Indie World 2019: The Best Games From Nintendo’s Showcase

With a healthy mix of brand new titles and a few shocking ports, here’s all the best games announced at Nintendo’s Indie World showcase.

Whenever Nintendo announces another indie presentation, it’s impossible to know what to expect. One may be a fairly low-key event, while another might announce a brand new Zelda game. The latest “Indie World” presentation for Gamescom 2019 found itself somewhere in the middle. It didn’t feature quite as many earth shattering reveals as the previous presentation in March, but with a healthy mix of promising new titles, updates on previously announced games, and a few shocking ports, Indie World was a worthwhile showcase in its own right. Without further ado, here’s some of the very best game announcements from the presentation, arranged in order of their appearance.

I’m firmly of the belief that you can never have too many Zelda-likes in your life. For this reason alone, Eastward looks like it could be an exciting addition to the Switch’s indie lineup. Better yet, this latest Chuckelfish-published game looks like it has all the makings of a great entry in the genre.

It tells a simple story: a miner finds a young girl alone in a secret underground facility, and together, they go on to explore a post-apocalyptic land. Although this world has been apparently ravaged by a cataclysmic disaster, it still looks gorgeous thanks to its lush pixel art and fluid character animations. Pair this with your typical Zelda-like gameplay loop of overworld exploration and dungeon puzzle-solving, and Eastward looks like it will be a promising prospect when it releases next year.

Shin’en Multimedia has long been known for making some of the best-looking titles on Nintendo consoles with visual stunners like the Fast Racing series. However, The Touryst is a departure from the games they’re known for. While it’s just as breathtaking as their previous work with its beautiful lighting and voxel-based design, it’ll be a much slower experience than Shin’en’s signature lightning-fast racing games.

As its name would suggest, it focuses on a tourist taking a relaxing tropical vacation, whiling away their time with activities like shopping, scuba diving, and visiting arcades. However, the trailer also hints of a greater mystery lurking beneath this laid-back surface. With Zelda-like dungeons to explore and puzzles to solve as well as a contemporary tropical setting, it seems like it could be considered a spiritual successor to the NES cult classic, StarTropics. It should definitely be one to keep an eye on when it launches this November.

Who’s the real monster here? Röki is a narrative-focused adventure game set in a world taken straight out of Scandinavian fairytales, featuring a snow-laden forest inhabited by fantastical creatures of Nordic mythology.  It puts players in control of a young woman exploring this mystical environment, with the goal of saving her family and interacting with these various monsters. Its visuals adopt a beautiful storybook style, and with its emphasis on accessible gameplay and telling a touching story, it looks like it could be a worthwhile purchase for anyone in search of a more poignant adventure when it hits Switch this winter.

It’s not a true Nintendo presentation without a shadow drop or two, so SUPERHOT took it upon itself to be the first to fill that void during Indie World. It’s a striking shooter built upon one simple concept: time only moves when you do. This core idea creates a uniquely methodical approach to the genre, nearly turning SUPERHOT into more of a puzzler than a shooter. It’s already made quite an impact on other platforms, so it should fit right in on Nintendo’s hybrid wonder – and best of all, it’s available right now.

If it has style, action, and plenty of violence, it’s probably a Devolver Digital game. The boutique indie publisher has supported the Switch with plenty of quality games over the past few years, but the brutal series that launched the publisher into fame in the first place has been strangely absent. Thankfully, that changed today with the surprise release of the Hotline Miami Collection on the eShop.

Gathering both games in the iconic Hotline Miami top-down shooter series into a single package, this release brings all of their signature hardcore difficulty and neon style to a Nintendo platform for the first time. For anyone who’s enjoyed Devolver’s fantastic output thus far on the Switch but hasn’t yet experienced these famously bloody titles, it should be an excellent purchase.

Microsoft’s surreal love affair with Nintendo continues with the reveal that another Xbox One console exclusive will be making its way to Switch. Ori and the Blind Forest: Definitive Edition is the ultimate version of the acclaimed artistic platformer. It will feature the same beautiful visuals, detailed world, and touching story that made the original release so special, along with all the additional areas, story, and improvements of the Definitive Edition.

