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Bethesda’s Starfield delayed again, now launches September 6

Bethesda’s Starfield has been delayed yet again.

The anticipated open world title will now launch on September 6th, back from the previous release window of “the first half of 2023,” which was already a delay from its initial November 11th, 2022 release date.

In the release date’s announcement video, Todd Howard, the director of Starfield and the Fallout and Elder Scroll series,  revealed that Bethesda and Microsoft will hold a Starfield direct event on June 11th to reveal more about the upcoming game.

Given the date, this could replace or be part of the keynote Microsoft typically holds during E3.

According to Howard, there’s still a lot to be revealed about the title.

Starfield was formally announced during Bethesda’s E3 press conference back in 2018. The game is set in space and is Bethesda’s first new IP in 25 years.

Last year Bethesda showed off an extended first-look gameplay of Starfield, where we learned that the game features more than 1,000 explorable planets.

Starfield will release on Xbox Series X/S and will be part of Xbox Game Pass.

Image credit: Bethesda Screenshot

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What’s new on Xbox Game Pass on console, PC and mobile in March 2023

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

Following the launch of a couple of new Game Pass titles in the first week of March, Xbox has revealed what’s coming to the service later this month.

  • Guilty Gear -Strive- (Cloud, Console, and PC) — March 7th
  • Dead Space 2 (Cloud) — March 9th [EA Play]
  • Dead Space 3 (Cloud) — March 9th [EA Play]
  • Valheim (Console, Game Preview) — March 14th
  • Sid Meier’s Civilization VI (Cloud, Console, and PC) — March 16th
  • Ni no Kuni II: Revenant Kingdom – The Prince’s Edition (Console and PC) — March 21st

Additionally, here’s what’s leaving Game Pass on March 15th:

  • F1 2020 (Console) EA Play
  • Goat Simulator (Cloud, Console, and PC)
  • Kentucky Route Zero (Cloud, Console, and PC)
  • Marvel’s Guardians of the Galaxy (Cloud, Console, and PC)
  • Paradise Killer (Cloud, Console, and PC)
  • Undertale (Cloud, Console, and PC)
  • Young Souls (Cloud, Console, and PC)
  • Zero Escape: The Nonary Games (Cloud, Console, and PC)

An Xbox Game Pass subscription costs $11.99 CAD/month for either Console or PC, while a $16.99/month Game Pass Ultimate membership includes Game Pass for both Console and PC, Xbox Live Gold, EA Play and Xbox Cloud Gaming.

Find out what most recently came to Game Pass here.

Image credit: EA

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Xbox reveals new ‘Velocity Green’ wireless controller, available now

Xbox has announced a brand new ‘Velocity Green’ wireless controller.

As the month of March begins, Xbox is ringing in the spring months with a fresh new green controller. The colour is bold and punchy, joining the catalogue of colourful controllers alongside Shock Blue, Pulse Red, Deep Pink, and Electric Volt

The Velocity Green controller boasts the design and aesthetics of the standard Xbox Wireless controller. Players can access the hybrid D-pad, textured grips and back case. The new Xbox Wireless Controllers, which debuted alongside the Xbox Series X and Series S also include the Share button. The Velocity Green colour model is no different.

The new Xbox wireless controller is compatible with Xbox consoles, PC and mobile devices thanks to Bluetooth connectivity.

March is the month of St. Patrick’s Day as well. To celebrate the season of green, Xbox is also launching the Xbox Icon Collection Velocity Green Hoodie on the Xbox Gear Shop. The hoodie includes the Xbox logo on the front and a small four-leaf clover sewn into the sleeve. Preorders for this piece of gear are available now.

Last month Xbox announced its out-of-this-world ‘Stellar Shift Special Edition’ controller.

The Xbox Wireless Controller – Velocity Green is available to order now from the Microsoft Store for $74.99 CAD. 

Image credit: Xbox

Source: Xbox

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Disney Canada giving away custom The Mandalorian Xbox Series S console

Disney Canada has teamed up with Xbox for a contest to promote the new season of The Mandalorian.

From now until March 12th, Canadians have a chance to win a limited edition custom Xbox Series S console featuring special Grogu artwork.

