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Interview With Sierra On-Line Founders Ken & Roberta Williams

In 1979 husband-and-wife team Ken & Roberta Williams founded a small company that would later become known as Sierra, and which would play an enormous role in the development of some of the most beloved video games series of all time.

With Ken overseeing business operations Roberta spent the 1980s helping create adventure game classics like King’s Quest, and by the early 90’s Sierra had become a PC gaming powerhouse on the back of hits like Police Quest, Leisure Suit Larry and Space Quest. But by the late 90’s—with their company sold under controversial circumstances—the pair walked away from games development, and aside from a few side projects have spent the next 20+ years away from the industry they’d played such a crucial role in establishing.

Until now. Earlier this year, it was announced that the pair—working together once more at a studio called Cygnus Entertainment, where Ken is Managing Partner and Roberta serves as Lead Creative Director (the couple are also co-owners)—were developing a modern remake of Colossal Cave Adventure.

That game, one of the most important ever made (it’s in the Hall of Fame!), was first released in 1976, and would go on to not just be a huge success in its own right, but would help inspire other titles like Zork and Adventure, as well as Sierra’s own Mystery House, which in 1980 became the world’s first ever graphical adventure game. It’s not a stretch, then, to say that Colossal Cave Adventure helped lay the groundwork for…the entire fields of narrative and adventuring video games as we know them.

Ken and Roberta’s take on the game leaves text input behind, however, opting to rebuild Colossal Cave Adventure in a 3D world, which can be played either on a regular PC or via a VR headset. You can see a trailer for the game below, which helpfully includes a little history lesson on the pair (and Colossal Cave Adventure) for anyone who needs to get up to speed:

Colossal Cave 3d Adventure – Reimagined by Roberta Williams

With the game due later this year—it’s currently on schedule for a Fall release on PC, Mac and Quest 2 for VR—I got the chance recently to chat with both Roberta and Ken, not just about Colossal Cave Adventure but on their past in video games, and their thoughts on how the medium has changed in the 40 years since they first started working together.

Luke Plunkett (Kotaku): As someone who grew up playing Quest For Glory and Police Quest it’s wild I’m getting to talk to you about a new video game in 2022, how long has it been exactly since you both worked on a game together?

Ken Williams: That’s a complicated question! Depending on how you look at it, Roberta and I haven’t worked on a game together since 1979! I ran the company while she shipped all of her hits, but other than occasionally being involved in decisions that affected her products, I didn’t really work directly with her.

We’ve been working together now on the Colossal Cave project for around a year and eight months. It has been a bit of a challenge for us to work so closely together. We’re each accustomed to being the final decision maker on everything we touch. We’ve mapped out territories where I make the decisions (implementation, finance, marketing) and where she makes the decisions (game design, art). Those seem like disconnected domains, but there has been plenty of overlap and strong discussion. We’re both highly opinionated people; each convinced we are never wrong.

Roberta Williams: Well, we didn’t even start working on Mystery House until the beginning of 1980. I know it was after Christmas of ‘79, so it would have been in January, at the earliest, of 1980. Mystery House shipped in May of 1980. In fact, we always said it was May 5th, and that was our anniversary. For years we had a big wonderful company party on May 5th, for eight years at least, to commemorate the anniversary of Sierra starting as a company, with the launch date of Mystery House.

After Mystery House, there was Wizard and The Princess second, and I think the last one we did together was Mission Asteroid. So that would have been 1981/1982, the last time we worked together on a game without other people.

My memory is better.

Luke: So much about game development has changed over the years, what has been the biggest surprise—and challenge—you’ve run into so far making a new game for modern hardware?

Ken: The competition is much more challenging. There are tens of thousands of great game developers. The market is larger, but building a competitive product is not easy. That said, overall, game development is infinitely easier. There are amazing game engines that give a huge head start in development and a multitude of assets that can be purchased inexpensively for a game.

The biggest surprise is how we’ve managed to assemble a large team that works closely together, all day, every day, and yet we are scattered all over the world.

Roberta: I’m not the designer, and this is not an original game. I call myself the transmuter. I am taking an old historical adventure game, arguably the first adventure computer game in existence, and bringing it into the modern era. Colossal Cave was not originally designed for VR or modern platforms. As the transmuter I have decided to think about how it will play and feel for today’s platforms. I worked to keep the original game’s feeling and design and bring it to the modern world. In honoring the original game, I tried to retain the feeling of wonder I had when I first played it. It wouldn’t have felt right to take this beautiful historic game and mess with it too much.

