Tag Archives: Video game characters

Resident Evil 4 Remake’s Raingate, Explained

This is the rain in question. What do you think?
Gif: Game Informer / Capcom / Kotaku

First, there was Spider-Man’s infamous Puddlegate. Then there were the not-so-watery streets of Cyberpunk 2077. Now it seems video game fans’ next watery, pre-release controversy involves the heavy rain seen in some early gameplay of the Resident Evil 4 remake. Some think it looks as bad as the awful-looking rain the GTA Trilogy remasters. Others are convinced it’s just video compression. And remember: None of them have actually played the game yet.

Rumored for some time, Resident Evil 4 was officially announced by Capcom back in June 2022. This new remake will update the game’s controls and combat, while keeping the same basic story and characters. Once again players will play as Leon as he travels to a rural part of Western Europe to save the President’s daughter and gets caught up in a whole lotta campy, horrific shenanigans. But based on newly released gameplay by Game Informer, some Resident Evil fans seem to think Leon’s biggest threat won’t be giant monsters or infected villagers, but lackluster rain.

Across Reddit and Twitter, you can find many players who think the in-game rain looks awful in the upcoming remake. While I’m not sure who was the first person to share these concerns online, they’ve quickly spread around the community. Some have even suggested the rain looks as bad as the infamously horrendous rain seen in the critically thrashed Grand Theft Auto Trilogy: Definitive Edition. That rain was so bad looking that it made the game nearly unplayable during storms and was eventually improved by the devs via a post-release patch.

Anyway, here’s the remade RE4’s rain that’s causing such a kerfuffle:

Capcom / Game Informer

I’ll fully admit that I watched this footage twice when Game Informer first posted the video and didn’t think anything of the rain. But even in the comments on YouTube, you can find people worried about how intense and distracting it is.

Kotaku has contacted Capcom about the weather in the upcoming remake.

Others think people are being too nitpicky and suggest that the real problem isn’t the rain but YouTube’s awful video compression. I’m inclined to think YouTube’s compression is definitely not helping this rain look good, but I can also see how some might find the large and distinct white drops of water to be too much.

Of course, this being the internet and gamers, some people are going too far and suggesting the devs are lazy or that this is a sign the entire game will be a giant, rushed “cash grab.” That is completely silly and asinine. Remember: None of us have played the game, which isn’t even finished yet.

Resident Evil 4 is due out March 24, 2023 on PS4, PS5, Xbox Series X/S, and PC. Maybe it should include a rain intensity slider.



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Universal’s new Mario Kart ride is under fire for size restrictions

Super Nintendo World in Los Angeles
Photo: CHRIS DELMAS/AFP via Getty Images

It’s a classic theological question: Could Bowser (the Koopa King) create a theme park ride so restrictive that even he couldn’t ride it?

Said question is front and center for plenty of Nintendo fans this week, with new reports that the upcoming Mario Kart ride, Bowser’s Challengeset to be the main draw (and only actual ride) at Universal Studio’s new Super Nintendo Worldwill only accommodate riders with a 40-inch waistline or smaller. This is per our colleagues over at Kotaku, who report on a number of people raising issues online this week about Universal’s decision to impose the size limits.

Mario Kart: Bowser’s Challenge at SUPER NINTENDO WORLD Opens Early 2023

An import from the Japanese version of Super Mario Land, Bowser’s Challenge is what’s known as “dark ride,” i.e., one of those space-efficient, thrill-deficient arrangements where you’re strapped into a car and then swerved on a track in front of a bunch of 3D screens and actual live elements. (In this case, lifted from Nintendo’s beloved Mario Kart franchise.) As such, it’s not entirely clear why such tight size restrictions are being imposed; certainly, it seems like some alternative solution could be used. (Disney, for instance, tends to use benches and lap-bars for this sort of thing, which accommodates a much wider variety of body types.)

The 40-inch waistline requirement is fairly standard at Universal Studios, where it’s also applied to dark rides like Harry Potter And The Forbidden Journey and Revenge Of The Mummy: The Ride. From personal experience, this 6′, 4″, 290-pound writer will note that there is some wiggle room on those requirements when you’re actually at the park—but also that the process of forcing yourself into those seats (or using the tester seat provided, as with Mario Kart) can be both uncomfortable and embarrassing. More to the point, it all feels profoundly unnecessary: There’s no reason for Universal not to update its sizing on rides to allow a more diverse group of riders to enjoy the Super Nintendo Land fun, especially as the opening of the new area has drawn renewed interest and attention to the park.

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Smash Bros Pro Hurt Jumping From Illegal Taxi On Way To Tourney

Just trying to get away from the fakes.
Image: Nintendo

A big fighting game tournament, Genesis 9, took place from January 20-23 in San Jose, California. Top talent from around the world, including Super Smash Bros. competitors Leonardo “MkLeo” Lopez and Samuel “Dabuz” Buzby, gathered at the San Jose McEnery Convention Center to play games like Guilty Gear Strive and Rivals of Aether. But for one Super Smash Bros. Melee pro, British player Elliot “Frenzy” Grossman, the Genesis 9 tournament started with an illegal taxi and, he claims, a near kidnapping.

“Got tricked into an illegal taxi coming out of [the San Francisco International Airport] and nearly got kidnapped,” Frenzy tweeted on January 19 with a picture of his scarred-up right hand. “Jumped out of the car after seeing the police chase after the vehicle and very luckily only bruised and scraped my hand and back. In the hospital [right now], [but I have] no idea how anything works here [to be honest].”

