Pepper Grinder Review – Short And Spicy

It only takes a glance to understand Pepper Grinder’s inventive gimmick. A small girl named Pepper–a pirate by trade–wields a drill named Grinder that’s roughly the size of her entire body. The gear allows her to grind through soft surfaces with ease, complete with the ability to launch out of the surface with a leap. That might have been enough to carry the game by itself, but what’s most surprising about Pepper Grinder is its sheer variety. Though it’s short, that brevity helps to make the campaign a no-filler thrill ride that continuously pushes the boundaries of its central mechanic.

It turns out Grinder is a pretty versatile tool, even regarding its most basic function. You can burrow through the ground, which immediately feels natural and smooth. At the same time, you can’t simply turn on a dime with an instant about-face like a typical platformer–you have to handle turns by curving an arc out of your drilling path. Additionally, when you pop out of the surface of the dirt, you won’t gain much distance unless you jump just before breaking through. Those little touches give the core mechanic a sense of finesse, imitating the feeling of a playful dolphin–or at least, a dolphin video game like the classic Ecco.

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Now Playing: Pepper Grinder GameSpot Video Review

Once you get the hang of it, drilling through soil and leaping out of the surface in a perfect arc, only to catch another piece of soft ground in the distance and continue your digging, feels thrilling and acrobatic. The drillable surfaces are nicely differentiated from hard environmental pieces, so you quickly learn to read a level and see the path through it, evoking a feeling similar to performing a great run in Tony Hawk. Collectibles like gems are scattered strategically throughout the stages to both subtly guide your eye along the path, while also sometimes setting traps for your greed.

Aside from being a traversal tool, Grinder is also your primary and often only weapon. It’s not enough to simply run into most enemies with a spinning drill, though–they often have their own specific approach to defeat them, like beetles with a hard upper carapace who need to be stabbed from the underside by burrowing underground. The main enemies, a breed of vicious narwhal-like creatures with horns on their head, are just as capable of hurting you with a head-on collision as you are of hurting them. None of the regular enemies are terribly tough by themselves, but they introduce new ways of approaching stages and obstacles as you need to get around them or through them to continue on your path.

A platformer with a standout hook like this one probably could have coasted on it, but Pepper Grinder doesn’t rest on its laurels. Instead, it consistently introduces new elements to master. These either integrate with your balletic burrowing or provide a change of pace from it. Grabbing a key with your drill will make it turn a lock, and you can use the kinetic energy to power machines. You’ll also shoot from cannons, drill holes into the bottoms of ships to make them take on water, carve through skyscrapers to make them collapse as you traverse through, and even pilot a giant mech. What appears at first to be a simple tool gives way to constant delightful little surprises.

A series of boss battles ramp up the difficulty nicely, taking the skills you’ve learned and putting them to the test. The first is relatively straightforward, as you dodge projectiles by moving through the soil and wait for the opportune moment to attack from the underside, while the second severely limits the amount of soft ground available and challenges you to leap high into the air to do damage. They progress from there, including one tough encounter with another human-like character that has roughly your size and agility. All this leads to a final boss encounter that is one of the most tense and difficult retro platformer bosses I’ve seen in a long time, which felt satisfying to overcome.

And on top of all this, Pepper Grinder carries itself with a cute, pixel-punk personality. Pepper’s diminutive sprite artwork has a charm to it, like how she revs up her trusty drill threateningly when coming face-to-face with a boss, or how she raises her pirate flag to declare victory in an area. The enemies can sometimes be seen doing their own pirate duties before you crash their party. And though story sequences are few and far between, they were just enough to explain what was going on with mimed, dialogue-free action. A short story sequence just before the final boss even made me laugh out loud.

This gentle giant is one of the fantastical creatures in Pepper Grinder.

Gallery

At such a breakneck pace of new ideas, Pepper Grinder doesn’t last very long, which is to its credit. I finished the campaign in roughly four hours, which is a relatively short playtime. Every stage also has a time-trial option, and there are still collectibles and cosmetics to unlock like stickers and hairstyles. The most important collectibles are Skull Coins, a limited resource–five per stage–that can be used to unlock special bonus stages in each of the four worlds. These are used to further explore gameplay concepts that had been introduced in the main stages. The first one, for example, takes the cannon mechanic to its logical conclusion with an entire stage built around ping-ponging from cannon to cannon, which felt pleasanlty reminiscent of Donkey Kong Country’s famous barrel stages.

Perhaps because of its brevity, I enjoyed every minute, and I appreciate the rare instance of a game that doesn’t overstay its welcome. Rather than slog through filler stages to pad its length, Pepper Grinder is bursting with new ideas for exactly as long as it can sustain that momentum. There’s something admirable about approaching its length with that level of confidence. I would have loved to play even more, if it could have sustained that pace, but this felt like a conscious choice to let the best ideas shine.