For those concerned that the game’s incredible visuals will lose their luster on Nintendo’s under-powered device, there’s no need to worry: the developers have confirmed that the Switch version contains no compromises, running at a locked 60 frames per second at 1080p resolution while docked, with a native 720p resolution in handheld mode. It joins the ranks of Cuphead and Super Lucky’s Tale as yet another former Microsoft exclusive to appear on Nintendo’s console, and with its uncompromising conversion to Switch, it should be one of the most remarkable Switch ports yet when it releases on September 27.

Campbell’s a writer and English student at the University of Texas at Austin. An unabashed Nintendo nerd, the only thing that can tear him away from his Switch is the thought of all the dusty old books in the libraries on campus.

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Eastward is hands-down my most anticipated on this list. Best Friend Forever could also be great depending on the writing and dating systems

I just saw the full trailer for BFF and it does indeed look like it could be amazing. Wish it had a bigger presence in the Direct!

Outside of a few major studios, very rarely do I play a title and consider it to feel like a fully-realized vision. Often times, major video game releases feel like something was lost in the translation from the storyboard to the game engine due to corporate size, lack of funding, or a profits-first mentality. Control is not one of these titles. Instead, the work feels like the creation of a studio with artistic control and a desire to make something unique, taking bold risks to make their vision an uncompromising reality.

In a recent article from e3 2019, I called Control “the highlight of my experience” at the convention, and I’m incredibly happy to say that the Remedy’s newest release met –and actually exceeded– all of my expectations. In fact, I would go so far as to say that Control is my favorite 3rd party release of 2019 so far, although 2019 has admittedly been a pretty mellow review year. Even so, Remedy’s Control is memorable, entertaining, and unique, proving that the developer can run with the AAA industry big dogs of the action/adventure genre and establishing them as modern masters of storytelling, level design, and gameplay.

Remedy Entertainment’s track record –Max Payne, Alan Wake, and Quantum Break– shows that they know how to tell a gripping story, but Control sets a new standard in the paranormal genre. As protagonist Jesse Faden, players are thrown headfirst into the dark underbelly of the Oldest House, the headquarters of a secret government organization tasked with studying paranormal and supernatural occurrences, otherwise known as the Department of Control. Adopting the mantle of “new director,” players must traverse the house in search of Jesse’s brother, Dylan, who was kidnapped by the group as a young boy after the two stumbled upon an altered artifact that led to another dimension.

Coincidentally, the Department of Control is also under attack from an otherworldly force known only as “the Hiss,” a presence that possesses and transforms the Oldest House’s agents in monstrous creatures. To find Jesse’s brother and learn the secrets of her past, players must travel through the maze of the supernatural Oldest House and fight off the Hiss using a host of unlockable paranormal abilities and a transforming gun known as the Service Weapon. These powers take the form of a telekinetic launch ability, a levitating move, a shield power, and a possession skill, all of which allow for varied ways to fight through the Department of Control.

Now, it is a classic trope in video game journalism to say that games “make players feel like they are (insert any classic character here),” but Control absolutely nails the feeling of being a total paranormal badass. While I’ll avoid saying that I actually felt like a supernatural prodigy when hurtling objects across the room with telekinetic energy, it was still hands down the best use of physics and force I’ve ever felt in any video game engine. Paired with the crushing sound of pulverized rock and the whirling camera movement, the launch ability gave a visceral and almost tactile sensation to tossing forklifts, boulders, and barrels at the Hiss and a satisfying feeling as they ragdolled across the room.

While the other powers aren’t as memorable and don’t come in to play as often, Jesse’s Service Weapon is an incredibly intuitive and snappy piece of hardware, as the switching between firing modes allows for interesting approaches to combat. Through the same weapon, players gain access to a number of different types of guns, juggling a handgun, shotgun, rocket launcher, charge shot, and revolver on the fly. Because only two weapon types can be equipped at once, Control has endless combat possibilities and could have a number of playthroughs with different weapon combos.

Similarly to the gameplay, the level design of Control’s Oldest House is an incredibly inventive take on the Metroidvania style, making for one of the most “open-world feeling” game experiences in I’ve had in an enclosed closed level to date. Although the headquarters of the Department of Control initially feels like a bland collection of offices and board rooms, its sprawling, maze-like layout and subtly creepy additions make for the perfect paranormal setting and create a space that feels unexplored in video games. Because Remedy uses a multitiered level design, Control really packs a lot of game into a relatively small space by today’s standards, as the overlaid corridors and interconnected elevator system make for lots of doubling back and reexploring, often to surprising results. It’s this world, combined with its foreboding architecture, levitating corpses, and unnerving background chanting, and that makes the title truly shine.

