Cattle Country Reveal Trailer Promises A Sim Game That’s Stardew Valley Meets The Wild West

Cattle Country Reveal Trailer Promises A Sim Game That’s Stardew Valley Meets The Wild West

Publisher Playtonic Friends (the publishing arm of Yooka-Laylee developer Playtonic) and Blossom Tales developer Castle Pixel have revealed Cattle Country, a simulation game that’s Stardew Valley meets the Wild West. If its first trailer,  which was revealed by IGN today, is any indication, farming/townbuilding sim fans will want to keep an eye on the game. 

The reveal trailer gives us a great look at what to expect, which includes ranching, treasure hunting, mining, farming, and, of course, romancing. The game is coming to PC sometime in the future, but there’s no release date or window in sight. Cattle Country’s Steam listing simply says the release date is “to be announced.” 

Check out the Cattle Country reveal trailer for yourself below

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As you might be able to hear, the Cattle Country reveal trailer is narrated by Red Dead Redemption 2’s Arthur Morgan, or rather, Arthur Morgan’s voice actor, Roger Clark. 

“Cattle Country straddles the saddle of cozy wholesome gaming and action-adventure,” the game’s Steam listing reads. “Serving up hours of the slice-of-life you’d expect on the frontier – including mining, fishing, crafting, and farming – along with deep-rooted Wild West quests delivering stories of romance, cattle drives, bandits, and robberies.”

Here are some Cattle Country screenshots: 

While waiting to learn more about Cattle Country, read Game Informer’s Stardew Valley review, and then read about Stardew Valley developer ConcernedApe’s next simulation game, Haunted Chocolatier


What do you think of Cattle Country’s reveal? Let us know if it’s a game you’re interested in checking out in the comments below!

Super Monkey Ball Banana Rumble Review – A Ripe Return – Game Informer

Super Monkey Ball Banana Rumble Review – A Ripe Return – Game Informer

Outside of remasters and remakes, the Super Monkey Ball franchise has been dormant for a decade. At a certain point, it began feeling like AiAi and his crew of monkeys were relics of a bygone era and that Super Monkey Ball was little more than a nostalgic series that has no real place in the modern gaming landscape. Super Monkey Ball Banana Rumble disputes that assertion by delivering an experience that’s at once delightful, maddening, and rewarding, but above all else, fun.

At its best, Banana Rumble’s Adventure Mode delivers some of the top stages in Super Monkey Ball history. Particularly early on, I relished figuring out the optimal strategies to roll through the puzzle-like levels while achieving the three optional missions of collecting a set number of bananas, grabbing the golden banana, and finishing in a set time. Thanks to the new spin-dash move, I loved figuring out ways I could launch my character off ramps and lips to rocket through the goal or grab the golden banana.

The early stages best exemplify the series’ easy-to-learn, difficult-to-master hallmark. Blasting through stages in the first few worlds is intuitive and lighthearted thanks to improved physics and a better camera. Those levels are ripe for experimentation into the best ways to get through the level efficiently; on multiple occasions, I wondered if the developers intended for me to complete the stage in that manner or if I discovered some kind of secret. Those stages represent the Super Monkey Ball franchise at its absolute peak.

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As you would expect, progression through Adventure Mode’s campaign brings increasingly difficult stages. Though I love trying to work my way through a difficult level, the restrictive nature of these more challenging obstacle courses often squashes my favorite aspect of this mode: experimentation. Instead of trying to find optimal paths and ways to sequence-break the levels, later stages in the game just had me fighting for survival as I desperately tried to make it to the goal.

The stages near the end of the 200-level campaign transcend Banana Rumble’s cute and colorful aesthetic to deliver pulse-pounding challenges that had me gripping my controller as tightly as I could while my character careened around corners and tempted fate with death-defying jumps. I largely enjoyed these levels, though they sometimes shined a light on the limitations of even the improved physics system, and the busier the stages got, the more noticeable the performance dips became.

