Battle Suit Aces Is A Card-Based Mecha RPG From The Makers Of Battle Chef Brigade

Battle Chef Brigade developer Trinket Studios has unveiled its next project, Battle Suit Aces. Instead of a culinary puzzle battle, you’re hopping into anime-inspired mech suits to take on other mech suits in card-based combat.

Revealed during the Future Game Show, players lead a crew of mech pilots, who take the form of cards, to engage in 5v5 battles against enemies. Not only can you improve their mech suits, of which 30 types exist, but you can grow meaningful relationships with your plucky pilot squad.

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The game includes over 50 voiced characters to bond with over 50 story missions, and players can steer the narrative by making decisions such as choosing to side with one of five factions. Gameplay is all about building the most strategically viable hand based on your personal playstyle to wipe out what Trinket Studios describes as a “star-consuming threat.” 

Battle Suit Aces is slated to launch for PC via Steam at an unknown date. You can read our review of Battle Chef Brigade here.

Marvel Rivals Preview – Putting The Hero In Hero Shooter – Game Informer

Both the hero shooter genre and mainstream Marvel media are currently in interesting places. Overwatch, the most prominent hero shooter of last decade, has experienced a sharp downtown since the late 2019 announcement of its sequel, while the Marvel Cinematic Universe, once a surefire cash cow, has seen a wider range of results since its 2019 culmination with Avengers: Endgame. Marvel Rivals exists at the intersection of these two categories, and my hands-on session gave me hope that it will be able to capture the magic of both of these genre’s glory days.

When Marvel Rivals was announced in March of this year, I told friends who are more casual about the hobby that it’s “Overwatch, but Marvel.” After playing it, I was surprised at how true that statement rang. Albeit, it’s not a one-to-one comparison; Marvel Rivals is a tad slower, and the third-person nature immediately differentiates the game, but the flow and level design are immediately reminiscent of Blizzard’s well-known hero shooter.

Marvel Rivals

“The hero shooter genre is relatively new and has a lot of fans that enjoy that kind of gameplay, that core experience of the team battle,” game director Thaddeus Sasser says. “I think the most important thing is really nailing that core experience. I mentioned team fights – the idea of two teams coming together, clashing over an objective – that’s really core to the experience of Marvel Rivals. And so, we were really leaning into the powers, the team-ups, the ultimate, and all of that. Knowing what kind of game you’re delivering with that core experience and giving players different ways to have that core experience is one of the things we want to focus on.”

I had a chance to sample several characters during my play session. I enjoyed soaring around as Iron Man and wiping out enemies with his Unibeam and missiles, blasting my opponents with Rocket Raccoon’s various weapons, setting up walls and defenses as Groot, and utilizing Storm’s various weather-based attacks and team buffs. However, Spider-Man was the character I had the most fun and success with. Using his various web powers, like web-shooters that operate on a cooldown and the ability to pull enemies to him, I was able to take down several enemies on the battlefield. Meanwhile, his acrobatic moves let me zip around the map as one of the most mobile characters in the game. Not only that, but I love his Ultimate, which webs up characters in the vicinity. 

As you play matches within the iconic locations of the Marvel Universe, characters drop lines to nod to iconic events within Marvel’s history. As Magneto fired metal bits at the opposing team, he remarked how he would not allow the same fate that befell Genosha to happen here. Little touches like that really add to the authenticity of the experience, but I hope they won’t come across as too heavy-handed. 

Marvel Rivals

“We pull from many genres,” head of production at NetEase Games Paul Ella says. “We pull from the comics themselves, from the MCU – the movies and TV shows. We’re actually pulling all the different threads in the game. There are a lot of easter eggs in this game that you hear and go, ‘Oh yeah, that connects me to the bigger Marvel Universe.”

I didn’t get a chance to experience it, but certain characters also have team-up abilities. For example, Magneto and Scarlet Witch or Rocket and Groot can pull off special moves if they’re teamed up. With a roster of 19 characters, the team has several interactions available for these moves, particularly regarding lesser-known characters.

