Not Everyone Knows How To Speak Video Games

On this episode of the GameSpot’s After Dark podcast, the crew is joined by Brian Altano, who you may know from IGN and the Comedy Button. There’s a variety of topics discussed, including a little video game console called [checks notes] PlayStation 5, and the latest entry in a little role-playing series called [check notes] Dragon Quest, among other things.

One of the interesting discussions focuses on the language of video games, which many of us have learned intimately through playing games over the years. However, for newcomers, it’s much harder to understand how to play games and many don’t make it easy. In fact, they can make assumptions about what we know and are capable of. You can listen to the episode using the links below and read a transcript of some of that discussion there too.

Where You Can Listen

See But Don’t Tell

Lucy: One or more of us has been playing either Control or Fire Emblem. And I’m here to finally break my streak, at least, in that I played Erica at the weekend, the Flavorworks game. So I played it with my phone because I, annoyingly, trapped a nerve under my shoulder blade at the tail end of last week. And so I was like, “I’m doing nothing this weekend but just playing games.” Annoyingly though, Erica, because you play it on your phone, I had to play it lefthanded. And so every time I was trying to do something I was like, “Aw, come on, man.” But it’s really cool.

Kallie: This is the FMV game?

Lucy: So it is… I don’t know, I think FMV sort of does it a disservice because it’s really well shot and acted, and kind of the complete polar opposite of… at least what I assume, what I think of when I think of FMV. It’s an interactive movie. It’s more so than Bandersnatch. So Bandersnatch is just you picking, you know, the left option or the right option. Whereas in this one you are kind of interacting with the environment. So you would do things like, one of the first things it shows you is a lighter and you… It doesn’t tell you how to do anything either, you just kind of automatically open it and then flick it on the screen.

Brian: So it’s intuitive.

Lucy: Yeah. So it was weird because literally the day before I’d been watching… There’s a really good video essay about what gaming is like for people who aren’t gamers. And it’s all about how we intrinsically know the language of gaming. Like you know that you press this button to jump, or if you try this, this will happen. Because you have years and years of just gaming vernacular. I don’t know, you just pick it up.

Brian: Like input recognition and stuff, yeah.

Kallie: Yeah, to make a zoomed-in version of that would be like understanding Zelda puzzles because there is a language to them. And so your first Zelda, you’re kind of like, “I guess I just put a bomb here.” But now you know like, “Oh that wall looks suspicious.”

Jake: Yeah, like I got this item in this dungeon, that means I’m probably going to do this thing and this one.

Lucy: I mean, but this video… I mean, we should probably link it [Editor’s note: It’s linked below], but it was really good because it was like this guy had his wife play a wide variety of games. So there was Dark Souls, there was Uncharted 2, I think it was. Hollow Knight, Super Mario Brothers. And Portal was the other one. Portal was wild because she could understand putting portals down, but she didn’t know to use the mouse to look around. So if you look at… Because automatically as a gamer- You would know to use the mouse to look around. And it’s just, all the footage is of her just sort of staring at this one wall, getting frustrated because she can’t do anything.

Jake: That reminds me, when I first played Halo 1, I remember not understanding that the right stick is how you look. I was like, “I should just be able to move right with just one finger. Why do I need to use this other one?” And now it makes perfect sense. I can’t imagine playing a shooter without that.

Brian: I had a friend that was the best kid in our crew at GoldenEye, and we just looked at it in his hand once, and we’re like, “You don’t ever strafe left and right. You just point and shoot.” And he was like, “You can do that?” And we’re like, “What? You’ve been wrecking us for like a year.”

Lucy: Oh my God.

Brian: And then we told him that and then he got even better, and we’re like, “Damn it!”

Lucy: Should have kept it to yourself.

Jake: And you didn’t invite him over anymore.

Brian: Yeah, never. We just dropped him like a bad habit.

Lucy: So I watched that video and I actually remembered, so I was at Paris Games Week when they revealed Erica and I remember talking to Jack from Flavorworks about it. And basically, when he was presenting the game he was like, “Yeah, it’s kind of weird how we all understand games. But what if you presented that to someone who just has no understanding of it?” And that’s the kind of stuff that you can see throughout Erica, in that the way that you interact with the game. It just makes more sense to me. It’s less game logic and more just regular logic.