If these stages ever feel too difficult, you can turn on Helper Functions, which add a ghost guide, arrows demonstrating the best path, a rewind function, and a mid-stage checkpoint. Though I used them extremely sparingly, if I ever turned them on, they immediately proved invaluable in getting past the roadblock I was stuck on.

Adventure Mode can be played with up to 4 players in co-op, but the real multiplayer experience allows for up to 16 players to compete in various party-style minigames. Players can compete in drawn-out races where rubber-banding comes not through the A.I.’s ability but rather the course being more challenging the further towards the front you are. I loved this twist on the tried-and-true formula, particularly with the various power-ups injecting extra chaos into the mix.

Meanwhile, Ba-Boom provides a fun survival-based tag variation, and Goal Rush challenges your precision and mettle as you roll down a hill, activating gates in a high-risk, high-reward blitz. The other two Battle Modes, Banana Hunt and Robot Smash, have you collecting bananas on an open map and launching into robots to deal as much damage as possible, respectively. Banana Hunt and Robot Smash were my least favorite of the bunch, but they still serve as fun side activities to Adventure Mode’s main course.

Super Monkey Ball Banana Rumble aptly demonstrates that the franchise still has something to offer in 2024 beyond nostalgia. With an eclectic mix of platforming levels and party games, Banana Rumble holds little back, offering a robust package that effectively announces the series’ true return.

The Latest Elden Ring: Shadow Of The Erdtree Update Should Make Your Journey A Bit Easier

The Latest Elden Ring: Shadow Of The Erdtree Update Should Make Your Journey A Bit Easier

The one and only Elden Ring expansion we’re getting, Shadow of the Erdtree, launched last week and thousands of Tarnished went to the shadow realm to take on dozens of new enemies, bosses, and more. Now, just a few days later, developer From Software has released a new patch for the game that should make Shadow of the Erdtree a bit easier. 

Now live, Calibration Update 1.12.2 targets the scaling of the attack and damage negation given to players with each Shadow Realm Blessing upgrade. Here’s what’s changed: 

  • The attack and damage negation has been increased for the first half of the maximum amount of Blessing enhancements, and the second half will now be more gradual. 
  • The attack and damage negation granted by the final level of Blessing enhancements has been slightly increased. 

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This patch should apply automatically like any other Elden Ring update but if it doesn’t – the Calibration Version listed at the bottom right reads “1.12.2” if it has – select “LOGIN” and that will apply the latest version of the game. 

The only other thing this update contains is word from From Software on a confirmed bug where the raytracing settings of Shadow of the Erdtree are automatically enabled (if you’ve previously loaded save data from previous game versions), which is causing framerate issues for some players. If you’re encountering said issues, check to see if you have raytracing on or off in the game’s system graphical settings. 

This patch arrives after one that hit the game last week, which added new hairtsyles, inventory features, balance adjustments, and more to Elden Ring ahead of Shadow of the Erdtree’s launch. 

For more about the game, read Game Informer’s Elden Ring: Shadow of the Erdtree review, and then check out this interview where From Software’s Hidetaka Miyazaki discusses his approach to difficulty in games. 


What do you think of this update? Let us know in the comments below!

Update: Deadrop Studio Drops Co-Founder Dr. Disrespect After Allegations Surrounding The Streamer’s 2020 Twitch Ban Emerge

Update: Deadrop Studio Drops Co-Founder Dr. Disrespect After Allegations Surrounding The Streamer’s 2020 Twitch Ban Emerge

Update: Guy Beahm AKA Dr. Disrespect has released a statement via X (formerly Twitter). In the statement, Beahm acknowledges that he sent “twitch [sic] whisper messages with an individual minor back in 2017” but denies any illegality or “real intentions” behind the messages. You can see Beahm’s full X post below.

