Indika Review – Rewarding Faith – Game Informer

Indika Review – Rewarding Faith – Game Informer

Indika is bizarre, surprising, and captivating. It made me question its reality almost as often as its titular protagonist, a young nun tormented by the Devil, doubts her faith. This odd adventure from its aptly named developer Odd Meter may lack some design polish, but the fascinating tale at its core instilled enough faith in me to see it through to the end. 

The game unfolds in early 19th-century Russia. Indika is treated as an outcast at her monastery, and, for some reason, she’s regularly taunted by the voice of Satan himself. The story doesn’t delve into how this sacrilegious relationship began, and that’s fine. The Devil is more of a storytelling device; a symbol of Indika’s desire to be a good person, contrasted by her growing skepticism and pragmatism in the church’s rigid viewpoints on morality and sin. This conflict comes to a head when Indika finds herself in an unlikely partnership with Ilya, an escaped prisoner with his own strong religious beliefs. 

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As the pair bond over seeking a divine cure for their respective ailments – Indika’s demonic presence and IIya’s wounded arm – the third-person adventure sees them trek through locations such as deserted factories and frozen wilds. Along the way, players solve environmental puzzles and, on very rare occasions, evade threats. The obstacles themselves are respectably designed and varied, often centered on Indika inexplicably operating heavy machinery like a lift to move and stack giant cans or manipulating the massive gears of an industrial elevator. Less enjoyable moments, such as fleeing a pursuing wolf in an annoying trial-and-error escape sequence, appear rarely, thankfully. 

The gameplay becomes most interesting when the Devil’s influence overwhelms Indika to the point the world around her turns hellish red, and the environment is ripped apart into a distorted version of itself. This leads to relatively simple but thematically interesting navigation puzzles as players switch between this hellscape and reality by hitting a “pray” button to find the proper path. These are neat segments that I wish occurred more often than the small handful of times they do.  

Poking around environments leads to hidden collectibles, from religious artifacts to “indecent” publications, that reward points, which manifest as literal giant pixelated gems that appear in front of Indika. This bizarre visual flourish is a wild contrast to the otherwise realistic art direction, and these points level up Indika via a two-pronged skill tree of point modifiers (themed on ideas like Shame, Guilt, and Repentance) that impact the story less literally than it appears. 

This is just an example of Indika’s strangeness. Overt video game-y elements such as quirky, chiptune melodies and flashbacks that unfold as playable 16-bit platforming sequences are sprinkled throughout the experience. Whether or not this approach has any thematic significance is unclear (perhaps symbolizing the comparative simplicity of Indika’s childhood), but, at the very least, it gives Indika a surreal and playful charm.

Everything in the game, from the strange people you meet to the weird camera angles to its wild intro cutscene I won’t spoil, gives the game a potent dose of absurdity that oddly works. Indika feels like a black comedy at points, and perhaps that’s the intent. It swings for the fences, and that delightful boldness is combined with poignant commentary about the struggle of maintaining unwavering faith in a harsh, unjust world. Indika’s engaging and, at times, emotional personal journey of self-discovery pulled me to a powerful conclusion that, like most everything else, leaves its interpretation up to the player. 

The result is an adventure that feels thoughtfully conceived, humorous, and depressing all at once, as well as “off” in the right ways. Indika is one of the year’s most affecting and memorable adventures, and its themes will stick with me as I continue to ponder their meanings.

The Legend Of Zelda: Majora’s Mask Part 14 | Super Replay

The Legend Of Zelda: Majora’s Mask Part 14 | Super Replay

After The Legend of Zelda: Ocarina of Time reinvented the series in 3D and became its new gold standard, Nintendo followed up with a surreal sequel in Majora’s Mask. Set two months after the events of Ocarina, Link finds himself transported to an alternate version of Hyrule called Termina and must prevent a very angry moon from crashing into the Earth over the course of three constantly repeating days. Majora’s Mask’s unique structure and bizarre tone have earned it legions of passionate defenders and detractors, and one long-time Zelda fan is going to experience it for the first time to see where he lands on that spectrum.

Join Marcus Stewart and Kyle Hilliard today and each Friday on Twitch at 1:10 p.m. CT as they gradually work their way through the entire game until Termina is saved. Archived episodes will be uploaded each Saturday on our second YouTube channel Game Informer Shows, which you can watch both above and by clicking the links below. 

