Wonder Boy: Asha in Monster World Review

There was a time not too long ago where some games never left Japan. It didn’t matter if they were the next entry in a beloved series or some genre-twisting mashup. Monster World IV was one such game on the Sega Mega Drive, the last in a well-known series that for whatever reason never made it to the American Genesis like its predecessors did. Remade and released now as Wonder Boy: Asha in Monster World, this formerly 16-bit classic retains everything that fans loved about the series back in 1994. Unfortunately, it is no longer 1994, and this dedication to old-school platforming fundamentals makes Asha’s adventure a museum piece rather than a triumphant resurgence.

Like the retro original, Asha in Monster World carries on mechanically from previous Monster World games but presents a brand-new journey with only a few ties to the ongoing story. Asha was born with a gift to sense spirits, and their cries for help serve as a call to adventure. Over the course of around five hours, Asha saves a quartet of helpful sprites that series fans may remember from Wonder Boy in Monster World and foils the shadowy plot to contain them. It’s a simple tale that works for a colorful platformer like this, providing good motivation without getting in the way of the action.

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Improving a classic like this seems like a slam dunk, and general nostalgia for the 1990s has produced a bunch of remasters and remakes that breathe new life into old favorites. In the case of Wonder Boy: Asha in Monster World, a new coat of paint can’t hide simplistic gameplay and outdated mechanics. 

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Asha in Monster World is a straightforward action game featuring a hero whose moveset consists of a single sword swing, a rechargeable “magic hit” for extra damage, a shield for defense, and aerial attacks that go up and down. The only other interactions in each level come from Asha’s floating puffball of a pet, a fantastical creature known as a Pepelogoo that Asha can throw to retrieve items located off-screen, push buttons, or climb up plumes of lava. Grabbing onto its feet is also the only way to perform a double jump. It’s a wide variety of moves when compared to other Genesis action games, but it’s crushingly limited compared to most similar games we see nowadays.

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Take the double jump in particular: Monster World’s four levels take full advantage of this extra height once Asha learns the move, laying out paths that need you to make several in a row to proceed. In most games, this means simply hitting the jump button twice, but in Asha’s adventure, there’s an extra button press and a time buffer whenever she needs the Pepelogoo to give her some added distance. The creature also evolves over time and gets too heavy for Asha, forcing her to stand still as she holds onto her pet instead of running around freely. 

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To modern eyes, all this fiddling with Pepelogoo to accomplish jumps that almost any other platforming hero could easily clear feels less like interesting design and more like a simple waste of time, and it’s not the only instance of this. The levels have plenty of examples of backtracking for simplistic puzzles, rote memorization, and times where a needed key spawns directly next to a locked door. These are the type of gameplay elements that games left behind for a reason, and they’re the biggest cause of why Wonder Boy: Asha in Monster World doesn’t stand up to modern scrutiny.

The physical edition of Wonder Boy: Asha in Monster World comes with an English edition of the 1994 game. It’s a great bonus, and it’s a shame that not everyone has access to it. It’s only when playing each version side by side can you see how faithful the developers are to the original. It’s a shot-for-shot remake in the vein of Zack Snyder’s Watchmen, only with a layer of cartoony cel-shading instead of pixels. 

Different people will prefer different styles, but the original presentation put me more in the right mindset for what was to come. The new graphical treatment might set expectations for a game that’s evolved from its original era, and that makes simple things like the lack of mid-level checkpoints and limited healing items all the more frustrating.

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If you do happen to prefer the newer look of the Wonder Boy: The Dragon’s Trap remake and the spiritual sequel Monster Boy and the Cursed Kingdom, it’s worth noting that Wonder Boy: Asha in Monster World’s modern graphics are a significant downgrade from both of those games. The bright colors and simple designs all mirror the classic well, but there’s no style to the translation. The simplicity makes Asha’s world look like a cheap Wonder Boy knockoff rather than a long-lost entry in the series.

