Month: October 2024

Like many, I first heard Cassandra Jenkins while still in the dreary dregs of the pandemic. The world felt blurry and confusing, and little music resonated with me amidst the despair. But out of the daze came a song that felt suited for the moment, “Hard Drive” — a psychedelic blend of field recordings, spoken word and free-improv instrumentation. On it, Jenkins recounts the data she’s storing on her mind’s “Hard Drive” through a winding account of walking through a museum, learning how to drive and conversing about the cosmos.

The song was on Jenkins sophomore album, An Overview of Phenomenal Nature, which, like “Hard Drive,” served as a balm for many. Before its release, Jenkins was resigned to walking away from music. “[That] should never be confused with putting down music, because that is what I live and breathe,” shares Jenkins. “But like any human being, I don’t live and breathe the music industry.” To her own surprise, the world received it with rapturous gratitude and finally this thing — that is, having a (more sustainable) career in music — suddenly became possible. She signed a larger deal with indie label Dead Oceans. “Nobody’s ever given me money and said, ‘Make a thing,’” she shares. And though the increased attention and resources brought Jenkins a sense of “pressure” she had to “work through” she still had the same artist’s spirit that allowed her to produce Overview. Her follow-up, My Light, My Destroyer, continued to merge the metaphysical with the small details of daily life. And like Overview, it was received with gratitude by her growing fanbase.

Space — and what the universe can teach us about our own world — emerged as a guiding light on the new record. On “Aurora, IL,” Jenkins recounts a bout with Covid which left her stuck in the titular small Illinois city. In its second verse, though, she shifts her gaze from herself towards Star Trek actor William Shatner’s trip to space, which was funded by Jeff Bezos’s space venture, Blue Origin. Seeing Earth’s beauty and fragility from above led to Shatner experiencing the “Overview Effect,” which he recalls as, “a sense of the planet’s fragility tak[ing] hold in an ineffable, instinctive manner.” Jenkins was inspired by Shatner’s profound self-described “sadness” and paired her own momentary desolation with his spiritual contention. Reflecting on the “Overview Effect,” led to consider the nature of sanity and spiritual transcendence: “Nirvana and mental collapse look very similar,” she laughs.

In a chat with PAPER in the lead-up to her performance at Pop! Montreal, Jenkins is fittingly thoughtful and freewheeling. Reflecting on her winding career, the cosmos and living as an artist, she is ready to tackle the big and small of life and share the wisdom she’s storing on her hard drive.

You’re home in New York City in the Upper West Side, right? Have you always been in New York City? Did you ever move away, or are you very rooted here?

I’m deeply rooted here. I did go away for college. I was in Philly and Providence for college, and spent a little time abroad as well. But I came right back. New York does that to a lot of people who’ve grown up here. It’s hard to pull the talons off. I feel very drawn to this place.

Your mom factors in on the new record right with her love of space. Is that where that theme comes from in the record?

Yeah, her love of everything. And in that moment I caught her having a moment with the stars.

Was that a new thing for you?

It’s not really new, but I think there’s a real pleasure in rediscovering things that you think you know, and I think that was one of those moments for me where it’s suddenly the thing right under your nose that shows itself to you. I think it’s very similar to when I started birdwatching. Birds have always existed, but suddenly, now that I’m paying attention I can hear the orchestra around me that I was sound-blind to. It’s really fun to kind of pull the veil off of something that has just been there for you all along just by paying attention.

I know that the space stuff lends itself to philosophical terrain. I was really interested in hearing about the “Overview Effect,” and I was just curious where that landed for you as you were making the record.

I have a friend who is a writer, Gideon Jacobs. He was the one that told me about it because he was writing about it. He told me the story about Jeff Bezos sending [the actor] William Shatner to space. I thought he was making it up. But he was like, “No, no, no, that really happened.” He writes a lot about technology and spirituality, and the crossover just seemed too good to be true. When I learned about the overview effect, and I read a lot of astronauts’ accounts of it, it just became really fascinating to me as an idea.

It also was funny to me that my last album, [An Overview of Phenomenal Nature], had the word “overview” as part of the title. There’s a lot of humor embedded in that phrase when it’s used in a certain way. It sounds like it’s from a textbook, or fake academic, almost like Encyclopedia Britannica trying to explain something that is almost impossible to explain.

People that experienced the “Overview Effect” talk about it like they had an LSD trip. They’re coming back trying to explain it to you, and it’s really difficult to put into words. So they end up speaking in certain trappings of LSD speak. The words that come up again and again when you’re reading these accounts from astronauts are about the fragility of the planet, and about our place in the universe as being so fragile. That’s the note that really struck me and showed itself again and again.

Gideon and I have talked about it a lot. We’re working on a play. We’re exploring this question of whether or not everyone should experience the overview effect? Is that something everyone should experience or could experience? It’s kind of like those philosophies around giving all world leaders some kind of psychedelic experience because then maybe we’d find peace on Earth. I wonder if we all need a little bit of that humility and if it would solve some of the world’s problems to just give people that perspective on this place that we’re on. Maybe some things that are happening wouldn’t be so severe.

Did you land on an answer?

A slight spoiler alert, but I think that we realized we could not come up with a happy ending. We sort of landed on this idea that humanity is almost too far gone at this point to recover, but nonetheless, there is still a hopeful element to it. Hopefully, you can be imbued with a microdose of the Overview Effect if you’re exposed to some of the conditions, even though it’s technically impossible to recreate (they’ve tried with VR). But I do like to think of little moments of connecting with nature as like a microdose of the Overview Effect, whether it’s looking at a flower or looking up at the stars with your mom. I think we can all feel a little bit of it if we let ourselves go there.

Yes, it’s about maintaining that presence of mind to feel it.

It’s kind of impossible also to be in that headspace all the time. It’s unsustainable. It’s kind of like your neurons are firing on all cylinders. It also seems like the line between that state that we’re talking about and a mental breakdown is a very fine line. Nirvana and mental collapse look very similar.

I know that Overview was written after a moment of being ready to let music go, and that was one form of release and maybe exhaustion. And now this new record was written after all of this new input and energy from the last record’s success came to you. I was just curious how this new energy shaped your creativity?

I talked about wanting to put down this career path, which should never be confused with putting down music, because that is what I live and breathe. But like any human being, I don’t live and breathe the music industry.

[For this record,] it was an interesting mix of being totally depleted from touring and totally energized by the fact that this new path had been carved out for me. I had no idea what it was, so I really feel like I was blazing a new trail for myself. There was all of the energy that came with that and the discovery there, and making some missteps, and falling into patches that I didn’t know existed. I was encountering new things I was really interested in, and letting that process reveal itself as I went.

I never go into anything with a concept that I need to execute, because my brain gets very bored by that. The minute I’m just executing is the minute I like to abandon something. There has to be this sort of unknown that I’m chasing, and it just reveals itself as I go. This curiosity and the resources with which to explore them is something that I had for the first time ever, which also felt like a certain amount of pressure that I needed to acknowledge and work with and move past. I had never been given an advance. Nobody’s ever given me money, and said, “Make a thing.”

