Tag Archives: Video games developed in Japan

Fire Emblem Engage’s Intro is So Lovably Cheesy

Image: Nintendo/Intelligent Systems

If you watch anime, you’re used to intros that alternate between being deeply emotional and serious or cheesy and silly as all hell. Sometimes it’s neither of those and is purely running off of good vibes. (Usually this is after the show in question hits a new arc.) Video games don’t always get flashy intros, and it’s a shame that’s the case. Because after watching the intro for Fire Emblem Engage, that kind of cheese is something games could stand to have more of.

Fire Emblem Engage is set to release in about two weeks, and along with impressions of the strategy-RPG, the game’s intro cinematic was released. A lot of the intro’s cheesiness is clearly owed to its song, which sounds like it was made in the 90s and then held in stasis for three decades. It’s so anime that you half expect it to end with an ad for Crunchyroll. The visuals try to hit that same cheese with colorful streaks of light corresponding with the toothpaste-colored protagonist Alear and their companions Alfred, Timerra, Ivy, and Diamant and footage of their in-game models showing off their special abilities. Maybe it’s not as strong an intro as the one for 2019’s Fire Emblem: Three Houses, but Engage’s opening is fun all its own.

Fire Emblem Engage – FULL Opening [English] + Title Screen

The big selling point of Engage is that Alear and their group can use special rings to summon main characters from previous Fire Emblem entries such as Marth from 1990’s Fire Emblem: Shadow Dragon and the Blade of Light or Byleth from Three Houses. That alone sounds anime as hell (image the hands of the previous heroes lifting up Alear during a key moment!), and hopefully the game is able to match the energy its opening puts off. Games like these tend to be long, so an intro should hopefully get you in the mood to defeat evil empires each time you boot it up.

Fire Emblem Engage releases for the Nintendo Switch on January 20.


Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

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Sonic Co-Creator Charged Over Illegal Final Fantasy Stock

Photo: Kevin Winter (Getty Images)

Last month, the legendary co-creator of Sonic the Hedgehog was arrested for allegedly purchasing shares in a development studio before its involvement in a Dragon Quest game was announced. A month later, he was arrested a second time for reportedly buying stock in a company that was set to work on a Final Fantasy spinoff. Yesterday, Tokyo prosecutors formally charged Yuji Naka for inside trading roughly $1,080,000 in Final Fantasy stock.

According to NHK, the Tokyo District Public Prosecutors Office determined that Naka had been making a profit on insider trading (Thanks, VGC). For the uninitiated, insider trading is when someone with non-public knowledge of a company is able to use that information to trade stock at an advantage. Doing so is illegal in Japan. So Naka ran afoul of the law when he purchased shares in ATeam before the studio had announced that it would be developing the mobile game Final Fantasy VII: The First Soldier, a battle royale that was exclusively released for mobile devices. Though the game was announced in 2021, Naka was arrested on December 7 of this year.

This was a month after he had been arrested the first time for buying shares in Aiming, the studio that created Dragon Quest Tact. In both of these incidents, he was arrested alongside Square Enix employee Taisuke Sasaki. Sasaki was indicted for trading roughly $782,000 in stock.

If the two made a profit off the ATeam stock, it was presumably before The First Soldier was canceled less than a year after its launch. Square Enix had clearly been hoping to capitalize on the popularity of Fortnite and other battle royales. Instead, First Soldier suffered severe performance issues and was exclusively available on mobile.

Naka had joined Square Enix in 2018 to direct Balan Wonderworld, a strange action-platformer that was near-universally panned as a flop. The game was unfocused and confusing to many reviewers, and Kotaku included it on a list of the year’s biggest gaming disappointments. The director departed Square Enix in June 2021. Maybe Naka would have been better off if he had been focused on directing a good game instead of manipulating the stock market.

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Elden Ring Was The Most Completed, And Most Quit, Game Of 2022

Image: FromSoftware / Bandai Namco

2022 was truly the year of Elden Ring, with FromSoftware’s latest game exploding into the mainstream unlike anything it had previously created. As such, a lot of people played and finished Elden Ring. In fact, according to one set of data, Elden Ring was the most completed game of 2022. But funnily enough, the same source also pegs it as the game players were most likely to abandon before reaching the end.