It’s a great game with an elegant design. If someone likes a challenge, wants to be challenged, and enjoys something different, I think they will love our game if they are willing to try it.

Luke: Many of your previous games had a very “hands-on” feel to them, making the player methodically complete tasks, or follow strict orders. What’s it like developing a game that almost literally allows the player to go hands-on (via VR) instead?

Ken: The truth about VR is that it wasn’t initially in the plan. Marcus, who started the project with me, and handled the art, convinced me to target VR. It wasn’t that I didn’t believe in VR; I just thought it was a bigger challenge than we could handle. Colossal Cave is Roberta’s and my first project in a very long time. Many projects fall apart or are never finished because they bit off more than they could chew. The bar is high for any game that Roberta and I do because our old fans have high expectations, and we do not want to disappoint. We also need to deliver amazing quality, or the game will not be worth playing. That’s a lot of pressure. I worried that VR would be a step too far, and we couldn’t do it. But, to the team’s credit, we’ve not only done it but also done some very cool innovations that I think will surprise and delight players.

We are remaking a game designed nearly 50 years ago and are trying to respect the original design. The Colossal Cave adventure game created a genre that has survived to this day, and the game is still recognized because it was an awesome design. There are design elements in it that make me wish I could go back in time and insist that every game designer at Sierra study this game. Our challenge has been keeping the original game’s soul but translating it to modern technology. It’s like adapting a book to a movie, but not completely. Movies tend to be abridged versions of books. We are capturing 100% of the original text game but completely reinventing it and expanding on it without changing it. That will make a lot more sense when you play the game.

Luke: While you’ve been away from the industry, how closely did you follow it, if at all? Do you see any appreciation or legacy for your own works in the games of today, or hear from developers about your influence on their works?

Ken: I have followed the industry over the years. However, we managed to get a second 15 minutes of fame as world cruisers, which required our full attention. We compare ourselves to Rip Van Winkle. It’s like we awakened nearly 30 years later to a very different world. That said, besides the industry being bigger, less has changed than one might imagine, and we’re excited to be back.

Roberta: I have been following the industry to a certain extent. I see the appreciation for my games all the time and have for years. It has amazed me how much appreciation there is. In fact, I’m surprised how it has continued. I noticed even more so in the last 4 to 5 years, especially with the pandemic. As the pandemic and lockdowns started, the attention that Ken and I were getting about our old games increased. Part of it could be driven by Ken’s release of his book. I’m sure that had something to do with it, but I have always received a lot of calls and requests for interviews. I’ve been known for my reputation of turning them down. That is related to when Ken and I sold the company. Ken’s book explains my hesitancy about doing interviews and being hard to get. You know, a little coy. I have been coming around more in the last 4 or 5 years to being eager to do interviews again. I’m not exactly sure why, but there has been a new interest. I do want to say that I have been appreciative, humbled, honored, and kind of sorry that I haven’t been as responsive for too long.

Luke: Has returning to games development rekindled any of your old passion for the field? Would you consider working on more games after this? Perhaps even sequels or conversions of your classics?

Ken: We’re waiting to see how people like this game before deciding what comes next. We’re also paying attention to what happens with the Activision-Microsoft merger. If that deal comes together, it is possible that Microsoft will feel differently about the old Sierra series than Activision did. If Roberta could do King’s Quest 9 or another Laura Bow game, that could be very interesting. Personally, I was always in love with multiplayer games. Remember The Sierra Network? But like I said, we’re deliberately not thinking that far ahead. We have a game to ship, and it HAS to be a winner. We’re working HARD on this game.

Roberta: For some reason, in the last couple of years, I have been showing more interest in Sierra On-Line and my old games, and I’ve been curious about why the interest in our games is ongoing. Whatever kept me from wanting to be a part of the industry had changed. After Ken wrote his book, he needed a new project. It was January/February of 2021, and we were sitting out on our terrace in the desert of California having coffee. He mentioned that he needed a new project. I remember thinking about that for some time. I went to bed later that night, and suddenly I was lying there in bed, and that conversation popped into my head. I kept thinking about it, and for some reason, my mind returned to Colossal Cave. I thought to myself that it would be an interesting project for Ken. I knew he had been looking at Unity and programming for the past month. He was looking at creating a game as a project, and then I thought of Colossal Cave. I said, “Have you thought about maybe doing Colossal Cave and bringing that to graphics?” “I know you’re studying Unity, and it can be 3D and an adventure game.” I saw his eyes flash with interest. A few hours later, Ken talked to Don Woods, and we got his blessing.