While the story itself is relatively short, around 10-15 hours, Remedy chocks Control full of side quests and lore reviewing possibilities, offering lots of additional and worthwhile game time for completionists and backstory enthusiasts. Often times, these additional missions involve tracking down a possessed item that has gotten loose in the house, leading to a wild goose chase that often ends in a trippy, out of this world journey into another dimension. These missions are unique, intriguing, and feel very much so like unused X-Files scripts, building more intrigue until the next possibility for misadventure presents itself.

That being said, Control is not without a few minor missteps that take away from the full experience. The map, a pretty essential part of the exploration experience, is woefully outdated and tries to illustrate the overlapping levels by simply shading them a different color and showing the world as a single image. It is terribly ineffective –I remember thinking that The Legend of Zelda: Ocarina of Time on N64 had a better-designed level map on the Water Temple– and this issue forced me to wander aimlessly for a good while to find a specific hallway in question.

Also, the sheer magnitude of Jesse’s launch power and the massive explosions that result occasionally causes Control to slow to an absolute stuttering mess at rare times. While it certainly detracts from the overall experience, it didn’t affect gameplay in any overly meaningful way and surprisingly never led to any full-on crashes. There is always the possibility that this could get patched in the future.

In spite of these hitches, Control still pulls through as one of the most unique and stellar titles of this year, as its incredibly supernatural story and awesome paranormal gameplay make for some of the most fun I’ve had with my Playstation in 2019. In review, Control feels like a fully realized project made by a studio with a unified and uncompromised vision, and it is this commitment to story and gameplay that establish Remedy as a contender with the likes of Ubisoft and maybe even Naughty Dog. If you are looking for a wild and trippy paranormal journey through the dimensions, pick up Control. While short and sweet, it will give you more than you bargained for and then some.

As the current generation of consoles winds down in preparation for the transition to new hardware in 2020, it’s safe to say that Sony has come out on top through the past six years. While we don’t have Xbox sales numbers since Microsoft stopped releasing them earlier this generation, right from the console reveals the going has been rough for Xbox, and while the Xbox One family is by no means a failure it certainly isn’t on par with the PS4 in terms of success.

But the winds may be changing. Sony hasn’t made any major missteps à la Xbox’s showing at E3 2013, but Microsoft has been taking recent steps to make the choice between the two console manufacturers more and more difficult. Without further ado, let’s look at what might give Xbox the edge in 2020 and beyond.

Arguably the most enticing reason to own an Xbox today, particularly if you don’t own a gaming PC, is Xbox Game Pass. The subscription service gives users access to a catalogue of over 200 titles with games ranging from the first Xbox to the One with more being added regularly. Microsoft has even stated that every one of their first-party releases going forward will be available on Game Pass on release day, with the upcoming Gear 5 even releasing 3 days early for subscribers. At E3, Microsoft released Xbox Game Pass Ultimate, bundling together Game Pass for Xbox, Game Pass for PC, and Xbox Live Gold, and with it, there’s no question that it is the best-value games subscription service available today.

With such a large library of titles available for download, the subscription service completely outclasses Sony’s own, PS Now. Sony’s service touts streaming as its way to play (though recently has started allowing its PS4 games to be downloaded). But in case of streaming catches the mainstream quicker than expected, Microsoft is prepping their own streaming service, the mysterious Project xCloud. For now, much of the world (in particular, its bandwidth) isn’t quite up to the task to make streaming games, but Microsoft isn’t taking any chances on keeping up for the next generation.

For years, Sony’s PlayStation Plus appeared to consistently beat out Microsoft’s Games with Gold month-to-month, especially considering PS Plus offered more titles every month. Since the launch of the PS4, Sony’s online service had included not only two free PS4 games every month, but also PS3 and PS Vita titles. But last March, Sony announced a sizeable shake-up to the service by way of axing the monthly PS3 and Vita offerings, and this March they followed through, with only two PS4 titles now available each month.

