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Best Video Games of 2018 Best Video Games of 2018

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The Best Video Games of 2018

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Best Video Games 2018

We’re finally here – the ten best games of 2018 – or at least what is our staff’s ten favourite games released this year.

As I mentioned in the first part of this list, whittling down the year’s best video games is simply impossible to do since none of us here at Goomba Stomp have the time nor money to play every game.

There was a veritable barrage of excellent games released, from overstuffed triple AAA bonanzas to indie games made by small teams of passionate game developers.

While we wish we had more time to play more games, we are very happy with the way the list came out, and we couldn’t be prouder of the titles that our team selected.

The 10 Best Video Games of 2018

Best Video Games 2018 ACO

10 – Assassin’s Creed Odyssey

It might seem absurd to nominate what is essentially a series with an annual release schedule for one of the best games of the year, but if Fortnite can claim such a title, then I see no reason why the latest entry in one of Ubisoft’s best known and loved series couldn’t either. 2017’s Assassin’s Creed Origins was a bold departure for the beleaguered franchise, one that was long overdue. The developers were obviously keen to capitalize on the goodwill and reinvigorated enthusiasm of the fanbase, and so while Assassin’s Creed Odyssey may not have been the great stride forward that its recent predecessor was, it continued to raise the high bar that had been set for the series.

Odyssey‘s world is an immaculately realized representation of ancient Greece in all its riotous magnificence, a place and time that birthed many of the scientific, philosophic, artistic, and political concepts that we now take for granted. The decently fleshed-out skill tree makes leveling up feel genuinely interesting, and with the ability to freely reset skill points, players are never punished for wanting to try out a new playstyle or mixing up their chosen skill set. The story itself may not be anything that Herodotus would write home about, but it nevertheless provides a compelling backdrop to the action, and never fails to entertain. Assassin’s Creed Odyssey may not prove to be one of the best games of all time, but it more than holds its own against the rest that 2018 had to offer. (Chris Underwood)

Best Games 2018 Far Cry 5

9 – Far Cry 5

Far Cry 5 is a game that has encountered controversy since the first image was released, largely thanks to Ubisoft’s decision to set the game in Hope County, a fictional region in rural Montana overrun by a doomsday cult called the Project at Eden’s Gate. Although this cult has no coherent doctrine, and its structure doesn’t resemble real-world cults in the slightest, it has nevertheless managed to anger many game critics who for some reason were expecting an entry in the Far Cry series to send a clear political message that perhaps addresses the polarized nature of current American politics.

But seriously folks, this is the fifth entry in a series that has never taken itself too seriously. It’s a sandbox adventure known for its non-stop action, extreme violence and cruelty — all of which is juxtaposed with over-the-top humor and bombast. The truth is, Far Cry may not be the best game of 2018, but it is the most fun game I’ve played so far this year. It fully embraces what the series does best, while Ubisoft has thankfully done away with some of the franchise’s most frustrating aspects.

There are plenty of welcome new additions, including the Arcade Mode, which includes a powerful map editor that allows you to create challenges and share them with other players, and an escort system that allows you to hire and fight alongside up to two other characters who you meet in the game, each of whom brings special skills into combat (my personal favorite being a dog named Boomer). Meanwhile, the side missions are a blast, the game looks absolutely gorgeous, and it features one hell of an ending. There’s really so much to love here that it makes it easy to overlook what the game lacks in story. If you are a fan of the series and haven’t yet had a chance to play Far Cry 5, I highly recommend it. (Ricky D)

best games 2018 pokemon lets go

8 – Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee!

Nostalgia is an addiction that the older generation is often powerless to resist. When Nintendo announced Pokémon: Let’s Go, Pikachu! and Eevee!, they knew it was the children of the 90s that were going to buy into this charm offensive, with any doubts about the two games being quickly dispersed.

Curiously, the nostalgic elements of Pokémon: Let’s Go, Pikachu! and Eevee! are merely a facade, with much of the gameplay mechanics drawing from Pokémon Go in one form or another. Notably, catching a pokémon is borrowed straight from that mobile title, with much of the gameplay centered around catching as many as possible. This is made easier by wild pokémon that appear visibly on the screen, with the tall grass acting as a loose spawn point. While it’s easy to argue that Pokémon: Let’s Go is an experiment by Game Freak before the main series titles land next year, many of the mechanics introduced could easily be used in the next Pokémon adventure.

Creating addictive gameplay and wrapping it all up in memories of Pokémon Yellow is the best present we’ve had from Nintendo this year, and we didn’t even know we wanted it. Essentially, what has made Pokémon: Let’s Go such a raving success isn’t that it’s what we expected, but it’s everything we thought we didn’t want but now do. We’ve been seduced by Nintendo, and now we’re craving more; the new generation can’t come soon enough. (James Baker)

Best Games 2018 Dead Cells

7 – Dead Cells

Dead Cells doesn’t necessarily evolve the rogue-like genre, but what it does expertly refines it. Sporting buttery-smooth gameplay with an addictive and rewarding one-more-run structure, Dead Cells is as exhilarating as it is brutally difficult. Each run through its procedurally generated levels is filled to the brim with pixel-perfect combat, relentless enemies, loot and upgrades aplenty, and most importantly, a substantial level of variety that helps make each run feel distinct. This is very much a good thing — a mandatory thing, even — because repeating levels is what you’ll be doing as you die, again and again, all in the name of mostly minuscule progress. Whenever you do get through a run and finally beat a boss or unlock some incredibly badass weapon for a future attempt, the satisfaction is all the sweeter for it.

Rogue-likes have nailed formulas like this in the past, and standing out in an arguably oversaturated genre is tough these days. Dead Cells couldn’t make a splash as just a hard game, and so its visuals are even more of a significant USP, seeming to be the pioneer for pushing indie developers’ updated nostalgia graphics from 8-bit to 16-bit. The game has that familiar Symphony of the Night look to it, and this focus not only comes off great but also helps the game run beautifully. Put simply, the intuitive combat that Dead Cells hangs its hat on just wouldn’t feel the same in another visual style, and the combination of the two is so good that the game rightly sits right at the top of its genre. (Alex Aldridge)

Best Games 2018 - Octopath Traveller

6 – Octopath Traveler

What sort of group dynamic drama happens when you posse up a grizzled warrior, a pure-as-snow cleric, a feisty merchant, an idealistic apothecary, a vengeful dancer, a pompous academic, a wise huntress, and a dumbass thief? You’ll have to play a different game to find out, as Octopath Traveler has no interest in telling that sort of macro story, instead keeping its focus on the eight individuals that populate its fantasy world. This approach may irk fans of intricate JRPG plotting, but creates an opportunity for role-players to take on more of a part than just mere button pushing, allowing them to fill in the relationship blanks by using an ancient weapon once known as ‘imagination.’

