Astro Bot is a supremely silly and incredibly smooth platformer

Astro Bot is as precise as it is ridiculous, and this is exactly what makes it so damn delightful. During my 30-minute demo at Summer Game Fest, I crashed into spiky obstacles, flew off the side of sky-high platforms, bounced into deadly projectiles and popped my little robot protagonist like an overinflated balloon — and I could not keep the smile off my face the entire time. The art style, sound effects and animations in Astro Bot are infused with childlike joy, taking the sting out of each failure. Simultaneously, each death felt avoidable with a little more practice, each leap landable with just one more try. Resets were quick and generous, encouraging trial-and-error while maintaining a superb platforming flow.

Despite its kid-friendly appearance, Astro Bot feels like a mature — and super tricky! — platformer.

This competency makes sense, considering Sony has had more than 10 years to perfect the Astro Bot recipe. The first official Astro Bot title was Rescue Mission, a 2018 PlayStation VR game and a semi-sequel to 2013’s The Playroom demo on PS4. Next, Astro’s Playroom came pre-installed on the PS5 at launch in 2020, offering a short but memorable tour through the features of the DualSense controller. All of these experiences were cute and well-executed, but as it turns out, they were long-tail teasers for the full Astro Bot game coming out on September 6.

Astro Bot
PlayStation

The SGF 2024 Astro Bot demo was on PlayStation 5 and showcased a few different worlds, each with a distinct gadget and map style. I tried out a dog jetpack that let me dash forward and a pair of frog-face gloves with spring-loaded punching abilities. The frog gloves were my favorite weapon of the day: the left glove was activated by the LT button and the right was attached to RT, and I spent most of this level rhythmically punching the air, just because it felt cool to do so. Throughout this stage there were also red sticky points to punch into, allowing me to hold the gloves in place and stretch out the springs, turning Astro into a robot-sized slingshot. You have to hold the triggers in place and pull Astro back before flinging its little body in the proper direction, which is sometimes directly into the face of a giant red octopus. Obviously.

Astro makes the most adorable wah wah wah wah sound when it dies, diffusing any disappointment. I heard this sound most often while attempting to clear a section of spinning, spiked balls and pink-glass platforms that shattered as soon as Astro skated over them. The fragile nature of the glass forced me to react with twitchy adjustments, ramping up the tension and encouraging replays. There were so many clever mechanics, tools and obstacles on display in the Astro Bot demo, including a throwable time-freezing item, a powerful magnet that picked up anything metal nearby, a line of flaming spheres that snaked rapidly across a platform, and even just the standard jump, which propelled Astro into the air and shot lasers out of its feet, injuring the blobs and other enemies below.

Astro Bot
PlayStation

The full game will feature more than 50 unique planets of platforming proficiency, more than 300 bots to rescue (more than half of which are classic PlayStation characters), and dozens of weird and satisfying tools to use. It’ll take about 15 hours to complete, and according to Team ASOBI head Nicolas Doucet, that length was chosen purposefully.

“Usually games use like one or two mechanics really well, and they build up on top of that, but this is really more about us rebooting everything for every planet, and just keeping Astro and the crew as the center point,” Doucet told Engadget at SGF. “But it's something we decided from the beginning, that maybe as a result, it won't be like a 50 hour game — but that’s okay. It's better to have 15 hours of constant renewal than 30 hours where you feel like, sometimes, it drags a bit.”

Team ASOBI’s goal with Astro Bot is to offer a fresh experience at every turn.

“We want people to think, ‘What surprise are they going to throw next?’” Doucet said. “And if we can maintain that all the way to the end — even like, final boss, game ending, we are trying to keep that alive to the very, very, very last second of the game. If we succeed with that, I think people will have a good time.”

As in Astro’s Playroom, the DualSense controller has a starring role in Astro Bot. The game’s bots regularly fly around on a jet-sized DualSense and Astro is on a mission to collect friends and store them inside the controller itself. When new bots are picked up they appear inside an on-screen DualSense, and when players shake the controller in real life, it’s mirrored in the game. The little characters sway and knock into each other, and they can even pop out of the gamepad if it’s rattled in the proper way, and it’s all just pretty adorable.

Astro Bot
PlayStation

It’s refreshing to see Sony leaning into silliness.

“The design of Astro has a little bit of a tummy, and actually, the bots originally were supposed to look a little bit like toddlers,” Doucet said. “They look a little bit clumsy on their legs and, you know, their butts sticking out as if they were wearing nappies and stuff. The design came from that, so that the silhouette would be endearing and also a little bit silly. But that was separated from the tightness [of the mechanics]. It's almost like there's two mindsets, because the silliness can be there and we kind of laugh about it, but when it comes to clearing a challenge, it's good to be tight. It’s only pixel perfect.”

The balance between acuity and absurdity is what makes Astro Bot so compelling, even just in its demo form. It feels like a solid platformer first, providing a mechanically sound foundation where all of the nonsense can thrive.