Additionally, Midnight Society studio head Robert Bowling posted the following message on his X account shortly after Beahm’s statement:

Original Story from June 25, 2024 at 7:36 a.m. CT:

Deadrop studio Midnight Society has terminated its relationship with co-founder and streamer Guy Beahm aka Dr. Disrespect. It did so after looking into allegations surrounding Beahm that emerged over the recent weekend regarding his 2020 Twitch ban. 

On Friday, June 21, former Twitch account director of strategic partnerships Cody Conners said on Twitter, “He [referring to Beahm] got banned because he was caught sexting a minor in the then-existing Twitch Whispers product. He was trying to meet up with her at TwitchCon. The powers that be could read in plain text. Case closed, gang.” Conner replied to his own post on X (formerly Twitter) and said, “No one made the wrong decision, f— him and his boys.” 

Though Conners didn’t name Beahm, who was previously banned from E3 and suspended on Twitch after livestreaming from a public bathroom in 2019, it was clear that he was referring to the streamer. Beahm even replied from his Dr. Disrespect account, saying he knows it’s a “hot topic” but that it “has been settled, no wrongdoing was acknowledged and they paid out the whole contract.” He then tweeted separately, “Listen, I’m obviously tied to legal obligations from the settlement with Twitch but I just need to say what I can say since this is the f***ing internet. I didn’t do anything wrong, all this has been probed and settled, nothing illegal, no wrongdoing was found, and I was paid.” 

Back in 2020, when Beahm was suddenly banned on June 26, Twitch shared little of the reasoning behind the decision. It released the following statement, “As is our process, we take appropriate action when we have evidence that a streamer has acted in violation of our Community Guidelines or Terms of Service. These apply to all streamers regardless of status or prominence in the community.” This ban happened shortly after Beahm signed with Twitch (again) for reportedly an eight-figure sum, as reported by The Washington Post

Following this ban, Beahm told The Washington Post weeks later he still didn’t know why Twitch “effectively voided his contract” with the ban. A year after the ban, Beahm sued Twitch and roughly a year after that – so about two years after the ban – he and Twitch settled. At the time, Beahm posted a photo on March 10, 2022, with a paper he signed that read, “I have resolved my legal dispute with Twitch. No party admits to any wrongdoing.” 

During this sequence of events, Beahm also launched a new triple-A studio with Call of Duty and Halo veteran game developers called Midnight Society. After Conners’ reveal about Beahm on Friday, Midnight Society apparently assumed his innocence but began speaking to parties involved. After doing so, it decided to terminate its relationship with Beahm. Here’s the studio’s full statement on the matter:

“On Friday evening we became aware of an allegation against one of our co-founder’s Guy Beahm aka Dr. Disrespect. We assumed his innocence and began speaking with parties involved. And in order to maintain our principles and standards as a studio and individuals, we needed to act. 

“For this reason, we are terminating our relationship with Guy Beahm immediately.

“While these facts are difficult to hear and even more difficult to accept, it is our duty to act with dignity on behalf of all individuals involved, especially with fifty-five developers and families we have employed along with our community of players.” 

Though Midnight Society doesn’t say anything too specific, it did look into the situation following Conners’ reveal, spoke to parties involved, and decided then (after previously assuming Beahm’s innocence) that it was terminating its relationship with the streamer. 

Though Beahm hasn’t acknowledged the Midnight Society situation, people who tuned into the Dr. Disrespect stream happening when the studio posted its statement think they can see the moment he sees the news live on-air. Here’s a clip from Kotaku reporter Ethan Gach

Considering Beahm’s Twitch ban was settled in court with the Amazon-owned streaming service, there’s a good chance we won’t learn about the sitaution as there are likely legal obligations stopping either party from sharing further details. 

Breaking Down Dragon Age: The Veilguard’s Classes And Factions

As part of the character creation process for Dragon Age: The Veilguard, players will have to select both a class for their player-controlled Rook and a faction. After customizing much of your Rook’s body, including things like a Qunari’s horn type and material, for example, with the hundreds of options available in Veilguard, it will be time to pick said class. 

