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	<title type="text">Khee Hoon Chan | The Verge</title>
	<subtitle type="text">The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts.</subtitle>

	<updated>2026-03-27T12:26:48+00:00</updated>

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		<entry>
			
			<author>
				<name>Khee Hoon Chan</name>
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			<title type="html"><![CDATA[The photo mode consultant helping you take better video game screenshots]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/entertainment/901329/shinobi-video-game-photo-mode-consultant" />
			<id>https://www.theverge.com/?p=901329</id>
			<updated>2026-03-27T08:26:48-04:00</updated>
			<published>2026-03-27T10:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[Three children stare at the dilapidated remains of a battlefield, with trees and man-made structures mostly razed to the ground, save for the sturdy frame of a lone trebuchet. It’s a pensive snapshot of the bloodshed in A Plague Tale: Innocence by virtual photographer Ludovic “Shinobi” Helme — but it’s no mere screenshot. It’s a [&#8230;]]]></summary>
			
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<img alt="A screenshot from the video game Death Stranding." data-caption="Death Stranding. | Image: Ludovic “Shinobi” Helme" data-portal-copyright="Image: Ludovic “Shinobi” Helme" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/03/ds2023-09-2114-57-05-copy.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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	Death Stranding. | Image: Ludovic “Shinobi” Helme	</figcaption>
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<p class="has-drop-cap has-text-align-none">Three children stare at the dilapidated remains of a battlefield, with trees and man-made structures mostly razed to the ground, save for the sturdy frame of a lone trebuchet. It’s a <a href="https://www.shinobispace.com/a-plague-tale-innocence?itemId=z5rv5ulrhvgg0inlsche7h3t9syfdz">pensive snapshot</a> of the bloodshed in <em>A Plague Tale: Innocence</em> by virtual photographer <a href="https://www.shinobispace.com/" data-type="link" data-id="https://www.shinobispace.com/">Ludovic “Shinobi” Helme</a> — but it’s no mere screenshot. It’s a meticulously framed photograph, enhanced with real-world photographic techniques: composition, lighting, depth of field, and more. “[Virtual photography] is a way to discover the game differently, because you can check every single detail,” says Helme. “It&#8217;s really enhancing the artistry in a game for your eyes, and then creating something from it for someone else.”</p>

<p class="has-text-align-none">It’s also a photograph that can be taken with greater ease, given the growing popularity — and complexity — of photo modes in games. Helme is one of very few, if not the first, consultants for these tools, a journey that began when he first approached developer Cold Symmetry about their soulslike <em>Mortal Shell. </em>The studio was impressed by the photographs he took in-game, and when Helme asked about collaborating on a potential photo mode feature, the team swiftly agreed. “Basically I created this work, at least the name ‘photo mode consultant,’” he says. “Of course, other people probably had a role of advising on other photo modes [&#8230;] but as an external adviser, specifically for photo modes, I&#8217;m definitely the first one.” His successful collaboration with Cold Symmetry led to work on everything from the Lovecraftian horror game <em>The Shore</em> to blockbuster titles like <em>Deathloop </em>and <em>Cyberpunk 2077</em>. </p>

<p class="has-text-align-none">His latest stint was on <a href="https://www.theverge.com/games-review/656405/clair-obscur-expedition-33-review-xbox-ps5-pc"><em>Clair Obscur: Expedition 33</em></a>. Helme believes that its photo mode is “close to perfection,” with a dizzying number of settings, including camera roll, aperture, frames for accommodating photograph sizes and several types of grids, as well as minute tweaks to lighting, color grading, filters, and other visual effects. Then there’s the sheer freedom of movement that comes from the option to sever the camera from the player’s perspective. Having spoken to some virtual photographers, all of them pointed out that many photo modes have extremely limited range; Helme says this is akin to not being able to move and extend your arms in real life. Yet in <em>Expedition 33</em>, shutterbugs can now wander to more than just an arm’s length, and even move several paces from the initial scene.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/03/APlagueTaleInnocenceScreenshot2021.06.26-22.41.18.21-copy.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game A Plague Tale: Innocence." title="A screenshot from the video game A Plague Tale: Innocence." data-has-syndication-rights="1" data-caption="&lt;em&gt;A Plague Tale: Innocence.&lt;/em&gt; | Image: Ludovic “Shinobi” Helme" data-portal-copyright="Image: Ludovic “Shinobi” Helme" />
<p class="has-text-align-none"><em>Expedition 33</em>’s photo mode is just one example of these tools becoming increasingly sophisticated. <a href="https://www.theverge.com/games/784888/ghost-of-yotei-review-ps5"><em>Ghost of Yōtei</em></a><em> </em>has a tracking shot option that lets virtual photographers pan the camera slowly from one point to the next, with up to 16 tracking points. <a href="https://www.theverge.com/24161514/hellblade-2-review-xbox-pc"><em>Senua&#8217;s Saga: Hellblade II</em></a>’s photo mode has a three-point lighting system, with several focusing settings such as focus assistance and split focal plane. Photo modes have become even more widespread in part due to the growing number of blueprints in Unreal Engine, such as the <a href="https://forums.unrealengine.com/t/advanced-photo-mode/150445">Advanced Photo Mode</a>, which Helme described as a basic and simple to use feature. “I think publishers want [photo modes] more than developers,” he says. “It&#8217;s basically free marketing on the internet.”</p>

<p class="has-text-align-none">As a consultant, Helme says that his role involves sharing his expertise. “I&#8217;m here to give [studios] pointers, pedagogic explanations on why [certain] features are essential or, on the contrary, which ones are not really that important,” he says. To him, virtual photography is very much a different experience from simply playing through the game, and this distinction is crucial for studios to understand. Thus, the consultation process usually entails discussing and prioritizing specific photo mode features with the developer and, once these are implemented, testing builds and offering feedback.&nbsp;</p>

<p class="has-text-align-none">Yet, technical issues have often impeded developers from adding some of his suggestions. “Some studios are a bit concerned, like the textures won&#8217;t load properly, or people can check the surroundings and see enemies hiding,” Helme explains. Crafting photo modes across platforms, too, is another major challenge, with Helme adding that several features he has been trying to get in photo modes cannot be included, because they are particularly complicated to implement on consoles. One example is the lack of orientation choices, be it shooting in landscape or portrait. Without this, virtual photographers usually have to tilt their heads to do a portrait shot — something that Helme says is “really hurting everyone in this hobby.” Many photo modes offer the alternative of cropping the pictures with black bars, which reduces the photo resolution. “If I want to shoot a vertical portrait without sacrificing resolution through cropping, I am forced to rotate the camera 90 degrees, compose the shot with my head tilted, and then manually rotate the file later on my PC,” Cristiano Bonora of <a href="https://www.verticalgamingphotography.com/About">Vertical Gaming Photography</a> explains.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/03/SandFall-Win64-Shipping2025-05-0913-34-41_892-copy.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game Clair Obscur: Expedition 33." title="A screenshot from the video game Clair Obscur: Expedition 33." data-has-syndication-rights="1" data-caption="&lt;em&gt;Clair Obscur: Expedition 33.&lt;/em&gt; | Image: Ludovic “Shinobi” Helme" data-portal-copyright="Image: Ludovic “Shinobi” Helme" />
<p class="has-text-align-none">Another nice-to-have feature? A slow motion option that will allow virtual photographers to fast-forward or rewind several seconds to seize the perfect moment. “In <em>Mortal Shell</em>, we had a slow-motion feature with three different speeds, and it&#8217;s also very convenient, very helpful in many circumstances,” Helme says. “Now, what I would like to have is something that also does the reverse, like being able to have a few seconds back if you missed the [moment].” Virtual photographer Cabbac, who has put together a <a href="https://www.cabbacvirtualphotography.com/thea-zofphotomodegames">database of games</a> with photo modes, also believes that such an option is sorely lacking. “Timing can be everything when creating a shot,” he says.</p>

<p class="has-text-align-none">One of the major challenges with creating a feature-rich photo mode is also ensuring that it&#8217;s accessible to non-experts. One game that Helme believes strikes this balance well is <a href="https://www.theverge.com/2019/4/25/18514683/days-gone-review-ps4-open-world-zombie-game">Sony&#8217;s zombie thriller <em>Days Gone</em></a>. “It’s really one of my favorite of all time,” he says. “You can have the very basic features, or you have an advanced mode and [&#8230;] have way more control. So it&#8217;s perfect for people who just want to take a quick shot, or people who want to work on their shot for one hour.”</p>

<p class="has-text-align-none">Helme is optimistic about the future of photo modes, and he’s eager to work with more studios, regardless of size — even if some developers have plenty of room for improvement when it comes to these tools. “I hope big companies like Capcom or Konami will reach out to me to improve <em>Resident Evil</em>’s photo modes or the terrible, terrible <em>Dragon&#8217;s Dogma 2</em> photo mode,” he laughs.</p>

<p class="has-text-align-none">But as photo modes become more prevalent, there’s a chance that even highly technical photo modes may start to resemble one another across games, a development Helme is cautiously wary of. After all, even real-life cameras have different functions across brands and models. “I really hope big games will continue to take risks and produce photo modes with new features.”</p>

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					</entry>
			<entry>
			
			<author>
				<name>Khee Hoon Chan</name>
			</author>
			
			<title type="html"><![CDATA[Baby Steps hits on the hell and hilarity of hiking]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/783549/baby-steps-review-ps5-steam" />
			<id>https://www.theverge.com/?p=783549</id>
			<updated>2025-09-23T12:41:32-04:00</updated>
			<published>2025-09-23T12:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Games Review" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[There are only two things that Nate really wants to do: use the toilet (one that, he emphasizes, comes with three walls and a door) and go home. He also walks with a strange gait, with one tiny foot raised awkwardly in front of the other, before landing with a gentle plop. At times, he [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/09/Baby-Steps-Screen-7.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-drop-cap has-text-align-none">There are only two things that Nate really wants to do: use the toilet (one that, he emphasizes, comes with three walls and a door) and go home. He also walks with a strange gait, with one tiny foot raised awkwardly in front of the other, before landing with a gentle plop. At times, he teeters to one side, nearly off balance, as he strives to hike up a very tall, steep, and seemingly belligerent mountain. Nate’s a ragdoll barely held together by a severely compromised musculoskeletal system, powered by a deep-seated urge to trudge toward an outhouse.</p>