This new path that was laid out for you also seemed to become an opportunity to reflect on other paths from your life, like working at the flower shop, which you reference in “Delphinium Blue.” I’m curious how this new, very intense, exciting path in music made you reconsider those past paths you were on career-wise? I know you’ve had a number of interesting jobs.

I’m continuing to [have additional jobs], as I continue to need to support my art with other work, because it’s not financially rewarding. I think like a lot of artists, it’s very difficult for me to do anything halfway. Even if I’m bagging groceries, I’m putting my entire self into that job. So I have to be very careful about where I choose to put my energy, because I will put it all into that thing. When I’m sweeping my floor, it is my entire self sweeping the floor. That’s just how my brain works and I’ve come to accept that about myself. The idea of phoning in anything is deeply painful. It’s not a state that I feel good in.

I think I looked back on several years of my life because a lot of my life was put on hold, not only when experiencing some of the tragedies that I personally experienced in 2019, but also because of the global tragedies of 2020-2022. And then I was in survival mode when I was on tour. I finally was able to process 2018, a little bit in 2023. Sometimes it takes that long. Our healing trajectory has its own timeline, and it has nothing to do with world events. It has nothing to do with what is convenient for our life and optimizing ourselves. So. [“Delphinium Blue”] finally found its home at a time when I was ready to actually embody it and have some distance from it. I think some songs or some things we’re gonna be writing about our entire lives.

You worked at the New Yorker as well? It makes sense to me, because your writing is so detailed and diaristic; it’s maybe journalistic in that way.

I was actually in the visuals department. I was in the photo department. But of course I was interfacing with all of that incredible writing and the incredible writers. Meeting people like Alex Ross, for example, who is just such a hero in a lot of ways, and then was so nice to me as like a 23 year old, scared little assistant: those 2 years of my life were incredibly formative. That being my 1st job out of college was absolutely surreal, and I was absolutely underqualified. I continue the friendships that I made there still.

I wanted to work in publishing. I worked on the “Goings On About Town” when I was there, and like that was my dream, like I love knowing what was going on in New York, and getting to talk to the photographers who were going out there. But I kind of had this sense like, oh, no, I’m on the wrong side. I think I want to be out there being a mess in the world, and not in this high rise writing about it. I had a real reckoning, and it was hard, because I felt like I had found myself in the best place, and I wasn’t happy there, and I was just like, “Oh no! My plan. It’s not working, even though it should be.” I felt my hunger was elsewhere. And it really helped me along my path to be like this is really hard to give up, and I still want to give it up. So I must really want to do this other thing.

Photography: Wyndham Garnett

Super Mario Party Jamboree screenshot
Mario’s latest party is going cheap (Nintendo)

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If you’re looking to pick up the next two big Nintendo Switch games this Christmas, a new deal can save you a sizeable amount of money.

The Nintendo Switch is over seven years old at this point, but it’s still going strong, with a great Christmas line-up of Nintendo exclusives.

The Legend Of Zelda: Echoes Of Wisdom has already proved to be a great evolution of the traditional Zelda format, and is a worthy first outing for Hyrule’s princess in a protagonist role. That game though, which launched last month, is only the first Nintendo title coming out this autumn.

The other two games are led by Mario himself, with Super Mario Party Jamboree and Mario & Luigi: Brothership, and there’s a pre-order deal which can save you 25% on both.

In what’s becoming a regular deal at Currys, if you pre-order either game and use a specific code at the checkout, the price will be reduced to £37.49 from £49.99. If you’re planning on buying both games, that’s a saving of £25 in total.

For Super Mario Party Jamboree you’ll have to be quick as the game comes out Thursday, October 17. If you pre-order through Currys before then, and use the code JAMBOREE25 at the checkout, you’ll receive the discount.

As for Mario & Luigi: Brothership, it’s the same process but with the code BROTHER25, which will knock down the price to £37.49. You have more time to get this discount, as the game isn’t released until November 7, 2024.

While Currys offers the cheapest price, there are other deals elsewhere, with additional pre-order extras. On ShopTo, Super Mario Party Jamboree costs £40.85 and comes with a star pin, while Mario & Luigi: Brothership costs £39.85 with a keychain.

There are other extras if you pre-order through the official Nintendo store, but naturally these are more expensive, with the priciest being a Mario Party bundle, complete with snack bowls, pen holders, a blanket, and coasters, which costs £92.48. You can check out all the cheapest deals below.

Cheapest UK deals on Super Mario Party Jamboree

Cheapest UK deals on Mario & Luigi: Brothership

Super Mario Party Jamboree looks set to be the most robust Mario Party game in some time, with a new 20-player online mode and over 110 mini-games.

Mario & Luigi: Brothership, meanwhile, is a role-playing game in a similar vein to Paper Mario and Super Mario RPG. This is the latest instalment in the Mario & Luigi series, with the last new entry being 2015’s Mario & Luigi: Paper Jam.

Mario & Luigi: Brothership screenshot
The bros are back (Nintendo)

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Call Of Duty comes to Xbox Cloud Gaming graphic
The sign of things to come (Microsoft)

The three most recent Call Of Duty games are all going to be available to stream via Xbox Cloud Gaming, with Black Ops 6 available from day one.

Over the last 12 months it’s become clear that Xbox’s console business is in dire straits. Sales have been steadily plummeting since last Christmas and Microsoft has essentially admitted defeat this generation, by starting to release some of its games on PlayStation 5 and Nintendo Switch.

Although a next generation Xbox has been announced, there are reports that Microsoft is already giving up selling the Xbox Series X/S in the Middle East and parts of Europe, where the brand has never been popular.

This would be an utter disaster for Sony or Nintendo but for a company the size of Microsoft it’s not necessarily the end of Xbox at all. In fact, it may end up merely hastening the start of a new era, based on cloud gaming that doesn’t need a console – which is exactly the future that is being hinted at with this new Call Of Duty announcement.

The release date of Call of Duty: Black Ops 6 is Friday, October 25 and from day one the game, along with last year’s Modern Warfare 3 and the free-to-play Warzone, will be available via cloud gaming to stream on almost any device that you can connect a controller to.

Compatible devices include PCs, mobile devices (including Steam Deck and its many imitators), select Samsung TVs, Amazon Fire TV, and Meta Quest VR headsets. The Switch and PlayStation 5 are not listed, but the less Xbox is perceived as a direct rival the more likely that becomes.

The only catch is that you need to be a Game Pass Ultimate member to stream the games via the cloud, which costs £14.99 a month.

On top of that, there’s the intractable problem that playing via the cloud requires a fast and stable Wi-Fi connection, and if you haven’t got that then you’re not going to have much fun.

That is the fundamental problem that Microsoft has to deal with, especially as it means people in less built-up areas are less likely to be able to use it comfortably than those in large cities.

There’s nothing anyone can do about that until Wi-Fi technology and coverage improves, although you’d be surprised what some people are willing to put up with in terms of performance – even in a multiplayer game.

If you’re a Game Pass Ultimate subscriber, there’s information about how to get Modern Warfare 3 up and running here, which will no doubt be updated further on October 25.

Although Microsoft owns the whole of Activision Blizzard, and all their many games, very few of them have so far made it to Game Pass.

It was at first assumed that all of the Call Of Duty games would quickly become available but that’s proved not to be the case.