If you’ve read Kotaku (or any other gaming website) in 2022, you are likely already familiar with Elden Ring, the latest game from Dark Souls creators FromSoftware. And like Dark Souls and Bloodborne, Elden Ring is a tough-as-nails action-RPG with a heavy focus on mystery, world-building, and boss fights. However, this time around FromSoftware added a true open world to its popular “Soulslike” formula. The end result? One of 2022’s most acclaimed, best-selling games. The open world in particular helped sway many to try Elden Ring for the first time, letting players avoid harder areas until later and ostensibly making it easier to finish than past FromSoftware adventures. And it seems that design choice paid off.

According to data on HowLongToBeat.com, Elden Ring is 2022’s most completed game, with nearly 6,000 users of the site reporting they have played and finished the massive open-world RPG. That’s an impressive number when you look at the runner-up games on the list. Stray, that adorable futuristic cat game, was completed by nearly 4,000 users. Meanwhile, in third with 2,500 completions, was Game Freak and Nintendo’s Switch hit, Pokemon Legends: Arceus. To see such a big and difficult game top the list is both a sign that Elden Ring is very good and also a hint at the kind of audience that is primarily using HowLongToBeat.com.

Screenshot: Howlongtobeat.com / Kotaku

But perhaps more interesting is that Elden Ring is also the most “retired” game. When users “retire” from a game on Howlongtobeat.com it means they have given up on it, either permanently or temporarily. Now, even though only 261 players officially retired from Elden Ring on the site, that’s still more than double any other game in 2022. Even if the dataset is a bit small and weird (how many people are logging into this site to admit defeat?) it’s still an interesting data point.

This all makes sense to me. Elden Ring was the most talked-about game of 2022, and with that many people playing, it makes sense that a good chunk of them might give up on it. Other data seems to suggest around half the people playing Elden Ring never reached the end. So I buy that Elden Ring could be the most completed game of 2022 while also being the game more people gave up on than anything else.

Some other interesting 2022 data from the site: Turns out Elden Ring is also on the most backlogs, has the most reviews, and is the longest game of 2022. However, Naughty Dog’s The Last Of Us Part 1 is the most positively reviewed game, and Diablo Immortal is the worst-reviewed.

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Capcom Shuts Down Popular Resident Evil Fan Remakes

Image: Capcom

The developers behind fan remakes of Resident Evil and Resident Evil Code: Veronica have announced that development on both projects has ceased after Capcom allegedly contacted them and asked the developers to cancel the project.

1996’s Resident Evil was the start of modern “survival horror” games, and 2000’s Resident Evil Code: Veronica, its third sequel, first came out for the Sega Dreamcast in 2000. Capcom soon ported an updated version to PlayStation 2 and GameCube and then created HD versions for Xbox 360 and PlayStation 3. Resident Evil 4 producer Yoshiaki Hirabayashi recently confirmed to IGN that there were no plans for a new Code: Veronica remake. Two years ago, Briins Croft, Matt Croft, and the animator DarkNemesisUmbrella started their own remake projects for both games.

In a video announcing the Code: Veronica project’s cancellation, Briins Croft said that 90 percent of the Code: Veronica fan remake used existing assets from Capcom’s recent “Remake” games, such as 3D models, animations, and textures. The fans released an initial Code: Veronica demo back in June 2021, and planned to put out a much more substantial one in the beginning of 2023.

On December 23, Briins Croft announced in the projects’ Discord server that Capcom had sent them two cease-and-desist emails. One was “very kind” and inquired about where the animations and models had come from. The second was “hostile with a more aggressive tone.” Kotaku reached out to Croft to request a copy of the emails. He did not send the emails, but told Kotaku that Capcom started asking about the project on December 12.

The fan developers believed that Capcom canceled their unofficial remakes for being too visible and official-looking. “[The Code: Veronica remake] was going to be free, so we weren’t doing anyone any harm,” Croft said in the cancellation announcement video. The publisher seemed to disagree. Capcom allegedly cited copyright factors and licensing agreements as reasons why the project couldn’t proceed.

There’s been public speculation that the project was targeted for accepting financial donations via Kofi and PayPal. While they did accept such donations, the developers have refuted it as the reason for the project’s cancellation in both Discord and via an RT on their Twitter account. Kotaku reached out to Capcom to ask about its policies on fan projects, but did not receive a response by the time of publication.

“I was personally a bit surprised by Capcom’s decision. But hey, we were using [their] toys to create a free game, which was already creating a lot of visibility,” said Croft in the video. “So it’s okay. We can understand the cancellation.”