We don’t have the rights to any of the sequels or old Sierra On-Line products. When we sold our company, we sold the rights to our games. Right now, Activision owns all of the rights. That doesn’t mean that Ken and I couldn’t go to Activision to say that I would like to work on a new Kings Quest or Laura Bow mystery. We probably could make a deal with them and do that, but I think of my previous games. Most games I have worked on have been of my design, and I’ve been able to do it the way I wanted and to make the decisions myself. I was able to keep the game very much in my vision. I like it that way. I like having the freedom and the authorization to be able to do that. The couple of times I had created a game for somebody else was for Disney and The Jim Henson Company. The games, The Black Cauldron and The Dark Crystal, were great, and they turned out fine, but I felt a little constrained. If I had to go to Activision to make another game, it would feel similar to those experiences. As to creating a new original game of my design, my answer is it depends on how well Colossal Cave sells.

Luke: What’s the thing that impresses you most about modern video games? And conversely is there anything about modern games you find frustrating?

Ken: I’m not a game designer, so I tend to focus on the technology, the marketing, and the economic side of things with gaming. I am highly impressed by the capabilities of VR in modern games and how it truly feels fully immersive once you put on a headset.

Another thing I find interesting on the business side is the evolution of subscription-based business models. Sierra pioneered the idea of a subscription-based online games network. So it is impressive to see each major company’s interpretation of a subscription-based service model (GamePass, PS Plus Premium, Nintendo Switch Online).

Roberta: I think the graphics are the biggest thing going for games today. The graphics have just gotten leaps and bounds better, of course. That is very impressive to me, as well as the music, sound effects, the speed of the systems, and being able to run them. So all that, all the wiz-bang and all the beauty are wonderful.

As to what I don’t like, it just seems to me that I don’t see a lot of originality anymore. It seems that there are a lot of the same games. They just make the same kind of game but bigger and more complex. I don’t see as much originality, but I could be wrong. I don’t watch walkthroughs or Twitch streams. So my answer could be completely off base. I played Colossal Cave way back at the beginning, which got me started in this business. I loved it, and I gravitated to adventure games. That’s been my go-to ever since. I’ll look at other games and go, “Oh, that looks nice, that looks great,” and I understand a good game when I see one. Ken and I, basically together, decided which games we wanted to publish. Even though something may not be my game, I knew it was good.

Luke: Have you spoken with the game’s original creator William Crowther about your project?

Ken: Nope. I would love to. I tried to reach him but couldn’t. I did speak with Don Woods. Don was polite and encouraging but also seemed kind of burnt out on people talking to him about the game. I think that when we spoke, he didn’t really think I’d deliver on building a product. I do hope that he and Will Crowther will play this game someday. Roberta and I owe our success to them, and a large reason for doing this game is to honor them. We are treating the game with the utmost respect and want our version of the game to bring another fifty years of life to their creation.

Roberta: No, Ken nor I have talked to Will Crowther. Ken spoke to Don Woods. I asked Ken, “Did Don Woods even know who you were or who I was?” He said, “You know he didn’t seem like he knew or even cared.” Ken got the impression that he had gone on to other things and probably didn’t even know why we had such an interest in Colossal Cave. I could be wrong on that. I think it would be fun if somebody in the media could try to get a hold of them. Ask them why your game has had such endurance and longevity and has maintained such an interest among people after all these years. There are 180 iterations of Colossal Cave that different people have done in different ways. I still think that having somebody talk to them and ask them about their game, what they think of it now, and what they think of us doing what we’re doing with it would be interesting.

Luke: You could argue that VR is still a bit niche in terms of the overall PC gaming market; have you designed CCA with the ability to also play it on a regular PC, or do you hope this spurs some folks to adopt a headset?

Ken: We’re building the game for both PC and VR, as well as for other platforms that we aren’t ready to talk about yet. It depends on the day you ask me which version of the game I think is better. When I’m working on the PC version, I love it, but then when I put on the headset and enter the cave, I am totally blown away. It’s tough to go back to the PC version for a day, and then I love the PC version again. Both are turning out far better than I ever would have expected.