One possible reason is that Microsoft doesn’t want to split the audience between multiple different Call Of Duty games, when they’d much prefer they just be playing the last one or two, plus Warzone.

However, the technicalities of Microsoft’s acquisition of Activision Blizzard may also be a factor, especially in the UK where Microsoft was forced to sell its cloud gaming business to Ubisoft, in order for it to be run here.

Call Of Duty Black Ops 6 still
Call Of Duty: Black Ops 6 – a very important game for Xbox (Activision)

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Destiny Rising key art
Destiny is rising on mobile (Bungie/NetEase)

While the future of Destiny 2 continues to look uncertain, developer NetEase Games has revealed a mobile spin-off in partnership with Bungie.

Destiny 2’s The Final Shape DLC not only brought the looter shooter’s long-running narrative arc to a close, it felt very much like the end of an era for developer Bungie.

After The Final Shape launched in June, Bungie was subject to mass layoffs and a significant shake-up in leadership, with future DLC plans for Destiny 2 seemingly downgraded, as they pivot attention towards Marathon.

If support for Destiny 2 is winding down though, the Destiny franchise will live on in other games, including a new free-to-play mobile title from NetEase Games.

Officially licensed from Bungie, Destiny: Rising is described as a role-playing shooter with hero characters in a shared world, which is the same as the main Destiny games. You can jump between a first person or third person view, while using the touchscreen or controllers.

The official announcement also promises campaign missions, six-player co-op strikes, along with new competitive and co-op multiplayer modes.

For those embedded in Destiny lore, the mobile title is set in an alternate Destiny timeline in the post-Dark Age era – so it’s essentially entirely disconnected in terms of narrative.

A deep dive video shows off a better look at the gameplay, which looks more impressive than you’d perhaps expect for a mobile game.

Speaking about the title, Ethan Wang, senior vice president at NetEase, said: ‘With Destiny: Rising, NetEase Games is honoured to partner with Bungie to deliver a Destiny-caliber experience to mobile devices. Destiny is an incredible franchise with a passionate and dedicated global fanbase.

‘As huge fans ourselves, we are humbled and thrilled for the opportunity to bring gamers an action-packed RPG shooter set within the Destiny universe.’

Terry Redfield, creative lead at Bungie, said: ‘For over a decade, we have built this universe to contain many unique and wonderful stories, and we are excited to see mobile gamers be able to experience this new take on the Destiny universe from the creative team at NetEase.’

If you’re interested in trying the game out, you can sign up for a closed alpha test on the official website which is scheduled to take place on November 1, 2024.

NetEase is best known for online multiplayer titles, especially in the mobile space. The studio’s previous games include Diablo spin-off Diablo Immortal, along with the upcoming Marvel hero shooter, Marvel Rivals.

A mobile take on Destiny makes sense in terms of extending the franchise, but it’s difficult to gauge whether the Destiny 2 fanbase will latch onto a mobile version – especially if it’s bogged down by the usual free-to-play microtransactions.

Destiny Rising early look screenshot
Destiny: Rising is the Destiny sequel you perhaps didn’t want (Bungie/NetEase)

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Tron: Catalyst screenshot
Tron: Catalyst – not your typical movie tie-in (Devolver Digital)

A new story-driven action game set in Disney’s Tron universe has been revealed, as GameCentral speaks to indie creator Mike Bithell.

The world of Tron looks set for a big comeback in 2025, with the release of Tron: Ares, a sequel to 2010 film Tron: Legacy, and now a new video game, by the creator of Thomas Was Alone and John Wick Hex.

Developed by Bithell Games and published by Devolver Digital’s new label Big Fan Games, Tron: Catalyst is a story driven isometric action game for the PC, PlayStation 5, Xbox Series X/S, and Nintendo Switch.

We got to see it, but not play it, at Gamescom in August and have had to keep quiet about it ever since, but we also got to talk to director Mike Bithell about not just the game itself, but movie adaptations in general, and the general state of the video games industry today.

Tron: Catalyst shares the same Arq Grid setting as Bithell’s 2023 title Tron: Identity, but this time with new protagonist Exo.

Identity was basically a visual novel but Catalyst is a top-down action adventure where you battle on foot or while riding around on a light cycle. There’s a strong role-playing element but the main gameplay gimmick is the ability to play around with time, something like Groundhog Day.

The idea is that whenever progress is blocked you can go off and complete a mission elsewhere that alters the game world in some way (getting an access code for a checkpoint, is the first example we were shown) then you reset the grid and continue as if what you changed had always been present.

It’s an interesting idea, that we’re curious to see in full, but there’s also a strong action element to the game, with ranged and melee combat using the iconic Tron disc and the ability to upgrade Exo with new abilities.

Tron: Catalyst features new hand-drawn art and original music from composer Dan Le Sac (one half of hip-hop duo Dan Le Sac Vs Scroobius Pip), with the full game set to launch at some point in 2025.

As well as the previous Tron game, Bithell made 2019’s John Wick Hex, which also involved him rubbing shoulders with Hollywood bigwigs. Although, as we joked with him, it often feels like we’re the only ones that enjoyed the game, which we found to be one of the best strategy titles of recent years.

Whether we’ll be as enamoured with Tron: Catalyst we’re not sure, but we’re always interested to hear what Bithell has to say and to see how he’s navigating the volatile video game world as an admirably inventive indie developer.

GC: I see you’re already on the Red Bull already [this is a relatively early morning meeting].

MB: Oh, that’s just Gamescom for you. [laughs]

GC: The game looks very interesting, absolutely not what you’d except of a modern movie tie-in, but how did this come about? Why didn’t Disney want something blander and easier to sell?

MB: I think Disney doesn’t want stuff that’s bland. Sincerely and genuinely – and this sounds like a stock answer, and in many ways it is – I think Disney wants interesting stuff. On a meta level Disney are all about storytelling and they very much care about telling good stories. They know that their business is built on telling stories and sharing great stories.

But I think, as well, Tron has that spirit of innovation, that original movie was from an ad agency who figured out how to do an interesting visual effect and pitched a movie to Disney. Tron was, for most of its production, an independent movie. They made it in a very independent way.

You look at Legacy and, again, it was pioneering a new technology [de-aging via CGI, we assume – GC] that we now take for granted and spawned a lot of what superhero movies use every day, but a lot of, again, innovation.

I think that’s always been a part of it, both in the technology but also in what they’re trying to do creatively and storytelling-wise. So, I think Disney, in my opinion, wisely look at something like Tron and go, ‘We could do the obvious thing here, we could do that, or we could try and find a team who love Tron and want to do something interesting with it.’ And I think, for me, finding that balance of interesting but also delivers what players might want from a Tron game, that’s the thing I’m trying to bring to it.

I definitely don’t want to just make something that feels cliché or obvious, because I’ve got limited time to make games, and I don’t want to waste it making something I’m not proud of. But I think finding ways to live in our fantasy… when I come out of a movie I wanna go there, I wanna do the cool things I saw in that movie and that’s what we’re trying to do here for Tron.

