How Call of Duty: Black Ops Cold War Was Made From Home

In March 2020, a national state of emergency was declared in the United States of America. With over 2,000 cases of the novel coronavirus confirmed, state quarantine measures began to be implemented. People were sent home from their jobs and told to work remotely for their own safety. For Raven Software, co-developer of Call of Duty: Black Ops Cold War, suddenly the future of the next game in the biggest FPS series of all time was in jeopardy.

But against the odds, Raven ensured that the project didn’t slip into disaster. Detailed plans turned into smart solutions, and work on Black Ops Cold War continued, despite the whole team being miles apart. And on November 13, Call of Duty: Black Ops Cold War released, exactly on schedule.

This is the inside story of how a triple-A video game was made from home during a pandemic.

CallOfDuty_inline2Black Ops Cold War is the first Call of Duty game that Raven Software has been a lead developer on; the company has traditionally been a support studio for the series. Naturally, this means the 1980s-set single player campaign is a massive deal for the team working on it, and COVID-19 threatened their first time in the spotlight.

Before quarantine measures were enforced, the studio had been working on the game for months; it had started production on the majority of the main missions, and had begun to lay the creative foundations for the side missions. Development had been going well, and the game was on-course for the classic Call of Duty November release window. But as lockdown began, it became clear that development of Black Ops Cold War was about to become significantly more difficult.

“When this started to happen, we were like ‘Well, I guess half the studio maybe needs to work from home for two weeks’,” recalls Dan Vondrak, Senior Creative Director at Raven Software. “And then all of a sudden it’s the whole studio. And it kept snowballing to where I’m already thinking, well, if it goes longer than eight or 10 weeks, how can we possibly get everything done we needed to get done?”

Call of Duty’s publisher, Activision, mandated that all employees work from home until further notice. For many roles in game development, this is inconvenient but not impossible; writing, coding, designing, and art can all be performed remotely. But Vondrak quickly realised there was one department that was going to suffer.

Face_Tracking“Mo-cap and VO [voice-over recording] is somewhere where I thought we were dead in the water,” Vondrak says. “I was confused because that was external to us. We can rearrange our lives to have meetings and figure out how to stream stuff, but to get actors to come in, I thought ‘This is going to be impossible’.”

At that stage of development, several scenes from the campaign had already been performance-captured on a soundstage in Los Angeles. Actor Lily Cowles, who plays MI6 agent Helen Park, had been part of those shoots, but still had plenty of work left to do. When lockdown began, she realised that the future of her involvement was uncertain.

“I was so nervous and sort of heartbroken to realise that this thing that I had been so excited to be a part of was now up in the air and wasn’t going to be able to continue at all,” Cowles says. “Were we going to have to put it on hold indefinitely?”

The situation was initially very disheartening. “If you would have judged it based on about the first eight weeks, I would have thought, ‘Oh my God, I don’t understand how we’re going to get here’,” Vondrak admits.

CallOfDuty_inline3Despite everything, the plan was still to launch Black Ops Cold War in November. But with no sign of the pandemic fading, Raven had to work out how to create cinematics and in-game performances without access to a state-of-the-art studio. As programmers, artists, and producers continued to work from home, the narrative team devised a plan to keep their cast of actors in the game.

“The first thing was working out remote recording kits and just making sure that the talent was still on board,” says Natalie Pohorski, Narrative Producer at Raven Software. “When we realised that the engineers were still able to record, we worked with Activision to figure out the tech for these kits. That was using PCap [performance capture] technology – those headsets with the microphones – and then acoustic treatments for the actors’ homes. We had to make it all user-friendly enough that these actors would be able to use it.”

With recording equipment on the way, the cast prepared to turn their homes into recording studios. “I was staying in the home that I grew up in, which was built in 1787,” Cowles recalls. “I turned this old sewing room into my recording room. I just filled it with pillows and foam and I created this little recording studio.”

The equipment arrived in a Pelican hard case that Cowles jokes made it “look like I was being sent a million dollars in cash.” But rather than banknotes, the box was packed with “a whole bunch of wires” that would enable her to complete her performance as Helen Park from home.

Lily“It was so user-friendly,” Cowles says. “I’m not extraordinarily tech savvy, I’m something of a Luddite. The fact that I was able to do all of this recording from the comfort of my 18th century sewing room was really quite sensational.”

With the actors set up with gear, recording could finally resume. “We would always have a phone call ahead of the recording schedule where the engineer would walk [the actor] through,” Pohorski describes. “Oftentimes it was a video call from their phone, just showing them where to plug things in and getting it all up and running and making sure that it sounded okay.”

“We were in these recording sessions sometimes every day of the week,” says Pohorski. “And so we got to go through this experience together and learned a lot of things together. Our Voice Director, Amanda Wyatt, did an amazing job. She was so resilient and pushed through these virtual barriers.”

Overcoming those virtual barriers involved embracing as much of the Call of Duty spirit as possible from the confines of an acoustic foam-lined room. For Cowles, that was using props to bring her character to life. “I borrowed my nephew’s little fake rifle and I was just running around with this rifle in my sewing room,” she recounts. “The imaginative process became so much more engaging. I think it took me a couple of sessions to really find that groove. And when I did, it was wonderful. There was something actually really freeing about being totally alone.“

“We were capturing this during a time of enormous social anxiety,” she says. “It was a difficult time to be a human. It was so cathartic to be able to scream my guts out.”

With actors set up with home studios, Raven managed to pull together the voice recordings it needed to put words into the mouths of its characters. But dialogue was the easy part; the team also had to work out how to do the motion capture needed to animate the game’s cast, something normally done on a cutting-edge sound stage surrounded by dozens of cameras.

“The most complicated scenes are when we’re interacting with the environment,” Vondrak says. Traditionally, big environments would be set up on a sound stage, such as a ‘vehicle’ made of tables and stools, with which performers could physically interact. “I just didn’t understand how we could replicate that,” he says.

Mo-Cap_shooting_small“They ended up buying these mo-cap suits that you could wear,” Vondrak reveals. “[Our actors] would build little mini sets, whether it was in their basement or a room in their house. And they would record the action through these suits with the animator over the webcam directing them, saying ‘No, grab that table to your left when you fall, because we are going to animate this thing to flip over you.’ When I saw the actual recording session of that, and then saw it in game, I was like, ‘Oh my God, this is going to work’.”