You might be wondering what the hell Frenzy’s talking about, as it sounds like some action movie stunt with Tom Cruise or something. Well, as it turns out, the Falco main, who was making his way to the Genesis 9 tourney, encountered some…complications when he touched down in California.

“So, I had just got off an 11-hour flight from London Heathrow Airport to San Francisco International Airport,” Frenzy told Kotaku in an email. “I was planning to get an Uber to my hotel in San Jose, but my phone had run out of battery on the way and wifi was often spotty at the airports. I decided to get a taxi instead and so, I walked out to the taxi stand.”

Frenzy is a pro Melee player for the British esports organization Reason Gaming. Hailing from England and maining Falco, he is the UK’s second-best player and the 47th-best Melee competitor in the world as of 2022. His record speaks for itself, though. He regularly places in the top 10 bracket at most tournaments he participates in and has a few first-place wins under his belt as well, with his last one being at the Galint Melee Open: Fall Edition 2022 back in November. The dude can game! However, he wasn’t prepared for the game of California transportation.

Beyond the Summit

“A driver approaches me and asked if I was looking for a taxi, to which I replied yes and then asked where I was going as per usual,” Frenzy said. “He shows me to the car and opens the door for me to get in with my things and as I close the door and belt up, I look out of the window and see multiple police officers with weapons drawn running towards the vehicle and shouting ‘Stop the vehicle!’ and ‘Get out!’ The driver ignores this and then accelerated immediately as I was still getting in and belting up, at which point I knew that I had made a massive mistake. In the moment I just decided that if I got out quick enough, it was safer than either the driver getting away and being at his mercy or getting involved in a police chase which could end in a crash at higher speeds.”

“When I turned around to put my seatbelt on, I saw multiple cops running out to surround the car out of the window,” Frenzy said. “They had guns drawn. The driver then accelerated, foot to the floor, and tried to get away. That was when I decided to bail out. I was familiar with this sort of thing happening from the internet, but I was caught completely off guard by this specific attempt, so I knew exactly what was going on.”

Read More: Top Smash Ultimate Player Throws Controller At Tournament, Sparks ‘Privilege’ Discourse

Frenzy said he was in “such an adrenaline rush” that things went blurry. One minute, he was buckling his seatbelt to head to Genesis 9. The next, he was “rolling on the ground” after jumping out of the fake taxi cab. He said he “didn’t land badly or have anything else on the road” near him to cause further injury as he rolled onto the asphalt, the car going around 15-20mph. Still, he was in “pretty serious pain,” with a backpack only somewhat cushioning his tumble and his right hand taking most of the impact. The Mills-Peninsula Emergency Department in Burlingame said Frenzy didn’t break anything but had “really bad swelling, abrasions, and bruising” on his right hand as well as “friction burns” on his back from rolling on gravel and “low blood pressure” for a while. He also got in touch with cops after the incident for a quick police report.

“The cops asked a lot about what the criminal’s exact actions were and they explained they had been after this guy that had been running this scheme for a while,” Frenzy said. “They gave me some information about the case number and who to contact. I’m not 100% sure how they caught the vehicle or the criminal as I was recovering from the jump, but I saw he was in handcuffs far away as I was being attended to later on.”

A San Francisco Police Department officer told Kotaku over the phone that, although they couldn’t divulge any specific information about the incident, Frenzy’s case is real and an “ongoing investigation” is currently in progress. The officer also told Kotaku that the individual conducting the investigation will give us a callback, but that hasn’t happened yet.

“These sorts of schemes are all over the world and, as a pretty experienced traveller, I’m usually aware of them,” Frenzy said. “However, in a lapse of judgement and after a long flight, I got tricked. They try to trick you by positioning close to where the legitimate taxi stands are and even color their cars in the same layout as legit ones. They will approach people, especially those who are on their own or who are tourists, and ask if they are looking for a taxi and where they are going. Because of this, I usually tend to stick to ride share apps when traveling, but on this occasion my phone was out of battery so I was in a rough situation.”

Read More: Super Smash Bros. Ultimate Competitive Community Really Hates Steve From Minecraft

In the end, Frenzy made it to Genesis 9 to play some Super Smash Bros. Melee thanks to the help of the tournament’s organizers. After taking a day or two to heal up, he said he felt good enough to compete. He didn’t place that well, getting 49th in the tournament. However, he said the “event itself was amazing even despite what happened” and is “eager to return in full form next year.” Here’s hoping he gets there much safer next time.

 

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Overwatch 2’s ‘Sexual Harassment Simulator’ Made A Brief Return

Image: Activision Blizzard

Trigger warning: sexual assault and harassment.

An inappropriate Overwatch 2 game mode reappeared, but it’s not one to get excited about. The mode, titled “sexual harassment simulator,” was played enough times that it appeared as one of the most popular over the weekend for some players, according to PC Gamer, which spotted the reappearance just before Blizzard quickly pulled it down.

Another “sexual harassment simulator” was discovered in October 2022, but both tasked players with knocking down Overwatch 2‘s female heroes (like Mercy and Widowmaker) while playing as the cowboy Cole Cassidy and repeatedly crouching over their bodies, apparently, as PC Gamer reported, with the word “raping…” until the character in question is labeled “pregnant” as an AI-controlled Torbjorn supposedly fills the role of the baby. This is disgusting on so many levels it’s not even funny, especially because players are forced to play as Cassidy, previously known as McCree, the same name as the ousted Activision Blizzard developer who took part in the controversial “Cosby Suite” meetups.

