Disney Pixel RPG Is An 8-Bit Adventure Starring Mickey Mouse Coming To Mobile

Developer-publisher GungHo Online Entertainment has revealed Disney Pixel RPG, an upcoming 8-bit adventure starring Mickey Mouse, Winnie the Pooh, Genie from Aladdin, Baymax from Big Hero 6, and many more beloved characters. It launches in Japan on iOS and Android devices this September, and is expected to be released in other regions of the world at a later date. 

According to the game’s website, Disney Pixel RPG will feature a story about merging worlds, fast-paced strategic battles (with simple controls for mobile and even an auto-play function), customization for your own avatar character, and expeditions that allow you to send pixelated Disney characters out on missions to gather materials and more. Players in Japan can pre-register for Disney Pixel RPG right now ahead of the game’s September 9 launch – there’s no word on if other regions will be able to pre-register anytime soon, however. 

Disney Pixel RPG Is An 8-Bit Adventure Starring Mickey Mouse Coming To Mobile

“The game world that these Disney characters call home have suddenly been invaded by strange programs, and are starting to break down,” the story description reads on the game’s website. “These previously isolated game worlds have merged, throwing all the characters into confusion. Take on the role of a player of these games and join Disney characters as you embark on an epic quest across multiple game worlds to restore order.” 

The game’s listing on Apple’s App Store notes it will be free-to-play but will feature microtransactions. 

Here’s a look at the game’s combat

Disney Pixel RPG Classic Mickey Mouse Donald Duck Goofy Action Role-Playing iOS Android

And here’s a look at the game’s avatar customization

Disney Pixel RPG Classic Mickey Mouse Donald Duck Goofy Action Role-Playing iOS Android

Disney Pixel RPG launches in Japan on iOS and Android on September 9, 2024. There’s no word on when to expect it in other regions of the world. 

For more Disney, read about how Disney Epic Mickey: Rebrushed launches this September as well. After that, check out Game Informer’s list of upcoming video game remakes


Are you excited about Disney Pixel RPG? Let us know in the comments below!

Supergiant Games Art Director Jen Zee On The Making Of Hades II

Supergiant Games Art Director Jen Zee On The Making Of Hades II

In this exclusive video, Game Informer interviews Jen Zee, the renowned art director behind Supergiant Games’ Bastion, Transistor, Pyre, and your favorite characters in Hades, about the making of Hades II. We discuss how art history inspired Jen when depicting Melinoë, why she loved revisiting her past work, the graphical differences between Hades and its successor, and fan art from Supergiant’s community. 

The Art of Hades II with Supergiant Games’ Jen Zee | Interview:

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Thanks to our associate editor, Marcus Stewart, and freelance video editor, Evan Campbell, for helping me bring this video to life. Find more exclusive coverage of Hades II right here.

inKonbini: One Store. Many Stories Preview – The Joy Of Japanese Convenience – Game Informer

inKonbini: One Store. Many Stories Preview – The Joy Of Japanese Convenience – Game Informer

Two days after returning home from my vacation in Japan, Tokyo-based developer Nagai Industries Inc. released a trailer for its upcoming adventure game, InKonbini: One Store. Many Stories, and I was immediately taken back to my convenience store (“konbini” is Japanese for convenience stores, generally) adventures days prior. From Lawson’s excellent spicy chicken to 7-Eleven’s life-altering egg salad sandos, convenience stores in Japan are incredible, as strange as that is to write. InKonbini is a ’90s love letter to the konbinis of Japan, and after speaking with Nagai Industries founder Dima Shen about InKonbini, I couldn’t be more sold.

InKonbini puts players in the shoes of college student Makoto Hayakawa, who is taking a break from her studies to help her aunt run a small-town konbini. Nagai describes the game, due out on undetermined consoles and PC in 2025, as a “meditative narrative adventure/simulation game,” where, while playing, you discover the joy and wonder hidden behind the daily routine of a konbini worker. The idea began as a “Summer Project,” which is also the working title for InKonbini, between two friends. Shen’s friend was planning to move to Argentina, giving them one last chance to work closely together, “so I offered him to try and make a game in the span of one summer.” Today, Nagai has eight full-time employees and a few others working on the game.

Shen says their conversations led them to develop something “beautiful and cozy, with a positive mood, but also a bit sad,” like mixing the works of Hayao Miyazaki and Makoto Shinkai. Shen tells me Japanese culture describes these mixed sentiments as mono-no-aware, which can be translated as “the sad beauty of mundane things.” After several iterations, Nagai landed on the 1990s konbini, and Shen got goosebumps the second this idea was born. Those goosebumps might have also resulted from Shen remembering the bright and welcoming konbini of Shenmue, one of his all-time favorite games (Nagai Industries is the cover-up name for a Yakuza group in one of the game’s locations).

Shen says Nagai aims to challenge and confront the notion that a developer can’t convert this occupation into a meaningful and exciting gameplay experience. The game’s trailer indicates InKonbini will have the kind of gameplay you’d expect in the shoes of a convenience store employee. But at the same time, Nagai expects players to find joy (and many other emotions) in the meta-gameplay born out of the other element of working at a konbini: talking to customers.

“The game is being built around a traditional Japanese concept of ‘ichi-go, ichi-e,’ which translates to ‘one time, one meeting,’” Shen tells me. “No situation in our life can be repeated; we never get to experience the same thing twice, and that’s what brings nostalgic flavor to some of our memories.”

Makoto Kayakawa will only spend one week working behind the counter, but Nagai thinks the new connections she gains and the stories she hears will resonate with players. However, don’t expect a mystery-driven plot or investigative narrative – InKonbini is about the joy of the seemingly mundane, although there is a connecting throughline.

Ultimately, Shen and Nagai hope players can recognize the power of slowing down in an otherwise fast-paced world, with Makoto Hayakawa standing in for us.

“The main takeaway wouldn’t be a big revelation, though,” Shen adds. “It’s the journey that matters, not the destination. We simply want players to be reminded that all the moments of our life are fleeting, and even the things we get used to, like a convenience store around the corner, won’t be here forever.


This article originally appeared in Issue 366 of Game Informer.

Preservation Through Play – How Digital Eclipse’s Gold Master Series Brings Video Game History To Life

Introduction

Few types of media hook me like a good documentary. The genre uses the best elements of traditional filmmaking to amplify what will always be the greatest story ever told: reality. Whether it’s an educational look at the natural world, a gripping true crime tale, or an enlightening biography of a noteworthy figure, the best documentaries manage to educate as effectively as they entertain.

