Why Zombieland 2 Took 10 Years To Make

When Zombieland hit theaters in 2009, it was an instant hit, taking in over $100 million at the box office. At the time, it seemed, a sequel was a guarantee. Then the years started passing, and it looked like a potential follow-up wasn’t going to happen. Better late than never, though, Zombieland: Double Tap is ready to hit theaters a decade after the first film. So what took so long?

For Ruben Fleischer, who directed both films, it’s a matter of the right idea and the right time. As it turns out, there was a sequel in the works after Zombieland was a hit. “Immediately after the success of the first film studio naturally wanted to do a sequel and we developed a script with Paul [Wernick] and Rhett [Reese], the original writers,” the director admitted to GameSpot and a small group of other outlets during a visit to Double Tap’s edit bay. “But it just kind of didn’t hit all the… it wasn’t quite what I think everybody was excited to go make. And so we kind of put it on the shelf.”

After that, everyone became pretty busy and a lot harder to pin down for a followup. “I went made a couple other movies, [Wernick and Reese] went and [wrote] Deadpool, Emma [Stone] went and won an Academy Award and Jesse [Eisenberg] got nominated for one, I think. Woody [Harrelson] got nominated for two and so everybody kind of went off and did their own thing,” he said. “But it was sometime after Gangster Squad that I was like, ‘Huh, you know what, in hindsight that Zombieland move is pretty awesome. And that cast was pretty amazing, those writers are pretty good. Maybe we should figure out how to how to get that sequel going again.'”

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That was in 2013. While Fleischer said Sony was ready to dive into a sequel, Wernick and Reese were knee-deep in Deadpool. “So they came on as executive producers and we worked with the writer named Dave Callaham to come up with the story for a sequel,” he explained. “And we did a couple of drafts of that, until the point where Paul and Rhett came in and did their pass on it. And it was that draft that the cast all agreed to make.”

The script was vital, as the cast was determined to make sure the sequel would live up to the first film–especially Harrelson. “Woody has said that, of all the movies he’s made, when fans come up to him, the movie that they are always mentioned is Zombieland,” the director said. “And so he felt like a real responsibility that we don’t tarnish the original, and making a sequel. So he especially was like very exacting when it came to the script.”

Once the script was approved, Fleischer was already working on 2018’s Venom. Thankfully, the waiting game wouldn’t last much longer. “As soon as Venom was done, I had a week off and then immediately started prep on [Zombieland: Double Tap], and was in Atlanta again, where we shot the original and prepped it in the fall, and then started shooting in January,” he recalled. “We’re just finishing [post-production], and it comes out in October. So it was a pretty quick turnaround from the actual moment of like getting a script and actors lined up. But it was a long ten years between the original to the release of this one.”

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It’s arguably more impressive that Fleischer was able to gather this cast a decade later than had he done it right after the first film. Does the post-apocalyptic comedy sequel stand up as tall as the first movie, though?

You’ll find out when Zombieland: Double Tap hits theaters on October 18.

Fortnite Patch Notes For Today’s 10.40.1 Update: Overtime Challenges, Zone Wars Changes, And More

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Season 10 of Fortnite: Battle Royale is almost over, but developer Epic Games is giving players a little more time to earn XP and unlock rewards. As part of its 10.40.1 patch notes, the studio has announced it is extending Season 10 by an additional week, and it’ll soon roll out a set of overtime challenges that includes some new end-of-season prizes to unlock.

Beginning Tuesday, October 8, players will be able to take on a set of “Out of Time” overtime missions. These will be available until October 13, the last day of Season 10. Complete the challenges and you’ll earn XP and unlock rewards, including new cosmetics and a commemorative Season 10 loading screen.

While Fortnite’s Batman crossover challenges may be over, you’ll have a little more time to purchase Batman skins and other cosmetics from the in-game store. The items were originally slated to leave the store on October 6, the original end date of Season 10, but the cosmetics will now be available until October 13. Among the items you can purchase is a Caped Crusader Pack, which includes two different Batman outfits, a Batwing-style glider, and a Batman-themed harvesting tool. The Gotham City Rift Zone will also remain in the game until that day.

As for what’s new in Fortnite this week, Epic has unvaulted the Flint-Knock Pistol and made some changes to the Zone Wars limited-time modes. Now the modes are grouped into two playlists, and you have the option to either queue up by yourself or with a party.