<p class="has-text-align-none">Nate is also you. The incongruity of the tedium of hiking, an activity he perennially curses, and the earnestness of hiking culture makes the comedy of <em>Baby Steps</em> — <a href="https://www.theverge.com/games/638179/baby-steps-preview-ps5-steam">an open-world exploration game from a trio of indie developers, including <em>QWOP</em> designer Bennett Foddy</a> — surprisingly cathartic. Its hilarity is drawn from the harrowing experiences of a reluctant, athletically challenged hiker. Every step has to be micromanaged. Walk too quickly and you can lose your balance; miscalculate the size of your stride and you will probably tumble off a cliff. Then there are the fellow hikers you meet along the way, and the contrast between Nate’s awkward, morose outlook versus their unbridled enthusiasm for clambering over dirt and rocks is sublime.</p>

<p class="has-text-align-none">Thus, there’s a nearly perverse dimension to hiking that <em>Baby Steps</em> instinctively understands: it’s really exhausting for the innately clumsy.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/09/Baby-Steps-Screen-1.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game Baby Steps." title="A screenshot from the video game Baby Steps." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Devolver Digital" />
<p class="has-text-align-none">Even walking in <em>Baby Steps</em> is laborious. This involves pressing a button to gradually lift up one leg, another button to hoist the other leg up, and directional keys that will see Nate putting his weight — or leaning toward — a specific point. It will take you a while to get used to this cadence, and making this even more hilariously frustrating is that Nate possesses none of the upper body strength that most people have. Forget using your hands to break your fall or scramble over small boulders; Nate’s floppy arms will do no work and carry no weight. It’s all part of what <em>Baby Steps</em> proudly presents as “fully-simulated physics based walking,” geared toward encouraging sheer buffoonery. </p>

<p class="has-text-align-none">Beyond just walking, <em>Baby Steps</em> doesn’t give you any sort of goals, aside from heading to the next campsite. This means you can saunter to wherever takes your fancy, be it strutting toward a crumbling tower or climbing a small hill just to see what’s at its peak. Unlike the goal-driven structure of traditional games, <em>Baby Steps</em> offers neither quests nor rewards for your trek. The game also eschews the staples of open-world games with massive maps, such as fast travel, mini maps, and upgradeable gear — features that will ease your traversal from one point to the next.</p>

<p class="has-text-align-none">You can, of course, make your way toward the end with minimal detours, but this approach will make <em>Baby Steps</em> feel very banal, very quickly. To enjoy what <em>Baby Steps</em> has to offer, then, is to find a point in its hike even when there’s no discernible point at all. In a way, it’s a game that offers one of the purest expressions of hiking. Any hiking enthusiast will talk your ears off about how the process <em>is </em>the point: you’re here to take in the sights of the trail, to marinate in the beauty of the wilderness, and to dirty your feet trudging across some of the muddiest terrains in existence. </p>

<p class="has-text-align-none">Even as an avowed hiking skeptic, I can’t help but grudgingly agree with this perspective; <em>Baby Steps</em> does have many sights worth slogging for. Littered across its landscapes are several trees bearing glowing fruits, which you can pick — and noisily devour — if you can reach them. There are several non-collectible hats to discover, which you can plonk on your head gingerly. Unfortunately, these can easily go missing if you fall from a great height; I’ve lost many precious hats in my own perilous journey. Then there are the items you can find and return to their owners. Chancing upon these make up some of the most memorable events of my hike.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/09/Baby-Steps-Screen-4.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game Baby Steps." title="A screenshot from the video game Baby Steps." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Devolver Digital" />
<p class="has-text-align-none">In my first playthrough, I found a set of keys while breaking into a seemingly abandoned hut (just another regular hiking activity), but Nate’s less-than-stellar grip strength means that he has a tendency to drop the item whenever he trips over his own feet. This led me on an extensive wild goose chase as I sought to retrieve the keys: painstakingly search through a grassy field, scramble around the rocky chasm of a pit, and waddle after the offending item as it floats down a river. I did lose the keys in the end, but all the scouting led me to discover several landmarks and other delectable secrets. I won’t spoil what they are for you.</p>

<p class="has-text-align-none">Beneath the absurd slapstick of <em>Baby Steps</em>, however, lies an axiom that many hiking detractors have known for ages: hiking is hell. The more Nate walks, the more soiled his onesie gets. The soles of his bare feet are stained with an indelible brown, and he sometimes lays on his back with a defeated sigh after suffering a spectacular fall. It’s how the game stands out from the burgeoning genre of hiking simulators like <em><a href="https://www.theverge.com/games-review/690468/death-stranding-2-review-ps5" data-type="link" data-id="https://www.theverge.com/games-review/690468/death-stranding-2-review-ps5">Death Stranding</a></em>, <em><a href="https://www.theverge.com/2019/8/18/20804152/a-short-hike-review-animal-crossing-zelda-steam-itchio" data-type="link" data-id="https://www.theverge.com/2019/8/18/20804152/a-short-hike-review-animal-crossing-zelda-steam-itchio">A Short Hike</a>,</em> and <em><a href="https://www.theverge.com/2016/2/8/10922560/firewatch-review-ps4-pc" data-type="link" data-id="https://www.theverge.com/2016/2/8/10922560/firewatch-review-ps4-pc">Firewatch</a> </em>— titles that depict the activity as a meditative, serene experience.</p>

<p class="has-text-align-none">But in <em>Baby Steps</em>, you aren’t just traversing treacherous environments, but also getting around with your own ramshackle body. Your legs betray your exhaustion; your head screams as you make another agonizing misstep. It’s a hiking experience that reflects the reality of folks who lose their motor skills when faced with the prospect of climbing up yet another craggy hill.&nbsp;</p>

<p class="has-text-align-none"><sub>Baby Steps <em>launches on September 23rd on the PS5 and Steam.</em></sub></p>
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			<entry>
			
			<author>
				<name>Khee Hoon Chan</name>
			</author>
			
			<title type="html"><![CDATA[Sword of the Sea is a spirited celebration of movement and the sea]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games-review/762217/sword-of-the-sea-review-ps5-steam" />
			<id>https://www.theverge.com/?p=762217</id>
			<updated>2025-08-21T09:42:33-04:00</updated>
			<published>2025-08-20T11:30:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Games Review" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[There’s a persistent belief that in order for sharks to breathe underwater, they must keep on swimming. While this is partly true for a few species, the myth likely stems from how certain types of fishes (bony fish, if you want to know) need to breathe through constant motion, inhaling and pushing a huge amount [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/08/ss_fa66d8f473ad972a0da33dab111151ee5732bb36.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
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<p class="has-drop-cap has-text-align-none">There’s a persistent belief that in order for sharks to breathe underwater, they must keep on swimming. While this is partly true for a few species, the myth likely stems from how certain types of fishes (bony fish, if you want to know) need to breathe through constant motion, inhaling and pushing a huge amount of water through their gills as they swim. As the misconception goes, for sharks, much like their aquatic peers, to cease movement is to spell certain death — which is exactly how it feels playing <em>Sword of the Sea</em>.</p>

<p class="has-text-align-none">The new game from Giant Squid scales this idea up by orchestrating movement into a grandiose, stirring symphony. Similar to the studio’s previous work — the underwater adventure <em>Abzû </em>— <em>Sword of the Sea</em> is an eco-fantasy about restoring the sea and its ecosystem in an arid landscape. Perched atop a sword, you surf across shifting dunes, leap toward dilapidated structures swallowed by sand, and unearth remnants of an ancient civilization that met its end in an unknown catastrophe.</p>

<p class="has-text-align-none">The melody lifts as you backflip and perform ollies through this mural, with the music eventually soaring as you revitalize the landscape. You flit through the undulating contours of the seascape, the shoals now humming with new life. You spin in elegant arcs with the sea creatures that emerge, vaulting among the schools of fishes that make their unceasing journey toward the sky.</p>
<div class="youtube-embed"><iframe title="Sword of the Sea | Launch Trailer | PS5 &amp; PC" src="https://www.youtube.com/embed/nXUoygORW_U?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p class="has-text-align-none">The seamless fluidity of movement in <em>Sword of the Sea</em> is deeply mesmerising. As a figure known only as the Wraith, you skate and flow through dunes and waves in search of ways to repopulate the barren desert with aquatic life. This can be done by completing simple puzzles, such as plunging your sword into craters or lighting up clusters of lanterns, which are typically found on higher grounds that you’ll need to perform acrobatic stunts to reach. That’s when emerald water and lush green grass will burst forth from these craters, with scores of fishes crashing through the dunes and floating jellyfish materializing with a pop, offering you access to previously unreachable heights.</p>

<p class="has-text-align-none">Gliding through the freshly revitalized lands is even more exhilarating. Subsequent chapters include more ways to boost your movement to a thrilling degree, such as beacons for gliding across and glowing orbs you can collect to ramp up your speed.&nbsp;</p>

<p class="has-text-align-none">Despite this focus on speed, the game doesn’t rush you to move on, even after restoring an area. Spending a few minutes nailing heel flips off the crests and troughs of the waves, and reveling in motion amid dense schools of fishes, is tantalizing. At the same time, you can seek and collect trinkets used to unlock new skateboarding tricks, like a double jump or kick flip. These are moves that you can string together — and put to the test — through optional timed puzzles.</p>

<p class="has-text-align-none">This affinity the game has for kinetics, however, never supplants the sense of reverence it holds for the sea. The sea life isn’t just a resource or a means to a utilitarian end; you don’t simply hop on and steer the local fauna, such as orcas and turtles, toward the highest peaks or your next destination, although you can ride on them to enjoy a leisurely swim underwater. Other sea creatures, such as a dolphin and a shark, appear mythical and godlike, and you can later enlist their help in your expedition to traverse even greater distances. Sailing through the choppy waters with the aid of these majestic beings is particularly enchanting, as they jump over crumbling buildings and careen into towering crystals — feats you’ll never manage on your own.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/08/Sword-of-the-Sea_Screenshot03_3840x2160.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game Sword of the Sea." title="A screenshot from the video game Sword of the Sea." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Giant Squid" />
<p class="has-text-align-none">These moments are accentuated by bright, cel-shaded aesthetics, which makes the ocean appear almost celestial and otherworldly. There’s also a symbiotic relationship between the Wraith and the sea life they’ve helped rehabilitate. Glowing algae, nesting at the edges of once-buried rooftops, helps you to jump higher, while tapestries of giant seaweeds allow you to float upstream, making your travel much more seamless. It’s a necessary reminder of how humanity plays a pivotal role in conservation efforts, and that we, in turn, can only benefit from the ocean’s well-being.&nbsp;</p>