A screenshot of the custom mode was posted to Overwatch’s official subreddit by user Joyolo13, who simply asked: “What in god’s name?”

“Lol I remember seeing this every day in [Overwatch 1],” said Redditor sw1nky. “Can’t say I’m surprised it’s still around, [to be honest].”

“McCree is back in the game I guess,” said user FoulfrogBsc.

Kotaku was unable to find the custom game mode in Overwatch 2 as it appears Blizzard took the “sexual harassment simulator” offline—for now. So, it seems the company is aware that such a mode exists but might be having a hard time preventing it from reappearing in the game.

“Inappropriate or explicit content has absolutely no place in our game,” a Blizzard spokesperson told PC Gamer when the outlet asked about the first version of the mode last year. “We immediately removed the user-created game mode once made aware of its existence. We are continually working to improve automatic filters to prevent inappropriate user-created content, and manually removing any that are not caught by the system.”

Kotaku reached out to Activision Blizzard for comment.

While this is at least the second time the “sexual harassment simulator” has popped up in Overwatch 2 specifically, players noted that a similar mode existed in some form in the original Overwatch game. At the time, players posted PSAs to warn the community about the offensive content. Of course, not all player-created game modes are this egregious. But it is concerning that this issue has come up more than once within a few months.

 



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Twitter Has A Lot Of Useless Video Game Knowledge

Image: Capcom

It’s right there in the Bible—ask, and it will be given to you. It’s also right there on gaming Twitter, where the small gaming podcast Super Pod Saga posed an innocent question on January 15 and people showed up to respond in droves: “What is the most useless piece of video game knowledge you know?”

Apparently, there are a lot of people that think a lot of useless thoughts about video games. Who knew? In the week and a half since posting, Super Pod Saga received over ten thousand responses to their tweet. But a lot of it, I’d say, isn’t necessarily useless, but essential.

Take this response about action-adventure series Devil May Cry, for example: “Dante and Vergil have an insane healing factor that essentially heals as the damage is being done, so no wounds or scars. Due to this, they’re likely uncircumcised.”

Tell me honestly. What was I supposed to do if I had never read that? Never know whether or not Dante and Vergil are circumcised? Be forced to wander the Earth, alone forever in my confusion? Can you even imagine that?

Or what about this: “In Xenoblade 3, all characters in the game’s files are listed with a number for gender. Zero is male, One is female; however, the character Juniper is listed as two. Furthermore, in Xenoblade 2, the character Roc’s gender is listed as four. Thus, there are at least five genders in Xenoblade.” I mean, that’s just inspirational.

Ah, the breeze of womanhood! Dinosaurs!

Kotaku staffers have been holding onto their own niche video game info, too. I know this, because I begged them to tell me in pursuit of self-actualization.

“The li’l fire breathing dinosaur from Super Mario World is named after the singer in Nine Inch Nails,” social media editor Jeb Biggart told me. “That feels pretty useless.”

Yes, great stuff. More, give me more.

“In the Halo 2 level Quarantine, Flood [parasitic creatures] can be seen driving around in Warthogs/tanks/etc. This is the only time in the series where they do this, and it’s really weird,” staff writer Zack Zwiezen said.

“The music in NES Back to the Future, a terribly obnoxious, grating repetitive theme that bears no immediately apparent resemblance to anything is actually a wildly sped up version of the hit song from the movie, ‘The Power of Love’ by Huey Lewis and the News,” said managing editor Carolyn Petit. “Perhaps because they programmed the music, but then found out they didn’t have the rights to the song, so they just sped it way up. I do not know the reason for this.”

Thank you all. My power grows. My mind expands. My trivia senses are tingling.

Now, what’s your favorite bit of random video game knowledge? Let it out, it’s for my health.

 



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The Pokémon Tier List Fans Are Waiting On For Scarlet & Violet

Screenshot: The Pokémon Company / Kotaku

Pokémon Scarlet and Violet are about two months old at this point, but the quest to find out which Pokémon are the very best like no one ever was is an ongoing conversation among the competitive community. Smogon, one of the biggest hubs for competitive Pokémon on the internet, has been trying to sort through the games’ meta for awhile now, and while talks are still unfolding, we do have some idea of who the best Pokémon are in Generation IX.

If you want to just see the top Pokémon, feel free to ctrl+f/command+f “Who are the top ranked Pokémon in Scarlet and Violet?” Otherwise, let’s run through some context for those that don’t know how competitive Pokémon rankings work.

How do Pokémon competitive tiers work in Scarlet and Violet?

There are a lot of Pokémon, and a lot of disparity between them in terms of stats. So when it comes to creating a tier list for a Pokémon game, the community doesn’t just make one giant list. Instead, the Pokémon are divided into separate tier lists that have their own tiers. It sounds confusing, but think of it like this: the gap in stats between a little baby Pichu and Actual God Arceus is huge, and there are hundreds of Pokémon with different stats, movesets, and abilities that make them more or less competitively viable. Overall, the prospect of a perfectly balanced Pokémon game is unattainable in its current form, so rather than try and make a giant list and compare Pichu to Arceus, Pokémon fans divide Pokémon into different tiers that put different mons alongside others that are close in viability.