Kallie: Yeah. Like in our review, our reviewer Funke, who’s a newer reviewer for us, he was talking about like, there’s one scene where Erica, who’s acted by a real person, can ding a bell to get service or attention or something and you do that by putting your hand over your phone the way you would ding that bell. And he tried it two ways. He tried just dinging it once and then he tried dinging it so many times that in the scene the person she’s with gets irritated.

Brian: Oh, wow.

Kallie: I’m sorry, did you finish it? It’s kind of like, it’s really short, right?

Lucy: One and done. I did it in about an hour-and-a-half. But it’s a branching storyline, different outcomes, and it does a cool thing where it doesn’t give you all the trophies as you’re playing, so it gives you the trophies as the credits roll. And I went through and looked and I was like, “Oh my God, I could’ve done things so different.”

But it’s, I guess, more of a psychological thriller. Erica, her father is murdered when she’s a young girl. So immediately I was like, “Well crime, hello. True crime, I have to play this.” And yeah, it’s a really cool, creepy narrative. And I really enjoyed it. And I kind of want to go back and see how my decisions would play out if I did it a different way.”

Breaking Bad Creator Vince Gilligan Revealed Movie’s Plot 5 Years Ago

With El Camino: A Breaking Bad Movie now in limited theatrical and on Netflix, an interview Breaking Bad creator Vince Gilligan did back in 2013 after the show went off the air has resurfaced … and it turns out Gilligan gave away the entire plot of his movie in it.

Read on for our original report from 2018 but be warned: It’s FULL SPOILERS for what happens in El Camino!

(For more on El Camino, check out our rave review and our roundup of all the Breaking Bad cameos in the film.)

Continue reading…

Joker To Dominate Box Office Yet Again While Gemini Man Flops

Todd Phillips and Joaquin Phoenix continue to outpace the competition in the North American box office as Joker enters its second weekend, Variety reports. Early estimates are projecting $50 million at 4,374 theaters nationwide. This comes after a record-breaking opening weekend, despite concerns of violence causing the film to be pulled from several theatrical chains.

The news is less optimistic for the new Ang Lee and Will Smith joint, Gemini Man, which pits Smith against a fully rendered CGI clone of his younger self. Gemini Man is coming in significantly under expectations with $19 million projected at 3,642 theaters nationwide.

In our review, GameSpot’s Chris Hayner called Gemini Man bland, and lacking in depth and development for its characters. “At the end of the day, though, it’s the story and forgettable characters that keep Gemini Man from being something special,” Hayner wrote. “Lee knew what he was making with Gemini Man, and it shows. It’s a movie-length technology sizzle reel. This is a film meant to show audiences just how far the medium has come. From filming at 120 FPS in 4K, to digitally building a clone of the movie’s star to make them fight in a series of over-the-top action sequences, there’s a lot to marvel at in Gemini Man. But the visuals can also border on uncanny, and Gemini Man just doesn’t have the story to back that action up.”

Meanwhile, GameSpot’s Mike Rougeau called Joker “a new, complex version of a familiar character that we’ve never seen before,” and “the dark anti-hero origin story that comic book movies deserve.”

The Best Cosplay At NYCC 2019

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Ghost Recon Breakpoint Review – Faulty Reconaissance

Ghost Recon Breakpoint is uneven and conflicted. On one hand it’s a natural sequel to 2017’s Ghost Recon Wildlands, offering a near-identical core gameplay loop of open-world espionage and shooting. On the other hand, Breakpoint is a messy hodgepodge of disparate ideas, pulling various aspects from other Ubisoft games and shoehorning them in, half-baked and out of place. Ghost Recon’s identity as a tactical shooter has evaporated and been replaced by a confused patchwork of elements and mechanics from other, better games. Its defining characteristic boils down to just how generic and stale the whole thing is.

The addition of loot and an ever-increasing gear score fits into the standard template of Ubisoft’s recent open-world games, whether it’s The Division 2, Assassin’s Creed Odyssey, or even Far Cry New Dawn. Breakpoint fulfills its quota by including these light RPG mechanics, but the implementation of its loot grind feels like a severe afterthought. There are numerous pieces of armor to find and equip as you explore the fictional island of Auroa. The numbers attached to each one will raise or lower your gear score, but the effect this has on gameplay is entirely inconsequential. Rare loot might include small buffs like a 2% increase in stamina or a 1% increase to movement speed, yet the effects of these buffs are negligible, and armor doesn’t affect your damage resistance in any perceivable way. A level 5 beanie offers as much protection as a level 75 helmet, so these numbers only exist to raise a gear score that’s nothing more than a flimsy representation of your progress. You’re supposed to feel good about that number rising, but it’s difficult to care when there are no tangible benefits to picking one piece of armor over another. You just end up opting for whatever has the higher rating without any meaningful consideration.