Fortnite Creative, meanwhile, gets a new meteor prop gallery, while Save the World receives the new Surround Pound hammer and an escort quest. You can see all of this week’s changes to Fortnite: Battle Royale below; the full 10.40.1 patch notes can be found on Epic’s website.

Fortnite: Battle Royale 10.40.1 Patch Notes

Weapons & Items

  • Unvaulted
    • Flint-Knock Pistol

Gameplay

  • We may be almost out of time, but we’re not out just yet–Season X has been extended a week!
    • Gotham City and the Batman Caped Crusader Pack will be available until the end of Season X.
  • Out of Time
    • Season X’s Overtime Mission is coming soon! The Out of Time Mission will be available from Tuesday, October 8 at 9 AM ET until Sunday, October 13 at 2 PM ET.
    • Complete Out of Time’s objectives to earn end-of-Season rewards, including XP, cosmetics, and a Loading Screen that serves as a Season X memento.
  • Zone Wars
    • Zones Wars Desert, Vortex, Colosseum, and Downhill River LTMs have been consolidated into two LTM playlists. Queue into either playlist to play one of the four Zone Wars maps at random.
      • Zone Wars: Party
        • Queue with a party larger than one into a free-for-all experience.
      • Zone Wars: Solo
        • Queue by yourself into a free-for-all experience.

Bug Fixes

  • Resolved an issue involving some players having difficulty queuing into The Combine.
    • Because this issue has been resolved, The Combine has been re-enabled on iOS and Android.

Performance

Bug Fixes

  • Resolved a level streaming issue that occurred with v10.40 causing an increase in players landing in low-detail environments on Nintendo Switch.
    • Please note that this fix will result in a larger download for the system.
  • Improved the performance of a cosmetic material to address hitches caused by the material.

Art & Animation

Bug Fixes

  • The map now shows the correct aerial view for Gotham City.

Mobile

  • Party Hub
    • Improved the search bar functionality to make it easier to search for friends.

Bug Fixes

  • Resolved a visual issue in which microphones would be displayed as on when players weren’t in voice chat.

Recap

  • From server on September 27
    • Resolved an issue involving some display names not being presented properly on The Combine’s leaderboards.

PSA: Destiny 2 Players Should Be Careful About Claiming This Item In Shadowkeep/New Light

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The launch of Destiny 2‘s Shadowkeep expansion and New Light was a bit rough, with long queues and servers even being taken down for a period of time on release day. Much of that seems to have been already smoothed out, but there are a variety of other issues that Bungie has acknowledged. One in particular is potentially serious for gameplay, but it’s thankfully something you can avoid if you’re aware of it.

One of the key new additions in update 2.6.0.1 is the Artifact. This is a new type of item players acquire and then level up during the course of the season. You can acquire this whether or not you’ve purchased Shadowkeep; you just have to level up the new battle pass to Tier 7. Once you do, you can claim it from the Seasons menu–but it’s imperative you don’t do so if you’re currently playing an activity where equipment is locked (such as a Nightfall).

Bungie issued a warning on Twitter that players are not receiving the Gate Lord’s Eye when they attempt to claim it while their equipment is locked. You don’t have to worry about hitting Tier 7 while in an equipment-locked activity as long as you don’t actively go and claim it, as you might be tempted to do.

Bungie said it’s investigating the issue, but there’s no word on how soon it might be able to get the item into players’ hands. That’s unfortunate because it’s something you want to acquire as soon as possible. Once you have the Artifact, your XP gains will level it up, unlocking rewards and boosting your Power level. This can only be done during the current Season of the Undying, which runs until mid-December. At that point, the Artifact and its rewards will go away for everyone, paving the way for a new Artifact, rewards, and Power climb in the next season.

There is a running list of known issues impacting Destiny 2 right now on Bungie’s forums. More problems are sure to emerge in the coming days, but for the time being it at least seems that most of the ones preventing people from playing are behind us.

Death on the Nile Cast Adds Wonder Woman and Shuri Actresses

Kenneth Branagh is returning to direct and star as renowned detective Hercule Poirot in Death on the Nile, the sequel to 2017’s Murder on the Orient Express, alongside a whole new cast of suspects.

Gal Gadot, Wonder Woman herself, was attached to the project last year, however, 20th Century Fox has now unmasked the remainder of the star-studded line-up, which includes famous faces from Black Panther and Game of Thrones.

