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Bethesda’s Redfall officially launches on May 2 on Xbox and PC

Bethesda has confirmed that Redfall will officially launch on Xbox Series X/S and PC (plus Xbox Game Pass) on May 2nd.

The first-person shooter is being developed by Arkane Austin, the critically-acclaimed team behind Dishonored and Prey. It was previously set to release last year before being delayed to the “first half of 2023” alongside fellow Bethesda title Starfield.

Redfall‘s release date was confirmed during the first-ever Xbox and Bethesda Developer_Direct as part of a larger deep dive into the game. In Redfall, you play as one of four hunters who must utilize weapons and special powers to fight a vampire threat. The game can be played solo or in co-op.

In the new Developer_Direct demo, we get a better look at the game’s expansive open-world, environmental storytelling, side content and player customization options.

Besides hailing from a beloved studio, Redfall is particularly notable since it’s the first major Bethesda game to launch exclusively on Xbox Series X/S and PC following Microsoft’s 2021 acquisition of parent company ZeniMax Media. Therefore, many players have had their eyes on both Redfall and Starfield, which is also set to release exclusively on current-gen Xbox consoles/PC. A release date for Starfield has not yet been confirmed, although Xbox says it will get its own Developer_Direct showcase down the line.

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The Evil Within studio’s new game, Hi-Fi Rush, launches today on Xbox and PC

The next game from The Evil Within developer Tango Gameworks has been revealed, and it’s launching today, January 25th.

Following a leak, Tango has officially revealed Hi-Fi Rush, a rhythm-focused action game that has you hacking and slashing enemies to the tune of music. Its colorful and stylish aesthetic is a far cry from the survival horror of The Evil Within and Tango’s most recent work, the supernatural first-person action-adventure title, Ghostwire: Tokyo.

The offbeat game follows Chai, a young man who’s had a music player grafted onto his heart by a diabolical corporation. With his new rhythmic powers, Chai will have to take on the robotic monolith.

Tango formally unveiled the game during the inaugural Xbox & Bethesda Developer_Direct, which was a surprise in and of itself as the Japanese studio wasn’t publicly slated to be a part of the showcase. Even more shocking, then, was the announcement that the game will be launch that same day.

Hi-Fi Rush is available exclusively on Xbox Series X/S and PC, and is a part of the Xbox Game Pass catalogue on day one.

Image credit: Xbox

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Mojang and Vancouver’s Blackbird on mixing action and strategy in Minecraft Legends

Since Microsoft acquired Minecraft in 2014, the beloved sandbox game has gotten a variety of spin-offs.

This includes the Telltale point-and-click adventure Minecraft: Story Mode, dungeon crawler Minecraft Dungeons and mobile augmented reality game Minecraft Earth. 

Now, developer Mojang is taking the property even further with Minecraft Legends, an action-strategy experience. To bring the series into this more tactical space, Mojang has teamed up with Vancouver’s Blackbird Interactive, a studio consisting of strategy veterans from Relic Entertainment (Homeworld). In Legends, the player must unite the Overworld’s different factions to stop an invading Piglin threat.

MobileSyrup sat down with Dennis Ries, executive producer of Minecraft Legends at Mojang, and Lee Pederson, executive producer at Blackbird, to learn more about the game. Together, they discussed the collaboration between the two studios, introducing player vs. player (PvP) to Minecraft, offering a different perspective on Minecraft staples like Creepers and more.

Question: There have been a number of Minecraft spin-offs so far. How did you come up with the idea of an action-strategy one?

Dennis Ries: It really started with a small group of employees within Mojang sitting around talking about what type of genre would be really cool with Minecraft, and strategy kind of rose to the top. At that point, a group of us started going out and talking with different strategy developers trying to understand what type of experiences they would like to make for Minecraft. And Blackbird Interactive — that’s where Legends was born. And it was great because they really brought a kind of new, refreshing take on what what could be in Minecraft and it’s been exciting the whole way.

Q: Once you partnered with Blackbird, what did that collaboration look like, especially since you have Mojang teams in Stockholm and Redmond while Blackbird is in Vancouver?