Thankfully, it’s not all doom and gloom for the new version, which does include a few colorful cutscenes that expand on important moments in the story in fun ways. NPC dialogue scrolls at a much more reasonable pace when compared to the original, which makes the forward-thinking meta humor in the town square all the more enjoyable. The soundtrack is also improved with many renditions of a main theme, although it can get repetitive on some of the longer levels.

Aussie Deals: It’s 27% Off Far Cry 6 Friday!

While it’s early days yet, we sure do like the cut of Far Cry 6’s jib so far. We’ve found the best discounted deal on this forthcoming FPS, just in case you feel the same way. We’ve also sourced some cheap consoles, wheels and an array of must-own titles that all deserve a place in your collection!

Purchase Cheaply for PC

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Exciting Offers for XO/XS

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Other Deals for June 4

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Are ROMs Ever Okay? Plus Nintendo’s E3 2021 Direct! – NVC 563

Welcoooome to Nintendo Voice Chat! Nintendo hasn’t pulled the curtain back on the highly-rumored Switch Pro, but the company did finally reveal its plans for E3 2021! Join Casey DeFreitas, Seth Macy, Logan Plant, and NVC newcomer Jada Griffin as they lay out expectations and hopes for the 40-minute Nintendo Direct that’s less than two weeks away. Plus, after a recent lawsuit, the panel discusses the place ROMs hold in video games. Stick around for WarioWare, Knockout City, and Question Block!

Timecodes:

  • Nintendo’s E3 plans
  • Are ROMs always a bad thing?
  • More news!
  • What we’re playing
  • Question Block!

NVC is available on your preferred platforms!

You can also Download NVC 563 Directly Here

You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at [email protected] and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We’re all pretty active there and often pull Question Block questions and comments straight from the community.

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Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant.

Shazam 2 Reveals New Costume in Brief Teaser

Shazam is getting a bit of a costume change for the sequel according to a new teaser (that showed up suspiciously after some set photos leaked).

In a brief video posted by director David F. Sandberg, Zachary Levi’s Shazam can be seen in a dark hallway with close-ups showcasing new parts of his costume.

Levi’s Shazam 2 outfit appears to feature more gold accents and a sleeker look, particularly around the boots and wrists. Shazam’s lightning bolt chest logo is also slightly altered to match the overall ensemble.

The Shazam sequel is officially titled Shazam! Fury of the Gods and the upcoming DC movie will once again follow teenager Billy Batson who can transform into the superhero Shazam by saying his name.

Alongside other returning cast members like Batson’s superpowered family, new to the cast are Lucy Liu and Helen Mirren who play the daughters of Atlas and the villains for the movie.

Shazam! Fury of the Gods is just one of the many DC films currently in the pipeline, and it won’t even be out until 2023.

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Before that, we’ll have James Gunn’s Suicide Squad which will premiere on HBO Max as part of the company’s 2021 day-and-date plan, as well as The Batman, Black Adam, The Flash, and Aquaman 2 all in 2022.

So if you’re waiting for the next Shazam movie, given the first one was quite good, there’s going to be a bit of a wait.

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Matt T.M. Kim is IGN’s News Editor.

E3 Leak Reveals Possible XCOM-Style Avengers Game And Borderlands Spin-Off

A leak about 2K’s upcoming slate of games, including a Borderlands spin-off and an XCOM-style Marvel game, is reportedly true. According to Jeff Grubb of GamesBeat and Jason Schreier of Bloomberg, a post on Reddit by u/swine_flu_gang with a bunch of information about 2K’s upcoming games is accurate.

The leak covers three unannounced titles from the publisher in addition to one of the cover athletes of the upcoming NBA 2K22. According to them, Dirk Nowitzki, who retired from the NBA in 2019, might be on the cover of one of the premium versions of the title, similar to Kobe Bryant on the Mamba edition last year.