Gathering voice and motion capture remotely was a challenge, but even tasks that didn’t require specialist performance gear needed to be adapted. Working remotely meant designers, programmers, and artists were putting together the game without the ease of in-person communication. But the team’s perseverance and self-motivation kept the project on track.

“There’s this great scene where Mason and Woods are hanging out in the safe house, and the player is allowed to walk up and talk to them,” Vondrak says. “Normally in development I see it every step of the way, from the very first blocking. But working from home, the team had to take a lot more on their shoulders. The team did an incredible job saying, ‘Okay, I don’t have anyone around me. I can’t just grab somebody and look at my desk. I’m just going to make decisions and get it done, if I have to rework it because people don’t exactly like it, I’ll do that’.

“So suddenly I saw the [Mason and Woods] scene, and I’d never seen it before,” he continues. “I walked up to talk to him and Woods is giving me a hard time and Mason’s kind of chiming in. They felt like the Mason and Woods I loved. And I was like, ‘Oh my God, I’ve never seen this since we left for March.’ And all of a sudden it was July and it was in the game looking good.”

For Vondrak, this scene and the work behind it helped restore his faith in the project. “I was like, ‘Holy shit, we’re going to do this’,” he says.

CallOfDuty_inline4After months of improvisation and adaptation, things were looking up for Black Ops Cold War. But despite the team’s triumphs over the circumstances, time proved to be a difficult challenge to overcome.

“Everything took longer,” Vondrak says. It was a situation that – for the game to release on schedule – required Raven’s staff to work longer hours. This is a practice currently under heavy scrutiny and criticism from press, game development staff, and the wider community. Critics of ‘crunch’ argue that projects should be delayed to allow development to be completed during regular working hours. But for Black Ops Cold War, the November release date was maintained. We asked Activision about the nature of this overtime and how it was enforced, but received no comment. According to Vondrak, though, staff at Raven were motivated to put in the additional hours.

“People say this all the time, but this really was a passion project for the team,” Vondrak says. “There’s not often you get a chance to say, ‘Hey, this is one of the greatest games we’ve ever played in Black Ops one. Let’s write this love letter to Black Ops one.’ And so people were so jonesed to work on this, that it was worth the extra hour. So everything took longer for sure. But we found ways to get around what we thought were impossible barriers previously.”

The overtime hours put in by the studio’s staff provided the project extra time, which kept development on track. And as production continued, the team discovered that some aspects of working from home were actually more helpful than expected. Pohorski notes that now actors had equipment in their homes, extra pickup recordings could be done at any time instead of arranging a studio visit. But while actors and developers were essentially living in the same space as their jobs, it didn’t make the process any more efficient.

“We’re probably running around at 90% efficiency,” Vondrak estimates. “We used to be able to sit in a room together as a team, play through a whole level in real time, and walk up to the screen and point and touch. We can’t do that right now.”

Face_Mo-CapThere is an upshot, though; during those team meetings, one or two people would play the game while dozens of other staff would watch and make observations. But without those meetings, more people were playing the game themselves to generate feedback, rather than watching someone else. “Suddenly we were getting opinions that we might never have gotten before,” Vondrak says. “We got tons more ideas over these past six months. There’s just so much more feedback than I normally [would] have gotten in this kind of a cycle. I would love to return to the office, but we’ll take a few lessons from this.”

Raven has learned a huge amount about the way it operates during the development of Black Ops Cold War, particularly about how its staff work. Lockdown has revealed the benefits and stresses of remote working, and these are lessons that the studio could potentially carry over to a post-COVID world.

“When people have a workstation in their home, it’s certainly a burden mentally,” Vondrak acknowledges. “You feel like, ‘Oh man, should I be going into work?’ But there’s this awesomeness of ‘Hey, I can be with my family or loved ones or whatever, and then I’m just going to go into the other room for 10 minutes on a Saturday morning and check something’.”

Understanding how to make the most of working from home only came after Raven had learned one of its most vital lessons; you have to deal with a lack of instant communication. “Every day of the week, everyone was chiming in at different hours,” Vondrak recalls. “I can jump in for 45 minutes, leave, go be with my family, jump back in for half an hour. And so we learned to not be able to communicate [immediately]. We learned to go, you know what? You’re not going to get your answer for two hours, but that’s okay.” It’s a level of patience and understanding that will serve the studio well should working from home remain the norm in the future.

CallOfDuty_inline5Against seemingly insurmountable odds, Raven Software completed development of Call of Duty: Black Ops Cold War in November. The game released, exactly on schedule, on November 13, just as the next-generation of consoles went on sale. Unsurprisingly, it’s been an emotional victory for the people we spoke to.

“The people at Treyarch and Raven and these studios, they’re so on top of it,” Cowles says. “There’s such a fluency and a confidence. I was always just thinking, ‘My God, these are the vanguards, they’re the people who are pushing the industry forward and developing technology that other people and other industries will wind up using’.”

“I’m so excited,” says Pohorski. “This is my first COD title, so there’s a lot of excitement just to be a part of it and to say that we got it all done. I’ve been so impressed with the team here and with the leadership, both at Raven and Activision throughout this process, it always felt safe and transparent.”

Studio_shoot_small“It’s such a mixed set of emotions,” Vondrak says. “I look back and one of the things I realised, right around August or so, was we accomplished all these goals we had hoped. These original pillars we wrote down about what Black Ops meant to us, could we achieve that? Then could we add in this whole other set of pillars we wanted to? We achieved all those.”

“It took a lot of individual effort, I will say that,” he concludes. “It just took people to make decisions, put a lot on their shoulders, and be willing to work longer hours from home even when they’ve got families. So I’m really proud of what the team was able to accomplish for sure. And like I said, this was the love letter we thought we were going to write when we first got started on this project. It’s cool to see that all came together.”

Raven’s situation shares several of the problems that many of us have had to endure during the coronavirus pandemic: the isolation of working from home, the difficulties of remote communication, and the struggle of performing seemingly normal tasks in an unsuitable environment. In addition, the goal of finishing development ahead of a November release date meant staff worked longer, tougher hours during a period that was already filled with challenging obstacles that demanded far-from-usual levels of adaptability. This will never be the ideal way to make a game, nor one Raven will presumably willingly return to – but the team built a triple-A shooter under the harshest, strangest conditions, all while working from home. It’s a story many developers across the world will have their own version of, and hopefully one we’ll never see again in quite the same way.