Minecraft Legends flag

Ries: That’s a great question because it makes me think way back. It started very small as you begin to try to understand what the concept is. And you have to find the timezone that works best. So fortunately, Mojang and Blackbird are in the same timezone, so we just sort of have to work earlier in the day, and then some of those things can continue in the afternoon if we’re just talking with Redmond. But the collaboration really started more on the creative side and as we got a little bit further down the pike, we started to see ‘oh, now we know we understand the technical route that we want to take.’ We are using the Bedrock Engine and that took a lot of collaboration with our Redmond counterparts; a lot development for Bedrock took place there at the time. And that grew bigger. It’s been a great partnership; it’s been fun to work with Blackbird. You might have an answer that’s completely contrary to me, Lee. [laughs]

Lee Pederson: No, not at all! It’s been amazing. Like Dennis said, it was a pretty small team to start. I’ve been on the project for almost five years — it spun off at the beginning of 2018. I started five months, maybe, after that initial group of two or three people. So I’ve been there, as has Dennis, the whole journey, which has been remarkable. So, a small team really collaborating on the creative. We were given a lot of room to collaborate with the Mojang team, both in Stockholm and in Redmond, which was amazing. It wasn’t like, ‘this is this is exactly what you need to make and here’s exactly how you go ahead and do it.’ There was a lot of back and forth. I think that really shows in the art style of Legends — that collaboration and where it led. It’s a really beautiful game that’s really distinct from Minecraft, but you can really get the Minecraft feeling from it. So I think we brought a lot of the team’s passion for strategy, and our background in strategy and our love of Minecraft. Working with our partners and in both in Stockholm and Redmond — I think we really developed a beautiful product.

Q: One of the things that’s interesting about Legends is it’s not really fact or fiction; it’s just these stories that are told within the Minecraft universe. How did you land on this idea and balance creating something that still feels like Minecraft but takes a bit more creative liberty and plays a bit loose with canon?

Ries: What’s great is we have a narrative director within Mojang named Kevin Grace. And when we think about how to tell the story, we understand all players have their own stories, right? And this is just a story in the Minecraft universe. And I think that was an important part. We’re not out to set some sort of official story for what Minecraft should be. It’s more about letting the players have that journey. So that was how we approached it, and I think that was an important perspective that we brought to the game.

Q: How did Blackbird’s previous experiences on strategy games inform your approach to Legends?

Minecraft Legends Piglin

Pederson: While we have a background in strategy and a lot of us have a background in hardcore real-time strategy (RTS), I think we approached this with Mojang less with a rigid framework around ‘we want this to be an RTS.’ We were more like, ‘what are the elements of strategy that we can bring to this that also makes sense within the Minecraft universe, makes sense with the genre we’re aiming for with the action-strategy with your hero within it, and how can we layer that in rather than trying to force a more rigid RTS framework from within Minecraft?’

Ries: One element I will say, from a Mojang perspective, that really impressed us with Blackbird was their knowledge of Minecraft. There’s so much to Minecraft. Even working here, I learn new stuff about it every day, and it’s awesome. But that depth of experience really came to fruition as they would start creating these concepts and bringing them out and trying to explain how they take the strategy experience, and make it a Minecraft strategy game and not a strategy game with Minecraft in it. So it was really fun.

Q: On that note — Lee, what was it like for Blackbird to come in with a love of Minecraft and get to work on a new Minecraft game?

Pederson: It was pretty scary, I have to admit. This is such a huge responsibility. It’s such a big game. It’s such a big team. This is the biggest game that [Blackbird] has ever worked on. So just taking on that responsibility is a big mantle and we wanted to make sure that we were bringing our love of Minecraft and our passion and that we were aligning with the creative vision… So certainly, it’s a bit of a scary thing to take on. Because the community is so big, the love of Minecraft is so, so expansive and wide-reaching, that we wanted to make sure that we absolutely brought our A-game all the time. We want this to be a game that the community loves and embraces and builds on and creates legends on top of what we are building.

Q: Legends is the first time PvP has ever been an official mode in a Minecraft game. How did you decide on Legends being the right time and place for it?