“We have a roster that is roughly 70 percent the greatest hits that you know and love, and then we try to throw in some curveballs and then some deep cuts for the Marvel Comics fans out there,” head of Marvel Games Danny Koo says. “The team has done a great job crafting a story around Marvel Rivals. So, newcomers can just start from here. Sometimes, you learn about new characters from our movies or TV series or even games. Hopefully, we get to bring in newcomers and current Marvel fans to have the dream team.”

Marvel Rivals

If there’s anybody who is predisposed to love this game, it’s me. I spent more than 1,000 hours in Overwatch and am a big fan of Marvel and its associated heroes. In my limited hands-on time, I loved how Marvel Rivals played. However, if the free-to-play game adopts a predatory or exploitative monetization structure, it will squander those positives. Unfortunately, when I ask the team how monetization works, they can only tell me that while they are trying to make it so you pay for cosmetics and not power, they aren’t ready to talk about how monetization works in Marvel Rivals. And since the character screen shows an option to hide heroes you don’t own, I worry about what that could imply. Still, we won’t know for sure until NetEase and Marvel share how characters can join your roster and what they will and won’t charge money for.

Marvel Rivals surpassed my expectations. It truly feels like the successor to Overwatch I’ve been waiting for since I fell off that train. If NetEase and Marvel can figure out a good flow for introducing content without souring its player base, I could see Marvel Rivals being my next daily-play game. Marvel Rivals is announced for PS5, Xbox Series X/S, and PC. While it doesn’t currently have a full-launch release window, it does have a beta test scheduled for late July.

Sonic x Shadow Generations Preview – It Is Better To Have Lived And Learned – Game Informer

Sonic X Shadow Generations brings one of the most well-liked Sonic games of the last decade and a half forward to modern consoles. What was essentially a “greatest hits” compilation of remade levels from throughout Sonic’s history to serve as a celebration of the Blue Blur’s 20th anniversary is being remastered for current technology, but that’s not all: As part of the package, players can engage in a standalone campaign starring Shadow. I went hands-on with two stages of each character to see how the anticipated definitive edition of the 2011 title is coming along.

I started my playthrough on the Shadow side of the package. I have two selectable stages from Sonic Adventure 2: Space Colony ARK Act 1 and the Biolizard boss battle. Both do precisely what the Sonic stages did when the base game originally arrived in 2011: They provide high-speed strolls down memory lane but with various improvements. Speeding through Space Colony ARK immediately brought back memories of my repeated playthroughs of Sonic Adventure 2 on Dreamcast, but in Sonic X Shadow Generations, Shadow also has new powers at his disposal.

Sonic x Shadow Generations

As part of Shadow’s introduction to players at the beginning of Sonic Adventure 2, we saw him use Chaos Control. That power is at players’ disposal in Sonic X Shadow Generations, allowing him to freeze various stage elements. During the Space Colony ARK stage, Shadow could freeze incoming missiles and then use them as steps to reach higher areas. It seems like it will come in handy and help players discover fun and unique ways to discover the series’ trademark branching pathways.

Additionally, midway through my run through Radical Highway, Doom’s Eye, a part of Black Doom from Shadow the Hedgehog appeared and interrupted the stage. The entire level morphed around Shadow in what could only be compared to something straight out of a Doctor Strange movie. I don’t know if more levels will utilize this stage-altering feature, but I’m excited to see what Sonic Team has in store.

The Biolizard fight was a more difficult venture but equally as fun. The fight starts off on a circular platform where the lizard chases you with its tail and mouth before blasting energy balls at you. If you can dodge them, you can grind up the rails and hit his core. Then, he grows massive arms, and you have to dodge not only them, but the shockwaves they produce. Finally, the Biolizard blasts a massive energy ball at Shadow and he must use Chaos Control to freeze the ball and blast it back at the boss, then bounce off a barrage of bubbles to deliver the final blow. Shadow plays similarly to Sonic but with special powers and several exclusive stages highlighting the edgier hedgehog’s history; I can’t wait to see what this package has in store.

Sonic x Shadow Generations

The Sonic side isn’t as compelling since it’s all content players have sped through before, but it’s still great to see it running so smoothly without needing to play the Xbox 360 version with the Xbox Series X’s FPS boost. Even though I only had a chance to play Green Hill Zone’s two acts, it felt like a fun homecoming to one of my favorite Sonic games of that era. 