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Firearms Expert Reacts To Cyberpunk 2077’s Guns

Cyberpunk 2077 may be set in an alternate sci-fi future, but it’s still armed to the teeth with a load of fictional sci-fi weaponry: guns that have taken inspiration from real-world sources.

In the above video, Jonathan Ferguson–a weapons expert and Keeper of Firearms & Artillery at the Royal Armouries–breaks down the guns of Cyberpunk 2077 and compares them to their potential real-world counterparts.

If you’re interested in seeing more of Jonathan, you can check out more from the Royal Armouries right here. –https://www.youtube.com/user/RoyalArm…

If you would like to support the Royal Armouries, you can make a charitable donation to the museum here. – https://royalarmouries.org/support-us/donations/

And if you would like to become a member of the Royal Armouries, you can get membership here. – https://royalarmouries.org/support-us/membership/

Halo Xbox 360 Games Will Lose Online Services In 2021

We are about to reach the end of a very important era for Xbox–well, in about a year. Microsoft has announced that in December 2021, it will be taking Xbox 360 services offline for the Halo series. This move will affect seven different games, including two games in the original trilogy, limiting or completely disabling online matchmaking.

In a post on Halo Waypoint, 343 Industries said that it takes a great deal of resources in order to maintain the services for these games. Total player-count has been dwindling as more players choose to play the Xbox One or PC versions through the Master Chief Collection, and the Xbox 360 versions haven’t even been available to purchase physically for about two years.

The games affected are listed below:

It’s worth noting that all of these games are playable on Xbox One, either through the Master Chief Collection or their own native release. Halo Reach was added relatively recently after previously being available via backwards compatibility, so Microsoft may have been planning to sunset the Xbox 360 services for a while.

The services will end right around the release of Halo Infinite on Xbox Series X|S, Xbox One, and PC. The game was previously scheduled to launch alongside the new consoles back in November, but it was later delayed an entire year in order to give the development team more time to polish it and address concerns. Original writer Joseph Staten has also returned to the project for its final year, and it appears he’s now serving in a creative director role.

How To Unlock Cyberpunk 2077’s Secret Ending [SPOILERS]

Cyberpunk 2077 has several different endgame missions and possible endings. Accessing them depends on some of the choices you make throughout the game and which characters you choose to help. But there’s one less obvious secret ending that you might not ever uncover if you don’t know how to access it.

Here’s what you need to do to access the secret ending, which requires some specific dialogue choices in the Chippin’ In side mission. Of course, be warned, there will be Cyberpunk spoilers, so continue at your own risk.

Cyberpunk 2077 is available now for Xbox One, Xbox Series X/S (via backwards compatibility), PC, and Stadia. For more Cyberpunk 2077 tips, make sure to subscribe to youtube.com/GameSpot.

Star Trek: Discovery Season 3 Episode 10 Breakdown & References from “Terra Firma, Part 2”

In Terra Firma, Part 2, Emperor Georgiou (Michelle Yeoh) is determined to get Terran Michael (Sonequa Martin-Green) to come back to her side. She has her put through the agonizer for months. Detmer tells Michael that Lorca has disappeared and is not coming for her. Michael finally kneels to Georgiou and promises to kill her co-conspirators. Unfortunately, Michael turns on Georgiou again and they must fight to the death (again).

This brings Georgiou back to the prime universe, and we learn the truth about Carl. He has gone into hiding since the Temporal Wars. Meanwhile on the Discovery, Book helps Adira and Stamets by providing them tech from the Emerald Chain. Vance isn’t happy to learn about this, and believes Saru withheld information about the Kelpien ship.

New Cyberpunk 2077 Patch Live On PS4/Xbox, Coming To PC Soon

CD Projekt Red has released a new hotfix patch for Cyberpunk 2077, which looks to fix some of the more noteworthy glitches that pop up during the main campaign missions that occur early in the game. The full patch notes are listed below.

The hotfix is currently only live for the Xbox One and PS4 versions of the game–the latter of which you can’t even buy from PlayStation’s store anymore. According to CD Projekt Red, the PC version of Cyberpunk 2077 will get this hotfix soon.

Alongside the general fixes aimed at bugs, the hotfix implements “multiple stability improvements” as well, which includes fixes for the game outright crashing. Offscreen explosions will make noise now too, which should help you know if a grenade goes off behind you.

Cyberpunk 2077 Hotfix 1.05 Patch Notes

Quests

  • Jackie will no longer disappear in The Pickup or The Heist.
  • Fixed an issue preventing players from landing the helicopter in Love like Fire.
  • Fixed an issue with Takemura not calling in Play it Safe.
  • It’s no longer possible to trigger the same dialogue twice in Big in Japan.
  • Fixed an issue with Delamain appearing upside down at the end of Don’t Lose Your Mind.
  • Saul now correctly reaches the van in Riders on the Storm.
  • Fast travelling before the encounter with Tyger Claws no longer breaks progression in I Fought the Law.
  • Fixed an issue blocking progress in Ghost Town if an autosave made upon Raffen Shiv’s arrival was loaded.
  • Fixed an issue with not receiving new calls or messages if Happy Together failed as a result of combat.
  • Elizabeth Peralez stops being excessively insistent with her calls after her job offer is refused.
  • The scene with Misty and Jackie now starts properly after leaving Viktor’s clinic.
  • Wakako’s dialogues no longer get blocked after finishing Search and Destroy.
  • Walking away from Stefan in Sweet Dreams shouldn’t prevent other characters from calling you anymore.
  • Brick’s detonator should now be properly interactable for players to disarm. Or set off. Your call.
  • Elevator doors should now correctly open in The Heist.
  • Saul now correctly gets out of cars in Riders on the Storm.
  • Fixed an issue with not receiving new calls or messages after running too far away from Frank in War Pigs.
  • Jackie now correctly leaves the factory after the combat is finished in The Pickup.
  • Fixed an issue with Militech reinforcements not spawning if driving through the gate too fast in Forward to Death.
  • Skipping time while in the club in Violence no longer results in issues with progression.
  • Fixed issues with starting Gig: Getting Warmer…
  • Fixed an issue with not receiving new calls or messages after Pyramid Song has been abandoned midway.
  • Fixed an issue whereby Delamain core could be already broken when player enters the Core room in Don’t Lose Your Mind.
  • Fixed issues with Delamain not appearing or doing nothing outside the Afterlife in The Heist.
  • Fixed an issue with objective getting stuck on “Talk to Viktor” in The Ripperdoc.
  • Fixed an issue whereby it was impossible to talk to the bouncer in front of Lizzie’s in The Information.
  • Added description for Don’t Lose Your Mind in the Journal.
  • Fixed an issue preventing player from saving, using fast travels, and talking to other NPCs after reloading a save with an active call with Frank in War Pigs.
  • Fixed an issue with Panam not calling about any other matter until I’ll Fly Away is completed.
  • Fixed an issue with Dum Dum following V after The Pickup is finished.

