AI coding assistants are changing the game when it comes to software development. By automating repetitive tasks and providing intelligent suggestions, these tools allow developers to focus on more complex and challenging aspects of coding. The integration of AI coding assistants into your workflow can lead to a significant reduction in time spent on mundane […]
iOS 18 introduces a wealth of new features and enhancements that aim to elevate the user experience across various iPhone models. While some innovative functionalities are exclusive to the latest devices, such as the iPhone 15 Pro and 15 Pro Max, many of the updates are accessible on older iPhones, including the iPhone XR. This […]
Wouldn’t you enjoy your exercises much more if they were immersive? It’s why apps like Beat Saber and Supernatural have become such hits in the VR community, offering a true exercise experience while transporting you from your home to somewhere different and more enjoyable. Your regular home gym, Rower Machine, or Peloton won’t do that, but the HoloBike will. With a design one can only describe as future-minimalist, the HoloBike is a cutting-edge spin cycle or exercise bike that comes with a massive 27-inch 4K holographic display on front. Think gaming monitor, but powered by exercise, letting you move around in a virtual space as you cycle. You can drive on virtual highways across the outback, cruise off-road on forest trails, or even on mountain terrains like the Alps. The faster you cycle, the faster you move in VR… except without needing to wear 3D glasses or a clunky nausea-inducing VR headset.
If you stop thinking of the HoloBike as a bike and start thinking of it as a massive gaming controller, it all makes sense. Instead of pressing a forward button or left and right to turn, you cycle and steer to progress in the virtual space. It’s an innovative bridge between the rigor of exercise and the fun of gaming and exploration, but in the comfort of your house. Most exercise equipment leaves you staring at walls or at small displays with stats – the HoloBike immerses you in an environment that you can cycle around, letting you choose your trail.
“When I’m riding outdoors, I can go for 3 hours just absorbed in that captivating rhythm of moving through space. But even 10 minutes training on a stationary bike feels painfully monotonous. That phenomenon of time dilation is fascinating. If we could tap into that sense of flow, we could create a more meditative training experience that enhances focus and endurance,” says Samuel Matson, Saga CEO and Founder.
The hyper-minimalist design of the HoloBike is thanks to LAYER Design, which helped bring a clean aesthetic to the exercise equipment, making it look like something from the future. The spin bike comes with a floor-standing design but a black and white color-way and clean surfaces. A metal disc at the back encases the gear system while pedals on the front let you move. Orange details found around the bike’s frame let you adjust its shape to suit your ergonomics, and a large 4K display gives you glasses-free 3D so you can immerse yourself in your new world as you cycle.
The technology used by the HoloBike is similar to the glasses-free 3D screens seen in some niche smartphones across the last decade (remember the RED Phone?). The bike comes equipped with a sizeable 27-inch LCD screen outputting 4K resolution – but look closer and the screen has a lenticular film on it, comprising thousands of micro-lenses that create a left and right channel for your eyes, sort of like those holographic posters or sports cards. This effectively allows your eyes to sense depth by seeing two separate images, creating an immersive world that doesn’t require glasses or strapping a headset to your face. A soundbar right beneath it further enhances the immersive experience, transporting you to a new place.
The result is far superior to some crummy game you’d play on a laptop. As much as Saga Holographics (the company behind the bike) is an exercise company, it’s a spatial reality company too – every single environment offered by the HoloBike is designed from scratch using actual photogrammetric scans of trees, logs, leaves, bushes, roads, signs, etc. The virtual world is a reconstruction of the real world, using a combination of procedural rendering and AI advancements to help render out the entire experience in a way that feels hyperrealistic.
The stationary bike comes with adjustable wheels that let you move it around your house before locking it in place.
The bicycle itself is also fine-tuned to be a state-of-the-art exercise device. You can control the dashboard using buttons on the handlebars, setting your scene and pre-programming your routine. The bicycle’s proportions can be adjusted, letting you shift the handlebars up or down, move the seat forward or backward, or even adjust the seat’s height. Electromagnetic resistance lets you mimic real-life cycling experiences like gear shifts, or going uphill/downhill. A polymer drivetrain helps enable silent pedaling so all you can hear is the sound coming from the display in front of you, and your own breath as you work out.
The HoloBike has an impressive amount of tech inside it, with an AI-ready chipset that powers the 3D VR experience, a holographic display, and all the features of a cutting-edge spin bike or exercise bike without any of the monotony of regular home gym equipment, or the sneaky monthly fees of a Peloton. At $2599, it prices itself in the same Peloton category too, albeit with a minimalist design that grabs eyes, and a holographic display that grabs minds. Your exercises will never feel this immersive and fun!