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Microsoft Dual-Screen Surface Neo Is Coming Next Holiday

Microsoft has been long rumored to introduce a dual-screen device and now we finally know its the Surface Neo. The Redmond-based company introduced the dual-screen tablet well ahead of its 2020 holiday release date at its press conference in New York City.

The headlining feature of the Surface Neo is of course is it’s two 5.6mm thin screens. However unlike true foldables like the Samsung Galaxy Fold or Huawei Mate X, the Neo doesn’t feature a contiguous display that spans across both sides of the device. Rather the device has two separate screens separated by a hinge.

That’s a little less impressive than I was hoping for but this makes the device a bit more flexible as the hinge can rotate around a full 360-degrees. Without the foldable screen it also folds into one compact booklet that only weighs 655 grams.

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How Joker Director Todd Phillips Made A “Real Movie” In Disguise

Like the character himself, the Joker movie has become the center of numerous controversies–and its October 4 release date hasn’t even arrived yet. That fact hasn’t stopped commentators and critics all over the internet from weighing in, regardless of whether they’ve actually seen the film yet.

But that might not be a bad thing for the movie–films can often provide a solid jumping off point for cultural debates, as is already happening with Joker. And Todd Phillips, the movie’s director and co-writer, told GameSpot that he always intended Joker to be a “real movie”–one that would reach a wide audience than includes both comic book fans and the general moviegoing public.

“I always enjoy movies that are difficult to speak about right after [you see them],” Phillips said during a Q&A after a recent Joker screening in Los Angeles. “You go, ‘I want to process this a little bit.’ I always find those to be particularly rewarding…where you can’t necessarily distill it down into a one-line thing really simply.”

Following the Q&A, Phillips told GameSpot and other journalists about the moment he had the idea for this movie, as he exited the premiere for his 2016 semi-true crime drama, War Dogs.

“I was like, ‘Alright, we made a good movie. Who’s going to really see this? People don’t go to these movies like this anymore,'” the director recounted. “And I’m staring across [the street] looking at a billboard for a comic book movie–one of many–and I’m like, ‘That’s where this business is headed.'”

He remembered thinking that movies he loves, like A Clockwork Orange, Apocalypse Now, and Taxi Driver, couldn’t get made at a big studio today. “And I said, ‘Well, you might be able to do it, if you do it about one of those guys.’ And that’s really where it came from.”

When he pitched the idea for Joker to Warner Bros., the studio went back and forth. “And I go, ‘We’re gonna sneak a real movie in under the guise of [a comic book movie],'” the director continued. That apparently did the trick.

Of course, that’s a controversial statement, as it implies that comic book and superhero movies aren’t what Phillips considers “real movies.” The director took a moment during his story to clarify: “I don’t mean that like disparagingly to comic book movies–those are real movies,” he said. But he went on to double down a moment later.

“All of a sudden kids who wouldn’t care or go to this movie if it was called ‘Arthur’ are going to go sit in this movie and be exposed to something entirely different than Avengers: Endgame,” he continued. “I love those movies. [Robert Downey Jr.] is my boy. But they just watched a real movie, in a way.”

One problem Phillips sees with contemporary comic book movies is they all start to blend together. “How do you cut through the fog?” he asked. “It can’t all be CGI parking lot fights. It’s gonna just burn itself out.”

A Character Study

Some of Joker’s detractors–including both those who have and haven’t seen the movie–are worried about the violence it might inspire in disenfranchised fans who view the villain as a role model. Given the current climate around issues like shootings and gun control, that’s a valid conversation to have.

But it’s not a black and white issue. Joker may be painted as an antihero throughout the film, but most viewers will find they stop rooting for him at some point–although that point will vary from person to person, according to Phillips.

“Our thing was let’s make an origin story about a villain who’s actually the hero in the beginning, and you love him until you can’t love him anymore,” he said. “Other people I’ve shown it to stop rooting for him at different points. But like I said [after the screening], I watch Scarface, I’m rooting until the end of the credits.”

“That’s the fun thing about the movie, and that is one of your goals as a filmmaker–inspire conversation and theories and things,” Phillips continued. “There’s nothing more thrilling than that debate.”

Phillips said he intended Joker as a character study first and foremost. Given the film’s relative lack of connections with the rest of the DC universe, it’s fair to ask why it’s a Joker movie at all–couldn’t it have just been called “Arthur” and avoided all the messy baggage that comes with this character?