Pepper Grinder is here for a good time, not for a long time. Every piece, from the core drilling mechanic itself to the various ways it manifests with cannons and mechs and more, feels meticulously engineered to teach you a new concept, wring the fun out of it, and then move on to the next. That sense of propulsion makes every moment fun and engaging. It’s a great little gem of a game which, like its heroine, may be small in size but makes every bit count.

Making A Marvel Movie Sounds Like “A F**king Nightmare,” Kristen Stewart Says

No one should expect Kristen Stewart to appear in a Marvel movie anytime soon, as the actress has said the process sounds like “a f**king nightmare.”

“I will likely never do a Marvel movie … it sounds like a f**king nightmare, actually,” Stewart said on the Not Skinny But Not Fat podcast (via Variety).

Stewart went on to say she has some conditions that could change her mind. If Barbie director Greta Gerwig asked her to be in a Marvel movie, “then I would do it,” she said. Stewart also mentioned how she might consider it, but only under the pretense that “the system would have to change.”

“You would have to put so much money and so much trust into one person … and it doesn’t happen,” she said. “And so therefore what ends up happening is this algorithmic, weird experience where you can’t feel personal at all about it. So likely not. But maybe the world changes, that’s what I’m saying.”

Stewart said she has nothing against big movies, though, saying she enjoys making these “because I like people to watch them when I’m in them.” She starred in a massive franchise with the Twilight series opposite Robert Pattinson from 2008-2012. More recently, though, Stewart has opted to make smaller films, including her newest, Love Lies Bleeding. Stewart received an Academy Award nomination for playing Princess Diana in the movie Spencer.

Before this, Ray Winstone, who played a villain in the MCU movie Black Widow, said making Marvel movies can be “soul-destroying” and that he considered quitting the project. Dakota Johnson, who starred in Madame Web, recently shared her opinions on superhero filmmaking, too, saying she is unlikely to ever make another superhero film again.

“It’s so hard to get movies made, and in these big movies that get made–and it’s even starting to happen with the little ones, which is what’s really freaking me out–decisions are being made by committees, and art does not do well when it’s made by committee,” she said. “Films are made by a filmmaker and a team of artists around them. You cannot make art based on numbers and algorithms.”

Marvel owner Disney is changing things up with regards to the release schedule for its Marvel movies. In years past, Marvel would release multiple new films per year, but in 2024, Marvel has just one new movie coming–Deadpool and Wolverine. This is part of Disney’s wider strategy to release fewer, better movies.

Following Baldur’s Gate 3, WotC And Hasbro Are Investing $1 Billion In Their AAA Game Ecosystem

Hasbro and Wizards of the Coast want a bigger piece of the gaming industry’s pie, especially after the huge success of Larian Studios’ Baldur’s Gate 3. To that end, both companies are investing nearly one billion dollars into their shared gaming ecosystem, which includes half a dozen studios. Some of these studios are working on more Dungeons & Dragons games, while others are working on other Hasbro IP–Atomic Arcade is tackling a G.I. Joe Snake Eyes game, for example–and still more are creating brand-new IPs. We saw one of these new IPs revealed at last year’s The Game Awards: Archetype Entertainment’s Exodus.

At GDC 2024, I sat down with Dan Ayoub, Head of Digital Product Development at Wizards of the Coast, to talk about what these new games will look like, how WotC and Hasbro plan to protect developers’ jobs while pouring a ton of money into a brand-new initiative, and whether future D&D games will stay in Faerun or explore other settings (I’m keeping my fingers crossed for Eberron).

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Now Playing: Why Baldur’s Gate 3 Is GameSpot’s Game Of The Year 2023

GameSpot: I was really surprised to learn y’all have a ton of studios working on several new games. Has this been going on for a while and I just haven’t been privy to it?

Ayoub: I wish I could say that was the case. It has really been something we haven’t talked too much about. But if you think about it, it just makes a ton of sense, right? Hasbro is a company focused on games and play, but it’s kind of a well-kept secret that we’ve got this incredible video games [division] going on. So if you think about it, Hasbro’s a 100-year-old company. And like you, I grew up playing D&D, and a lot of Hasbro board games and things like that. But I look at my own kids and things like that, and their play engagement patterns are entirely different.

So if you think about it, if you squint, yeah, of course it makes sense for Hasbro to have all of these games going on. And certainly, you referenced Baldur’s Gate [3], Monopoly Go!–we’ve been doing a lot on the license side and I think we’ve been a little more out there talking about that. But I’m really excited to be able to talk about what we’re doing internally because we’ve got a billion dollars in games being developed right now, across multiple studios across North America. So why don’t we just jump right into it? So I guess the first studio worth talking about, because we just announced it at The Game Awards, is our Archetype studio out of Austin. And that’s being run by James Olin and a bunch of the Mass Effect 1 and 2 team.