Ries: It was actually early in prototype as we started to sort of think about this action-strategy component in a PvP environment. We created a fun experience — it was like this ‘chaotic fun’ and unlike something we’d seen before in the games that we played. And so we were like, ‘well, let’s explore this further. This could be something special.’ And so we kept at it. And we’ve run into some complex situations; balancing can be difficult with a procedurally-generated multiplayer game. And how do we solve problems to make sure players understand what to do? So for us, how did it start? Well, it started because we had this prototype experience that was just a ton of fun. And then we just kept pushing and got to a point where like, ‘Yeah, this is something we really want to support at retail and let players experience.’

Pederson: And I think we’ve also collectively really focused on campaign and PvP as being two distinct modes that have been moving forward — not in lockstep, necessarily, but we’ve been progressing on and tuning and moving forward on them rather than PvP being a sort of secondary game mode. We’ve really pushed on all fronts on those and really focused on both campaign and PvP.

Q: One of the official Legends videos said there’s less on an emphasis on “fair,” per se, and more on the “chaotic fun” you mentioned. You obviously don’t want it to completely unbalanced and broken, but you do want to keep it loose and chaotic. How do you toe that line?

Pederson: When we’re creating the PvP worlds, we’re making the worlds much smaller than we are in campaigns. So, in campaign, it’s really about exploration and uniting the overworld and the Piglin hordes and approaching battle. Whereas in PvP, it’s a much shorter experience — we’re hoping it’s a 20- to 30-minute experience for each team, each game. So we’ve made the world much more compact, so that you are within a distance of your opponent’s HQ; you’re not having to traverse territory for 30 minutes to try to find where the opponents are. So it’s a small world.

We balanced the resources differently. So there’s more stone, there’s more wood, there’s a different distribution of resources, so that you can leverage your strategy, whether you’re going for an iron strategy, or a diamond strategy, whatever it might be. There’s just a different resource allocation within the world. Because it is procedurally generated, it’s not always going to be the same thing every single time — you’re not always going to find the same balance of resources in every biome, whatever it might be. There are elements of chance within that, but we’ve tuned certain elements of it to make the experience where you’re focused on resourcing and building out your base and attacking your opponent’s team rather than having to traipse around because you can’t find any trees to get any wood.

Minecraft Legends characters

Ries: And while it may not be perfectly ‘fair,’ which is what I think the comment was from the video you may have seen, it’s interesting to see… sometimes a base may be generated in a less advantageous position than another base, but maybe that base has more beneficial resources closer to the base. And so it’s sort of a trade-off scenario. And the real interesting part is, even though it may not be perfectly fair, it doesn’t feel like it’s not perfectly fair. It feels fair every time. So it’s interesting and it’s worked out pretty well.

Pederson: And then it’s interesting how the procedurally-generated world informs your strategy because you have to react to what’s around you, and where you and where your opponents are.

Q: You’ve mentioned how you want this to be your own unique take on PvP. Besides the procedural generation, what are some of the ways that you’ve done that?

Ries: Taking things from the campaign, which is already unique enough, and then transitioning them to PvP. For example, you collect resources quicker. Also, you do share resources with your teammates, so that takes a lot of cooperation and effort to do — that’s definitely a unique element of the game. Then you take this action-strategy component where you can go off, if you wish, and have combat with another person in the map. That’s fun. Or you can take a strategy where you’re taking a Creeper and very pinpointedly directing the Creeper to go and try to blow up a very specific section of the person’s base. So there’s a lot of unique elements to PvP here I think that we tried to introduce but still stay true to a strategy element.

Pederson: There’s some components from the campaign, but they’re unlocked for the player or given to the player in different ways. They’re able to be acquired or battled for in different ways, which again, adds to the kind of layer of strategy. Like, you can create a Redstone Launcher because you’ve gathered enough resources to create that and potentially hide that behind a mountain and then surprise your opponents and destroy their HQ without them even knowing that that’s what you’ve done.

Q: On the flip side, can you talk a bit about how the cooperative multiplayer work?

Minecraft Legends co-op

Pederson: In the campaign, you can have up to four people in co-op. In that scenario, every single person could be attacking the same base, or you could be attacking different bases, or you could be wandering around resourcing. It’s a different experience in that you’re not necessarily having to all work together for a strategy, which is what PvP is about. You can drop-in and drop-out and help or not help. You can just sort of experience the world and explore and unlock mounts or help in that way, but you don’t necessarily all have to be banding together to handle different areas of the resource gathering defence/offence for a single kind of time-sensitive goal.