Many had hoped Sony would quickly up the number of PS4 games given monthly, or that the reduction in the number of games would mean a large increase in the quality of the two PS4 games each month. Sadly, neither of these seem to have come to pass. Games with Gold, on the other hand, still releases two Xbox One games and an Xbox 360 title every month.

The release of the next consoles will likely see some changes to the makeup of the monthly PS Plus and Xbox Live Gold lineups, but for now, Microsoft holds at least a slight advantage after PS Plus having the edge for most of the generation.

In this day and age, it shouldn’t be controversial to say that the PS4 has better exclusives than the Xbox One. Unless you’re a diehard Halo or Gears fan, it’s difficult to resist brilliant Sony exclusives like Uncharted, God of War, Spider-Man, and Bloodborne, to name just a few.

Microsoft seems to have recognized this and have been reacting by purchasing some major studios. Double Fine, Ninja Theory, Obsidian, and more have been acquired by Microsoft over the past few years. Sony still appears to have more and better-announced exclusives for the near future (The Last of Us Part 2, Ghost of Tsushima, etc.), but in the next year or two, we should expect a pretty massive explosion of announcements and releases from Microsoft as their new studios kick into gear.

The Xbox Play Anywhere program launched in 2016, allowing players to purchase participating games for either Xbox One or Window 10 and to receive copies for both platforms. Play Anywhere titles share progress and achievements and often support cross-play. The program is part of Microsoft’s hope to more closely integrate Xbox with PC, and could reasonably result in PC players to purchase an Xbox by easing them in with a preexisting library of their own games.

Also in their bid for more PC players, Microsoft has begun moving away from the oft-maligned Microsoft Store. Rather than attempting to salvage the store and turn it into something more welcoming for gamers, they launched a totally new Xbox app at E3 2019 alongside Xbox Game Pass PC. The app lets players access their games library, Game Pass, and a store for games, thankfully cutting out the need for the unwieldy Microsoft Store when it comes to buying and playing.

Just because Sony is on top right now, doesn’t mean they will continue to be in the era of the PS5 and Project Scarlett. We’ve seen the big dog fall before, with the Xbox 360 holding the upper hand over the PS3 throughout last gen. And Microsoft has been doing a number of things right over the past few years, to the point where it looks as if they really could have a shot at being the dominant player in the next generation of consoles.

Batman: Arkham Asylum was the twenty-first-century masterpiece that revolutionized the video game adaptation genre through its phenomenal voice cast, character diversity, challenging detective work, and gothic setpieces.

When diving through the deep rabbit hole that is comic book video game adaptations, finding something above decent can be quite troublesome. The Batman license has been used to create video games based off of its various forms of entertainment media since the early days of the Amstrad Colour Personal Computer, however, the caped crusader could never exactly crack the case on how to make the perfect video game adaptation- then again, neither could any other superhero. It was not until Eidos Interactive obtained the license to the Batman franchise in 2007, where the pinnacle point of comic book video games would be created under the roof of British developer Rocksteady Studios.

Batman: Arkham Asylum was the twenty-first-century masterpiece that revolutionized the video game adaptation genre through its phenomenal voice cast, character diversity, challenging detective work, and gothic setpieces that shined as if they were oozing out of the pages of a fresh official DC Comics graphic novel. Although it has been ten years since its original release on the PlayStation 3, Xbox 360, and PC, Arkham Asylum still stands the test of time as not only one of the best comic book video games to date but as one of the best video games ever created.

The story begins as Batman rushes to Gotham’s insane asylum in the batmobile while an uninjured, hand-cuffed, cackling Joker rides shotgun. Shortly after our hero meets up with Commissioner James Gordon and Warden Quincy Sharp, the Joker begins the first phase of his big homecoming trap by escaping custody through the help of Harley Quinn. Throughout the game, players are tasked with re-establishing order over the out of control island by infiltrating its various districts, saving allies, and taking down a top tier rogue that resides inside each building one by one.

While the plot may seem like your ordinary comicbook one-shot, the writing of Arkham Asylum is a storytelling work of art. Characters constantly bicker and banter to each other through words penned by none other than legendary Batman writer Paul Dini; creator of the critically acclaimed Batman The Animated Series and comics such as Dark Night: A True Batman Story and Batman: Harley Quinn. Every character talks and acts as if they were pulled directly from the source material — just as they should due to Dini’s impeccable recurring work on the franchise.