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There are three classes to choose from: Rogue, Mage, and Warrior. As the names suggest, each features a unique combat system and plays differently as a result. Though you’ll be performing things like light and heavy attacks using the same buttons, what those attacks do varies based on your class. For example, a sword-and-shield Warrior can hip-fire or aim their shield to throw it like Captain America, whereas a Mage can use that same button to throw out magical ranged attacks – read more about the combat of Veilguard in Game Informer’s exclusive feature here. Plus, as you spec out these classes and unlock their individual specializations, the differences will only grow even more stark. 

  • The Rogue has access to three specializations. The Duelist is the fastest of the three, with two blades for rapid strikes; the Saboteur uses tricks and traps; and the Veil Ranger is purely range, sniping enemies from afar with a bow.
  • The Mage can utilize necromancy with the Death Caller specialization; Evokers wield fire, ice, and lightning; and the Spellblade uses magic-infused melee attacks.
  • The Warrior can become a Reaper, which uses night blades to steal life and risk death to gain unnatural abilities; a Slayer, a simple but strong two-handed weapons expert; or the Champion, a tactical defense fighter.

While these specializations don’t matter upfront – you class into them via the skill trees you progress through the game – it’s nice to see the potential of each class before you choose it. 

Breaking Down Dragon Age: The Veilguard’s Classes And Factions

For the penultimate step of the character creator, at least during the demo BioWare shows me, players select a faction. The Grey Wardens return, joined by other returning favorites and new additions like the Antivan Crows, the Mourn Watch, the Shadow Dragons, the pirate-themed Lords of Fortune, which is what I chose in my demo for the current Game Informer cover story, and the Veil Jumpers.

Each faction has unique casual wear, which is worn in specific cutscenes when the character isn’t donning armor, and three unique traits. The Lords of Fortune, for example, gain additional reputation with this particular faction, have increased damage versus mercenaries, and perform takedowns on enemies with slightly less effort. Veilguard game director Corinne Busche says this faction selection, which ties into your character’s backstory, determines who your Rook was before, how they met Varric, why they travel with Varric instead of their faction, and more.

“The message of The Veilguard is you’re not saving the world on your own – you need your companions, but you also need these factions, these other groups in the world,” creative director John Epler tells me. “You help them, they help you now.”

He says BioWare wanted to avoid the trope of needing to gather 200 random resources or objects before helping you save the world. Instead, the team aimed to create factions that want to help you but have realistic challenges and problems in front of them so that narratively, it makes sense why you help them in return for their help when the time comes. 

“Gameplay-wise – each of our classes has a specialization, and each of them is tied to a faction,” Epler continues. “But beyond that, each faction has a [companion] as well as [people we’re calling agents, ancillarily] who exist as the faces of these factions. We didn’t want to just say, ‘Here’s the Grey Wardens, go deal with them.’ We wanted characters within that faction who are sympathetic, who you can see and become the face of the faction, so that even if there are moments where the faction as a whole may be on the outs with you, these characters are still with you; they’ve still got your back.” 

If you find yourself unhappy with your lineage or your class, you can change them using the Mirror of Transformation, found in the main Veilguard hub, The Lighthouse. You can also change your Rook’s visual appearance there, too. 


For more about the game, including exclusive details, interviews, video features, and more, click the Dragon Age: The Veilguard hub button below. 

Disney Epic Mickey: Rebrushed Paints A September Launch Date, Collector’s Edition Revealed

Disney Epic Mickey: Rebrushed Paints A September Launch Date, Collector’s Edition Revealed

Disney Epic Mickey: Rebrushed, the remake of 2010’s Epic Mickey, has a release date. Look for it to arrive on September 24.

The game was first revealed during a Nintendo Partner Direct in February. The remake is being handled by developer Purple Lamp and features reworked gameplay (the original was played with Wii motion controls, after all), new brush abilities for Mickey, and a graphical upgrade. A new trailer features a chat with the game’s original creative director Warren Spector, who is also involved with this remake, to reveal Rebrushed’s Collector’s Edition.