The leak states that Firaxis Games, the developer of XCOM, is working on a Marvel game, which is described as “XCOM with Marvel heroes,” so expect some of your favorite Marvel heroes in a strategy game. The Borderlands spin-off is being developed by Gearbox, with Randy Pitchford tweeting that any Borderlands title would be developed solely by Gearbox. The game is apparently titled “Tiny Tina’s Wonderlands” and is expected to follow the class-based shooting gameplay of the main series.

The final game in the leak is currently called Codename Volt, a supernatural sci-fi game being developed by Hangar 13, which previously made Mafia 3. The game was described in the leak as a cross between Saints Row and Cthulhu, which sounds like a promising combination.

As with any leaks, take all of this with a grain of salt until 2K officially announces any of these titles. Gearbox is holding its E3 presentation on Saturday, June 12, but it does not yet have an official time. Take-Two, the parent company of 2K, is scheduled to hold its presentation on Monday, June 14, also with no set time. While it’s not guaranteed any of these games would show up if they are real, there is a possibility we’ll see some or all of these announcements during E3.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Concrete Genie Dev Is Making PS5 Title In Collaboration With Sony Pictures

Between Entwined and Concrete Genie, PixelOpus has made a name for itself creating stylish, colorful, and painterly games. It appears that the studio is doubling down on these attributes with its next project, as PixelOpus has announced that it is working on a PS5 game in collaboration with Sony Pictures Animation.

News of the collaboration was revealed through a new PixelOpus job posting for a Principal Graphics Programmer. In the job description, the studio states that it is looking for someone to help build its tech in conjunction with Sony’s animation house.

Now Playing: First 22 Minutes Of Concrete Genie Gameplay

“We are seeking a Principal Graphics Programmer to contribute to our development process as we tackle exciting innovation and rendering opportunities through a collaboration with Sony Pictures Animation,” the job listing explains. “This position specializes in programming that centers around the graphics functionality of the PlayStation 5 and Unreal 5 game engine, but with our small team, responsibilities will be diverse.”

We can glean only a scarce few details from this posting about what PixelOpus’s next game might be. Right now, it seems to be coming only to PS5 and will be built on Unreal Engine 5. Unfortunately, that’s all we know at the moment.

PixelOpus remains a small team, originating from a group of game designers who got their start as college students working on Entwined. It is now fully owned by PlayStation and is headquartered at PlayStation’s headquarters in San Mateo. The studio’s second game, Concrete Genie, came out in 2019 and tasks players with creating graffiti art that then comes to life.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

NASA Announces Missions to Study Venus for the First Time in Over 30 Years

NASA has announced two new missions to study Venus for the first time in more than 30 years.

The last time NASA visited Venus was by way of its Voyager 2 probe spacecraft in 1989, which passed by Venus and its multiple moons, according to a report by the New York Times. NASA administrator, Bill Nelson, announced yesterday that these two upcoming missions will be performed by robotic spacecraft DAVINCI+ and VERITAS.

These missions are expected to occur later in this decade, according to Nelson, although an exact launch date is not yet known.

“These two sister missions both aim to understand how Venus became an inferno-like world capable of melting lead at the surface,” Nelson said during his State of NASA address on Wednesday.

Venus, which is often referred to as Earth’s twin, according to NYT, had some point of divergence in similarity in their history.

Earth became the hospitable-for-life planet we know and love today while Venus became a massive, 900-degrees Fahrenheit inferno ball of a planet with an atmosphere rich in carbon dioxide. Venus has made its way back into the spotlight as of late in part due to further signs of life being discovered on the planet, signs of life that date back as far as 1978.

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What these signs of life mean is up for debate, but regardless of this point of contention in the alien life study community, NASA feels “it’s time to prioritize Venus,” according to NASA administrator Jim Bridenstine last September, as noted by NYT.

“DAVINCI+ could conclusively confirm the presence of phosphine,” NYT writes in its report. “Tentatively scheduled for launch in 2029, the spacecraft would make scientific observations during two flybys in 2030.”