And a common thing you’re going to see as I talk about the studios is we’ve built these studios around people and teams with DNA behind the types of things that we’re trying to make. So that’s been a really exciting project to work with the team on, and we were thrilled to finally be able to announce that to the world [at] The Game Awards. And frankly, the reaction blew us away; [we’re] just blown out the water. So I think that was a great watershed moment too, because it was not just the coming out of the game for us, but I kind of saw it as our studio’s coming out.

Exodus is a sci-fi RPG coming from Archetype.

We’ve got [a studio] in Montreal that’s working on a large Dungeons & Dragons-based game. That’s Invoke Studio. We’ve got Atomic Arcade in North Carolina that’s working on Snake Eyes. As we like to say [that that game is] not your daddy’s G.I. Joe. A very edgy take on Snake Eyes, and I’ll come back to the strategy there a little bit. And, of course, we’ve got Archetype and also Skeleton Key in Austin–I can’t say too much about [Skeleton Key’s project], but it’s something spooky.

And I think if you look at the different studios, you’ve got some really interesting approaches with each. You look at Exodus and it’s like, okay, this is a new IP, this is not an existing Hasbro or Wizards IP. And one of the great things about being in Hasbro [is] we’ve got toys. We’ve got all these other things we can do with it. So rather than, “Okay here’s a Hasbro IP, go make a game,” we’re trying to go the other way–create something through a digital space where it’s the fastest-growing medium and where more and more eyeballs are going, so that feels like the right place to do it.

Then of course you look at Atomic and Invoke and those are classical Hasbro or Wizards IP from G.I. Joe to Dungeons & Dragons. And Skeleton Key again is kind of like, okay, we’re going to try and do something new and innovative from a gaming side. So we’ve got, as I mentioned, about a billion dollars in games being developed, you got hundreds of people across all of these studios who are actively hiring as well. So we’re growing up these studio infrastructures. So it’s quite a large endeavor happening under the Hasbro umbrella right now.

Are there any, for lack of a better word, safeguards designed for this level of forward-looking and spending? I love the idea of all these studios growing and tackling all these new IPs, but also–just reading our industry right now–there’s just so many studios that grew a little bit too quickly over the pandemic and now good people are being laid off because the numbers aren’t quite matching the numbers that people were bringing in in 2020 and 2021.

We’re being diligent about our growth and I think the good thing is we’re obviously on the other side of the pandemic now. I think the studios are really now coming into that period where they’re growing. I think we’ve certainly looked and seen the lessons over the last couple of years. I think we’re being very diligent about our growth. We’ve got a lot of seasoned professionals who have been in the industry for a long time, and of course we’re still part of Hasbro, so we’ve got that constant dialogue back and forth with Hasbro about how quickly does it make sense to be growing and things like that. But this is a core part of Hasbro’s growth strategy, over the next several years. So the investment obviously is considerable, but yeah, I like to think we’re being very measured and diligent and just making sure we’re not growing too quickly.

Going back to what you said earlier, what do you mean when you’re saying that WotC and Hasbro are trying to build to the strengths of these studios? What’s the process?

[In some cases,] we went out and sought certain people. And in some cases it was the opposite, it was just people we were talking to. So, [as an example,] Atomic Arcade is doing the Snake Eyes game. We’ve got a lot of folks there that worked on Arkham, like our studio head. We wanted people who brought Batman to life, to, in very much the same way, what we want to do with Snake Eyes. And honestly, I cannot wait to show you. I’m a huge G.I. Joe fan and if you had seen what the team has done–I cannot wait to show this to people. And that replicates across our studio ecosystem. It was very much a conversation of, “Okay, what kind of game do we want to do? What makes sense, and what are the strengths we can bring to it?” And a big part of that strength is just talent that’s already done it before.

Some of these studios will be working on Hasbro properties that are totally separate from Wizards of the Coast.

How are they bringing Snake Eyes to life in a video game?

So myself and a lot of people on the team, at the risk of aging us, grew up with the ’80s cartoon and things like that, and then the comic books and things and all of that fun. So the question is, in some respects, the philosophical creative approach of how do we make this [game] work in a medium where new people might be discovering it [for the first time]? And the answer to that is just obviously make a great game first.

[Snake Eyes] is just an amazing character. He’s got that mix of commando, but he’s also a ninja. And I won’t say too much about the story or the game and things like that, but he is definitely the piece with which we’re looking to introduce or reintroduce a bunch of other characters and things like that back to the world. I don’t know if you were a big comic guy, but I was and I’m going to totally sound like a geek here but, in issue 21–it was one of those famous comics–there was just no dialogue, it just totally focused on [Snake Eyes being mute]. And for a character that can’t communicate, they can’t speak, it actually creates some fun gameplay mechanics for us as well.