For $199.99, this special box is available for pre-order now and includes the following items:

  • The full game Disney Epic Mickey: Rebrushed
  • A 28 cm Mickey Mouse statue
  • An Oswald the Lucky Rabbit keychain
  • A vintage Mickey Mouse tin sign
  • Six Disney Epic Mickey: Rebrushed postcards
  • A Collector’s Steelbook
  • The Disney Epic Mickey: Rebrushed costume pack

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If you missed the original game, it sees Mickey explore a fantasy world called the Wasteland filled with obscure Disney characters, namely antagonist Oswald the Lucky Rabbit, Disney’s original animation star who predates Mickey Mouse. The Wasteland has been taken over by an entity called the Blot, which Mickey accidentally unleashed and must now stop. The 3D action platformer sees Mickey wielding a magic paintbrush that can create new objects while erasing others, and Mickey’s actions shape his destiny and the game’s story. 

Disney Epic Mickey: Rebrushed will be available on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC. You can read our review of the original Epic Mickey here

Still Wakes the Deep Review – I Sea Dead People – Game Informer

Still Wakes the Deep Review – I Sea Dead People – Game Informer

There’s something quite special about Still Wakes the Deep. A horror game, quintessentially Scottish through and through, with an atmosphere so tense you could hear your heart pounding as you explore areas, has the right ingredients to make for a memorable experience. Additionally, it’s made by The Chinese Room, the studio behind multi-awarded titles such as Dear Esther, Everybody’s Gone to the Rapture, and Amnesia: A Machine for Pigs. And yet despite these advantages, it still falters when it comes to the fundamental facets.

Still Wakes the Deeps puts you in the shoes of Cameron “Caz” McLeary, an engineer working aboard the Beira D oil rig, which is located somewhere in the North Sea. Caz, who’s having domestic troubles, will soon experience much worse, as what was initially thought of as a machinery malfunction leads to something darker and deadlier. His fellow workers all know that something has gone wrong, but when you’re stuck in the middle of nowhere, you don’t really know if help will ever arrive. What follows is a tightly woven, dread-inducing romp where you’re not entirely sure if anyone will survive the night. Think of it as The Thing meets Amazon’s The Rig – just replace the glowing spore pods with actual monsters, and you’re on the right track.

Right from the onset, Still Wakes the Deep immerses you in its setting thanks to a talented voice cast composed of Scottish actors. To be clear, I’m Filipino and I know next to nothing about Scotland, save for the fact that figures like William Wallace and WWE’s Drew McIntyre are from thereabouts. Despite this, I was hooked, especially when characters started churning out regional slang after slang, some in the Glaswegian dialect.

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Granted, I did have a hard time understanding the thick accents and certain terms; for instance, I wondered who “Leckie” was, only to realize that it’s another word for electricity. However, this just proves the studio’s dedication to offering an authentic experience, and I appreciated having a little glimpse at a culture and dialect I’m not familiar with.

Likewise, I found the layout of the oil platform nothing short of fascinating. Yes, the facility consists of small rooms, narrow hallways, and large decks, and I mostly revisited the same areas during my playthrough. However, a certain creative flair arose when I realized how each area looked and felt different due to the events that transpired as I progressed. For instance, corridors accessible beforehand might be flooded down the line, and open doors might become barred later, covered in a mysterious pustulent growth. Interconnectivity also comes into play, especially with facility maps that point to my location as I reach new sections.

Moreover, the game has its fair share of context-sensitive interactions, such as using fire extinguishers, unscrewing ventilation shaft covers, and removing latches off contraptions. There are also several platforming sections, where you jump or shimmy across gaps or climb on ladders, with quick-time event button presses to prevent you from falling. And, yes, there are some parts where you have to swim to safety. All in all, these sections are simple, straightforward, and unchallenging to a fault, though they served as welcome respites from the core theme: body horror.