“One of the biggest improvements for console players is being able to play a super high-speed game at 60 frames per second because the original was at 30,” creative officer Takashi Iizuka says. “For those who have played Sonic Generations before, a reason to replay it is we have a Chao Rescue feature. Chao are going to be hidden in Sonic Generations and you’re going to have to find them all. That’s a gameplay feature to keep those who are really good and know the levels to go in and find the Chao.”

Sonic X Shadow Generations is a game I will relish revisiting when it arrives on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC on October 25.

Through econometrics, Isaiah Andrews is making research more robust

When you read about a new study, you may wonder: How accurate are these results? MIT economist Isaiah Andrews PhD ’14 often asks that as well, especially about social sciences research. Unlike most of us, though, Andrews’ job involves answering that question.

Andrews, a professor in MIT’s Department of Economics, is an expert in econometrics, the study of the methods used in economics. But the purpose of his specialty defies simple boundaries. After all, the point of refining research methods is to make applied studies better — and to better grasp their limits.

“There are many fields in economics that answer socially significant questions,” Andrews says. “There are things it would be good for us to understand, but I often find myself interested in how sure we are about them. To what extent do we know the things we think we know? To what extent is there more to know, based on the uncertainty and degree of confidence? These issues of uncertainty matter because the answers to the substantive questions matter.”

Andrews’ core contributions to economics very much involve uncertainty and confidence. He first became known for research on “weak identification,” settings where key variables do not yield much information about the issues being studied. And he has published notable work about the challenges of building economic models.

Andrews’ work also illuminates larger ideas about how we use data. His most recent published paper examines the “winner’s curse” in the social sciences — the idea that programs testing well one time are too often chosen for implementation, when sometimes they performed well purely by chance, and are likely to perform worse the next time they are tried out.

Another major Andrews paper, from 2019, analyzed how much publication bias exists in academic journals — which can lean toward publishing dramatic findings rather than equally valid null results, as replication studies, in part, can reveal.

At times, Andrews’ work seems like the social science equivalent of an X-ray machine: He scans studies to look for problems under the surface. But Andrews does not only look for problems; he develops techniques to prevent them in the first place. In typical Andrews fashion, his papers on the winner’s curse and on replication bias both offer new methods for avoiding these pitfalls. 

“It’s important to work on these tools because the tools are going to be used on important things,” Andrews says. “If you have a beautiful tool and it’s never used, is it a tool, or a work of art?”

Andrews is recognized as a leading-edge practitioner in his field. In 2021, he was given the John Bates Clark Medal, awarded annually by the American Economic Association to the best economist under the age of 40. In 2020, he was granted a prestigious MacArthur Fellowship. With his career flourishing, Andrews rejoined the MIT faculty last year.

Career-changing conversation

Andrews grew up in the Boston area, in a family where both of his parents had earned PhDs in economics. While Andrews was not always set on becoming an economist, he did take advanced courses in the subject as an undergraduate at Yale University, where he graduated summa cum laude. He then entered the doctoral program at MIT.

At the time, in 2009, after the financial-sector meltdown and related recession, a lot of attention in economics was directed toward finance and macroeconomics, but Andrews did not feel compelled to study those topics.

“I didn’t feel they were such a good fit in terms of the style of work that appealed to me,” Andrews says. “I was finding econometrics-y questions very interesting.”

At one MIT Department of Economics function, Andrews started talking to Anna Mikusheva, an econometrician on the Institute faculty. By the end of the event, Mikusheva had suggested Andrews help with some research she was working on.

“The research assistant role for Anna turned into a joint project and I found my interest continuing to be drawn to these questions,” Andrews says. “So by virtue of that, that’s where my work went.”

Mikusheva and Andrews co-authored a high-profile series of papers on weak identification that wound up getting published soon after he received his PhD from the Institute in 2014. After spending a couple of years as a junior fellow in the Harvard Society of Fellows, Andrews joined the MIT faculty in 2016. He moved to Harvard University in 2018, then returned to MIT last summer.

As Andrews’ career has evolved, his wide-ranging work has often involved productive research partnerships, including papers co-authored Mikusheva, Matthew Gentzkow and Jesse M. Shapiro, Toru Kitagawa and Adam McCloskey, and Maximilian Kasy.