When the time comes, we will have you sit down with [the game] and you will love it. [The team] have come up with some really, really clever ideas.

Can we expect to see more totally new ideas that don’t connect to any existing Hasbro IP?

We have a couple of ideas in the oven. So the short answer is yes, you can expect to see us do more new IP campaigns as a medium. Again, I’ll go back to my statement, Hasbro is a company that has play in its DNA and that is what it was based on. And play has changed over the last hundred years considerably. And Hasbro is making a lot of investments in the video game space because that’s where people are playing, more and more. So some of those will be expressions of things like G.I. Joe, like D&D. But you are going to see more and more new IP being developed under that banner as well.

I’d love to see a Baldur’s Gate 3-like game set in D&D’s Eberron or Planescape.

For all these studios, are they independent? Do they communicate with each other? Are they helping each other out? What’s their relationship?

Yeah, great question. The goal is building a lot of the studios, they’re all being built obviously under very strong creative leadership. So we want to give them the flexibility, it’s all about empowering the creative powerhouses we’ve brought in. And they do communicate amongst one another as well. So it’s kind of a combination where they’ve got a tremendous amount of creative independence. My role and our role within Hasbro is just how do we plus things up so four plus four equals 10? How do we amplify what they’ve got? We bring some structure to it, some centralized services, so we’re not replicating things with everybody. But yeah, the teams have a tremendous amount of creative liberty. We all work together really, really well. I am fortunate that I know many of these creatives, the industry is so small, from other stages of my own career. So yeah, it’s a nice mix where everyone’s got a lot of creative freedom, but they get the benefits that come with being part of a larger organization.

Given the success of Baldur’s Gate 3, is the goal for all of your D&D projects to replicate those systems? Or make games that are as different as possible an experience from Baldur’s Gate 3?

We were obviously thrilled at the reception of Baldur’s Gate 3. I think that proved a lot of things. People want these kinds of games and they want high quality, and things that are true to the franchise. So we obviously don’t exist on an island. When we make a D&D game, we work with the D&D team. We also want to tie into what they’re planning for future releases and things like that. So the different types of games and the roadmaps we have are tied in with a larger D&D strategy. So you may see some overlap, but if you do, it’s intentional. And that’s kind of where I go back to the studios having their creative freedom, but there’s still that larger plan. So you’re going to be seeing a number of different kinds of D&D experiences coming.

Baldur’s Gate 3 will not be the last D&D game we see–not by a long shot.

In terms of working with the D&D brand and doing your best to be on the same page, how do studios work alongside the system change as D&D 5e transitions to One D&D?

It’s an influence in some cases. So let me go and use Baldur’s Gate as an example. I mean, that was a very direct expression of the books and the [5e] rule set, and we will do games that are like that. And we will also do games that are just more action oriented and things like that, but it’ll always be grounded in some form to D&D, whether that grounding might be from a direct expression of the rule set, it might be the world, it might be characters. We’ll express it in different ways, but it’ll always be authentic.

And in terms of just settings, and maybe you can’t get into this, but Baldur’s Gate 3 is obviously set in Faerun, the best-known D&D setting right now and one that–at least for me–I’m a little tired of playing in. Any efforts to try to create a D&D-inspired game that isn’t necessarily set in that main world of Faerun?

Yes.

Just yes?

Obviously you hit the nail on the head–that’s certainly the most popular area. When you go to people wanting expressions of what they know, that’s a big part of it. We are going to play around the edges, a little bit as well. I can’t say too much more than that.

Look, man, Eberron is right there.

It’s funny, I’m a huge D&D player and I’m playing in Eberron right now.

Hell yeah. Any sort of roadmap for all of these games?

We definitely have a roadmap that goes pretty far in, actually, with dates kind of written in pencil as to when we think all of them are coming. And as we do project updates and things with the teams and things like that, we are constantly evaluating and reevaluating. You can probably guess based on what’s been announced, kind of like how the ball starts rolling. But we’ve not called any dates yet, although that time will certainly come when we feel a good level of confidence.

We don’t want to rush out with anything. This business is really, really important to us. It’s close to me personally. It’s close to all of the creatives we brought in, so we’re very diligent about making sure everything has time to get to the right stage.

This interview was edited for both brevity and readability.

Florence Pugh Shows Off Set Of Marvel’s Thunderbolts

Actress Florence Pugh has posted a video from the set of Marvel’s next big movie, Thunderbolts, revealing a behind-the-scenes look at the superhero film.