It’s been fun, that collaboration, that’s the reason I feel comfortable saying everything I’ve just said there. It’s not lip service because I then had the relationship of three years, where we have actually collaborated on this stuff, where they are throwing in thoughts. Where I’m meeting the filmmakers, the people associated with the franchise…

I’ve had nice conversations with people that’ve been working on the world of Tron for 40-odd years. That’s thrilling to me, that’s not just a licensed game. That’s actually a collaboration, creatively.

Tron: Catalyst screenshot
Tron: Catalyst – it’s surprisingly reminiscent of Syndicate Wars (Devolver Digital)

GC: Do you have any insight into Disney’s general attitude towards video games? It’s something I’ve puzzled over for a long time, as they’ve always seemed strangely unenthusiastic and hands-off, right from the very early days. Even now they seem to act like they think it’s just a fad, even though I’m sure they don’t.

MB: I don’t read them that way, no. I think for me, looking recently – and obviously I’ve only worked with these people for a few years – my interpretation of what they’re doing is I see a humility to it. I see them knowing that they don’t make games internally and then looking for people who think they can work with to make interesting stuff. So, if you look – and again, these are only the opinions of Mike Bithell [shouts into microphone] These are only the opinions of Mike Bithell!

Both: [laughs]

MB: I look across what they’re doing with Star Wars, with Marvel, with us… with Alien – look at all the Alien games that have come out in the last few years [this was before the announcement of Alien Isolation 2 – GC]. These are creative, interesting, utilisations of the IP they have.

And I think the way they’re doing that is they’re finding the right people for the right franchises and, I don’t know, maybe that’s harder to do with internal development. If you’re Disney and you’ve got a story, a world, a franchise and IP, wouldn’t you want to be able to go, ‘Who is the game developer in the world who would be most interesting?’ I want Arkane to make a Blade, I want Insomniac to make a Spider-Man game, I’m interested in David Cage’s take on Star Wars.

GC: You almost said that last one without laughing.

Both: [laughs]

MB: If you’re Disney though, what an amazing thing to be able to go and find those people and I’m glad they wanted me for Tron, you know? That’s exciting.

Tron: Catalyst screenshot
Tron: Catalyst – we hope this is as good as John Wick Hex (Devolver Digital)

GC: So as one of the few people that played and enjoyed John Wick Hex…

MB: [laughs]

GC: What have you learnt from working on that game? To me it always seemed like the graphics were a big barrier.

MB: I think we definitely had some problems with bugs and things like that, but I think the big thing that John Wick taught me – and I am very proud of John Wick, it’s a really cool game – I think the lesson I learned on John Wick is I genuinely made it for me. And I learned the lesson that I wanted to make games for myself… and also other fans. [laughs] I think that’d the big lesson I took away from it. I’m very proud of it, I think John Wick was a cool game, I think we are making a game, here, that hopefully delivers what a Tron fan wants.

GC: How have you talked all these film companies into letting you make weird little indie games with their big name IPs?

MB: I dunno, they like me I guess.

GC: [laughs] After Thomas Was Alone, I did not see your career going in that direction – hanging around with the people that make John Wick and Tron.

MB: It’s a good question and one that I’ve thought about… I think what’s interesting is that I look back at my earlier stuff and I think I’ve always had an interest in adaptation. So, if you look at Volume, which was the second game I made after Thomas Was Alone, that was a stealth game. Well, I had made games for other people, that was my second indie game. That was a Robin Hood game, that’s the original IP, right?

GC: Apparently it was – well, you’d know better than me – but I’m sure I read it was basically commissioned by the dying industry, and that’s why they’re always going on about the colours of their outfits.

MB: Yeah, yeah. It came back in the Victorian era…

GC: It’s basically corporate wanted some grassroots advertising.

MB: It was 100% that! [laughs] But that’s the great thing about Robin Hood, that it came back so many times. My favourite was the ITV Robin Hood in the 60s and they introduced the idea of a Moorish character, a character who came back from the Crusades, and the makers of Robin Hood: Prince of Thieves didn’t realise that and didn’t realise that the Morgan Freeman character was copywritten by… so there was a whole legal case!

So that’s always been interesting to me, how you take a story or a world and adapt it, especially into games. There’s something to be said for taking an experience and putting it into a game. To me, that was my way into it. Was basically… I love these stories and I’m very selective, I don’t work on stuff I don’t love. But finding those franchises and those worlds that I’m particularly interested in, and I think have an interesting extension that would be possible in games, that massages my brain in a way I like.

I like the challenge of trying to figure that out. And this was one where you look at Tron and you’re like, ‘I wanna make a game where it’s fun to ride a light cycle around and melee combat and ranged combat is an interesting system of overlap.’ And as a game designer your brain starts thinking about whether that would work. How do you make Tron feel as good as it looks in the movies?

Tron: Catalyst screenshot
Tron: Catalyst – it may count as an action RPG (Devolver Digital)

GC: That is the big question, but the majority of movie tie-ins never really get there. They’re much better than they used to be, but they still struggle with the stigma of the 90s and 2000s when being a movie game was basically a guarantee of poor quality.

MB: I think a certain percentage of anything is s***.

GC: 90% of everything is c***.

MB: That’s the one! That’s the line. And games are no different. Sometimes it works and sometimes it doesn’t. It can work and not work with the best and worst of intentions. I’ve known things that were made very lazily do incredibly well and I’ve known things that had heart and soul poured into them and they just don’t click. It’s the risk you take in making something.

When you’re a creative you accept that risk. So I dunno, I find adaptations fun. And ultimately that’s what drives me. I can’t speak for anyone else.

GC: I’m not a big comic book fan but I do like the idea of taking silly ideas seriously. Not to the point where you’re using the word ‘grounded’ but just enough where you can have an emotional attachment. I appreciate the cleverness and art in making you care about the absurd.

MB: Absolutely, like people living inside a computer! I think people enjoy that juxtaposition of absurdity and intelligence. That’s part of most stories and most interesting characters. Again, I think it massages the brain in a way that’s interesting.

GC: So how does that process work? How do you start with a blank piece of paper and get a new Tron storyline?

MB: For me, I approach most of my writing with the question of motivation and action. What do we want? What do we do? And what’s the impact of that? And the great thing about sci-fi is you can then player with the layers, so what if there was a society that lived in a vacuum for a couple of thousand years and they started off knowing they were programs in a computer but what if they forget? How will characters feel about that? How would characters feel about their gods, if their gods were absent? This is the stuff that’s kept the writers on Star Trek busy for decades.

GC: [laughs]

MB: I would say that the craft of sci-fi writing, and I’m not sure I’ve always been on the right side of this, is making sure that the thing that comes out the other end of that sci-fi thinking is interesting for anyone but you the writer. It’s the challenge of the sci-fi writer to be interesting as well as interested.

GC: So, when you were talking to me about one of the groups in your game being basically atheists, is that just a plot point or is that meant to be allegorical?

MB: It all comes down to taste – and this is definitely not a value judgement – but I’m more drawn to stories which play with who humans are, rather than trying to describe… I like to set a Rube Goldberg going. It’s more interesting to me, to explore what would be the outcome if programs in this world felt a certain way?