“Could it have been called ‘Arthur’ and just be about a clown? Maybe,” Phillips said. “I just thought there’s a new way to tell a comic book movie–and maybe I’m wrong–let’s do it as a character study.” He added that another goal was to “deconstruct the comic book movie a little bit.”

Setting the movie around the late ’70s or early ’80s (it’s somewhat ambiguous) helped as well. “Tonally, the movie is very much a character study,” Phillips said. “There’s movies we grew up on and loved, and you go, ‘God, those movies don’t get made as much anymore.’ They get made–The Social Network is a great one, There Will be Blood is probably the best in the last 20 years–but in the ’70s and ’80s they were much more frequent. So in a weird way, it was also just an homage to that time. We’re making a movie that feels like that, why not set it there?”

We’ll soon know whether all these gambles paid off, as Joker hits theaters October 4. Read our Joker review here, and keep an eye on GameSpot for more Joker coverage up to and following the movie’s release.

Super Mario Maker 2 Update Lets You Play With Friends Online

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Super Mario Maker 2 was well-received, but it’s gone several months without a promised post-launch feature. That has now changed, as the new 1.1 patch adds online multiplayer modes with your friends, instead of restricting it to random players. The new update adds a few other new features and tweaks as well.

According to the announcement, Version 1.1.0 lets you play with people on your friends list for both versus and co-op modes, for courses uploaded to Course World along with anything saved to Coursebot. The update also adds voice chat support for the mobile app, so you can talk with your friends while running courses too. Nintendo notes that a Switch Online membership is required.

A few other additions were included in the update as well. The “Nearby Play” function now lets you play in co-op mode as well, and if you play a Coursebot stage the host system doesn’t need to be connected to the Internet. It also added an Official Makers list so you can more easily find levels made by Nintendo. Finally, it adds a Play Together option directly from courses uploaded to a player’s profile, Maker Profiles now include more info, and you can play with a horizontal Joy-Con in all modes.

The word that Mario Maker 2 wouldn’t include friends list co-op came out just before the game’s release, and fans quickly expressed dissatisfaction. Nintendo responded by promising it would come in a free update at E3, again before the game released, but it didn’t give an expected timeline. The news didn’t seem to slow down the game’s sales, as Nintendo announced it had hit 2 million copies in its first three days.

“The Mario series is worth all the admiration it gets, and Super Mario Maker 2 is an excellent tool for picking it apart by pushing its enemies, mechanisms, and Mario, to their limit,” Peter Brown said in GameSpot’s review. “I’ve yet to make a stage of my own that I think is worthy of sending out to other players, but I’m committed to getting there. Whether exploring the full potential of a single element or throwing things at the wall to see what sticks, I’ve got the itch to join the creator’s club. Mario Maker 2 makes the learning process intuitive and enjoyable. Most importantly, it’s enabled designers amateur and professional alike to share their creativity with the world. The community is off to a great start, and thankfully, the fun has only just begun.”

Mario & Luigi Developer AlphaDream Goes Bankrupt

AlphaDream, the developer of the popular Mario & Luigi RPG series, has filed for bankruptcy, according to reports.

Yahoo Japan states the studio filed the claim on October 1 following years of financial difficulty. As of March 2018, the company’s debt stood at ¥465m (approximately $4.3m US).

AlphaDream was first formed in 1991, then working as a construction firm. In the 2000s the company’s focus shifted to video games. It produced multiple Japan-only titles as well as the critically acclaimed Mario & Luigi series.

That line of games started with the Game Boy Advance entry Superstar Saga and went on to spawn a further four main entries and two remakes. We awarded the most recent of those an 8/10 in our Mario & Luigi: Bowser’s Inside Story + Bowser Jr.’s Journey review.

Our thoughts go out to all those affected by AlphaDream’s bankruptcy claim.

Untitled Goose Game Coming To PS4, Xbox One, And Maybe Mobile

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Untitled Goose Game is a bona fide hit, having recently reached the top spot on the Nintendo Eshop–and displacing The Legend of Zelda: Link’s Awakening, no less. Those without a Switch or PC may feel like they’re missing out on the avian mischief, but the studio is looking into expanding to other platforms.

The team told ABC News (Australian Broadcasting Corporation) that it hopes to put the game on PS4 and Xbox One before moving to its next project, but it didn’t specify release plans. It also said on Twitter that it is “still chewing” on the idea of a mobile version and would have to figure out how to make the game work with touch controls.