Read More: Remastering Resident Evil Games Kept This Indie Developer From Giving Up

The developers’ announcements in their Discord were significantly less genial. “[Capcom] canceled it out of pure evil, since there are no signs that an official Code: Veronica is coming from them,” Briins wrote on the server. He also posted a meme that compared Capcom to Nintendo, which has a reputation for enforcing their copyrights aggressively.

The team will no longer be working on the Resident Evil remakes, but they intend to continue developing games. “We will continue a new project that will have a story inspired by Code: Veronica but without copyright problems.”



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2022 Was the Year Of Elden Ring

2022 was the year of Elden Ring, of Miyazaki, of Malenia. The highly anticipated FromSoftware title held the industry by its throat for months, dominating the conversation around difficulty, damage scaling, and player builds (including everyone’s favorite nepo baby, Elon Musk). It took over streaming, it renamed every animal ‘dog,’ it created legends. 

After over a decade of FromSoftware games holding court as the quintessential ‘git gud’ franchise, locking those of us without a masochist bent out of the discourse, Elden Ring’s open world opened up the gates for an entirely new player base. As such, it catapulted the work of Hidetaka Miyezaki to entirely new heights: Elden Ring is by far the best-selling FromSoftware title, it’s snatching up GOTY awards like Rowa Fruit, and it’s still generating passionate conversations 10 months after its release.

By subtly divesting from the tried and true FromSoftware formula and giving us a game unshackled by a single, punishing, linear path, Elden Ring offered up the Lands Between on a beautifully ornate (but slightly Tarnished) silver platter. And we gobbled that shit up.


Feeding The Difficulty Discourse Machine

These guys are called Abductor Virgins, and they suck.
Image: FromSoftware

The Souls game discourse has almost solely revolved around difficulty. Before Elden Ring was released, FromSoftware’s Yasuhiro Kitao told Eurogamer that the game was “made for all sorts of players,” not just “hardened veterans.” This sent the fanboys into a tailspin, but it piqued the interest of those who have never been able to enjoy the punishing gameplay of FromSoft’s oeuvre.

I wrote about Kitao’s quotes back when I was at GamesRadar, suggesting that what would make Elden Ring great would be its approachability, and that that approachability was made possible by its open world. It’s a helluva lot easier to avoid difficult areas if you can run around them on horseback, but previous Souls games forced you to choose between the difficult path and the bang-your-head-against-the-wall-because-it’s-impossible path. The promise of ample choice made me think that maybe, just maybe, Elden Ring could be a game I’d enjoy.

Image: FromSoftware / Kotaku

Conversely, Forbes published a response to my piece, one that hoped Elden Ring’s open world wouldn’t ruin the FromSoftware vibes by focusing too much on “making these games approachable rather than tough and gritty.” This was months before the release date, but the discourse machine turned and turned and turned, smoke spewing from every inch, its cogs grinding and grating with each new take chucked into its gaping maw.

Until February came, and brought with it the Lands Between, wide open for exploration like a darker, deadlier Breath of the Wild. Players quickly learned that most of them were accidentally skipping the combat tutorial, and a bit more slowly learned that the first boss (that fucking Tree Sentinel) was avoidable. Many of us who could never latch onto a FromSoft game willingly clung to Elden Ring’s teat, as we learned we could, in fact, get on a horse and fuck off away from some horrifying eldritch beast.

As we collectively made our way through Elden Ring, we were given the gift that comes only with truly open-world games: seemingly endless discoveries by ourselves, our friends, and other players on the internet.


Braving Brutal Battles For A Glimpse Of Beauty

Need a hand?
Image: FromSoftware

The beauty of Elden Ring lies in its world that teems, bubbles, and spews with both friendly and deadly life, that tantalizes and terrifies with its landscapes, that beckons and shuns you in a single breath. I find this beauty in so many moments during my time with the game, like when I accidentally descend down to the Siofra River, not too long into my playthrough.

In Limgrave, I step on a platform and am whisked down, down, down, until I emerge into an astounding space: a fully realized night sky in a variety of bruise colors, littered with pinholes of light. Crumbling classical architecture obfuscates my view of this impossible galaxy and tombstones line the path leading away from the platform, which glowed a bizarre green during my descent but now lies dormant.

