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Saturday, April 30, 2022

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We've emerged from the depths of the BioShock series to begin a fresh season of Video Gameography! We're doing things differently this time as we're discussing the gameography of a developer rather than covering an individual game series. That studio is Supergiant Games, acclaimed indie developer of Bastion, Transistor, Pyre, and Hades. This week, we continue our season by analyzing the second game in Supergiant's catalog, Transistor.

Released for PlayStation 4 on May 18, 2014, and PC a day later, Transistor was a very different game for Supergiant to make compared to its freshman effort a few years prior. Development started just a few months following the release of Bastion, and while its first game was a success, the tight-knit studio wanted to prove what it did wasn't lightning in a bottle. In this episode, we discuss the various ways Supergiant pushed against the ever-present shadow of Bastion in the games design and the studio's production methods. We also cover the process of creating a new retro-inspired cyberpunk setting, the unique tactical action combat, and how the studio landed on a voiceless lounge singer named Red and her talking sword, the Transistor, as the main characters.

Join hosts Marcus Stewart (@MarcusStewart7), John Carson (@John_Carson), and Game Informer Magazine Content Director Matt Miller (@MatthewRMiller) for a verbal stroll through the history and narrative of Transistor! 

If you'd like to get in touch with the Video Gameography podcast, you can email us at podcast@gameinformer.com. You can also join our official Game Informer Discord server by linking your Discord account to your Twitch account and subscribing to the Game Informer Twitch channel. From there, find the Video Gameography channel under "Community Spaces."



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Friday, April 29, 2022

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It’s the weekend! In a week that saw the Mario movie get delayed, the announcement of an Xbox/Bethesda showcase, and the surprise reveal of Disney Dreamlight Valley, we’re ready to kick back and wind down. The Game Informer staff has a variety of activities lined up, from watching sportsball to catching up on the telly to playing those wacky video games. Read on to find out what we’ll be up to and let us know what your plans are too!

Brain Shea –  This weekend, I’m continuing my playthrough of Kirby and the Forgotten Land and playing more of MLB The Show 22. With any luck, I'll have some extra time and can start up Lego Star Wars.

Wesley LeBlanc – After platinuming Elden Ring a few weeks ago, I decided it was time to finally beat Horizon: Forbidden West and shortly after doing that, I decided to get that platinum trophy too. After 56 hours with Guerrilla’s latest, I’m left feeling a touch empty with the Horizon series. Don’t get me wrong, I really enjoyed both Horizon: Zero Dawn and Forbidden West, and the latter improves upon nearly everything the first did. It looks amazing, too, and its sound design is top-notch. However, I’m left feeling that it was so iterative that it never really reached beyond the initial “neat” I said aloud when I first booted it up. It’s a great game, and I’d recommend it to basically anyone that likes open-world games, but I don’t think it ever truly wowed me. With that behind me, though, I’m continuing to use this relatively quiet period in games to finish up Grand Theft Auto V (for the first time in my life!) and continue working through Tiny Tina’s Wonderlands.

Marcus Stewart – Vidya games! Have you heard of these things? There are a lot of them, and I’m struggling to hold them all. I hit the 100-hour mark in Elden Ring this week and my adventure continues to truck along. I’ll also split time between Weird West, Rogue Legacy 2, and Nobody Saves the World. 

Kim Wallace – I plan on finishing Tokyo Vice this weekend, which I've been enjoying a lot. My Bulls were eliminated, so tonight I'm rooting for the Timberwolves to upset The Grizzlies. I need sports in my life, even if my teams are out of the playoffs. Other than that, I'll probably read some comics (still working through the Trial of the Amazons arc) and catch up on some games.

John Carson – Greetings from Portland! I’m spending time on the road (and in the air) this weekend, so my Switch is my main gaming console for the next few days. I’ll be jamming on some Hades and Xenoblade Chronicles, and trying out the new Magic set on Arena when I have an hour to sit down and play through a draft.

What entertaining hijinks will you indulge in this weekend? Share your plans down in the comments!



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This week, Brian is joined by fellow Game Informer editor Jason Guisao as the two once again talk about Nintendo Switch Sports, this time getting Jay's final impressions of the game. The two then talk about the latest news in the world of Nintendo before Jason swaps out for Game Informer's Kim Wallace to celebrate 30 years of the Kirby franchise.