This wasn’t some sneaky, unsanctioned video, though–it was posted on Instagram with Marvel tagged as the co-contributor. It’s clearly a promotional video for the film meant to generate hype, and it certainly does that, while also providing a rare look at what the sets of Marvel’s movies actually look like. Take a look at the walkthrough video below to get a glimpse.

Due out in theaters in May 2025, Thunderbolts follows a team of superheroes recruited by the government for an important mission. Pugh returns to play Yelena Belove, with David Harbour coming back as well to reprise his role as Alexei. The movie also brings back Sebastian Stan as Bucky Barnes, with Wyatt Russell playing John Walker and Olga Kurylenko as Taskmaster. Julia Louis-Dreyfus plays Valentina Allegra de Fontaine.

Jake Schreier, who has directed music videos for Kanye West and Justin Bieber, as well as episodes of Kidding and Beef, is directing Thunderbolts.

Whereas previous years featured multiple releases, Marvel has just one new movie coming to theaters in 2024–Deadpool and Wolverine. This is part of Disney’s wider strategy to release fewer, better movies.

Judge Refuses To Dismiss Robert Kirkman’s Walking Dead Lawsuit

The Walking Dead may have come to an end in 2022, but the potential courtroom battle for the show’s profits will continue. Via Deadline, a federal court judge has denied AMC’s attempt to dismiss the profit participation lawsuit filed by Walking Dead co-creator Robert Kirkman, executive producers Gale Anne Hurd and David Alpert, as well as former showrunners Charles Eglee and Glen Mazzara.

Frank Darabont, the original Walking Dead showrunner who developed the comic for television, kicked off over a decade of legal headaches for AMC when he and his representatives at CAA filed a lawsuit against the cable network in 2013. Among other issues, Darabont contended that AMC’s self-dealing in-house licensing fees cut him out of his promised share of the show’s revenue. Darabont also argued that his dismissal from the series during the production of Season 2 was an attempt to keep him from being fully financially vested in that season, which would have also impacted his payday.

AMC settled with Darabont and CAA in 2021 to the tune of $200 million. And it’s because of that settlement that U.S. District Judge Fernando Aenlle-Rocha ruled that Kirkman and the others can continue with their own lawsuit against the network.

“It would be an illogical interpretation of the MFN (most favored nations) provisions and contrary to the reasonable expectations of the parties in entering into the agreements if the court were to allow Defendants, as a matter of law, to provide Darabont and CAA with increased contingent compensation and a greater share of future gross receipts for the series through a settlement agreement—at Plaintiffs’ expense—without providing Plaintiffs the same,” wrote Aenlle-Rocha in his ruling.

Barring a settlement or another ruling from the judge, Kirkman’s case against AMC will go to trial on September 17. Meanwhile, AMC’s sixth Walking Dead spin-off, The Walking Dead: The Ones Who Live, will have its first season finale on Sunday, March 31.

This Upcoming Kidnapper Sim Injects Creepy Vibes Into Its Hitman-Like Formula

Of all the games I sat down to talk about at GDC 2024, none left quite as much of an impression as Life Eater, an upcoming kidnapper simulator. The game is developed by Strange Scaffold, the studio that has pushed the envelope on what types of stories you can tell in a video game in the likes of titles like El Paso, Elsewhere and Space Warlord Organ Trading Simulator. Life Eater looks incredibly creepy, tasking you to stalk targets in order to kidnap and sacrifice them to a god that promises that, should you fail, the world is doomed.

The game utilizes a lot of elements that I love in other games–tracking down targets and learning their patterns like in Hitman, listening to recordings to deduce the location and motives of different people like Unheard–while adding a dash of horror that challenges the player to contend with the increasingly rewarding voyeuristic patterns. I spoke to Strange Scaffold’s Xalavier Nelson Jr. about how Life Eater hopes to dig its claws into the player with its focus on self-reflection horror and how, as he puts it, “the best horror emerges from asking a fairly innocuous question.”

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Now Playing: Life Eater – Official Announcement Trailer

Life Eater is scheduled to launch for PC on April 16.

GameSpot: I have to ask: Why a kidnapper simulator? That can’t be a hugely marketable genre.

Nelson Jr.: Yeah, the joke is that we’re stepping into a crowded genre, because we aren’t, especially as we explore more and more design territory. There’s stuff that reminds you of it, things like the Hitman series. We have really interesting timeline-based games, even stuff like John Wick Hex. But for the kidnapping sim, the horror-fantasy kidnapping sim in particular, there’s nothing there. And the way that Strange Scaffold approaches its next projects is always a set of holistic questions. “Does this align with our values of making games better, faster, cheaper, and healthier than the industry as soon as possible?” [And] “Not just what game are we making, but how will we make it?” And “What are the things that we’re calling from and pulling it into?”