DAVINCI+, which stands for Deep Atmosphere of Venus Investigations of Nobel Gases, Chemistry, and Imaging, will flyby the planet a third time in 2031 and it’s expected to drop a probe of instruments down to the planet meant to analyze gases for about an hour as it drops through the planet’s atmosphere.

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This analysis could determine how Venus formed as a planet, how its atmosphere was created, whether or not water ever left the planet to go into space, and whether or not oceans ever existed on Venus, according to the NYT report. It will also provide further information about the phosphine molecules present on Venus and whether or not these molecules are actually signs of life as some scientists say or the result of non-biological reactions.

The other spacecraft, VERITAS, which stands for Venus Emissivity, Radio Science, InSAR, Topography & Spectroscopy, will launch a year before DAVINCI+. According to NYT, VERITAS is a “much-improved version of NASA’s last spacecraft dedicated to exploring Venus, Magellan, which arrived in 1990 and spent four years mapping the planet’s surface with radar.”

The new mission will do the same except its topographic measurements will be “100 times better than what Magellan produced, stitched together into a highly detailed three-dimensional map,” NYT writes.

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This analyzation will help map out the floors of Venus, which are dark for unknown reasons — scientists say it could be sand, the result of volcanic lava flows, or something else. Studying the rocks on the planet will help scientists gather up an idea of what the planet’s surface is made of as well.

“We hope these missions will further our understanding of how Earth evolved and why it’s currently habitable when others in our solar system are not,” Nelson said.

It’s important to note that these missions are happening by way of an American organization, NASA. Other countries are currently working on their own Venus-related missions as well. The NYT states that a private company called Rocket Lab wants to send a probe to the planet and India and Russia are thinking about Venus missions as well.

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The European Space Agency launched its Venus Express, which orbited the planet for eight years, and in 2005 Japan’s own space agency launched Akatsuki to Venus as well. Akatsuki is the only spacecraft currently at Venus, according to the NYT report.

All of this is to say that Venus hasn’t necessarily been ignored in the space science community — it’s just been ignored by NASA, for the most part, but DAVINCI+ and VERITAS are looking to change that.

For more about the planet, check out this story about possible signs of life recently detected on Venus that go back as far as four decades ago, and then read this story about scientists who have translated radio signals from Venus’ atmosphere into sound.

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Wesley LeBlanc is a freelance news writer, guide maker, and science guru for IGN. You can follow him on Twitter @LeBlancWes.

Forza Motorsport Dev Gives Update On Playtests

We still know very little about Forza Motorsport, the official name of the eighth installment in the mainline Forza series, but developer Turn 10 is steadily moving forward with testing its gameplay. A beta test just finished up recently, and today the studio announced that another one will be coming up this summer.

In the most recent episode of Forza Monthly, the developer-run show giving updates on the Forza series, Creative Director Chris Esaki gave some additional detail about how the playtests are working and what they’re being used for. He explained that the first test involving members of the community wrapped up in early May, and that participants had been able to go hands-on with the multiplayer component of the game.

In addition, Esaki revealed that Turn 10 will be running another community playtest this summer. The studio is using these events to solicit feedback from its audience, and it sounds like each test will probably focus on a very narrow part of the game. If you’re interested in potentially participating in these playtests, you can apply here.

Forza Motorsport was announced during Microsoft’s Xbox Series X event in July 2020. The company described it as a “reimagining of the series.” Finally, as Esaki had to explain today, its name really is just Forza Motorsport–doing away with the previous pattern of numbered sequels.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Chicory: A Colorful Tale Is a Zelda-Like Adventure Where the World Is Your Coloring Book

Greg Lobanov likes creating art that’s about art. In his preferred medium of game development, that self-examination has become increasingly apparent in recent projects like Wandersong, an adventure game about singing, and now Chicory: A Colorful Tale, which is about visual artistry.