If you'd like to follow the people from this episode on Twitter, hit the following links: Brian Shea (@brianpshea)Jason Guisao (@Jason_Guisao)Kimberley Wallace (@kstar1785)

The All Things Nintendo podcast is a weekly show where we can celebrate, discuss, and break down all the latest games, news, and announcements from the industry's most recognizable name. Each week, Brian is joined by different guests to talk about what's happening in the world of Nintendo. Along the way, they'll share personal stories, uncover hidden gems in the eShop, and even look back on the classics we all grew up with. A new episode hits every Friday!

Be sure to subscribe to All Things Nintendo on your favorite podcast platform. The show is available on Apple PodcastsSpotify, and Google Podcasts.

00:00:00 – Introduction
00:00:54 – Nintendo Switch Sports Review
00:09:13 – Splatoon 3 Release Date
00:14:08 – New Genesis Games on Switch Online
00:17:18 – Classic Sonic Games Getting Delisted
00:20:41 – Changes to Pokémon Go Mega Evolutions
00:22:43 – Pokémon TCG: Pokémon Go Expansion
00:23:55 – Mario Movie Delayed to 2023
00:29:16 – Celebrating 30 Years of Kirby
01:26:34 – Definitive Ranking: Kirby Games
01:30:53 – eShop Gem of the Week: 13 Sentinels: Aegis Rim

If you'd like to get in touch with the All Things Nintendo podcast, you can do so by emailing AllThingsNintendo@GameInformer.com, tweeting to Brian (@BrianPShea), or by joining the official Game Informer Discord server. You can do that by linking your Discord account to your Twitch account and subscribing to the Game Informer Twitch channel. From there, find the All Things Nintendo channel under "Community Spaces."

For more Game Informer podcasts, be sure to check out The Game Informer Show with hosts Alex Stadnik and Alex Van Aken, which covers the weekly happenings of the video game industry, and Video Gameography with hosts Marcus Stewart and John Carson, which explores the history of video games – one series at a time! We also have From Panel to Podcast from host Andrew Reiner, covering everything from the world of comic books, including the shows, movies, and games that spawn from them!



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Thursday, April 28, 2022

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best games of 2017

In this week's episode of The Game Informer Show, special guest Joe Juba joins the podcast crew to compete in a video game fantasy draft comprised of the incredible games released in 2017. Heavy hitters like Zelda: Breath of the Wild, Persona 5, and Nier Automata are quickly scooped up, but surprises await as your hosts attempt to craft the best possible roster of game releases. Expect many shenanigans and some twists in this pre-recorded special episode! 

Follow us on Twitter: Alex Stadnik (@Studnik76), Alex Van Aken (@itsVanAken), Marcus Stewart (@MarcusStewart7), John Carson (@John_Carson), Joe Juba (@JoeJuba)

The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join hosts Alex Stadnik and Alex Van Aken every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from all around the industry. Listen on Apple PodcastsSpotify, or your favorite podcast app.



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Mass Effect: Dark Horse Unveils Beautiful Reaper Sovereign Ship Replica Now Available For Pre-Order

If, at any point, while playing through the Mass Effect series, you’ve thought to yourself, “I really wouldn’t mind a replica of the Reaper Sovereign ship,” then today’s your day. 

That’s because BioWare and Dark Horse Direct have unveiled a new 14-inch Reaper Sovereign ship replica, and it’s beautiful. What’s more, it’s available for pre-order now for $299.99, and if it’s something you just have to have, you should act fast because there are only 1000 of them in total. Pre-orders are expected to ship sometime between November of this year and January 2023. So if you buy one, you don’t have to wait too long to have it in your hands. 

 

“Reaper Sovereign has landed on Eden Prime after 50,000 years and is reigning down planet-shattering destruction,” Dark Horse’s description reads. “This spectacular replica is made of polyresin and crafted by the masters at Gentle Giant Studios. At 14 inches tall on an 11-inch diameter base, this statue will have you re-experiencing this iconic moment from Mass Effect.” 

Gentle Giant Studios is responsible for the sculpting, prototyping, and paint of the replica, which is made out of polyresin, and you can only order a maximum of two. While waiting for yours to arrive, read our breakdown of the reveal trailer for the next Mass Effect game, which was announced in 2020. After that, read about how the next Mass Effect could revert back to using Unreal Engine instead of EA’s Frostbite, and then check out the latest teaser for the next Mass Effect

Are you going to pick up one of these replica Reaper ships? Let us know in the comments below!