The video games industry is now old enough to have been subjected to its fair share of documentaries, from The King of Kong to Indie Game: The Movie to Netflix’s High Score. But no matter how good they are, they all generate a tough-to-pin-down anxiety in me I never consciously noticed until recently: By the time the film ends, or, more often, in the middle of it, I just want to stop watching and play the games in question.

It’s a frustration shared by Chris Kohler, the editorial director at Digital Eclipse. And it’s one of the reasons why he enjoys working on the studio’s Gold Master Series. Essentially the gaming equivalent of the Criterion Collection, it consists of two titles, The Making of Karateka and Llamasoft: The Jeff Minter Story. Each game takes players on a playable history lesson of its subjects, be it a single game, a creator, or an entire studio. The result is a new genre Digital Eclipse can call its own: the interactive documentary.

Preservation Through Play – How Digital Eclipse’s Gold Master Series Brings Video Game History To Life

Digital Eclipse’s neon-lit arcade

Built On Preservation

Built On Preservation

Digital Eclipse has led the charge in commercial video game emulation since its early years. Founded in 1992 as Williams Digital Arcade, it specialized in creating arcade-accurate console ports of classic arcade titles via emulation at a time when this was mainly accomplished by replicating an arcade game’s code from scratch.

“It was if you went and bought The Godfather on VHS, and it was just new people trying to recreate the version of The Godfather that was on film instead of somebody coming up with technology that would allow you to take a filmstrip and get that information onto a Blu-ray or DVD or whatever it is,” Kohler explains.

Digital Eclipse is a pioneer in commercial emulation. While the studio’s methods equated to a more enjoyable gaming experience, it also served as an early example of game preservation. Kohler says the company was essentially built on the need to pay retro games the proper respect.

Atari 50: The Anniversary Celebration

The 2000s saw the company undergo a complicated period of mergers and rebrands before reemerging in 2015 as Digital Eclipse once more. This saw the studio shift its focus back towards preservation in the form of retro game compilations such as the Mega Man Legacy Collection, Disney Afternoon Collection, and Street Fighter 30th Anniversary Collection. These titles included bonus features such as long-lost concept art and other development and marketing materials that, with each release, gradually grew from being a sideshow to almost the main attraction.

Teenage Mutant Ninja Turtles: The Cowabunga Collection, released in 2022, is perhaps the most impressive of these game bundles. In addition to packing in 13 old-school TMNT games, it boasts an exhaustive number of forgotten materials such as original magazine ads, scans of the original game boxes and manuals, comic book covers, and never-before-seen concept art. For ’80s babies, they weren’t just revisiting old TMNT games; they were reliving the franchises’ early pop-culture boom while getting a behind-the-scenes look at how these games were brought to life.

While retro collections help keep old games alive, Kohler says they only offer the “What” of a game’s overall history. They don’t provide the “Who,” “Where,” “How,” and, most importantly, the “Why.” To fill those gaps, Digital Eclipse needed a fresh approach.

Llamasoft: The Jeff Minter Story

Creating A Genre

Creating A Genre

Kohler joined Digital Eclipse in July 2020. At the time, the company had licensed the Karateka IP from creator Jordan Mechner to create a new retro collection of sorts. Unlike its previous projects, Digital Eclipse had full control over the Karateka game’s direction since the studio didn’t have to work with a publisher. The Karateka title became Kohler’s first major project, and the team also gained access to years’ worth of Mechner’s personal materials. These included his journals documenting his daily life while developing Karateka, design documents, publisher correspondences, and more. As Kohler pored over decades-old legal negotiations and Mechner’s written insights into creating Karateka and other games, he and the team saw the potential to tell Karateka’s story in a new fashion.

“And just realizing that there was this incredible narrative behind this game, and because we had Jordanʼs journals where he was writing down day by day everything that was happening in his life as he was creating this game, we could really go far beyond the idea of the retro collection,” says Kohler. “We could really tell this in a narrative way, and the story itself can become the main event, as it were.”

The Making of Karateka

The seed for the interactive documentary had been sewn, and the team began brainstorming. What if they could tell a linear story that takes players down the complete timeline of a game’s development? Better yet, what if players could play not only the finished product but also its various prototypes?

It was around this time that Digital Eclipse began a partnership with Atari to create a title celebrating the companyʼs 50th anniversary. Coincidentally, Atari wanted something different than the average retro collection, and Digital Eclipse saw this as the perfect opportunity to implement its nascent documentary game concept. The idea that was originally envisioned for The Making of Karateka would make its debut in Atari 50: The Anniversary Collection.

In addition to conducting a staggering amount of research, Digital Eclipse filmed interviews with former Atari employees and industry luminaries. Perhaps most impressively, it included over 100 playable Atari games, from the iconic to the forgotten, via emulation. The result was a robust story of Atari’s founding and golden age told through linear timelines divided by chapters. Players read informative blurbs, viewed development documents and other key materials, watched documentary clips, and, of course, played the games that define a generation. As a bonus, it had even developed modern reimaginings of select titles.

Digital Eclipse CSO and Head of Publishing Justin Bailey summons Karateka’s dreaded hawk at the Portland Retro Expo

The result was a resounding success. Atari 50 earned widespread acclaim as one of the most complete and well-made video game compilations ever created. It also worked as a successful proof-of-concept for the fledgling interactive documentary concept.

“By taking that all the way to the finish line, we were able to kind of work out the structure and the format,” says Kohler. “And as weʼre kind of getting towards the end of Atari 50, it was like, ‘Okay, now itʼs time to take all these learnings that weʼve had by finishing out Atari 50 and then revisit that back on to Karateka.’”

By this time, Digital Eclipse had also signed on with famed UK developer Jeff Minter, creator of hits such as Gridrunner and Tempest 2000, for a title documenting his studio, Llamasoft. Thanks to Atari 50, Digital Eclipse found a winning formula for telling more great stories from video game history. The Gold Master Series was born as a result, and The Making of Karateka and Llamasoft adhered to Atari 50’s blueprint to tell their respective stories and expand players’ appreciation for them.

Reshaping History

Reshaping History

“Nobodyʼs really doing what weʼre doing,” says Kohler. “And maybe for good reason. Maybe weʼre crazy, but weʼre doing our best to try to figure out what this new type of video game is.”