“Making stuff is a huge part of my identity,” Lobanov says, speaking to IGN. “It’s probably the main way that I relate to other people, like all of my friends are also creative people. And all I ever talk about with everybody I know, it’s just like, ‘What are you working on?’, and ‘What is inspiring you?’, and ‘What are your challenges right now?’ So in a way it feels very personal to make a game that’s about that conversation in that space, because it’s just what I’m thinking about all the time.”

Lobanov is an independent game developer from Philadelphia, now residing in Vancouver. He’s made and finished around ten games so far, starting out with simple free titles and gradually moving into more complex RPGs. His first big breakout game, Wandersong, helped him find his focus on non-violent games and creativity.

While Chicory is a very different game both mechanically and narratively, it still has those same roots in the challenges and struggles of being a “maker.”

“With Wandersong and Chicory, the mechanical starting point for both those games was a creativity mechanic like making music, making art, and trying to make a game about that,” Lobanov says. “I haven’t seen a game that plays these concepts in that way, a game that’s literally, you just draw all the time everywhere on things, and the game is about that drawing. It’s sort of surprising to me also, because playing notes on a piano and making music or just getting a box of crayons and drawing on paper, that’s something that is fun for people of all ages. Everyone loves doing this at some point in their lives. Yet there are no, or very few, games that explore that space.”

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Chicory interprets that philosophy quite literally. It’s a top-down adventure game set in a black and white world, where a “wielder” is appointed to use a magical paintbrush to color it all in. The current wielder, Chicory, is a beloved celebrity, but at the start of the game she vanishes, and all the world’s color goes with her. Playing as her janitor and number one fan, you take up her brush and fill in the world’s color again as you adventure around and try to uncover what happened to her. The puzzling and adventure elements are combined – the entirety of the game’s world acts like a coloring book, where you can use a brush to color literally everything you see. Much of Chicory’s exploration and puzzles are tied to your use of the brush, with different environments reacting to the application of color in distinct ways.

For instance, a small plant might grow instantly when colored in, allowing it to be used as a platform to cross a gap. Conversely, you might later need to erase that color to shrink the plant again, as its large size might block a path you need to walk through.

Lobanov is candid about how the game’s exploration and puzzle components were inspired by top-down Zelda games, but it’s the art that’s the core of the game. In fact, the exploration elements weren’t even part of his original idea for Chicory — the drawing came first, and the exploration was added to answer the question of what players would do besides just draw. And in the end, Lobanov says, the drawing elevated a style of gameplay people will already be familiar with. For example, he mentions that whenever a player enters a screen that’s entirely blank, they immediately know whether or not they’ve been there before – left behind paint splotches can help improve puzzle and map memory.

With painting at its core, Lobanov and his collaborators had to put a lot of effort into making sure that anyone could play Chicory, regardless of artistic skill level. He says that there’s no need to be an artist to play, as Chicory is ultimately more about the characters, puzzles, and story rather than being able to draw anything particularly well, though the in-game paint tools are robust enough to accommodate those who do want to get fancy.

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One creative element Lobanov curbed to help make the game more accessible is the color selection. Each unique area of Chicory only has a selection of four colors players can choose from, which serves both to give zones their own distinct flavors, but also to help players feel less overwhelmed (and less inclined to spend hours in the interface just picking colors).

“If you give [players] a set of colors that always look nice together, you can’t not make something that looks nice,” he says.

That’s not where Chicory’s accessibility ends, either. Lobanov wants to make sure people know that his game is accessible to both deaf and colorblind players as well.

“Usually when people see color in a game, they assume that if you’re colorblind, it’s not for you,” he says. “This is not that case. This game is totally accessible to colorblind players; half of our [quality assurance] testers are colorblind. Your ability to distinguish color is not a puzzle or challenge in this game, because it’s not something the game is about. So please don’t worry about that.”