It’s a bold move, but Octopath helps jumpstart that inner creativity with lush visuals inspired by the 16-bit era, a hybrid mix of pixel art and polygons that results in gorgeous pop-up book quality. From shimmering desert sands to soft ripples of idyllic ponds, the many landscapes are stunning, themselves almost incentive enough to continue the eight quests. Luckily, Octopath‘s turn-based gameplay is just as engaging, mixing Boosts and Breaks with a variety of attacks and defenses to provide an accessible level of depth and complexity that should encourage players to try out new characters and strategies. It’s a throwback that captures the feeling of older JRPGs while simultaneously feeling fresh and exciting, making for one of the best games of the year. (Patrick Murphy)

Best Games 2018 Super Smash Bros Ultimate

5 – Super Smash Bros. Ultimate

There are very few game franchises where every release is a major cultural event for the medium. Leading with the tagline “Everyone is here,” Super Smash Bros. Ultimate is absolutely jam-packed with more characters, stages, music, and game modes than ever before. The sheer value it offers is ridiculous (especially compared to other major fighting games).

The truth, however, is that this latest iteration has delivered far more than just a massive volume of content. Ultimate is a fast-paced, addictive romp of a fighting game that is so well-balanced that nearly any of the 70+ fighters are viable given enough practice. Impressively, it also lends itself well to being a perfect pick-up-and-play game that players of all skill levels can jump into and enjoy. This perfect balance of depth and accessibility has almost always been the hallmark of the series, and it’s back in full effect here.

There really is something for everyone in Ultimate. The new smattering of multiplayer modes (the fan-favorite Smashdown is especially fun) and specially customized Classic Mode battles offer significantly new ways to play for series veterans. Meanwhile, the new single-player mode — called World of Light — is a fresh way for newcomers to gradually become acquainted with different characters and matchups. And the rock-solid core fighting mechanics? They tie everything together. The result is a must-own Switch title right up there with Breath of the Wild and Super Mario Odyssey. (Brent Middleton)

Best Games 2018 Celeste

4 – Celeste

Celeste elevates video games. This deceptively simple-looking platformer hooks you in with a mixture of tight mechanics and a sharp style, but then leaps further up the mountain of video game history and brings emotional resonance to its narrative in unexpected ways. In itself, Celeste looks and sounds beautiful, and is deeply rewarding to simply play and get good at. Each stage is a carefully designed, 16-bit set-piece, and every screen of every level is well-crafted and satisfying to overcome, as much a puzzle as a brutal challenge of dexterity. Celeste relies upon the tightly implemented mechanic of jumping and air-jumping, but this expands in nuanced ways that feel deeply satisfying to understand and master. But where Celeste travels further and evolves video games is in its unprecedented fusion of gameplay and storytelling.

The narrative and character arcs of Celeste are woven into every element of its gameplay and progression. The improbable tasks of reflecting upon deep ideas surrounding depression and anxiety are manifested within the gameplay itself (and via a few carefully structured and thoughtful dialogues and moments of glorious calm). It often feels impossible to get through a particular stage, just as it may feel often impossible to get through a particular day, but the solution opens up and feels utterly aligned with the emotional journey of Celeste‘s endearing protagonist, Madison.

Tying Madison’s emotional journey to gameplay progression continues to unfold as you climb further up the mountain and learn more about her inner world. Celeste subtly acknowledges that we each climb a mountain in our lives, and with a light touch that feels natural alongside its excellent gameplay and design, Celeste‘s unprecedented emotional narrative unfolds as you climb — both light-hearted and heartfelt. With a message that never gets in the way of a fine gameplay experience, Celeste is not only one of the greatest games of the last six months, but one of the greatest games of the last decade. Climb that mountain. (Marty Allen)

Best Games 2018 Red Dead Redemption

3 – Red Dead Redemption II

Red Dead Redemption II is undoubtedly one of the weirdest big-budget sequels of 2018. It’s a game that offers a staggering level of detail, as well as an open world more impressive than any ever crafted before, but it’s also a game that gives not one whit of consideration for your time. You’re going to spend plenty of hours riding from town to town on your own, making sure you’re getting enough food and sleep and brushing your steed’s hair to keep him healthy. Grand Theft Auto on horses, it ain’t.

It’s easy to see why someone might pick up Red Dead Redemption II and be put off — this is truly not a game for everyone. But beneath the often finicky controls, obtuse systems, and frequently bewildering adhesion to realism, lies a game that contains an abundance of rewards for players willing to persevere with Rockstar Games’ more obstinate design choices.

The slow-burning cowboy story is surprisingly thoughtful and sad, the characters feel genuine and often likeable despite their moral ambiguity, and the mission design is strong throughout. The open world feels lived in and realistic to a fault, populated by citizens and creatures that go about their business as though they could quite easily go on living even after you’ve turned off your console. It’s a massive, sixty-hour story full of moments that will shock or delight, and a technical masterpiece that will unlikely be bettered any time soon. (John Cal McCormick)

Best Games 2018 Spider-Man

2 – Marvel’s Spider-Man

Nearly five years after the release of the PlayStation 4, Sony doesn’t seem to be slowing down one bit in giving gamers worldwide reason after reason to buy this generation’s best-selling console. If not for God of War and Monster Hunter World, the PS4 is once again a must-have system for anyone wanting to play Sony’s exclusive titles thanks to the amazing job Insomniac Games did on Marvel’s Spider-Man. It may not be groundbreaking like God of War, but at its best, Spider-Man might just be the finest superhero video game ever made, and one of the most enjoyable games I played this year.

Swinging about the richly detailed open-world recreation of Manhattan is an absolute blast, and it helps that the game does such a great job at maintaining an urgent tone, since there’s never a moment that doesn’t go by in which you don’t have something important to do. If Spidey’s cell phone isn’t ringing, there’s always something to keep your friendly neighborhood Spider-Man busy. As you progress, you’ll unlock new abilities and new power suits that not only open up the game more but help keep everything fresh and exciting.

Seriously, the traversal system in Spider-Man is a joy, and it gets better the further you progress in the story. Furthermore, Spider-Man is also one of the best looking games of 2018. From the day-and-night cycle to the photo mode to the gorgeous cutscenes, there’s always a reason to stop and snap a screenshot. Everything from the city design, various costumes, cinematography, and CG effects is top-notch — and John Paesano’s music is absolutely fantastic as well.