To further emphasize creating an authentic recreation of Batman’s world, Rocksteady worked tirelessly to bring back fan-favorite recognizable voice actors for the majority of the characters who had been previously featured in Dini’s work such as Kevin Conroy as Batman, Mark Hamill as the Joker, and Arleen Sorkin as Harley Quinn. The combination of both Dini and the outstanding voice cast culminate into what is often viewed today as the definitive interpretation of the world’s greatest detective.

The characters are what became the defining aspect of Arkham Asylum and the most notable talking point by critics at the time of its release. As the game consistently jumps from villain to villain through its more than stellar pacing, nothing ever seems to grow stale. While the main heroes such as Batman, Gordon, and Oracle are always a pleasure to listen to, the rogues are the true stars of the show. Characters like the Joker, Scarecrow, Killer Croc, and Poison Ivy never disappoint. Each villain brings surprising throw downs to the table, leaving players to truly test their skill-sets against Gotham’s finest. It was always — and still is — a thrilling experience to see who you will have to go toe to toe with next, as you experiment with different mechanics to defeat each boss.

Whereas all Batman games before Arkham Asylum had a strong emphasis on fighting, Rocksteady decided to shift its gameplay focus on a variety of playstyles to both accommodate for the detective’s vast set of expertise while also remaining true to the character originally depicted in print. Calculated quick-stealth action combat with added forensic science work used to solve puzzles became the groundwork for Batman: Arkham Asylum and the future of the series on top of its already compact control scheme.

Every gameplay feature did not come with one singular purpose; the core mechanics were built on a multi-functional philosophy that would constantly test players to improve their skills, while also finding various ways to utilize their arsenal. Combat and puzzle-solving became intertwined, leaving players with more than one route on how they choose to approach any given situation.

For example, the new ‘detective mode’ feature allowed Batman: Arkham Asylum to open a floodgate of strategic play-styles and genre variations through the eyes of Batman. A simple game mechanic that changed the view of your surroundings to a wireframed breakdown would serve three main purposes; planning well thought out infiltrations, solving mysteries, and providing an in-game hinting system that could guide players through the asylum. The same can be said for gadgets — such as the Batarang and explosive gel — as they are given to the player for puzzles, but those who experimented while fighting found these tools had multiple purposes.

For those looking to explore deeper into Batman lore, the Riddler provided hundreds of different easter eggs for players to find through his cryptic enigma challenges. Longtime comic fans may be able to solve these puzzles with ease, but for casual audiences, these challenges can often be teeth grinding without background knowledge of what you may need to look out for. The mere text print bios, patient interview tapes, and art cards awarded through finding Riddler trophies and scanning objects associated with riddles made the game’s world seem enormous, as the majority of the characters referenced in these rewards are never present in the flesh. Batman’s world kept growing the deeper a player investigated into the growing crevasse that was Riddler’s optional story arc.

While the game blew away expectations with its extensive gameplay and faithful characters, the most important piece of any Batman media is the look; that mesmerizing gritty atmosphere only Batman comics can present. The character’s world has always been attached to a stylized look that resembles the art-deco years blended with dark noir and realism. It is a recognizable feature that makes the character’s world design stand apart from anyone else in the business. Arkham Asylum flawlessly recreated the look of the modern Batman comics through its heavily inspired gothic imagery with contrasting colors that instinctively pop leaving characters and environments looking prominent from one another. Typically, games that take a more ‘realistic’ approach do not age well, but the entire Arkham series still holds up due to its timeless art style, one that is incomparable to any other game to this day.

Batman: Arkham Asylum will forever stand as one of the most impactful games of its century for redefining what it meant to be an adaptation. It was thanks to the outstanding work Rocksteady Studios put into a faithful recreation of the dark knight that allowed developers to pave the way for a future of video games featuring comic book characters on par with the quality of major triple-A title releases. Batman has always redefined entertainment media in various aspects, but he may never have had an impact quite as unappreciated as Arkham Asylum on the industry. The caped crusader once again revived the feeling of hope, but this time for a medium of gaming that seemingly was going nowhere at the time. The dark knight led the charge to the era of the golden age of comic book games. “Long Live The Bat.”