While Disney Canada’s official Twitter account shows a picture with both the Grogu Series S and a Mandalorian-adorned Series X and the official contest rules mention “an Xbox Series XSS console,” MobileSyrup has confirmed with Xbox that the Canadian contest is for the Grogu console, specifically.

In addition to the system and matching controller, you’ll also get a cute little Grogu-esque hoodie for the gamepad and three months of Xbox Game Pass Ultimate. In Canada, the Series S and three months of Game Pass Ultimate are priced at $379.99 and $44.99, respectively, while the hoodie is valued at $10 USD (about $13.59 CAD). Of course, this being a special console that you wouldn’t be able to buy normally certainly ups the value.

Canadians interested in entering can do so here. All you need is to give your name and email and answer the decidedly simple question of where you can stream the new season The Mandalorian. (Spoilers: Disney+!)

It’s worth noting that Xbox’s global team is running a Twitter contest for both the Mando-themed Series X and Grogu Series S. This one runs until May 12th and is open to all countries in which Xbox is available, including Canada. To enter, you’ll have to retweet this tweet with the hashtag #TheMandalorianXboxSweepstakes.

The third season of The Mandalorian premiered on Disney+ on March 1st, with new episodes streaming every Wednesday. In the latest season, Mando has reunited with Grogu and now sets his eyes on Mandalore to redeem his past transgressions. The series stars Pedro Pascal, the internet’s favourite daddy and star of another popular streaming series, The Last of Us.

Image credit: Xbox/Lucasfilm

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Like a Dragon: Ishin! connected my love of Kyoto with a grand, emotional samurai story

Over three years ago, my friends (including MobileSyrup gaming editor Brad Shankar) and I visited Japan for the first time. Over the duration of nine days, we travelled to the busy izakayas in Tokyo, the spiritual streets of Kyoto and the vibrant Blade Runner-esque, neon-light-filled Osaka.

I was left awestruck by the country, and as soon as I returned to Canada, I was eager to go back to Japan. My trip left a lasting imprint on me and reaffirmed my desire to teach English there, with my ideal location being Kyoto.

However, the world changed shortly after returning home (can you believe that the COVID-19 pandemic started three years ago?), and so did the trajectory of my life. Suddenly, travelling to Japan seemed lightyears away and the itch to experience even a little bit more of the country grew stronger.

Then, I discovered Ryu Ga Gotoku Studio’s Yakuza 0.

What I thought would be a welcome distraction quickly became one of my favourite games of all-time. Though the gameplay is a simple 3D beat-em-up, I loved how it balanced wacky humour with deeply serious and emotional moments. It also cleverly combined the setting of Japan’s fascinating bubble economy with its gameplay, using huge stacks of cash to upgrade your move-set.

What added to my Yakuza 0 Japan trip simulation was the insane amount of mini-games that you can play, from disco dancing and karaoke to classic arcade games and billiards. At a time when I felt that big open-world games were starting to become more tiresome to play, having a smaller but vastly dense sandbox area was refreshing.

After my Yakuza 0 playthrough, I was hooked, finishing Kiwami and Kiwami 2 in quick succession, along with going back to revisit the minigames. Though I ended up taking a break from the series, I felt drawn back after seeing the announcement for Like a Dragon: Ishin!

Like a Dragon: Ishin! is a remastered version of the Japan exclusive of the same name, handled similarly to the Kiwami games, including graphical improvements and added content. It’s considered a spin-off, featuring the same characters from previous Yakuza titles (this time including beloved characters from Yakuza 0) but with different backstories and personalities.

Even though we’ve gotten more Edo-based samurai games recently, such as Sekiro: Shadows Die Twice and Ghost of Tsushima, Like a Dragon: Ishin! was more enticing because of the distinct charm that Ryu Ga Gotoku Studio adds to its games.

That said, Ishin! excels in its narrative and gameplay, though with a few shortcomings.

The undercover samurai in modern-day Kyoto

The story involves Ryoma Sakamoto (resemblance based on Yakuza hero Kiryu Kazama), a lone samurai coming back to his hometown Tosa after his sword training in Edo. In a span of a few hours, Ryoma becomes embroiled in a political civil war conflict between the Bakufu, the current authoritarian military government, and the Loyalist Party, a group dedicated to the Emperor with plans to overthrow the government. After a series of events, Ryoma ostracizes himself from Tosa to pursue his own investigation in the city of Kyo (modern-day Kyoto) with an undercover name.