These tiers have contained rule sets that include and ban certain Pokémon for competitive play, but you’ll see a bit of overlap between the different tiers, as some ‘mons are considered viable in different tiers of play. These different tiers include:

Standard/Overused: This is often considered a ‘baseline’ experience for competitive Pokémon battling. Here you’ll find a lot of the most popular, non-legendary Pokémon.

Underused: The next tier below is for the middle of the road Pokémon who are decent, but there are typically better options depending on what you’re trying to accomplish.

Rarely Used: Here is where we start to get to the Pokémon that would be a rarity to see in any higher tier play, as a lot of these critters have either some notable drawbacks or would just be better off replaced by a different Pokémon.

Never Used: These are the real stinkers. The losers. The weakest links, as it were. While Never Used is not the standard way of play, some folks just prefer the Pokémon who occupy the less competitive space as it can make for a more interesting or at least different type of competitive environment. Personally, Beautifly is one of my favorite Pokémon, and it’s considered a Never Used Pokémon. Sometimes your friends are just not as good as the pros, and that’s okay.

Uber: This is the tier where most legendary Pokémon fall. Palkia, Arceus, Mew, the Lati twins? All of them exist here alongside a select few normies who have some great stats or strategies. A great deal of Pokémon that fall into the Uber tier are banned elsewhere, and for good reason. They’re the most powerful Pokémon in the game and can pretty easily bulldoze over everything else. So now they get to be in their own pool and fight each other, rather than stomping on a family of Maushold.

A lot of players will pick the Pokémon they like to play the main game, but competitive play tends to require a more calculated team.
Screenshot: The Pokémon Company / Kotaku

What is Smogon?

For the uninitiated, Smogon is basically the officially unofficial hub for competitive Pokémon. Though the site technically abides by different rules than the official Pokémon competitive leagues, it has a pretty robust and thorough system for tier rankings that has become extremely common vernacular for the Pokémon community. It’s so prevalent that it’s recognized across Pokémon hubs like Serebii. So if you’re looking for an official ranking of the best Pokémon straight from The Pokémon Company’s mouth, that’s not what Smogon is. Plus, these kinds of discussions are often spurred by the community, as they’re the most equipped to speak candidly about the strengths and shortcomings of a game. So if you want to learn more about the best Pokémon to make up a competitive team, you won’t find a source more qualified than the users at Smogon.

The site also publishes usage statistics to give people a sense of how often certain Pokémon show up in competitive play, and based on December’s stats, it seems Paradox Pokémon are occupying a lot of space in standard play. Great Tusk was the most used Pokémon in December, with Iron Valiant, Roaring Moon, Iron Tusk, Iron Moth, and Iron Hands all appearing in the top 36 Pokémon in the tier.

Who are the top ranked Pokémon in Scarlet and Violet?

As previously outlined, who the “best” Pokémon are varies by tier, but it’s not just stats that determine how high a Pokémon will rank. There are also abilities, attacks, and stat training that will help a Pokémon climb the ranks. So while those are all key factors, the Smogon community has been debating and discussing the matter since Scarlet and Violet launched.

The easiest place to start is the Uber tier, as that’s where the most powerful Pokémon are, though a lot of them you won’t be able to use in competitive play outside of that tier. Unsurprisingly, the game mascots Koraidon and Miraidon are ranked at the very top of the Uber tier list. It’s often the case for most Pokémon games for the legendary box art characters to rank high, as they’re propped up as a powerful entity at the end of your journey. In Scarlet and Violet, you befriend these two almost immediately as the game starts, but they aren’t usable in battle until the endgame. They have powerful stats, abilities that give them stat boosts the second they’re on the field, and have a lot of tricks in their moveset.

Unsurprisingly, Miraidon and Koraidon are at the top of their tier.
Screenshot: The Pokémon Company / Kotaku

Further down the list, the A rank of best Pokémon is primarily made up of both the secondary legendary monstersPokémon you’ll meet in the Paldea region (Chien-Pao, Ting-Lu, and Chi-Yu are here, though Wo-Chien is not part of the Uber tier) and the Paradox Pokémon that are ancient or futuristic relatives to established Pokémon. Flutter Mane, Great Tusk, and Iron Bundle lead the pack, with Iron Treads coming at the bottom of A-tier. There are a few normies here, as well, with Corviknight, Gholdengo, and Skeleridge also in A-tier.

When you go from Uber to Overused, you’ll notice some Pokémon who were ranked lower than others in Uber are ranked higher in lower ranks. This is because having some of those Uber Pokémon in the pool changes things in the meta, and as they’re not in the OU pool, some Pokémon who suffered from significant counters can rise in the ranks. So right now, Gholdengo, Dragapult, and Great Tusk are at the top of Smogon’s OU rankings for best Pokémon. This is above several legendaries like Chien-Pao and Ting-Lu, who fall into the A ranking alongside some Paradox Pokémon like Iron Valiant and Roaring Moon, as well as some standard Pokémon like Dragonite, Espathra, and Kingambit. As the A ranking goes down the list, some Pokémon that were ranked high in Uber like Corviknight, Iron Treads, and Glimmora appear alongside Dondozo, Graganacl, and Grimmsnarl.

The Paradox Pokémon ranking high makes sense, as they’re meant to be primal/synthetic versions of typical Pokémon with more powerful stats, more diverse movepools, and new typings that often give them a leg up on their modern day counterparts. They are, inherently, meant to be more powerful and dangerous Pokémon than the ones you’ll come across in the rest of Paldea. So they’d naturally float to the top of competitive play, as well.