Gameplay

  • Improved the reaction times of NPCs taking cover.
  • Corrected the number of shots needed to kill civilians from a distance while in combat.

Visual

  • Fixed an issue with Delamain’s image displayed on top of the current caller during phone calls.
  • V’s mouth doesn’t stay open after entering the space lock in Where is My Mind.
  • Fixed some UI overlap issues.
  • V appears more modest in the inventory preview after the half year montage 😉
  • NPCs are faster to appear in the quest area during Stadium Love.
  • Added some warmth to HDR.
  • Fixed T-posing NPCs in Suspected Organized Crime Activity: Just Say No and Gig: Hot Merchandise.
  • Fixed an issue whereby after a braindance it was possible to be stuck in 3rd person view with no head.
  • Silencer icons are no longer displayed with no image in the inventory.

UI

  • Fixed an issue with weapon crosshair persisting on screen.
  • The inventory menu no longer closes immediately after opening it for the first time after leaving a car.
  • Fixed an issue whereby upon accessing a fast travel terminal the button shown on the top right corner prompting to open the quest journal would not work.

Performance & Stability

  • Multiple stability improvements, including crash fixes.

Miscellaneous

  • Offscreen explosions make noise now.

PC-specific

  • [AMD SMT] Optimized default core/thread utilization for 4-core and 6-core AMD Ryzen(tm) processors. 8-core, 12-core and 16-core processors remain unchanged and behaving as intended. This change was implemented in cooperation with AMD and based on tests on both sides indicating that performance improvement occurs only on CPUs with 6 cores and less.
  • Fixed an issue with the way Raw Input is collected.
  • Removed the use of AVX instruction set thus fixing crashes occurring at the end of the Prologue on processors not supporting AVX.
  • Removed debug console to prevent functions that could lead to crashes or blocked quests. This doesn’t mean we don’t want to support the modding community. Stay tuned for more info on that.
  • Ray traced reflections should no longer seem too bright in comparison to the environment.
  • Fixed an issue with Steam Overlay crash on game shutdown.
  • Removed the memory_pool_budgets.csv file. which was not connected with the final version of the game and had no influence on it (it was a leftover file used during the development to estimate memory usage. It had no effect on how much memory was actually allocated). Perceived performance increase after editing the file may have been related to restarting the game.

Console-specific

  • Improved image sharpness with Chromatic Aberration and Film Grain on.
  • Settings should no longer reset to default after several game session restarts.
  • Fixed visual issues occurring during the transition between The Heist and Love Like Fire.
  • Corrected the look of several vehicles.
  • [Xbox] Entering combat while Synaptic Accelerator is active no longer ends in player health bar not being displayed.
  • [Xbox] Game no longer becomes unresponsive when signing out from a profile when the controller disconnection message is visible.
  • Telemetry consent request will appear once more due to an earlier issue with settings reset.
  • Fixed an issue whereby it was possible to fall down the elevator shaft in Megabuilding H8 in Automatic Love.

Now Playing: Cyberpunk 2077 – Best Bugs And Glitches

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GameSpot’s Best Of 2020: Editor’s Spotlight Awards

This year’s GameSpot countdown has finally come to a close, with Valve’s Half-Life: Alyx claiming our coveted Game of the Year award. While every game we’ve highlighted in our Best Of 2020 awards is exceptional, there are still so many others worth discussing. As such, we’re taking the chance to present our staff’s picks for the 2020 Editor’s Spotlight Awards, which showcases games that didn’t make it into our top 10 list or category awards but we still loved.

GameSpot’s multi-disciplinary team is diverse and varied when it comes to our tastes in games, so you’ll find quite an interesting mix of things below. We guarantee that each game we’ve listed is well worth your time and bound to leave an impression on you.

Which games do you think stand up as some of the best this year? Let us know in the comments below. Otherwise, read on to see our picks for this year’s Editor’s Spotlight Awards.

For more about the games we’ve highlighted in our Best Of 2020 awards, be sure to check out our Best Games of 2020 hub. Though, if you’re more excited about next year, jump into our hub for the Most Anticipated Games of 2021, which contains features detailing the biggest games coming out next year.


Paper Mario: The Origami King | Switch

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Humor is often difficult to nail in video games (just look at Immortals: Fenyx Rising for a prime example), but Paper Mario: The Origami King is so effortlessly funny and endearing that it’s easily among the best Switch games I played all year. These qualities come as no surprise; humor has been a hallmark of Paper Mario since its earliest installment. Even when the series’ gameplay experiments have divided fans, its writing has remained consistently strong, and it’s arguably never been sharper than it is in Origami King.

It’s hard to convey just how funny the game is without spoiling any of its jokes, but part of what makes it–and Mario RPGs in general–so charming is that it presents the familiar Mario cast in a different light. The dialogue goes a long way in coloring in personalities that don’t quite shine through in the main series. Bowser, in particular, is one of the game’s best characters, full of buffoonish swagger until Princess Peach comes up in conversation and he sheepishly asks about her.

Of course, as funny as Origami King is, it can also be surprisingly moving. There are many genuinely poignant moments peppered throughout the story, making it one of the most touching Mario games I’ve ever played. And underpinning the whole adventure is its novel battle system. Although it’s proven divisive among some longtime fans, the battle system offers a clever spin on turn-based encounters–quite literally, as you need to spin and slide panels to line up enemies before attacking them. This makes every encounter feel like a rapid-fire micro puzzle, and it’s very satisfying to suss out the proper solution before time runs out. Origami King may have been overshadowed by some of this year’s other releases, but it’s a wonderful adventure that’s well worth embarking on. — Kevin Knezevic, Associate Editor


Crash Bandicoot 4: It’s About Time | PS4, Xbox One, PC

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Crash Bandicoot 4: It’s About Time works so well because, like so many of its revamped retro-platforming colleagues, it doesn’t try to be more than it is. Though don’t let that fool you, developer Toys 4 Bob’s long-expected sequel still does a great deal to make the whole package shine.