This leads to an interesting dynamic in the story, as his sworn brother is the leader of the Loyalist Party while he becomes a high-ranking captain in Bakufu’s elite samurai army, the Shinsengumi. Without going into spoilers, I found the story to be quite interesting, especially compared to the more crime-focused Yakuza counterpart.

Like a Dragon: Ishin! crowd

However, while you get more out of the game if you played the past Yakuza titles, it also spoils a bit of the plot because some characters follow the same fate. This was quite apparent at the start of the game with Ryoma’s reasoning for leaving Tosa in the first place. Thankfully, the predictability does fade after you get into the real meat of the story, and despite this issue, the inclusion of the Yakuza 0 characters was fantastic, especially in regards to the boss fights.

Ryoma Sakamoto’s bizarre adventures

For a Yakuza/Like a Dragon title, sub-stories are just as important as the story, and Ishin! has some great ones.

From helping out a good-hearted loan shark to aiding a person who’s being ignored for talking literally all day, these side-quests provide lots of humour to keep players engrossed in Kyo.

There is also a lot to do in the city, and at times, it feels overwhelming when you’re trying to progress through the main story. Whether it’s the dozens of people that you can befriend or the countless mini-games, it can be a detriment because your progression is constantly interrupted (though you’re free to just ignore it).

 

On top of all this is ‘Another Life,’ a farming simulator where Ryoma can grow produce, cook food, own pets and sell various goods. It doesn’t help that despite the great narrative, Ishin!‘s pacing can be quite slow at times. If you’re trying to breeze past the story, you may find that there’s a lack of action set-pieces, especially if you’re a newer fan who started off with Yakuza 0.

Saying all of that, the advice that I have for playing this game will sound bizarre. If you have the time (which, as an adult, feels shorter as you get older), my recommendation would be to play the game at your own pace and not speed through the story. Complete the sub-stories you want, develop the farming business you desire and embrace Kyo’s wackiness and chaos without any constraints. You’ll get a more enhanced experience that way.

The art of the sword… and revolver

Like most of the Yakuza games before the switch to a traditional RPG system, Like a Dragon: Ishin! is a 3D beat-em-up where you use different battle styles to defeat multiple enemies.

There are four combat styles to choose between:

  • Brawler — the traditional battle style from previous Yakuza games where you fight with your fists or can pick up nearby objects to smack the living hell out of enemies
  • Swordsman — use your katana for highly damaging strikes at the cost of range and mobility
  • Gunman — prioritize a revolver to shoot enemies from afar with ease
  • Wild Dancer — uses both swords and revolvers to perform chaotic combos

Like a Dragon: Ishin! combat

Wild Dancer is especially devastating, as you can perform combos to a single enemy or use a spinning gun attack to blow away multiple people at once.

However, a new addition to the combat with this remaster are the Trooper Cards, which act like special moves that you can manually control or perform automatically. In the original game, you can only use Trooper Cards in the dungeon-crawler minigame, but now, they’re usable in regular gameplay.

It’s a bit similar to the deck system in Kingdom Hearts Re: Chain of Memories, where specific cards can perform combat moves, buffs, or healing. You can also assign three cards to each battle system, meaning you can have a deck of 12 catered to a specific play style. The Trooper Cards are great to use and add a bit more strategy to boss battles, specifically. However, it’s, thankfully, not complex compared to an RPG system, so you won’t constantly be shifting cards around for specific battles once you have a comfortable loadout.

Reliving Kyo through emotional connections

If Yakuza 0 was used to recreate my trip to Tokyo and Osaka, Like a Dragon Ishin! was my way of experiencing historic Kyoto and reminiscing over my own emotional connections to the city.

Thanks to the new graphical uplift, Ishin! looks really beautiful, especially at night when you can see the lanterns lit up near the river and towns. It’s by no means groundbreaking compared to current-gen games, but for someone who has an interest in Kyoto, it’s a great way to bring the Edo-period prefecture to light.