Paradox Pokémon like Iron Bundle are some of the strongest new additions in Scarlet and Violet.
Screenshot: The Pokémon Company / Kotaku

Should you use the top Pokémon from the competitive tier lists?

Crucially, if you’re looking here for ideas on how to build a good competitive team, know that a tier ranking is not the end all be all of a Pokémon’s viability. For example, a lot of competitive players have latched onto Murkrow because it can use the move Tailwind to increase your team’s speed, and the Prankster ability gives you turn priority when using it. So while Murkrow’s stats are nothing to write home about and it doesn’t show up in most competitive rankings, it’s still a very useful addition to your team.

At the moment, it seems like Legendary and Paradox Pokémon are coming out on top for competitive play in the Uber and Standard tiers, but these rankings are still in flux and will change in the months to years to come as players discover new strategies and builds. These changes are pretty frequent right now because the game is still so new. So things are shifting around with some pretty broad strokes. So it will be interesting to see how the meta changes as time goes on and players learn new combinations and builds.

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Revealing Mortal Kombat 2 Code Leak Pulled By Warner Bros.

Image: Midway Games / Nether Realm / Warner Bros.

Over the Winter holiday, someone filled all Mortal Kombat appreciators’ Christmas stockings up with something a lil’ extra: Mortal Kombat II’s source code on GitHub. The lawyers at Warner Bros. took exception to this by issuing a swift DMCA takedown notice that Github adhered to by disabling public access—but don’t fret, as there are other ways to check out the content dump.

Initially reported by Exputer, the Github post was uploaded to the internet hosting service on December 27 before getting reshared on the r/MortalKombat subreddit. While MK II’s entire source code is no longer available thanks to that DMCA takedown, that hasn’t stopped MK fans from reuploading sprites and artwork on social media.

The most notable elements of content that the MK II source code dump unearthed was unused animations, artwork, and moves that didn’t make the cut for the game’s release in ‘93. One piece of artwork was an alternate attract mode screen featuring an oiled-up Shao Khan. Although the alternate panel of Sindel’s spurned lover looks the same as MK II’s final Shao Khan attract mode screen, the unused artwork has a bunch of cloaked wizards on floating platforms in the background instead of a roaring fire. According to Polygon, the original artwork is more imposing because it illustrates how stacked the odds are against Earth Realm. Honestly, yeah, a bunch of platforming wizards is leagues scarier than a generic flame, especially if you’ve had the misfortune of playing the ‘97 beat ‘em up spin-off, Mortal Kombat Mythologies.

Read More: WWE Superstar The Miz Should Play Johnny Cage In Mortal Kombat II, And You Know It

The MK II leak also showcased some previously unused sprite animation and moves. If you don’t have time to parse through a nearly-three-hour YouTube video of some dude scrubbing through the GitHub files, here’s a detailed Twitter thread compiling all of the most notable findings, Twitter user Pegasus Kid combed through the leak and uploaded a comprehensive thread of cut moves, stage art, and fatalities. My favorite sprite, since everyone was wondering, is Kintaro walk cycle animation because it’s timed perfectly to the music in the Metal Gear Solid but its the Dr. Livesey Meme video.

Kotaku reached out to Warner Bros. and Nether Realm studios for comment.



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One Of Competitive Pokémon’s Top Picks Is Freaking Murkrow

Image: Game Freak / The Pokémon Company / Kotaku

While competitive players continue to plumb Pokémon Scarlet and Violet’s strategic depth and tease out its tactical wrinkles, one creature has gotten a shocking amount of playtime over the last month: Murkrow. The unevolved flying dark type isn’t a heavy hitter and its stats are absolute trash, but it does have a unique advantage over every other Pokémon in the game that’s sent it straight to the top of the competitive charts.

Browse social media, hang out on the Smogon message boards, or climb the ranked ladder and you won’t be able to escape Murkrow. The tiny black bird first introduced in Pokémon Gold and Silver is finally back in the spotlight, and former Pokémon World Champion Wolfe “WolfeyVGC” Glick explained the reasons why in a recent TikTok:

The first is Tailwind, a move the Gen 2 bird has had from the jump, but which is supremely important in the current landscape, providing all other Pokémon on the team bonus speed for four turns. The second is Prankster, a passive ability that lets Murkow’s non-damage-dealing moves, like Tailwind, take increased turn priority during battles, thus allowing it to strike first. In Scarlet and Violet’s Gen 9, Murkrow is the only Pokémon who has both, guaranteeing a match-defining speed boost on turn one.

But why Murkrow and not its evolved form of Honchkrow? Well, Murkrow’s evolved form loses Prankster in exchange for the damage-oriented passive ability Moxie, ruining the whole strategy. Plus, players can mitigate some of Murkrow’s drawbacks by equipping the held item Eviolite which boosts the normal and special defense of Pokémon who aren’t fully evolved.

“Don’t get me wrong, the combination of Prankster is really good but it isn’t the only reason that Murkrow is popular,” WolfeyVGC added in his recent TikTok. “Murkrow also gets the attack Haze which removes all stat changes from the battlefield. This is relevant because one of the most powerful new Pokémon added is Dondozo who has a way to boost all of its stats by 2.” Haze completely nullifies that, making Murkrow a perfect counter to Dondozo in addition to being a major utility pick for boosting the rest of your team.