There’s much about Crash 4’s accomplishments that warrant explicit praise, but chief among them is the quality of its platforming. Playing as Crash or Coco feels excellent, if not greater than it did in the first trilogy, making navigating and hopping across its multitude of chasms a joy. The challenging levels you’ll run the game’s starring marsupials past are laid out astutely, frequently throwing dangerous hazards at you and changing perspectives unexpectedly to continually test your platforming fortitude.

New abilities, such as wall-running and magical masks that allow you to spin endlessly or shift the environment around you, also keep the series’ signature platforming and level design fresh and regularly exciting. These additions highlight and accentuate an already delightful experience, even if they brought on tribulations that skyrocketed my stage failure counts well beyond what I’d feel comfortable sharing. But for as much as I bashed my head against them, trying hard to time my jumps to clear some ridiculous gauntlet, the eventual victory I achieved always gave way to bliss and relief over what I’d accomplished. Such results are a testament to the confident and shrewdly balanced difficulty of its level design.

There’s far more I adored about Crash 4 that I, unfortunately, can’t go into full detail around because of the maximum word count gods. I’ve spent plenty of time discussing its platforming–which is my favorite part of the game–but don’t even get me started about the new art style. Seriously, look at the screenshot above. Everything has so much more personality!

As a longtime fan of the series, I couldn’t ask for a more gratifying return than the one that Toys 4 Bob delivered in Crash 4. If you have any nostalgic inklings or earnest affections toward Crash Bandicoot, please put this game at the top of your list. — Matt Espineli, Editor


Gears Tactics | Xbox One, Xbox Series X|S, PC

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Gears Tactics takes one of the most intense shooter franchises–known for fast-paced combat and thinking on your feet–and somehow turns it into an incredibly engaging turn-based strategy game. The addictive XCOM-style missions send your small squad into a battle against numerous enemies, but always with just enough firepower and tools at your disposal to keep it from feeling hopeless.

It’s XCOM for those of us who aren’t masochists, as well as newcomers to the genre who are likely to make a few mistakes but don’t want it to derail their entire experience. Just as playable on an Xbox console as it is on PC, Gears Tactics doesn’t dumb down the mechanics to suit longtime Gears of War fans. You still have to keep track of hit probabilities, ability cooldowns, enemies’ line of sight, and protecting against reinforcements, but developers The Coalition and Splash Damage have found just the right balance between “too easy” and “infuriating.”

There is plenty here for those more interested in Gears of War than turn-based combat, too. Set before the other games during an early phase in the Locust War, the story features some fan-favorite characters and adds context that makes the original trilogy and even Gears 5 feel more important. Classic series mainstays like emergence holes and the Lancer’s chainsaw play a crucial role in combat, as well, making this still feel very much like a Gears of War game despite the genre change.

Gears Tactics is arguably a more successful move to strategy than Halo Wars was, excelling both as a standalone game and as a spin-off for the franchise. It’s begging for a sequel, having nailed it so much that another campaign with a new story–even without much in the way of new features–would be more than enough. — Gabe Gurwin, Associate SEO Editor


Monster Train | PC, Xbox One/Series X|S

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I’ve only ever dabbled in card games, but Slay the Spire finally offered a formula that worked for me: By placing that deckbuilding within the context of a roguelike, I was free to experiment within the confines of what options were presented to me during a given run. Those limitations allowed me to understand and appreciate deckbuilding, and Monster Train takes that basic sub-genre and does something radically different with it.

Whereas Slay the Spire involves playing cards on a turn-by-turn basis, Monster Train involves summoning units that persist across turns. Enemies enter your train and advance one floor per turn, doing battle with your units along the way as they attempt to reach the top, where they can deal direct damage to you.

You still get to play cards that do damage, buff your units, or debuff enemies, but the element of strategy with unit placement is what makes Monster Train so much fun. Enemies typically damage only the front-most unit, so you’re incentivized to keep those who can take a hit up front. But you have a limited amount of room for units on a given floor, need to deal periodic damage to a boss who will be exposed on a higher floor, and can receive buffs by casting spells on floors with certain units, so you’re presented with a ton of factors to consider.

With different factions, each with their own units and strengths/weaknesses, card upgrades, and different unlocks, Monster Train is an impressive package, and one that has seemingly gone under the radar. Hopefully, its recent release on Xbox Game Pass has brought some newfound attention to this terrific game. — Chris Pereira, Senior Editor

Also Available: Xbox


Signs Of Sojourner | PC

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Signs of Sojourner is a deckbuilding game about relationships and human connection. It’s incredibly approachable, but the game carries an emotional weight in its metaphor, ultimately delivering an experience that’s unlike anything I’ve tried.

In Signs of Sojourner, you talk with other characters by matching the symbols on your cards with theirs. Match enough, and it results in a good conversation while failing to do so ends in miscommunication. Whenever you finish a conversation, you must replace one card in your deck with one from the other person’s deck.

Early on, conversations are easy. All your friends talk like you, so everyone uses cards with symbols like yours. But this becomes rarer the further you travel from your hometown. And when you do return home, you’ll find it’s harder and harder each time to hold conversations with the friends you grew up with because you’re losing the symbols they use and thus no longer talk like them. But by choosing to speak with them, you can regain some of your old vocabulary.

Of any video game I’ve played, Signs of Sojourner is the closest I’ve ever seen when it comes to capturing what it’s like to move away from home and start to adopt new values and speech patterns, all while trying to retain a part of the culture and people left behind. The game manages to take something figurative–connecting with other people–and makes it literal. I still struggle to wrap my head around how well it works. — Jordan Ramée, Associate Editor


Ooblets | PC, Xbox (early access)

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In a year when we all needed some comfort, cozy games were all the rage. Animal Crossing: New Horizons and Spiritfarer both made our Best of 2020 list in part for how well they met the moment, and the early access game Ooblets shows we have more to look forward to.