<p class="has-text-align-none"><em>Sword of the Sea</em> ratchets up the tension in its final chapters, leading to a climatic sequence that involves vanquishing the source of its calamity with breathtaking grace. It’s a fitting finale, but it also doesn’t mark the end. Instead, the game extends an invitation to redo your run again from the beginning, this time armed with a speedometer and a proposal to shave off more minutes, or even seconds, off your own record. It wants you to skate faster, jump higher, and plunge harder into the sea.</p>

<p class="has-text-align-none">Not only is <em>Sword of the Sea</em> a celebration of the ocean, its love for unrestrained motion is also a metaphor for — and an homage to — the sheer vibrancy of underwater life. It’s an adventure I dove right into again, my skateboard surging with the pulse of the sea.</p>

<p class="has-text-align-none"><sub>Sword of the Sea <em>is available now on the PS5, Steam, and Epic Games Store.</em></sub></p>
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			<entry>
			
			<author>
				<name>Khee Hoon Chan</name>
			</author>
			
			<title type="html"><![CDATA[Hideo Kojima sees Death Stranding 2 as a cautionary tale]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/691570/hideo-kojima-death-stranding-2" />
			<id>https://www.theverge.com/?p=691570</id>
			<updated>2025-06-24T13:31:54-04:00</updated>
			<published>2025-06-24T13:30:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[For once, the unflappable Hideo Kojima was overwhelmed. Even close to four decades of game-making experience didn’t prepare him for his biggest tribulation so far: developing Death Stranding 2: On the Beach during the covid-19 pandemic.&#160; “I thought I can’t pull this off. [I can’t] meet people or scan people, or shoot with people. I [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="Photo: Tim Levy" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/06/25.06.13-SFF-Hideo-Kojima-George-Miller-by-Tim-Levy-1002.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-drop-cap has-text-align-none">For once, the unflappable Hideo Kojima was overwhelmed. Even close to four decades of game-making experience didn’t prepare him for his biggest tribulation so far: developing <em><a href="https://www.theverge.com/games-review/690468/death-stranding-2-review-ps5" data-type="link" data-id="https://www.theverge.com/games-review/690468/death-stranding-2-review-ps5">Death Stranding 2: On the Beach</a></em> during the covid-19 pandemic.&nbsp;</p>

<p class="has-text-align-none">“I thought I can’t pull this off. [I can’t] meet people or scan people, or shoot with people. I almost gave up. And also the staff were all remote, and I became sick as well. I thought it was just the end of the world,” he says through an interpreter as part of a group interview in Sydney. “I&#8217;ve been creating games throughout my career, but <em>Death Stranding 2</em> was the most difficult challenge.”</p>

<p class="has-text-align-none">Even his initial scouting of Australia, where<em> Death Stranding 2</em> is predominantly set, had to be carried out remotely via Zoom, with Kojima painstakingly directing a local contact to document the landscape on his behalf. “Looking at it from a camera and to be there is totally different, so that&#8217;s disappointing.”</p>

<p class="has-text-align-none">For Kojima, those experiences led to a different approach for the sequel. His own sense of isolation that arose from having to develop <em>Death Stranding 2</em> with a remote team saw him reconsidering its tale — yet it’s also this isolation that led to Kojima realizing the perils of digital connectivity.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/06/08_World.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game Death Stranding 2: On the Beach." title="A screenshot from the video game Death Stranding 2: On the Beach." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Kojima Productions" />
<p class="has-text-align-none">Kojima’s curiosity around Australia was eventually sated. As part of a promotional world tour for <em>Death Stranding 2</em>, he has made his way to Australia to chat about the game with film director and his personal hero, George Miller, at the Sydney Film Festival. So drawn is Kojima to the local sights that the noted cinephile says he hasn’t caught any movies at the festival. Instead, he spent the day at the zoo.</p>

<p class="has-text-align-none">Kojima’s legacy as a game designer is anything but typical, from his earliest days as the creative force behind the much-acclaimed<em> Metal Gear</em> series to his less-than-amicable departure from Konami. And like <em>Metal Gear</em>’s anti-war narrative, tumultuous world events have shaped the <em>Death Stranding </em>series, the first game being conceptualized in the midst of a politically charged climate back in 2016. He points to key events such as Brexit and the first Donald Trump administration, with thoughts of creating a game that focused on bringing people together.</p>

<p class="has-text-align-none">“[Back then] there was no theme in games about connections,” he explains. And a few months after <em>Death Stranding</em> was launched, the outbreak of covid soon upended everyday life, including Kojima’s. The isolation he felt almost mirrored the sense of solitude that’s so prevalent in the first <em>Death Stranding</em>. But at the same time, he seemed wary about the digital overload that came with having to stay online — to connect with one another — during the pandemic.&nbsp;</p>

<figure class="wp-block-pullquote"><blockquote><p>“I&#8217;ve been creating games throughout my career, but <em>Death Stranding 2</em> was the most difficult challenge.”</p></blockquote></figure>

<p class="has-text-align-none">“We had internet when we had this pandemic. It wasn&#8217;t like during the Spanish flu,” he says. “We could order things online, we could work online, we could connect via Zoom, or you could go to concerts; they do live concerts on the internet. So the society kind of changed to being very digital.” This digital dependence struck him as “not always very healthy,” which is compounded by the prevalence of surveillance technology, such as facial recognition, during the pandemic. The sum of these experiences inspired him to rewrite <em>Death Stranding 2</em> as a cautionary tale.</p>

<p class="has-text-align-none">The contrast between the two titles’ messages lies in their logos. Kojima remarks that there’s a marked difference between the original <em>Death Stranding</em>’s logo and the sequel’s. Unlike in the original, the tendrils — or the “strands,” as he refers to these lines — are no longer emerging from the title, but are instead holding the name up in the sequel’s logo. “You see the strands coming to the logo. It’s almost like [<em>The</em>] <em>Godfather</em>,” he says, referring to the seminal 1972 crime film.</p>

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<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/06/KOJIMA-DS-WALLPAPER-1_BINARY_CHARACTER-1920x1080-1.jpg?quality=90&#038;strip=all&#038;crop=7.8125,0,84.375,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />

<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/06/ds2_keyimage_withoutreleasedate_16x9.jpg?quality=90&#038;strip=all&#038;crop=7.8125,0,84.375,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
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		The different logos for <em>Death Stranding</em> and its sequel.	</div>
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<p class="has-text-align-none">Seated at the front of a small conference room in the PlayStation office in Sydney, the 61-year-old Kojima appears more reticent since the previous <em>Death Stranding</em> world tour — perhaps a sign of weariness and prudence in the pandemic’s aftermath. When I attended the <a href="https://www.eurogamer.net/hideo-kojima-on-tour">Singapore leg of the tour</a> in 2020, Kojima shook hands with journalists and conducted individual interviews, while fans who attended the event were invited to take pictures with him. “It was an indirect connection to the game,” he said <a href="https://www.polygon.com/features/2019/12/16/21019773/a-day-in-the-life-of-the-death-stranding-world-tour-machine-hideo-kojima">in an interview</a>. The promotional event was, in a way, an extension of <em>Death Stranding</em>’s themes of connectivity.&nbsp;</p>

<p class="has-text-align-none">But for the second world tour, at least in Sydney, journalists were invited to a group interview, and there was no fan interaction beyond his appearance at the Sydney Film Festival when he waved to eager fans who were hoping to catch a glimpse of the game designer before the event. I was informed by the PlayStation PR team that Kojima didn’t want to risk getting ill again for the rest of the <em>Death Stranding 2</em> world tour. This feels understandable; Sydney is, after all, only the second stop, and perhaps his bout of illness during the pandemic was alarming enough that he prefers putting some physical distance between himself and the public.</p>

<p class="has-text-align-none">Nonetheless, he is still in good spirits during the group interview, at one point even exclaiming that he is probably talking too much. “This is another reason why I&#8217;m doing this world tour. I couldn&#8217;t go out, travel, and meet people the past five years, so I thought it&#8217;s about time.”&nbsp;</p>

<p class="has-text-align-none">Yet, at the heart of Kojima’s introspection is still a desire to connect with people, particularly&nbsp;his fans. Part of the reason he’s working on <em><a href="https://www.theverge.com/2024/1/31/24057536/physint-is-the-working-title-of-hideo-kojimas-new-not-a-metal-gear-game" data-type="link" data-id="https://www.theverge.com/2024/1/31/24057536/physint-is-the-working-title-of-hideo-kojimas-new-not-a-metal-gear-game">Physint</a></em> is due to their desire to see another action-espionage game in the vein of <em>Metal Gear</em>. <em>Death Stranding 2</em>, meanwhile, has a greater focus on combat than the first, a feature that Kojima also partly attributed to <a href="https://press-start.com.au/news/playstation/2025/05/08/death-stranding-2-has-more-combat-thanks-to-metal-gear-fans/"><em>Metal Gear</em>’s popularity</a>. With more players familiar with <em>Death Stranding</em>’s idiosyncrasies as a “delivery game,” he’s ready to make the sequel a tad more approachable. In a way, it’s his way of bringing more people together through the <em>Death Stranding</em> series, which he refers to as “a game of connections.”</p>

<p class="has-text-align-none">“I think we&#8217;re a little stronger,” Kojima says of the world after pandemic lockdowns. “If you could use that experience [of connecting with one another] from the game, I want you to maybe use that experience in real life. Not just in your <em>Death Stranding</em> world, but after you go outside, you feel something in your real world every day, and I want you to link what you felt playing the game as well.”</p>
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					</entry>
			<entry>
			
			<author>
				<name>Khee Hoon Chan</name>
			</author>
			
			<title type="html"><![CDATA[Keita Takahashi returns with the whimsically weird To a T]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games-review/674577/to-a-t-review-keita-takahashi-ps5-xbox-pc" />
			<id>https://www.theverge.com/?p=674577</id>
			<updated>2025-05-27T13:19:36-04:00</updated>
			<published>2025-05-28T09:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Games Review" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[From the worm-like character stretching to the length of the planetary system in Noby Noby Boy, to the tiny Prince hoarding a spherical mass of objects and even buildings in Katamari Damacy, the heroes of Keita Takahashi’s games reflect the creator’s whimsical vision. To a T is yet another Takahashi title that fits that playful [&#8230;]]]></summary>
			