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Choosing which weapon to roll with requires slightly more deliberation, although this is mainly due to your preference for specific weapon types as opposed to the number attached to each. Breakpoint features the usual assortment of assault rifles, SMGs, shotguns, and sniper rifles, and these firearms function similarly to armour, with rare weapons receiving miniscule buffs to aspects like reload speed and recoil reduction. Again, the impact these stats have on gameplay is paltry at best, especially because shooting in Breakpoint is still geared towards landing headshots for an instant kill. This is a holdover from Wildlands and the series’ early beginnings as a somewhat “authentic” tactical shooter. The most heavily armored grunts in Breakpoint take two shots to the head to kill–one to take off their helmet, and another to finish the job–but every other enemy can be extinguished with a single bullet.

Weapons feel impactful as a result of this, successfully capturing the rush of being an elite special ops soldier that can take out four or five enemy combatants in a matter of seconds. But this also means the rarity of weapons and the gear score attached to them is ultimately meaningless. You can wander into an area recommended for players with a gear score of 140 with a significantly lower score and still kill every enemy without breaking a sweat. This amount of freedom would be commendable if it didn’t shine a derisive light on how shallow the RPG mechanics are.

The only enemies in the game that require a specific gear score to defeat are the killer drones dotted across the island. Encounters with these unmanned killing machines are few and far between, but because they don’t have heads and aren’t made of flesh and blood, they can be bullet sponges. Facing off against one of these drones is the only time the number next to your weapon actually matters, and even then they’re easier to destroy by using the rocket launchers, grenades, and mines found in your inventory, which don’t even have numbers attached to them. It’s another example of how Breakpoint isn’t a coherent match with Ghost Recon’s sensibilities, which are still reflected in the way headshots function, and the trivial impact that loot has on gameplay makes the constant switching and dismantling of each piece of gear an unnecessary timesink.

Breakpoint’s paper-thin survival mechanics are similarly underdeveloped, hinting at a tense experience that never comes to fruition. You carry a flask that you can refill in lakes, rivers, and even in someone’s backyard swimming pool for that sweet tasty chlorine. Water is used to replenish any lost stamina you’ve misplaced by over-exerting–usually by rolling down a hillside because Auroa is nearly bereft of flat ground. The island consists of diverse biomes including verdant woodlands, snow-capped mountain tops, and muggy swamps, but the common throughline in each environment is the presence of craggy cliffs and hillsides.

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As a result, traversing on foot revolves around spending a lot of time sliding down undulating slopes. This quickly drains your stamina, sending you into an uncontrollable roll that inflicts damage with each nick and bump. Health regenerates over time, but if you suffer either a minor or major injury and don’t want to hobble everywhere, you need to use a syringe for instant pain relief or spend longer wrapping yourself up in bandages. Syringes are finite, yet you have an infinite supply of bandages that almost make the mechanic moot. There are never any anxious moments of desperation as you find yourself hindered with an empty medicine box. It’s easy enough to wrap yourself up after a tumble, and injuries in combat are rare enough that having to find a safe spot to pause is not something you have to consider very often. There are also bivouacs spread out across the map that are used as fast travel points and rest areas where you can apply specific buffs by eating, drinking, or aiming your gun at the sky to somehow improve its accuracy. You don’t have to gather food because it’s always available, and there’s some light crafting on the docket if you have the materials to restock your supply of explosives and gadgets.

Much like the loot, these light survival mechanics aren’t fleshed out enough to warrant any engagement beyond the limited amount you’re forced into. The story revolves around your character being stranded alone, trapped deep behind enemy lines. You’re outmanned and outgunned against an elite force equipped with a stolen fleet of devastating, unmanned killing machines. Stealth is encouraged, so much so that when you’re prone you can cover yourself in mud and foliage to blend into the environment and remain undetected. Each of these elements places an emphasis on survival, but Breakpoint constantly skirts around the edges, never committing to mechanics that would extend beyond the feeble survival aspects already included. The plane-like Azraël drone occasionally flies overhead, ready and raring to rain fiery destruction down upon your helpless human body. Yet all this means is that you’ll sometimes have to lie down and wait for it to pass before you can continue with what you were originally doing. You can see the inkling of some interesting ideas here, but Breakpoint never capitalizes on these and is ultimately a generic pastiche of what’s come before.