That’s been enough to make Murkrow the second most picked Pokémon in competitive play for December, just one percentage point behind all-star crypto coin mascot Gholdengo. As WolfeyVGC wrote in a Twitter thread a couple of weeks ago, Gholdengo’s dual ghost/steel type make it a great defensive pick, while special ability Make it Rain does a ton of damage.

The Swords-Dance-wielding Garchomp and Bulk Up defensive tank Annihilape are also top contenders, as is Hydreigon who can finally use the new games’ Terastalization mechanic to mitigate its traditional 4X weakness to Fairy-type moves. The mushroom bug Amoonguss, meanwhile, has been tearing things up thanks to Rage Powder which forces opponents to target it rather than buff themselves.



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20 Years Ago, Sonic Advance 2 Perfected Sega’s Beloved Series

“Faster, Faster, until the thrill of speed overcomes the fear of death.”

Hunter S. Thompson

In much the same way that ancient peoples looked up at the night sky and imagined other worlds, the first video game developers looked at a thingy on a screen and imagined it moving really fast.

Who could blame them? Computers, since their inception, have been iterated upon with speed as a fundamental driving factor. Scour any historical rundown of the earliest computational devices and you’ll invariably discover some factoid about how a five-dollar Staples calculator can perform operations several orders of magnitude more efficiently (and it’s not even the size of a house!). Charles Babbage’s failure to complete the Analytical Engine was an implicit promise to his future understudies: some day, someone would complete it, and they’d make it better. Faster.

A century and a half later, they might even give it blast processing.

1993 Sega Genesis Commercial: Blast Processing

The early nineties marked a major inflection point for video games. 8 bits shot up to 16; color palettes entered the triple digits; Konami made a Simpsons beat-em-up. Once the fourth console generation was well underway, developers gradually shifted from revolution to refinement, trimming the fat from established design philosophies while doubling down on what already worked. Of course, increased processing power meant increased speed, and several of the era’s most acclaimed titles pointedly cranked up the velocity on their respective genres. Doom was a faster Wolfenstein 3D, Daytona USA was a faster OutRun, Chrono Trigger was a faster Dragon Quest, and—leading the vanguard in 1991—Sonic the Hedgehog was a faster Super Mario Bros.

Sonic—as a character, as a franchise—is a crystallization of video game hardware’s perpetual forward momentum. Here was a game created for the express purpose of literally outpacing the competition, a giant flashing “PICK ME” sign pointed at the Sega Genesis. It wasn’t marketed for its level design, and it didn’t need to be. Sonic was fast. He was named after fast. Level design doesn’t matter when you’re moving too quickly to see it. The novelty didn’t lie in the control itself, but in the notion that something so fast could be controlled at all.

At least, that’s what the commercials would have you believe. The first three mainline Sonic games (four, if you count Sonic & Knuckles as its own entry) drew audiences in with the promise of high-speed thrills, and then, with a wink, gave them physics homework. They were fast, but speed was a reward, not a guarantee. It could only be achieved via a combination of sharp reflexes and a thorough understanding of how Sonic responded to subtle changes in level geometry. Slopes, springs, and circular loops all affected his momentum in distinct ways, and oftentimes the quickest beeline through a level involved the most measured consideration of how to interact with it.

Nevertheless, the idea that Sonic was speed incarnate persisted. Maybe the marketing worked too well, or maybe people sensed, buried within this design, the possibility for something even faster. Why slow down at all? This is what computers are for. Hell, this is what life is for. Constant acceleration, wind whipping through your hair, pavement screaming past your feet. It’s why people become F1 drivers, and it’s why they play Sonic the Hedgehog. So let’s cut the crap. We’re all adrenaline junkies here. Juice that speed dial until it bursts into flames.

Over the course of the following two decades, this line of thinking metastasized into Sonic’s current design ethos: playable theme park rides that let players immediately go full throttle at any time with a press of the “boost button.” Boosting—which also turns Sonic into a moving hitbox, automatically razing most obstacles in his path—tickles the same part of the brain that likes watching sped-up GoPro videos, and not for nothing. It’s a visceral, inborn thrill, one that the best modern Sonic levels make compelling use of. Yet somewhere along the way, the friction vanished. Geometry stopped resisting player input in ways that encouraged creative play. Speed was no longer something to work towards, but something given freely. If Sonic the Hedgehog was about trick-or-treating, Sonic Unleashed and its progeny are about buying a discounted bag of mixed candy on November 1st.

But there exists between these two approaches an exact midpoint. A game that made good on the franchise’s dual promises of high speed and deep skill, blending the two so seamlessly and emphasizing them so severely that its innovation is overshadowed by its lucidity. Of course Sonic should be like this. Why was it ever not? Why isn’t it now?

Sonic Advance 2 was first released in Japan on December 19, 2002, for the Game Boy Advance. It’s the perfect Sonic game, and maybe, by extension, the perfect video game. It refined all of its predecessors and influenced all of its successors, yet it remains the only installment of its exact kind, a 2D side-scroller released in the midst of Sonic’s uneven transition to 3D and met largely with subdued praise. In hindsight, we should have been louder. This was as good as it would ever get.

Developed as a collaboration between Sonic Team and then-nascent studio Dimps, Advance 2 followed up 2001’s more traditionally-designed Sonic Advance; in 2004, it would receive a sequel in Sonic Advance 3, which capped off the sub-series. As with most of the classic Genesis games, Advance 2 features seven zones, each with two “acts” and a boss battle. There are five playable characters, a gracious but altogether empty gesture. Always pick Sonic. He’s the fastest one.