So when it came to choosing this project and this genre, it was realizing that there was an opportunity with this subject material to do a really nuanced and interesting game that hasn’t quite been done before, even if you’ve seen things like it. And whenever I see an opportunity like that, it’s really hard to turn it down.

How do you do research for something like this?

I think the best horror emerges from asking a fairly innocuous question. Paranormal Activity is asking the question, “What happens if your perception of reality is not matching up with what’s happening in your house, and you have a third party who can compare those two nights?” Poltergeist is an evil coming out of the television in the middle of the Satanic panic. There are always attacks [against the player] that [work best in] horror. Even John Carpenter’s The Thing. What if your co-worker isn’t your co-worker but something wearing his skin? That’s where it emerges. So for me, especially in today’s information culture, I grew up in an age on the internet where no one shared their real name online. No one shared their location. No one shared pictures of where they were when they were at that location.

Because the question is, if you take a picture of yourself outside of your home, that means you aren’t in your home. And we exist on a social contract that says no one will take advantage of that information, even though that can and does happen. So modern day society, one of the things that–a lot of it was not necessarily doing research into kidnapping, because kidnapping often happens… I think the specific [statistic] is something like [in] 90% of kidnappings, the perpetrator of the kidnapping is someone who the victim already knows. So a lot of what we did was just kind of look at the tools available in the modern day and ask the question of, “What if someone wanted to use this for harm?”

So a great example of this is geotags. If you have a geotag, you can put that anywhere technically including on someone else’s person, or in their car, or underneath the rim of their wheel.

That’s terrifying. I didn’t think about that before this moment.

That’s kind of the thing. And people have talked on social media about how this is a really dangerous thing, potentially, and ask the question of, “What if someone wanted to use that for harm?” was the basis for a lot of dark but interesting design questions. Another great example is the fake Amazon package scam, where you open up a package on your doorstep, and it’s supposedly from Amazon. And it has a ring camera in it. And people will often not report a ring camera or a toy that arrived at their front door, because they thought they got one over on Amazon. And they got a free package. Turns out, the person who dropped it off either has a backdoor exploit, or that footage is not going to Amazon. It’s going to them. Or that teddy bear has a camera inside of it.

And the fact that in all of our lives, we’ve got these little holes, the unobserved nooks and crannies from which something could be lurking, that’s the basis for an amazing horror, and it turns out a very interesting systemic gameplay space for a player.

I got somewhat of a nature, Druidic vibe from the trailer. How does that inform the message of this horror?

It isn’t necessarily nature, but there’s definitely the idea of being held hostage by God. I’m always interested in exploring relationship dynamics in my game. So in Airport for Aliens Currently Run by Dogs, there’s a Black love story at the end of the world.

El Paso, Elsewhere was the relationship of an abuse survivor, but also had a strong masculine Black video game protagonist and the nuances of what it means to recover from relationship abuse and trauma. Sunshine Shuffle kind of deals with interesting surrogate father dynamics and found family. And for Life Eater, it’s this situation of someone being held hostage by God. In this case, a dark god, Zimforth. But when the deity you serve doesn’t have your best interests at heart and is more interested in actually harming you than any collateral damage you might cause, again, it exposes gameplay scenarios that let the player walk away and feel something, as opposed to just kind of having horror for the sake of it.

We’re in a golden age of horror right now. Poppy’s Playtime, Bendy. There’s a lot of things that end in ‘y’. There’s a lot of fun, happy creatures where something horrible happens, and those are really worthwhile games as well. I trust in players to want the type of horror that says, “In your life, what’s a system that you feel differently about because you had it mirrored to you in a video game?”

And we knew that what we were doing with Life Eater worked when we were doing our first play test, and we realized how interesting it was to learn about a fictional person. Didn’t even care about how or why, but realizing that this person goes to the bathroom three times in the middle of the night and the kind of invasive nature of that and how much we as human beings, as far as social media, is our compulsion to look at each other.

You just want to know, and the reason you want to know, in this case, is your curiosity is turned into the engine that allows for horrible things to happen.

Why are you psychologically attacking me with your video game?

Because…I don’t know. It’s 2024, and I feel like I’ve got plenty of media that I can just veg out to and release any sensation or expectation of outside of anything being entertained. But I want something to shake me. I like things now that fuck me up. And there was a period of time where I wasn’t looking for that, but as more and more media feels afraid to genuinely push you into an uncomfortable place, I think Life Eater and Space Warlord Organ Trading Simulator asking the very deliberate question of, “How do you not care about the fact that you’re just buying and selling organs when it makes a number go up?” That is the type of experience that also speaks to me. I make this, because these are the games that I love to play as a player.