I am, as the kids say, gagged, and stumble aimlessly away from the platform, paying little attention to what enemies may lie in my path for the first time since booting up Elden Ring. This is a mistake I quickly pay for, as I walk directly into a horde of Claymen. They move slowly, but they hurt, and I am severely underleveled for this area. One of the weaponless magic conjurers takes me out in seconds with his weird bubbles, sending me back to the Site of Grace right next to the platform that brought me here. When I go back to fetch my several hundred runes, the same guy takes me out again.

“Fuck that,” I mumble before stepping on the stone circle at the center of the lift. “I’ll come back later.”

And I do, just much, much later. After I’ve discovered I’m a battle mage with an affinity for gravity magic and summons, and long after I fell the Tree Sentinel with a single Rock Sling, I return to the Siofra River from a completely different direction, and lay waste to its inhabitants. Then, after I’ve collected every last item dropped by a fallen NPC and picked all the Ghost Glovewort my eyes can see, I allow myself a second to breathe. I glance up at that still-impossible night sky, and exhale. I earned this. Elden Ring, unlike other FromSoftware games, gave me ample chances to amass the tools and experience I’d need to earn a brief respite.


Elden Ring Eternal

I’m an Aries.
Screenshot: FromSoftware / Kotaku

But Elden Ring isn’t just somber and serious, it’s not just hours of grueling gameplay with brief, meditative breaks. It’s goofy as hell, like all FromSoftware games inherently are. There are stupid, dirty messages littered all over the ground, dozens upon dozens of ways to die that will make you chuckle in disbelief, and the ever-popular but always somewhat broken online play that encourages players to fuck with one another.

It’s this combination of punishing play, engaging story (thanks, George R.R. Martin), and asinine antics that make FromSoftware games, especially this one, so special. Elden Ring gives you enemies like Starscourge Radahn, who will in one moment beat the brakes off of you with gigantic meteors flung from a blood-red sky and in another send you into a fit of hysterics when you realize that he is, in fact, sitting on top of a very tiny horse. Elden Ring plays with you, offering up prophecies and moral quandaries that will have you scratching your head, but undercutting it with both accidental and purposeful absurdism.

Screenshot: FromSoftware

Elden Ring gives you a gigantic turtle wearing a pope hat. It gives you strange, unsettling storylines about grapes that are actually eyeballs. It tucks a giant bat grandma away amongst a rocky outcropping and gives her a haunting song to sing ad infinitum—or until you slash at her leathery, gray skin. It deflates your hope in humankind at one juncture just to build it back up again at the next.

It lets you explore this incredibly fucked-up world for hours upon hours, fall in love with some of its characters and revile the rest, taxing you physically and mentally with enemies plucked from the deepest depths of game design hell, and at the end, it presents you with a few options that don’t really fucking matter. It does all of this while making itself playable for us FromSoft plebeians, which therefore (brilliantly) means more of us will be talking about it than any game that came before.

When we inevitably look back at Elden Ring a decade from now, it will be difficult for us to remember exactly how much it defined the zeitgeist, just how far it permeated popular culture outside of gaming, and just how much we couldn’t stop talking about it. But now, ten months after its release, it’s hard to imagine we ever existed in a world without it.

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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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Game Awards Erases Bill Clinton Kid Out Of Elden Ring Speech

Screenshot: The Game Awards / Kotaku

The 2022 Game Awards ended with a random kid sneaking up on stage and muttering nonsense about “reformed Rabbi Bill Clinton.” The 2022 Game Awards is now, understandably, trying to pretend that never happened, blurring the kid out of a picture celebrating Elden Ring developer FromSoftware’s second Game of the Year win.

“FromSoftware is the first studio to win 2 Game of the Year awards at The Game Awards,” the event’s social media account tweeted on Wednesday. The studio won in 2019 for Sekiro: Shadows Die Twice, and again earlier this month for Elden Ring. “Congratulations FromSoftware,” it concludes. Attached was a picture of director and studio president, Hidetaka Miyazaki, holding the award alongside a member of the team who was translating his acceptance speech that night.

But it didn’t take an eagle-eyed observer to notice that the Bill Clinton prankster from that night, who had been standing behind both men, was sloppily Photoshopped out of the image. “LOSING MY MIND THAT THEY BLURRED THE KID LMFAOO,” quote-tweeted Twitch streamer GamesCage. “Hahaha you gotta use ‘content aware fill’ tool in photoshop to remove background assets next time,” added FromSoftware dataminer, Lance McDonald.

