Nintendo Switch, Acquire/ Nintendo
The moustachioed plumber brothers have a sun-kissed comic adventure in this
breezy island-hopping RPG filled with puzzles, sand sharks and talking acorns
If there was ever a series that reminds me of being on holiday, it was the Mario
and Luigi role-playing games. I fondly remember squinting at the Game Boy
Advance’s screen in 2003, commanding my plumbers through thrillingly dynamic
battles from a sun lounger. Brothership is the first new game in the series in
almost a decade, and it brings a jaunty, seafaring adventure to the mercifully
better lit screen of the Nintendo Switch.
In a classic Mario plot device, our heroes are whisked away from the Mushroom
Kingdom via a giant portal, and groggily awaken marooned in the oceanic world of
Concordia. This place is utterly gorgeous. As you leap around the first of many
vibrant, cel-shaded islands, you can practically taste the sea breeze. A
stunning Wind Waker HD-esque bloom lighting effect lends this bright and breezy
adventure a washed-out, sun-kissed feel.
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Tag - Role playing games
Halloween is coming, and our minds are turning to scary games. But which titles
are genuine fright fests? Our writers decided to find out in the most
ill-advised way possible
Shepton Mallet prison in Somerset is the world’s oldest correctional facility.
It is also reportedly one of the most haunted. Between its opening in 1625 and
its closure in 2013, it saw hundreds of inmates, from Victorian street urchins
to wayward American GIs to the Kray twins. Now a tourist attraction, it
occasionally opens to paying guests who want to spend a night behind bars. Some
are paranormal investigators, some are brave tourists, and others are video game
journalists with a silly idea: how scary would it be to play five recent horror
games all night, locked in a haunted prison?
Carrying just a torch, an electromagnetic field (EMF) detector, and a laptop, we
wandered the prison finding spine-chilling locations in which to play these
immersive supernatural masterpieces. Here is what happened …
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PC, PlayStation 5, Xbox; Bioware/Electronic Arts
There is lots to do in this huge and beautiful fantasy world, but inconsistent
writing and muted combat dull its blade
Developer Bioware was never going to have it easy with Veilguard. It’s been a
decade since the last Dragon Age game, a decade for fan theories to percolate
and expectations to rise out of control – and that’s not to mention all the
strife that’s gone on at the studio after the disappointing Mass Effect:
Andromeda and Anthem. Veilguard is by no means a bad game, with plenty of
charming characters to meet and new places to see. But the writing, the heart of
previous games, is surprisingly mediocre, while the new combat style gets
repetitive fairly quickly.
You play as Rook, an associate of Varric, who served as companion and
storyteller in the previous games. Varric and Rook have been on the hunt for
elven god Solas for the better part of a year. Just when it looks as if you can
stop him from tearing down the Veil between the physical and nether worlds,
unleashing hordes of demons in the process, a magical mishap leads to the
release of two other, even worse gods. These new villains are comically evil,
but they are a disappointment compared with the compelling character of Solas,
who is, after all, right there. Veilguard tells his side of the story, too,
through side quests.
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A sequel to the Bafta-winning 2019 RPG was recently cancelled by developer
ZU/AM. Now, some of its original team have set up a new studio to make a
successor
A new developer, Longdue, is being set up to develop a “spiritual successor” to
the award-winning 2019 computer role-playing game Disco Elysium.
The new studio currently comprises 12 people, including some who worked on the
original game and on its cancelled sequel, and former staff from Bungie
(Destiny, Halo) and Rockstar (Grand Theft Auto, Red Dead Redemption). Its debut
game is described in a press release as “a psychogeographic RPG” that “explores
the delicate interplay between the conscious and subconscious, the seen and
unseen. Set in a world where choices ripple between the character’s psyche and
environment, players will navigate a constantly shifting landscape, shaped by
both internal and external forces.”
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This RPG is the third massively multiplayer online game Amazon has published in
four years, and lets you morph your heroes into animals. Is it worth a shot?
Amazon has been trying to break into the games industry for years, yet despite
using the vast resources at its disposal to hire some of the best designers in
the business, the company struggled for years to make headway. Lately, however,
Amazon has found success publishing massively multiplayer online games. First
came 2021’s New World, Amazon Games’ homebrew fantasy with an emphasis on
survival and player-built settlements. The following year brought Lost Ark,
developed by Korean studio SmileGate, which combined large-scale multiplayer
with Diablo-style fighting. Critical reception was mixed, but both games proved
popular with players. This week, Amazon publishes its third MMO in four years,
Throne and Liberty, also developed in Korea. Here’s everything you need to know
about this latest free offering.
What is Throne and Liberty?
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PC, Xbox; Bethesda Softworks
Bethesda’s gigantic space RPG’s first major expansion only highlights the game’s
fundamental limitations
The first story expansion for Bethesda’s big, bold, rickety space RPG arrives
after a year’s worth of incremental updates that have already ironed out the
game’s most egregious flaws. Those quest-breaking bugs have been squished, there
are now vehicles to make planet-side travel less of a chore, city maps are at
least partly useful these days, and there’s now a 60fps mode for those playing
on Xbox Series X. But Starfield’s fundamental problems remain – turgid, rubbery
NPCs; the baffling profusion of loading screens – but just as the Phantom
Liberty expansion finessed Cyberpunk 2077 in its entirety, Shattered Space
arrives poised to improve upon what came before.