What drew me in within the first few hours of playing Still Wakes the Deep was the sense of foreboding. As mentioned earlier, the machinery malfunction on the oil rig leads to eldritch nightmares “waking from the deep.” At first, I could only see a few glimpses of what’s in store, like some red sinewy branch jutting out from the water or a vine-like object stretching across several corridors. Then, things got progressively darker, with the tense atmosphere building up thanks to spectacular shadow and lighting effects.

Shortly thereafter, I’d hear the pained moans of a worker begging for help and the bloodcurdling screeches of another who’s been driven mad. And then I’d see what had happened to them: words like macabre and grotesque are understatements when I saw people who’ve been smashed into fleshy blobs, faces frozen in a death scream. They have multiple limbs, clickety-clacking as they move about, all while calling out Caz’s name. One of them is actually just a big head with little arms who chases Caz all over the facility. The creature designs, as well as people who are in the throes of mutation, are gross, vile, and downright impressive to boot.

Sadly, Still Wakes the Deep botches the “survival” in “survival horror.” The single most surprising part of the game is that all these eldritch creatures, no matter how scary they look, are dumber than a bag of rocks.

Since there’s no combat or weapons, I primarily relied on stealthily making my way through rooms crawling with enemies, sometimes throwing bottles to create a distraction. If a monster so much as spotted me, all I had to do was hide underneath a desk, walkway, or pantry, and they’d be none the wiser. Those long limbs they have? They just clickety-clack; they don’t clickety-grab. Those sharp serrated teeth and gaping mouths? They won’t bite you if there’s a structure above your head. They’d see you, and then they’d forget about you after a few seconds, or they’d simply wiggle in front of you. 

Outside of chase sequences, which were few and far between, there was very little to excite me upon encountering these monsters once I realized the A.I.’s limitations. Coincidentally, blurry and spotted outlines do appear on the edges of your screen when staring at these entities and their otherworldly goop, though there are no other effects; it walks up to the line of including debilitating “sanity” mechanics, but since they aren’t actually present, it felt more like a tease.

Still Wakes the Deep is a relatively short game (I completed the campaign in under five hours). The story is strictly linear, akin to some of The Chinese Room’s other games, with no collectibles or secrets. While it’s true that the game builds on the setting, atmosphere, tension, and body horror, it flubs the most crucial aspect: the moments when you actually face the creatures. It’s like if The Thing was “from another world,” but it’s revealed to be E.T. due to how harmless it is. In the end, this romp through an infested oil rig might look slick, but it spills over and slips when it matters most.

Atari 50 Expansion Adds Over 30 Games And New Timelines This October

Atari 50: The Anniversary Celebration is already a fantastic history lesson and playable compilation of Atari’s heyday, but it’s about to become even more comprehensive. The 2022 interactive documentary is getting an expansion that adds new timelines and 39 games.

This new version of the game is called Atari 50: The Anniversary Celebration Expanded Edition, and it arrives on October 25. It will be released as DLC to Atari 50 owners and as a standalone title, both digitally and physically. Developer Digital Eclipse (which Atari acquired in 2023) is bolstering the compilation with two new timelines.

First is “The Wider World of Atari”, which features 19 playable games and eight video segments. Topics discussed include Pong creator Al Acorn discussing the birth of Breakout, a spotlight on artist Evelyn Soto, who helped create Atari’s “Fuji” logo, and a deep dive into Stern Electronics’ Berzerk. 

The second timeline is called “The First Console War” and includes 20 playable games. It features six video segments and focuses on the rivalry between the Atari 2600 and Mattel’s Intellivision, with interviews from former Intellivision game director Don Daglow, Activision’s David Crane and Garry Kitchen, M Network programmer Jne Terjung, and more. This timeline also features playable M Network games (which, for the unaware, were Mattel-produced games for the 2600) and rare Atari 2600 and 5200 prototypes. 