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The gameplay loop is almost identical to Wildlands’: You send a drone into the sky, survey an enemy base, and mark targets before infiltrating in whichever manner you see fit. Navigating through a heavily fortified compound without being seen is still inherently satisfying. Each one is usually designed in a way so there are a number of enemies obscured from your drone’s vision. You might be able to pick off a handful of guards from a distance using a silenced sniper rifle, but at some point you’ll have to enter and find the rest. The only thing impeding your stealthy espionage is the fact you can’t move sideways while prone. Instead, you end up with these awkward animations because you can only turn at right angles. Taking cover is overly cumbersome, too. You do it automatically, but what the game deems as cover is inconsistent from one low wall to the next, and even if you do manage to get behind an object, whether you can shoot over it or not is another question. Though this would be a bigger problem if the AI were the least bit competent.

Enemies in Breakpoint are mind-numbingly dumb to the point where playing on the highest difficulty doesn’t present a significantly harder challenge. Their reaction to a buddy getting shot in front of them is often one of confusion; they’ll stand still in the open instead of scurrying for cover. They don’t fare much better in the midst of combat, either, running between the same two pieces of cover without engaging you or seemingly forgetting you exist. Occasionally they might try to flank your blindside, but more often than not their strategy boils down to charging directly at you, making it incredibly easy to line up your shots and dispatch a few in a row. Bottlenecks like corridors and doorways are by far their worst enemy, though. Sit down one end of a straight corridor and it doesn’t take long for the bodies to pile up. You can even shoot the ground at the entrance to a base and kill each enemy who comes to investigate. Factor in the disappointing fact that enemies don’t so much as flinch when getting shot in the body, and none of this is conducive to enjoyable combat.

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Shooting other players in the Ghost War PvP mode fares better since real people tend to have their wits about them compared to the AI. Unlike Wildlands, Breakpoint cleverly unifies progression across both single- and multiplayer. All of your weapons and skills carry over, and any rewards you unlock can be brought back into single-player, too. Elimination and Sabotage make up the game modes on offer, the former ending when one team is eliminated, while the latter functions in much the same way with an additional win condition based on one team successfully planting and destroying a bomb. Matches generally turn into long-range sniper battles due to each map’s wide-open spaces and the fact that a single shot from a sniper is enough to kill somebody. The best matches in Ghost War are tense affairs, especially since you only have a single life unless a teammate can perform a successful revive. The issues with Breakpoint’s cumbersome cover mechanics and awkward prone movement are only exacerbated in multiplayer, however.

It can also be difficult just getting into a match of Ghost War due to relatively frequent server issues. Breakpoint is an always-online game, even if you’re playing alone in single-player. The servers have run into a few problems since the game’s full release, and it’s incredibly frustrating to be kicked back to the main menu and have to restart a mission all over again when you’re not even engaging with the multiplayer portion of the game. If you do want to do so, the servers are running smoothly, and you can get some like-minded friends together, there’s definitely some fun to be had in Breakpoint’s four-person co-op. Silently clearing a base of its enemies is more gratifying with four people. You can plan ahead, simultaneously approach the compound through different entrances, and time sync shots together. It’s more chaotic with strangers but you can jump into matches with random players if you fancy a taste of open-world chaos.

There is, however, some dissonance between co-op and the story painting you as a lone soldier, although this is much more egregious in Breakpoint’s social hub. You can play the whole game solo, but mission givers all hang out in this homely cave where you’ll also find 50 or so other players. Your character is literally called Nomad, and yet you’re in a space with a bunch of other Nomads, all standing around the same NPC like it’s an MMO. And the story’s not great either way. Jon Bernthal elevates every scene he’s in, chewing up the scenery to deliver simmering monologues befitting a villain with a dubious moral code. The writing is mostly cheesy, though, with some flat voice acting and predictable twists. The inventor of the island’s killer drones develops a minor Oppenheimer complex when he realises his creations can be used to kill innocent people, but this aspect isn’t explored beyond surface level, and that applies to the rest of the narrative too.