Still, the official site acknowledges that it is actively working on bringing the game to other platforms. The same support page also notes it has no plans for a physical release.

Untitled Goose Game is still on sale on both the Eshop and Epic Game Store, with a Steam release planned for next year. The simple concept puts you in the role of a goose, who causes mayhem around a small town because geese are jerks.

“The important thing is that Untitled Goose Game is a hoot,” James O’Connor wrote in GameSpot’s review. “It’s a comedy game that focuses on making the act of playing it funny, rather than simply being a game that features jokes. Wishing that it was longer speaks to how much fun I had with it. There’s nothing else quite like Untitled Goose Game; it’s charming and cute despite being mean, and both very silly and very clever. It’s also probably the best non-racing game ever to feature a dedicated ‘honk’ button.”

Neo Cab Review – Backseat Confessional

You spend almost all your time in Neo Cab sat behind the wheel of a cab, but as a player, you never get to steer it. Instead of choosing routes and getting to destinations quickly, you’re deciding which passengers to pick up and how you’re going to talk to them. It’s the near future, and the game’s protagonist, Lina, has just moved to the “automated city” of Los Ojos, California, a glittering, impersonal metropolis surrounded by desert. Lina, who is planning to move in with her best friend Savy, is one of the few drivers in a town that now runs mostly on self-driving cars owned and operated by Capra, a monolithic tech giant (and clear Tesla/Apple analogue) that has fundamentally changed American life. These are Neo Cab’s best features–its examination of what it means to live in futuristic cities and the value of the human connections Lina manages to forge makes for a compelling experience.

Neo Cab has the framework of a mystery, and its initial hook is that you’re solving the case of your best friend’s sudden disappearance. But ultimately, the search for Savy takes a back seat to, well, the people in your back seat. This is a game about the susceptibility of people working within a gig economy, what happens when a single company is given too much power, and how humanity can and will adapt to the changes that seem to be on the horizon. It’s a clever examination of the world we live in today and the world we could find ourselves in 10 years from now. Neo Cab is well-written and enjoyable, and it’s consistently engaging despite some presentation issues.

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For each night that Lina works, you’re given a few choices that dictate how the story unfolds. You get to choose which passengers you’re going to pick up from your map, and once they’re in your car, you get to make choices during your conversations with them. Those choices will affect how the conversations go, what state of mind Lina will find herself in afterwards, and–crucially–what rating your customers will give you at the end of the ride. A few passengers are “Prime” members who will only ride with you if you have a five-star average, and the average is seemingly calculated based on the last few rides rather than your lifetime performance, so a single unhappy customer can tank it and impede your search for Savy.

It’s a familiar gameplay model, but thanks to strong writing, interesting characters, and the script’s willingness to dive into the complexities of the technology and social issues it explores, Neo Cab’s choices consistently feel significant. Neo Cab’s greatest success is in how it feels simultaneously futuristic and of its time. Although Neo Cab has some fun with its world (there’s talk of infinite timelines and giant worms that roam below the city), it’s also depicting a world you can easily imagine living in, one that is more convenient but also less personal, where privacy has eroded and the job market demands intensely specific specialization. Lina’s outsider perspective in the city makes her a perfect player surrogate, meaning that I found myself wondering how I would respond to the questions my passengers posed, not just how Lina might feel.

The conversational options you can choose from are dictated by Lina’s mood. Early on, Lina is gifted a “Feelgrid” wrist strap, which glows different colors depending on how she’s feeling. The Feelgrid can indicate if certain options are going to be opened up or closed off; if Lina’s in a good mood, the green glowing light on her wrist will prevent her from being able to choose aggressive or angry responses, or if she’s got a blue light to indicate that she’s sad, it might allow you to pick a downbeat dialogue option. It’s not the deepest system, but it’s an interesting approach that gives you a clear sense of how Lina is reacting at any given moment, and the in-game discussions around the ramifications of openly sharing your feelings at all times are interesting, too.