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Mass Effect: Dark Horse Unveils Beautiful Reaper Sovereign Ship Replica Now Available For Pre-Order

If, at any point, while playing through the Mass Effect series, you’ve thought to yourself, “I really wouldn’t mind a replica of the Reaper Sovereign ship,” then today’s your day. 

That’s because BioWare and Dark Horse Direct have unveiled a new 14-inch Reaper Sovereign ship replica, and it’s beautiful. What’s more, it’s available for pre-order now for $299.99, and if it’s something you just have to have, you should act fast because there are only 1000 of them in total. Pre-orders are expected to ship sometime between November of this year and January 2023. So if you buy one, you don’t have to wait too long to have it in your hands. 

 

“Reaper Sovereign has landed on Eden Prime after 50,000 years and is reigning down planet-shattering destruction,” Dark Horse’s description reads. “This spectacular replica is made of polyresin and crafted by the masters at Gentle Giant Studios. At 14 inches tall on an 11-inch diameter base, this statue will have you re-experiencing this iconic moment from Mass Effect.” 

Gentle Giant Studios is responsible for the sculpting, prototyping, and paint of the replica, which is made out of polyresin, and you can only order a maximum of two. While waiting for yours to arrive, read our breakdown of the reveal trailer for the next Mass Effect game, which was announced in 2020. After that, read about how the next Mass Effect could revert back to using Unreal Engine instead of EA’s Frostbite, and then check out the latest teaser for the next Mass Effect

Are you going to pick up one of these replica Reaper ships? Let us know in the comments below!



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Bugsnax Isle of Bigsnax DLC

The oddly lighthearted and heartfelt adventure Bugsnax launched November 2020, making it one of the first games many played on PlayStation 5, which was released the same day. Nearly a year later, Young Horses, the game’s developer, announced during a Sony State of Play the game would be getting a new DLC. Called The Isle of Bigsnax, the expansion will be free for players who already own the base game. On top of a fresh story, which should take three to five hours to complete according to the creators, fans can expect a slew of new content. And while it’s aiming to release in the first half of 2022, we got an early hands-on look at the game at GDC.

Adding hours of playtime to the original game, Young Horses announced players would receive their own in-game dwelling to renovate. Now you can feel like part of the Grumpus community. The hut begins as a glorified pile of sticks. But, by completing requests from fellow villagers, players gain access to options for furniture, paint, decorative items, and even an upstairs. Many of these received objects reflect the giver. The exercise-obsessed Chandlo may offer players a weightlifting trophy, while Snaxburg’s Mayor Filbo might gift an adorable stuffed Grumpus.

New players are shown to their new abode right after entering Snaxburg for the first time. However, returning players get a tour of their shack upon talking to Filbo and find their mailboxes already stuffed with retroactive rewards for any requests they’ve unwittingly completed. The developers at Young Horses explain the pile of new tasks and objectives should give players a good reason to continue exploring Snaktooth island and engaging with its inhabitants.

Keeping this goal in mind, Young Horses’ latest expansion will also introduce hats for your favorite scrumptious Snax. Did you ever wonder what happened to the head adornments of your Grumpus companions after they take on a Bugsnax form? Well, it looks like the island’s tasty residents got them, and it’s up to you to track them down. More than just a simple and silly cosmetic feature, players have to earn each hat in a scavenger hunt-like search. Hats can be found on certain Bugsnax in the wild, and capturing them grants access to a new cap. There are around 25 in total and include a chef’s hat, witch’s hat, and Chandlo’s “Snax” baseball cap. The developers hope this gives players a fun challenge that makes revisiting previous locations worthwhile.

The Isle of Bigsnax

I got a chance to go hands-on with the upcoming DLC, and, from what I’ve played so far, the expansion will be another merry romp through a strange world. The Isle of Bigsnax gives players more – and bigger – Bugsnax, content that builds on the original experience, and a chance to dive deeper into the relationships and story from the base game.