Much like the loot, the light survival mechanics aren’t fleshed out enough to warrant any engagement beyond the limited amount you’re forced into.

The presence of the social hub and the effect it has on diminishing the story would’ve been worse if the story were better. As it is, the social hub seems to exist to guide players towards Breakpoint’s myriad microtransactions. Maybe that’s an overly cynical viewpoint, but why else would you gather players in an open space other than to encourage them to show off by purchasing fancy new cosmetics? You can buy tattoos, shirts, masks, hats, weapons, vehicles, and more. Purchasing in-game money also comes in denominations that ensure you’re always spending more than you need. You don’t have to engage with any of this stuff, and it’s easy enough to ignore, but this microtransaction structure is predatory by design.

It would make sense if the addition of loot were in service of guiding people to spend real money on better guns, but even then the stats are so meaningless it would take a lot of convincing. There’s some surprising fun to be had stealthily infiltrating enemy compounds and playing with friends, but Breakpoint is still a generic and distinctly sub-par game. It’s essentially every Ubisoft open-world game rolled into one, failing to excel in any one area or establish its own identity. Breakpoint is a messy, confused game and a ghost of the series’ former self.

Pokemon Dev’s Switch RPG, Little Town Hero, Gets Battle System Explainer

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Pokemon Sword and Shield arrive on Nintendo Switch next month, but before then, developer Game Freak is releasing another RPG for the hybrid system. Little Town Hero hits the Switch Eshop next week, and ahead of its release, the studio has put out a video that further details the game’s unique battle system.

Unlike a traditional RPG, you don’t equip weapons and armor to do battle against monsters in Little Town Hero; rather, you fight them using “ideas.” These fall into three categories: those that attack, those that defend, and those that “do something special.” The video likens this system to a card game. You have a limited number of ideas at your disposal, so you’ll need to use them strategically in order to come out victorious.

Your ideas are initially formed as “Izzits,” and you’ll need to expend power to turn them into “Dazzits” in order use them against a foe. Depending on where you are in town, you’ll also be able to enlist the help of bystanders during battle. These villagers can either attack the monsters or give you a buff. You’ll find “gimmicks” scattered around town as well that you can take advantage of; in the video, protagonist Axe comes across a cannon that he fires at a monstrous sheep.

In another departure from other RPGs, Little Town Hero also doesn’t have experience points in a traditional sense; rather, you’ll earn Eureka Points when you successfully defeat a monster. These can then be spent to power up your ideas across a skill tree. You can take a closer look at the combat system in the video above.

Little Town Hero launches on the Switch Eshop on October 16. Pokemon Sword and Shield, meanwhile, arrive on November 15. The Pokemon Company recently revealed another new Pokemon debuting in the games: Galarian Ponyta, which will be exclusive to Pokemon Shield. You can see all the other new Gen 8 Pokemon revealed so far in our gallery.

Walker, Texas Ranger Reboot Finds Home At The CW

Supernatural star Jared Padelecki is trading in one CW drama for another as his new upcoming project, a reboot of the ’90s TV show Walker, Texas Ranger, officially finds a home at the network, Deadline reports. Apparently, after hunting down the paranormal for over a decade as Sam Winchester, it’s time to start focusing on a far more terrestrial brand of crime.

In addition to serving as an executive producer, Padelecki will star as Cordell Walker, originally played by Chuck Norris. The show, much like other recent 90s revivals like Magnum P.I. and MacGyver, is set to be a full reboot, starting the Walker mythology over completely from scratch. However, despite the reboot status, we can assume that it will follow closely in the cowboy boot-shaped footsteps of its predecessor with Walker personified as a ranger who plays by his own rules, even when said rules put him at odds with both his family and the law.

Supernatural, Padelecki’s current project, is wrapping up its 15th and final season on The CW. As one of the network’s longest running and most beloved projects leaving such a massive hole in the programming line up, it’s likely that Walker, Texas Ranger will garner itself a prime spot in next year’s roster of shows. However, no information about Walker’s premiere date has been set.

Grab This Free PC Game On Steam Right Now

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The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.

Steam is known for its frequent sales, but this weekend, you can grab a game completely for free. Princess Remedy 2: In A Heap of Trouble is free until 10 AM on October 15, and if you grab it in time, it’s yours to keep forever.