Called the Nest House, this home is a wonderful specimen of how contemporary architecture can be interspersed with traditional design elements to build a unique and fascinating living space. Located on a 4.5 x 16-m urban plot in Vietnam, the home occupies 150-sq-m and was built for a young couple wanting to uplift their living conditions to offer support to their lives. The home is designed by the Vietnamese studio Ho Khue Architects and draws inspiration from a bird’s nest, hence the name.
Designer: Ho Khue Architects
The House is designed to build a space that supports creativity and growth for the residents – who are a journalist and a teacher. The home focuses on a ‘grove’, a space where the family can unwind and spend quality time together. The Nest House is essentially a minimalist three-story building placed on the rear section of the property. It is raised on diagonal x-shaped pillars and serves as a cozy home in the midst of lush green landscaping. The rest of the space is converted into a multi-story garden, hence the structure looks like a floating home nestled in greenery, building a healthy living space.
The core feature of the structure is a steel/concrete column system which is inspired by a tree’s natural framework, giving the impression of a nest with a grove. This space serves as the central area or heart of the home, and it includes the living room, retreat zones, and study. The home features a traditional roof structure comprising of two blocks positioned towards a central courtyard. This pays tribute to the garden located in the center of the property. The material palette used is inspired by the architectural design language of Hoi An – a pretty old town, where the owner spent quite some time.
The home features wooden door frames which represent Hoi An’s architectural style. The home also features a combination of traditional timber elements and modern materials, such as raw concrete for the stairs, floors, and columns. This helps in creating a comfortable space that is both contemporary and yet nostalgic, but always timeless.
Most of us generally use smartphones to set alarms without realizing that these little radiation mongers by the bedside are messing up our sleep patterns. It is better to leave the phones at a comfortable distance from the bed. But how do you wake up the lazy sleeper then? Well, invest in an alarm clock that can become your best pal to start off the day with a purpose.
If you have an agenda, a schedule, or a defined routine after the alarm goes off, you’re set and probably doing well for yourself. For the others – who are aimless waking up every morning, with no set routine to follow – the snooze button on the phone or clock is the favorite choice. The Fortune Clock arrives without the snooze option, rather a purpose-defined wakeup activity that goes a long way beyond just waking you up with something to do.
When out in the market for an alarm clock, you look for the nightlight option, volume levels, and of course the snooze button. For the Fortune Clock, you might have to have a different mindset: An outlook to look at your fortune based on how you get up in the morning.
Sounds interesting? It well is! The clock with a digital display on the front quarter – featuring time and day – has an interesting wheel of fortune just below. The idea is to fill the clock from the top with balls. When you wake up in the morning to turn off the alarm (by pressing the button on top) a ball with a number is released (this happens every day) and appears in the groves cut out on the front.
While the idea of the clock is to get the user into the habit of making an effort to get up to stop the alarm and put the ball rolling (not literally); the designer believes, the numbered balls are fortune tellers as well. User can, Ho believes, combine the numbers on the balls obtained from this effort of getting up, to purchase lottery tickets, to seize their luck. How much numerology magic the clock does is for you to understand, but these hard-earned numbers will definitely make a difference to your sleep cycle and waking-up routine.
The beauty of the term future is that it’s a constantly evolving concept. The future was very different for people living in the 80s versus now… and that goalpost keeps shifting, so if we want to ensure something looks ‘futuristic’, by its own definition, it has to constantly evolve with the times. Designer Loïc Chauvin decided that the DMC DeLorean needed this revival too, given that its aesthetic may have looked futuristic in the mid-80s, but not right now. Chauvin’s redesign brings neo-cyberpunk styling to the retropunk car, modernizing it without necessarily diluting its iconic aesthetic.
Designer: Loïc Chauvin
The design starts with the instantly recognizable silhouette of the classic DeLorean. The sleek stainless-steel body and gull-wing doors remain, instantly transporting us back to the 1980s. However, the car’s body is refined in keeping with modern times. The headlight and taillight are updated with what feels like Hyundai-inspired grid-matrix lighting, and the spoilers on the back add a nifty edgy touch. The paint job is made more premium thanks to a matte coat, and the use of matte black on the doors and parts of the roof.