The demo begins just before the point of no return in the initial story and sets me on a beach with the muscle-bound Chandlo, scientific Floofty, bone-carrying archeologist Triffany, and spiritual Shelda. The titular island has appeared in the middle of the ocean, and, having made it to the beach, we are now out of range from the rest of the villagers. The experience boasts numerous puzzles, and most are built around my arsenal of unusual gadgets. The first puzzle asks me to bridge a gap by lighting a torch. In another instance, I discovered several mazes with moving pillars and winding corridors too small for any Grumpus to fit into. However, it was perfectly sized for my ball-bound Strabby, which I guided through the obstacles to hit a door-opening switch.

Players can also look forward to several larger-than-life Bugsnax encounters. My first new sighting, a giant Bunger, sends Chandlo flying into a pile of jars that just happen to contain dust that makes Bigsnax smaller. But even slimmed down, the creature still needs to be stunned to catch. So, I grab the tripwire and then feed my prize to the weakened Chandlo, giving him the strength to go on.

The team then sets up camp, and the story begins to take shape. This archeological adventure may uproot accepted beliefs about Mother Naturae, who Shelda worships, as the jars of Bugsnax-catching dust was found at her shrine. At the camp, I have a choice between four different quests. However, I’m instructed to follow Triffany’s storyline for this preview. She has me work my Snax-guiding magic to open a few blocked-off areas. This includes one puzzle that triggers a boulder-like Bigsnax to pop out at us, a nice Indiana Jones reference that highlights the game’s humorous tone.

I encounter plenty more Bigsnax in my short adventure, though I don’t have any handy shrink dust to capture them. Each enlarged Snax takes on an entertaining form, like a sentient celery stick that carries separate, chocolate-looking critters on its back. I saw lobster made from macaroni noodles that loved cheese. And one of my favorite new Snax was called a Millimochi, made of a group of frosty treats lined up to create a multi-snack creature.

The Isle of Bigsnax is aiming to come out April 28. Including the hut, hats, and fresh adventure, the new content is about 80 percent as big as the original game, according to the developers. So, if it took you 10 hours to finish the base experience, it may take around 8 hours to explore everything the super-sized expansion has to offer. 



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Balan Wonderworld Director Yuji Naka Filed Lawsuit Against Square Enix, Reveals He Was Removed Before Its Release

Balan Wonderworld was a disappointing game for most, especially for a game from Yuji Naka, the creator of Sonic the Hedgehog. 

Now, Naka has taken to Twitter to reveal that not only was he removed as the director of Balan Wonderworld about half a year before its release in March of 2021, but that he has also filed a lawsuit against the game’s publisher, Square Enix, for doing so. He says now that proceedings are over and he’s no longer bound by company rules, he’s speaking out about what happened to him, as translated by Twitter user Cheesemeister3K

“I think it’s wrong of Square Enix not to value games and game fans,” Naka writes on Twitter, according to Cheesemeister’s translation. “According to court documents, I was removed as the director of Balan Wonderworld for two reasons. It was done by the producer, head of marketing, head of sound, managing director, and HR. First, when a YouTuber’s arranged piano performance of the game music was released in a promotion instead of the original game track, turning the composer into a ghostwriter, I insisted that the original track be released and this caused trouble.

“Second, according to court documents, [Naoto] Ohshima told producer [Noriyoshi] Fujimoto that the relationship with Arzest was ruined due to comments I made wanting to improve the game in the face of Arzest submitting the game without fixing bugs. Also, in an email to Ohshima to Fujimoto, he wrote: ‘I just told the staff about the demo delay.’ When I told them, ‘This was prod. Fujimoto’s decision. Let’s do our best for him,’ the staff applauded and cheered. This was unexpected, and I was moved. The staff’s been down lately, but their spirits have been revived. Thank you very much. All of us on the staff will work hard. So the schedule wasn’t up to me, but the producer, yet the schedule being tight was the producer’s doing. Something was off.” 

Naka continues, stating that in releasing an original game, it was wrong to put out an arranged track with promotional materials. He felt that the game music everyone could hum to were the original tracks, not arranged pieces made by someone other than the composer. 

“I believe that every effort must be put in to make games the best they can be until the very end so that game fans will enjoy what they buy,” Naka continues on Twitter. “It wasn’t right to, without discussion, remove and completely disassociate from the project a director saying so. Retweeting, liking, etc. on SNS and such was banned, so I don’t think Square Enix values game fans. There were many comments and wonderful illustrations about Balan Wonderworld, and I’m really sorry that I couldn’t react to them. 