Where the game shines most is its story. Boasting six entertaining villains, a deep emotional focus, and a finale that may leave some players in tears, Spider-Man is hands down the best Spider-Man story (outside of the comics) since Sam Raimi’s Spider-Man 2. Last, but not least, the epic boss battles in Spider-Man rival most action scenes in Marvel movies, and little touches such as Spidey’s Twitter feed, various side quests, and multiple Easter Eggs will keep players coming back for more and more. There’s a reason why Spider-Man’s platinum completion rate is insane. The game is hard to put down and begs players to explore every nook and cranny. All in all, this game is a blockbuster with both a heart and a brain. (Ricky D)

Best Games 2018 God of War

1 – God of War

Like so many popular video game franchises that have reinvented themselves in recent years, the new God of War offers a twist by shifting its focus to Norse mythology, casting off the iconic Greek gods for that of Asgard. The move northward sees Kratos on a long and trying journey to scatter his late wife’s ashes on the tallest mountain in Norse mythology, accompanied by his young son, Atreus. Kratos doesn’t think his son is ready for the trek, but due to unforeseen circumstances, Kratos can’t wait any longer

There is a long list of reasons as to why many have called God of War a masterpiece. I could praise the stunningly gorgeous world — here is a game in which every frame is heightened by the distinctive color palette, sensual light, and smoky haze. There’s an intimacy and unspoken emotion in God of War that not only can be felt but seems like you can touch it. God of War is without a doubt one of the best-looking console games ever released, and it’s all framed by one continuous camera shot to boot. I could also praise Bear McCreary’s incredible soundtrack, which gravitates toward low orchestral instruments, Icelandic choir, folk percussion, and Nordic stringed instruments to craft a unique theme for each and every character. And then there is the hard-hitting combat that grows more feverish and impressive as you progress, not to mention Kratos’ signature weapon, the Leviathan Axe, which is one of the best weapons in any video game.

Like its predecessors, God of War is indeed a technical and artistic showcase, but a masterpiece this would not be without its renewed focus on storytelling that sets a new bar for what can be accomplished in the world of AAA games. The previous installments of the series (which debuted in 2005) had little time to explore the emotional landscape of its testosterone-pumped protagonist, but what’s become of the brooding death machine in the latest installment is what leaves the biggest impression. This time around, the furious, bloodthirsty icon has transformed into a sensitive father figure, and while part of him retains the old violent tendencies that we remember him for, Kratos (for the most part) holds back his savage ways in order to be a positive role model. As a result, the relationship between father and son is everything.

In short, God of War has some of the best storytelling and best character development in any video game. Take that away, and what you are left with is yet another traditional hack-n-slash game, albeit a beautiful one. (Ricky D)

PART ONE PART TWO  | PART THREE 

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Games

‘Daemon X Machina’ – Spotlighting 2019’s Least-Hyped Switch Game

Daemon X Machina made a bold first impression with its bombastic announcement at E3 2018 – and gamers promptly stopped caring about it. It’s time for that to change.

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Daemon x Machina

Daemon X Machina made a bold first impression with its bombastic announcement at E3 2018 – and gamers promptly stopped caring about it. It’s time for that to change.

From the very beginning, Daemon X Machina has struggled for attention.  It’s certainly not for lack of trying; after all, Nintendo has worked tirelessly to help promote this Switch-exclusive mech action game from Marvelous, even going so far as to position it as the first announcement of its big E3 Direct last year. Despite these efforts, though, Daemon X Machina has often been lost in the shuffle of other Switch exclusives. When there’s constantly talks of a new Animal Crossing, Zelda, or Smash Bros., an original IP like Daemon X Machina easily gets left out of the conversation. However, there’s no denying that it has some incredible potential, making it a game that’s certainly worth checking out amidst the crowded release schedule for the rest of the year. Now is the time to spotlight that ahead of its launch on September 13.

A good mech game doesn’t need to do much – it must simply provide the player with massive robot suits, near-excessive over-the-top action, and a story to help the game make at least a little sense. Daemon X Machina looks set to deliver in all three of those departments. It will feature a huge amount of flexibility to create the perfect mech, thanks to hundreds of interchangeable weapons and body parts, many of which can be scavenged from fallen enemies. With gargantuan destructible environments and hordes of robotic foes to take down, the combat looks to be as extravagant as some of the best action games of recent years. That’s not to mention the main plot, which focuses on the aftermath of the moon exploding. Yes, it does sound like ridiculous anime-inspired fodder, but a game about giant roots blowing each other out of the sky doesn’t need a plot that adheres to realism. It need only set up a somewhat-reasonable backdrop for intense mechanized combat, and in that regard, it’s looking like a recipe for success.

Daemon X Machina

All these features are great on their own, but what makes them truly exciting is the pedigree behind them. Daemon X Machina is being developed by a dream team of developers who have worked extensively on some of the most iconic mech games ever made. For instance, the team includes Kenichiro Tsukuda and Shoji Kawamori, who respectively produced and designed the mechs for the legendary Armored Core series. This team aims to take the classic formula that made Armored Core and other classics so special and put it back in the spotlight with Daemon X Machina. However, that doesn’t mean that it will be merely derivative. It already displays a distinct personality of its own thanks to its ambitious gameplay concepts (again, exploding moon) and its distinctive cell-shaded visuals. Its striking color palette of bold reds, blacks, and whites shouldn’t be surprising, considering that its art is directed by none other than Yusuke Kozaki, who has worked on such stylish titles as the No More Heroes series.

If it achieves its potential, Daemon X Machina could be a godsend for its genre. While it would be unfair to call the mech action genre “dead,” it is certainly quite niche. This would be the first time in years that a giant robot action game has had the full support of a major company like Nintendo behind it. And while Nintendo has already supported this genre in the past, this will be the first time that it’s done so on a hit console like the Switch, which automatically gives it a wide and passionate audience. Even with its inherent niche status, Daemon X Machina is already in a better position than many similar games before it thanks to its publisher and platform. If it does well, it could inspire Nintendo and other companies to promote similar games, leading to a needed revival of the genre’s popularity.

But this leads to one of the simultaneously best and worst aspects of Daemon x Machina: its demo. Marvelous released an early demo on the Switch eShop back in February with the intention of drumming up interest in the game and getting player feedback. To put it plainly, it wasn’t very good. The action felt unsatisfying with a lack of any feeling of real impact with each blow; it was difficult to aim at enemies due to imprecise targeting systems, poor visibility, and an absence of gyro controls; and worst of all, its performance was horrendous. It was stuck at a mere thirty frames per second, which is already less than ideal for such a fast-paced action game. But it didn’t even manage to hit that target consistently, leading to a choppy and unsatisfying experience. One need only take a quick look through Digital Foundry’s breakdown to understand the demo’s many issues.

Daemon X Machina

“Marvelous did something incredible here: they listened to their fans.”