The kid who crashed the Game Awards that night was later revealed to be Matan Even, a high schooler with a penchant for clout-chasing IRL stunts, who later gained notoriety on the internet. He previously trolled an NBA fan cam with a freedom for Hong Kong t-shirt, and interrupted a BlizzCon panel with a similar message. He’s appeared twice on InfoWars to discuss Chinese censorship, but his social media presence shows no allegiance to one particular political ideology, and he has since distanced himself from InfoWars host Owen Shroyer, whom he had previously called his “favorite person” on the right-wing conspiracy network.

Even’s stunt at The Game Awards was seemingly devoid of any larger substance or meaning, but it did momentarily steal the spotlight away from the rest of the ceremony. Host Geoff Keighley laughed it off as security escorted the minor off stage, and though he later tweeted that Even had been arrested, LAPD claim he was only escorted to a local police station before being released without any charges.

The blurred tweet would seem to indicate that Keighley’s Game Awards still feels besmirched on some level by the interloper that night. Apparently not besmirched enough to get someone with more Photoshop experience to fix the image, however. It took Kotaku’s own Zack Zwiezen less than fifteen minutes to properly edit the kid out of the image. Or as one person pointed out, The Game Awards could have simply used one of the many other stills in which the kid is out of view.

The Game Awards did not immediately respond to a request for comment.

                



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Square Enix Abandons Chocobo Racing Game 9 Months After Launch

A game not included on our list of major 2022 games that died this year was Square Enix’s kart racer, Chocobo GP. There’s a reason for that, as it will remain playable for the foreseeable future. However, as Square Enix announced on December 21, the game is effectively dead now since “no further large scale updates” are coming any time soon. RIP.

Chocobo GP is the sequel to Square Enix’s 1999 speedster, Chocobo Racing. Another entry planned for the Nintendo 3DS, Codename: Chocobo Racing 3D, was announced at E3 2010 but quickly canceled before ever seeing the light of day. Chocobo GP, which launched onMarch 10, 2022 for Nintendo Switch was a surprising return for the long-dormant franchise that drew ire from fans for its grindy mechanics and expensive battle pass.

Read More: Square Enix Apologizes For Chocobo GP Grind Following Backlash

Now, in a maybe not-so-surprising turn of events, Square Enix has ended support for Chocobo GP just nine months after the game’s launch. It wasn’t even a year old yet, but in an important notice on the game’s website, the publisher said “there will be no further large scale updates (e.g. new characters or new maps) [added] to [Chocobo GP] after the Season 5 update on Wednesday, December 21.” Rankings will continue without the use of the battle pass (called prize pass in the game), but you can no longer buy the premium in-game currency Mythril from the Nintendo eShop. The in-game shop you’d use said Mythril, along with any unspent Mythril you have, will vanish entirely from Chocobo GP on January 6.

“Furthermore, new items will continue to be added to the Mythril shop during Season 5 as before, but the same items may also be added to the Ticket or Gil shops at the same time and become available to obtain without spending Mythril,” Square Enix said. “Items originally sold in the Mythril Shop during the Season 1 to Season 4 periods may also be added to the Ticket or Gil Shops. We hope you continue to enjoy Chocobo GP.”

Kotaku reached out to Square Enix for comment.

Square Enix didn’t provide a cause or explanation for it’s unceremoniously ending support for the Mario Kart-like racer. Maybe allocating resources to the game proved untenable or developer Arika is focusing its attention somewhere else. It’s hard to say, but regardless, you will still be able to play Chocobo GP until it’s taken offline. Whenever that happens.

 

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An Open-World Game With BOTW Vibes, Except You’re Not Human

The Gecko Gods is an upcoming exploration and puzzle game by Louis Waloschek (and other collaborators) that puts the player in control of a gecko crawling its way around an open island. The game saw a bit of an uptick in interest yesterday as the developer announced it will come to Switch, and it sure looks cute.

What sticks out, to me, is how, because the gecko can climb on walls and ceilings, it opens up new dimensions for you to explore and for the team to design puzzles around. Because of this, entire rocky structures within its temples become space for level design, and it’s a neat way to have to think about the environment as you climb around it and solve puzzles.

The Gecko Gods also has sailing segments, and it’s adorable to watch the little gecko try to man the boat all by itself, as it has to steer with its mouth while also managing the motor to start and stop. It’s an interesting design decision that can ground you in what it’s like to be an inhuman thing operating something built for humans. Hopefully the novelty keeps that from getting frustrating. The exploration and puzzle solving seems to be broken up by combat sections, and while our gecko friend here isn’t sporting any weapons in the trailer, it looks like it has a mean bite and is quick on its feet.