That’s more interesting to me than going, ‘Also, it’s a metaphor for the French Revolution.’ That’s less interesting to me… I guess what’s interesting about history is that history repeats and the reasons it repeats is because it’s good storytelling. Because people follow the things they want…

GC: Because people never change and people never learn.

MB: People are people. It’s like a good joke. We, in our stories, we like the recognition of seeing something we know to be true and we also like a surprise – when something happens that’s not true. Both of those things have value and playing with what those are, that’s the stuff I get nerdy about, rather than, ‘Here’s my idea I want to tell you.’

Tron: Catalyst screenshot
Tron: Catalyst – the stairs go up (Devolver Digital)

GC: So, the video games industry in general… are you okay to sort that out in the next 10 minutes?

MB: Yeah, me and you can figure a whole thing out I think. [laughs]

GC: What I can’t get my head around is that everyone knows games get more expensive to make each generation. I knew that when I was 14 so why did Sony and Microsoft seem to find out about it at exactly the same point, halfway through this generation, and then go into a blind panic as if it was the most unpredictable thing ever? They can’t literally have only just realised, but why does it seem like that?

MB: I think it’s a lot of overlapping things. So, I think that while you’re right that games obviously get more expensive, I think the other key thing with games is we’re constantly… there’s a joke I’ve heard amongst devs which is, ‘If you put on a play, you put on a play. If you make a game you have to build the theatre as well.’

The entire machinery of how a game is made and works is being reinvented every few years. So, it is surprisingly difficult, at a meta level, to know how much something is going to cost. Obviously, I know exactly how much everything is going to cost and it’s all going to be fine!

GC: [laughs]

MB: But on a big industry scale, and definitely at a triple-A level, which is beyond my pay grade for sure, those things are not as obvious… You’re right, the general trend is up but it’s very easy to convince yourself, either that things will stay the same or that some new technology will make things cheaper. I think that’s a risk that definitely comes into it.

GC: It also seems to me that they’ve just been putting off addressing the issue and now they can’t anymore.

MB: That could be part of it too.

GC: But it’s not just an academic question. Hundreds of thousands of people’s jobs are riding on this and publishers are acting like incompetent amateurs.

MB: I think as well, the big thing with the pandemic was, and I’m not the first person to point this out, but definitely it changed that structure of people working from home, the impact of how that changed not just how people work together but how people work with tools and software.

We were lucky, in a weird way, because we’ve been remote the whole time. We were helping our team through the personal challenges of the pandemic, but we didn’t have to restructure the way we made stuff in general. I think a lot of companies went through that.

And then, the other thing as well, and I’ll be careful about chastising capitalism too much, but the market told those people, ‘More people want games, more people are buying games than ever. There’s so much money coming in… the line goes up!’ And that’s gonna have an impact.

Tron: Catalyst screenshot
Tron: Catalyst – this is the first obstacle that needs to be reset (Devolver Digital)

GC: Why when we talk about AI do we never hear about a CEO being replaced? Executives aren’t creative, they’re making decisions that should be based on sound logic and verifiable data. They should’ve been the first thing to be replaced, not an artist or voice actor. What am I missing here?

MB: I think the only thing you might be missing is what the intent of the machine you’re talking about is. Is the machine you’re talking about designed to keep people employed? Should it be? Yes. Is it?

GC: Well, no. Obviously not. But it is designed to keep a company afloat and the way some of these publishers are carrying on at the moment it feels like they’re aiming for the opposite of that.

MB: This is why I make indie scale games!

Both: [laughs]

GC: Can AI help at all? In theory it seems like it might be able to, but all it seems to be used for is doing low-paid artists out of their jobs.

MB: I’ve not seen a useful use case for AI, ever. Maybe I will one day. I’m not going to be the idiot who says it’s never going to happen. All I’ve seen so far are parlour tricks that work 20% and maybe convince you for half an hour. I’ve not seen anything beyond that, so I’m very sceptical. We don’t use AI for our work at all and I don’t see us starting anytime soon. I like the humans I work with.

GC: Are you still optimistic about the future of the games industry? I must say my faith has been tested this year.

MB: I don’t know about it at all levels of the industry, but I can say in the part of the industry I’m in, I’m very impressed and inspired by what I see younger indies doing, people like Xalavier Nelson. These are people who are making smaller games on a limited budgets, I think that’s really smart. I’ve done it a few times, that’s what our Circular games were, that’s what Thomas Was Alone was. I know the value in limiting your budget!

I do think that is only going to continue to work for the people that are doing it. I don’t know about the scalability of that. I don’t know if you can take the same approach to a big game. There are lots of genres where you need to take your time, I don’t know how applicable that is. But I know I see it working really well for a lot of developers and it’s worked well for us in the past as well. I like to bounce around. I like to do big things, small things, but big things not to the scale of triple-A.

GC: Limiting budgets seems the obvious, quick, solution. But even though the film industry pulls its belt in everyone now and again I just can’t see it happening with games.

MB: It’s a tough ask. I would say one angle into that is potentially shorter dev times. I think shorter dev times are easier than less money. When you look at franchises that go to a yearly release, I think partially that might be part of it.

GC: OK, well at least that’s some kind of hope. Well, thank you very much. It’s always a pleasure to talk to you.

MB: Not at all, likewise.

Tron Catalyst screenshot
Get ready for glitching time loops (Disney/Devolver Digital)

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Hogwarts Legacy screenshot
The magic hasn’t gone just yet (Warner Bros.)

Warner Bros. is apparently conjuring up a special edition of Hogwarts Legacy, featuring several hours of additional content.

Hogwarts Legacy is one of the most successful single-player games of recent years, with sales exceeding 24 million copies – a number only rivalled by Elden Ring.

Its success has already locked in a sequel, with Warner Bros. Discovery chief financial officer, Gunnar Wiedenfels recently describing a follow-up as ‘one of the biggest priorities in a couple of years down the road’ at the company.

In the meantime, it seems Warner Bros. is planning to capitalise on the existing Harry Potter spin-off, with additional DLC for the original game.

According to Insider Gaming, Hogwarts Legacy Definitive Edition is in development now and will includes DLC that will be sold separately for those that have already purchased the original.

This new edition is said to have ‘around 10-15 hours of additional content’, spanning a new story quest, side quests, activities, and outfits – although there’s no specifics of what these will involve.

According to the report, the DLC will be priced between $20 (£15) and $30 (£23), and will launch sometime next year, in order to bolster the company’s declining gaming revenue following the failure of Suicide Squad: Kill The Justice League.

This isn’t the first time we’ve heard about a new edition of Hogwarts Legacy. In June, a report claimed many employees at Rocksteady, the studio behind Suicide Squad and the Batman Arkham games, were helping to a develop a ‘director’s cut’ version of Hogwarts Legacy, as the leadership looked to pitch a new single-player title.

Hogwarts Legacy is developed by Avalanche Software, who were best known for games like Disney Infinity. If the reports are true about a definitive edition being worked on elsewhere, it’s likely the team at Avalanche are already at work on a sequel.

As for when a definitive edition could be announced, the obvious contender is The Game Awards on December 12. The original game was announced during a PlayStation event in 2020, so it could also pop up in a future State Of Play.