Roberta: Well, both! We did not start designing it specifically for Quest 2 or virtual reality with a headset. Ken started on this game before me. I gave him the idea, but at the beginning, I didn’t want to be too much of a part of it. I would say, “Oh, I’ll look over your shoulder and make a few suggestions.” However, I changed my mind, jumped in, and joined the project.

It was initially going to be developed for the PC audience as a 3D game, but not with the headset. Now we’re working to put it on as many platforms as possible. It’s going to be out there, we hope, in many ways, on many platforms.

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Sonic Frontiers ‘Open Zone’ Sounds Like Every Open World Game

Screenshot: Sega

Morio Kishimoto, longtime Sonic Team dev and director of Sonic Frontiers, recently did his best to clarify what Sega means when it hypes up the game’s “open zone” mechanics. But his explanation seems to confirm the phrase is just a trumped-up marketing term rather than some sort of indication that Frontiers is substantially different from other sandbox games.

“Our Open Zone is a world map, only we’ve made it entirely playable,” Kishimoto told IGN. “A playable world map that includes stage-like elements is something that hasn’t really been done before, so we had to come up with a new name. What is often defined as a World in other level-based platformers is called a Zone in Sonic games, so we took that and combined it with Open, which refers to a freely explorable field.”

All due respect, Kishimoto, but you literally just described an open world.

If anything, what Sonic Frontiers is apparently all about sounds like a direct correlation with the design of Bowser’s Fury, the excellent expansion bundled with Super Mario 3D World on Switch. Although Bowser’s Fury scattered traditional Mario levels across a large map, it was still very much a seamless, open-world game at heart. And it seems, at least to me, like Sonic Frontiers is trying for the exact same thing.

“The Open Zone stands central in Sonic Frontiers’ gameplay, and the game’s levels exist as elements within this area,” Kishimoto said. “From grind rails to platform objects, loops and so on, the Open Zone is packed with the athletic action we love in Sonic games.”

I’m fine with folks describing their games in whatever way they feel is most appropriate, just to be clear. Language, especially language pertaining to game design, is constantly evolving. Most “roguelikes” these days have very little in common with 1980’s Rogue, but I immediately understand what someone is getting at when they use the term despite it being somewhat divorced from its original meaning. Same with terms like “Metroidvania” and “immersive sim,” for that matter.

I guess it’s just Kishimoto’s insistence that Sonic Frontiers is an entirely different thing that strikes me as funny.

“The [world map] system has been used by countless platformers since [Super Mario Bros. 3], even to this day,” Kishimoto said. “A true evolution of this structure is what we see as the essence of Sonic Frontiers’ field. We wanted to provide a next-gen, level-based platforming experience. But how do we evolve a level-based platformer like Sonic into this new Open Zone? That’s what Sonic Frontiers is all about.”

Of course, no one asked Kishimoto to explain all that jargon or even nail down what truly sets Sonic Frontier’s “open zone” apart from an “open world” game during this recent media blitz. Kotaku contacted Sega for more information but didn’t hear back immediately.

Sonic Frontiers is scheduled for a late 2022 launch on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Switch, and PC. It looks bland and apparently the gameplay doesn’t inspire any confidence either, but Sega is committed to not delaying its release despite the largely negative feedback.

 

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15 Incredible PC Indie Games To Slam On Your Steam Wishlist

Screenshot: ColePowered Games

“…no, you can have some water in the afternoon if you’re quiet.” I’m sorry, you’ve caught me just cramming the last of the Kotaku team in the Holiday Closet. As they rest and recuperate in tangled proximity, I have control of the site, and as such can write about indie games no one’s heard of yet. And use proper words like “cupboard” instead of “closet,” whatever those are.

Below is a randomly selected batch of forthcoming indie games, from the hundreds emailed in to me over the weekend. Unless otherwise stated, I’ve not played them, and so don’t vouch for them at all. But goodness me, look what a fantastic mix of intriguing ideas are coming up. Make sure to stick anything you like the look of on your Steam wishlist—this is one of the most practical ways you can support these games before their release.

I’ve made this a slideshow because it seems the nicest way to present them, rather than an over-long list. No whining.

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Nintendo Sends Copyright Strikes To YouTube Music Channel

Photo: Nintendo / Kotaku

A YouTube channel that uploads video game soundtracks has reportedly been sent over 1300 copyright blocks in one day. This news isn’t shocking if you know Nintendo’s track record when it comes to fan creations and communities, but it’s still a frustrating situation as much of the music that is removed from YouTube is still not streamable on services like Spotify.