The whole thing seems to take clear inspiration from different eras of The Legend of Zelda series. The sailing is evocative of Wind Waker, the environment and character design feels plucked from Breath of the Wild, and all-in-all, it just looks like it’s going for that sense of mystery and serenity. Color me intrigued.

The Gecko Gods is set to launch on Steam and Switch in 2023.

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The Secret To Training Powerful Pokémon In Scarlet And Violet

Terastallizing isn’t the only way to power up a Pokémon.
Screenshot: The Pokémon Company / Kotaku

For most players, Pokémon games are a pretty straightforward affair of attacking enemies’ weaknesses and scoring that sweet one-shot. But Pokémon can become incredibly overwhelming once you start playing competitively. What’s an IV? What’s an EV, if not the cute brown fox who can evolve into a bunch of other, more colorful and elaborate foxes?

In fact, they refer to hidden numbers and background math that competitive players like to tweak and manipulate to create the strongest versions of their favorite ‘mons. EV and IVs stand for Effort Values and Individual Values. These hidden numbers determine the final state of a Pokémon’s six stats, and understanding how they work and how to influence them can give you an upper hand in competitive battling. Let’s take a closer look.

Listen up, students! It’s time to learn how to make your Pokémon the very best.
Screenshot: The Pokémon Company / Kotaku

Not Eevee…EV!

Manipulating Effort Values is quite a time investment, as they’re entirely based on what you expose a Pokémon to as you raise them. Each Pokémon has up to 510 total EV points to distribute among all six stats, but each stat can only have 252 EVs individually.

You raise EVs by using items like vitamins and feathers, which each boost specific stats. Vitamins are the most immediately effective, as each will raise an individual stat by 10 EVs. Before Pokémon Sword and Shield, Vitamins were only effective up to a Pokémon’s first 100 EVs, but now, these items will work to max out an individual stat to the ceiling of 252. Feathers aren’t as powerful, raising an EV by only one point. Pretty straightforward so far, but influencing a Pokémon’s EVs while you train them in battle requires a little more planning.

Every Pokémon you battle grants specific EV boosts when defeated, often reflective of its own base stats. The amount of EVs you’ll get per stat depends on how powerful the Pokémon you’re fighting is. For example, if your Pokémon beats a Pichu, it will add one EV point added to your creature’s Speed stat. However, if you’re fighting its fully-evolved form Raichu, that will net you three Speed EV points. If you felt so compelled, you could go beat up a bunch of unsuspecting Pichu to raise a Pokémon’s Speed EVs, but you’ll hit the stat-specific 252 limit much faster if you’re battling more powerful Pokémon.

Some Pokémon don’t dump all their EVs into a single stat like Raichu does, however. Take Butterfree, for example. It divides its three EVs into Special Attack and Special Defense. So while there are better Pokémon to fight for either individual stat, defeating Pokémon who earn you a spread of EVs is a way to raise multiple EVs at once. It’s just a matter of your goals for stat raising and how you want to spend your time.

One thing worth noting about EVs is that, because modern Pokémon games allow an entire party to gain experience after battles, EVs gained are shared through your party as they gain experience, even if they’re not on the field. So be mindful of what you’re training against and what Pokémon you have waiting in the wings to join the fight, as their EVs will be influenced by these battles even if you’re not using them directly.

Grinding EV can take some time, but you can speed up the process of raising specific EV stats by equipping Pokémon with power items that correlate with a specific stat, such as the Power Anklet that increases Speed EVs, or the Power Belt that increases Defense EVs. All of these are purchasable at Delibird Presents stores for $10,000 each.

This man will help your Pokémon overcome their natural stat deficiencies.
Screenshot: The Pokémon Company / Kotaku

“The circumstances of one’s birth are irrelevant”

Individual Values, known as IV, are a bit more complicated. IVs are essentially Pokémon genetics, in that these are stat boosts inherent to the specific Pokémon you have, which range from zero points to 31 points. Once unchangeable, the Pokémon series has implemented various ways to influence them over the years.

Imagine you had two level 100 Raichus and one had 31 Speed IVs and the other had zero. Even if you trained these two Raichus exactly the same way and curated the same EV build, the one that was born with 31 Speed IVs would have a Speed stat 31 points higher than the other. A lot of competitive players will breed Pokémon to try and attain optimal IVs, as parent Pokémon pass on higher IVs based on their own to their offspring.