The Gold Master Series team consists of former game journalists like Kohler and Dan Amrich, who handle the lion’s share of researching and crafting the resulting narratives. The games are made using the Eclipse Engine, proprietary software specially designed to easily ingest emulators, either licensed or developed in-house, to run several old games from a plethora of platforms. The Eclipse Engine is the secret sauce of the Gold Master Series, as its ability to juggle emulators alongside sound and video in a fast and responsive manner is the reason why navigating the games’ timelines feels smooth and snappy.

Of course, each game needs a central topic, and everyone at Digital Eclipse, as you might expect, has a personal wishlist of subjects. “Iʼm still waiting for that call from Shigeru Miyamoto,” says Kohler. “He has my number.” I found it hard to think that anyone could top Jordan Mechner. His absurdly meticulous note and record keeping (Kohler: “Nobody’s that organized! Who does that?!”) makes him the gold standard when it comes to providing enough reference material to fill a game. But Kohler tells me that so long as the subject is interesting/important, how much they choose to hold on to isn’t a prerequisite to be considered for a Gold Master Series game. If Digital Eclipse needs something, one way or another, they’ll find it. And whatever they gather will shape the game accordingly. Jeff Minter didn’t have as many design documents as Mechner, so Digital Eclipse leaned more into showing what the actual games looked like. Llamasoft includes models of the cassette tapes along with advertisements and reviews from UK gaming mags at the time. Some materials aren’t found until close to the end of production.

Atari 50, for example, had to be patched to include film footage recorded by a Berkeley University student of Atari back when the company was still called Syzygy. Essentially an amateur documentary capturing the birth of Atari, the footage vanished for decades. While the Atari Museum possessed a copy of the film, Digital Eclipse didn’t have the rights to use it. So, instead, the studio had to track down one of the students who made it, get their permission to use their footage, research the legal rights for its commercial use, and patch it into Atari 50 after it was already finalized. “We did so much legwork to get that little like, two, three minutes snippet of a film in this,” says Kohler.

Battlezone designer Owen Rubin at his controller-laden work station

That effort speaks to the length Digital Eclipse will go to ensure its interactive documentaries are as rich and comprehensive as possible. “We have not had a situation yet where weʼve wanted to tell a story and have not been able to find cool things to tell that story,” Kohler says. “So, I donʼt think we ever will. I think we can find the things.”

The closest comparison I offer for the Gold Master Series is they feel like modern museum exhibits. A museum attendee can breeze through exhibits, giving little more than cursory glances, and walk away with a basic understanding of the history lesson told. Conversely, they can read every card, press every button, and play every video to absorb more details. Kohler says Digital Eclipse wants the Gold Master Series to offer the same range of engagement and that either approach, no matter how shallow or deep, is perfectly okay.

Additionally, Digital Eclipse is always looking for ways to add interactivity beyond just playing an emulated game. One great example is The Making of Karateka’s rotoscope theater, where players can watch a short clip of the game while toggling each animation layer, almost like Photoshop filters. In fact, Kohler cites the rotoscope theater as an example of how Digital Eclipse has only scratched the surface of what the interactive documentary can evolve into. That leads to the million-dollar question: Does he consider these types of experiences to be true video games?

‘Yes, I think itʼs a video game,” Kohler explains. “I think itʼs a video game as much as [a] documentary film is a film. And I think that in the same way that filmmakers and film critics back in the ’70s kind of started looking at film and saying, ‘We should be talking about film by making films about film,’ we should be talking about video games by making video games about video games.”

Writing The Next Chapter

Writing The Next Chapter

Kohler says Digital Eclipse regularly receives feedback that players unfamiliar or unattached to the subject of the Gold Master Series are less willing to give them a shot. It’s a constant challenge to communicate that not only has Digital Eclipse made these games with such people in mind, but you’ll likely walk away with a newfound appreciation or even fandom for the games being discussed.

“I think it all goes back to the fact that video games are just such a new medium,” he says. “And weʼre only sort of just scratching the surface of what could be done with that interactive medium.”

Despite this, Kohler says he believes that if Digital Eclipse keeps doing the work, eventually, they’ll attract enough attention to break through to a wider audience. At the end of the day, he believes people do enjoy being educated, as evidenced by the popularity of more traditional documentary-style programs and podcasts. In his eyes, the Gold Master Series isn’t just about teaching – he refers to the term “edutainment” as being “tainted” – but also about bringing more nonfiction into the medium of video games.

The Making of Karateka exhibit at the San Francisco Museum of Modern Art

The Gold Master Series titles have unintentionally been released at a cadence of one per year (Llamasoft in 2024, Karateka in 2023, and their spiritual predecessor Atari 50 in 2022). Kohler says not to expect this pattern to continue, but the team has various projects in the works. Atari’s acquisition of Digital Eclipse in the fall of 2023 has presumably provided a stronger financial safety net, so I only hope we have many more Gold Master Series games to come. And while Kohler is hopeful, he also doesn’t want Digital Eclipse to monopolize the genre. He hopes their work creates enough of a demand to inspire other studios to pursue similar projects.

“We should be telling our own stories,” he says. “We shouldnʼt be letting books and films or a Netflix series tell the stories of video games. We should be looking at that ourselves because itʼs all part of the video game industry needing to treat video games with more respect.”


This article originally appeared in Issue 366 of Game Informer

The Past, Present, And Future Of Hip-Hop In Video Games

In December 2023, Epic Games launched the next chapter of Fortnite, one of the most popular games of all time, with a huge virtual performance featuring Eminem, his avatar landing on a stage in front of fans in a far-off world. Who thought hip-hop would take it this far?

The Past, Present, And Future Of Hip-Hop In Video Games

Eminem in Fortnite (2023)

As we celebrated the 50th anniversary of hip-hop last year, it’s now a good time to look back at how ingrained hip-hop music is in gaming, from NBA2K (remember that 2K13 soundtrack curated by Jay-Z?), Mortal Kombat, and Need for Speed, to Cyberpunk 2077 and, of course, Fortnite.

Mortal Kombat 11 came out of the gates in 2018 with a fiery trailer featuring music by 21 Savage, and later Megan Thee Stallion live-streamed an MK11 match on Twitch. The lore of Grand Theft Auto continues to grow, powered by recent GTA Online updates featuring Dr. Dre and Snoop Dogg. Time will tell how hip-hop will be used in Grand Theft Auto VI, which at long last stopped playing hard to get and finally gave us a trailer to chew on in December.