Yesterday morning, YouTuber GilvaSunner posted a tweet explaining that Nintendo had sent them and their channel over 1300 “copyright blocks.” The channel, which is extremely popular, uploads full video game soundtracks, letting fans easily listen to their favorite Kirby or Mario track via YouTube.

After all the copyright blocks went through and the dust settled, GilvaSunner shared a list of all the soundtracks that Nintendo had targeted and blocked from the site. It’s a long list.

  • The Legend of Zelda: A Link to the Past
  • The Legend of Zelda: Twilight Princess
  • The Legend of Zelda: Skyward Sword
  • Super Smash Bros Melee
  • Super Smash Bros Brawl
  • Yoshi’s Island
  • Super Mario Land
  • Super Mario Galaxy
  • Super Mario World
  • New Super Mario Bros
  • Mario & Luigi: Dream Team
  • Mario 3D World
  • Luigi’s Mansion
  • Mario & Luigi: Bowser’s Inside Story
  • Kid Icarus Uprising
  • Kirby’s Dream Land

According to GilvaSunner their videos aren’t monetized and they don’t profit off them, yet Nintendo still decided to block hundreds of videos.

Kotaku has contacted Nintendo about the copyright blocks and if the company has any plans to release its music on streaming services.

This isn’t the first time GilvaSunner has run afoul of Nintendo. Back in 2019, the same YouTuber was sent numerous copyright claims from Nintendo over other video game soundtrack uploads. And throughout 2020, GilvaSunner continued to receive copyright blocks from Nintendo.

“I’m also not angry or surprised that Nintendo is doing this, but I do think it’s a bit disappointing there is hardly an alternative,” explained GilvaSunner in a tweet thread from 2020. “If Nintendo thinks this is what needs to be done (to set an example), I will let them take down the channel. It is their content after all.”

While it is true that Nintendo is legally clear to strike down video uploads of their copyrighted content, it continues to be disappointing that the company doesn’t wish to work with fans or its community of players to offer them more ways to enjoy the great music from past Nintendo titles. Though considering how quick the company is to shut down any fan game or mod, it’s unlikely Nintendo will be changing anytime soon.



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PlayStation’s Best-Selling Series Of 2021 Could Become Xbox-Exclusive

Screenshot: Activision

The NPD Group released its annual tally of gaming sales for 2021 today, pretty much at the very second Microsoft announced it would buy mega-publisher Activision Blizzard for approximately the GDP of Luxembourg. The top-selling console game for 2021 was the same as it is as it is nearly every year: the latest Call of Duty game. Uh-oh, PlayStation.

Yes, Call of Duty: Vanguard, despite only being on sale for the final two months of the year (it came out November 5), outsold everything else on PlayStation and Xbox. The second-best-selling game of 2021? Call of Duty: Black Ops: Cold War, first released in 2020. As of today—well, once the $68.7 billion deal is approved by regulators—the Call of Duty series will be a first-party intellectual property owned by Microsoft.

Obviously, that doesn’t quite spell good news for PlayStation, which could lose some of its top-selling third-party games in a wink. So far, Microsoft hasn’t specified what platforms future Activision-published games, including Call of Duty, could release on, giving Axios Gaming’s Stephen Totilo the pointedly vague statement that the company’s “games exist on a variety of platforms today, and we plan to continue supporting those communities moving forward.” Microsoft did not immediately respond to a request for comment from Kotaku.

But the company’s other recent watershed purchase could indicate what Microsoft has in store for its new financial luminaries. In 2020, when Microsoft purchased Zenimax, the parent company of Bethesda—responsible for a vast portfolio of gaming series including The Elder Scrolls, Prey, Dishonored, Fallout, and more—for a then-staggering price of $7.5 billion, it sure sounded like Xbox exclusivity was off the table and that maybe the sale was more of a boon to Microsoft’s Game Pass service than a detriment to PlayStation. Here’s what Xbox head Phil Spencer said at the time:

This deal was not done to take games away from another player base like that. Nowhere in the documentation that we put together was: ‘How do we keep other players from playing these games?’ We want more people to be able to play games, not fewer people to be able to go play games. But I’ll also say in the model—I’m just answering directly the question that you had—when I think about where people are going to be playing and the number of devices that we had, and we have xCloud and PC and Game Pass and our console base, I don’t have to go ship those games on any other platform other than the platforms that we support in order to kind of make the deal work for us. Whatever that means.

Now, it seems certain: Xbox is chasing exclusivity with those games.