Despite the success of Hogwarts Legacy and the $200 million flop of Suicide Squad, Warner Bros. has stated it still intends to launch more live service games in the future, as it tries to land a money maker comparable to Fortnite.

Hogwarts Legacy screenshot
A sequel is already in the works (Warner Bros.)

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Crying Pikachu from Pokemon: The First Movie
Huge amounts of personal information has been stolen (Nintendo/The Pokemon Company)

The developers behind Pokémon are victims of a ‘teraleak’ scale hack, which has leaked detail of new games, the Nintendo Switch 2, and employee data.

Pokémon developer Game Freak has become the latest studio to be severely impacted by hackers, following recent attacks at Insomniac and Rockstar Games.

Over the weekend, internal information from the company began to emerge online, including plans for several unannounced games, source code for past titles like HeartGold and SoulSilver, internal meeting notes, and prototypes of cancelled pokémon.

Game Freak acknowledged the leak in a statement on Sunday, confirming over 2,500 personal data items of former, current, and contract employees had been stolen from the company, after a ‘third party’ gained ‘unauthorised access’ to the developer’s servers in August 2024.

The studio apologised to staff and said it would contact those affected individually. In the statement, Game Freak insisted that it has since ‘rebuilt’ the server and is strengthening its security measures to prevent any future attack.

While Game Freak acknowledged the stolen information of employees, including names and contact information, it didn’t make any reference to other files which have made their way online.

The data breach has been described as a ‘teraleak’ by Pokémon fan accounts, but the information itself, in regards to unannounced projects, doesn’t appear to be as revealing as other recent hacks – although may be discovered as fans wade through all the data.

It’s important to note, however, that plans often change and it’s common for unannounced projects to be shelved partway through development, so many of the titles mentioned may never have been destined for release anyway.

According to the leaks, a ‘Splatoon-like’ multiplayer Pokémon game is in development from Game Freak and ILCA, the team behind Brilliant Diamond and Shining Pearl.

Details around the tenth generation Pokémon games, codenamed Gaia, have also seemingly emerged. The games, labelled ‘K’ and N’ in Japanese, are said to be in development for the Nintendo Switch and the Switch 2, which appears to have the codename ‘Ounce’.

Outside of games, plans for a new animated Pokémon movie set in Kanto (setting of the very first Pokémon game) have been discovered, along with a several anime shows and a live action Netflix series.

A Detective Pikachu sequel titled The Great Detective Pikachu has also apparently been in development since 2021, but it’s unclear if it’s been cancelled or not.

The only future Pokémon game we officially know about is Pokémon Legends: Z-A, a successor to Pokémon Legends: Arceus. It’s set to come out sometime next year but, according to the leak, the game was originally planned for 2024.

As announced in its reveal trailer, Pokémon Legends: Z-A is set in Lumiose City, first introduced in Pokémon X and Y, and will see the return of Mega Evolutions.

While the sheer amount of information and images (which we won’t share here) makes it easy for people to make up additional details, it’s clear that a considerable amount of information has been stolen.

Game Freak is one of the three companies with a stake in the Pokémon franchise, alongside Nintendo and Creatures, Inc. They don’t exclusively make Pokémon games though and do occasionally make other, smaller scale original titles, like Giga Wrecker Alt.

Pokemon Scarlet and Violet starters
The last mainline game was PokemoN Scarlet and Violet (Nintendo)

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Dungeons & Dragons 2024 Dungeon Master's Guide
It’s a big month for Dungeons & Dragons (Wizards of the Coast)

GameCentral takes a look at the best new tabletop games of the season, including the 2024 D&D Dungeon Master’s Guide and a Discworld RPG.

Spooky season is upon us once again, as proven by the wealth of horror video games hitting the shelves at the moment, from the Silent Hill 2 and Until Dawn remakes to movie tie-in A Quiet Place: The Road Ahead, retro style frightener Fear The Spotlight, and the very promising-looking Slitterhead. But there’s also plenty of new tabletop games out right now, all with a suitably horrific tone.

If you’re looking to add some eerie fun to your tabletop collection, we’ve rounded up the top new Halloween board games for 2024, including innovative twists on classic horror themes and fresh, spine-chilling mechanics.

From battling across the dinning room table, at the head of your own rat army, to navigating a house of horrors, and fighting each other with feisty Mexican food, there’s something for every group, age, and budget.

Zombie Burritos

Throw Throw Burrito was a staple Saturday night drinking game in my house, until my ferrets got an appetite for foam. Talking of appetites, Zombie Burrito has the same frenetic mechanics as the first game but now you have a meat shield card to protect yourself from the undead!

In this new, fleshy revamp you and your friends are split into teams of zombies or survivors. You need to speedily rifle through your deck of cards to collect sets of three matching cards, with some providing special abilities to the survivors, others benefiting the zombies, and some triggering intense battles between each side.

During the battles, players throw their squishy burritos to try and hit their opponents across the table; get hit with a burrito and you’re out of the battle. The first team to win three battles wins the game!

Out now – RRP £24.99

Horrified: World Of Monsters box
Horribly good fun (Ravensburger)

Horrified: World Of Monsters

In this fourth instalment of the Horrified series, the game mechanics have changed and now instead of being humans battling monsters, players are now monsters as well. But good monsters! Horrified: World Of Monsters is a standalone co-operative game and you move around the locations on the board solving puzzles to defeat bad monsters. My favourites of the hero monsters are the Guardian Robot and the Buccaneer Skeleton.

The roster of bad guys includes a reclusive Yeti with avalanche powers trying to rescue its children, the ravenous Chinese vampire Jiangshi, the riddling Sphinx, and the most infamous of the old gods: Cthulhu. Each monster presents a unique challenge, such as finding Jiangshi’s moon shrine and building a coin sword – the only weapon that will defeat him. You can face them individually or in combination, with players’ pooling their unique skills to solve puzzles inspired by the monster’s individual lore.

I loved the new mechanic of the multi-phase Cthulhu boss battle, where the Old God rises from his void in the middle of the board and must be manacled by special items, so he doesn’t disappear. For fans of this board game series, you can now mix and match monsters with those in the last game, Horrified: Greek Monsters, such as Medusa and the Minotaur, which makes for a Halloween-tastic monster mash up. There’s even a Krampus limited figure available at certain retailers, for those who are already in the Christmas spirt!

Out now – RRP £39.99

Dungeons & Dragons 2024 Dungeon Master’s Guide

Want to design your own fright night? Consider volunteering as the Dungeon Master for a nightmarish campaign at your local D&D club. This couldn’t be easier with the upcoming revamp of the Dungeon Master’s Guide. Touted as the Dungeon Master’s best friend, it’s now much more intuitive and includes some handy real-world examples of common pitfalls for novice Dungeon Masters, along with suggestions for how to keep your party on track and make sure everyone’s having fun.

This chunky tome is a toolbox with new adventure hooks and maps you can personalise to set your players up for success (or death?). This is the first Dungeon Master’s Guide to include a full campaign setting, with an exclusive prewritten adventure situated in Greyhawk – which is the very first D&D setting designed by creator Gary Gygax and a perfect way to celebrate the 50th anniversary of D&D.