At all turns, Andrews stays focused on questions about the certainty (or uncertainty) involved in economic analysis and the degree of confidence (or lack thereof) we might have as a result.

“The worst scenario is when the data tells us very little, but we’re wrongly overconfident and think the data is telling us a lot,” Andrews says.

Making numbers more useful

To a consequential degree, Andrews also finds motivation in particular research problems. His recent paper (with Kitagawa) and McCloskey on the “winner’s curse” both introduces a new technique for estimating results and then applies it to a major research project on the social mobility of different U.S. neighborhoods, initiated by economists Raj Chetty and Nathaniel Hendren. Andrews’ conclusion: The Chetty/Hendren findings hold up well, suggesting social programs can productively use those results.

“The thing that matters for society is what is it we all do with those numbers,” Andrews says. “If we can think about what makes numbers more useful for people downstream, it’s important.”

Research is hardly all Andrews spends his time on. He has a long-running commitment to teaching, working with both undergraduates and graduate students, and as a PhD candidate in 2014, won MIT’s Robert M. Solow Prize for Excellence in Reasearch and Teaching.

“MIT students are very smart, so if you can help them frame a question the right way, it’s important,” Andrews says. “Ten years down the road, they may not retain the exact answer, but if they retain the framing of the question, they can work their way to the correct answer.”

In the MIT Department of Economics, where working productively with graduate students is a point of emphasis, Andrews now finds himself in the position Mikusheva was in, a decade ago, when she was encouraging him to follow his core intellectual interests.

“The graduate mentoring piece is very, very important,” Andrews says. “If you look at the social impact of an hour of my time, I feel the highest marginal product things I do are around advising. These are extremely capable people where a little bit of input or redirect can have big benefits down the road for them, and then hopefully the things they are doing are useful, and will benefit society.”

On all fronts, then, Andrews keeps trying to refine our knowledge about the extent of our knowledge. Summing up his work, Andrews offers his own epigram about the nature of his research.

“I would like to understand the extent to which we understand things,” Andrews says. 

Amazon MMO New World Coming To Consoles With Major Updates

Announced during today’s Summer Game Fest broadcast, Amazon Games is bringing its action role-playing MMO, New World, to PlayStation 5, Xbox Series X/S, and PC via an enhanced cross-play-enabled version. Debuting on October 15, 2024, New World: Aeternum features the entire base game and its previous updates while revamping the story, dialogue, and leveling experience.

Additionally, the pseudo-expansion introduces new content like a large-scale PvP zone, 10-player raid, new classes, end-game solo challenges, updated control schemes, and new gear, of course.

Amazon has confirmed to Game Informer that future updates will arrive day-and-date for PC and console players. New users will be able to purchase New World: Aeternum’s Standard Edition for $59.99 or the Deluxe Edition for $79.99, while PC players who own the Rise of the Angry Earth DLC will receive a free upgrade. 

Check out the New World: Aeternum announcement trailer below:

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Stay up to date on all of the big announcements from Summer Game Fest right here.

Cult Of The Lamb’s Unholy Alliance Update Adds Local Campaign Co-Op This August

Developer Massive Monster still isn’t done with its 2022 hit game, Cult of the Lamb, as it’s bringing full campaign co-op to it this August. Revealed during today’s Devolver Digital presentation, the Unholy Alliance update hits Cult of the Lamb on August 12 and adds a new playable character: the Goat. 

With the Goat joining the titular Lamb, players can now experience the entire campaign in local co-op. Devolver says this update includes two-player twists on existing minigames in Cult of the Lamb, like fishing and kuncklebones, as well as additional corrupted weapons, tarot cards, curses, and relics. 

Check out the two-player action in the Cult of the Lamb: Unholy Alliance trailer below

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While playing in co-op, players can swap weapons, deal extra damage when fighting back-to-back, and deal critical hits if their attacks are in sync. Plus, solo players get some new powers and abilities to play with, too. 

Elsewhere in the update, Unholy Alliance adds new buildings, fleeces, follower traits, follower quests, and more secrets to discover. 