Q: Another interesting element of Legends is that you have Minecraft staples like Creepers, which used to be hostile, and now you can command them. When you were making Legends, how did you decide which existing parts of Minecraft that players know as one thing to reintroduce in a different way?

Ries: Yeah, that was fun for us because the idea of taking a Creeper and making them your friend was really foreign to us. And the same is true for the other mobs like the skeletons and zombies. So we just wanted to make sure that the behaviours of the Creeper were the same. So we didn’t want to suddenly have a creeper shoot arrows. And so once we got past the thought of, ‘we’re going to go with the strategy experience and we’re going to take something iconic like the Creeper and make it your friend, and that’s going to be the mobs that help defend the Overworld because everyone needs to work together here,’ then it became just making sure that we’re staying true to what Minecraft is. But the exciting part for us was creatively accepting that Creepers are not an enemy and that was definitely a fun thing to do.

Minecraft Legends mobs

Pederson: Yeah, our zombies have to wear hats, right? But they’re your friends. So it’s within the [Minecraft] framework, but also it’s a legend, so this is how we unite to defend the Overworld and push back the Piglins.

Q: That’s definitely part of the appeal for returning players. But part of tackling a new genre like this is you can bring in new players as well. So for those who haven’t played Minecraft, or maybe just haven’t in a long time, how is Legends inviting and approachable?

Ries: I think it’s very approachable. One of the things we really wanted to make sure is that even if you don’t know what Minecraft is, you still enjoy playing this game. So it’s not like you need to know Minecraft. So you can get in, you can explore the world — just the act of exploring is fun. And it feels fun to run through the world, it feels fun to find a mount and fly through the world or a tiger and just jump and go really far. You find these things. That was definitely fun and that helps it be approachable and kind of draws you in. You learn about the world and then you start to understand how the mobs can help you and that these Piglins are horrible things and you need to fight them and send them back. And it’s this element of easing the player into it that I think [Blackbird] actually did a really great job on.

Pederson: Because it has elements of strategy, it’s a little more complicated than just being able to pick up a very easy game and play it, but we do want to make it approachable. It isn’t extremely RTS, UI heavy, tech trees, etc. So while it’s probably a little more complicated than a kids game, we do have a good onboarding tutorial and first-time user experience. In the campaign, you’re not having to go in and immediately engage with a Piglin base. You can spend as much time as you want exploring around the edges of those and unlocking mounts like Dennis was talking about or engaging with the mobs and bringing them over to your side. So there’s things that you can do if you’re not feeling like you’re ready for the battle yet to get yourself more acclimated. But the experience, both PvP and campaign, is meant to be approachable for a broad range of players.

This interview has been edited for language and clarity.


Minecraft Legends will launch on April 18th, 2023 on Xbox consoles (plus Xbox Game Pass), PlayStation 4/5, Nintendo Switch, PlayStation 4 and PC.

Image credit: Xbox

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How to watch the Xbox & Bethesda Developer_Direct in Canada

On January 25th at 3pm ET/12pm PT, Xbox is introducing a new showcase format: the Xbox & Bethesda ‘Developer_Direct.’

Unlike traditional E3-style keynotes featuring dozens of games, Developer_Direct will focus on deep dives into a handful of titles. For the inaugural show, this includes:

  • The Elder Scrolls Online (ZeniMax Online Studios) — an unveiling of the 2023 Chapter Update (an ‘ESO Chapter Reveal Event’ will also take place immediately after Developer_Direct)
  • Forza Motorsport (Turn 10) — we’ll learn more about the next Forza game built from the ground up for Xbox Series X/S
  • Minecraft Legends (Mojang and Vancouver’s Blackbird Interactive) — an “insider’s look” into the PvP experience
  • Redfall (Arkane) — “several minutes” of gameplay from this vampire FPS will be shown

Those interested in tuning in can do via Xbox’s Twitch, YouTube and Facebook channels or Bethesda’s YouTube and Twitch channels. An ASL stream will be available on the dedicated Xbox ASL Twitch channel.