Designer, Loïc Chauvin, meticulously crafted the DeLorean Cyberpunk Edition using Gravity Sketch, a state-of-the-art virtual reality design tool. This allowed for the creation of a car that perfectly merges the timeless DeLorean design with cyberpunk elements, finally being rendered in Unreal Engine. The result? A Restomod aesthetic that features extended bumpers, fenders, large diffusers, and unique louvers, all complementing the original DeLorean’s charm. Inspiration is also drawn from the Hyundai N Vision 74 concept, with elements that seamlessly integrate with the DeLorean’s sleek form.
Chauvin’s design is an exercise in futuristic reiteration. We’ve all seen the DMC issue the new Alpha5 EV back in 2022, but there’s really no synergy between the original car seen in the BTTF film franchise and the redesigned EV slated for a release this year. Instead, Chauvin brings gradual, meaningful upgrades to the existing DeLorean without taking away its core essence of being one of the coolest cars to dominate pop culture in the 80s. Someone who sees Chauvin’s redesign will still appreciate what it stood for 40 years ago, while also being able to recognize it for what it is – a gorgeously modern piece of automotive art.
Imagine a house that can adapt to any environment, from bustling cityscapes to serene mountain ranges. This is the vision behind the Infinity Mobile Architecture, an award-winning design by A.L.P.S. that’s redefining the concept of living spaces. Cities are getting saturated and as a result, people are leaving their urban lives behind, looking for a livable habitat in lesser-occupied areas. Designed to help you build a home with minimal effort, time, and destruction to the surroundings, the Infinity Mobile Architecture system by A.L.P.S. gives you a flexible home that can be rapidly constructed on any kind of terrain and in any climate. Relying on clever origami, the Infinity homes are stable and offer dynamic and aesthetic livable spaces that let you get away from the city without necessarily leaving the comforts of an urban home.
Designer: A.L.P.S.
The key to this flexibility lies in the ingenious skeletal structure. Crafted from high-grade, lightweight aluminum, it’s both robust and easy to transport. This innovative design allows the unit to adapt to various terrains, from mountain slopes to serene meadows. Nestled amidst rolling hills or perched on a rocky cliffside, the Infinity Mobile Architecture minimizes its footprint while maximizing your connection with the surrounding beauty.
The focus on lightweight materials reduces environmental impact during transportation and construction. A.L.P.S. has even explored eco-friendly facade options like soft fabric, ensuring the unit blends seamlessly with its natural surroundings. It’s a home that respects the environment, leaving minimal disruption in its wake. But the Infinity Mobile Architecture isn’t just about aesthetics. A.L.P.S. has incorporated clever technical advancements to ensure a comfortable and functional living experience. The retractable skeleton is not just lightweight, it’s designed for ease of use. During transport, it conveniently folds in, making the unit compact and manageable. Once you’ve reached your new haven, the skeleton expands to create a spacious living area.
This leaves you with roomy interiors that have a dynamic ceiling, enhancing the living space to break its cuboidal monotony. The ceiling evokes the dynamism of a kaleidoscope, further enhanced by the cabin’s full-length mirrors that let ample amounts of natural light in during the day.
The exterior, on the other hand, is clad with aircraft-grade aluminum panels, making the unit resistant to a wide range of temperatures, from scorching deserts to snow-capped mountains. Secondary lightweight structures and decking components can be assembled without heavy machinery, minimizing disruption to the environment. Additionally, the innovative single-point suspended ceiling system boasts a weight capacity of 80kg and can be hoisted into place in one go. This translates to a quicker turnaround time, allowing you to enjoy your new mobile haven sooner.
If you regularly stare at the Steam charts to see if there’s anything new and exciting to play, you may have noticed an odd little “game” called Banana. It has quickly become a huge success and, as of this writing, sits at the number three spot with over 400,000 concurrent players. It’s a simple idle clicker game, like many before it, so what’s making players flock to what amounts to a static screen of a huge banana?
The promise of sweet, sweet cash, that’s what. It’s an extremely bare-bones title that has you repeatedly clicking on a banana. That’s pretty much it, though there’s a twist. As you click and click on the tropical fruit, there’s a chance of a banana sticker dropping into your Steam inventory. These bananas come in all different designs, from silver-encrusted variants to one that looks like it's glitching out from a hack.
aaladin66, Pony, Sky, AestheticSpartan
Because the bananas show up in your inventory, they can be sold on the Steam Marketplace. Rare bananas have already gone for as much as $1,400, though the average payout is somewhere in the $0.02 range. One of the developers called it a “legal infinite money glitch” in an interview with Polygon. “Users make money out of a free game while selling free virtual items,” he continued.