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Princess Remedy 2: In A Heap of Trouble

See at Steam

All you need to do to claim your digital copy is go to its Steam page and click “Add to Account.” You’ll then be greeted by a successful redemption message on the next page. Princess Remedy 2 is an action-RPG shooter that sort of resembles Game Boy games–of course with a much greater colour palette.

Princess Remedy 2 is the sequel to a free game, Princess Remedy: In A World of Hurt, that’s available on Steam right now. Both games are from developer Ludosity, a team that’s best known for its Zelda-like Ittle Dew series.

Gamers Planning Hong Kong Protest At BlizzCon 2019

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BlizzCon is home to championships, game reveals, fan events, and cosplay contests. This year it may host another spectacle: mass political demonstrations. In the wake of Blizzard’s heavily criticized decision to ban a player for making a political statement in a post-match interview, a group of gamers are organizing a protest to take place at the event.

The digital rights group Fight for the Future unveiled its Gamers For Freedom campaign. The campaign site already has tools in place like a scorecard for companies which have publicly pledged not to censor players, and suggestions for similar games for those who want to boycott Blizzard. The group is calling for an umbrella protest to take place at BlizzCon. You can RSVP for the protest through its Facebook page, and join its Discord channel.

“Blizzard, and other companies who are engaging in censorship on behalf of an authoritarian government, are not going to get away with it,” said Fight for the Future deputy director Evan Greer, in a statement. “They have no idea what kind of Internet shitstorm they’ve unleashed. We’re going to make an example out of them to make sure that all companies know that throwing human rights and free expression under the bus to make some extra money will not be tolerated.”

The controversy began when professional Hearthstone player Ng Wai Chung (aka Blitzchung) expressed support for the Hong Kong protests during a post-match interview. Blizzard banned Chung from competitive events for a year and rescinded his $10,000 in winnings. Since then the response has been fierce, with gamers calling for boycotts and some deleting their accounts. US Senators criticized the move as censorship, some Blizzard employees staged their own protest, and host personalities like Brian Kibler announced they would no longer shoutcast Hearthstone events. Most recently Hearthstone’s first ever World Champion, James Kostesich aka “Firebat,” called the penalty ridiculous and unreasonable.

Dayton Young, product director at Fight for the Future, outlined a series of steps the campaign believes Blizzard must take. Those include reversing the ban of Chung, restoring his $10,000 in tournament winnings, and repairing its relationship with livestream personalities who have declined to work with Blizzard.

“No gamers should be punished for expressing their views on politics and human rights,” Young said. “And no game company should ever ban or penalize players for advocating for their own political freedom. We call on all game developers and publishers to make a public commitment to support the rights of their customers, employees, and fans to freely express their beliefs in America, in Hong Kong, in China, and around the globe.”

Apple Arcade Gets Five New Games, Two Of Which Seem Spooky

Five more games have been added to Apple Arcade, further boosting the size of the mobile game subscription service’s library. Two of the five seem rather spooky, perfect for anyone looking for that type of game ahead of Halloween. In fact, both of the scary-looking games seem like the most promising of the new bunch.

Inmost looks like it may be the best of the lot, an atmospheric, story-driven puzzle platformer that has you control three different characters in three different stories, all of which come together in one interconnected narrative. Gameplay looks tense, with demonic-like shadow creatures chasing you through haunted-looking woods and crumbling settlements and castles. And although one of the characters can fight, it seems like all three need to rely on using the environment to overcome the dark forces they encounter. Though launching on Apple Arcade, Inmost is scheduled to also release on Nintendo Switch and PC.

The other spooky game, Stela, is more cinematic–presenting a puzzle platformer that relies on its unsettlingly creepy backgrounds, themes, and music to craft an experience similar to Limbo or Inside. Launching on Apple Arcade, Stela is coming to Xbox One on October 17 and PC sometime in 2019. The rest of the new games include the race car arena shooter ShockRods, action strategy game Decoherence, and music-focused action game Mind Symphony.

So far, Apple Arcade has built a decent reputation for itself, securing limited-time exclusives for several excellent games. After playing through most of them, we have more than a few favorites. If you want more detailed recommendations, GameSpot has a Sayonara Wild Hearts review, What the Golf review, Overland review, and Grindstone impressions.