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<p class="has-drop-cap has-text-align-none">From the worm-like character stretching to the length of the planetary system in <em>Noby Noby Boy</em>, to the tiny Prince hoarding a spherical mass of objects and even buildings in <em>Katamari Damacy</em>, the heroes of Keita Takahashi’s games reflect the creator’s whimsical vision. <em>To a T</em> is yet another Takahashi title that fits that playful tradition, well, to a tee. The protagonist is a young teen, aptly named Teen, whose body is permanently stuck in a T-pose. But while they may be able to wiggle their fingers a little or move their wrists to reach out for an item, their elbows are woefully nonexistent.</p>

<p class="has-text-align-none">That’s okay, though! Like most of Takahashi’s games, <em>To a T</em> is also a heartwarming tale about self-acceptance. Prep, an indie pop band from England, even composed an infectious, chirpy theme song for the game about already being the perfect shape, no matter what you look like.</p>

<p class="has-text-align-none">In a world where elbows are very much an accessory to daily life, Teen has to go through some pretty unconventional routines due to their irreversibly stiff arms. For one thing, Teen can’t put on clothes, use the toilet, or even dry their face on their own. Even walking down the street can be a little cumbersome, since their outstretched arms mean they may inadvertently slap their hands into another passerby. Fortunately for Teen, they have a trusty sidekick — a dog named Dog — who’s more than eager to help them navigate these tasks.</p>

<p class="has-text-align-none">Take washing your face, which can initially be an unfamiliar affair. As Teen, you’ll need to twist your upper body, reaching your hand toward the tap — one that’s uniquely designed for Teen’s predicament — and lower your head, so the stream of water spurts upward to your face. Then, you’ll hold your position until your face is clean and free of persistent eye boogers. Brushing your teeth is another fiddly routine. This is done by reaching for a toothbrush with a particularly long handle, getting Dog’s help in squirting a bit of toothpaste on it, and then scrubbing your teeth until they’re squeaky clean.</p>
<div class="youtube-embed"><iframe title="TO A T | Coming to PC, PS5 &amp; Xbox Series X|S May 28" src="https://www.youtube.com/embed/E-QlrrC4vFk?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p class="has-text-align-none">But these activities aren’t designed to be tedious; you aren’t carefully calibrating every small movement like you would in physics games like Bennett Foddy’s <em>QWOP</em> and <em>Getting Over It</em>. Instead, these are simply different sorts of routines you’ll need to get used to. When your arms are resolutely perpendicular to your body, these activities are just all in a day’s work.</p>

<p class="has-text-align-none">They’re also genuinely joyful, even if the movements can appear superfluous. Rinsing your mouth is a matter of wriggling the analog stick or direction keys and then pressing another button to spit the water out into the sink. But you can also shake your head while doing that, so that your spit will trickle out like a meandering, miniature waterfall. Using the toilet allows you to mash several buttons, just so you can listen to Teen huffing and grunting as they go about their business behind closed doors. There’s really no point to doing so other than giggling at these sights and sounds, but it’s such a delightful way of prodding at the game’s inherent silliness. That’s the beauty behind <em>To a T</em> — it has zero pretensions about the kind of game it’s trying to be. </p>

<p class="has-text-align-none">In fact, <em>To a T</em> later informs you that you can skip any of these routines if you like. Want to eat breakfast without brushing your teeth right after? If you can tolerate seeing green gunk stuck on your teeth for the rest of the day, go right ahead. The game isn’t going to penalize you for skipping teeth brushing for a day — or two.</p>

<p class="has-text-align-none"><em>To a T</em> is chockful of such diminutive joys. Breakfast consists of cereal and flavored milk every day, such as chocolate, matcha, and mango, and there’s a small thrill in discovering what these mixtures would taste like to Teen. In one meal, Teen commented that the cereal tasted like rubbery tires, and in another it was an explosion of strange, candy flavors. Regardless of the taste, they welcomed every mouthful of these sugary treats with gusto.</p>

<p class="has-text-align-none">Exploring the neighborhood, particularly on weekends, feels especially liberating, as your day is seemingly filled with endless possibilities for fun. Eateries offer minigames in the form of speed-eating contests, as you devour a giant corn on the cob and even hailstorms of ice cream. There are coins to collect and discover among the shrubberies and rooftops, new shops to look at, and fascinating locales — from a lighthouse to a magical mushroom forest — to get lost in. Even attending school was an adventure, even though Teen was largely reluctant to head to class in his first few days due to relentless bullying, a problem that does get resolved. </p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/05/toaT_screenshot_04.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game To a T." title="A screenshot from the video game To a T." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Annapurna Interactive" />
<p class="has-text-align-none">Eventually, Teen discovers an innate talent for flying. By spinning on their toes like a ballerina, they gain the ability to traverse higher grounds. This skill does have a bit of a learning curve, however. As it turns out, flying isn’t particularly intuitive, and it took me several tries to get my feet off the ground. But as with most gimmicks in <em>To a T</em>, failing isn’t really that big of a deal-breaker. You’re free to wander around town however you prefer, be it flying, running, or riding a unicycle.</p>

<p class="has-text-align-none">As you delve deeper into the game, <em>To a T</em> spins an increasingly ludicrous-yet-charming tale, one that Takahashi himself has referred to as being rather “stupid” in <a href="https://www.pcgamer.com/games/adventure/it-is-very-touching-and-very-stupid-katamari-damacy-creator-cant-wait-for-us-to-experience-the-final-scene-of-his-new-game/">an interview</a>. Having finished the game, I can attest that one of its final moments is, indeed, almost irredeemably nonsensical. Yet it also made me crack a really wide smile, something I haven’t done while playing games in a while.</p>

<p class="has-text-align-none">Playing and making games amid a politically fraught climate may seem frivolous, and this is <a href="https://www.vg247.com/keita-takahashi-on-wattam-and-the-superfluousness-of-video-games">an issue</a> that Takahashi mentioned he was struggling with when he was working on <a href="https://www.theverge.com/2019/12/16/21021203/wattam-review-ps4-pc-katamari" data-type="link" data-id="https://www.theverge.com/2019/12/16/21021203/wattam-review-ps4-pc-katamari">his previous game, <em>Wattam</em></a>. But <em>To a T</em>’s central message of acceptance, and of finding joy in life’s smallest moments, feels like a salve for these trying times. At the very least, its positivity gave me the impetus to keep trudging on — hopefully it’ll do the same for you, too.</p>

<p class="has-text-align-none"><sub>To a T <em>launches on May 28th on the PS5, Xbox, and PC.</em></sub></p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Khee Hoon Chan</name>
			</author>
			
			<title type="html"><![CDATA[Clair Obscur: Expedition 33 is an audacious RPG with all the right moves]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games-review/656405/clair-obscur-expedition-33-review-xbox-ps5-pc" />
			<id>https://www.theverge.com/?p=656405</id>
			<updated>2025-04-25T15:15:56-04:00</updated>
			<published>2025-04-25T15:30:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Games Review" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[On paper, Clair Obscur: Expedition 33 doesn’t seem to stand out amidst a recent wave of prestige RPGs, from the newly polished high fantasy of the Elder Scrolls IV: Oblivion remake to the medieval warfare of 15th century Bohemia in Kingdom Come: Deliverance II. For one, its fantastical conquests are set in a world reminiscent [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/04/Expedition-33_Release-Date-Announce_Screenshot-11.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-drop-cap has-text-align-none">On paper, <em>Clair Obscur: Expedition 33</em> doesn’t seem to stand out amidst a recent wave of prestige RPGs, from the newly polished high fantasy of the <a href="https://www.theverge.com/games-review/654770/oblivion-remaster-hands-on-xbox-gamepass-bethesda"><em>Elder Scrolls IV: Oblivion</em> remake</a> to the medieval warfare of 15th century Bohemia in <em>Kingdom Come: Deliverance II. </em>For one, its fantastical conquests are set in a world reminiscent of France’s Belle Époque period, an era known for its economic prosperity and radical artistic movements, from Art Nouveau to Expressionism. Add a tinge of melodrama and an emotional backstory, and its setting resembles a medley of games that take place in vaguely European worlds like <em>Greedfall</em>, <em>Bloodborne,</em> and <em>Dishonored</em>. At the same time, <em>Expedition 33</em> boasts a turn-based combat system inspired by Japanese RPGs like <em>Final Fantasy</em> and <em>Dragon Ques</em>t.</p>

<p class="has-text-align-none">All this is to say that <em>Expedition 33</em> risks appearing banal and cliche. Fending off impossible odds in a world, where everyone wants to swing their very imposing weapons at your head amidst medieval ruins, isn’t all that unique these days. But <em>Expedition 33</em> isn’t cowered by the lineage of RPGs that came before. Instead, it displays a sense of quiet confidence, understanding that the keys of the genre — narrative and combat — need to be distinct enough to weave a poignant tale.</p>

<p class="has-text-align-none">This is embodied in the prologue, which takes its time to unfold the game’s emotional stakes. At the start you’re introduced to the scraggly-but-charismatic Gustav, who’s nervous about his meeting with ex-partner Sophie. Apart from going through the basics of combat, Gustav spends the first half of the chapter on a leisurely stroll with her along the town’s boulevard, as they make their way toward the harbor. It’s then that the game’s conceit is revealed: the Paintress, a malignant, immortal being of sorts, wakes up once a year to paint a number on a massive monolith, culling the town’s dwindling population. When this happens, everyone of that particular age simply dissipates into petals. It’s a moment that could easily tip into mawkishness, but a palpable feeling of melancholia sets in. A lump in your throat lingers.</p>
<div class="youtube-embed"><iframe title="Clair Obscur: Expedition 33 | Launch Trailer" src="https://www.youtube.com/embed/ejgW-upPMgk?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p class="has-text-align-none">This scene sets the tone for the rest of <em>Expedition 33</em>. You guide a group of doomed Expeditioners like Gustav, who are embarking on a last-ditch attempt to stop the Paintress. It would’ve been easy for <em>Expedition 33</em> to plunge into an never-ending cycle of abject hopelessness, but there’s a genuine sense of wonder in traveling beyond the small town of Lumiere, and toward the vast expanse of its larger, phantasmagoric world.</p>