The money earned goes into a Steam wallet, which can then be used to purchase games. So these bananas are basically NFTs, only without the blockchain. People are buying and selling them like crazy, like weird fruit-based trading cards. Forget the banana stand: it looks like there’s money in just the facsimile of a banana.
If the idea of spending all day clicking on a fake banana in front of a vomit-green background doesn’t do it for you, the developers sell inventory bananas outright for $0.25 a pop. The game itself, however, is free to play. The devs deny allegations that the clicker is some sort of scam or a Ponzi scheme, simply saying that it’s “pretty much a stupid game.” Idle clickers, after all, are nothing new.
As for the future, the designers have teased updates, including a way to use inventory items to change the way the plain in-game banana looks. There also might be a minigame coming down the pike, as well a shop upgrade that lets players exchange multiples of the same banana for a unique drop. One thing is a near certainty. The massive popularity of Banana is sure to inspire a whole bunch of copycats. May I humbly suggest a pizza slice as something to click over and over.
This article originally appeared on Engadget at https://www.engadget.com/one-of-the-biggest-games-on-steam-right-now-is-a-clickable-banana-190058749.html?src=rss
Metaphor: ReFantazio has been a long time in the making. It was announced in 2017 as Project re Fantasy through a weird long video that said very little. Since then, Atlus has swapped the Project for Metaphor and scoured Google Translate to find a cool way to say ‘fantasy.’ It’s also made a giant fantasy JRPG — and after rolling through a demo at Summer Game Fest last weekend, I’m dying to play it.
ReFantazio is the first original title by Studio Zero, a relatively new Atlus division headed up by Katsura Hashino. As the director of the third, fourth and fifth Persona game, Hashino is responsible for the Persona series’ pivot towards social simulation elements. After finishing up Persona 5, Hashino left P-Studio to work on all-new titles unrelated to Atlus’ Shin Megami Tensei and Persona series.
Atlus and Hashino are both known more for (semi-) grounded urban fantasy than wizards and elves, and ReFantazio in that sense represents a big departure. This is an epic, sprawling story covering a whole nation, the United Kingdom of Euchronia. The Euchronian king has been assassinated, and the people of the land must elect (!?) a new one.
Euchronia is home to eight “tribes” (fantasy races) and our hero is trying to reunite them. There’s also a cursed prince who everyone thinks is dead, a royal tournament for the throne in six months and monsters everywhere. To make matters worse, Euchronia is being invaded by hideous, Hieronymus Bosch-inspired creatures called humans, which function as the game’s bosses. Humans, huh? Wonder if it’s a… metaphor?
Given Atlus’ storytelling history, the broad strokes of ReFantazio will probably make more sense than the moment-to-moment beats. Best to just let it wash over you.
The game takes place over the course of six months, and you’ll be traveling across Euchronia in a Gauntlet Runner (a cool ship designed by the Evangelion mech guy) trying to rally support for your entry into the royal tournament. Each town in the game has a tavern where you can grab a bite and gather information, a recruitment center where you can accept quests, various shops and an inn where you can rest. Completing quests and making friends along the way will gain you supporters among the various tribes, which is key to both the overarching story and the combat.
Atlus
Atlus’ Summer Game Fest demo was segmented into three 15-minute chunks. The first was a training sequence of sorts, story-heavy and light on combat. This felt mostly like a showcase for ReFantazio’s cinematics, which were gorgeous, despite the TVs in the demo area being set to interpolate frames. Atlus has a tradition of showcasing top-quality anime in its games, and the demo clips were among the best I’ve seen. What I appreciated more than the quality of the animation was how closely the character designs and vibe of the game matched the cinematics.
Also memorable is the voice acting. For the English-speaking cast, Atlus is taking the “United Kingdom” of Euchronia very seriously, as everyone I ran into had a totally over-the-top British accent. As the owner of an English accent, I found the characters beyond theatrical but nonetheless enjoyable. At one point in the demo I met a hyper-cockney cat girl that could've been auditioning for Oliver.
Atlus
In another segment, I fought alongside an adorable floppy-eared fellow from fantasy Liverpool who sounded like he was analyzing a soccer game. If none of this excites you, the Japanese voice cast seems to be shooting for a typical fantasy vibe. Personally, I can’t imagine playing this game in anything other than English at this point.