However, the demo has turned out to be something of a blessing in disguise. Shortly after the demo’s release, Marvelous distributed a survey to many players and requested their feedback. A few months later, Nintendo released a new trailer showing how the feedback had been integrated into the game. The full list of changes reads like a wish list of everything that needed to be adjusted following the demo. Highlights include the addition of gyro controls, improved targeting and feedback systems, and most importantly, an improved framerate. In fact, the developers have stated that performance was one of their “top priorities” when adjusting the game.

Marvelous did something incredible here: they listened to their fans. The fact that they were so open to feedback and eager to improve bodes incredibly well for the final release. They know that the mech action genre isn’t what it used to be, and they seem truly passionate about creating a quality title in the genre they love. In an industry that is so often focused more on emptying players’ wallets than creating a worthwhile title, this attitude is incredibly refreshing, hinting of a project that’s filled with genuine care and passion.

The unfortunate truth remains that Daemon X Machina is bound to be one of Nintendo’s least-hyped games this year. As long as games like Astral Chain, Dragon Quest XI S, and Link’s Awakening are all releasing within the same month, it will almost inevitably remain that way. But there is incredible promise for it nonetheless. With the quality of the game design, the legacy of its creators, and their clear passion for their project, it looks set to become something very special and deserves every bit of attention it can get. If fans can look past the games that typically hog the spotlight to find this bombastic little secret, they could be in for an enthusiastic, if under-hyped revival of a once-dormant genre.

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Games

‘Earthbound’ is one of the Weirdest, Most Surreal Video Games

25 Years later…

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Games that Changed Our Lives

The SNES is arguably home to some of the best Japanese role-playing games ever made, but even among such revered company, Earthbound (known as Mother 2 in Japan) stands out as a brilliant satire about growing up and our fears of conformity. It’s anarchy versus conformity, only conformity doesn’t stand a chance.

EarthBound has been often compared to Catcher in the Rye with its complex issues of identity, belonging, loss, connection, and alienation. Blistering, hallucinatory, often brilliant, Earthbound is a one-two punch of social satire and a hilarious ride into the twisted recesses of a boy’s psyche. This often funny, always poignant coming of age tale, deeply embedded in suburban mores, centers around four kids, off to save the planet by collecting melodies while en route to defeating the evil alien force known as Giygas.

Earthbound
Earthbound
didn’t reinvent the wheel, but it sure had fun twisting the usual JRPG tropes. There’s a princess you must rescue, not once, but twice, who’s really just a child prodigy, and there’s an arch nemesis who turns out to be your next-door neighbour. The game puts you in the shoes of a young boy named Ness as he investigates a nearby meteorite crash. There, he learns that Giygas, has enveloped the world in hatred and consequently turned animals, humans, and inanimate objects into dangerous creatures. A bee from the future instructs Ness to collect melodies in a Sound Stone to preemptively stop Giygas from destroying the planet. While visiting eight Sanctuaries, Ness partners with three other kids, a psychic girl (Paula), an eccentric inventor (Jeff), and the prince of the kingdom of Dalaam (Poo). Along the way are underlining themes of corrupt politicians, post-traumatic stress, corporate greed, depression, capitalism, police violence, terrorist attacks, homosexuality, religious cults, and xenophobia. Your adventures take you through modern cities, prehistoric villages, cold winter climates, a desert wasteland, monkey caves, swamps, dinosaur museums, and even a yellow submarine.

“Ness, you’ve stood on the eight power spots of the earth. From these, you created Magicant, the realm of your mind.”

A pivotal moment in the game comes after collecting all eight melodies with the Sound Stone. After Ness has taken control of his Sanctuaries, Ness visits, Magicant, a surreal location that exists only in his mind and contains his warmest memories and his worst fears – an allegory perhaps, for how the entire game allows us to see into the mind of the creator. There, Ness must face his dark side. A man tells him, “Magicant is a place where you must cleanse yourself of the evil hidden within your mind. Take the time to look around, it is your mind after all.”

EarthBound is arguably one of the single best RPGs ever made, and boasts one of the best storylines of any game.


The tone of Earthbound is perhaps its most fascinating attribute, best exemplified by its most famous quote: “There are many difficult times ahead, but you must keep your sense of humor.” Earthbound skillfully surprises you with a reservoir of emotion and sentiment that happily counters the game’s trendy ironic veneer. Along the way, Ness visits the cultists of Happy Happy Village (based on a real-life Japanese doomsday cult founded by Shoko Asahara in 1984); their mission statement is to paint the town red by literally painting it blue. You’ll fight a watchful puddle of vomit and battle through the zombie-infested town of Threed. You’ll use a peculiar device called the Pencil Eraser to remove statues of pencils that block you from advancing through specific areas, and you’ll suffer through terrifying hallucinations of your family and friends, and be asked to dismember your arms and legs, or otherwise, lose your mind. In one of the game’s most memorable moments, Paula is kidnapped by the Department Store Spook, an unseen entity that resides in the town’s shopping mall. And after defeating Frank Fly and his evil creation Frankystein Mark II, you’ll be escorted to the back of a police precinct, only to be assaulted by four officers and Captain Strong, the chief of the Onett police force. Defeat the corrupt cops and you’ll gain access to the second town you’ll visit (named TWOson, so as not to be confused with Onett, Threed, and Fourside). And when entering a cave, you’ll battle five moles made up of members who each believe themselves to be the third-most powerful of their group. Then there is backwards city Moonside, a warped mirror image of Fourside, that hides a secret more terrifying than the town itself. Just walking around feels like something between an out-of-body experience and a nightmarish trance, in which abstract art attacks you and the psychedelic imagery, lit by gaudy fluorescent neon-lights which contrasts the entire look and feel of what came before. It’s a city where yes means no and no means yes; a place where blond-haired business men teleport you across the city blocks and where an invisible man with a unibrow and a gold tooth gets you past the sketchy sailor hiding out in the back alley.


Throughout the game, Ness is repeatedly antagonized by his neighbor, Pokey, who resurfaces several times, and countless other enemies including Titanic Ant, professional thief Mr. Everdred, and a glorious evil statue Mani, Mani. But the real big bad of the game is the aforementioned Giygas, a.k.a. The “Embodiment of Evil” and the “Universal Cosmic Destroyer”, who intends to sentence all of reality to the horror of infinite darkness. Giygas borrows heavily from Stephen King’s It and was inspired by a murder scene from the black-and-white Japanese horror film The Military Policeman and the Dismembered Beautya sequence which scarred creator Shigesato Itoi, when he accidentally watched the film as a child. Giygas is without question, the most disturbing, and strangest end-boss villain of any Super NES game – a character so deranged, there’s been hundreds of fan theories about what he really is.