Ooblets is an odd game. At first, the sea of placid, smiling faces and bubblegum brightness seems too cute, almost aggressively so. But as you start to internalize the rhythms of this happy, cotton-soft world, it becomes engrossing. This is a world so gentle that it’s sanded off the rough edges of Pokemon, letting your monsters best each other in dance combat instead of violent fisticuffs. Winning one of the card-based dance battles against a wild Ooblet nets you a seed to grow one of your own, but they won’t take part in your groove competition at all unless you provide the proper ingredients or foods.

And so the loop of Ooblets goes: growing crops to make money and expand your ever-growing farm while devoting some of those resources to initiating dance combat and gaining new species of Ooblets and their associated card powers for even more dance battles. The hybrid mash-up of farming, card combat, and creature collection is hard to pull yourself away from, even if this early access release lacks much of a story. Future Ooblet farmers appear to be in for a treat when the full release comes, but there’s no reason to wait if you just want to pass away some hours with a big fuzzy quilt of a video game. — Steve Watts, Associate Editor

Also Available: Xbox


Ori and the Will of the Wisps | PC, Xbox One, Xbox Series X/S, Switch

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Like its predecessor, Ori and the Will of the Wisps is a gorgeous game with a stunning and exciting world to explore. It’s the kind of sequel that doesn’t tread too far from what made the original work. Yet, it still manages to take a different enough approach that makes you appreciate the unique vision of the series that pays tribute to classic animated films. Developer Moon Studios took the framework of the original’s Metroidvania design and expanded upon it in ways that flesh out what makes the whimsical world of Ori so enticing and offers a fantastic action platformer that shows a remarkable amount of depth in its moment-to-moment gameplay.

I was a great admirer of the original game, and getting to revisit the same world in a much bigger way was something I was immediately drawn to. Will of the Wisps takes many of the more fanciful and darker aspects of the previous game and gives them some greater context and weight. In the sequel, there’s a greater sense of harmony with nature and the community of side characters you’ll come to meet along your journey. The sequel leans further into not only expanding Ori’s plethora of powers and skills to fight monsters and traverse the dangerous terrain of the forest, but it also has you interact with other inhabitants who are trying to survive. When you couple this with the Metroidvania formula, it can feel satisfying seeing your growth in power and how your choices will make for a better situation for your newfound allies.

An aspect of Ori and the Will of the Wisps that I especially loved was the sense of grace when traversing through the world and fighting enemies. The sequel gives you a remarkable amount of new tools to use to explore the world and fight enemies, and using them all together in unison while trekking through some of the most gorgeous 2D animated backdrops I’ve seen in years was a total joy. I immensely enjoyed my time with Ori and the Will of the Wisps, and I’m anxiously anticipating what’s next from Moon Studios. — Alessandro Fillari, Editor


Tony Hawk’s Pro Skater 1+2 | PS4, Xbox One, PC

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A few hours into my 2020 reintroduction to Tony Hawk’s Pro Skater with THPS 1+2, the phrase “like riding a bike” popped into my head and lodged itself there. I rolled the phrase over in my mind as I bailed on over-rotated vert ramp tricks and skinned my characters’ knees bloody tumbling from grind rails and the lips of drained pools. “Why can’t I do this anymore?” I wondered. I’d thought my return to the warehouses and schoolyards of THPS would be a seamless reentry into the kick flipping virtuosity of my high school days, a prima ballerina on four wheels.

After all, the original THPS was one of the first games I ever poured myself into entirely, hunched over on my couch or the foot of my best friend’s bed for hundreds of hours–maybe a thousand–skating run after run. Vert grab, revert, special grind, manual-to-quarterpipe, kickflip-to-grind, and on and on while I watched that Combo Score whirl upward like an odometer strapped to a spaceship, into the hundreds of thousands of points, then into the millions. So why couldn’t I do that now? Why wasn’t playing THPS just like riding that proverbial bike?

Then I realized that the phrase “like riding a bike” isn’t about an ability snapping magically and immediately back into place, it’s about the pleasure of gradually rediscovering a skill you’d let atrophy. It’s about getting reacquainted with your past self and experiencing the paradoxical flush of learning something that some version of you already knows. Eventually, with effort, my hands slowly began to obey commands that my brain only half-remembered. Vert grab, revert, heelflip-to-manual, nollie-to-rail. A lost language re-emerging from my past, both new and familiar, exciting, and comforting at the same time. It’s a wonder that THPS 1+2 encapsulates and refines what made the series such a joy to play with such painstaking detail, making it feel so unbelievably natural and fulfilling to shred across its classic virtual skate parks–as I had so many years ago. Any game that can stick the landing on that trick deserves to be on some list somewhere. — Eric Sams, Social Media Manager


Astro’s Playroom | PS5

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As a huge admirer of Astro Bot Rescue Mission for PSVR, I was intrigued when I heard Sony would include a new Astro game as a pack-in title on PS5. But even though I was looking forward to playing it, I couldn’t help but think it wouldn’t be much more than a tech demo. Thankfully, I was wrong. Astro’s Playroom was not only my favorite PS5 launch game, but it’s one of my favorite 3D platformers ever.

While certainly not a lengthy platformer–it took me around six hours to earn the Platinum Trophy–Astro’s Playroom still feels like a complete game, with distinctive levels with unique mechanics, differentiated worlds, and tons of collectibles to uncover along the way. Though it doesn’t offer much of a challenge compared to some modern platformers, it’s positively oozing with charm. Given that this year has been so awful, I really appreciated how bright, colorful, and genuinely relaxing it was to spend a handful of hours in this world.

It’s easy to reason that Astro’s Playroom was at least partially created to show off the DualSense controller’s capabilities. The DualSense’s haptic feedback and adaptive triggers shine in Astro’s Playroom. From the feedback you feel when shooting arrows to the steady compression of the Frog Suit springs when preparing for a jump, Astro’s Playroom simply felt like nothing I had played before. It’s the only next-gen game I’ve played so far that actually felt next-gen. In a lot of ways, Astro’s Playroom provided a similar sense of awe that I felt when I played a video game for the first time as a kid.

In a smart move, Astro’s Playroom both celebrates PlayStation’s history and future. All of the collectibles you find are PlayStation hardware and accessories, and all throughout the adventure you’ll find little robots paying homage to hit PlayStation franchises. As a longtime PlayStation fan, scouring each vibrant level to find every little secret and sly nod made for an infectious, nostalgic experience that cemented a warm grin on my face the whole way through. –Steven Petite, Associate Editor

Astro’s Playroom is included with the purchase of a PlayStation 5.