Here are some Cult of the Lamb: Unholy Alliance screenshots

Cult of the Lamb’s Unholy Alliance update hits PlayStation 5, Xbox Series X/S, PlayStation 4, Switch, and PC for free on August 12. 

For more, read Game Informer’s Cult of the Lamb review, and then read about the major content update the game got last year


Are you going to revisit Cult of the Lamb for some co-op action? Let us know in the comments below!

Tenjutsu Is A Martial Arts Roguelite From The Designer Of Dead Cells

Tenjutsu is a jujutsu-inspired action roguelite from Sébastien Benard, lead designer of Dead Cells and solo developer at Deepnight Games, and it’s coming to consoles and PC sometime in the future. Revealed during today’s Devolver Digital presentation, Tenjutsu is a fully fleshed-out version of Tenjutsu (48h version), which Deepnight released back in 2022.

Devolver describes the game as a “fast and fluid rogue-jutsu,” leaning into the game’s jujutsu roguelite action. In it, you control a renegade yakuza “hellbent on defying her former associates and loosening their grip on the Secret Garden City.” To do so, you must fight four powerful crime syndicates. To defeat them “you must master a brutal brawling system and build a diverse arsenal of weapons, upgrades, and martial arts techniques, breaking their hold on the streets in a flurry of violence.” 

Check out the Tenjutsu trailer for yourself below

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While you must take down all four crime syndicates, the order you do so is up to you. As you take more and more down, you gain control of Secret Garden City and can seemingly upgrade its districts and more for rewards. Doing so will unlock new weapons, combat moves, and additional areas for exploration. However, the longer you spend doing this, the stronger your enemies become. 

Here are some Tenjutsu screenshots

There is no release date for Tenjutsu just yet, but it’s coming to undisclosed consoles and PC. 


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

Possessor(s) Is A Side-Scrolling Action Game From The Devs Behind Hyper Light Drifter And Solar Ash

Heart Machine, the team behind Hyper Light Drifter and Solar Ash, has revealed Possessor(s), a side-scrolling action game coming to consoles and PC next year. Revealed during today’s Devolver Digital presentation and teased earlier this week, Possessor(s) features action combat inspired by platform fighters like Super Smash Bros. set in a quarantined city destroyed by interdimensional catastrophe. 

In Possessor(s), you control Luca, the host, and Rehm, her less-than-cooperative counterpart as the two venture through a sprawling metropolis filled with collapsed skyscrapers to explore and secrets to uncover. Devolver says the narrative features multiple paths in an “open-ended world structure” as players attempt to learn the truth behind the catastrophe that has wrecked the city (and seemingly the world). 

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“Gameplay is centered around tight, fast-paced platforming with a range of unique movement abilities that extends to its tense, precise combat,” a press release for Possessor(s) reads. “Balance ground and air attacks, replete with combos and juggles as you encounter a variety of deadly enemies and challenging bosses.”

Throughout Possessor(s), players will discover upgrades that allow Luca and Rehm to explore previously inaccessible areas, nodding toward a potential Metroidvania-style city layout. 

Here are some Possessor(s) screenshots

Possessor(s) hits consoles and PC in 2025, presumably after Heart Machine’s other in-development game, Hyper Light Breaker, hits PC this year. 


What do you think of this Possessor(s) reveal? Let us know in the comments below!

Narrative Action Road Trip Game Dustborn Gets New Trailer And Demo Next Week

Dustborn, the narrative action road trip game developed by Red Thread Games and published by Quantic Dream, received a new trailer during today’s Future Games Show. We also learned that players can get their hands on it before its August launch.

Dustborn stars Pax, an ex-criminal with the unusual ability to weaponize words. As in, words are literally power for her as she can fight with shouts or manipulate people in conversations. While Pax can crack skulls using a bat and create new shouts to battle enemies, the game also focuses on building relationships with her crew of misfits (who have their own special powers). Set in an alternate Neo-western version of the U.S., you’ll travel across the country to transport an important package under the disguise of a traveling punk band. Check out its new trailer below. 

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If Dustborn piques your interest, you can play a 30-minute demo next week during Steam Next Fest from June 10-17. Dustborn launches on August 20 for PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC.