game. So early on, decisions were things that we easily identified, like these special fonts that may be hard to read — we want to make sure that we can do anything we can to make that more accessible. So we created a mode that you can turn on; it asks you right at the beginning of the game if you’d like to play an ‘easy read’ font mode, and it swaps it over to more accessible fonts that are much easier to read. And then we also included a text-to-speech option that will read all the text to you — we wanted to make sure that was available to people as well. So those were some really easy early on things that we thought, ‘Oh, we can do this, this is not a problem.’

But then to continue on that process. Microsoft helped us out a lot. They reached out to people that were differently abled and they had them play our game. And they gave us a whole bunch of feedback on things that could be better. And that was incredibly valuable to us. So we sat down and we made a list of the most important things that we thought we had time and resources to work on, and we prioritize that stuff. And we were able to get a lot of it done. Having the game reach as many people as possible is really important to us, and so that’s kind of how that process went. We we hope that people can play it — we really want them to.

Q: We seem to be in this day and age where many people don’t necessarily respond well to endings that don’t wrap up everything in a little bow. It’s interesting, then, that in Pentiment, you don’t actually reveal a canonical murderer. What was the rationale behind that? Was there concern that you might put people off, and how did you go about still telling a satisfying mystery without eventually revealing all the answers?

Frey: I think that something that we want to make sure people realize is that this game is more than a mystery. It’s a span of 25 years of a community’s life, and so there’s a lot more to it than just the mystery. There’s the world and the change and the things that people are going through, so it’s important to us that people dig into this world and see the lives of these people and see how they’re affecting them. There’s a lot of satisfaction in a lot of different places in this game. And I think once you get through the whole thing, you shouldn’t have a problem being satisfied.

This interview has been edited for language and clarity.


Pentiment launches on Xbox consoles and PC on November 15th. It will also be included with Xbox Game Pass on day one.

Image credit: Xbox

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

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

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

Highlights include Obsidian’s Pentiment and Terrible Toybox’s Return to Monkey Island. Here’s the full list:

  • The Legend of Tianding (Cloud, Console and PC) — November 1st
  • The Walking Dead: A New Frontier – The Complete Season (PC) — November 1st
  • The Walking Dead: Michonne – The Complete Season (PC) — November 1st
  • Ghost Song (Cloud, Console and PC) — November 3rd
  • Football Manager 2023 (PC) — November 8th
  • Football Manager 2023 Console (Cloud, Console and PC) — November 8th
  • Return to Monkey Island (Cloud, Console and PC) — November 8th
  • Vampire Survivors (Console) — November 10th
  • Pentiment (Cloud, Console and PC) — November 15th
  • Somerville (Console and PC) — November 15th

It’s also worth noting that Microsoft Flight Simulator 40th Anniversary Edition, which adds new content like gliders and helicopters to the popular game, is launching as a free update to all players, including those on Game Pass, on November 11th.

Finally, here’s what’s leaving Game Pass on:

November 8th

  • Football Manager 2022 (PC)
  • Football Manager 2022 Xbox Edition (Cloud, Console and PC)

November 15th

  • Art of Rally (Cloud, Console and PC)
  • Fae Tactics (Cloud, Console and PC)
  • Next Space Rebel (Cloud, Console and PC)
  • One Step from Eden (Cloud, Console and PC)
  • Supraland (Cloud, Console and PC)

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

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

Find out what came to Xbox Game Pass last month here.

Image credit: Devolver Digital

Source: Xbox

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

Gotham Knights has been in a rather unenviable position.

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

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

A Death in the Family

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

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

Nightwing is ready for battle in Gotham Knights.

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

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

Endure, Master Wayne

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

Red Hood aims a gun in Gotham Knights.

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

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

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

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

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

World’s Okayest Detectives

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

The Court of Owls in Gotham Knights.

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

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

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

Gotham Knights' open-world city.

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

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

A Knight to Remember

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

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

Image credit: Warner Bros. Interactive Entertainment

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

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

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

First, as previously announced, the highly anticipated A Plague Tale: Requiem launched on Game Pass (Xbox Series X/S, PC and Cloud) on October 18th. On top of that, here’s everything else hitting Game Pass later this month:

  • Amnesia: Collection (Cloud, Console and PC) — October 20th
  • Amnesia: Rebirth (Cloud, Console and PC) — October 20th
  • Phantom Abyss (Game Preview) (Cloud, PC and Xbox Series X/S) — October 20th
  • Soma (Cloud, Console and PC) — October 20th
  • Persona 5 Royal (Cloud, Console and PC) — October 21st
  • Frog Detective: The Entire Mystery (PC) — October 27th
  • Gunfire Reborn (Cloud, Console and PC) — October 27th
  • Signalis (Cloud, Console and PC) — October 27th

It’s also worth noting that Age of Empires IV: Anniversary Edition, which adds new civilizations, maps, and more, will release as a free update to all players (including those on Xbox Game Pass) on October 25th.

Further, mobile-optimized touch controls have been added to Slime Rancher 2, while Persona 5 Royal is confirmed to have them when it launches on October 21st.