While it’s focused on visual art, Chicory certainly doesn’t shortchange in the music department. Its soundtrack is by Lena Raine, a game composer best known for Celeste but with works in Guild Wars 2, Minecraft, and plenty more. Lobanov has known Raine for years, saying that they bonded over a shared love for JRPGs like Earthbound and Pokemon.

“I assumed that what we were going to be doing was basically just like Celeste but different melodies, like piano chiptune stuff, which would be really cool for this chill painting game,” he tells me of their collaboration. “And Lena went a totally different direction with it, that is somehow just as good if not better than what she’s done on our other games. Like, it’s all old instruments, and orchestrations, and jazz, and all this weird stuff just thrown together – and it super works. And it is not at all what I expected. She’s revealed a huge breadth basically working on this project that I’m just really impressed by.”

But those specifically drawn to the more Zelda-like elements than the art and music may notice something missing: there’s no combat in Chicory. Lobanov says he’s gradually moved into making more non-violent games over time. He sees games as a source of joy, and he’d rather pass that onto others rather than sharing topics he finds personally distasteful, like violence.

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“If I’m really gonna make things that are going to go out in the world and represent me that people are going to play and have an impact on someone’s life, even if it’s just like in the window of an afternoon, how can I be more responsible about what I’m putting into these? What do I actually want to say to people?”

Chicory isn’t just non-violent. Its aesthetics are charming, its characters are pleasant and silly, and its message is ultimately a positive one. As a result, it’s been categorized by some as a “wholesome” game, a label that’s been getting more attention lately thanks to things like the Wholesome Games showcase.

Lobanov doesn’t begrudge anyone the “Wholesome Games” label, saying he thinks it can be a very helpful categorization for people trying to find a certain type of game and is happy for people who find it useful. But he adds that he personally dislikes the word “wholesome” as a descriptor for his work, because he feels it carries a connotation of a game being unchallenging — which isn’t his aim. 

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He doesn’t mean challenging as synonymous with frustrating, though, noting that many popular games are about frustrating players and creating a certain tension as a core part of the experience. Rather, he thinks that games should include challenging themes, and ask the player to think more deeply about ideas that matter in the wider world.

“I think there’s a growing scene of games that realize that this specific [frustrating and tense] design is not necessary to make something that’s fun and engaging,” he says. “So the games that I’m making, in that sense, they have very little friction for the player; they are meant to not be frustrating. And I think that’s why they feel wholesome in that way. Because a player playing them knows that nothing is gonna jump out at them or attack them or kill them. You’re expecting to have a relatively comfortable experience. But I see that as different from [not being challenging], because the games are still ultimately about themes that are challenging.

“That’s a huge part of why I want to make these games and why I think it actually works really well to have games that have less friction in the design, for players who are really interested in engaging with something on an emotional level…You don’t have to worry that you’re not gonna be able to beat the game because something’s too hard, or punishes you so intensely or something. But you are gonna have a conversation about something that is important.”

After years honing his craft with small, free games, the support Lobanov has received for Chicory on the heels of Wandersong is a meaningful turning point for him as a creator. Its Kickstarter was funded within the first day, it’s been featured in multiple showcases both digitally and at events like PAX, and it’s been picked up by indie publisher Finji, known best for publishing indie darling Night in the Woods.

Lobanov says he’s feeling a bit of “survivor’s guilt” now, having come from so many struggling projects prior to Wandersong and Chicory, and is trying hard not to take the support he now has for granted.

“When I was making Wandersong, I was at no point certain it would even be able to come out, because being able to afford rent was a concern at many points,” he says. “With Chicory, I haven’t had to worry about that. It’s so different.”

And fortunately for Lobanov, that support has meant that Chicory is already successful enough financially, even before it’s launched, that Lobanov will be able to make another game after it without worry. So instead of thinking about selling a certain amount of copies, he says that his hope for Chicory is that its message will resonate with someone.