ToeJam & Earl (1991)

But while rappers might have quickly penetrated into the suburbs with their music in the early 1990s, that wasn’t going to happen as easily with a Genesis cartridge. One of the earliest hip-hop-infused games, ToeJam & Earl (1991), centers on two alien rappers who have crash-landed on Earth, desperate to return to their home planet. Other games followed, with varied success, including 1996’s PaRappa the Rapper. By the early aughts, Def Jam Vendetta, NBA Street, and GTA San Andreas signaled hip hop was here to stay in gaming. Today, while hip-hop is regularly featured in games, we still haven’t seen the genre make its way on a large scale to the RPG, strategy, or sci-fi genres.

Game Informer recently spoke with some of the architects and rappers involved with the hip-hop games of the past few decades, including Josh Holmes, co-creator of NBA Street & Def Jam Fight for NY, ToeJam and Earl creator Greg Johnson, rapper Saigon, and former Rockstar leads. How did these game designers go about fashioning games that incorporated hip-hop at a time when the genre was coming of age? How did they get rappers – sometimes legendary ones – to lend their voices, their likenesses, and their stories? Why did some games fall short? We then asked these hip-hop stars and game developers about the future. What role do they see hip-hop playing in gaming in the coming years? What will it take for hip-hop to be the soundtrack for a sci-fi game as much as it is for an NBA2K game? And how do video game developers make sure the culture remains authentic? This is the story of the past, present, and future of hip-hop in games.

ToeJam & Earl (1991)

The Early Days

Greg Johnson’s sleeper hit ToeJam and Earl came out the same year the whiny synths of N.W.A.’s opus Alwayz Into Somethin’ were unleashed on the world. Born to a white mother and a Black father, Johnson describes going to an ethnically diverse Los Angeles high school in the mid-1970s and listening to the kind of music that served as a forebear to rap – funk, R&B, and jazz. Specifically, Johnson recalls listening to artists like Stevie Wonder, Parliament, and Herbie Hancock. Johnson initially wanted to get into biolinguistics (“I was going to be the one to talk to the dolphins and the whales”), but in the early 1980s, he tried his hands at games during a time when Tandy, an early computer that could play games, and Space Invaders in bowling alleys were king. “I got really intrigued at the idea of what a game might be. It was wide open. You could do magic,” Johnson says.

Johnson says gaming machines couldn’t really handle complex music in those days, so putting in great music, including hip-hop, wasn’t yet in the cards. But with the Sega Genesis arriving in North America in 1989 and Johnson now consuming the music of rappers like Young MC and Heavy D, he linked up with programmer Mark Voorsanger to start work on ToeJam and Earl. As the story goes, while still working on his first game, Starflight, Johnson, long obsessed with alien life, had a dream about two aliens with hip-hop inclinations.

ToeJam & Earl (1991)

The offbeat Sega Genesis game definitely leaves an impression. Titular characters ToeJam and Earl, alien teenage rappers from a musical planet dubbed Funkotron, crash land on Earth. In each island world, our two red and orange heroes amble about, avoiding hostile humans while picking up pieces of their ship in the hopes of ditching Earth and getting back to their homeland. “I thought it would be really fun to flip things on its head and do some satire. [ToeJam and Earl are] the sane ones. They’re cool and funky. It’s the Earthlings who are the crazy ones in this insane world,” Johnson says.

Other Early Creators

The early days of hip-hop games were a wild west with no enduring franchises and many one-offs. Not all games are remembered as fondly as others, either. 1995’s Rap Jam: Volume One for SNES features character models of rappers like Coolio, Yo-Yo, and Warren G facing off in games of street basketball. NBA Street it was not. Besides a barebones hip-hop beat in the menu, the actual in-game action is devoid of music entirely, hip-hop or otherwise. Not even a DJ scratch. Then there’s the graphics and perplexing controls.

Rap Jam: Volume One (1995)

Pascal Jarry, calling in from Bordeaux, France, is well aware of how his game turned out. But the 20-year industry veteran, who has designed games in three languages and on three continents, was just a young game developer back then.

Jarry and his business partner already had a finished game, which focused on street culture, having come up with friends who were into graffiti and skateboarding in France. But the game needed a distributor. One day in the early 1990s, Jarry says he received a call from someone representing “Motown,” offering up the licenses for well-known rappers. Motown Games was a spin-off of the storied Motown Records and had just come off of Bebe’s Kids, an ill-fated video game version of the 1992 film by the same name.

PaRappa the Rapper (1996)

Soon, Jarry and his partner landed in the United States to promote the game. During a video game show on the west coast, Jarry recalls running into Coolio and inadvertently leaving him hanging after the rapper gave him a high five. “My friend Marco, the guy doing the art, said, ‘Man, you left him hanging!’” Jarry recalls with a laugh. He had half a mind to go back and complete the handshake, but Marco advised him that would be even worse.

Regarding the many critiques of the game, Jarry emphasizes that he definitely wanted to record music and sound from the featured rappers but describes his hands being tied. “At the time, I was just a subcontractor in the corner,” Jarry says. “The game was not the best game we have ever made. I like the journey of finishing that game much more than the game itself.”

Hideyuki Tanaka, character designer and art director of Bust a Groove, a 1998 cult classic hip-hop rhythm game, continues to stay connected to his game today. He has two Instagram accounts full of artwork and merchandise and a website.

Tanaka said he began drawing at a young age, primarily influenced by manga. That work eventually landed him on a kid’s television show, where he designed characters using 3D computer graphics, which caught the attention of a Square Enix producer. “They considered this to be a rhythm game and incorporated elements of fighting games to enhance the entertainment value as a game,” Tanaka explained.

Bust a Groove is not just influenced by hip-hop music but also dance, with different characters drawing from different dancing styles. Piping hot character Heat moves around a subterranean stage with the swagger of Usher as his platform shoes skate across the floor. Tanaka explained that the game’s dance choreography draws inspiration from many sources including Saturday Night Fever (character Hiro), MC Hammer, and even Spike Lee. Bust a Groove was produced with the expectation of being released in Japan, but he is heartened that the game was embraced in the U.S. and Europe as well.

The Big Leagues

The early aughts were big years for hip-hop video games. The Tony Hawk’s Pro Skater series, in addition to punk, also had artists like Nas. And finally, entire video game franchises were being built with hip-hop, including EA’s Def Jam Vendetta, which arrived in 2003 with a roster of fighters including Ludacris, Method Man, and DMX.