Nearly unrecognized by a company, almost canceled multiple times, saved by an industry icon, a soundtrack present in children’s textbooks, a passionate fanbase, fan-translations for the unreleased entries in the west, a Super Smash Bros. presence, and a three-sixty of a legacy. EarthBound– or rather the Mother series in Japan- has by far one of the strangest yet most fascinating histories out of all of Nintendo’s most known series.

EarthBound went on to become a cult classic in Nintendo’s history and one of the most renowned games of the fourth console generation for Super Nintendo Entertainment System. Through its troubled history in both production and early reception, it still has withstood the test of time to go on as one of Nintendo’s underdog franchises created by the mastermind Japanese copywriter, director, game designer, and actor Shigesato Itoi.

What better time to look back on the games strikingly different legacies across the globe than on the day of its initial Japanese release 25 years ago today. Despite EarthBound being looked upon as one of the greatest role-playing-games today, you would be surprised over how different the game was viewed back in 1994.

After the completion of Mother in 1989- known to players as EarthBound Beginnings outside of Japan today- Shigesato Itoi began working on a direct sequel to the surprise phenomenon for the next generation of Nintendo hardware. Rather than working with the same development team, however, Itoi decided to allow Ape Incorporated to solely work on the project; a decision that would later lead to an unforeseeable disaster spanning over the course of five years.

Itoi was under significant pressure from Nintendo in 1993 due to time constraints and funding for Earthbound falling through on multiple occasions over the last four years. EarthBound escaped cancellation by the skin of its teeth several times throughout development. Out of fear of a final cancellation, Itoi knew he needed help from an outside source who can help save the project. In the last resort ditch, he took a trip to HAL Laboratory seeking out the starman of the industry; a close friend, young breakthrough coder, and President of the company, Satoru Iwata.

Satoru Iwata meticulously analyzed the coding of the game and gave the team at Ape Inc. two options; take what they had and finish development in two years or start from scratch and finish in six months- the ladder was the only plausible option for Itoi to choose. Iwata and his colleagues at HAL mustered up tools that Ape Inc. could use to finish the game in his predicted time frame; to which they did and less than one year later, EarthBound was ready to hit store shelves and became the first entry in the Mother series to make land outside of its home turf.

During its initial release, EarthBound was met with mixed to favorable reception outside of Japan and did not make sales expectations with the higher-ups at Nintendo. Although certainly not a flop, the game was deemed unsuccessful by the publisher everywhere but Japan. Critics in the west often compared the game to several other RPGs released at the time- specifically Square’s acclaimed Final Fantasy III– citing that the game felt dated compared to what the hardware was capable of. Back on its home turf, the game went on to receive a mostly positive reception. EarthBound and Mother 2 were practically two separate entities in the east and west.

Even in its marketing, EarthBound was a whole different kind of weird depending on territory. Nintendo of America gave the franchise its bizarre and infamously known marketing campaign in the United States, however, in its home territory, the Mother series was advertised as a family-friendly game that was for everyone. The line “this game stinks” was heavily used in Nintendo Power Magazine along with several attached repulsive-smelling scratch and sniff cards. Meanwhile, in Japan, phrases such as “for adults, children, and even young women” were often used in live-action advertisements along with friendlier simplistic informational posters such as the one below.

Unlike the majority of other RPGs at the time that focused on the common fantasy and medieval settings, EarthBound took a major curveball and placed itself in a relatable modern American themed country called Eagleland where rather than characters wielding blades or firearms, weapons consist of baseball bats, slingshots, PSI, bottle rockets, and frying pans. Convenience stores and hospitals are used rather than your typical wandering merchants or magic users. Enemies could range to anything from cars, speed limit signs, and clocks, to vomit, tents, and robots. Even a genre staple such as the battle system remains consistently different from any other RPG. The game uses a ‘slot machine’ health and psychic points mechanic where your numbers roll down slowly as you attempt to counterattack, revive, and defend with quick thinking moves before the digits can hit zero.

The contemporary inspired atmosphere blended with fantasy elements is a setting that no other game has tried to exactly replicate. It is still one of EarthBound’s most unique aspects, however, what makes the game so memorable are the characters placed in the deranged setting. Every single entity you come across on your adventure has unique dialogue that can range from poetically charming to outrageously ridiculous. A fan favorite species that has gone on to become what can be considered the series mascots are the iconic Mr. Saturns; notably for being the face of much of the available merchandise through Itoi’s personal company in Japan, having a unique in-game text font, and appearing as an item in Super Smash Bros. series (starting with Melee on the Nintendo GameCube).