“The thing that I will feel proud of is if this game comes out and it speaks to an audience in a personal way,” he says. “Basically the way that Wandersong did to some people. It’s great if a lot of people like the game, but what I really hope for is that somebody really connects with it on a deeper level. If it really means a lot to at least one person, that’s what I want for this project, artistically.” 

Chicory: A Colorful Tale releases on PC, PS4, and PS5 on June 10, 2021.

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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

New to Amazon Prime Video in June 2021: Bosch, Borat, Fight Club, and More

Amazon Prime Video’s June 2021 sees the return of many Amazon Original Series like The Family Man and Flack, as well as the debut of Prime Video’s first scripted Brazilian original series Dom. On June 25, the seventh and final season of Bosch will be released and will tell the story first told in Michael Connelly’s best-selling novel The Burning Room.

On the movie front, Amazon Prime Video will soon be home to Fight Club, Ali, Dodgeball: A True Underdog Story, Rent, Signs, Step Brothers, and much more.

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While it was released on May 25, Borat Supplemental Reportings Retrieved From Floor of Stable Containing Editing Machine was a surprise addition and is a featured item for Amazon Prime Video’s June 2021. This multi-part special contains never-before-seen footage from Borat Subsequent Moviefilm, Borat’s American Lockdown, and Debunking Borat.

Check out the slideshow gallery below for a spotlight of some of the most notable June 2021 Amazon Prime Video releases followed by the full list:

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May 25

  • Borat Supplemental Reportings Retrieved From Floor of Stable Containing Editing Machine – Amazon Original Special (2021)

June 1

Movies

  • 50/50 (2011)
  • Adaptation (2002)
  • Ali (2001)
  • Alive (1993)
  • An American Werewolf In London (1981)
  • Burn After Reading (2008)
  • Chicken Run (2000)
  • Colombiana (2011)
  • Courageous (2011)
  • Dear John (2010)
  • Deuce Bigalow: European Gigolo (2005)
  • Dodgeball: A True Underdog Story (2004)
  • Fight Club (1999)
  • I Spy (2002)
  • Little Man (2006)
  • Mo’ Money (1992)
  • Rent (2005)
  • Revolutionary Road (2008)
  • Seeking A Friend For The End Of The World (2012)
  • Seven Pounds (2008)
  • Signs (2002)
  • Spring Break (1983)
  • Step Brothers (2008)
  • Stomp The Yard (2007)
  • Take Shelter (2011)
  • Takers (2010)
  • Testament Of Youth (2015)
  • The Fisher King (1991)
  • The House Bunny (2008)
  • The Wrestler (2009)
  • This Means War (2012)
  • Tyler Perry’s Madea’s Witness Protection (2015)
  • We Own The Night (2007)

Series

  • American Experience: Stonewall Uprising (2011) (PBS Documentaries)
  • Growing Up Trans (2015) (PBS Documentaries)
  • Hurley (2019) (Motortrend)
  • Keith Haring: Street Art Boy (2020) (PBS Living)
  • Man in the Orange Shirt: Season 1 (PBS Masterpiece)
  • Queer as Folk: Season 1 (Showtime)
  • Rastamouse: Season 1 (Kidstream)
  • Slavery by Another Name (2012) (PBS Documentaries)
  • The L Word: Generation Q: Season 1 (Showtime)
  • Work in Progress: Season 1 (Showtime)

June 4

Series

  • Dom – Amazon Original Series: Season 1
  • The Family Man – Amazon Original Series: Season 2
  • Britannia: Season 2

June 9

Series

  • Billions: Season 4

June 11

Movies

  • Pinocchio (2020)

Series

  • Flack – Amazon Original Series: Season 2

June 18

Series

  • Chivas: El Rebaño Sagrado – Amazon Original Series: Season 1

June 25

Series

  • Bosch – Amazon Original Series: Season 7
  • September Mornings (Manhãs de Setembro) – Amazon Original Series: Season 1

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.