“Myself, I’m truly sorry to the customers who bought Balan Wonderworld in an unfinished state. From this point onward, I will be able to react to posts tagging me or directed only toward me on SNS and such. I believe that when making games, asking for fixes in order to make something good should be a given, and if that’s not possible, it should be talked over, but it looks like they can’t. I don’t think they value games.” 

Naka points to Sonic the Hedgehog 2 as an example. He says that two weeks before finalizing the game, it was changed so that as long as you have at least one ring, you won’t die. This wouldn’t have happened if he weren’t allowed to improve the game to the very end, Naka says. 

“Improving a game until the very end is what being a game creator is all about, and if that’s not possible, something’s wrong,” Naka writes, according to Cheesemeister. “I asked my lawyer to negotiate my just being able to comment until the end of production, but their refusal led me to file suit. I think that the resulting Balan Wonderworld and the critical reception it received have a lot to do with what happened. I’m really disappointed that a project I worked on from the start turned out this way.

“I personally regret that Balan Wonderworld was released to the world in an unfinished state. I wanted to consider all kinds of things and release it as a proper action game. I don’t think that Square Enix and Arzest value games and their fans.” 

It’s unclear what the result of Naka’s lawsuit was, but he’s clearly able to speak publicly about Balan Wonderworld now, something he says he wasn’t able to do before. 

[Source: Yuji Naka on Twitter, translated by Cheesemeister3K on Twitter]



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Top Indies To Play Right Now Tunic Death's Door Inscryption Hades

The indie moniker describes a game made by independent creators, i.e., those not under the umbrella of a major publisher. That could mean anything from a solo developer working on a debut title to critically acclaimed teams releasing self-published works. While these games have been around as long as the industry, their popularity surged in the early 2000s. This was partly due to new digital distribution and crowdfunding options, which presented opportunities for some would-be game makers.

Though many of gaming’s best-loved indies belong to this early era, independently made games reached a whole new level of mainstream attention in the following decades. There are so many launching every day now it can be difficult to keep up. So to help, this list explores the most recent titles that have enthusiasts excited. Appearing in no particular order, the games below represent the new kids on the indie block worth checking out.

Norco

PC

Earning comparisons to another well-loved indie, Kentucky Route Zero, Norco is a thoughtful, funny, intense, and surreal look at life in the Deep South. Throwing issues like unbridled greed and American society under a microscope, the innovative point-and-click adventure is brought to life with gorgeous pixel art and poignant writing. Players step into the shoes of Kay, whose brother has gone missing following the death of their mother. While searching for her sibling, Kay discovers that her mother was researching a significant discovery before passing away. Following the threads of that project and looking for her brother leads Kay to unravel a strange mystery through swamps filled with oil refineries and fading suburbs. | Our Review

Tunic

Xbox Series X/S, Xbox One, PC

A green-clad fox wakes on an idyllic beach, yawns, then heads off on an enigmatic adventure. The beginning seconds of Tunic give the player a small hint of what to expect from the fantastic game. Its simple visuals, tranquil music, and adorable protagonist create an enchanting atmosphere, while the many mysteries at the title’s heart drive Tunic to be one of the best games of the year. Sharing many aspects with another of 2022’s great titles, Elden Ring, this indie is all about taking a step back and letting the players find their own way. Tunic overflows with singular puzzles and magnificent moments of discovery, many of which are aided by Tunic’s exceptionally designed, in-game instruction booklet. These helpful collectible pages not only offer practical help but also infuse the game with the best kind of nostalgia. | Our Review

Weird West

PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC

A tall tale told by developers with games like Dishonored and Prey under their belts, this wild take on the West earns its name by bringing players to some weird places. How weird? Well, of the game’s five main protagonists, two of them are a pig-man and a werewolf. So, pretty weird. Life on the frontier in this recent indie can be hard. You might worry about fending off vicious desperados one day while confronting a cannibalistic jailer the next. Its twin-stick mechanics work wonderfully for shoot-outs, and the physics system lets you take creative approaches to problem-solving. Find yourself outnumbered? Look for a box of ammunition to shoot; the contents will go flying at any enemies in the vicinity. All of this is bolstered by an intriguing story that manages to thread all the desperate main characters together.  | Our Review