There’s a fantastic series called Rusty Lake. It was a Flash game series called Cube Escape, and then they became the Rusty Lake series. And so there’s Rusty Lake Hotel and Underground Blossom and all this anthology of games that are all about deliberate adventure game dream logic. And they all end in two to three hours, and they’re like three, four or five bucks each. It’s like you realize that you’re trying to plunge into a circle, and then you find a scalpel. And you realize that this person’s nipple is a circle. And then you put the scalpel on the nipple, and it carves it open. And then you plunge into their body.

It’s a very simple chain of logic. When you realize that you’re following the chain of inevitable, horrible things, there’s nothing like it. And there are games I play just to have fun, but, as a player, when I can have fun and also feel something, get shaken up, go on a journey, no matter how long that game is, I get to carry something away from it. And I think that lasts a lot longer than a video game with a 400-hour play time, especially these days.

Describe to me the moment-to-moment gameplay. Are you just watching people? Are you actually moving around and going to people’s houses?

So it’s an analog horror interface game. You’re presented with the objective for the year. Zimforth has you kidnap and murder people to delay the end of the world–[you’re doing this] on behalf of this god that you aren’t fully sure exists. But what Zimforth demands is not just that you find a target, but that you find a specific target that is often vaguely worded.

One of the objectives in the game is that you have to find a pair of siblings, and Zimforth gives you four names. And you are looking through these names and trying to figure out just by their schedules and how they live their lives, by clicking on pieces of their timeline and then doing increasingly invasive things to investigate it. So level-two actions to try to investigate space and see if that is enough risk and time spent in order to find that piece of information. You’re unraveling their timelines bit by bit to try to find, “Who are the siblings here that Zimforth wants me to sacrifice?

Another scenario is that Zimforth wants you to eliminate someone who is terminally ill, but they’re always surrounded by both a caretaker as well as a family member. So you’re trying to find, by exploring the lives of the people around them, the one space in which they’re alone.

That’s really cool. Creepy as hell, but really cool.

[They are] these really creepy as hell, nuanced puzzles. Yeah, we hope that they stick with players for a long time if only because there’s not many games exploring this space. It was a crowded genre in the 2000s, alongside World War II horror games. It was World War II shooters and kidnapping sims [that] were all the rage in the 2000s, and we’re bringing it back. For too long, this genre has remained stagnant: the boomer shooter and the boomer kidnapper.

What’s it like to play this game a second time?

So in the central story mode, the situations are very bespoke, but we both have a post-game period, where you’re given procedurally generated targets and scenarios as well as post-launch, we’re looking at the endless mode, for those who are interested to continuing to reap the field of harvest for Zimforth. Yeah. Basically post-launch, we will have a post-game and an endless mode that give you endless, devious little puzzles to engage in if someone so chooses. But the story mode, it’s very much a bespoke experience.

The way I’ve discussed it with the team is that I want that endless mode, which is why we’re making it something that lands post-launch, because we want to do it right. And we want to do the story mode justice. So yeah, story mode… Sorry. Endless mode and post-game both come this March. But yeah, the thing I compared it to is Murder Sudoku.

If someone wants to open up a little Murder Sudoku and get told, “In this group of people, find the person who urinates the most” and use a series of context clues in their schedule to figure out that solution, that’s something I give that players deserve to experience that the games industry, at large, is not giving.

This interview was edited for both brevity and readability.

Pop-Tarts Origin Story Movie For Netflix With A Huge Cast Gets First Trailer

Netflix has released a trailer for its upcoming movie about the creation of the iconic breakfast food Pop-Tarts and confirmed the film’s extensive and impressive cast.

The movie is called Unfrosted, and it tells the story of the 1963 battle between Kellogg’s and Post and the race to create the most popular breakfast item of the day.

As history buffs many recall, Post came up with a product called “Country Squares,” and in a critical move, announced it to press before bringing it to market. This gave Kellogg’s the chance to come up with its over similar product, but it had just months to do so. We all know how this story ends, as no one remembers Country Squares. Kellogg’s succeeded in this mad dash and eventually created the Fruit Scone, before renaming it Pop-Tart.

The Netflix movie will undoubtedly take many creative liberties in the name of humor and comedy, but the company says its film will be a “tale of ambition, betrayal, sugar, and menacing milkmen.” The first trailer certainly does a good job at setting up the wild story and showcasing the film’s impressive cast of famous people.

Unfrosted, due out May 3 on Netflix, is directed by comedy legend Jerry Seinfeld, who makes his directorial debut.