Like a Dragon: Ishin! town

This setting enhances the game, distancing itself from the urban locations of previous Yakuza games while offering a fresh sense of discovery. Personally speaking, it’s a dream combination of my favourite place in Japan with my interest in ancient history. Because of this, I’ll always connect my emotional experience of Kyoto to this game, which will encourage replayability because of the sheer amount of content and my own sentiments on the prefecture.

Overall, Like a Dragon: Ishin! is a great remaster that should be on your radar whether you’re a Yakuza fan or new to the series. It’s both familiar and distinct, allowing players to familiarize themselves with the series without knowledge of the past Yakuza games. Furthermore, it allowed me to reminisce about my first trip to Kyoto because of my ties to the area.

For that, Like a Dragon: Ishin! delivered an experience that was priceless to me, and as I revisit Japan later this year, it will be a game that I remember as I walk through the streets of Kyoto again.

Like a Dragon: Ishin! is available on the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and PC via Steam.

Image credit: Sega

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Game designer on intersectionality and increasing Black representation in gaming industry

In September, Chicago-based Waking Oni Games released Onsen Master, a hot spring customer management simulator.

While the premise and overall aesthetic draw heavily from Studio Ghibli’s Spirited Away, the game was developed primarily by Black creators. It’s that intersectionality between Black experiences and Japanese media that Waking Oni’s founder, Derrick Fields, finds so interesting. For the game designer and Northwestern University professor, it’s an opportunity to help further representation in the industry for both BIPOC and LGBTQIA+ communities.

MobileSyrup sat down with Fields to learn more about his work on intersectionality, Black representation in gaming and how we can all help bring more Black creators into the industry.

Question: To start, can you tell me a little about your journey into game dev? What are some of your earliest memories playing games and when did you decide that you wanted to pursue this as a career?

Derrick Fields

Derrick Fields (Image credit: Derrick Fields).

Derrick Fields: My experience in gaming and memories go way back to Sega — like the Sega 16-bit and all of that. But I think where it was really instilled in me was playing the RPGs, mostly from Square Enix, as they arrived on PlayStation. Behind me is a little figure from Final Fantasy IX [a plushie of the Black Mage character, Vivi] and that’s probably the most beloved Square Enix experience that I had growing up and certainly resonated with me. I think it was maybe sometime around then that I continued to be really enamored by JRPGs and understanding that genre, specifically.

But it wasn’t until I was in university that I was pursuing a degree in illustration to go into character design and that sort of thing. But it at one point clicked, and I said, ‘Oh, right, people make video games — all of the stuff that you’ve been enjoying, of course, there’s somebody behind it.’ But I think it really clicked, and I made a decision to pivot into 3D modeling and animation to pursue a creative career in gaming.

Q: You talked about being a fan of JRPGs like Final Fantasy, and I know you’re big into anime, like Spirited Away. And, of course, your game is Onsen Master. What is it about that intersectionality that speaks to you? What is it about the Black experience that meshes with Japanese media and culture?

Fields:  I have to announce in this interview that I’m wearing an anime shirt, which was not intended, but it seems to be something splattered across my closet. [laughs]

When it comes to these intersections, this is something that I pursue heavily and a conversation that I pursue heavily. And that realizes itself in a couple of different avenues. I’m a part of the Japanese Arts Foundation here in Chicago, and most recently became the president of that non-profit. And so what we do is create a lot of events based in the community of Chicago that celebrates all the different intersecting cultures that come together to discuss and take joy in participating in Japanese media — games, anime, film. And when it comes to that intersection in Black culture, this is a conversation that I’ve pursued a lot — to the point that we’re at the research paper point in that area of discussion.

Intersections with Black culture and Japanese media have been happening for a while. We see these types of resonance or examples in media such as Cowboy Bebop with the inclusion of jazz [and] more obviously in Samurai Champloo with hip-hop and samurai coming together for its melody. And then, of course, just as prolific with Afro Samurai, really just putting it right in front of you. There’s been a gap since that time and media has still been explored until we came all the way up with Carole & Tuesday, Cannon Busters, and, most recently, Yasuke [a story about a Black samurai], which included LaKeith Stanfield. And so these conversations are happening in media and there’s a clear impact of anime and most likely anime from Toonami era, as most of us grew up with that in high school, and now we’re in the position to be able to create media that is inspired by that.