This is the first new Dungeon Master’s Guide in 10 years and includes 15 new, ready-to-use, reusable maps for homebrew adventures, plus more than 300 new and improved treasures and magical items. This is shaping up to be the definitive contemporary guide to how you design and play within fantasy worlds.

Out Now – RRP £59.99

Nocturne

My bank account is still trying to recover from the recent release of Bloomburrow, the cosy cute animal offering from Magic: The Gathering. If you want something similarly stunning, and just as competitive, in board game form Nocturne is perfect for you. You play as a fox mystic, such as Abigail Bushtail or Sage Mistpaw, casting different value magic spells to collect an assortment of enchanted baubles – such as firebird feathers, creature skulls, glowing mushrooms, mysterious eggs, and rare herbs – which will award you the most points and win the game.

You compete against rival mystics and their differently-valued spells, as each turn sees you try and place adjacent higher value spells than the last player. If your spell casting comes up short, you can always make an offering to the forest sprites – magical mice that have their own cache of treasures they may share with you, giving you further options to expand your collection.

One night and two rounds with twilight and moonlight goals, along with concoction cards and special player abilities in each game, provide great variety, so that no two games of Nocturne play out the same.

Out now RRP £39.99

Magic: The Gathering – Duskmourn

The must-have Magic: The Gathering cards this Halloween are the Bride Of Chucky ones from the Chucky Secret Lair set. But if they sell out (as Secret Lair drops tend to do) you can always pay a visit to the house of horror that is Duskmourn. Build your deck and enter the giant haunted mansion ruled by the demonic Valgavoth; after you enter, you’re trapped within the walls and the only way out is getting competitive with your card skills.

Why even enter this hellish house? You’re searching for Nashi, the son of the Planeswalker Tamiyo, who has vanished through a diabolical door and there’s only one clue to his whereabouts: a glitchy, warped recording of a new world full of terrors. Watch out for cards featuring Glitch Ghosts and also some cool looking ‘Double Exposure’ artwork that made me come across all The Evil Within.

Creepy Cards to look out for include Marvin, Murderous Mimic, and Meathook Massacre II, making this a must have for Halloween. Plus, you can splash out on the CRT TV styled Nightmare Bundle box, if you’ve got some leftover creepy cash.

Out now – pre-release pack RRP £42.45, booster packs around £4

Vizzik Skour, Prophet of the Horned Rat model
Vizzik Skour, Prophet of the Horned Rat – that’s a big rodent (Warhammer)

Warhammer Battletome: Skaven

There was a collective roar of approval this month from tabletop fans, as Twitch added the new category Miniatures and Models to its roster of livestreams. Now if you’ve already hacked and slashed your way through Space Marine 2 you can sit sedately and watch people paint Skaven instead. It’s the first time these whisker twitchers have shown up in Age of Sigmar and they are looking to cause some problems as the new agents of Chaos.

The new Skaven Battletome and Warscroll cards offer roles for the impressive new roster of models, such as the humongous Vizzik Skour, Prophet of the Horned Rat – who has a Death Frenzy Prayer which subtracts from an enemy’s attack.

There’s also Skrye Units with Warpspark Weapons that are almost guaranteed to win against those do-gooder Stormcast Eternals. Skaven deserve some good press and a makeover, and this should see them become your new favourite legacy army. Roll out the Doomwheel this Halloween.

Marvel: Crisis Protocol – Monsters Unleashed Character Pack

Take my monster money! These guys don’t come out till November but it’s Halloween all year round with all the new monsters coming to Marvel: Crisis Protocol. It’s going to be hard to put away Apocalypse, who’s been wreaking havok across the tabletop in my last couple of tournaments, with his Biomorphic Arsenal attack and Only the Strong Remain healing ability. Plus, his Rejuvenation Chamber is the best bit of scenery I’ve seen this year, just don’t be stingy with the sand.

This new monster four-pack pre-order has me drooling blood, as it contains Dracula; N’Kantu, The Living Mummy; Frankenstein’s Monster; and Werewolf By Night – making for the best beastly box set of miniatures you can get your hands on this Halloween.

Werewolf By Night is great to buddy up with Dracula but rather than just acting as a minion he will slash through your opponent’s using his Pounce and Midnight Massacre abilities. Frankenstein’s Monster moves around the table surprisingly quickly for a big guy and will wallop you with his Thick Skull ability if he gets his hands on you. N’Kantu, The Living Mummy sucks your opponent’s life away with his Captured Soul Tokens, which fuel his big attack special card Service to Anubis.

Dracula wields the unholy powers of vampirism to transform into the creatures of darkness, such as a bat, a wolf or just evaporate into mist, all of which give him unique abilities. His Blood Feast and Ancestral Blade make him the star of this box.

If you’re feeling rich, the Tomb of Dracula Terrain Pack thematic terrain pack can also double as the centrepiece of your Halloween party. Featuring Dracula’s Tomb, a cutaway of the iconic gothic castle, it’s reminiscent of classic movies and a must-have for those keen on the upcoming remake of Nosferatu, coming to cinemas this Christmas.

Out 8th November – RRP £59.99

Disney Lorcana: Ursula's Return Set 4 - Deep Trouble Illumineers Quest
OK, this one is only mildly horrific (Ravensburger)

Disney Lorcana: Ursula’s Return Set 4 – Deep Trouble Illumineers Quest

Ravensburger are really spoiling us with the fast and furious release schedule for Lorcana, which has stretched and shaped the trading card game since its launch last August, and with Ursula’s Return, you have a whole new way to engage with it.

The unique new Ursula card is on the big size, just like the lady herself, and she also has her own gold-backed deck with three different difficulty options. I would have loved this to also include a playmat, given the hefty price tag, but there is a gold-wrapped treasure pack – the ‘crowning’ card of this deck for you to open once you defeat Ursula.

Deep Trouble gives you a new challenge and an excellent way for single-players to access Lorcana, while also being a stunning-looking spooky gift for any tabletop enthusiast.

Out now – RRP £54.99

Survive The Island!

Unlike Lorcana, there’s no Moana to save you in Survive the Island, only plenty of kaiju, sea serpents, and sharks. The elements are against you too, as you try and escape with as many survivors as possible before the island’s three volcanoes erupt. A rework of the awesome Survive: Escape From Atlantis board game, that came out 30 odd years ago, I loved this updated new game. Who needs Indiana Jones video games when you can play as a treasure hunter on your tabletop, wearing a suspiciously similar hat.

Each player has a team of 10 adventurers, carrying varying amounts of treasure which you need to get across the water to a safe beach. The more treasure they carry, the more points you earn at the end of the game.

Each turn, players perform three actions. First, they move their adventurers closer to safety; then select a tile to remove, revealing either a dangerous creature or a powerful special ability; and finally, they activate one of the monsters on the board, who can protect you or attack other players and scupper their boats.

Out now – RRP £28.99

Terry Pratchett’s Discworld RPG: Adventures In Ankh-Morpork

If you like absurd, rather than scary, fantasy adventures this pun-filled tabletop adventure for Discworld will be right up your Ankh-Morpork Street. The designers of this role-playing game have honoured the wit, tone, and fabric of Terry Pratchett’s writing to a T, with ridiculous plans underpinned by wicked wordplay and fourth wall-breaking footnotes.