The film features a long list of famous actors and comedians, including Melissa McCarthy, Jim Gaffigan, Max Greenfield, Peter Dinklage, Christian Slater, Bill Burr, Dan Levy, James Marsden, Jack McBrayer, Thomas Lennon, Bobby Moynihan, Mikey Day, Kyle Mooney, Tony Hale, Maria Bakalova, Dean. Norris, Kyle Dunnigan, Sebastian Maniscalco, Cedric the Entertainer, Jon Hamm, Fred Armisen, Hugh Grant, and Amy Schumer, among others.

Life Is Strange Dev Announces New Focus On These Specific Genres

Life is Strange developer Don’t Nod has laid out its future plans, and is focusing on a few specific genre of games moving forward. The studio also has a total of seven projects currently in development.

According to its most recent financial report, Don’t Nod is doubling down on action-RPGs, action-adventure, and narrative adventure games. It cites its expertise in AA+ games–those somewhere between mid-sized and full AAA games–mentioning the success of its most recent games such as 2023’s Harmony: The Fall of Reverie and Jusant, as well as the recently released Banishers: Ghosts of New Eden.

Don’t Nod is looking to have a balance between publishing its own IP and publishing games from other studios, and it aims to release, on average, two games per year.

Of the seven games Don’t Nod is working on, five of them are developed in-house while two are in the hands of external partners. Lost Records: Bloom & Rage is set to launch in 2024 and is being developed by its Montreal studio. Don’t Nod is also publishing Studio Tolima’s Koira, which is scheduled to launch in 2025.

In GameSpot’s Banishers: Ghosts of New Eden review, we said, “Banishers: Ghosts of New Eden is a love story about loss and sacrifice, propelling its choice-driven narrative forward amidst middling combat.”

Game Of Thrones Creators Talk About Failed Star Wars Trilogy: “It’s A Shame”

It’s been five years now since Game of Thrones showrunners D.B. Weiss and David Benioff first announced they were in the development of a new Star Wars trilogy. The first film was set to premiere back in 2022, so obviously that never manifested, citing creative differences and having to split too much of their time among their projects. Their planned Star Wars trilogy was soon dropped from production and Disney’s release schedule.

Talking with Josh Horowitz on Happy Sad Confused, while promoting their adaptation of the 3 Body Problem for Netflix, the duo talked about how much they had written out for their Star Wars story before it was killed off.

“We got relatively far story-wise with the first one and like it had kind of a basic road map for the other two,” confirmed Weiss. “And yeah, it was a shame. As time goes on you just kind of need to let go of those things because if you don’t you’ll drive yourself completely crazy.”

The team also discussed if there’s any awkwardness between them and director James Mangold who is doing something very similar to their original premise with his Dawn of the Jedi movie. Weiss and Benioff had titled their project The First Jedi and were annoyed by Rian Johnson’s film becoming The Last Jedi. The story would focus on how the Jedi Order came into existence and also go into detail about the first lightsaber.

“And we were annoyed as hell when Rian Johnson called his movie The Last Jedi,” Weiss said back in January. “He completely destroyed the obvious title for what we were working on.”

The Dawn of the Jedi was originally a story from the comics that took place over 36,000 years before A New Hope about the first order of Jedi, or Je’daii as they were called.

“I love Jim,” added Weiss. “He’s a great dude. So, all the best of luck to him.”

8BitDo’s Commodore-Inspired PC Gaming Keyboard Comes With An Arcade Stick

8BitDo has revealed a new addition to its line of retro-themed mechanical keyboards, and this time, the company has been inspired by the Commodore 64. Like the Famicom and NES gaming keyboards, the Commodore 64 edition is a tenkeyless device with a portable form factor. It can be used wirelessly via 2.4GHz or Bluetooth or plugged in through its USB connection, has hot-swappable PCB keys, and has 87 keys in total. Preorders are live now at Amazon for $110 ahead of its May 28 release.

For battery life, 8BitDo says a four-hour charge of the 2,000mAh battery is equivalent to 200 hours of use and it’s officially compatible with Windows and Android–though it likely works with Mac, Steam Deck, and other devices, too. The original keyboards work great with Mac and Steam Deck. Where you may run into issues with Mac and other devices is with the add-on module that comes with the keyboard.

This model comes with the Super Stick and Super Buttons, customizable inputs on a detachable gamepad. The NES and Fami 8BitDo keyboards come with Super Buttons, but the Super Stick is exclusive to the Commodore 64 model.

Gallery

You can even map different functions to the buttons without the need for software, but like other 8BitDo products, tinkering with the keyboard through 8BitDo’s dedicated software does make the device very versatile.

In case you’d like to get one of the other keyboards offered by the accessory manufacturer, 8BitDo is offering the Fami Edition and NES-inspired N Edition for $90 each at Amazon. These keyboards offer a lot of value for money, look great, and are quite durable in case you plan to travel with them.