Inscryption

PC

Even if deckbuilding games are not your typical cup of tea, don’t miss out on Inscryption because of its apparent genre. There is a lot more going on here below the card table. Starting out as a prisoner in a strange cabin, you find yourself in a horrific fight for your life against an inhuman opponent. The only way, according to your captor, to get out of this situation alive is to beat him at an unusual game. With the wild gleam in his eyes – the only thing you can really see in the dark room – the monster across the table from you lays out the rules for a contest that falls somewhere between Dungeons & Dragons and Hearthstone. Except you can tip the scales in your favor by pulling out your own teeth, and losing is a death sentence. The mesmerizing strategy game comes bundled with a narrative that goes in wildly unexpected directions. | Our Review

Chicory: A Colorful Tale

PlayStation 5, PlayStation 4, Switch, PC, Mac

Chicory: A Colorful Tale exemplifies indies’ remarkable ability to generate unique experiences. The game, made by a group of independent creators including Wandersong developer Greg Lobanov, works as a coloring book. Brush in hand, you set about painting the world and its inhabitants with color. Besides giving players the creative freedom to tint the environment to their hearts’ content, the artistic implement ties into the game’s practical mechanics. Glowing inks light the way in dark caves and coating particular types of foliage shrinks them down to size, clearing the way for the hero. But Chicory’s narrative, the reason you have the brush to paint with at all, is also uncommon. It thoughtfully explores hard-to-tackle mental health themes like depression and imposter syndrome. | Our Review

Unsighted

PlayStation 4, Xbox One, Switch, PC

Can you save the ones you love from becoming mindless monsters before time runs out? That’s exactly the question this pixelated sci-fi game puts to its players. Acting as the automaton Alma, you watch as the world’s supply of Anima dwindles. Ravaged by war with humanity, Arcadia’s robotic residents need Anima to maintain sentience. Without it, they will transform into machines capable only of brutal destruction, killing those around them with no remorse. However, the game’s clock is always ticking. If you can’t save everyone in time, who will you allow to fall into madness? The unfolding narrative changes depending on who you save (or don’t), so your every decision alters where the game goes. On top of this, Unsighted has laudable, hectic action to keep players on their toes. | Our Review

Sable

Xbox Series X/S, Xbox One, PC

Adding to the growing list of games that shy away from combat, Sable offers players the chance to explore a vibrant desert landscape, taking whatever road or quest that strikes their interest as they play. The intriguing concept solves the problem many games’ narratives face. Why, if your main quest is so important, would you step away to help the world’s inhabitants with their relatively unimportant concerns? In Sable, you play the titular character who sets off on a ceremonial journey to discover themselves. If you have a primary goal, it’s to collect masks by helping people. When you’re ready to finish your expedition (and the game), you return home to select one of the masks you’ve gathered to represent your future identity. Before making that decision, the game encourages you to wander a truly stunning and unique environment on your customizable hoverbike. | Our Review

The Forgotten City

PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC

There’s only one rule in The Forgotten City: Don’t sin. On the surface, it sounds like a good deal; lead a good life and live forever. However, the punishment for breaking the single tenet is death – not just for you, but for every single resident living with you. The difficulty of this puzzling time-loop adventure is figuring out how to make sure everyone is following the rule without running afoul of it yourself. Does stealing medical ingredients to save a life constitute a sin? As a modern-day traveler that just happened to drop into the ancient Roman community while exploring an ancient ruin, unwrapping the politics of this millennia-old city is challenging. And getting to the bottom of the mysterious edict may take more time than you have until someone breaks the golden rule. | Our Review

Hades

PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC

Initially coming out in 2020 (though it released on Xbox and PlayStation consoles the following year), Hades is one of the “oldest” indies on this list. Despite the myriad marvelous titles that have hit shelves over the past few years, we just couldn’t keep from giving a shout-out to this hell-raising game. A rogue-lite set in the ancient Greek underworld, Hades follows the story of Zagreus. This errant heir to the realm seeks to fight his way out of Hades and discover the truth behind what happened to his mother. Developer Supergiant Games was already known for its stellar titles before Hades’ release, like Pyre, Bastion, and Transistor, but the studio’s latest game is arguably its most successful. | Our Review

Death's Door

PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC

Death’s Door developer Acid Nerve is a two-person team based in the UK that managed to produce one of the best games of 2021. Besides the killer artwork and deadly combat, Death’s Door also manages to deliver a soul-snatching story. Working as a reaper crow, it’s your job to make sure newly deceased spirits pass on. But things go off the rails when your latest assignment goes astray, upsetting the balance of the universe. Your mission to set things right sends you down an unexpected path, one that leads to unraveling an enormous conspiracy embedded in the heart of your own death-managing organization. The compelling narrative is backed by impeccable, fast-paced gameplay that earns it a spot on this list. | Our Review

Did we miss any of your recent indie favorites? Tell us about them in the comments! And if you're hungry for more top games to play right now, click on the banner below to get your fill.