This is the first Sonic game that I’d feel comfortable describing as “being about speed” (though I wouldn’t go so far as to say it’s all about speed, because if it was all about speed, it wouldn’t be about anything else). Characters are exponentially faster than they’ve ever been. The difference between how they control in Advance 2 versus Advance, let alone the original trilogy, is staggering, as though the development team was hit with a sudden, explosive realization that they had the tools at their disposal to finally make the game people had been expecting (consciously or otherwise) for over a decade. And then they took it a step further. They wondered what would happen if, after speeding up, you never had to slow back down.

Enter “boost mode,” Advance 2’s load-bearing mechanic. It works like this. First, start running. Then, keep running until you hit top speed. (Rings, the series’ longstanding collectible currency, now act as more than just a damage buffer–the more you have, the faster you accelerate.) Finally, maintain top speed for long enough and the tension will snap: you’ll enter a unique state, visually indicated by what appears to be the sound barrier shattering, in which your speed cap is raised even further, allowing you to airily zip through stages almost too quickly for the screen to keep up. As long as forward momentum is sustained, so is boost mode; stop too suddenly or take damage and you’ll need to work your way back up. The flow of this design—wherein a sort of zen-like mastery over one’s environment is achieved through intense focus—is not unlike meditation. Advance 2 understands that boost mode can’t be free, because meditation isn’t easy. If everyone could meditate, nobody would argue about video games anymore, and I’d be out of a job.

Sonic entering boost mode.
Gif: Sega

The game’s stages, which have been expanded in size by a factor of six to accommodate higher speeds, fluctuate accordingly. Levels will feature long, relatively uncluttered stretches of flat or sloping terrain that might barely give players enough room to activate boost mode, followed by more precise platforming segments that challenge them to keep it. The majority of these segments are meticulously designed to allow momentum to carry over between jumps, so long as one’s understanding of Advance 2’s movement is sufficiently honed. And that movement, even disregarding boost mode, is astonishingly complex.

It’s worth noting that Dimps was founded by Takashi Nishiyama and Hiroshi Matsumoto, two fighting game alums whose greatest claim to fame was their co-creation of Street Fighter; they were also involved in varying capacities with Fatal Fury, Art of Fighting, and SNK vs. Capcom, among others. It’s a God-given miracle that these guys—who may understand video game movement better than anyone else on Earth—not only decided to take a crack at Sonic, but more or less perfected it on their second try.

Advance 2, put simply, has options. Each character comes equipped with multiple unique grounded moves, aerial moves, boost mode-exclusive moves (useful for clearing away enemies that would otherwise knock your speed (and rings) back down to zero), and, most ingeniously, aerial “tricks” that propel them along set trajectories when used in certain contexts. Mastering Advance 2 means intuiting exactly which tricks will strike the best balance between progression, momentum, and evasion, the goal being to bypass as much of the stage as possible without ever slowing down.

An excerpt from the game’s instruction manual, detailing the trick system.
Photo: Sega / Internet Archive

And then there’s Sonic, the sole character with an air dash, which can be executed by double-tapping forward in midair (an input immediately recognizable to anyone with even cursory knowledge of fighting games). To me, this move—the only one not mentioned in the game’s instruction manual—is proof positive that Advance 2’s designers thought of speedrunning as a feature, not a bug. Its execution is just difficult enough to appeal to higher levels of play, but not so difficult as to feel unreasonable. The result, once all of these options are successfully melded, is poetry in motion, a hypnotic string of lightning-fast jumps, flips, dashes, spins, and sprints. Advance 2 speedruns are all the convincing I need that Sonic never had to enter the third dimension: everything the series ever needed is right here, in this tiny, unassuming, 4.3 megabyte GBA cartridge.

In fact, if the game has any glaring flaws, it’s that its ideas are quite literally too big for the system it’s confined to. The Game Boy Advance’s screen clocked in at 240 x 160 pixels, or 5.7 x 3.2 inches–considerably less real estate than the Genesis, which displayed at a resolution of 320 x 224 pixels. Take into account Advance 2’s breakneck pace, and the criticisms initially leveled at it—too hard, too unpredictable, too cheap—start making sense. Even with the game’s economical visual presentation (rendered, I might add, with absolutely stunning sprite work), the screen size is limiting. There are several instances where an enemy might come at you just slightly too fast, or you may not be able to make a jump without a bit of guesswork.

I acknowledge these shortcomings, but I also can’t help but respect the ambition that spawned them. The designers could have easily made the game slower. They could have eliminated boost mode altogether; the game plays fine without it. But they must have known, deep down, that the integrity of their ideas was far more important than a dinky piece of plastic. Advance 2 was the tinderbox for something new. Sonic Adventure reinvented Sonic in 3D, and this would reinvent it in 2D. Two parallel design paths, budding in tandem, each continuously fulfilling the medium’s most primeval purpose—to go fast—in fresh and exciting ways. God, imagine it. Wouldn’t it be great?

Screenshot: Sega

Frustratingly, this actually did happen, just not in any of the ways it should have. The following 2D and 3D Sonic titles—Sonic Advance 3 and Sonic Heroes, respectively—bore several hallmarks of their immediate predecessors, but were too encumbered with superfluous ideas to meaningfully build upon them. Going forward, things were generally messier on the 3D side of things, and still are. Sonic’s most recent 3D outing, the open-world Sonic Frontiers, is an admirably big swing, but it ultimately does little to justify itself.