While EarthBound’s overall gameplay feels like a traditional Japanese RPG of the era, the game is full of ingenious ideas that buck genre trends. EarthBound also makes no apologies for being very difficult to complete. It takes days to finish and is most challenging at the beginning when Ness travels alone and hasn’t yet powered-up. Inventory space remains incredibly limited since each character can only carry a certain amount of items and you can’t drop many of the items since they will come in handy later in the game. Boosting your XP is a must, otherwise, you won’t stand a chance in defeating any boss; and currency is also important when buying new weapons or visiting the hospital to attend to fatal injuries. Money must be withdrawn from the nearest ATM, deposited by your estranged father, and a bedtime snack from your loving mother sends you off to bed to recharge your stats. There are other refreshing deviations from RPG tropes, and every one of the four characters has a specific skill-set.

Earthbound is a strange game, themed around an idiosyncratic portrayal of American culture from a Japanese point of view. The game subverted popular role-playing game traditions by featuring a real-world setting while playing with various staples of the genre and adding a number of pop-culture references throughout. The Japanese title was inspired by the song of the same name by John Lennon – a song about growing up without a father for most of his life, and unsurprising, Ness’ dad is never once seen, and only communicates with his son via telephone. And that’s not the only Beatles reference you’ll see: EarthBound makes two additional nods to the world’s greatest band, along with allusions to Bugs Bunny, comedian Benny Hill, Rob Reiner’s This Is Spinal Tap, the Blues Brothers, Monopoly (Monotoli), Donkey Kong, Pac-Man, Rambo, Mr. T, and The Who, to name a few. Written, directed, and created by famous Japanese personality Shigesato Itoi; this is surely his love letter to 20th-century Americana.

Localizing Earthbound was a massive undertaking. Under directives from Nintendo, Marcus Lindblom worked with the Japanese artists and programmers to remove references to intellectual property, religion, and alcohol from the American release, such as the Coca-Cola logo and the red crosses on hospitals (due to issues with the Red Cross). Alcohol became coffee, Ness was no longer walking around nude in the Magicant area and the Happy Happyist blue cultists sprites were altered to look less like Ku Klux Klansmen. The Runaway Five members’ outfits were changed to make them look less like the Blues Brothers, and the “Sky Walker” was changed to the “Sky Runner” to avoid the Star Wars reference. Apollo Theater was changed to Topolla Theater, presumably to avoid issues with the real-life venue and the use of the word drug, seen on the various town maps was removed or changed. The list goes on and on…

Chock full of odd charm and humour in a genre that usually takes itself a little too serious, Earthbound is one of the weirdest, most surreal video games you’ll ever have fun playing.

earthbound

The game had a lengthy development spanning five years and involved a number of Japanese luminaries, including writer Shigesato Itoi, songwriter Keiichi Suzuki, sound designer Hirokazu Tanaka, and future Nintendo president Satoru Iwata. Released in a huge box-set that contained a strategy guide with scratch-and-sniff stickers, Earthbound came with a $2 million marketing campaign derived from the game’s unusual brand of humor. As part of Nintendo’s “Play It Loud” campaign, EarthBound’s tagline read, “this game stinks.” Earthbound was proud to one of the most bizarre RPGs – and it didn’t shy away from its offbeat premise. Unfortunately, the game was met with poor critical response and sales in the United States, but as the years went by, the game received wide acclaim and was deemed by many a timeless classic. It has since become one of the most sought-after games in the second-hand market, selling for upwards of $80 for the cartridge alone. Holding onto an incredibly dedicated cult following, the main character Ness became a featured character in the Super Smash Bros. series and in 2013, EarthBound was reissued and given a worldwide release for the Wii U Virtual Console following many years of fan lobbying.

EarthBound is arguably one of the single best RPGs ever made, and boasts one of the best storylines of any game. There are two extremely popular fan-made sites dedicated to the game (Starmen.netEarthboundCentral), and dozens of other sites have devoted countless hours in translating the sequel for English-speaking audiences. Earthbound was ahead of its time when released and its influence continues to be felt, inspiring the likes of Pokemon, Animal Crossing, Majora’s Mask, Chibi Robo, Retro City Rampage, and South Park: The Stick of Truth.

While Earthbound’s game mechanics stick to the traditional JRPG template, its surreal world, imaginative locals, and experimental soundtrack created a truly unique experience. Nothing stands out quite like its visual style – an 8-bit presentation powered by a 16-bit processor. The graphics might not be as advanced as some of the other 16-bit titles available on the SNES, but it is certainly among the most memorable. The SNES was home to some amazing soundtracks, but EarthBound’s soundtrack remains the best. Created by four composers, there’s enough music here to fill 8 of the 24 megabits on the cartridge – with direct musical quotations of classical tune and folk music, and a few samples culled from commercial pop and rock. It also contains one of the very best endings in any video game, a touching climax that captures the vulnerability and beauty of adolescence and the power of friendship. And the punctuation mark comes during the credits. Throughout the game, you’ll cross paths several times with a photographer who descends from the sky and snaps a photograph of your most recent achievement. These pictures will roll throughout the credits, serving as a makeshift montage of your time spent playing the game. And be sure to stay until the very end. To say more would be giving away the surprise.


I can’t think of another game as irreverently comic and deeply touching as Earthbound. Here is a game that resonates long after completion, and oozes originality in just about every frame. Ness may rock his sweet ball cap, handy backpack, telekinetic powers, and a trusty baseball bat, but even this hero needs to call his mom regularly, otherwise, he may suddenly find himself useless in battle. Earthbound stands, sweet and strong, outrageous and quirky, like its heroes — it’s about the loss of innocence as well as gaining wisdom – and is one of those treasures absolutely not to be missed. While it suffers from a slow start and stretched premise, the charm of its cast debunking an intergalactic conspiracy goes a long way. Of all the games I own on the Super NES, Earthbound is the game I treasure the most and the game that made me fall in love with the medium.

– Ricky D

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Indie World 2019: The Best Games From Nintendo’s Showcase

With a healthy mix of brand new titles and a few shocking ports, here’s all the best games announced at Nintendo’s Indie World showcase.

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Indie World

Whenever Nintendo announces another indie presentation, it’s impossible to know what to expect. One may be a fairly low-key event, while another might announce a brand new Zelda game. The latest “Indie World” presentation for Gamescom 2019 found itself somewhere in the middle. It didn’t feature quite as many earth shattering reveals as the previous presentation in March, but with a healthy mix of promising new titles, updates on previously announced games, and a few shocking ports, Indie World was a worthwhile showcase in its own right. Without further ado, here’s some of the very best game announcements from the presentation, arranged in order of their appearance.