Atari 50 Expansion Adds Over 30 Games And New Timelines This October

Atari 50: The Anniversary Celebration Expanded Edition Steelbook Version (Switch only)

Atari 50: The Anniversary Celebration Expanded Edition will be available for PlayStation and Xbox consoles, Switch, and PC. The standalone standard edition costs $39.99. The physical Switch version is getting an exclusive Steelbook version for $49.99 and includes extras like a replica of Al Acorn’s business card, Atari 2600 art cards, and miniature arcade marquee signs (as seen in the graphic above). Atari did not reveal how much the add-on will cost for existing Atari 50 owners. 

For more on the collection, read our glowing review of the original game here. Be sure to also listen to our interview with current Atari CEO Wade Rosen on this episode of All Things Nintendo.

Deadrop Studio Drops Co-Founder Dr. Disrespect After Allegations Surrounding The Streamer’s 2020 Twitch Ban Emerge

Update: Deadrop Studio Drops Co-Founder Dr. Disrespect After Allegations Surrounding The Streamer’s 2020 Twitch Ban Emerge

Deadrop studio Midnight Society has terminated its relationship with co-founder and streamer Guy Beahm aka Dr. Disrespect. It did so after looking into allegations surrounding Beahm that emerged over the recent weekend regarding his 2020 Twitch ban. 

On Friday, June 21, former Twitch account director of strategic partnerships Cody Conners said on Twitter, “He [referring to Beahm] got banned because he was caught sexting a minor in the then existing Twitch whispers product. He was trying to meet up with her at TwitchCon. The powers that be could read in plain text. Case closed, gang.” Conner replied to his own post on X (formerly Twitter) and said, “No one made the wrong decision, f*** him and his boys.” 

Though Conners didn’t name Beahm, who was previously banned from E3 and suspended on Twitch after livestreaming from a public bathroom in 2019, it was clear that he was referring to the streamer. Beahm even replied from his Dr. Disrespect account, saying he knows it’s a “hot topic” but that it “has been settled, no wrongdoing was acknowledged and they paid out the whole contract.” He then tweeted separately, “Listen, I’m obviously tied to legal obligations from the settlement with Twitch but I just need to say what I can say since this is the f***ing internet. I didn’t do anything wrong, all this has been probed and settled, nothing illegal, no wrongdoing was found, and I was paid.” 

Back in 2020, when Beahm was suddenly banned on June 26, Twitch shared little of the reasoning behind the decision. It released the following statement, “As is our process, we take appropriate action when we have evidence that a streamer has acted in violation of our Community Guidelines or Terms of Service. These apply to all streamers regardless of status or prominence in the community.” This ban happened shortly after Beahm signed with Twitch (again) for reportedly an eight-figure sum, as reported by The Washington Post

Following this ban, Beahm told The Washington Post weeks later he still didn’t know why Twitch “effectively voided his contract” with the ban. A year after the ban, Beahm sued Twitch and roughly a year after that – so about two years after the ban – he and Twitch settled. At the time, Beahm posted a photo on March 10, 2022, with a paper he signed that read, “I have resolved my legal dispute with Twitch. No party admits to any wrongdoing.” 

During this sequence of events, Beahm also launched a new triple-A studio with Call of Duty and Halo veteran game developers called Midnight Society. After Conners’ reveal about Beahm on Friday, Midnight Society apparently assumed his innocence but began speaking to parties involved. After doing so, it decided to terminate its relationship with Beahm. Here’s the studio’s full statement on the matter:

“On Friday evening we became aware of an allegation against one of our co-founder’s Guy Beahm aka Dr. Disrespect. We assumed his innocence and began speaking with parties involved. And in order to maintain our principles and standards as a studio and individuals, we needed to act. 

“For this reason, we are terminating our relationship with Guy Beahm immediately.