Part 1 – Plenty of Time
Part 2 – The Bear
Part 3 – Deku Ball Z
Part 4 – Pig Out
Part 5 – The Was a Bad Choice!
Part 6 – Ray Darmani
Part 7 – Curl and Pound
Part 8 – Almost a Flamethrower
Part 9 – Take Me Higher
Part 10 – Time Juice
Part 11 – The One About Joey
Part 12 – Ugly Country
Part 13 – The Sword is the Chicken Hat

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If you enjoy our livestreams but haven’t subscribed to our Twitch channel, know that doing so not only gives you notifications and access to special emotes. You’ll also be granted entry to the official Game Informer Discord channel, where our welcoming community members, moderators, and staff gather to talk games, entertainment, food, and organize hangouts! Be sure to also follow our second YouTube channel, Game Informer Shows, to watch other Replay episodes as well as Twitch archives of GI Live and more. 

Hungry for Data: How Supply Chain AI Can Reach its Inflection Point

Artificial intelligence (AI) in supply chains is a chicken-or-the-egg thing. There are those who extol AI for its potential to create greater visibility into supply chain operations. In other words, AI first, visibility second. Which may have been true when pervasive, real-time supply chain visibility wasn’t…

Itamar Friedman, CEO & Co-Founder of CodiumAI – Interview Series

Itamar Friedman, is the CEO and Co-Founder of CodiumAI. Codium focuses on the “code integrity” side of code generation — generating automated tests, code explanations, and reviews. They have released research on generating code solutions for competitive programming challenges that outperform Google DeepMind. When and how…

5 Best AI Research Paper Summarizers (May 2024)

In the fast-paced world of academic research, keeping up with the ever-growing body of literature can be a daunting task. Researchers and students often find themselves inundated with lengthy research papers, making it challenging to quickly grasp the core ideas and insights. AI-powered research paper summarizers have…

Build Your PTZOptics Bundle and Save with FLEX Bundles – Videoguys

Build Your PTZOptics Bundle and Save with FLEX Bundles – Videoguys

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Messaging your AI pricing model

Dive into AI pricing with Ismail Madni. Explore customer-centric strategies and real-world examples from Intercom and GitHub. Learn to craft pricing models and narratives that showcase your product’s value – a win-win for companies and customers alike….

Xbox President Addresses Bethesda Studio Closures, Says It’s About Keeping Business Healthy Long-Term

Xbox President Addresses Bethesda Studio Closures, Says It’s About Keeping Business Healthy Long-Term

Earlier this week, Xbox closed four Bethesda studios, including Redfall developer Arkane Austin and Tango Gameworks, the team behind last year’s Hi-Fi Rush. While each of the four studios affected, which also included Mighty Doom developer Alpha Dog Games and Bethesda support studio Roundhouse Games, released a statement about the closures, Xbox remained silent. 

However, four days later, Bloomberg’s Dina Bass interviewed Xbox president Sarah Bond and asked her about the Bethesda closures, to which Bond cited a desire to keep the Xbox business healthy in the long term, even through hard transition periods. 

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Here’s what Bond said: 

“It’s always extraordinarily hard when you have to make decisions like that. I’ll go back to what I was saying about the industry, and when we look at those fundamental trends, we feel a deep responsibility to ensure that the games we make, the devices we build, the services that we offer are there through moments, even when the industry isn’t growing and when you’re through a time of transition. And the news we announced earlier this week is an outcome of that and our commitment to make sure that the business is healthy for the long term. 

“With that said, our commitment to having our own studios and working with partners to have games large and small – we’re a platform where you can play [Grand Theft Auto], but you can also play Palworld, or you can play Call of Duty or you can play Pentiment, that doesn’t change. And frankly, our commitment to Bethesda and the role that it plays is a part of Xbox and everything we do. 

“It’s actually been pretty fantastic. I don’t know if you’ve gotten a chance to check it out. The Fallout TV show was on Amazon, and it’s been great to see people fall in love with that universe but also what it’s done for the games themselves, and people going back and exploring everything inside of that. There are some other great things that are coming from our studios later this year. Indiana Jones and the Great Circle – I was a big Indy fan growing up – so you should check that out. But really right now, for us and our teams, our focus is on the people impacted and doing everything that we can do to help them through this hard transition.”

Bass then asked Bond specifically about the closure of Tango Gameworks after Hi-Fi Rush, which by Xbox’s own admitted metrics, was a big success. Bond’s answer here was less straightforward – you can read it below in full: 

“One of the things I really love about the games industry is it’s a creative art form, and it means that the situation and what successes for each game and studio is also really unique. There’s no one-size-fits-all to it for us. And so we look at each studio, each game team, and we look at a whole variety of factors when we’re faced with making decisions and trade-offs like that. But it all comes back to our long-term commitment to the games we create, the devices we build, the services, and ensuring we’re setting ourselves up to be able to deliver on those promises.”