Not everything is voiced — as in a lot of JRPGs, key lines and conversations play out in full, but many interactions will be confined to text, with the voice actors emoting a little along the way for flavor. As a speed reader, this is absolutely fine by me.
Atlus
Segment two was all about dungeon-crawling combat — time for the Persona comparisons! The setup here will be familiar to fans of Atlus games: It’s a turn-based JRPG, with various types of physical and magical attacks, status effects and ailments. ReFantazio’s version of the classic JRPG class system is Archetypes — there are 14 lineages containing over 40 unique Archetypes, including some familiar roles like Mage, Thief, Knight and Healer.
There’s also a tactical element to party composition, with a front and back row playing a part in combat, and Synthesis moves that allow you to combine your party’s Archetypes for stronger attacks. Everything has a little Persona and SMT to it — you manage Archetypes in an Akademeia (similar to a Velvet Room), they can evolve through experience, and their proficiency in battle is linked to your bond with your supporters.
Atlus
A twist on the classic turn-based formula — and one I’m very pleased about — is the Fast battle system. When you come across an enemy, you’ll be able to gauge their strength before initiating combat. The Fast system lets you target a particular enemy and strike them; this can insta-kill underpowered foes, which allows you to avoid turn-based battling entirely when grinding low-level enemies. For stronger foes, you can use Fast to butter them up and start a squad battle with advantage, but if you mess up this engagement you could start the turn-based combat on your ass. Other Atlus games have a similar risk-reward system to allow players to gain an advantage, but this is more nuanced and satisfying.
The interface for all of this is a typically gorgeous menu system and UI that feels more refined than ever. Simple actions are assigned a face button on the controller, which means less time spent in menus. It’s all pretty intuitive, and towards the end of my short demo I was already speeding through the turn-based combat without wondering what button did what. Taken as a whole, the combat system feels like a natural evolution to the classic formula Atlus is known for.
Atlus
The final demo section starts inside the Gauntlet Runner. It’s a claustrophobic space, more submarine than super yacht, but filled with things to do. There are people to talk to, activities to partake in, and routes to choose. Similar to Persona, the game occuring over a fixed period means you likely won’t be able to do everything you want to, and instead need to decide how best to spend your time each day. You might try to level up one of the main character’s five traits — courage, wisdom, tolerance, eloquence and imagination — or perhaps focus on fighting monsters or earning cash. I played to type and read a book, which was sadly not enough to raise my courage from “craven.”
My cozy book session led immediately into the main show: a face-off against a giant human. This began with an anime sequence, which gave way to classic four-on-one combat. The human designs in this game are buckwild. This one was called, “Sea Horror Homo Sabara” and here are the Cliff’s Notes:
Long violet beard and eyebrows.
One yellow eye, one white eye, both glowing.
12 ears arranged in two rows? Edgy piercings.
Crown of thorns. Actually, make that two crowns of thorns.
Top half of head has been scalped. There seems to be a human heart sticking out.
Also, eight giant bejeweled tentacles as weapons.
It’s not like I haven’t seen crazy bosses in a JRPG before, but this octodad was a lot of fun to fight. There was no major challenge: Take out the tentacles, wail on the body, tentacles regenerate, repeat. But he hit hard, and the demo clearly set me up for success. It’s easy to see this guy wiping your team if you don’t come properly prepared.
Of all the things Atlus squeezed into the short Summer Game Fest, the human battle was the most memorable. From the lore being drip-fed to fans, it seems like the humans are actually from our world, and are being Isekai’d into Euchronia as these messed-up monsters. Here’s hoping a lot of them made it over.
Atlus
At first blush ReFantazio feels like a real auteur moment for Hashino — as if, after the worldwide success of Persona 5, he’s basically been given a blank check. Hashino’s Persona titles bend over backwards to show you how cool and edgy they are, but the only concern for ReFantazio is how loud, confident and unique it can be.
Yes, there are elements borrowed from almost every Atlus RPG you can think of, but it's all been remixed and refined. I left my brief time with ReFantazio filled with this wonderful milieu of nostalgia and surprise, a warm familiarity from something unlike anything I’d played before.
Metaphor: ReFantazio comes to PC, PlayStation 4 and 5, and Xbox Series consoles on October 11.
Catch up on all of the news from Summer Game Fest 2024 right here!