“While these facts are difficult to hear and even more difficult to accept, it is our duty to act with dignity on behalf of all individuals involved, especially with fifty-five developers and families we have employed along with our community of players.” 

Though Midnight Society doesn’t say anything too specific, it did look into the situation following Conners’ reveal, spoke to parties involved, and decided then (after previously assuming Beahm’s innocence) that it was terminating its relationship with the streamer. 

Though Beahm hasn’t acknowledged the Midnight Society situation, people that tuned into the Dr. Disrespect stream happening when the studio posted its statement think they can see the moment he sees the news live on-air. Here’s a clip from Kotaku reporter Ethan Gach

Considering Beahm’s Twitch ban was settled in court with the Amazon-owned streaming service, there’s a good chance we don’t learn about the sitaution as there are likely legal obligations stopping either party from sharing further details. 

Luigi’s Mansion 2 HD Review – Back From The Dead – Game Informer

Luigi’s Mansion 2 HD Review – Back From The Dead – Game Informer

Despite kicking off Nintendo’s fourth-generation console with a starring role in Luigi’s Mansion on GameCube, Luigi’s sequel always felt a little relegated. He was downgraded to the handheld platform, but it wasn’t because he delivered a bad game. The video game formerly known as Dark Moon has always maintained a positive reputation, but after the success of Luigi’s Mansion 3 on Switch, it felt like part two missed its time to shine. Thankfully, Nintendo and Next Level Games have brought it to console, and while it’s not without its formerly-a-3DS-game quirks, there’s no reason to skip this entry in the trilogy.

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Luigi’s Mansion 2 HD looks good, but compared to recent Nintendo Switch upgrades like Metroid Prime and Paper Mario: The Thousand-Year Door, the visuals are lacking. The game has been smoothed out and looks sharp, but this is not an overhaul job. The lighting and effects are perfunctory, but the animation (which has always been a Luigi’s Mansion highlight) remains exceptional. Watching Lugi cower and shake as he sneaks around and gets surprised by ghosts is always entertaining and effective.

Walking around and sucking up ghosts, cobwebs, and money is a simple joy, even if I never was fully comfortable with the controls. Exploring is also frequently clever and charming. Stairways turn into ramps, hallways turn into conveyor belts, and rooms shift and grow unexpectedly. Each of the houses feels like you’re entering a new Haunted Mansion Disney ride, and I appreciate that they each have their own distinct style and themes.

Where the game reminds most of its previous platform is in its momentum – or lack thereof. Luigi’s Mansion: Dark Moon was designed to be played in short stints, so you are frequently “pixelated” out of a mansion before you’ve fully explored it. I often wanted to do more before leaving or just stay in the building to pursue the next big goal, but that choice isn’t up to the player.

Also, as cute as Polterpup is, I didn’t enjoy the missions where I had to track him down. Each of the Mansions is labyrinthian by design, and trying to sprint through them in a winding path to find the dog just isn’t as enjoyable as taking a leisurely stroll, solving puzzles, and jumping in the air when a ghost appears out of nowhere.

The online multiplayer ScareScraper mode returns but must be unlocked through regular play, which is annoying. I understand encouraging the player to learn the ropes before jumping online, but it’s an unnecessary hurdle when trying to rope in friends. Outside of that frustration, however, the mode is fun, and your progress feeds into your upgrades across the game as a whole. It makes you feel like you are working toward a singular goal no matter where you’re hunting ghosts. Working together as different Luigis in various Mansions is fast-paced and just the right amount of intense. Typically, I feel no shame in ignoring modes like this in comparable games, but I am glad I spent time with it here.

I am a big 3DS fan, but I am grateful to have Luigi’s Mansion 2 on the Switch. Dropping the Dark Moon subtitle and giving it a number also feels like a specific choice to make sure this game is fully recognized as part of the Luigi’s Mansion canon, which it fully deserves to be. This HD version is not a radical reinvention of the handheld game, but it’s a well-executed port of an experience that always deserved a little more.