<p class="has-text-align-none">One landscape has towering pink corals and shimmering sea flora, swaying like underwater tendrils, with bubbling streams rising from the ground. Another showcases the remnants of Art Nouveau architecture, with dilapidated buildings rife with elegant curves and floral patterns, as well as marble faces carved onto their surfaces. It’s as if these lands, once rich with history and biodiversity, have long been wrecked by a cataclysmic war. Despite the looming threat of certain death, even the Expeditioners were awed by the painterly allure of their surroundings, almost thrilled to be on such a lustrous journey.&nbsp;</p>

<p class="has-text-align-none">Equally — and unexpectedly — resplendent is the game’s combat. Encounters typically begin with the crew striking some monstrous titans with an initial, vibrant blow (or, in unlucky instances, with enemies walking into them), and being transported to a grandiose arena. These scenes are beautiful tableaus, with every attack depicted with the finesse and flourish of stylish sword fights.</p>

<p class="has-text-align-none"><em>Expedition 33</em>’s turn-based combat appears deceptively straightforward. You can issue commands to each Expeditioner every turn, who have their own impressive set of moves. The backbone of Gustav’s attacks, for instance, is his prosthetic arm, which allows him to charge up his assaults and subsequently land a powerful finisher. Whereas another Expeditioner, Lune, embodies the mage archetype with several elemental spells at her disposal.</p>

<p class="has-text-align-none">Adding a wrinkle to this turn-based formula is that enemy attacks can be dodged and parried. When timed right, this allows you to collect more action points for pulling off a string of attacks, or launching a countermove. Performing twitchy maneuvers like these are incredibly satisfying. A perfectly timed parry can easily turn the tide of combat, letting you deal a massive amount of damage. That’s not to say that battles are easy; executing these moves, at the right time, is contingent on your understanding of enemy movements, some of whom are prone to feigning their attacks. Most enemies even present their own twists to combat, which makes every tussle substantial.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/04/ss_8439c07d7b1f2fcfc6449db5f051f8d0867f4785.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game Clair Obscur: Expedition 33." title="A screenshot from the video game Clair Obscur: Expedition 33." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Sandfall Interactive" />
<p class="has-text-align-none">Adding some tactical diversity to combat are Pictos, which are items the Expeditioners can equip to buff their attacks. This is, by far, one of the smartest tricks <em>Expedition 33</em> has up its sleeve. There are plenty of these to collect across the map, so you can further customize each Expeditioner to a specific, preferred build. Gustav’s Overcharge, for instance, requires him to land a flurry of melee assaults to charge up the skill, so I prefer to equip him with Pictos that increase the potency of his attacks.</p>

<p class="has-text-align-none">This is how <em>Expedition 33</em> lets you subtly refine the cadence of battles. And then there’s the joy of the grind; if an enemy proves to be too overwhelming, you can always plow through ramshackle bands of mechanical titans for experience points. That’s because the ritual of grinding in <em>Expedition 33</em> is deeply cerebral, rather than mindlessly tedious, with every encounter a sizable, yet surmountable challenge. Plus, swinging enormous swords and scythes at the heads of Expedition 33’s monstrous giants — accompanied by a rousing, atmospheric soundtrack — lets your attacks land with a really meaty thump. Fighting is a grand, stupendous affair.</p>

<p class="has-text-align-none">There’s much more to say about the sheer extravagance of <em>Expedition 33</em>. Its characters carry shades of complexity and compassion that surface in their conversations. Its music swells and swirls with orchestral lavishness, punctuating every interaction with a note of majesty or calamity. Its tale is heart-wrenching, stirring, and humorous in equal measure. Some parts of <em>Expedition 33 </em>can be a tad superfluous — like the need to put a numerical value in the Expeditioners’ relationships, and certain dialog choices that make little sense — but these do little to mar its experience.</p>

<p class="has-text-align-none"><em>Expedition 33</em> is built upon the conventional anchors of its genre. But its grandiose tale, bolstered by a downright robust combat system, turns it into something much more than just a scrappy underdog.</p>

<p class="has-text-align-none"><sub>Clair Obscur: Expedition 33<em> is available now on Xbox, PS5, and PC.</em></sub></p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Khee Hoon Chan</name>
			</author>
			
			<title type="html"><![CDATA[Lost Records: Bloom &#038; Rage blends its teen drama with a heavy dose of ’90s nostalgia]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games-review/617336/lost-records-bloom-and-rage-review" />
			<id>https://www.theverge.com/?p=617336</id>
			<updated>2025-02-21T17:12:06-05:00</updated>
			<published>2025-02-22T10:00:00-05:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Games Review" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[The fuzz of the cathode-ray tube (CRT) monitor, alongside static grains and flickering scanlines, is a touchstone for ’90s-era nostalgia. It’s shorthand for those halcyon days when technology was predominantly analog and millennial kids spent their summers shoving bulky tapes into VHS players, recording favorite bits of their after-school television shows, and making their own [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/02/BR_Screenshot-3.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-drop-cap has-text-align-none">The fuzz of the cathode-ray tube (CRT) monitor, alongside static grains and flickering scanlines, is a touchstone for ’90s-era nostalgia. It’s shorthand for those halcyon days when technology was predominantly analog and millennial kids spent their summers shoving bulky tapes into VHS players, recording favorite bits of their after-school television shows, and making their own home videos with camcorders. It’s this vignette that developer Don’t Nod Montréal leans heavily into in <em>Lost Records: Bloom &amp; Rage. </em>The game follows a blossoming friendship — and apparent falling-out — of four teenagers over an unforgettable summer. And it all starts with a good dose of that nostalgia: the ubiquitously blue anti-drug message that precedes the title screen, complete with the telltale flicker of a CRT monitor.</p>

<p class="has-text-align-none">Such adolescent longing is all par for the course for Don’t Nod. Alongside <a href="https://www.theverge.com/2018/10/4/17934166/telltale-games-studio-closed-layoffs-end-the-walking-dead">Telltale</a>, the studio popularized the choose-your-own-adventure style of narrative games with <em><a href="https://www.theverge.com/2015/10/28/9627302/life-is-strange-season-wrap-up" data-type="link" data-id="https://www.theverge.com/2015/10/28/9627302/life-is-strange-season-wrap-up">Life is Strange</a></em>, while foregrounding the outsized pain and tribulations of teenhood. But more than just coating teenage drama in a layer of dreamy nostalgia, <em>Bloom &amp; Rage</em> is also an opportunity for Don’t Nod to write a story based in familiar settings. The era already has its own vocabulary and culture; it’s the era of riot grrrl, Bikini Kill, <em>The</em> <em>Blair Witch Project</em>, and video rental stores. Doing so helps <em>Bloom &amp; Rage</em> avoid the criticism of penning teenage slang and using outdated references that sound like they’re written by much older adults. This means a lot less “hella cool” and more “let’s bounce,” which is <em>definitely </em>a phrase I remember using as a teenager.</p>

<p class="has-text-align-none">At first glance, <em>Bloom &amp; Rage</em> looks like another <em>Life is Strange</em>. Every moment is infused with the same emotional weight the series is known for, be it standing up to a bully or excitedly gushing about your new best friend to your cat. Then there’s the tinge of the supernatural. But while promising, it’s a tad early to see if <em>Bloom &amp; Rage</em> can surpass the juggernaut that was the original <em>Life is Strange</em>. That’s because <em>Bloom &amp; Rage</em> is a two-part adventure game — a nod to the episodic roots of its forebears — with the second half of the game expected to release in mid-April this year.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/02/BR_Screenshot-6.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game Lost Records: Bloom &amp; Rage." title="A screenshot from the video game Lost Records: Bloom &amp; Rage." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Don’t Nod" />
<p class="has-text-align-none">Set in the small town of Velvet Cove, you’ll play as Swann, one of the four central teenagers. The story is depicted across two time periods: the present-day Swann as an adult meeting her long-lost friends decades later, and her earlier days as an awkward teenager during the summer of ’95.</p>

<p class="has-text-align-none">The first few minutes of <em>Bloom &amp; Rage</em> neatly set the stage. At first, the adult Swann is struggling with a tedious, mostly one-sided conversation with her mother over the phone, and she can choose to respond meekly, with indifference, or mere silence. Meanwhile, lots of objects in the vicinity are available for her to fiddle with: a receipt, some brochures, and even a bottle of maple syrup. While examining these will cause Swann’s mother to chide her for being distracted, this also demonstrates how Don’t Nod is expanding the ways in which dialogue can play out. You can look at specific objects and this will, at times, open up new dialogue choices that can influence your current and future conversations with other characters. It’s a small addition, but it helps make conversations feel more authentic, rather than simply choosing between binary choices of playing nice or being rude.</p>

<p class="has-text-align-none">Flashbacks to Swann’s younger days make up the bulk of <em>Bloom &amp; Rage’</em>s first half, with the teenager navigating the thorny passage of adolescent friendships. In the beginning, Swann is a loner, largely reluctant to socialize and too awkward to belong anywhere — the familiar plight of every millennial teenager. Spending her days memorializing almost every waking moment with a camcorder, Swann will meticulously record clips of anything that catches her eye, before putting them together to make short films. Aside from the conversations, documenting Swann’s everyday life is the game’s central conceit, a bold gamble given how this can feel like busywork at first.</p>

<p class="has-text-align-none">From fulfilling objectives that move the storyline along, such as filming the local video store (it’s one of Swann’s favorite haunts), to discovering collectibles in the form of crude graffiti and exotic birds, this almost reduces the game to an object-hunting adventure. Eventually, you may develop the tendency to just whip out the camcorder the moment cutscenes conclude. But there’s a lingering charm to this approach, highlighting how Swann tends to instinctively interact with the people around her through her camcorder. Making films is the one thing that empowers her. This is all the more poignant as she eventually comes out of her shell and hides less behind her lens.</p>

<p class="has-text-align-none">And then there are Swann’s newfound friends — Nora, Autumn, and Kat — who similarly are more than just one-dimensional caricatures. There’s Nora who, for all her bravado and punk rock sensibilities, is one of the most conflict-averse individuals in the group and the quickest to suggest giving up when they get into trouble. Then there are seemingly villainous folks who are more multifaceted than what their initial hostility suggests, which isn’t revealed until you examine their behavior and personal artifacts.</p>