Eastward

Indie World

I’m firmly of the belief that you can never have too many Zelda-likes in your life. For this reason alone, Eastward looks like it could be an exciting addition to the Switch’s indie lineup. Better yet, this latest Chuckelfish-published game looks like it has all the makings of a great entry in the genre.

It tells a simple story: a miner finds a young girl alone in a secret underground facility, and together, they go on to explore a post-apocalyptic land. Although this world has been apparently ravaged by a cataclysmic disaster, it still looks gorgeous thanks to its lush pixel art and fluid character animations. Pair this with your typical Zelda-like gameplay loop of overworld exploration and dungeon puzzle-solving, and Eastward looks like it will be a promising prospect when it releases next year.

The Touryst

Indie World

Shin’en Multimedia has long been known for making some of the best-looking titles on Nintendo consoles with visual stunners like the Fast Racing series. However, The Touryst is a departure from the games they’re known for. While it’s just as breathtaking as their previous work with its beautiful lighting and voxel-based design, it’ll be a much slower experience than Shin’en’s signature lightning-fast racing games.

As its name would suggest, it focuses on a tourist taking a relaxing tropical vacation, whiling away their time with activities like shopping, scuba diving, and visiting arcades. However, the trailer also hints of a greater mystery lurking beneath this laid-back surface. With Zelda-like dungeons to explore and puzzles to solve as well as a contemporary tropical setting, it seems like it could be considered a spiritual successor to the NES cult classic, StarTropics. It should definitely be one to keep an eye on when it launches this November.

Röki

Who’s the real monster here? Röki is a narrative-focused adventure game set in a world taken straight out of Scandinavian fairytales, featuring a snow-laden forest inhabited by fantastical creatures of Nordic mythology.  It puts players in control of a young woman exploring this mystical environment, with the goal of saving her family and interacting with these various monsters. Its visuals adopt a beautiful storybook style, and with its emphasis on accessible gameplay and telling a touching story, it looks like it could be a worthwhile purchase for anyone in search of a more poignant adventure when it hits Switch this winter.

SUPERHOT

Indie World

It’s not a true Nintendo presentation without a shadow drop or two, so SUPERHOT took it upon itself to be the first to fill that void during Indie World. It’s a striking shooter built upon one simple concept: time only moves when you do. This core idea creates a uniquely methodical approach to the genre, nearly turning SUPERHOT into more of a puzzler than a shooter. It’s already made quite an impact on other platforms, so it should fit right in on Nintendo’s hybrid wonder – and best of all, it’s available right now.

Hotline Miami Collection

Indie World

If it has style, action, and plenty of violence, it’s probably a Devolver Digital game. The boutique indie publisher has supported the Switch with plenty of quality games over the past few years, but the brutal series that launched the publisher into fame in the first place has been strangely absent. Thankfully, that changed today with the surprise release of the Hotline Miami Collection on the eShop.

Gathering both games in the iconic Hotline Miami top-down shooter series into a single package, this release brings all of their signature hardcore difficulty and neon style to a Nintendo platform for the first time. For anyone who’s enjoyed Devolver’s fantastic output thus far on the Switch but hasn’t yet experienced these famously bloody titles, it should be an excellent purchase.

Ori and the Blind Forest

Microsoft’s surreal love affair with Nintendo continues with the reveal that another Xbox One console exclusive will be making its way to Switch. Ori and the Blind Forest: Definitive Edition is the ultimate version of the acclaimed artistic platformer. It will feature the same beautiful visuals, detailed world, and touching story that made the original release so special, along with all the additional areas, story, and improvements of the Definitive Edition.

For those concerned that the game’s incredible visuals will lose their luster on Nintendo’s under-powered device, there’s no need to worry: the developers have confirmed that the Switch version contains no compromises, running at a locked 60 frames per second at 1080p resolution while docked, with a native 720p resolution in handheld mode. It joins the ranks of Cuphead and Super Lucky’s Tale as yet another former Microsoft exclusive to appear on Nintendo’s console, and with its uncompromising conversion to Switch, it should be one of the most remarkable Switch ports yet when it releases on September 27.

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Game Reviews

‘Fire Emblem: Three Houses’ Review: Raising the New Generation to a High Standard

Fire Emblem: Three Houses marks a triumphant return to home console that puts in the effort to pull the player into its world.

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There are few comeback stories in the gaming industry as impressive as that of the Fire Emblem series. After very nearly going cold the grid-based, SRPG was single-handedly saved by 2013’s Fire Emblem Awakening and has since gone on to prosper as one of Nintendo’s most well-recognized IP’s. Now, after more than a decade, the storied franchise makes its return to home consoles with Fire Emblem: Three Houses, an entry that takes bold steps forward in promoting it above and beyond anything the series has seen to date.

Three Houses, Three Countries, One Path

Fire Emblem: Three Houses takes place on the continent of Fodlan and consists of three major countries. At the center of the three territories is the Garreg Mach Monastery which simultaneously houses the Military Officer’s Academy as well as The Church of Seiros, the land’s primary religion. The game picks up with your self-named protagonist being appointed a professor at the Monastery after protecting some of its students from a bandit attack. At the same time, an enigmatic young girl named Sothis begins appearing in your dreams who alludes to ominous events to come.

Sothis
Sothis will aid the player character throughout their journey

The gameplay of Fire Emblem: Three Houses can be split into two categories — The traditional turn-based grid combat familiar from past titles and the teaching and guidance of students at the monastery. Teaching and school life are brand new to the franchise and are the foundation on which the entire game is built upon.

In the early goings of the game, you are asked to choose between the three classes, or houses, to instruct and guide in your time as a professor. These three houses — The Black Eagles, The Blue Lions, and The Golden Deer — each correspond to one of the three countries of Fodlan and consists of students from those territories. Your selection of which house to lead will have ramifications that permeate practically every aspect of the game including the story, units available in combat, and interactions within the school; this lends the decision a weight that goes beyond choosing who has the prettiest faces.

Fire Emblem: Three Houses House Leaders
Claude, Dimitiri, and Edelgard are the heads of their respective houses and will play pivotal roles in the game if you choose them

The school year is divided into months with school activities taking up the bulk of the time that culminates with an assigned battle at the end. As a professor, you are tasked with teaching your students the art of war and this is accomplished primarily in the classroom. 

Each week begins with establishing a lesson plan for your class. You can work with students one-on-one to develop specific skills of various weapon types, assign them to group tasks to forge bonds and other proficiencies, and help them establish goals that they will work towards on their own time. Doing so allows them to equip better weapons and, most importantly, acquire new class types through certification exams. 