It should be noted that Xbox confirmed that Starfield will not be at this Developer_Direct and will instead get its own standalone show at a later date.

What are you looking forward to seeing? Let us know in the comments.

Image credit: Xbox

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Fantasy Football: 2023 Video Game Edition [SyrupArcade Cast 3]

Even if you’re not into sports, you’re likely familiar with fantasy football. The idea of drafting players or teams early on to see how they fare down the line certainly makes for some good discussion.

However, we at MobileSyrup are decidedly not into sports, so instead, we’ve drawn inspiration from these sorts of fantasy drafts and, naturally, applied that to video games. Specifically, we’ve dedicated our third episode of the nascent SyrupArcade Cast to which 2023 games we think will review the best on OpenCritic.

To start, we assembled a quartet of big gaming fans consisting of regular SyrupArcade Cast hosts Dean Daley and Brad Shankar, as well as MobileSyrup contributors Chris Brown and Steve Vegvari. From there, each of us were given the chance to pick three games that we believe will be among the top-scoring of the year. We’ll also do a follow-up podcast in the middle of the year — after more titles are announced at the likes of E3 and Summer Game Fest — to add two more picks for a total of five each.

Who snagged The Legend of Zelda: Tears of the Kingdom? Where did Marvel’s Spider-Man 2 end up? What about StarfieldFinal Fantasy XVIStar Wars Jedi: Survivor or one of the many other games launching this year? Tune in to the latest episode of the SyrupArcade Cast to find out!

As always, you can listen to the SyrupCast below or find the podcast on your favourite streaming platform.

Subscribe on Spotify

Subscribe on Apple Podcasts

Direct Download Link

You can find last month’s Game Awards-focused episode here.

Image credit: Nintendo

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Microsoft says Xbox is now the first ‘carbon aware’ console

Microsoft says Xbox is now the first “carbon aware” console brand.

In a broader blog post about its sustainability efforts in gaming, the company revealed a new console update that will schedule game, app and OS updates at specific times during the maintenance window to reduce carbon emissions. This means your console will awaken when it can use the most renewable energy in your local energy grid, which, in turn, can save you money.

This functionality is now available to Xbox Insiders across Xbox One and Xbox Series X/S and will roll out to everyone in the future.

Additionally, Xbox consoles now automatically update to the energy-saving Shutdown power option, which reduces power consumption when your console is turned off. This adjustable setting cuts power use by up to 20 times versus when a console is in ‘Sleep’ mode. Citing calculations sourced from the U.S. government’s Environmental Protection Agency, Xbox says that for every two consoles that switch to Shutdown for one year, they’ll save the equivalent amount of carbon removed by one tree planted and grown for a decade.

Meanwhile, Xbox Insiders will also see a new ‘Active hours’ setting. If you opt to continue using the ‘Sleep’ option, you can adjust your console’s active hours so it will only be available for remote wake during this time. During the inactive periods, it will only consume 0.5 W, vs. the 10-15 W it uses while awake.

You can view your console’s full range of energy consumption features by visiting Settings > General > Power options.

All of these features are part of Microsoft’s larger efforts to become a carbon-negative, water-positive, and zero-waste company by 2030.

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Xbox and Bethesda confirm game showcase coming January 25

Xbox has announced that it will be holding its first games showcase on Wednesday, January 25th at 3pm ET/12pm PT.

Under a new format called ‘Developer_Direct,’ Xbox developers will offer deep dives into a small handful of games, rather than the sorts of E3-style events featuring dozens of titles. Windows Central first reported on the show earlier this week.

Specifically, Xbox is promising looks at:

  • The Elder Scrolls Online (ZeniMax Online Studios) — an unveiling of the 2023 Chapter Update (an ‘ESO Chapter Reveal Event’ will also take place immediately after Developer_Direct)
  • Forza Motorsport (Turn 10) — we’ll learn more about the next Forza game built from the ground up for Xbox Series X/S
  • Minecraft Legends (Mojang and Vancouver’s Blackbird Interactive) — an “insider’s look” into the PvP experience
  • Redfall (Arkane) — “several minutes” of gameplay from this vampire FPS will be shown

The Developer_Direct will be streamed to Xbox’s Twitch and YouTube channels.