Co-creator Josh Holmes says building the roster of hip-hop legends was a collaborative effort, and his team had a quick turnaround – nine months – to pivot from an intergalactic wrestling game to what became Def Jam Vendetta. Holmes personally met with each rapper to pitch them on the game and outline their role.

NBA Street (2001)

The initial game did not have all the artists the team originally wanted. Some were on tour, while others weren’t sold on the project. But with sequels Def Jam: Fight for NY and Def Jam: Icon, Holmes says rappers really started to trust the franchise’s intentions. “To this day, I continue to receive messages from fans who express how much these games meant to them and how they wish for another sequel,” Holmes says.

Mark Jordan, a.k.a. DJ Pooh, in addition to being a legendary LA-area hip-hop beatmaker for songs like Ice Cube’s “Today Was a Good Day,” joined the Grand Theft Auto franchise as a writer for San Andreas and later provided the cosign that convinced Dr. Dre to feature in GTA Online. Pooh brought a lot of other hip-hop talent to Rockstar, including Julio G (née Julio Gonzalez), the veteran voice of 93.5 KDAY radio in Los Angeles, who has worked with the likes of Eazy-E and Snoop Dogg. Julio G ended up also being the voice of Radio Los Santos, the in-game radio station that plays the same West Coast ’90s hip-hop that Julio G helped beam across SoCal.

Def Jam Vendetta (2003)

“Myself and DJ Pooh, we’ve known each other since the ’80s,” Julio G tells Game Informer. He clarifies that he’s not even a gamer, but that one day in 2003, he received a call from Pooh asking him to come down to talk about this new video game he was putting together. Julio G agreed without a second thought – and without fully understanding that he was about to be in one of the biggest games ever.

At a Los Angeles studio, Pooh asked Julio G to read from a script. Some Rockstar staff were also present. It was in this setting that Julio G delivered hilarious lines like “We got a shout out from Denise in Ganton for her man. Give her a call, man!” a reference to one of CJ’s girlfriends. And later, when a riot erupts all across Los Santos, Julio G gets on the airwaves to urge calm. He recorded his segments in about two to three hours, with 90 to 95% of those coming on the first take, he says. “I’m just reading and flipping it my way.”

Grand Theft Auto: San Andreas (2004)

While every other DJ on the game goes by an alias, Julio G says Pooh insisted that Rockstar use the radio veteran’s real name because he wanted it to be authentic to LA and the legacy of West Coast rap.

As far as the range of tracks on Radio Los Santos, including Chicano rapper Frost’s “La Raza,” Julio G clarifies that that was “all DJ Pooh.” Julio G says he didn’t even hear the full recording of all of his work until someone showed him a compilation of his segments on YouTube last year.

He also had some surprising things to say about Eazy-E, who, in addition to being a gangsta rap pioneer, was also working on a video game concept before dying of HIV in 1995. The idea is something Julio G says Eazy would talk a lot about with him. “The whole concept of [his] game was getting your lowrider to a supershow, and in the process, you had to go rob somebody… go hydraulic hopping against this dude in a different neighborhood. It was like a Grand Theft Auto in its own way. He was working on it when he passed in ’95. He was working on it all through ’94,” Julio G says.

Kobe Bryant in NBA 2K24 (2023)

Rockstar’s Hip Hop Nerds

Several Rockstar brass also had a passion for hip-hop and took the task of weaving the genre into their games very seriously. One of Rockstar co-founder Sam Houser’s idols is Rick Rubin, the founder of Def Jam Recordings. Another is Greg Johnson, longtime Rockstar Games senior researcher, not to be confused with the ToeJam game developer. This Greg Johnson, now at Lightspeed LA, is a veteran hip-hop journalist for publications like Spin, Complex, and XXL. In the early 2000s, Johnson’s editor friend told him about a new opportunity at Rockstar Games, which wanted to build out a dedicated research team to gear up for the development of San Andreas. “Especially for that game, having a potential hip-hop journalist that could make the leap to game design was one thing that they were strongly considering,” Johnson says. Rockstar and Johnson quickly connected during a series of interviews, and he was soon reporting directly to Rockstar co-founder Dan Houser on the job.

Adam Tedman, former Rockstar vice president of new media and global head of digital marketing, who now works at Dan Houser’s new Absurd Ventures, was particularly keen to talk about Rockstar’s use of hip-hop in The Warriors, its 2005 beat ‘em up adapting the 1979 movie of the same name, and in Grand Theft Auto IV. Tedman helped bring producer Statik Selektah to GTA IV’s expansions, where Selektah produced tracks for Talib Kweli and Freeway. Selektah tells Game Informer he met Tedman in 2008 right after GTA IV dropped. “They asked me to come out and produce a couple of records and do the radio station and all that. It was like a dream come true,” Selektah says.

Grand Theft Auto IV (2008)

Sometimes when hip-hop comes together to create music for games, there are unintended consequences. Rapper Saigon, maybe best known for his recurring role in HBO’s Entourage Season 2, says that when he went over to record “Spit” at Selektah’s house specifically for GTA, the two ended up with an entire album, All in a Days’ Work. “If I didn’t go there to do that song, that album never gets made,” Saigon said.

As a rapper early to moving between television, music, and video games, Saigon is impressed with the current generation of rappers, who are taking things to a whole new level. “They’re making songs solely for Rockstar Games and NBA2K and all those big games,” Saigon says. “It feels good to know I had some kind of influence to the generation who went on to become the most successful generation of the culture ever.”

The Future of Hip-Hop and Gaming

Several of the hip-hop stars who spoke to Game Informer are serious gamers. Saigon has been playing games for decades (“I was the one who learned how to warp [on Mario]”). Selektah speaks about unwinding with Call of Duty and GTA as a single father after his daughter goes to bed.

These days, Johnson thinks the gaming industry is starting to recognize the sheer creative talent in the hip-hop world. “When you get to know them, you find a whole bunch of comic book fans, you find anime nerds, a whole bunch of dudes who used to compete to see who could draw comic book heroes better in the third grade, you know?” Johnson says.

Cyberpunk 2077 (2020)

For sports games, it’s almost inevitable that hip-hop found itself there because the music made a huge impact on several generations of NBA and NFL athletes. But now the question isn’t just about artists appearing in a game as a one-off but about actually having true equity from a business standpoint. He mentions musician Raphael Saddiq, a cofounder of independent game publisher IllFonic. Johnson expects more stars to think more about the business side of video games down the line.