<p class="has-text-align-none">These point toward complexities that a young Swann may not fully comprehend, evident in some of her childlike responses, but that the older Swann — and by extension, the player — can probably recognize. This is what Don’t Nod has always been adept at: crafting believable and deeply human characters and the abundant world that they inhabit.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/02/BR_Screenshot-4.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game Lost Records: Bloom &amp; Rage." title="A screenshot from the video game Lost Records: Bloom &amp; Rage." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Don’t Nod" />
<p class="has-text-align-none">Experiencing the idyllic memories of Swann’s days with her friends can be deeply emotional, as if chancing upon a time capsule you’ve forgotten about. These are long-buried moments about engaging in hours-long phone calls with close friends, partaking in rambunctious activities on the fly, and waxing lyrical about larger-than-life ambitions, like playing in famous bands or living in a secret getaway, hidden from the prying eyes of untrustworthy adults.</p>

<p class="has-text-align-none">Seeing Swann, Nora, Autumn, and Kat trade lifelong promises and form intense bonds — ones so characteristic of deep female friendships — will hit close to home for many. It’s this juxtaposition between these idyllic scenes and the constant, foreboding reminder of the group’s inevitable fallout that feels so ominous, unnerving, and perhaps a little painful. And the vague, supernatural happenings only serve to heighten the anxieties of teenhood. Whether it serves a deeper, more metaphorical purpose still remains to be seen. </p>

<p class="has-text-align-none">The first half of <em>Bloom &amp; Rage</em> ends in a dramatic cliffhanger, of course, but it’s one that’s not quite as audacious as it seems. Some hints have been hiding in plain sight. But a small concern lingers. Stories like these often introduce so many twists that could derail the game, before the story goes off the rails so quickly that it inevitably plummets. This was partly why the recently released <a href="https://www.theverge.com/24289524/life-is-strange-double-exposure-review-pc-ps5-xbox"><em>Life is Strange: Double Exposure</em></a> faltered in its concluding chapters. For now, there’s plenty of time to wonder; we still have to wait two more months or so for <em>Bloom &amp; Rage</em>’s melodramatic conclusion.</p>

<p class="has-text-align-none"><sub>Lost Records: Bloom &amp; Rage <em>is available now on PC, PS5, and Xbox.</em></sub></p>
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					</entry>
			<entry>
			
			<author>
				<name>Khee Hoon Chan</name>
			</author>
			
			<title type="html"><![CDATA[Life is Strange: Double Exposure ends with a disappointing finale]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/24289524/life-is-strange-double-exposure-review-pc-ps5-xbox" />
			<id>https://www.theverge.com/24289524/life-is-strange-double-exposure-review-pc-ps5-xbox</id>
			<updated>2024-11-06T13:00:00-05:00</updated>
			<published>2024-11-06T13:00:00-05:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Games Review" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[At one point in Life is Strange: Double Exposure&#8217;s third episode, Max Caulfield tried to discuss the well-being of a student named Reggie with Loretta, another student on campus. Loretta became somewhat bewildered, asking Max who exactly she was referring to. That was when Max realized, much to her chagrin, that she had gotten the [&#8230;]]]></summary>
			
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<p>At one point in <a href="https://www.theverge.com/2024/10/16/24271682/life-is-strange-double-exposure-preview"><em>Life is Strange: Double Exposure</em></a>&rsquo;s third episode, Max Caulfield tried to discuss the well-being of a student named Reggie with Loretta, another student on campus. Loretta became somewhat bewildered, asking Max who exactly she was referring to. That was when Max realized, much to her chagrin, that she had gotten the two parallel realities of Loretta mixed up. Turns out, one Loretta has met Reggie, but the other hasn&rsquo;t. (Don&rsquo;t ask me which; I can&rsquo;t remember offhand, either.)</p>

<p>This moment is emblematic of how rapidly <em>Double Exposure</em> flits between its two universes. There&rsquo;s the &ldquo;Living World,&rdquo; in which her best friend Safi was alive, and the &ldquo;Dead World&rdquo; where she wasn&rsquo;t. Several puzzles in the game follow this trajectory: to circumvent certain obstacles when investigating Safi&rsquo;s death, Max would tear a massive rift into the other reality to gather information she would otherwise not be privy to or grab some useful object as if pulling off a magician&rsquo;s hat trick before returning to the first.</p>

<p>While this gimmick is a nifty mechanic that adds a fascinating dimension to Max&rsquo;s sleuthing,&nbsp;it can also get confusing and tedious, especially as events are spun off in wildly different directions. Even Max&rsquo;s fastidious note-taking does little to assuage this frustration. Ultimately, while the power does offer a look into the otherwise unseen facets of Max&rsquo;s life, it&rsquo;s also troublesome as a mechanic, at times reducing interactions to fetch quests.</p>

<p><em>This piece contains spoilers about&nbsp;</em>Life is Strange: Double Exposure, <em>its finale, and the first </em>Life is Strange<em>.</em></p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25717992/Snapping_Turtle_Pulse.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game Life is Strange: Double Exposure." title="A screenshot from the video game Life is Strange: Double Exposure." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Square Enix" />
<p>This tedium is why, as Max shuttles back and forth between the two realities with the flourish of a seasoned illusionist, there&rsquo;s a sense that her inner turmoil is only growing. Her interactions vary between realities, and so do the myriad events that take place, leaving ripples in the way her relationships develop between universes. For instance, Max is close friends with the school&rsquo;s administrative assistant in one universe but merely acquaintances in another. It&rsquo;s no wonder she often engages in moments of quietude and self-reflection, such as pondering her decision to bombard a friend with relentless questions or ruminating over the dirty laundry of a disgraced colleague.</p>

<p>Thus it&rsquo;s no surprise that as Max starts using her powers more, <em>Double Exposure </em>picks up from <a href="https://www.theverge.com/2024/10/16/24271682/life-is-strange-double-exposure-preview">the largely languid pace of the first two episodes</a>. The melodrama has significantly ramped up from episode two&rsquo;s astonishing cliffhanger, with major twists hinted at and then audaciously delivered with a sleight of hand. While it&rsquo;s easy for these to become contrived, and for <em>Double Exposure</em> to lose the emotional core of its tale &mdash; that is, the game&rsquo;s smaller, more tender moments of affection &mdash; <em>Double Exposure</em> hardly falters, persisting without drowning in these bombastic reveals.&nbsp;</p>

<p>The good news is that Max is learning to live with her grief from <a href="https://www.theverge.com/2015/10/28/9627302/life-is-strange-season-wrap-up">the first game</a>. Small yet crucial choices, such as retaliating against a self-absorbed colleague by interrupting his class, using her supernatural powers to unravel clues, and even choosing which love interest to kiss (or none at all), paint a portrait of Max&rsquo;s identity. Then there&rsquo;s the pivotal scenario in which Max is seemingly confronted with the prospect of making yet another impossible decision but realizing that she can simply choose not to choose at all. <em>Double Exposure</em> is also at its most confident narratively when it&rsquo;s chronicling her growth, with the game deftly bringing together the grandiose plot twists and the quieter, more intimate scenes with incredible sentiment.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25717995/Max_Cat.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game Life is Strange: Double Exposure." title="A screenshot from the video game Life is Strange: Double Exposure." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Square Enix" />
<p>But the final episode is where <em>Double Exposure</em> seems to run out of space for such ruminations. Episode five is eventually reduced to a series of rooms, with Max simply jogging from one door to the next to rescue the cast from their ghastly predicament. Familiar artifacts from her past life in Arcadia Bay, like the steel chair used by her ex-professor Jefferson, resurface, creating the macabre quality of a strange lucid dream sequence. A massive bowling alley mascot leers menacingly at Max as she struggles to break out of her restraints again. Binders full of photographs &mdash; the centerpiece of Jefferson&rsquo;s twisted portfolio &mdash; taunt Max into perusing them once more. It&rsquo;s a throwback to Max&rsquo;s meltdown in the final episode of the original <em>Life is Strange</em>, but it felt like such an obligatory nod that it was more repetitive than inventive.</p>

<p>More disappointing still is that, in its conclusion, <em>Double Exposure</em> has opted to clumsily reconstruct the series &mdash; one beloved for exploring the emotional depths of everyday life &mdash; into a sci-fi story featuring a cast of troubled superheroic teens. It fails to understand that these powers, like Daniel&rsquo;s telekinetic abilities in <em>Life is Strange 2,</em> are merely a lens with which to examine the anxieties of life at a heightened level. Without a stronger emotional hook, this development feels like a ham-fisted attempt to expand <em>Life is Strange</em> into an endlessly repeatable formula, set in another cinematic universe. A bigger failure is how Max is being established as the face of this new direction, with the credits announcing that &ldquo;Max Caulfield Will Return.&rdquo;</p>

<p class="has-end-mark">Perhaps an ending where Max gets a reprieve from the slew of misfortunes that the world seems to enjoy hurling at her is too idealistic. After all, reality can be just as perverse for the rest of us. But the idea that <em>Life is Strange</em> will present Max&rsquo;s powers as somehow extraordinary feels a bit discordant. This isn&rsquo;t the conclusion that <em>Double Exposure</em> deserves.</p>

<p><em><em>All episodes of </em>Life is Strange: Double Exposure<em> are available now on PC, PlayStation, and Xbox.</em></em></p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Khee Hoon Chan</name>
			</author>
			
			<title type="html"><![CDATA[Life is Strange: Double Exposure is more heart than whodunit]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2024/10/16/24271682/life-is-strange-double-exposure-preview" />
			<id>https://www.theverge.com/2024/10/16/24271682/life-is-strange-double-exposure-preview</id>
			<updated>2024-10-16T12:00:00-04:00</updated>
			<published>2024-10-16T12:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[There&#8217;s probably someone in your life like Life is Strange&#8217;s Max Caulfield: a talented, sensitive artist who&#8217;s charmingly awkward and who seemingly prefers to observe life from afar. Max is easy to root for because she&#8217;s someone we already know. But since the events of the first game, she&#8217;s understandably more world-weary and reticent, having&#160;experienced [&#8230;]]]></summary>
			