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You might expect a game set predominantly inside a car would eventually grow tedious or samey, but the stream of characters that step into the Neo Cab keeps the game interesting. The way each passenger is animated tells you something about their lives; some won’t crack a smile, while others will immerse themselves in screens the moment they step into the car, while a few more outlandish figures are used to build up Neo Cab’s increasingly strange world. There’s the young girl who has spent her life locked into a horrifying suit of armor for her own “protection”; the gold-hearted ex-con with a secret; the German pals who are convinced that Lina is a robot. The passengers not only help to flesh out the politics of the game world, but often offer discussions that will force you to confront numerous life philosophies. Some characters worship technology, while others go so far as to condemn cars entirely; many relish human interaction, while others prefer to be driven by a machine. The most consistent feeling is isolation, and Neo Cab does a great job of examining the straightforward benefits of simply talking to others without putting too fine a point on it.

Like the passengers in the back of Lina’s car, every player is going to have their own thoughts and feelings on automation, capitalism, and the way technology can and will alter our lives. As such, the game presents multiple perspectives while also suggesting that we should be wary of any company that aims to build a monopoly, and it gives players the options to explore the grey areas in their conversation options whenever possible (which isn’t to say the game is impartial; by the ending, it has taken a clear stance on the dangers posed by Capra). Some passengers can become friends with Lina, or at least begrudging acquaintances, and developing these relationships and learning the ins and outs of how these characters operate–and how living in an automated city has shaped them–is a pleasure that builds over time. Neo Cab is, ultimately, a hopeful game; it’s about the importance of human connections in a world that has made it easier to stick to yourself.

Neo Cab’s conversations provide a rich tapestry of lives that show how inescapable Capra’s influence is, but while you can build a picture of the city in your mind easily enough, the focus on the cab means that Los Ojos feels visually underdeveloped. Whenever the camera cuts to outside your car for a moment, assets will pop in from nowhere on the side of the road as you drive past, and the streets you see are all functionally identical and empty, meaning that sometimes characters will describe an area in a way that does not match up with what you see. The dissonance between how the city is described and how it’s visualized can be isolating, and I found myself having to actively ignore any imagery I saw of the city itself, focusing on the game’s words over its visuals.

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There are a few additional technical issues in Neo Cab that can take away from the experience. Animations don’t always match up to text; during one conversation, the dialogue told me that a character had fallen asleep, but their avatar was visibly awake, their open eyes darting around. The driving animation is canned, too, which means that Lina might reference taking a left during conversation, but you won’t see her make the turn. Neo Cab often requires you to fill in the blanks, but these stumbles often make the game world and characters, which are fleshed out so well in text, feel more artificial.

There are other issues with the game’s presentation that are inconvenient, or take away from the experience. There’s no conversation log, which means that if you skip something accidentally or miss a piece of conversation, you can’t go back to see what it was–a real possibility, especially since there’s no voice acting. There are also very few music tracks in the game, and hearing them loop became tiresome by the game’s ending. The autosaves are weird, too; after the game ended I wanted to jump back to a specific point to check out a passenger I hadn’t collected the first time, but found that the game had saved frequently up until the halfway point and then stopped, so aside from my most recent save right near the game’s ending, everything else was from hours earlier. These are not game-breaking by any means, but the game is lacking a few basic gaming creature comforts.

Neo Cab’s interactions still manage to be interesting and feel important despite these issues. While I didn’t feel like the decisions I made had a tremendous impact on how the game ended, the experiences I had through the six in-game days that led up to the conclusion felt personalized to how I played. Certain characters that were name-checked never appeared within my game, or plotlines that started up were never finished, but I always had some idea of what I could have done differently to see these things through.

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The overarching mystery plot isn’t so great, and once the credits rolled it felt like certain things I’d done, and the strict budgeting of my limited income, were far less important than the game had made me think they were. But Neo Cab’s main appeal is in the side-stories presented by your passengers, and in the relationships that form between them and Lina. Most passengers can be collected multiple times, and stories will play out across several trips. I jumped back into Neo Cab after the credits rolled not to see if I could change the ending, but because I wanted to delve deeper into the lives of the people I had met and try to follow up on the storylines I hadn’t seen all the way through in a single playthrough.

Neo Cab might suffer from inconsistencies and presentation issues in some places, but as a depiction of a near-future society corrupted by tech fetishization, and an exploration of how humans are adapting to automation and the rise of the gig economy, it’s got plenty to say about how important it is that we all look out for one another. This is a forward-thinking game, but the issues it explores are extremely relevant in 2019, which makes for an engaging, stimulating narrative experience, even if the central mystery of your friend’s disappearance is not particularly interesting.