He’s unsure exactly how hip-hop will be used next and if games will use hip-hop more heavily in sci-fi and other genres. But he calls rap “outlaw” music and thinks it can serve as the sound of many different stories and worlds. This is something game developers should keep in mind. “Whether you’re sampling or replaying, that’s a very hip-hop mentality and sensibility. If you’re interested in representing any outlaw vibe, any rebel culture, it could be rastas, it could be bikers, it could be smugglers, hip-hop is always a good soundtrack for that.”


This article originally appeared in Issue 363 of Game Informer.

Bespoke Armor, Transmog, And Other Aspects Of Gear In Dragon Age: The Veilguard

Dragon Age features a ton of different customization options. Just within the character creator, there are hundreds of options to customize things like hair, body type, what your playable character Rook’s face looks like, and so much more. There are also a ton of armor options, too. 

Companions have an armor slot, a ring slot, an accessory slot, and a weapon slot, while Rook has access to even more – a helmet, two weapon slots, a belt, an amulet slot, and two ring slots. A belt having its own slot might sound odd as it’s not an armor piece people typically think of when kitting out an RPG warrior. However, the belt is an important facet of Rook’s kit. The better Rook’s belt, the better the potency of their healing potions, which are replenished by destroying green pots scattered about the world. That’s not all, though, as higher-quality belts can proc [editor’s note: proc is a term used as a shorter way of saying “programmed random occurrence”] additional effects like momentary invulnerability. 

Bespoke Armor, Transmog, And Other Aspects Of Gear In Dragon Age: The Veilguard

When creating your character, you can immediately view aspirational armors, which won’t play into Rook’s class until the “mid-to-late game,” according to game director Corinne Busche. You can also toggle Rook’s starting gear and casual wear in the creator, giving you a pretty good look at how Rook will look in more laidback cutscenes, in combat, and how they might appear later in your Veilguard journey. Busche tells me a lot of the gear in Veilguard is bespoke to your Rook or their followers, which is to say, an armor piece for a Warrior-class Rook probably won’t be in a chest for a Mage-class Rook. On a similar note, armor designed for companion Bellara Lutara can’t be used for another companion like Lace Harding.

In just my few hours viewing Busche play the game as part of my visit to BioWare’s Edmonton office for our current Game Informer cover story, I see a lot of armor to collect from things like chests scattered about Arlathan Forest, for example, and elsewhere. Some of it looks awesome, and some of it doesn’t quite line up with my personal taste. That’s how it goes in the genre of RPGs.

However, Busche tells me there is transmogrification, or transmog for short, in the game, and calls it “robust.” This means you can take an armor’s stats and apply it to a different piece of armor. In other words, if you have a really cool piece of armor you like and find a new piece with better stats but don’t want to give up the look of your current armor, you don’t have to. Transmog allows you to take that new armor’s stats and apply them to your current armor, giving you all the benefits while keeping the visual style you prefer. 

Transmog isnt just for Rook, though; you can transmog armor and other things for your companions as well. I don’t get to see how Veilguard’s transmog system works in-game, but just knowing it exists allows me to rest easy knowing my Rook will look as fashionable as possible while saving Thedas. 


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

FFXIV: Dawntrail Impressions, Infinity Nikki Beta, And Alan Wake 2’s Night Springs DLC | GI Show

FFXIV: Dawntrail Impressions, Infinity Nikki Beta, And Alan Wake 2’s Night Springs DLC | GI Show

In this week’s episode of The Game Informer Show, former GI editor and current writer for The Indie Informer John Carson drops by to share his impressions of Final Fantasy XIV’s newly released Dawntrail expansion. We’re also joined by our wonderful podcast editor Matt Storm to give their thoughts on Alan Wake 2’s Night Springs DLC, Paper Mario: The Thousand Year Door, Dragon Age: The Veilguard, and their first foray into Sam Barlow’s Immortality. Marcus Stewart spills the tea on his time playing the closed beta for the bubbly open-world dress up game Infinity Nikki and his first excursion through the typing-based dungeon crawler Cryptmaster. We round the show with Kyle Hillard and Marcus giving their obligatory Elden Ring: Shadow of the Erdtree check-ins. 

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Follow us on social media: Marcus Stewart (@MarcusStewart7), Kyle Hilliard (@KyleMHilliard), John Carson (@John_Carson), and Matt Storm (@dj_stormageddon). 

The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join us every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from around the industry. Listen on Apple PodcastsSpotify, or your favorite podcast app.

The Game Informer Show – Podcast Timestamps:

00:00:00 – Intro
00:04:16 – Final Fantasy XIV: Dawntrail
00:23:36 – Infinity Nikki Beta
00:46:00 – Alan Wake 2 Night Springs Expansion
00:52:59 – Kyle’s Jurassic Park Corner
00:58:51 – Cryptmaster
01:08:13 – Immortality
01:16:30 – Paper Mario: The Thousand-Year Door
01:22:33 – Marcus’ Manor Lords Update
01:26:05 – Dragon Age: The Veilguard
01:35:54 – Elden Ring Shadow of the Erdtree
01:47:47 – Housekeeping

Monaco 2 Preview – Sneaking In A New Dimension – Game Informer

The first Monaco released in 2013 at a point when Xbox Live Arcade had hit its stride, and there was a new appetite for the type of creative and unique game that existed below the huge budget triple-A, high-fidelity experience. Those kinds of games vastly outnumber the big-budget experiences we are familiar with today, but in 2013 we were discovering such experiences and marveling at their ingenuity. The competition is stiffer for Monaco 2 as it nears release, but creator Andy Schatz is clearly excited to revisit the criminal gameplay saying, “If Monaco 1 is about cat and mouse, Monaco 2 is about complexity and creativity.”

Like the original, Monaco 2 is a game about pulling off heists. You and a team with disparate abilities work together to enter a facility of some kind, get what you need without raising an alarm, and get it out. And if you do raise an alarm – which you will, Schatz assures – then you will still have a good time. Maybe even a better time.