Small events such as students asking questions on subject matter or seeking advice on their goal paths are evocative or actually being a teacher. It’s easy to grow attached to your students as you guide them from a lowly Commoner class to something as grand as a War Master over the course of the game. While Three Houses does a good job of easing the player into these intricacies, there is an Auto-Instruct option available as well for those who find it daunting or don’t care for perfect optimization.

Fire Emblem: Three Houses Teaching

The end of each week features a free day that can be spent in one of three different ways. You can host a seminar with another faculty member that provides a large amount of skill experience or embark on battles for quest rewards and character-specific paralogues that help flesh out their backstories. The option to explore the monastery, however, is the most interesting and involved of the three as it gives you free rein to roam about the campus in a fully 3D environment.

All In a Day’s Work 

Garreg Mach Monastery is sprawling, with numerous buildings explore, courtyards to walk through, and facilities to take advantage of. While the graphics of Three Houses aren’t necessarily something to write home about from a technical perspective — there are even moments of noticeable slowdown in particularly populated areas — the vibrant art style and eye-catching medieval architecture give the monastery a beauty that makes it a pleasure to wonder about it.  Small details such as pegasus knights flying in the sky and messenger owls flitting about between buildings breath life into the campus and lend credence that this is an academy in a fantasy world.

There are a plethora of activities to do while roaming the premises and Three Houses does an admirable job of easing you into each of them. Tasks such as gardening various crops and fishing for the biggest catch not only provide valuable resources but also go towards increasing your professor level which increases your maximum Activity Points you can spend in a day.

Fire Emblem: Three Houses Monastery

Meanwhile, sharing meals with students in the dining hall, inviting them out to tea parties, and returning lost items all serve to build bonds between pupils and increase their motivation for further studies. Interacting with them in such ways or even just talking to them on the school grounds also offers insight into their thoughts and feelings on current events in the world, which goes a long way towards developing their character in addition to Fire Emblem’s long-established support conversations. 

As characters spend time together in the monastery and fight together on the battlefield their support levels will rise, granting various bonuses in battle such as increased hit rate and evasion. These supports are accompanied by conversations that flesh out each character’s personality and provide valuable backstories not found in the main story.

In typical Fire Emblem fashion, the cast of Three Houses is unique and distinct with multiple layers of complexity over initial arch-typical natures. Peeling back these layers over the course of the game serves as some of the most satisfying intrinsic rewards it has to offer, with macho, good guy Raphael and self-doubting Marianne being particular standouts in my play session. This is accentuated even more since every single line of dialogue, no matter how minor, is fully voiced, a rarity for JRPG’s. The English acting ranges from good to exceptional, but the Japanese voices are also available for those who prefer it.

Fire Emblem: Three Houses Sylvain
Support conversations range from comical, to serious, to heart-warming — but they are always engaging.

It’s a shame the same level of polish can’t be said about the main story, however. The plot is rather straightforward and doesn’t do much to push the boundaries of expectations outside a mix-up here and there. Many scene transitions are nonexistent and jarring and the stilted movements of CG scenes reserved for important moments detract more than they add. That said, the stellar character and world-building that take place within the monastery more than makeup for the lukewarm story-telling and give ample reason to become invested. Not to mention the curiosity of seeing the story from the other houses’ perspectives encourages subsequent playthroughs.

Bonding and interacting with students outside of your class is worthwhile as well as it’s possible to recruit them into your own house. Convincing a student to join your class takes a large amount of effort over a long course of time, making the moment they finally give the “Ok” feel much more earned than recruitment has in past Fire Emblems. This not only gives you another unit to use on the battlefield but also avoids potentially seeing them as an enemy down the line when things aren’t quite so peaceful in Fodlan anymore.

Fire Emblem: Three Houses Dining

It’s easy to fall into a routine when going about the monastery in Three Houses. The constant loop of every action taken feeding into accomplishing another is positively addicting. It encourages you to make the most out of each day while also emphasizing the steady march of time. For a game that places such importance on the passage of time, however, it is slightly off-putting how the seasons in the monastery never change from its default bright, sunny day, especially with talk of snow and colder weather abound in later months.

All time spent at school is ultimately in preparation for combat, though, and Three Houses presents some of the finest and most refined form of it the Fire Emblem series has ever seen.

Applying Theory to Practice

The fundamentals of combat in Fire Emblem: Three Houses are the same as all of its predecessors but numerous additions and changes cast it in a whole new light. Encounters take place on grid-based maps and you move each individual character to attack enemies, assist allies, and position them for counter-attacks, among other things. Once all of your units have moved the enemy gets their turn to retaliate and the process repeats.

Before initiating combat a combat forecast appears that tells you the damage each side will inflict, the chance of landing that attack, and the chance of dealing a triple damage critical hit. Utilizing this forecast to calculate risk vs reward of various engagements becomes routine as deaths of characters are permanent when playing in Classic mode, although Casual mode makes its return that brings back lost units after the mission as well. The fight then plays out automatically with characters fluidly moving in unique and organic ways depending on how the battle plays out. While you have no control during these segments, there’s something viscerally satisfying about seeing someone like burly Raphael deftly dodge an attack and roundhouse kick the enemy to the face in retaliation.

Battle

The weapon triangle — a series mainstay that gave rock-paper-scissors qualities to weapon types — has been done away with in Three Houses, requiring players to think beyond simply matching enemies with their direct counters. In its place come Combat Arts, a system that’s been taken from 2017’s Fire Emblem Echoes: Shadows of Valentia. These special skills are obtained by gaining proficiency in weapon types through teaching sessions and combat and grant each character different ways to approach combat.

The set of Combat Arts learned are unique to each character. For example, Claude and Bernadetta are both proficient with bows but only the latter learns the far-reaching snipe art “Deadeye,” while only the former learns the blessed imbued “Monster Blast”. This applies to magic as well, with every character learning a different set of spells as they grow more proficient. While there is some overlap in spells and arts learned between characters, they nonetheless make them feel more distinct from one another as opposed to simply using the ones with the best stats, minimizing the problem previous entries have of “dead weight characters”.

Another wrinkle to combat is the addition of battalions and Gambits. Battalions are a unit of generic soldiers that can be assigned to each character to confer various stat bonuses. Each battalion grants the use of their special Gambit, powerful abilities that typically hit multiple enemies in an area, thus weakening their stats and preventing movement for a turn. Support type gambits exist as well, such as letting allies sustain a lethal hit once or making it so they take and deal only one damage for a turn. Not only do Gambits open up new strategic possibilities by introducing a form of crowd control to the series, but they are also pivotal in taking down Three Houses’ new enemy type: Monsters.