Finally, here’s everything that’s leaving Game Pass on October 31st:

  • Alan Wake: American Nightmare (Console and PC)
  • Backbone (Cloud, Console and PC)
  • Bassmaster Fishing 2022 (Cloud, Console and PC)
  • Nongunz: Doppelganger Edition (Cloud, Console and PC)
  • Project Wingman (Cloud, Console and PC)
  • Second Extinction (Cloud, Console and PC)
  • Sniper Elite 4 (Console and Cloud)
  • The Forgotten City (Cloud, Console and PC)

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

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

Image credit: Atlus

Source: Xbox

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Apple Music is now available on Xbox

Apple Music has launched on Xbox consoles.

An app for the music streaming service can now be downloaded from the Xbox Store on Xbox One and Xbox Series X/S. Once downloaded, you can listen to music in the background, even when playing games.

This comes nearly one year after the Apple Music app launched on PlayStation 5. Spotify has been available on Xbox Series X/S and PS5 since the consoles launched in November 2020.

In Canada, Apple Music costs $9.99/month for an Individual membership and $14.99/month for a Family plan. The service is also included in Apple One subscription bundles, which start at $15.95/month and include services like Apple Arcade and Apple TV+.

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Xbox Series X/S expansion cards on sale at Canadian retailers

The Xbox Series X/S Storage Expansion Cards are currently on sale at a couple of Canadian retailers.

Officially licensed by Seagate, the cards are the primary way to expand the storage on Series X/S. While you can use regular external hard drives, Seagate’s SSD-powered cards are required to download and play the current-gen versions of games.

That said, they can be pretty pricey, given their SSD nature. With that in mind, here are some of the current offers on the cards in Canada:

Amazon

  • 512GB — $149.99 (regularly $179.99)
  • 1TB — $269.99 (regularly $289.99)

Note that those two are sold and shipped by Amazon. The 2TB option is only available on the site through third-party sellers with no discount.

Best Buy

  • 512GB — $149.99 (regularly $179.99)
  • 1TB — $269.99 (regularly $289.99)
  • 2TB — $479.99 (regularly $519.99)

Image credit: Xbox

Via: Lbabinz (@Lbabinz)

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The next big Microsoft Flight Simulator update is all about Canada

The next big update to Microsoft Flight Simulator is focused entirely on Canada.

Launching September 29th, the appropriately named World Update XI: Canada brings a bunch of Canadian destinations and missions to the acclaimed flight simulator. In total, 12 urban regions and 89 hand-crafted points of interest are featured.

Altogether, World Update XI features:

  • Five hand-crafted airports, including B.C.’s Castlegar/West Kootenay Regional Airport, Victoria International Airport and Vancouver Island
  • Three bush trips (Vancouver Island, Newfoundland and the Canadian Rockies)
  • Three landing challenges (Castlegar, Barkerville and Calgary)
  • Three discovery flights (Vancouver, Montreal and Toronto)

As with all previous World Updates, the Canadian expansion is available for free to all Microsoft Flight Simulator players, whether you own the game or play via Xbox Game Pass. Earlier this year, the game added a big crossover with Paramount’s Top Gun: Maverick, and a free 40th Anniversary Edition adding aircraft from older games is set to arrive in November.

Microsoft Flight Simulator is now available on Xbox Series X/S and PC (plus Game Pass), as well as Xbox One and mobile devices via Game Pass’ Xbox Cloud Gaming streaming service.

Image credit: Xbox

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Xbox unveils ‘Mineral Camo Special Edition’ controller

A new camo-themed Xbox Wireless Controller has been announced.

The gamepad, dubbed the ‘Xbox Wireless Controller – Mineral Camo Special Edition,’ is Xbox’s fourth in its ‘Camo’ lineup, after ‘Night Ops Camo,’ ‘Arctic Camo’ and ‘Daystrike Camo.’

The Mineral Camo blends mineral blue, bright and dark purple and aqua into a camouflage pattern. Xbox says its unique ocean-themed tones were inspired by geode crystals.

Like all other modern Xbox controllers, the Mineral Camo can be used on Xbox consoles, PC and mobile devices. It’s available now via the Microsoft Store for $79.99 CAD. Razer is also selling a matching charging stand for $49.99 USD (about $68.50 CAD).

Source: Xbox

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Xbox September update adds library revamp, home button colour customization

Xbox has started rolling out its September system update.

To start, the update adds the ability to customize the colour of the Xbox button on your controller. You’ll be able to choose from a variety of hues that mix red, blue and green LEDs. To change colours, visit the Xbox Accessories app on your Xbox console or Windows PC while your controller is connected.

Next up is a revamp of the games library. Now, the ‘Full library view’ in ‘My games and apps’ has been streamlined to give you access to all games you can install and play. This means that all games you own, as well as any you have access to with subscriptions like Xbox Game Pass, will be displayed here.

Meanwhile, you can now select different default installation locations for games and apps. For example, you can choose to store sizeable Xbox Series X/S Optimized games on your expansion card and backwards compatible titles on your external hard drive. Alternatively, the ‘Let Xbox decide’ option will have the console automatically choose where to install content for the fastest drive with available space.

As previously announced, this month’s update also adds noise suppression for party chat.

A more detailed breakdown of the September system update can be found on the Xbox blog.