Dreams | PS4

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2020 had a lot of great games, so what if I told you there was a game this year that was a compilation of a ton of games–and not just any games, but specifically user-created games and even games you could make yourself? That game, my friend, is called Dreams.

Developed by Media Molecule, a developer most known for the LittleBigPlanet series, Dreams feels like a superior evolution of the ideas presented in the studio’s previous game creation systems. Because of that, Dreams is so vast and comprehensive of a creative tool that you might not even know where to start. Fortunately, a single-player campaign is included to teach you what’s possible using the systems available. It’s an excellent two-hour campaign that sucked me in from the start, but it’s the message at the start that inspired me, which said, “This story was made entirely possible in Dreams, to give just a glimpse of what’s possible with our tools.” I don’t have any background in game design, but after experiencing the quality of the campaign, it invigorated me to try my hand at making my own games in Dreams. And while my creations were nowhere near as good as the ones on display in the game’s single-player and online community, I still found great fulfillment in my rudimentary attempts, trying to make games around any old idea I had.

If you didn’t play Dreams back when it launched, then don’t worry; you didn’t miss out on the game in its prime. In fact, now is the perfect time to jump in. Tons of new creations are still being made every day, and it seems like creations are only getting that much better as time goes on. The game also got a VR update since its release, so if you have a PSVR, you can quite literally get inside someone’s head to see their Dreams creations. And for those who’ve picked up a PS5, you can still play Dreams through backwards compatibility, and I wouldn’t be surprised if it got a proper PS5 update soon, likely adding even more to the already wonderfully captivating experience on display.

Dreams is a lot of things, but what it really boils down to–for me at least–is that it encourages you to share your personality with the world and be as creative as possible without any restraint, and in a time where it’s easy to feel tied down and restricted, Media Molecule’s Dreams is that much more of a “dream” come true. — Evan Langer, Video Producer


World of Horror | Xbox One, PC (early access)

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Living through a pandemic while doing a job like writing about video games has created a weird situation. So much of life has been strangely, drastically different in 2020, but for me, part of the experience has been an uncanny sameness. I worked from home before the pandemic, mostly alone, playing video games, and having thoughts about them. Most things about my life went unaltered–until I went outside. And while I’ve played a lot of video games this year, more than most years even, nothing captured quite how the world feels right now like World of Horror.

It’s in early access right now and still a work in progress, but what exists of World of Horror is pretty remarkable. It’s a low-fi, ’90s-esque, text-based role-playing game inspired by the works of horror manga author Junji Ito. Everything about World of Horror’s aesthetic and presentation captures a feeling of the surreal as you wander around its small Japanese town. The game’s graphics are rendered in pixelated, low-color stills, mostly created in MS Paint, further building on the sense of time, place, and safety.

And then you start running into people with upside-down faces, wielding bloody scissors.

World of Horror is about investigating strange goings-on in a small town slowly being gripped by the rise of an elder god, and it perfectly channels the feeling of something being off that is exactly what living through 2020 has been like. The stories it tells range from terrifying to spookily goofy, but everything about World of Horror manages to play into a general atmosphere of vague oppression. It’s a weird throwback, a frightening horror title, and a tough challenge with its text-based gameplay systems–but mostly, it’s just a more pointed encapsulation of the existential horrors of life right now. At least you can fight the monsters in World of Horror. — Phil Hornshaw, Editor


If Found | PC, Switch

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When a game is able to communicate complex character emotions and messaging with sharp subtlety, I’ll never forget what it was like to pick up on it and how I interpreted it. If Found is full of those moments. The sketchbook art style gives life to so many of its characters with just a few colors and pencil-like strokes, letting their facial expressions and body language communicate just as much as the words and dialogue that accompany them. If Found evokes feelings of coziness, heartbreak, despondency, and love, and it’s painfully relatable at times. It’s also a call for empathy for those who face the hardships of wanting to be recognized for who they are, especially by their loved ones.

If Found’s story is told through the mind of Kasio, a young adult from a rural coastal town in Ireland. She’s a bit lost after college, and after spending some time back home with her mom and knacker of a brother, it’s quite apparent that they don’t care to respect her as a transgender woman. She reconnects with old friends, meets a few new ones, and squats an abandoned house with them that becomes a warm living space for a short time. Every moment of joy is fleeting, however, and through the various conversations with different people in her life come sobering perspectives. There’s a consistent feeling that Kasio will have to reckon with her demons sooner rather than later.

Throughout the game, you erase the memories drawn on pages to transition from one scene to the next, and that’s all you really do as the player the entire game. But the ways scenes transform, and what you reveal behind each memory as the story progresses, pull you in as if you’re investigating Kasio’s own mind. It’s odd how this builds a distinct momentum, where the music, emotions, and severity of situations propel you, and it’s always a mesmerizing sensation.

If Found doesn’t overstay its welcome either. In its two-to-three hours, you come to understand Kasio and the people important in her life. Its sharp, smart, and effective in characterization–illustrative yet minimal in its approach. Feelings are complicated but the game trusts you to understand them in key moments, and none are more critical than in its conclusion that’s quite simple yet revelatory. I’ll always remember the pieces that made If Found important to me, but if there’s one thing I want others to take away from the experience, it’s that respect goes a long way. — Michael Higham, Associate Editor

Also available: PC


Phasmophobia | PC (early access)

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I’m the kind of person who doesn’t necessarily believe in ghosts but has gone on a “ghost tour” of bubonic plague houses in England and got really excited when GameSpot’s hotel for E3 one year was described as “very haunted.” I just think they’re neat! And Phasmophobia captures the exact atmosphere I’d want from a ghost hunting game–its early-access jankiness makes for a fun and silly time until a ghost shows up and your whole crew scatters into various closets trying to survive a level-10 haunting. I’ve never laughed so hard and then stifled a scream in such quick succession before.

And yes, Phasmophobia is kind of janky. The character animations are almost creepy; looking up, for example, will cause your character to do a full backbend, and my friends and I have gotten a lot of mileage out of running at each other in this position like a scene out of The Exorcist. But the beauty of Phasmophobia is in its simple, easy-to-understand premise and the ways in which it manages to scare you within those parameters.