The first game published under the new agreement, Arkane’s immersive sim, Deathloop, indeed honored exclusivity agreements previously in place, coming out on PlayStation 5 and PC in October. (That agreement expires after a year.) But Arkane’s next big game, the co-op vampire shooter Redfall, is Xbox- and PC-only. As is Bethesda’s forthcoming, and eagerly anticipated, Starfield, for which Bethesda bigwig Pete Hines is so very sorry.

Could the same happen to Call of Duty? It’s unclear right now, but you can’t rule it out.

Losing Call of Duty would be a meteoric impact for PlayStation’s ledger, but it isn’t the only chart-topper on the platform. According to NPD’s data, here are the top-10 best-selling games of the year across all consoles:

  1. Call of Duty: Vanguard
  2. Call of Duty: Black Ops: Cold War
  3. Madden NFL 22
  4. Pokémon Brilliant Diamond and Shining Pearl
  5. Battlefield 2042
  6. Marvel’s Spider-Man: Miles Morales
  7. Mario Kart 8
  8. Resident Evil Village
  9. MLB The Show: 21
  10. Super Mario 3D World

For PlayStation specifically…

  1. Call of Duty: Vanguard
  2. Madden NFL 22
  3. Call of Duty: Black Ops: Cold War
  4. Marvel’s Spider-Man: Miles Morales
  5. MLB The Show 21
  6. Battlefield 2042
  7. FIFA 22
  8. Ghost of Tsushima
  9. Resident Evil Village
  10. Far Cry 6

For Xbox…

  1. Call of Duty: Vanguard
  2. Call of Duty: Black Ops: Cold War
  3. Madden NFL 22
  4. Battlefield 2042
  5. Far Cry 6
  6. Forza Horizon 5
  7. Halo Infinite
  8. Assassin’s Creed Valhalla
  9. FIFA 22
  10. Call of Duty: Modern Warfare

And, finally, for Nintendo, which you’ll note almost entirely consists of first-party games…

  1. Pokémon Brilliant Diamond and Shining Pearl
  2. Mario Kart 8
  3. Super Mario 3D World
  4. Animal Crossing: New Horizons
  5. Super Smash Bros. Ultimate
  6. Monster Hunter: Rise
  7. The Legend of Zelda: Breath of the Wild
  8. Mario Party Superstars
  9. Pokémon Sword and Shield
  10. The Legend of Zelda: Skyward Sword



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What Are The Most Popular Games 2021? Resident Evil & Metroid

Image: Capcom / Nintendo / Kotaku

Resident Evil Village is a great game! It’s easily one of my favorite games of 2021. But it’s also a game that can, at times, be scary or tricky to get through. So, I was surprised to see stats showing it as the most completed video game released in 2021.

As spotted by Axios Gaming, you can see the most completed games of 2021 according to users on the site HowLongToBeat.com. This is a site that primarily tracks how long it takes various players to complete games, letting folks quickly look up how long it takes to finish a game before starting it. (I use this site a lot to help plan out what games I’ll play next, so I’m not jumping into too many big games in a row.)

According to stats from the site, here are the top five most completed games released in 2021:

1. Resident Evil Village

2. Metroid Dread

3. Ratchet & Clank: Rift Apart

4. It Takes Two

5. Super Mario 3D World + Bowser’s Fury

I find it interesting how a large chunk of the most completed games are fairly family-friendly until you reach the very top and M-rated RE Village is number one.

Another interesting bit of data is the top games that users stopped playing for whatever reason. At the top of this list are Valheim, 12 Minutes, and Loop Hero. The site also tracks the games that are sitting in the most player backlogs, so the games a lot of people want to eventually get around to beating… one day. At the top of that list is NieR Replicant ver.1.22474487139… followed by Resident Evil Village and Mass Effect Legendary Edition.

Oh and perhaps the oddest bit of data I found while digging around HowLongToBeat.com and all of its stats was the overall most completed game by all of its users.

Wanna take a guess?

Well, then I’ll ramble for a bit so you don’t see the answer right away and so you don’t accidentally see it and okay that’s enough let’s get to the answer. Portal! Yup, Valve’s first-person puzzle-platformer, and its sequel are the top two most completed games according to the site’s stats. At number three? The 2013 Tomb Raider reboot. The more you learn!

Of course, keep in mind that all of these stats—while very interesting and fun to look at—are just a small sample of the millions of people playing games every year. Still, this is a nice bit of insight into what people are playing.

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