Additionally, Xbox confirmed that Starfield, the next game from Todd Howard’s The Elder Scrolls and Fallout team, will get its own standalone show in the future. All of the aforementioned games are set to release within the first half of 2023. Presumably, Xbox will keep with tradition and hold a major showcase in the summer (perhaps at E3) to outline what’s coming later this year and beyond.

In any case, it seems that Xbox is at least getting close to finally releasing some big exclusives. 2022 was a relatively quiet year for the publisher outside of its pending acquisition of Activision Blizzard, so it remains to be seen how 2023 will fare for the company.

Source: Xbox

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What games are you excited for in 2023?

Over the past couple of weeks, we’ve written about the top games of 2022, both from Canadian teams and developers worldwide, as well as Canadian games to look forward to in 2023.

Now, though, we want to hear what you think. With the start of the new year comes the promise of all kinds of new games. 2023, in particular, is poised to be the year this current-gen of consoles really comes alive. Between the likes of the PS5-only Final Fantasy XVI (June) and Marvel’s Spider-Man 2 (fall) or Bethesda Xbox Series X/S titles Starfield and Redfall (first half of 2023), it should finally feel as though the industry is moving past the nearly 10-year-old PS4 and Xbox One.

In a similar vein, Nintendo is finally set to release The Legend of Zelda: Tears of the Kingdom in May, a sequel to the beloved Breath of the Wild that the Switch actually launched with way back in March 2017. Other big games include February’s Hogwarts Legacy, March’s Resident Evil 4 remake, May’s Suicide Squad: Kill the Justice League and Diablo IV, and June’s Street Fighter VI. The PlayStation VR2 is also launching next month.

That’s to say nothing of smaller indie titles, including the likes of the long-awaited Hollow Knight: Silksong (TBA 2023), Jet Set Radio-esque Bomb Rush Cyberpunk (summer), South-Asia-meets-Scott-Pilgrim Thirsty Suitors (TBA 2023) and Quebec City-based Sabotage’s Chrono Trigger-inspired Sea of Stars (first half of 2023).

Personally, the first two games I mentioned are my most anticipated. Two of my favourite things, period, are Final Fantasy and Spider-Man, and getting big new PS5 titles from both franchises in the same year is beyond exciting. As a big JRPG fan, Sea of Stars is likewise hitting all of the right notes so far. March’s Star Wars Jedi: Survivor, meanwhile, looks like an excellent sequel to 2019’s Jedi: Fallen Order. Replaced, a 2.5D cyberpunk action game, also seems rad.

Of course, more games will be revealed throughout 2023, especially at both E3 and Summer Game Fest in June. For now, though, what are you most excited to play this year? Let us know in the comments.

Image credit: Square Enix

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Xbox Digital Game sale discounts titles like Gotham Knights, Far Cry 5 and more

Xbox’s Digital Game sale has a number of games on sale at a discounted price, including Marvel’s Midnight Suns, Far Cry 5, Yakuza: Like A Dragon, and more.

Below are some of the deal highlights:

Image credit: WB

Via: Lbabinz

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Here are the top 10 Canadian-made games of 2022

Video games are a huge part of Canada.

Per data compiled for the Entertainment Software Association of Canada, 53 percent of Canadians play games, while the ever-growing industry as a whole contributes $5.5 billion annually to Canada’s GDP.

And every year, there are tons of new games hailing from studios across the country — so many, in fact, that you probably didn’t even know about most of them.

To that end, and in the spirit of end-of-year lists, we’ve rounded up 10 of the year’s most notable games that came from Canadian developers. Impressively, almost all of these were made by small studios, a testament to the dedication and talent of these artists. It’s quite a varied lineup, too, from Metroidvanias and platformers to visual novels and beat ’em ups.

Read on for the full list.


Cuphead: The Delicious Last Course

Image credit: Studio MDHR

Developer/publisher: Studio MDHR (Oakville, Ontario)
Genre: Run-and-gun, 2D platformer
Platform: Xbox consoles, PlayStation 4/5, Nintendo Switch, PC, Mac

Normally, we wouldn’t include a DLC on this list, but Cuphead: The Delicious Last Course deserves an exception. After all, it’s an expansion to the quintessential Canadian indie success story that adds a slew of content, including new playable character Ms. Chalice, several multi-stage bosses and fun weapons to try out. When you consider how much more work went into this DLC than most add-ons — years of painstakingly hand-drawn artwork and tens of thousands of new animations — then it’s easy to see why The Delicious Last Course deserves a seat at the table for end-of-year discussions.