Monaco 2 Preview – Sneaking In A New Dimension – Game Informer

The biggest surprise about Monaco 2 is immediately apparent the moment the game starts. The game is now a full 3D experience. The original game was effectively a 2D pixelated game with players controlling nondescript blocks from an overhead perspective. The game favored information over style and was difficult to read for many. Shifting to 3D leads to dozens of improvements. The different characters look very different from one another, and the sequel can now lean into an art style inspired by Saul Boss, an artist primarily known for his work on Alfred Hitchcock’s movie posters.

The switch to 3D overall improves readability for everything, and also opens up the game to more vertical options. Schatz cites big, memorable heist movies and sequences like the one from Mission: Impossible where Tom Cruise’s character hangs from the ceiling to steal data from a computer. While you may not be literally dangling from a vent and catching sweat as it rolls down your face in the game, the hope is that you will have the same fun and intense emotions.

Schatz showed off a single-player gameplay session (though not yet fully detailed, local splitscreen and online co-op will be available) where he studied the score beforehand by looking at a blueprint of the building he intended to invade. The job is to enter a guarded opera house to plant false rumors at a specific location and steal money while there.

Schatz kicks off the heist with Cosmo and Panzer, a woman in a pink dress and a cute little Pomeranian dog that she can use to distract guards. Once inside, however, he swaps to different characters to take advantage of their abilities by jumping into a house plant where, in theory, your team is hiding. It doesn’t really make sense, but that’s okay because Monaco 2 is all about using different abilities to complete different tasks.

Much of the gameplay from that point forward is about staying out of guard sight lines and tracking their movement, procuring on-site items to help you succeed, and completing objectives however possible. The level is dense and intentionally designed with a complicated layout and hidden secrets. The idea is the more you replay a level, the better you will know it, and the more prepared you will be when you return to pull another heist.

Monaco 2 does not yet have a solid release date, nor is developer Pocketwatch Games ready to share platform details beyond PC. We are overdue, however, for a good cooperative crime game that isn’t a shooter. Schatz’s presentation is promising a concentrated and deep take on the heist fantasy with Monaco’s overdue sequel.

Capcom Keeps Bringing Resident Evil To VR – Here’s How And Why

Deflecting a crossbow’s bolt in real life takes practice. In the Resident Evil 4 (RE4) VR port, all it takes is lifting the controller in the air at the right time.

And it’s always satisfying.

The parry mechanic is one of the novel additions of the 2023 remake developed by Capcom. Whenever a bolt or melee attack from an infected villager is about to impact Leon Kennedy, you only need to press a button to deflect with the in-game knife. This action grants an opportunity to follow up with an attack on the spot while simultaneously adding to RE4’s original close-quarter smackdown.

Capcom Keeps Bringing Resident Evil To VR – Here’s How And Why

Adapting this to the PlayStation VR2 wasn’t easy. Instead of Leon doing a swift animation with just a button press, you need to grab the knife from your chest, lift it up in the air, and match the incoming attack. It’s more involved, sure, but also more immersive, adding a new layer of novelty to the mechanic.

“Enemy attacks have attack detections set at the weapon’s position,” director Keisuke Yamakawa says. “So, just by checking the contact between the enemy’s attack detection and Leon’s knife, we were almost able to get our anticipated behavior. When we managed to perform the first parry, the team was very excited about how much fun it was, and we were convinced that [the] VR Mode was going to be entertaining.”

Parrying is just one of many elements that went through careful consideration when translating the remake to virtual reality. To find out more about the process, Game Informer spoke to Yamakawa and producer Masato Kumazawa about the development of the VR Mode, how the VR version of Resident Evil Village served as a foundation, and what to expect in the future from Capcom’s ongoing push into the medium.

Knife Party

Would Leon throw a knife in the midst of battle? Virtual reality grants you greater control over characters, and the team had to consider all possibilities of player agency. In deciding where to place boundaries and where to allow people to experiment, Capcom came up with three main pillars. Namely, whether your actions are fun in VR, whether you feel like you’re incarnating Leon, and if it all fits the RE4 experience.

At first, the team wasn’t sure about this possibility. In the VR version of Resident Evil Village, you can not only throw knives as Ethan Winters but weapons as well. Since Ethan is a civilian, the concept of him throwing whatever he has at hand to hit an enemy and make a quick escape doesn’t sound irrational. However, Leon has had a ton of training and experience in the field, so he wouldn’t be throwing a pistol at somebody’s head.

Ultimately, the developers figured players would want to throw knives as Leon regardless, so they added the mechanic for VR. Unlike Village, there’s a slight delay before returning the knife to the shortcut slot after throwing – which is placed on your virtual body at arm’s reach. Moreover, there’s the advantage of recovering a bit of the knife’s durability by manually returning it to the slot. Considering knives have a more prominent use in RE4, this all fits the concept well. Aside from attacking enemies, you can throw knives at bear traps to trigger them safely out of harm’s way or do target practice with chickens to get eggs.

In the VR version of Village, you’re able to close your hands to form a fist and punch werewolves. Unlike the knife, there’s no delay or cooldown time preventing you from defending yourself with this method. Sure, the damage is vastly inferior in contrast to knives and guns, but since it’s considered a VR novelty and not a proper mechanic, there isn’t a penalty in place. Allowing you to punch Ganados as Leon was also considered early in development. The problem, the developers say, was it meant replacing the existing melee system in favor of a punch you could repeat without a clear penalty. Funnily enough, you can wield two knives simultaneously to stab enemies quickly. But of course, the durability will prevent you from endlessly repeating this action. (Unless you find all Clockwork Castellans to unlock the Primal Knife, which can be upgraded to become indestructible. You’re welcome.)

Of course, Village wasn’t the only point of reference. The original Resident Evil 4 got a standalone VR version developed by Armature Studio and published by Oculus Studios back in 2021. While the team didn’t mention it as an inspiration, there are multiple similarities, such as cutscenes displayed on a virtual TV of sorts. As for the world itself, there isn’t a big focus on interactivity, which is one of VR’s standout features. Perhaps more importantly, the first-person perspective shifts to third-person each time you perform melee actions, like the flat version.

“During the spinning kick attack, Leon’s posture changes drastically, and his body rotates,” Yamakawa says. “Therefore, it was clear that placing the camera at the head position would not produce a proper image. It was also important to be able to check the surrounding situation and the enemies caught by the kick, so we decided to use the third-person view from the beginning.”

Alternate Realities

In addition to throwing knives and manually parrying attacks, you can grab items and inspect them up close, do revolver tricks à la Revolver Ocelot in Metal Gear Solid, and even reload a shotgun by cocking the weapon with one hand. In order to keep up with the intensity of the RE4 remake, a lot had to be streamlined along the way.