This doesn’t come without acknowledging the impact of shonen shows like Dragon Ball Z or Naruto on the Black community and how we might code certain characters as Black, even though they might not on the surface represent that. One example is Piccolo [from Dragon Ball Z]. Piccolo is ubiquitous as a Black dad among at least my peers, and certainly those who I interact with online. And then, of course, just the matchup of Naruto and its entire series.

But to get into why that intersection happens and maybe why that has a resonance — I think of it in two different ways. A lot of these shonen shows present a story that characterizes somebody who is coming from nothing but develops their ability or strength or mindset to come up against opposition, and I think that is a goal that is prominent, certainly, within individuals like myself. And then another example that I think maybe helps to characterize this relationship is actually another documentary, Iron Fists and Kung Fu Kicks. [Editor’s note: while it’s on Netflix in the U.S., it’s only available on PVOD platforms like iTunes and Google Play in Canada.] It’s really great. It establishes the relationship between both Japanese and Chinese martial arts films on the Black community in the Bronx, and how that influenced an entire genre of Blaxploitation films, black stunt artists, and even furthering that in its community. So there’s a lot to be observed, and I really enjoy making a concerted effort to identify this conversation.

Q: When you take on something like Onsen Master, there’s an inherent risk in tackling a culture that isn’t your own. When you go about making a game like that, how do you avoid issues of appropriation and handle that subject matter respectfully and earnestly?

Onsen Master

Onsen Master (Image credit: Waking Oni Games)

Fields: Certainly. I think in some of the examples that I shared, that is, in my opinion, one of the better routes to pursue. And that is not to be, say, a Black individual that is making intrinsically Japanese content, but find ways to include Black representation in media that is sort of inspired by it. Onsen Master, yes, does include these fantasy towns on a fantasy island that is very much embedded in Japanese lore with the inclusion of Yokai or Japanese spirits. But where the representation occurs is by including characters of different skin tones and genders within the denizens or characters of this game.

It’s not my goal to, say, tell a specific Japanese story. I think that’s where it starts to tread into the territory of being a little more appropriative, or at least needing to be much more conscientious of it. And so I think of Onsen Master as really the start of that conversation, but ultimately wanting to build more games and more media that lean even further to automate inspired content that is ultimately representative of Black individuals and Black stories. And so, you know, Boondocks and some of the other examples also fall within media that is derived from that same conversation,

Q: Your work with intersectionality is one facet of representation. What are some other good examples of Black representation in games in terms of the characters and stories being told?

Fields: When it comes to Black stories and Black characters, I think one thing that’s important to acknowledge is Black representation in games doesn’t have to always come with the story being intrinsically Black; the inclusion of Black characters without Black stereotypes is an important thing to acknowledge. And so when I think of stories that are successfully doing it, it’s representing not just Black characters, but Black and Brown characters in a normal environment that is reflective of our own realities, diverse communities and spaces. Marvel’s Spider-Man: Miles Morales, of course, I have to champion that one in its representation, feeling so natural for Miles’ life. When he steps outside of his home and you see his interactions in the city, and that being inclusive of both his Black and Latin backgrounds. I think that game is an incredible example of how things can be done successfully.

Miles Morales in Marvel's Spider-Man: Miles Morales

Marvel’s Spider-Man: Miles Morales (Image credit: PlayStation)

Taking it in a slightly different direction. I love how Deathloop has included, so naturally, two different characters that are just a part of the story, but neither of which are stereotyped as being caricatures of Black culture. And certainly, there are many others. I’m glad I can say that we’re at a point of being able to represent many others. And there are indie developers that are doing a lot of work to create those representations as well and show the diaspora of how many spaces and environments we can take up.

Q: On the flip side, what are some areas of improvement when it comes to the industry’s Black representation? For example, I remember a conversation about Elden Ring‘s limited character customization options for Black hair.