It appears that Bethesda has acknowledged that travelling across space by
selecting planets from menus and watching a cutscene was a bit rubbish, because
Shattered Space mostly takes place on a single map, much like Skyrim or Fallout.
This new, self-contained narrative concerns House Va’ruun, Starfield’s slightly
tiresome cult of space-serpent-worshipping zealots. The player is whooshed
towards the secretive society’s homeworld after it has suffered a cataclysm,
heralded as the civilisation’s potential saviour – which, naturally, means
everyone has plenty of chores for you to do, busy as they are standing around
staring at walls or genuflecting in courtyards.
Starfield: Shattered Space is out now; £29.99 on Xbox, £25.99 on PC
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In 2004, Fable was as famous for what it didn’t deliver as for what it did. But
this Python-esque fantasy game deserves to be remembered for more than that
In 1985, brothers Dene and Simon Carter vowed to each other that they would one
day start their own development studio together. The game they imagined was
ambitious, as Simon outlined in a developer diary: a fantasy role-playing game,
“populated with compelling and convincing characters with real personality,
people who actually reacted to what you did … We wanted each and every person
who played our game to have a unique experience, to have their own stories to
tell.” The idea of a living, reactive game world was an obsession for many game
creators (and players) at the time, largely because it had never yet been done.
In the 1980s, a virtual fantasy world like this was far beyond the realms of
technological possibility.
Thirteen years later, they got the opportunity to make the game of their dreams,
at their own studio Big Blue Box. Working with British studio Lionhead and its
well-known co-founder Peter Molyneux, they put together the fantasy game they
had imagined – or a version of it, anyway. Fable was finally released in
September 2004, published by Microsoft on the original Xbox.
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This seemingly minor addition allows players to sprint and dive in every
direction so crunch moments can feel like a ridiculously fun John Woo shootout
Here is a statement of fact that I am not entirely proud of: I have played every
Call of Duty game since the series launched in 2003. I’ve been there through the
extremely good times (Call of Duty 4) and the extremely not good (Call of Duty:
Roads to Victory). And while I may have cringed at some of the narrative
decisions, the casual bigotry rife on the online multiplayer servers, and the
general “America, fuck yeah!” mentality of the entire series, I have always come
back.
In that time, I’ve seen all the many attempts to tweak the core feel of the
games – from perks to jetpacks (thanks Advanced Warfare!) – but having spent a
weekend in the multiplayer beta test for Call of Duty: Black Ops 6, I think
developer Treyarch may have stumbled on the best so far. It is called
omni-movement.
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PC; Blizzard
On the verge of World of Warcraft’s 20th anniversary, Blizzard appears to have
pulled off a tentative return to form for this historic game
World of Warcraft has an enduring identity problem. What was once one of the
biggest games in the world is now approaching its 20th birthday, and with every
year that goes by, developer Blizzard has the unenviable challenge of trying to
prove that WoW still has a place in today’s gaming world.
This goes some way to explaining the many times that Blizzard has tried to
reinvent WoW. Six years after its initial release, the developer attempted a
radical do-over of the game’s world in 2010’s Cataclysm expansion, in which an
ancient dragon ravaged and reshaped the realm of Azeroth (an experience you can
relive through the recently relaunched Cataclysm Classic). Since then, Blizzard
has experimented with numerous gimmicks to try to keep WoW current, including a
now much-maligned mechanic that saw players building their power level for two
years, only to lose that power at the end of every expansion cycle.
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PlayStation 5, PC; Game Science
Prior to this release, few would have heard of Chinese developer Game Science,
but the studio has produced a totally original epic
Black Myth: Wukong is a video game obsessed with spectacle – but inspiring awe
requires confidence. Such self-assuredness is a rarity in big-budget games,
where concerns about mainstream palatability often inspire timidity instead on
the part of their developers. Thanks to its state-of-the-art graphics, Black
Myth: Wukong looks as though it belongs among the blockbusters, but this action
game is actually the product of a Chinese indie outfit, Game Science. Yet the
experience is so fully formed that it’s hard to believe that this is the
studio’s first “premium” game.
It is based on the seminal 16th-century east Asian novel, Journey to the West,
which has already inspired enormous swaths of modern pop culture, from Dragon
Ball to the 2010 game Enslaved: Odyssey to the West. You play as a stone monkey,
Sun Wukong, a major character in the novel whose description always seemed
destined to become a video game protagonist. In the original story, Wukong is
said to possess incredible strength and speed – but that’s not all. He can also
transform into all sorts of animals and objects, and can manipulate the weather.
Oh, and he can make copies of himself, too, just in case one all-powerful monkey
isn’t enough to take care of the job.
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