The early game is always the same: You walk slowly through an abandoned-looking house or school or even asylum, ghost-detecting tools in hand, trying to locate the room that’s being haunted. You call out the ghost’s name, provided to you at the beginning of a job, trying to provoke it into attacking you. If you’re me and my friends, you take this all very seriously, using in-game proximity chat and walkie-talkies to make various callouts (shouting “I’ve got freezing temperatures in the attic!” over the radio will prompt everyone to hurry to the attic, for example).

And then you wait. Maybe your flashlight will start flickering, or maybe you’ll hear the thump of a ghost’s footsteps, but whatever it is, you know it’s time to book it out of there (or risk getting killed). One of my favorite moments in all my hours with Phasmophobia was when the ghost locked the front door after all my teammates had left the house, leaving only me inside. I screamed and locked myself in a hallway closet. I could hear the ghost walking in the hallway as my teammates tried to open the door, not knowing if I’d been killed–and knowing that the game’s microphone integration meant I had to literally stay quiet for fear of the ghost hearing me. I lived to tell the tale and we got the hell out of that house.

Even with Phasmophobia’s simplicity and the rough early-access edges, I have fun in every match–whether I’m laughing at my friends getting freaked out or getting absolutely spooked myself. I’m excited to see how it continues to evolve as time goes on. | Kallie Plagge, Reviews Editor

Karate Kid 2 Villain Says Cobra Kai Season 3 Gives Daniel And Chozen ‘Closure’

Cobra Kai‘s third season quickly approaches. We’re waiting with bated breath to find out how Miguel and the other kids are doing after the epic karate riot that acted as a climax for the show’s second season, but the grown-ups have their own struggles. The third season sees Daniel LaRusso heading back to Okinawa, where he once again encounters Chozen, whom he battled to protect his romantic interest, Kumiko in Karate Kid Part II. Ahead of the season, actor Yuji Okamoto looks at the past and future of his iconic ’80s villain in a new interview with EW.

“I never forgot about Chozen, because he was a big part of my life,” Okumoto said. The actor had a back story written for his character, and had even written about what has happened to Chozen since his life-and-death battle against Daniel.

“When the Cobra Kai people came to me, I actually had all this stuff still recorded, and I had a nice discussion and gave them my input about what happened to him possibly after the final showdown with him and Daniel,” Okumoto explained.

For Okumoto, one of the highlights of filming was going to Okinawa, the southernmost of Japan’s main islands. Karate Kid Part II was set in Okinawa, but it was actually filmed in Hawaii.

“The whole style of Miyagi-Do is based off of [real-world Karate style] Goju-Ryu, which was founded in Okinawa,” Okumoto sad. “So being able to shoot where Goju-Ryu style karate began was really special. I can’t even explain how blown away I was to have actually made it to Okinawa to shoot Cobra Kai, and to be there with Ralph.”

Okumoto praised Macchio’s professionalism, and talks about rehearsing fight scenes with him ahead of filming, which allowed them to “catch up and talk story in between kicking each others’ asses” ahead of what Okumoto called four significant fight scenes in the episode they’re in together. Okumoto links Cobra Kai to real life, too, connecting one of the show’s earliest fight scenes, in which protagonist Johnny Lawrence (William Zabka) pulls a hamstring due to being out of practice.

“Sure enough, on my last fight on the set of Cobra Kai, I threw a kick and pulled my hammy so bad. My first thought was, ‘Seriously?'” Okumoto said. He ultimately finished the scene thanks to some creative camera work, and dove into rehab once he got to his home in Seattle, Washington.

Okumoto hopes the pair’s final fight will give fans of his character closure.

“When people see the end scene between Chozen and Daniel, I think they will be satisfied with that closer. And who knows beyond that. I’m kind of the last Miyagi-Do connection for Daniel’s character. There’s always that possibility for them to continue,” Okumoto said, hinting that while they meet in battle, they might end on better terms.

Cobra Kai Season 3 hits Netflix on January 8, 2021. Until then, you can look ahead at what we know about the upcoming season, check out the trailer, and look back at the previous seasons.

Now Playing: Cobra Kai Season 3: Everything To Know

New Super Nintendo World At Universal Studios Footage Revealed

If you ever wanted to know what it was like going through a warp pipe or traveling through an underground Super Mario video game level, you’ve come to the right place. Nintendo has revealed an all-new look at the upcoming Super Nintendo World theme park expansion at Universal Studios Japan, including a tour of a big portion of the area.

In the video, Shigeru Miyamoto, who created the Super Mario franchise, walks around the land, pointing out the many things visitors will get to do. It all begins with a warp pipe, which you walk through to enter Peach’s Castle, as seen in Mario 64. As Miyamoto explained, the castle music from Mario 64 will also greet you, and the land is filled with a variety of different songs from throughout the Super Mario franchise.

From there, you’re essentially immersed in Mario’s world, which is incredibly animated with spinning coins, wandering monsters, and even snoring piranha plants. There will also be plenty of interactivity, thanks to a wrist band guests can wear, which syncs to their smartphone. With that band, you can collect coins by hitting certain blocks, unlock hidden images and games, and even activate a Pow block to defeat a Koopa Troopa.

Next, Miyamoto showed off a maze made to look like an underground level in one of the games, which included a section with much larger blocks to make you feel as if you shrank and are in need of a mushroom to get back to normal size. Given this is a theme park, there are also gift shop and food options. The restaurant, Kinopio’s Cafe, is run by Chef Toad and features a variety of unique and mushroom-centric dishes.

Then there are the rides. Miyamoto didn’t actually ride any of the attractions, but he did walk through the line queue area for the Mario Kart-themed ride, showing off the various iconic trophies from the Mario Kart games, as well as the one designed specifically for the course the ride takes. The story is simple, Bowser has created a track simply to best Mario. As the plumber’s friends, it’s up to the visitors to race on the track and make sure Bowser doesn’t win.

At a glance, Super Nintendo World is incredibly impressive, and that’s before anyone has set foot on the rides. The Mario Kart attraction is one of two that will be available when the land opens, the other is a family-friendly adventure in which guests will ride on Yoshi’s back. You can take a look at everything Miyamoto explored in the land above.

Super Nintendo World will open at Universal Studios Japan on February 4, 2021. The park is also coming to both Universal Studios Hollywood and Universal Studios Orlando in the future.

The 20 Best Movies Of 2020 According To Metacritic

The 20 Best Movies Of 2020 According To Metacritic – GameSpot

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