Fields: I’m glad you bring up character creators because it ends up being a space that, from a Black experience, is kind of that first engagement, that first barrier, of ‘can I be represented in this game?’ Elden Ring is a great example. But when it comes to other games, historically… I did sort of laud Square Enix for being a game company that inspired me to jump into games and show me these magical worlds. But the relationship with one of my favourite game companies is somewhat contentious because it wasn’t until later that I started to acknowledge that it wasn’t representing Black individuals as well as other cultures very well. And so that’s an area — and certainly the area of JRPGs — that could do a little bit better.

But I say this with a bit of trepidation because I don’t necessarily put the onus of a Japanese company, with predominantly Japanese studio members, to represent Black culture well. That’s a systemic result of there being no Black individuals within that space to speak to how they could be represented better. And so I would at least say, or nominate the responsibility — if a studio is endeavouring to represent diverse cultures in a game or include those, then certainly consulting with those same groups could be one starting step to representing those spaces. We might have seen better examples of, say, Sazh in Final Fantasy XIII. And, hopefully, arrive at a milestone that studios that are endeavouring to create diverse short stories also reflect that inside their company — that there are diverse team members contributing to those titles so that they can inform much better things like hair texture and skin tone.

Q: On a larger note, there are obviously many Black people who play games, but we don’t see that reflected on the developer side. What are some of the ways the industry can collectively help bring in more Black creators?

GDC Survey 2023

The most recent Game Developers Conference survey shows the lack of diversity across the board | Image credit: GDC

Fields: It’s kind of abysmal. The last International Game Developers Association report said that Black individuals made up about four percent of the industry. And then some other statistics, I’d have to check where it came from, but it was like 0.1 percent or 0.01 percent of the industry is made up of Black executives. And so when it comes to the answer of how can we position more developers in the industry in both of those spaces, studio roles and executive roles? On one end, it certainly comes with funding opportunities. I think publishers, especially in the wake of Black Lives Matter and the murder of George Floyd, came out to say that they wanted to support Black-led teams and studios. I personally am curious — what results of that were rendered, and if there were other developments that come from that? I personally didn’t see a lot of communication then after. And so it does leave me curious. But I think funding is certainly one example.

And then finding ways that we can give more resources into STEM [science, engineering, technology and math], and the accessibility of tech roles on the high school level. Finding ways to include games is a good starting point — to engage students that they can be involved in games as well. For those who are already burgeoning in their careers as developers and indie developers, it goes back to those funding opportunities that I think should be leveraged for smaller teams, and certainly those who are new to the space. As far as executive roles, just flat out hire more Black individuals and put those individuals in leading roles so that they can inform more diverse outcomes.

Q: On a larger level, what are some of the ways that schools and other organizations can help foster an interest in games?

Fields: This is something that my studio and I are trying to tackle, personally. In Chicago, there are not a lot of game studios, but there are a lot of high school programs, especially for students who are coming from underfunded neighborhoods, to be able to engage with the resources that help inform the career opportunities that are available. And so that includes STEM and that includes art. I’m trying to navigate and understand how we can include video games in that conversation, and ultimately develop a studio that can participate with the organizations that are providing those outcomes. And so this is kind of the beginning of that conversation. And I think, in getting an answer, it’s still forming. But for now, I’m very interested in how game studios personally can participate with, say, non-profit organizations that are making that concerted effort to connect with high school students. Because that’s where it begins. Video games are the thing that is most successful [in terms of] being played by students on mobile phones on their consoles all the time. They’re engaging with some sort of content that is derived from that media. And so it would be incredible to be able to see more studios connect with non-profit organizations doing that.

Q: The term “ally” is thrown around a lot. For anyone who isn’t Black and wanted to learn more and show support, what are some suggestions you would give?

Fields: It comes with these types of actions that have been taken, similar to how this conversation came to fruition — being invited to share my experiences to help inform how we can create, other outcomes, other futures. Extending into other spaces… in some ways expressed a little bit of exhaustion at some of the more clear outcomes of, say, just simply inviting those individuals — Black individuals, brown individuals, queer individuals — to the spaces that you’re curious o hearing from them. And so if that’s a game studio who’s saying, ‘how do we become more diverse?’ Well, come on — just hire those individuals or include them in that space. I think it certainly starts there. But again, it doesn’t make true waves, true change, unless some of those individuals are at those executive levels or at those decision-making levels so that they can continue advocating. It doesn’t mean much if, say, you are a publisher or a funding opportunity who wants to support Black-led teams, but there are no Black individuals part of your curatorial team or advisory team to be able to understand and sort of have some of that bias towards the games that you might be curating.