In more recent games, Pokémon has given players the ability to “Hyper Train” their ‘mons to increase their IVs in exchange for Bottle Caps. This can be done in locations like Montenevera in Scarlet and Violet by talking to a trainer standing close to the town’s Pokémon Center. Bottle Caps can be hard to come by. You can buy them at the Delibird Presents stores around Paldea, but they’re pretty pricey at $20,000 per cap. You can also win them in high-level tera raids, but often just as a random drop. So while it might seem more immediate to be able to use Hyper Training, acquiring those Bottle Caps can take time, which is why some players opt to max out a Ditto’s IVs and use it to breed better versions of whatever Pokémon they’re trying to raise.

My Raichu is not EV/IV optimized, I’m simply showing you the menu where you look at them. Do not yell at me. He is a good boy.
Screenshot: The Pokémon Company / Kotaku

Just tell them that it’s Pokémon nature”

But no matter what a Pokémon’s EVs and IVs are, a few additional factors will determine whether or not it’s is inherently effective in certain builds compared to others.

Each Pokémon has a set of base stats inherent to its species that grow as you raise your critter, and the direction those numbers go will be determined by how its EVs and IVs pan out. Raichu’s base stats position it as a fast, special attack-driven Pokémon. It has a base speed stat of 110, and its special attack stat of 95 outshines its base physical attack, which is 85.

This helps you determine what attacks are probably most effective for it to learn. Its physical attack stat is still respectable, but at a glance, Raichu is meant to primarily be a special attacker. Understanding EVs and IVs can help you shift those scales, or at the very least make up for certain deficiencies. Raichu’s base physical defense stat is much lower than the rest, coming in at just 50, so if you wanted to help make up for that, raising its IVs through Hyper Training or fighting Pokémon that naturally raise physical defense EVs can help it bulk up a little. But those base stats can be influenced by another factor that can play into how you divvy up your EVs and IVs: Natures.

Alongside its universal base stats as a species, every individual Pokémon you come across will also come with a Nature. These appear in the status summary screens as a means to give you a sense of your Pokémon’s personality, but they also determine one increased stat and one decreased stat. As such, some players will breed multiple versions of a Pokémon in an effort to get one with the most desirable Nature and stat distribution for the build they want.

There are 25 total Natures in Pokémon games right now, and the stats they increase and decrease are as follows, courtesy of Serebii:

Hardy: No change
Lonely: Attack/Defense
Brave: Attack/Speed
Adamant: Attack/Special Attack
Naughty: Attack/Special Defense
Bold: Defense/Attack
Docile: No change
Relaxed: Defense/Speed
Impish: Defense/Speed
Lax: Defense/Special Defense
Timid: Speed/Attack
Hasty: Speed/Defense
Serious: No change
Jolly: Speed/Special Attack
Naive: Speed/Special Defense
Modest: Special Attack/Attack
Mild: Special Attack/Defense
Quiet: Special Attack/Speed
Bashful: No Change
Rash: Special Attack/Special Defense
Calm: Special Defense/Attack
Gentle: Special Defense/Defense
Sassy: Special Defense/Speed
Careful: Special Defense/Special Attack
Quirky: No Change

While Natures themselves are fixed, Sword and Shield introduced Mints, a new set of items that can change the stat distribution associated with them. For example, a Modest Mint will increase a Pokémon’s Special Attack, but reduce the Attack stat as if the Pokémon’s Nature had changed. This won’t change the actual personality it talks about in their summary (that would be brainwashing), but it will allow you to tweak their stats for any competitive schemes you might have in mind.

He’s happy because I just told him we’re going to go change up his EV/IVs so the Kotaku comments won’t roast him for his unoptimized build.
Screenshot: The Pokémon Company / Kotaku

Different pokés for different folks

All of these moving parts can be a lot to keep track of, and these mechanics are really there for the sickest of competitive sickos. It can be rewarding to get a Pokémon to the competitive state you want and see them excel in battles, but it’s also a huge time investment to get your team’s numbers precisely dialed in. But if you’re curious about the world of competitive Pokémon, understanding EVs and IVs is a good metric for whether or not this side of the scene is for you. And if it’s not, you can still do cool tera raids with your friends, like the ongoing Charizard one happening in Scarlet and Violet right now.

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