This article originally appeared on Engadget at https://www.engadget.com/metaphor-refantazio-feels-like-a-jrpg-free-from-restraint-and-sanity-185129361.html?src=rss
Neva is going to make me cry. It very nearly did at Summer Game Fest, as the game’s introductory cinematics faded to black, literally just one minute into my time with the demo. I won’t divulge what happens in those initial frames, but it shattered my soul. It also perfectly primed me for the heart-pounding danger and devastating beauty that I would get lost in for the next 45 minutes, alongside my new best friend, Neva the wolf.
Nomada Studio
Every aspect of Neva is breathtaking. It plays like a living watercolor illustration: Alba, the protagonist, has long, slender limbs, a cloud of silver hair and a flowing red cloak that drapes behind her elegantly with each leap and fall. Neva is a young white wolf, fluffy and energetic, and the two share an intense bond that’s repeatedly reinforced and tested in the demo.
The world of Neva feels slightly more grounded than that of Gris, the game that put Nomada Studio on the map in 2018, but it’s still filled with layers of magic. The landscapes beyond the 2D plane that Alba and Neva traverse have incredible depth — dense forests hiding secrets and mountain ranges towering above wide valleys, sharp peaks piercing the sky in the far distance. The demo has lush glades draped in vines and weeping branches, sunlight streaming through the gaps in the leaves, as well as cave systems with dark, tight corridors. At times Neva takes the Frank Lloyd Wright approach to design, squeezing players through claustrophobic thickets that suddenly burst onto fields of thick green grass, the camera pulling back to show how small Alba and Neva really are in this space.
Nomada Studio
Trees, leaves, rocks and roots compose the game’s sidescrolling playground, with sloping platforms and floating islands built mainly out of stone. Touches of fantastical alien technology appear with increasing frequency as the demo progresses, as do hordes of inky-black enemies with round white faces, mouths open in silent screams.
Platforming in Neva is intuitive. There’s minimal on-screen text in the game, and instead direction comes from the environment, soft highlights and sunkissed glows marking the proper paths in a way that feels completely natural. I flowed through most areas of the demo, leaping onto ledges with almost-subconscious impulses, knowing that I could trust the game’s subtle instructions. There are areas of spiky blackness that Alba has to clear for Neva to be able to progress, and at times it’s necessary to leave the little wolf behind for a moment, generating instant separation anxiety. Neva yelps and squeaks as she learns how to traverse the world, and they’re heart-wrenching sounds. I was keenly aware of Neva with each jump, making sure she could follow my path, lingering to watch her complete big leaps, petting her after each success, and consistently calling out her name.
Alba’s voice is fairy-like and the way she says, “Neva? Neva. Nevaaa!” has become an earworm I can’t shake. In the days since coming home from Summer Game Fest and reuniting with my two small dogs, I’ve been walking around the house saying, “Neva?” as if it were their names. It’s been a very confusing time for them, but they’ve gotten a few extra treats, so all’s well.
Combat in Neva feels as intuitive as platforming, with simple inputs that land satisfying hits of Alba’s sword. The enemies, long-limbed creatures that appear out of dark pools in the ground, slash at Alba with their spiky fingers and throw lethal blobs at her, but one-on-one, they’re fairly easy to dispatch. Alba is able to get incredibly close to each creature before she takes damage, and this generous proximity makes the fight scenes feel like dance, with constant action and minimal interruptions. I didn’t die until I reached the boss fight at the end of the demo, where Neva and I had to fight off a giant creature, double jumping around it to slash at its legs and back, avoiding its attacks. I defeated the boss after three deaths, and the scene felt like an appropriate escalation of everything I’d learned so far.
Nomada Studio
I’m convinced that every preview of Neva (including this one) will mention how quickly and easily the game will make players cry, and I want to take a moment to recognize the magnitude of this achievement. The bond that Nomada Studio have built between Neva and Alba is incredibly powerful, and this type of emotional connection doesn’t just happen when you put an animal and a human in the same scene. Neva is a constant source of anxiety and joy: The cub must be protected, at all costs, and she feels like a physical part of Alba’s being, necessary to the protagonist’s survival. Neva establishes their shared trauma and every following mechanic reinforces their partnership — protect, pet, repeat. Neva and Alba need each other, and their shared love resonates from each frame of the game.
Guaranteed, Neva is going to make me cry.
Neva is due out on PC and PlayStation 5 this year, developed by Nomada Studio and published by Devolver Digital.
Catch up on all of the news from Summer Game Fest 2024 right here!
This article originally appeared on Engadget at https://www.engadget.com/neva-hands-on-a-grand-achievement-in-emotional-game-design-180516649.html?src=rss