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<p>There&rsquo;s probably someone in your life like <em>Life is Strange</em>&rsquo;s Max Caulfield: a talented, sensitive artist who&rsquo;s charmingly awkward and who seemingly prefers to observe life from afar. Max is easy to root for because she&rsquo;s someone we already know. But since the events of the first game, she&rsquo;s understandably more world-weary and reticent, having&nbsp;experienced trauma and grief in the most monumental sense &mdash; one that, in fact, erupted in an outsize calamity. It&rsquo;s also why <em>Life is Strange</em> is so profound. The disaster isn&rsquo;t just a plot device but an apocalyptic event that represents the heartaches of teenagehood in all its raw, unabashed glory.</p>

<p>And after nine years of <a href="https://www.theverge.com/22661479/life-is-strange-true-colors-review-xbox-ps5-switch">exploring</a> <a href="https://www.theverge.com/2019/12/10/21003367/life-is-strange-2-season-review-xbox-ps4-pc-dontnod">other stories</a> (as well as a change of developers), the series finally returns to Max &mdash; <a href="https://www.theverge.com/2015/10/28/9627302/life-is-strange-season-wrap-up">the protagonist who turned <em>Life is Strange</em> into the phenomenon it is today</a>.</p>

<p>Max is still Max in <em>Double Exposure</em>, and the new game feels largely familiar. So far, I&rsquo;ve played the initial two chapters of the game (there will be four in total), and the first begins with Max breaking into an abandoned bowling alley with her new friend Safi, a colleague she met when she took up a position as an artist-in-residence at Caledon University. She&rsquo;s still looking for great pictures to snap and trading friendly barbs with Safi, whose gregariousness mirrors that of Max&rsquo;s close friend (or high school lover) Chloe Price.</p>
<div class="youtube-embed"><iframe title="Origins Trailer - Life is Strange: Double Exposure (PEGI)" src="https://www.youtube.com/embed/QqrWT2FSMns?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p>In between examining objects and ruminating on them &mdash; a <em>Life is Strange</em> staple by now &mdash; Max is also taking pictures of whatever catches her eye. A stain on the wall that creepily resembles a face? Shelves of old bowling shoes that are left behind? The tall, dead-eyed statue of the bowling alley mascot? These are all sights that you can snap photos of as Max, who then uploads them to the in-game social platform, Crosstalk. Max and Safi then scamper out of the bowling alley a few moments later, flushed with adrenaline after a close call with one of the alley&rsquo;s crumbling displays.</p>

<p>Such smaller, unhurried scenes among Max, Safi, and other characters of the <em>Double Exposure</em> cast make up the good half of the first chapter. If you&rsquo;re familiar with the cadence of the series, you&rsquo;ll see that these quieter moments prop up the game&rsquo;s melodrama, fleshing out the more affecting moments that inevitably arise later. The cast, distinct and quickly likable (except for those you love to hate), points to developer Deck Nine&rsquo;s forte of writing endearing personalities. Focusing the game on the cast is a decision with huge stakes given the character-driven tale of <em>Double Exposure</em>, but it pays off &mdash; at least early on. The professor Lucas Colmenero, for instance, is deliciously obnoxious, which makes humiliating him at every turn particularly delightful.</p>

<p>Then there&rsquo;s the murder mystery aspect. Of course, things are never tranquil for long in <em>Life is Strange</em>, much less for the hapless Max, who would eventually suffer another loss again &mdash; one that she&rsquo;s unable to reverse with her time manipulation powers from the original. That&rsquo;s because Max doesn&rsquo;t have that power anymore. Instead, it has evolved into another twisted form: the ability to rip a cosmic hole between alternate realities. In one, a new friend has been murdered, but in the other, they&rsquo;re still alive. The events of the two parallel realities are starkly different, and Max will be traversing between them to get to the bottom of this mystery. Then there&rsquo;s another skill that Max has called &ldquo;Pulse.&rdquo; This lets Max catch a glimpse of what&rsquo;s taking place in the parallel reality, without having to physically travel there. The two skills enable Max to snoop around places or eavesdrop her way to secrets.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25680922/20241010155819_1.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A screenshot from the video game Life Is Strange: Double Exposure." title="A screenshot from the video game Life Is Strange: Double Exposure." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Square Enix" />
<p>The way supernatural abilities serve as an allegory for its cast&rsquo;s growth has always defined the series, and this is a fascinating development for Max. No longer are we constantly rewinding time and examining the minutiae of conversations like we did in the first <em>Life is Strange</em>. After all, she no longer believes in the invincibility of teenage exuberance to transform the very face of reality (although you can always load a previous save). But at the same time, things can get a tad confusing as you mentally keep track of the affairs between the two universes, while events diverge in two vastly different paths. In the &ldquo;Living World&rdquo; &mdash; that is, the reality in which your friend is still alive &mdash; the holiday spirit may be in full bloom but characters are still embroiled in disputes and inner turmoil that don&rsquo;t surface in the &ldquo;Dead World.&rdquo; Fortunately, Max takes careful notes of everything in her notebook, but I still found myself forgetting some details while blasting between these planes.</p>

<p>That said, Deck Nine&rsquo;s decision to only introduce Max&rsquo;s new powers late in the first chapter, rather than getting down to the supernatural business quickly, points to the game&rsquo;s emphasis on relationships rather than detective work. And the latter isn&rsquo;t difficult to figure out as long as Max stares at and monologues over every object in the area. But with chapter two concluding in a jaw-dropping cliffhanger, there&rsquo;s a chance that <em>Double Exposure</em>&rsquo;s mystery narrative will soon take precedence over the quieter, reflective moments in the upcoming chapters.&nbsp;</p>

<p class="has-end-mark">Nonetheless, get ready for the inevitable heartache. While <em>Double Exposure</em> may no longer be centered on teenage woes, world-rending despair is a timeless emotion. The pains of being human transcend age, after all.</p>

<p><em>Life is Strange: Double Exposure <em>launches on October 29th on the Switch, Xbox, PS5, and PC.</em></em></p>
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			<entry>
			
			<author>
				<name>Khee Hoon Chan</name>
			</author>
			
			<title type="html"><![CDATA[The rise of impossibly cute and wholesome games]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2020/3/10/21172972/games-wholesome-themes-uwu-frog-detective-wattam-sokpop-keita-takahashi" />
			<id>https://www.theverge.com/2020/3/10/21172972/games-wholesome-themes-uwu-frog-detective-wattam-sokpop-keita-takahashi</id>
			<updated>2020-03-10T10:36:16-04:00</updated>
			<published>2020-03-10T10:36:16-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[&#8220;hello im a detective i solve every mystery&#8221; reads the Twitter bio of the Frog Detective, who&#8217;s widely known as the second-best detective in the fictional universe of his very own adventure game. As a whodunnit, The Haunted Island, a Frog Detective Game follows the plucky, amphibious investigator as he gets to the bottom of [&#8230;]]]></summary>
			
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<img alt="" data-caption="The Haunted Island, a Frog Detective Game." data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19781706/5.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	The Haunted Island, a Frog Detective Game.	</figcaption>
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<p>&ldquo;hello im a detective i solve every mystery&rdquo; reads the <a href="https://twitter.com/frogdetective">Twitter bio</a> of the Frog Detective, who&rsquo;s widely known as the second-best detective in the fictional universe of his very own adventure game.</p>

<p>As a whodunnit, <em>The Haunted Island, a</em> <em>Frog Detective Game</em> follows the plucky, amphibious investigator as he gets to the bottom of two cases: the source of the spooky sounds plaguing an island and the truth behind the inexplicable wreckage of a welcoming party for a neighbor. But rather than adopt the hardboiled, neo-noir vibes of detective games like <em>LA Noire</em>, <em>Frog Detective</em> has the titular frog earnestly solving crimes in a wholesome tale filled with nonsequiturs &mdash; like building a bomb with pasta, bananas, and an assortment of random items. And together with a zany cast of talking animals, it makes for a whimsical, silly, and cute game.&nbsp;</p>

<p>There has been a boom in popularity for titles like <em>Frog Detective</em> lately; these are often quirky, relaxing, comical, perhaps a tad absurd, and devastatingly adorable. Think of <a href="https://www.theverge.com/2019/12/16/21021203/wattam-review-ps4-pc-katamari">the whimsical adventures in <em>Wattam</em></a>, the charming bite-sized games by <a href="https://www.theverge.com/2019/4/2/18287223/sokpop-collective-patreon-experimental-games-subscription-crowdfunding-creators">the Sokpop Collective</a>, <a href="https://www.theverge.com/2019/8/18/20804152/a-short-hike-review-animal-crossing-zelda-steam-itchio">the relaxing hiking trips in <em>A Short Hike</em></a>, and the dreamy farm sim <em>of Garden Story</em>. These &ldquo;uwu games&rdquo; &mdash; personally coined after the emoticon, which denotes an overwhelming sense of joy from experiencing an overload of cuteness &mdash; are a stark contrast from traditional notions of video games, which are typically adrenaline-soaked action-fests or majestic, fantasy epics where peril lurks at every corner. Instead, uwu games are filled with anecdotes and happenings that are decidedly less consequential and earth-shattering, as they focus on the charm behind the mundane.&nbsp;</p>

<p>When I asked these developers about their influences, it turned out many are largely inspired by what they see around them, and the goings-on in their daily life. Take, for instance, <em>A Short Hike</em>, which its creator, Adam Robinson-Yu, says was the result of several trips he took last year. He wanted to make a game that invokes the quiet serenity of hiking up mountains and traversing through the wilderness.</p>

<p>&ldquo;I went on a road trip with some of my friends and we visited Yosemite, we went to Mount Glacier, and stuff like that. The feeling of hiking in the woods&hellip; I was really into those trips, and I didn&rsquo;t realize how much I loved just going to a mountain and hiking up it, and I was thinking how I could try and take that experience and put it in a video game form,&rdquo; he says. &ldquo;I don&rsquo;t think <em>A Short Hike</em> really ended up being what I thought a hiking simulator would be, but that was the inspiration.&rdquo; In the game, you play as a young bluebird on a vacation, and you&rsquo;ll be trekking through the mountainous terrain of Hawk Peak Provincial Park to get to the summit. The destination isn&rsquo;t the point. <em>A Short Hike</em> is all about taking in the tranquility of the trail.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“I usually get ideas from my routine daily.”</p></blockquote></figure>
<p>Likewise, Keita Takahashi, the creator behind <em>Katamari Damacy</em> and <em>Wattam</em>, says he mostly gets his ideas for his games through his life. &ldquo;I usually get ideas from my routine daily &mdash; I don&rsquo;t go on trips often and don&rsquo;t have many friends,&rdquo; he explains. &ldquo;I like my simple life, and I think there are still many unknown ideas or perspectives, even my simple one. I came up with <em>Katamari [Damacy]</em> and <em>Noby Noby [Boy]</em> ideas from my daily life in Japan.&rdquo;</p>