Today EarthBound is a Nintendo cult classic. Did it fail to become part of the big leagues at the time of its release because of the puzzling advertisement campaign? Was it to out of the norm for the general public and mainstream media? We may never know the definitive answer, but today EarthBound is regarded as one of the greatest RPGs of all time and a must-play game for the Super Nintendo. In its 25 years since it first released, it certainly has managed to draw in a captivating legacy that has continually become more loved over time.

The Mother series- whether it will ever receive a new entry or not- lives on through its dedicated fans, spiritual successors, and digital re-releases. No matter where you scatter for EarthBound related content on the internet, you are bound to find some dedicated fans or even entire websites such as the widely known Starmen.net that are packed to the brim with fan content.

If you have never played EarthBound, it is currently available for purchase on the Wii U and 3DS Virtual Consoles and it is also one of the twenty-two pack-in games included on the Super Nintendo Classic Mini console.

Life is Strange 2 continues its strong trajectory from the previous episode, weaving a complex and troubling tale of faith gone mad.

Life is Strange 2 has returned for its penultimate episode, a dense and troubling exploration of faith, prejudice and family in a time and place that has never been more divided: modern America. Following the events of Life is Strange 2‘s stellar third entry, Episode 4: “Faith” sees Sean attempting to pick up the pieces of his shattered life after Daniel’s violent outburst at Merrill’s farm.

Though the story of “Faith” begins in a hospital, with Sean working to recover from his injuries, the trajectory of the tale explores more settings and environments than any previous episode of the series. From wandering the highways of Nevada, to exploring a dusty motel, to sneaking into a remote church, Life is Strange 2‘s 4th entry never lacks for something new to see, or someone new to interact with.

However, the cynical bent of the story is the new centerpiece of Episode 4. Though Life is Strange 2 has never sidestepped the controversy and division of Trump’s America, “Faith” leans into these ideas with renewed fervor. Violence is committed more than once against our Mexican protagonist, and his skin color often sees him at odds with the more conservative denizens of the highways he journeys down. In a particularly telling exchange, Sean even finds himself beaten and placed on the other side of a closed compound, with a gun-toting guard glaring at him from the other side. Metaphors don’t really get much clearer than that.

This will, no doubt, lead to more calls of keeping politics out of games and other entertainment by the president’s more ardent supporters, but as other writers have pointed out, gaming has never been apolitical. Further, it would be categorically irresponsible to tell a story like this without addressing the elephant in the room. With these elements in mind, the politics of Life is Strange 2 have never been clearer than in Episode 4: “Faith”, and they account for some of the strongest storytelling fuel the series has found yet.

Politics aside, Life is Strange 2 also puts Sean at a variety of other disadvantages. His starting injuries include a lost eye that must be tended to medically throughout the episode, and the various beatings he takes throughout Episode 4 more than leave their mark. This leaves Faith as the typical darkest, and most troubling, episode of this second series, where we find our protagonist at his absolute lowest point, and must continue on with him in hopes of finding a better future. It’s a common enough trope, but one that is used to great effect here.

There are many returns of characters from previous episodes, some through letters and other communications, and others through surprising reveals and revelations. A particularly shocking character joins the story with zero preamble, and emerges as one of Life is Strange 2‘s finest editions yet. To spoil who, or how, would be criminal, but rest assured that Episode 4 is more full of surprises than any of the previous entries.

Though the main conflict that eventually reveals itself, that of Daniel being used as a messianic figure for an isolated Nevada church, feels contrived initially, the layers that are eventually revealed, and Daniel’s reason for joining the church, make a lot of sense in the overall scheme of things. Due to this strength of narrative, it really feels like all bets are off during the climax of Life is Strange 2: Episode 4, and that’s a good thing for a game so centered around the notion of interactive storytelling.

Fresh, prescient, and altogether rewarding, Life is Strange 2: Episode 4 — “Faith”, is a welcome piece of fiction in a society that has become so increasingly fragmented. It illustrates the horrors of the modern American landscape, but always remembers to remind us that there are good people out there, even when hope has never seemed so far away.

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Post time: Aug-27-2019