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Balan Wonderworld Director Yuji Naka Filed Lawsuit Against Square Enix, Reveals He Was Removed Before Its Release

Balan Wonderworld was a disappointing game for most, especially for a game from Yuji Naka, the creator of Sonic the Hedgehog. 

Now, Naka has taken to Twitter to reveal that not only was he removed as the director of Balan Wonderworld about half a year before its release in March of 2021, but that he has also filed a lawsuit against the game’s publisher, Square Enix, for doing so. He says now that proceedings are over and he’s no longer bound by company rules, he’s speaking out about what happened to him, as translated by Twitter user Cheesemeister3K

“I think it’s wrong of Square Enix not to value games and game fans,” Naka writes on Twitter, according to Cheesemeister’s translation. “According to court documents, I was removed as the director of Balan Wonderworld for two reasons. It was done by the producer, head of marketing, head of sound, managing director, and HR. First, when a YouTuber’s arranged piano performance of the game music was released in a promotion instead of the original game track, turning the composer into a ghostwriter, I insisted that the original track be released and this caused trouble.

“Second, according to court documents, [Naoto] Ohshima told producer [Noriyoshi] Fujimoto that the relationship with Arzest was ruined due to comments I made wanting to improve the game in the face of Arzest submitting the game without fixing bugs. Also, in an email to Ohshima to Fujimoto, he wrote: ‘I just told the staff about the demo delay.’ When I told them, ‘This was prod. Fujimoto’s decision. Let’s do our best for him,’ the staff applauded and cheered. This was unexpected, and I was moved. The staff’s been down lately, but their spirits have been revived. Thank you very much. All of us on the staff will work hard. So the schedule wasn’t up to me, but the producer, yet the schedule being tight was the producer’s doing. Something was off.” 

Naka continues, stating that in releasing an original game, it was wrong to put out an arranged track with promotional materials. He felt that the game music everyone could hum to were the original tracks, not arranged pieces made by someone other than the composer. 

“I believe that every effort must be put in to make games the best they can be until the very end so that game fans will enjoy what they buy,” Naka continues on Twitter. “It wasn’t right to, without discussion, remove and completely disassociate from the project a director saying so. Retweeting, liking, etc. on SNS and such was banned, so I don’t think Square Enix values game fans. There were many comments and wonderful illustrations about Balan Wonderworld, and I’m really sorry that I couldn’t react to them. 

“Myself, I’m truly sorry to the customers who bought Balan Wonderworld in an unfinished state. From this point onward, I will be able to react to posts tagging me or directed only toward me on SNS and such. I believe that when making games, asking for fixes in order to make something good should be a given, and if that’s not possible, it should be talked over, but it looks like they can’t. I don’t think they value games.” 

Naka points to Sonic the Hedgehog 2 as an example. He says that two weeks before finalizing the game, it was changed so that as long as you have at least one ring, you won’t die. This wouldn’t have happened if he weren’t allowed to improve the game to the very end, Naka says. 

“Improving a game until the very end is what being a game creator is all about, and if that’s not possible, something’s wrong,” Naka writes, according to Cheesemeister. “I asked my lawyer to negotiate my just being able to comment until the end of production, but their refusal led me to file suit. I think that the resulting Balan Wonderworld and the critical reception it received have a lot to do with what happened. I’m really disappointed that a project I worked on from the start turned out this way.

“I personally regret that Balan Wonderworld was released to the world in an unfinished state. I wanted to consider all kinds of things and release it as a proper action game. I don’t think that Square Enix and Arzest value games and their fans.” 

It’s unclear what the result of Naka’s lawsuit was, but he’s clearly able to speak publicly about Balan Wonderworld now, something he says he wasn’t able to do before. 

[Source: Yuji Naka on Twitter, translated by Cheesemeister3K on Twitter]



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