While it’s great that Bond addressed these closures at Xbox, it still lacks the clarity you’d expect from one of the biggest companies in the games industry. Neither Microsoft nor Xbox, including Microsoft Gaming CEO Phil Spencer, has yet to address the layoffs and closures in an official capacity beyond this.

For more, read about how Redfall was reportedly set to receive a big offline play update this month before Xbox shut down Arkane Austin, and then read about how Xbox is reportedly considering bringing Senua’s Saga: Hellblade II to PlayStation 5. After that, check out this story about how more job cuts at Xbox are reportedly on the way, and then read about how the company is debating putting Call of Duty on Xbox Game Pass alongside a price hike


What do you think of Bond’s answers? Let us know in the comments below!

The Voice Of Final Fantasy XVI’s Cid Will Play Galactus In Marvel’s Fantastic Four Movie

Marvel Studios has cast Ralph Ineson as the planet-eating Galactus for The Fantastic Four. PlayStation 5 players might recognize that name as the voice of Cidolfus Telamon, aka Cid, in Final Fantasy XVI. This casting comes from The Hollywood Reporter, which reports that the production will begin shooting mid-summer in England. 

Ineson, whom you might also know from The VVitchThe Northman, and The Creator, joins a star-studded cast for the Marvel Cinematic Universe’s first film about Marvel’s First Family, which features Pedro Pascal (HBO’s The Last of Us) as Reed Richards/Mister Fantastic, Vanessa Kirby (Mission Impossible: Dead Reckoning) as Sue Storm/Invisible Woman, Joseph Quinn (Stranger Things) as Johnny Storm/Human Torch, and Ebon Moss-Bachrach (The Bear), as Ben Grimm/The Thing. Joining Ineson is a female Silver Surfer played by Julia Garner (Ozark).

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Paul Walter Hauser (Cobra Kai) and John Malkovich (Being John Malkovich) will also appear in The Fantastic Four, although their roles are currently undisclosed. 

If you’ve played FFXVI, you already know Ineson has an incredible voice, certainly perfect for the role of a massive galactic entity that devours planets; we can’t wait to see what he does as Galactus when The Fantastic Four hits theaters on July 25, 2025. 

For more, read Game Informer’s Final Fantasy XVI review, and then read Game Informer’s exclusive interview with Final Fantasy XVI producer Naoki Yoshida about lessons learned, Clive’s reception, loose ends, and more. Be sure to check out Game Informer’s Final Fantasy XVI coverage hub for our exclusive cover story, behind-the-scenes details, video interviews, and more. 

[Source: The Hollywood Reporter]


Do you think Ralph Ineson will make a good Galactus? Let us know in the comments below!

The Rogue Prince Of Persia Delayed To Later This Month Because Of Hades II

The Rogue Prince Of Persia Delayed To Later This Month Because Of Hades II

Dead Cells developer Evil Empire has delayed its upcoming roguelike, The Rogue Prince of Persia, because of Hades II. Originally due out on Tuesday, May 14, in PC Early Access, Evil Empire has delayed the game to later this month to give potential players more time with Hades II, which is another roguelike that hit Early Access this week (and it’s also gracing the latest cover of Game Informer Magazine). 

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“So it’s been a bit of a crazy week for us,” a statement from Evil Empire reads. “It all started when a little game called Hades II released – you might have have heard of it? Seeing as everyone and their mum is playing that game (including our entire team…and their mums), we have decided to let people have their fun with it before we release The Rogue Prince of Persia. 

“We will still be releasing in May and will be back with a precise date on Monday. While we have every confidence in The Rogue Prince of Persia, it’s not every day that a game in the same genre as you, which is one of the most anticipated upcoming games of 2024, will release into Early Access a week before you plan to do the same. We are not prideful enough to ignore the implications of that, and we truly believe that this short delay is the best decision for us and our Early Access journey.” 

The team says this extra time will be used to polish The Rogue Prince of Persia even more, add “even more cool things,” and fix some bugs. It also notes the Day One patch for the game was getting big and this extra time will give the team more time to test it (and lower the team’s stress as a result).

Game Informer went hands-on with the game recently and loved what we played – you can read our preview impressions of The Rogue Prince of Persia here. If you’re curious how it looks in action, watch this New Gameplay Today all about The Rogue Prince of Persia. For more, check out our discussion with Evil Empire about the difference between a roguelike and a rogue-lite


Are you going to check out The Rogue Prince of Persia later this month? Let us know in the comments below!