The bespoke Narrativium role-playing system is based on polyhedral dice and built specifically for Discworld, allowing the game to be centred around words and storytelling rather than numbers. It’s paired with some familiar, highly detailed pencil sketches that are highly reminiscent of the books.

The lack of hard stats and reliance on traits allows you, with some arm twisting of your Dungeon Master, to craft a complex but not necessarily mentally stable character. The cost varies on your pledge level, from £40 to £350, with the Kickstarter due to launch on 15th October until 7th November.

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Gamers beneath a PS5 sign
Do you like to be counted as a gamer (Credits: Rodrigo Reyes Marin/ZUMA Press W)

The Monday letters page is frustrated that it can’t find a boxed copy of Silent Hill 2 anywhere in the UK, as one reader looks forward to Alien Isolation 3.

To join in with the discussions yourself email gamecentral@metro.co.uk

Normal people
Just want to say I really enjoyed reading the article from Rolo this weekend and echo fully its sentiments, to the point that I also would never admit to being a gamer for fear of being labelled some kind of poisonous loser.

I’d feel fairly sure that the majority of gamers are good, decent people who never get involved in anything remotely negative. However, there are clearly a large minority who deflect their own personal shortcomings onto others in horrible ways.

One of the reasons I enjoy GameCentral so much is it seems much more reflective of what being an ordinary/normal gamer should be. So, thank you to Rolo and the entire GameCentral community for existing – I look forward to many more years to come.
Chris in Belfast

Gradual improvement
Totally agree with the Reader’s Feature about Alien Isolation 2. The original is amazing, but it’s also got plenty of room for improvement and I find that exciting, because if the first one can be so good while being so ‘flawed’ then just imagine what a better sequel could mean?

Betters story/pacing and more variety are the obvious things to change and I do assume they’ll put more action into it. Getting that balance right is going to be the most difficult thing but if they don’t get it right… all the more excuse for Alien Isolation 3!

There are plenty of pointless sequels in this world but as has been said about remakes. The best reason to do another one is if the first didn’t fulfil its potential. The ultimate Alien game still hasn’t been made but hopefully we can get closer each time.
Danson

Strange generation
I realise Until Dawn was never going to be the biggest game of the year or anything, but it is incredible that mere months after Concord, Sony has somehow managed to outdo it in terms of making an even bigger flop. Just what is going on over there?

The thing that gets me is that they don’t seem to care. They didn’t react when Concord flopped, they didn’t react when Astro Bot got great reviews, and I bet they don’t do anything about Until Dawn either. They seem completely indifferent to anything that happens and anything anyone says about them.

They’re either supremely confident or supremely oblivious to the dangers. What a completely bizarre generation this has been.
Endesco

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Say no more
Why is it that Microsoft seems so keen to cultivate a reputation for telling untruths? I’m sure we all remember when Phil Spencer insisted, in rather patronising tones, that Starfield and Indiana Jones absolutely wouldn’t be going multiformat, implying that to suggest so was ridiculous. Then a few months later… Indiana Jones announced for PlayStation 5.

If these stories about stopping Xbox sales in the Middle East aren’t true then Microsoft did nothing to help with their statement, which barely even addressed the rumours, let alone denied them. If they’d said nothing and they ended up stopping sales then nobody would’ve said anything extra, now when it happens they’re all going to ask why did Microsoft lie?

Where’s the benefit in acting like this? I’ve seen people use this saying in regard to Microsoft before but, ‘Better to remain silent and be thought a fool than to speak and remove all doubt.’ Sony’s silence might be infuriating but at least they understand that much.
Palance

The collection
I have been a retro gamer for a long time and I have been collecting games and consoles. I have collected quite a lot of impressive games and consoles and have these all shown on a video.

I hope that this collection will bring back a lot of great memories for everyone and it will be refreshing to see some classic titles showing up, as well as a good amount of retro consoles.
gaz be rotten (gamertag)

The new norm
I, along with several others in this community feared the digital future, in regard to physical discs, and this weekend I’ve really seen how bad it is!

I don’t buy many games early on release due to backlog/this generation’s struggles in consistent output of quality. But when I do, I clock them ASAP and trade/sell them. Platinumed Astro Bot the other week for example and for what CeX gave me, it basically cost me £18. Bargain. Hoped to do the same with Silent Hill 2 but cannot find a copy anywhere both in-store/online for love nor money this entire weekend and it’s really annoyed me! Genuinely been like chasing the holy grail!

From searching on Twitter, it seems to be a common problem in UK/Europe, with copies scarce everywhere. Amazon sold out, GAME don’t even have it listed on their website. Base, HMV, Argos, Currys, Smyths, ShopTo, Game Collection, SimplyGames – all no. Perhaps Konami didn’t think it would be as successful or review as well as it has been?

I know I could pay £60 to have it right now but I really won’t play it again after completion and find it crazy digital games aren’t cheaper, as that would entice me. Dreading next gen, when this might be the norm.
Lizardpudlian

Long wait
I like to buy my PlayStation 5 games on disc, so I have some resale value once I complete it (also discs seem to be £10-£20 cheaper than the digital versions!). The last few games I’ve bought I’ve had to wait up to three days after release for the delivery to arrive. Does anyone have any recommendations for websites that offer release day deliveries?

Hopefully I’ll be playing medieval fantasy Persona [aka Metaphor: ReFantazio – GC] by 10pm on Saturday, according to the Amazon delivery advisory.
Tommyfatfingers

Welcome return
Totally loving the Silent Hill 2 development success. The fact that the remake looks so good and expanded some of the gameplay and gaming moments is something my younger self would never have thought would need to happen, as the original was so perfect!

The descent from the Historical Society, down and down, has always stuck in my mind and is hands down one of the greatest moments in gaming history. The hotel and its dark rooms full of disturbing scenes, with environmental details of degradation and the stench of fear and death was incredible! Imagining all this in updated graphics is quite incredible.

I always liked the cut scenes of the original but in so many remakes, like Final Fantasy 7 and Resident Evil 2, plus Resi 4, the extended scenes are quite insightful and make a great game even better. But I also agree that you don’t want to overdo the length for the sake of it.

I can definitely see Final Fantasy 7 Rebirth would annoy some people, for having hours and hours of extended scenarios and new scenarios, including mini-games. I was okay with this, as I love that world, but I know it’s not everyone’s cup of tea. So, basically, flesh out the game with respect and not because it’s to make it longer but in an un-fun type of way.

So definitely will be getting my hands on the game at some point and when my current game list is completed I’ll return again to the mist-filled streets of Silent Hill.
Alucard

Inbox also-rans
I for one will be very surprised if the remakes of Metal Gear and Splinter Cell do well. I don’t think younger gamers are interested and I don’t think they really have that many hardcore fans to make them hits.
Scuit

Very pleased to see that Metaphor: ReFantazio seems to have been a hit. I’m kind of surprised as I didn’t think there’d been much advertising, but it seems people are willing to give it a chance on the back of Persona. Who said making new IP was hard?
Goalie

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The small print
New Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers’ letters are used on merit and may be edited for length and content.

You can also submit your own 500 to 600-word Reader’s Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot.

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