Barrels and crates containing items can be destroyed by swinging your knife, but you can opt to use a button prompt that does the action for you as well. In the base game, whenever Leon enters a dark area, he turns on a flashlight until you’re back in a well-lit environment. This happens in VR, too, but the light is attached to your head by default, following your movement. You can, however, grab it from your forehead and move it yourself, similarly to Village, until the section ends. Each weapon has its peculiarities, especially when it comes to reloading, but some are simpler than what you’d expect in VR. As the team says, these shortcuts are intended to make it so your attention is on the action around you.

“For the shotgun and other weapon types that load one shot, we understand that as a VR game, it would be very interesting to reload one shell at a time,” Yamakawa says. “But in Resident Evil 4, the combat is very intense, and if the players have to reload the shells one by one during combat, it would make it very difficult and might affect your level of enjoyment.”

According to Kumazawa, the release of the VR Mode was scheduled “a year after” the initial release of the base game, which came out on March 24, 2023. It ended up being less than that, being released as a free DLC on December 8 of the same year.

This was partly thanks to the fact that when the core team was still developing the main game, it also started working on aspects of the VR Mode. Additionally, the director of Village helped the team during the initial phases of development, while Yamakawa himself worked on the VR version of Resident Evil 7. It made for a much smoother process, even if mechanics like dual-wielding weapons had to be made from scratch.

In the “Integrated Report 2015” document released by Capcom in the same year, the company expressed its interest and commitment to VR for its Development Division 1, the group responsible for the Resident Evil series. Nine years later, half of the mainline Resident Evil games released in this time have gotten a VR version on PlayStation headsets. The Resident Evil 2 and 3 remakes and Armature’s version of RE4 are the outliers.

When asked if this focus on VR has influenced the way Capcom develops new games in the franchise, knowing it’d be working on a VR version ahead of time, the team suggested otherwise. “The simple answer is ‘No,’” Yamakawa says. “It’s very important to us that the main game is as interesting as possible, so we didn’t make any changes to it just because there was going to be a VR mode.” This, in addition, encompasses core additions like the parry. It wasn’t until the team started iterating on the base game to translate the experience to VR that tweaks and changes to the mechanic were made.

The interviewees say they implemented all the elements they wanted for Resident Evil 4 VR. Once they wrapped up the project, they realized VR was well-suited to the franchise. While they didn’t discuss specifics, Kumazawa says they “plan to undertake more challenges in the future.”

Moreover, Kumazawa adds that one of the reasons for releasing the VR versions of Village and 4 as free DLC is that the team wants to try to help expand the VR market. Yamakawa, personally speaking, joined the project as a director because of his enthusiasm for VR.

While conditions such as motion sickness continue to be a concern for players to access VR, Yamakawa says there’s been substantial improvement in comparison to the original PlayStation VR headset.

“When we received the first version of the original VR development kit, I spent a lot of time playing it,” Yamakawa says. “VR also matches with the Resident Evil franchise really well. I would like VR to get much more popular with the public. Since headsets can still be quite expensive and heavy, I would love for the kits to continue getting lighter and more affordable to make it more [approachable] to the general audience.”


This article originally appeared in Issue 364 of Game Informer.

Gaming as the Third Place

The culture around social interaction is constantly shifting, but those profoundly strange years of the pandemic were especially jarring. In the wake of such a weird cultural moment, I’m certainly not the only one left wondering how the dust settles, especially as it relates to how we meet up, build friendships and relationships, and socialize. If you’re a gamer, answering those questions requires an additional layer of complexity since we spend much of our free time in virtual worlds. I’ve found myself wondering where our favorite hobby fits into the equation.

For some years, the “third place” gave a name to a thing that’s been part of our lives forever. If home is your first place, and work is your second, the third place is the other social and gathering hub for your life as part of a community. But especially in the wake of COVID, it seems clear that many people have adjusted their relationship to social clubs, churches, coffee shops, bars, and public meet-ups. As many individuals disconnected from some of those social spaces, there’s a void we haven’t all yet filled.

Into that void have come the virtual places of our lives, whether they play out on social media or, as is likely if you’re reading this, in online games. Increasingly, games act as their own communities, often equaling or surpassing the thought and energy we put into other activities.

Indeed, much of that energy is the playing of those games – the countless hours of Call of Duty or Fortnite matches, raiding in Destiny 2 or World of Warcraft, or socializing and joking with friends in cooperative runs at Helldivers 2 or Deep Rock Galactic. We pour our attention into these games and are rewarded with relaxation, the excitement of discovery, and a growing sense of mastery.

Gaming as the Third Place

Helldivers 2

It’s also the conversations and expertise that arise around those games. We comb through subreddits and community forums to discuss strategy. We read websites (like this one) and magazines to understand the games better. We build friendships that persist for years around shared adventures and discoveries in a virtual space, further fleshed out on platforms like Discord. In these places, even single-player games feel like social hubs for interaction and engagement as we seek out others who share our excitement for a given character or franchise.

Despite my love of games and the friendships I have formed as I’ve played them with others, I have to admit to some ambivalence. I treasure those late-night moments of triumph against a raid boss, but I miss more frequent in-person get-togethers with my buddies. I get excited about the many conversations about a game I like online, but I rarely feel like the connections I make there persist into real friendships.

None of that is to disparage the connections and enthusiasm we all find in our gaming. But there’s no doubt we can get too much of a good thing. Even with a nearly endless selection of games to enjoy, we’ve all come across sobering articles where we learn that many in the same demographic of core gamers feel lonely and isolated. That’s not a clear line of causation, but it does give reason to pause. If gaming is our new third place, is it meeting all the goals that older social gathering places once did? Should we really expect them to? That’s a heavy weight for someone’s hobby to have to bear.

I’d assert that the culture may have moved past the concept of a single third place. Whether it’s individual games, shared virtual social spaces, or traditional gathering places of the past, humans are animals that crave connection, and we make communities in the places we can. I don’t think we need to shy away from the interconnectedness that can arise from gaming, even while simultaneously seeking interaction elsewhere. At the same time, even while acknowledging my great love of games, I think they can be a trap that keeps us from forming other friendships and relationships. Like so many things in life, it’s finding a middle ground – embracing new routes to virtual connections without forgetting about the real-world options just outside our door.


This article originally appeared in Issue 366 of Game Informer