<p>His games, which are characterized by their eccentricity and silliness, are inspired by Takahashi seeing the absurdity and joy in these routines, often by trying to view them through different lenses. Yet he admits that searching for these moments can be tough. &ldquo;But it&rsquo;s hard to find them out because my common sense and bias both interrupt always. I know having common sense is so important for us, but sometimes it can make us blind and hide other perspectives,&rdquo; he says.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19535935/Wattam_E32018_4.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Wattam" title="Wattam" data-has-syndication-rights="1" data-caption="&lt;em&gt;Wattam.&lt;/em&gt;" data-portal-copyright="" />
<p>&ldquo;I think what mostly inspired me was Keita Takahashi&rsquo;s games,&rdquo; says game designer Tom van den Boogaart, one-fourth of the Sokpop Collective, over a Skype conversation. He acknowledges Takahashi&rsquo;s influence in his game design, saying, &ldquo;And I found out about <em>Noby Noby Boy</em>, which is this great game about [a figure] that stretches across the screen, and it&rsquo;s really colorful and weird. It also has these procedural animations, and it&rsquo;s very bubbly&#8230; it played a big part in my visual design.&rdquo;</p>

<p>Sokpop is a collective of four game developers whose short games &mdash; which can usually be completed in under an hour or two &mdash; are made up of an eclectic mix of genres, from physics-based puzzle games to a text-based massively multiplayer online game. Since 2018, they created more than 50 games through a games-subscription model on Patreon. Although each has their own idiosyncrasies, what ties the games together is how they all have a charm, wonder, and humor that are undeniably Sokpop.</p>

<p>This Sokpop aesthetic is mostly patched together from the collective&rsquo;s interest in humor, particularly if it&rsquo;s presented in a simplistic or animated form. That&rsquo;s why violence is a topic they wouldn&rsquo;t shy away from, although they admit it isn&rsquo;t what they are drawn to. &ldquo;Our games tend to not have violence in [them]. But I don&rsquo;t think it&rsquo;s a hard choice for us. I guess we are just drawn to more non-violent things. For me personally, there&rsquo;s already so many violent games out there, and I don&rsquo;t feel the need to also make that,&rdquo; says Aran Koning, another member of the collective. &ldquo;I think cartoon violence is really funny, it&rsquo;s funnier than &lsquo;proper&rsquo; violence. I&rsquo;m fine with a game character in my games like, punching another character, that way it&rsquo;s funny.&rdquo;</p>

<p>&ldquo;It&rsquo;s kind of like indirect humor, you don&rsquo;t tell jokes. It&rsquo;s more like, oh, this fish looks really funny if you do this and that,&rdquo; adds Ruben Naus.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“I’m always limited by what I can actually do.”</p></blockquote></figure>
<p>More than just a preference for cuter, gentler games, this aesthetic also serves a more functional purpose for the developers. For Sokpop, applying a simpler visual design rather than the high-fidelity graphics of blockbuster games is a better fit for&nbsp;their unique games subscription model via Patreon. &ldquo;I also think it was easier for us to make games out of circles and lines, which is easier to make. And [since we&rsquo;re] making a lot of games at a time, it&rsquo;s easier to get something finished,&rdquo; says Boogaart.</p>

<p>&ldquo;I have some people that help me out but when I&rsquo;m making games, I&rsquo;m always limited by what I can actually do,&rdquo; said Robinson-Yu. As <em>A Short Hike </em>is predominantly a solo effort, he also faced several constraints in terms of resources and skills. &rdquo;In <em>A Short Hike</em>, the character for the game was the first character I ever rigged as a 3D model, so I wouldn&rsquo;t be able to make anything realistic, it&rsquo;s just out of scale for me,&rdquo; he shares. &ldquo;So I think making something that looks cute and cartoony like this, was something that I like to make, but it was also much easier to create assets and create new characters and things for the world through this cute, distant look.&rdquo;&nbsp;</p>

<p>As a result, making more detailed models would have taken him more time and effort. &ldquo;There&rsquo;s a lot of things I can&rsquo;t make, and it&rsquo;s trying to find an interesting look for the game and something that I think will be appealing to people, but within the skills set that I actually have.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19781673/ss_f65b5330e1c6f037013f601bf815f0c535016244.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;Dr. Umgebung’s School of Life&lt;/em&gt; by Sokpop Collective." data-portal-copyright="" />
<p>Meanwhile, the adorable, oblong look of the Frog Detective was a happy accident for Grace Bruxner, who started working with 3D visuals, eventually sticking with it because her own 3D designs tickled her. &ldquo;When I got into games, I wanted to make 2D point-and-click adventures, because that was all I had experience playing, and [it&rsquo;s] relevant to my existing skill set. I started learning 3D and realized I was really quite terrible at it, but didn&rsquo;t mind at all. It was more freeing to make things in 3D, and because I was bad at it, the things I was making automatically made me laugh,&rdquo; she says. &ldquo;Even though I eventually got much better at 3D, making silly things was all I wanted to do, so I never really stopped.&rdquo;</p>

<p>Although their games have a distinct, childlike quality, many developers revealed they did not create their games with a younger audience in mind, although they&rsquo;re aware of their games&rsquo; child-friendliness. Some mentioned that they have heard of parents playing these games with their kids. For instance, Sokpop&rsquo;s Naus says that their business model doesn&rsquo;t quite allow younger children to find their games, so their demographic is mostly an older audience that&rsquo;s already invested in video games. &ldquo;I would like to make stuff for kids, but it&rsquo;s just&#8230; you can&rsquo;t really reach them without [the backing of a] big company, or making it free,&rdquo; he explains.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“It’s very nice that other people enjoy the games, but they’re for us first and foremost.”</p></blockquote></figure>
<p>&ldquo;I can&rsquo;t remember the last time I talked to a child, so I&rsquo;m not sure what they like, but I definitely make sure the games we make are appropriate for children. I&rsquo;m not making my games for them, or anyone else really,&rdquo; says Bruxner, who also shares that she prefers to create games that are based on her own preferences. &ldquo;Tom [the programmer who worked on <em>Frog Detective</em>] and I make our games for us. We&rsquo;re very selfish. It&rsquo;s very nice that other people enjoy the games, but they&rsquo;re for us first and foremost.&rdquo;</p>

<p>Instead, it&rsquo;s accessibility and introducing her games to people who don&rsquo;t traditionally fall under the umbrella of &ldquo;hardcore gamers&rdquo; that she&rsquo;s most concerned about. &ldquo;We put a lot of effort into making the game accessible thematically and visually, for people who aren&rsquo;t interested in games that look&#8230;gamey. In the next year, we want to improve our accessibility for players with disabilities, because there are issues that are locking some players out right now.&rdquo;</p>

<p>Pico, the game designer behind the upcoming farm sim-cum-roleplaying game <em>Garden Story &mdash;</em> which features a purple, orbicular fruit as a guardian of a small, thriving village &mdash; also shares similar sentiments. Keeping their games accessible for a wider and younger audience has always been a factor they think about frequently. &ldquo;Stylistically, I don&rsquo;t try to aim for a younger crowd, but I am constantly thinking about whether or not what I&rsquo;m making is playable for them. It&rsquo;s another aspect of accessibility that I don&rsquo;t think is talked about very often, but I do take it to heart when working on games. Even if something is playable and appropriate for children, there&rsquo;s a lot of important questions I think you still ask within that space.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19781719/ss_c3c2253457e7d11ce2f3aa3b05bb36ab4c33f536.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;Garden Story.&lt;/em&gt;" data-portal-copyright="" />
<p>The gradual popularity of uwu games in recent years is changing the conversation around video games and its players. While the genre is still niche, there is a sizable community invested in their smaller, compact stories, which offer more laid-back and introspective experiences. Perhaps there&rsquo;s a growing sense of fatigue around the heady, visual bombast of more mainstream games and the hypermasculine heroes that dominate them. This is evident in the popularity of the original uwu game &mdash; the <em>Animal Crossing</em> series &mdash; by Nintendo, the gaming behemoth that&rsquo;s also behind a rich legacy of impossibly cute games like <em>Pok&eacute;mon</em>, <em>Earthbound</em>, and <em>Kirby</em>.&nbsp;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“My ideal players are ’people, dogs, and cats.’”</p></blockquote></figure>
<p>&ldquo;There&rsquo;s a huge difference when it comes to the farming-genre community as opposed to something like the first-person shooter community. There&rsquo;s just a huge gap in the way that people enjoy that content. I immensely enjoy whatever slice of the indie-dev community I&rsquo;m in,&rdquo; says Pico. &ldquo;Everyone is incredibly supportive, and I think that&rsquo;s just the magic of cool people playing non-competitive wholesome games! It creates a really supportive feedback loop that I enjoy so much.&rdquo;</p>

<p>Through his games, Takahashi also wanted to impart a positive and ultimately uplifting experience to people who play his games. Nothing captures this good-natured joy better than his hopes of making games for an unusual audience. &ldquo;I was really happy when I watched a YouTube video of a cat playing the <em>Noby Noby Boy</em> iPad version. When I got an opportunity to design a playground in Nottingham in the UK, playing with kids, parents, and dogs was the design concept. So my answer is, my ideal players are &rsquo;people, dogs, and cats.&rsquo; I&rsquo;m so sorry for other animals, I will do my best on the next game for you guys.&rdquo;</p>

<p class="has-end-mark">Uwu games like Takahashi&rsquo;s offer players an escape to a universe where people are warm, kind, and wholesome &mdash; a place where adorable dogs, cats, and critters of all sorts will gladly grab a drink with you and offer genuine companionship. Their appeal lies in sheer endearment, silliness, and gentle charm, giving many players a respite from the complications of modern life.</p>
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