Fire Emblem: Three Houses Combat
Battalions also add more life to the battlefields by showing more than just your unit and the enemy facing off one-on-one

Monsters have been in Fire Emblem games before, but never in this form. Monsters are gargantuan beasts that take up four squares on the grid, sometimes more. They have multiple health bars to drain, devastating area sweeping attacks, and barriers that diminish damage taken and prevent critical hits. The key to slaying these beasts is to utilize battalion Gambits to attack multiple parts of the monsters at once and systematically whittle down their barriers.

Unlike regular enemy and boss types that can usually be taken down by one reasonably powerful unit, monsters require the brunt of your military force to slay. Contending with both monsters and regular enemies as they barrel towards your army provides for some of the tensest moments in the game that then result in blissful satisfaction for overcoming them; all the more emphasized by Three Houses’ phenomenal soundtrack that amplifies feelings of triumph to remarkable heights.

Map designs, on the other hand, leave something to be desired as many take place in large, open areas where strategy ultimately boils down to careful positioning of units on defensive tiles. Even maps with branching paths feel like little more than an excuse to give your units an opportunity to equally distribute experience gained from combat. The lack of gimmicks and terrain variety leads to missions sometimes blending together, a problem exacerbated by the fact that nearly every victory objective is either “Route the enemy” or “Defeat the commander.” It’s never so dull as to become mind-numbing, but having more variety in the 60-80 hour long campaign would go a long way towards solidifying what is otherwise an incredibly tight combat experience. 

Lessons Learned, Experience Showing

Fire Emblem: Three Houses is a grand culmination that takes a deep, introspective look into what makes the series so great and evolving it in meaningful and impactful ways.

The monastery and professor role not only fit right at home in such a character-driven game but also breath fresh life into the school setting that has long been regarded as “the graveyard of creativity.” The main story may not be the most engrossing but never has it been easier to grow intimately attached to such a large and varied cast of characters. Those attachments manifest in battles as a drive to persevere and the various tools the game gives you, old and new, give the power to do so. Fire Emblem: Three Houses is no doubt, the triumphant return to home consoles that fans have been waiting over a decade for and a sterling lesson that for a game series, class is always in session.

Fire Emblem: Three Houses Rhea
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Why Does the ‘Control’ Northlight Engine Matter?

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With less than a month to go until the release of Control on Xbox One and Playstation 4, the hype surrounding the game is reaching its peak. We recently called Remedy’s upcoming title “the best game playable at E3 2019” and deemed it the “highlight of our experience at the conference,” but few details have been released about the title since the controversial Electronic Entertainment Expo. Remedy Entertainment, best known for their Max Payne, Alan Wake, and Quantum Break releases, has a track record of delivering storytelling experiences like no other, but they have an important secret to their recent successes that might aid their upcoming survival horror/action-adventure release. To better understand Control, let’s take a look at its in-game engine, Northlight, and explore why it enables Remedy to craft such gripping narratives.

What is Northlight?

For all of its titles, Remedy Entertainment has relied on the unique strengths of their self-created in-game engines to allow their storytelling experiences to thrive. Many of their previous successes have utilized in-house engines specially designed to deliver cinematic experiences and create games that keep the characters in focus, and Northlight was created to further advance upon their previous technology. Initially built for the Microsoft title Quantum Break, the new engine was created to allow for better interactive narrative experiences that could establish greater depth and realism in a digital world.

According to an interview with writer and creative director Sam Lake, Northlight pushes the envelope by allowing for “Mo-cap with full faces, with surface capture, and 4D scanning, and how to get that into an engine and make it really, really good. It focuses on character lighting, lighting overall, obviously pushing it to the next-gen.” These features all work in tandem to create photorealistic environments and characters that look, sound, and feel real to enthralling players and captivate viewers. In short, Northlight allows Remedy to create Hollywood-quality cinematic experiences within a digital platform.

Control Northlight

Supporting Ray Tracing

A big part of Northlight’s success as an engine is due to its support of ray tracing technology, offering dynamic ambient light that sets the scene and creates engaging landscapes. For those unaware, ray tracing is a modern rendering technique that allows for more realistic shadows and lighting than previous digital rendering software, although often times it is prerendered, slow, and incredibly data-intensive. Thanks to advancements by Nvidia, ray tracing is finally possible to be rendered in real-time inside of in-game engines, making it more accessible to game studios.

Northlight’s game engine pushes the limits by incorporating these advancements into its software, making it possible for players to have the future of in-game lighting, provided that they have the right graphics card. This allows Remedy to truly bring scenes to life within their titles, dynamically lighting environments to create intense emotional moments and the biggest spectacles.

Motion Capture

Although motion capture has been an integral part of narrative video games for a number of years, Northlight uses the Dimensional Imaging’s top of the line 4D technology to capture facial performances and accurately model emotions. According to Dimensional Imaging, this software utilizes “nine standard video cameras” to capture footage “without using markers, makeup or special illumination.” In turn, this allows for every nuance of an actor’s performance to be articulated in the game engine, giving greater realism and deeper emotional experiences.

In addition to this technology, Northlight utilizes traditional motion capture technology to create realistic clones of actor’s bodies. This was most notably seen when Remedy’s motion capture team’s picture of a dog in mo-cap gear went viral.

Control Northlight

Hollywood Quality Picture and Sound

Because of its emphasis on delivering narrative experiences unlike any other in gaming, Northlight’s software has built-in timeline editors that provide greater creative freedom than conventional game engines. By offering the ability to analyze and adjust lighting, physics, and movement in real-time, Northlight ensures that every scene is picture perfect and rooted in realism.

 Similarly, sound is also an integral focus of the built-in editing software in Northlight. According to their site, developers can “freeze and rewind sound, analyze it and even use it to drive visual effects and animations in perfect sync with the soundscapes.”  With audio and visuals working in tandem, Remedy can create a dynamic game environment that looks and feels as real as any conventional narrative on television or film.

Northlight and Control’s Release

With Northlight, Remedy will be able to make the most immersive and story-driven world possible by delivering top of the line graphics and performances, both of which will play a huge role in Control’s success. Unlike Quantum Break, Control will take place outside of the conventional linear style game and work as a Metroidvania style title, making setting the scene and developing a dynamic and photorealistic environment an important part of propelling players through the game world and an integral piece of the experience.

At e3, Control’s featured demo was primarily centered around demonstrating the title’s gunplay and physics -which absolutely blew us away- so combining this positive experience with top-notch acting and cutscenes will surely create one of the better experiences of the year. With all of the unique possibilities offered by Northlight, Respawn is sure to make a massive mark on the industry and encourage other developers to push the envelope of available technology. Look for Control when it releases on PC, Playstation, and Xbox One on August 27th.

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