For more, read our roundtable interview with Studio MDHR.

Disney Dreamlight Valley (early access)

Disney Dreamlight Valley

Image credit: Disney/Gameloft

Developer: Gameloft Montreal (Montreal, Quebec)
Publisher: Gameloft
Genre: Simulation
Platform: Xbox consoles, PlayStation 4/5, Nintendo Switch, PC, Mac

Simulation games like Animal Crossing have grown even more popular during the pandemic, so a Disney-themed one made so much sense. In the game, you’ll have to tend to the titular valley using magic, shovels, fishing rods, plants and other resources. Of course, you’ll also meet some iconic Disney and Pixar characters along the way, including, of course, Mickey Mouse, as well as Ariel (The Little Mermaid), Anna and Elsa (Frozen), Buzz and Woody (Toy Story) and Scar (The Lion King). It remains to be seen how the game will shape out when it launches full free-to-play release in 2023, but for now, it’s a charming and approachable experience for all ages.

Infernax

Developer: Berzerk Studio (Quebec City, Quebec)
Publisher: The Arcade Crew
Genre: 2D Metroidvania
Platform: Xbox consoles, PlayStation 4, Nintendo Switch, PC

Inspired by Zelda II: The Adventure of Link and Castlevania II: Simon’s Quest, the small developer of Just Shapes & Beats sought out to make a badass and violent Metroidvania that a “sugar-powered kid” would dream of. As the knight Alcedor, you must save your village from deadly monsters using a shield, mace and various spells. Infernax‘s unabashed gore gives the solid Metroidvania mechanics a gleeful sense of brutality and adds even more flavour to the already unique boss encounters. At the same time, the team added welcome options like difficulty modes and cheats to ease in those who perhaps don’t like how punishingly difficult old-school games could be.

For more, read our interview with Berzerk’s Mike Ducarme.

A Little to the Left

A Little To The Left

Image credit: Secret Mode

Developer: Max Inferno (Halifax, Nova Scotia)
Publisher:
Secret Mode
Genre: Puzzle
Platform: Nintendo Switch, PC, Mac

Sometimes you just want a cozy, laidback experience, and that’s what A Little to the Left is all about. Reminiscent of last year’s UnpackingA Little to the Left‘s 75-plus puzzles have you organizing household items that were displaced by a mischievous little cat. Most impressively, there are multiple solutions to them, so you can design whether you want to sort based on criteria like size or colour. There’s also a helpful and penalty-free hint system if you get stuck on some of the more abstract puzzles, and the ‘Daily Tidy Delivery’ gives you a new puzzle variation every day as a nice way to incentivize coming back to the game.

Nobody Saves the World

Developer/publisher: DrinkBox Studios (Toronto, Ontario)
Genre: Action-RPG, dungeon crawling
Platform: Xbox consoles, PlayStation 4/5, Nintendo Switch, PC

With Nobody Saves the World, Guacamelee! developer DrinkBox tried its hand at a new genre, action-RPGs, and found much success. As a “baby-thing” named Nobody, your job is to use a magic wand to fight against an ancient Calamity. It’s an endearingly quirky premise filled with fun writing, but the transformative Forms are the real highlight. These riffs on character classes range from the badass (knights and dragons) to hilariously weird (a literal egg), and the game encourages you to mix and match their abilities for the best results. Throw in optional co-op and music from acclaimed composer Jim Guthrie (Superbrothers: Sword & Sworcery EP) and Nobody Saves the World! is a real gem.

For more, read our interview with DrinkBox co-founder Graham Smith.