Q: What advice would you give to Black kids who are interested in games and want to break into the industry?

Fields: Well, I have to acknowledge a handful of things. This comes down to resources and their accessibility. By asking the question, I wonder if that same high school student would be in a space to bump into this conversation, this interview, or any others that are having those types of outlets that are serving these types of conversations and trying to promote it. But how can we get the information to that student so that maybe, for MobileSyrup, they know that there’s this type of conversation happening. And so it comes down to resources, and kind of that provision of resources, I think of those non-profit organizations that are really active in trying to give access to art and the tools to make art or engage with STEM. But for the student who maybe has bumped into this article, or bumped into this conversation, or similar conversations, because they’re already engaging with game design and media, I would heavily recommend engaging with the free resources that are already available.

And so, if that first hurdle is a laptop, or the hardware to be able to produce games, that means navigating to a library or another environment that hopefully can offer at least the base level to be able to utilize software such as Unity or Blender — both of which being available for free. And then certainly tapping in with a lot of the YouTube tutorials, but also communities that are celebrating these conversations in a very big way. I think of an organization that I’m a part of, Black Voices in Gaming, where we already reach out on social media often to connect with the indie developers who are creating new projects and maybe just breaking out into that social space.

This interview has been edited for language and clarity. 


Onsen Master is available on Xbox consoles, Nintendo Switch and PC (Steam/Epic Games Store).

February is Black History Month, an annual observance of the legacies of Black communities in Canada, the U.S., and other countries. More information can be found here. Some relevant initiatives to check out include Mynno, a diversity-focused Canadian gaming organization, Black creators promoted by Xbox and the women-led diversity group, Paidia Gaming

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Xbox signs 10-year deal to bring its games to Nvidia GeForce Now

Xbox has signed a 10-year agreement to bring its PC games to Nvidia’s GeForce Now streaming service.

Under this deal, Xbox’s PC titles will be playable through GeForce Now on PCs, macOS, Chromebooks, smartphones and other supported devices. This includes Xbox’s existing games and future titles, such as Activision Blizzard’s catalogue (including Call of Duty) should Microsoft’s acquisition of the company be approved.

In a statement, Nvidia said this partnership “resolves” its concerns with Microsoft’s acquisition of Activision Blizzard and it’s “therefore is offering its full support for regulatory approval of the acquisition.” Bloomberg had previously reported that Nvidia was one of several companies that had been apprehensive that Microsoft owning the Call of Duty publisher would hinder competition.

While Microsoft doesn’t anticipate the deal closing until mid-2023, it says it will “begin work immediately” with Nvidia to integrate its Xbox PC games into GeForce Now. This will allow members to “stream PC games they buy in the Windows Store, including third-party partner titles where the publisher has granted streaming rights to Nvidia.” Xbox PC games offered on third-party stores like Steam or Epic Games Store will also be made available for streaming through GeForce Now.

The Nvidia deal comes hot on the heels of Microsoft signing a separate 10-year agreement with Nintendo to bring Call of Duty to the Japanese gaming giant’s platforms. Microsoft says it’s offered a similar deal to Sony, although the PlayStation maker has yet to accept. Speaking at a conference in Brussels, Microsoft president Brad Smith said Sony “can spend all of its energy trying to block this deal […] or it can sit down with us and hammer out an agreement that addresses what it says it’s concerned about, mainly the access to Call of Duty in the future.”

The primary point of contention in PlayStation’s efforts to stop the deal has been Call of Duty. The company argues that Microsoft owning the franchise and putting it on its Xbox Game Pass service as previously announced would harm sales on PlayStation and other platforms. Microsoft, therefore, has been looking to make deals with companies like Nvidia and Nintendo to show regulatory groups that it’s willing to play nice — at least for the first 10 years.