The 2D entries were more promising, but still trended downward. SEGA’s handheld follow-up to Advance was Sonic Rush, also co-developed by Dimps. As much as I enjoy Rush, it was the death knell: the game was the first to implement a boost button, clearly aiming for the highs of Advance 2 but vitally misunderstanding what made that game’s boost system so appealing. Nearly every 2D (and later 3D) Sonic game since has featured this mechanic, and none have fully nailed it. Maybe it’s a dead-end design, or maybe Advance 2 just casts too long a shadow.

A bit of trivia, and then an anecdote. Advance 2 was the first side-scrolling Sonic game without a single water level. This is great, because water levels in Sonic games are terrible, molasses-slow misery gauntlets that grind like sandpaper against everything that makes the series fun. But there’s an additional wrinkle. The first stage of Advance 2, Leaf Forest Zone: Act 1, does actually contain two separate pools of water, both of which are fully explorable. Characters move more sluggishly underwater, and if they stay submerged for too long, they’ll drown—two mechanics dating back to the original Sonic the Hedgehog. These mechanics never once matter here, because water doesn’t show up anywhere else in the game, and the pools in Leaf Forest are small enough that players can exit them with ease (or even avoid them altogether). They are, perhaps, the most personal flourish in Advance 2. Vestiges of its early development, likely implemented before its creators had fully cracked the code on what a perfect Sonic game should look like. A reminder, however small, of their growth.

The two pools of water, as seen in the level’s map data
Screenshot: Sega / Sonic Retro

I’ve been playing Advance 2 since I was seven. I know I was seven, because the game launched in North America on my seventh birthday. I’d never played a Sonic game before, and at the time, it seemed endless. The stages were colossal, their mystique bolstered by the fact that seven “special rings”—which unlocked bonus content—were hidden inside each one. I played Advance 2 until I beat it, then I beat it with every character, then I combed through every level until I’d discovered all the secrets, then I did that with every character, and then I just kept playing it, repeatedly, with no particular goal in mind. (It’s a pristinely replayable game, less than 45 minutes if you’re hurrying, which you obviously should be.) Over time, largely through sheer practice, I learned everything about it: the layouts of its levels, the movesets of its characters, the intricacies of its movement. It became akin to a fidget toy, something I’d pick up whenever I wanted to occupy my hands. Eventually, I felt like I’d hit a plateau. The first game I’d ever loved had finally run out of things to show me.

Several years later, I found out about Sonic’s air dash.

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Overwatch 2 Brings Back Freezing For Its New Holiday Mode

Prepare to be frozen in place once more.
Screenshot: Blizzard

Overwatch 2’s various reworks and balance changes have fundamentally altered several characters from their original forms, and that shift means a lot of mechanics that were once key to the original game no longer exist in the sequel. This came as part of a larger change in the game to remove or alter crowd control abilities like Cassidy’s Flashbang and Brigitte’s Shield Bash which make the game altogether faster and more frantic.

The changes include removing Mei’s original ability to freeze her enemies in place with her primary fire (though her ultimate still has the freezing effect for those caught in it), which has been replaced by a slowdown effect. If you were feeling nostalgic for one of the most frustrating mechanics Overwatch had back in the day, Blizzard has put out a new mode for its returning Winter Wonderland holiday event that entirely centers around stopping players in their tracks. If you miss that part of her kit as a Mei main, I get it. If you miss it as someone who was once on the receiving end of her endothermic blaster, I have to ask, “who hurt you?”

Freezethaw Elimination is part of Overwatch 2’s 2022 Winter Wonderland event, which is running up until January 4. The arcade mode is what Blizzard describes as the hero shooter’s version of freeze tag, where your team’s goal is to freeze all your enemies by eliminating them, then they’re left to helplessly watch from their icy prison until thawed by a teammate. The new mode launches alongside returning Winter Wonderland modes Mei’s Snowball Offensive and Mei’s Yeti Hunt, and it really brings home that Mei and her icy disposition will, by default, always be the star of Overwatch’s annual winter event. Unless she gets removed from the game, again.

D.Va’s holiday cosmetics will be available through Twitch drops.
Screenshot: Blizzard

As with all Overwatch events, the 2022 Winter Wonderland event includes themed cosmetics, such as a new Ice Queen skin for Brigitte and an Ice Angel skin for Echo alongside the smaller stuff like weapon charms and sprays. Some of these, including the Brigitte skin, are unlockable through playing Winter Wonderland modes and completing event challenges.

All of this is happening as a prelude for some holiday-themed D.Va cosmetics that will be unlockable by watching Overwatch 2 Twitch streams from December 25 to January 4. This includes a Festive victory pose, which has D.Va’s mech adorned with Christmas lights, and the Sleighing skin, which has both the hero and her mech dressed up for the holidays. Hopefully these Twitch drops don’t fall prey to the same troubles previous events have had, as some players were reporting not having unlocked promised in-game cosmetics after watching Overwatch League streams last month.

Overwatch 2 is in the midst of its second season, which added Ramattra, a new tank hero who’s the leader of Null Sector, one of the antagonistic forces in the game’s upcoming PvE mode set to launch next year. Ramattra is the second unlockable new hero in Overwatch 2 after Kiriko at launch, who was made part of the battle pass, much to the chagrin of long-time players who got heroes for free in the first game. After this pushback, Blizzard made Ramattra slightly easier to unlock on the free battle pass. Still not much happening regarding feedback on its monetization and battle pass grind, though.

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