Rogue Legacy 2

Rogue Legacy 2 combat

Image credit: Cellar Door Games

Developer/publisher: Cellar Door Games (Toronto, Ontario)
Genre: Platformer, roguelite
Platform: Xbox consoles, Nintendo Switch, PC

Two years after Rogue Legacy 2 launched early access, Cellar Door is here with the full release. As with the beloved and influential first game, Rogue Legacy 2 has you controlling a knight who must explore procedurally generated dungeons to collect treasures and defeat enemies. The sequel doesn’t reinvent the wheel, but it does make smart improvements across the board, particularly in making each of the 13 classes feel distinctive. A more varied and interconnected world only further enhances the overall experience.

Scarlet Hollow

Scarlet Hollow Tabitha

Image credit: Black Tabby Games

Developer/publisher: Black Tabby Games (Toronto)
Genre: Visual novel, horror
Platform: PC

When your aunt dies, you’ll have to travel to the titular small North Carolina mining town for your aunt’s funeral, only to discover some sinister is afoot. Shaking up the visual novel genre’s traditional dialogue choices are selectable Scarlet Hollow‘s ‘Traits,’ which influence your character’s abilities. These include the attractiveness-boosting ‘Hot,’ which makes NPCs respond more favourably, and ‘Powerful Build’ to let you strong-arm your way out of sticky situations. The ways in which these affect the game’s growing list of chapters keeps things fresh and only add to the sharp writing, well-drawn comic book-esque illustrations and surprisingly tough choices.

For more, read our interview with Black Tabby’s Abby Howard and Tony Howard-Arias.

I Was A Teenage Exocolonist

I Was A Teenage Exocolonist

Image credit: Finji

Developer: Northway Games (Vancouver, B.C.)
Publisher: 
Finji
Genre: RPG
Platform: Xbox consoles, PlayStation 4/5, Nintendo Switch, PC

As part of humanity’s first space colony, you have a bold new life ahead of you. As a result, you’ll have to make to decide how to balance your time between school, exploring the new world and forging bonds with your fellow colonists. Whichever events you experience will take the form of cards that will give you more options as you progress through the campaign. There’s a compelling intricacy in how these systems overlap, fuelling the deeply affecting coming-of-age story to create a truly memorable experience.

Teenage Mutant Ninja Turtles: Shredder’s Revenge

TMNT Shredder's Revenge

Image credit: Dotemu

Developer: Tribute Games (Montreal, Quebec)
Publisher: 
Dotemu
Genre: Side-scrolling beat ’em up
Platform: Xbox consoles, PlayStation 4/5, Nintendo Switch, PC

What do you get when you have ex-Ubisoft employees behind the well-regarded Scott Pilgrim vs. The World: The Game who want to make a throwback TMNT arcade game? The thoroughly entertaining Shredder’s Revenge. You and up to three friends can play as Leonardo, Donatello, Michelangelo, Raphael and April O’Neil as you fight the Foot Clan, Krang, Bebop and Rocksteady and, of course, Shredder. The perfect co-op game.

Tunic

Tunic door

Image credit: Finji

Developer: Tunic Team (Halifax, Nova Scotia)
Publisher: 
Finji
Genre: Action-adventure
Platform: Xbox consoles, PlayStation 4/5, Nintendo Switch, PC, Mac

We mentioned “dedication” at the start of this piece, and nowhere is that more apparent than with Tunic, the culmination of Haligonian Andrew Shouldice’s seven-year journey to craft his own take on The Legend of Zelda. Inspired by the sense of adventure and discovery of the iconic Nintendo series, Shouldice and his small team created a mysterious, guidance-free experience encourages the player to explore and piece things together themselves. The adorable fox protagonist, colourful aesthetic and Dark Souls-lite combat and progression are just icing on the cake.

For more, read our interview with Shouldice and co-developer Kevin Ragamey.


Of course, there were many other Canadian games this year, including DC’s Gotham Knights (Quebec’s Warner Bros. Montreal), the relaxing rhythm title Melatonin (Vancouver’s Half Asleep), Mario soccer sim Mario Strikers (Vancouver’s Next Level) and kaiju beat ’em up Dawn of the Monsters (Toronto’s 13AM).

There are a bunch more to look forward to in 2023, as well, including the RPG Sea of Stars (Quebec City’s Sabotage) and the Dead Space remake (Montreal’s EA Motive). We’ll have more on those in the new year.

For now, though, what were your favourite games of 2022? Let us know in the comments.