Microsoft has also argued that PlayStation and Nintendo are bigger players in the gaming industry in an effort to diminish how much of an impact its acquisition would have. To that point, the company most recently made the case that it only has a 20 percent market share in Europe compared to Sony’s 80 percent.

It remains to be seen if and when the Activision Blizzard deal will be closed.

Source: Nvidia

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What’s new on Xbox Game Pass on console, PC and mobile in late February, early March 2023

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

This latest batch of new Game Pass titles covers the rest of February and bleeds into March. The highlight is Wo Long: Fallen Dynasty, a new action-RPG from Team Ninja (Nioh).

  • Merge & Blade (Cloud, Console, and PC) — February 28th
  • Soul Hackers 2 (Cloud, Console, and PC) — February 28th
  • F1 22 (Console and PC) EA Play — March 2nd
  • Wo Long: Fallen Dynasty (Cloud, Console, and PC) — March 3rd

Additionally, the New Zealand update for Microsoft Flight Simulator, which is included with Game Pass, is coming February 23rd.

Finally, here’s what’s leaving Game Pass on February 28th:

  • Alien: Isolation (Console and PC)
  • Crown Trick (Cloud, Console, and PC)
  • Dragon Ball FighterZ (Cloud, Console, and PC)
  • Far: Changing Tides (Cloud, Console, and PC)
  • Lightning Returns: Final Fantasy XIII (Console and PC)
  • Madden NFL 21 (Console and PC) EA Play
  • Octopath Traveler (Cloud, Console, and PC)

An Xbox Game Pass subscription costs $11.99 CAD/month for either Console or PC, while a $16.99/month Game Pass Ultimate membership includes Game Pass for both Console and PC, Xbox Live Gold, EA Play and Xbox Cloud Gaming.

Image credit: Koei Tecmo

Source: Xbox

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Microsoft signs 10-year deal to bring Call of Duty to Nintendo platforms

Microsoft has announced that it has signed a 10-year deal with Nintendo to bring Call of Duty games to the Japanese company’s platforms.

On Twitter, Microsoft president Brad Smith said this is a “binding” agreement that will see Call of Duty games come to Nintendo on the same day as Xbox, “with full feature and content parity.” Given that this is a 10-year deal and we’re nearing the end of the Switch’s life cycle, this would, presumably, primarily apply to the console-handheld hybrid’s yet-to-be-revealed successor.

In December, Microsoft said it had committed to a 10-year deal with Nintendo, but the February 21st announcement means that it’s now legally binding. Microsoft is making this deal in an effort to help get its pending acquisition of Call of Duty Activision Blizzard approved in the EU.

Regulators have been investigating the purchase out of concerns that such a move would be anti-competitive. PlayStation, in particular, argues that Microsoft’s ownership of Call of Duty would present the company with an unfair advantage in the market. To counter these claims, Microsoft has said it’s “committed” to bringing Call of Duty and other Activision Blizzard games to platforms like PlayStation.

In his tweet about the Nintendo deal, Smith said “this is just part of our commitment to bring Xbox games and Activision titles like Call of Duty to more players on more platforms.” It should also be noted that a similar 10-year agreement has been offered to Sony, although the company has not yet agreed to the deal.

As it stands, it’s unclear if and when the Activision Blizzard acquisition may be approved, although Microsoft is hoping it will close by July. Last month, Microsoft Gaming CEO Phil Spencer reiterated his confidence that the deal will be approved.

Image credit: Activision Blizzard

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Google Home app can now control your Xbox

Microsoft is now rolling out an Xbox update that lets users control the console from within the Google Home app.

The Google Home app remote control typically only works with Android TVs and Google TV-powered devices, but now it’ll let users turn off or on their Xbox, navigate back, go home and turn the volume up and down. Further, you’ll find a navigational touchpad and standard media controls that include play/pause and skip/previous at the bottom. You’ll also get a directional navigation touchpad and standard media controls with a play/pause and skip/previous at the bottom.

There’s also a mute/unmute option alongside a “record game clip” button.

You’ll need to refresh your devices if your Xbox appears in the Google Home app.  Although, you’ll need to update your Xbox to OS version 10.0.22621.3446 (xb_flt_2302ni.230208-1530).

Source: 9to5Google