“The silliness usually comes from animation and the visual side, whereas the tightness of the gameplay comes from the engineering and really the game design and programming,” Doucet said. “If I go back to the origins of Astro, before being a funny-to-look-at platformer, it was actually a platformer that feels good, where the jump lands exactly where you want and starts when you want. Your input lag and all of that was really the focus point.”

The PlayStation demo space at Summer Game Fest was a cool cave of happiness, featuring Lego Horizon Adventures and Astro Bot, two games that turn classic Sony characters into irreverent cartoon versions of themselves. Considering some of PlayStation’s most popular protagonists are serious, grizzled warriors like Kratos, Joel, Ellie, Wander, the Bloodborne guy and Aloy, there’s room for these interpretations to go horribly wrong. Astro Bot gets it right (and it sounds like Lego Horizon Adventures does, too).

“The writing of the games isn't as important to us as what the character background is,” Doucet said. “In the case of The Last of Us, for example, the main characters are good characters. They have complex decisions to make, but fundamentally, they're good people. There would be nothing wrong about questioning, ‘Who is Ellie?’ and, ‘Who is Joel?’ And then, you know, parents and kids can exchange [ideas]. You can imagine a good conversation coming out of that.”

Astro Bot
PlayStation

The character I was most stoked to see in Astro Bot was the red-cloaked protagonist from Journey. While the meeting immediately triggered memories of loss, discovery and introspection, I was mostly just happy to see an old friend in an unexpected place. The fact that the character was guaranteed to be carefree and comedic here added an extra layer of mental security to the experience. A colleague who was watching me play didn’t immediately recognize the Journey character in Astro Bot and I was happy to explain it, automatically recounting some of my own experiences with the game from back in the day. It’s easy to see how Astro Bot will introduce new audiences to classic PlayStation franchises, while also reigniting those feel-good hormones in veteran players.

But I’ll be honest: I don’t really need the PlayStation characters in Astro Bot. They’re adorable and capable of generating a warm tinge of familiarity, but for me, Astro Bot’s allure doesn’t lie in its nostalgia play. Instead, I view the character appearances more like easter eggs, cute but not crucial to the actual gameplay. Which, I have to say again, is incredibly competent, replayable and fun. Stellar platforming is Astro Bot’s true joy.


Catch up on all of the news from Summer Game Fest 2024.

This article originally appeared on Engadget at https://www.engadget.com/astro-bot-is-a-supremely-silly-and-incredibly-smooth-platformer-200012651.html?src=rss

Kunitsu-Gami: Path of the Goddess feels as luscious as it looks

Kunitsu-Gami: Path of the Goddess is lush. Set on the side of a mountain that’s been covered in a terrible black defilement, Kunitsu-Gami’s world is an ancient, psychedelic dreamscape packed with magic and otherworldly horrors. It’s also mechanically dense, with moments of slow strategizing and rapid-fire hack-and-slash combat. After playing for nearly an hour at Summer Game Fest, it’s clear that Kunitsu-Gami is much more than a beautiful screenshot.

The game is divided into day and night mechanics, but all of the action takes place in various camps along the mountainside, set under green canopies and among dense foliage. The defilement creates plants with glowing pink orbs and slathers some areas in an iridescent black goo, trapping villagers in putrid sacs and infecting the local deer population.

Players are tasked with protecting the Maiden Yoshiro from the Seethe, the monsters that spawn out of the defilement at night. Yoshiro is the key to cleansing the mountainside, but her ritual takes time and she’s incredibly vulnerable. It really takes a village to protect her.

During the day, players purge the defilement and rescue locals from their containment sacs, while also clearing a path for Yoshiro’s dance. Press B on the gamepad to assign an attack role to a villager, and then press RB to place them in the environment. At night, the Seethe pour out of the Torii Gates — the basic hordes are composed of globular, juicy monsters with long, thin arms and gaping mouths, their pink tongues dragging on the ground.

Kunitsu-Gami: Path of the Goddess
Capcom

Combat plays out in a rhythmic “sword dance” style, with simple inputs that can be combined into fancy combos. Using just two attack buttons and a 360-degree camera, players slash through the Seethe, make sure the creatures don’t get too close to Yoshiro, and manage their additional attack units. Combat flows smoothly, with satisfying swordplay and a challenging rush of monsters to defeat at each Torii Gate. After cleansing an area, players can hang out in the camp, upgrading their skills, unlocking new abilities, and learning about the food and culture of the region that’s been defiled.

There are also challenge areas with bigger, deadlier monsters to kill. Here, players are provided a small team of villagers plus upgrade materials to assign these units specific roles, like archer or woodcutter. The challenge enemy I encountered, Gakinyudo, was a giant, eyeless beast that ripped its own jaw in half before the battle began, revealing an even more disgusting form. The monsters in Kunitsu-Gami have distinct backstories dripping in vile details, and I adore the amount of attention their designs have been given.

Kunitsu-Gami: Path of the Goddess
Capcom

Here’s how Capcom describes the beast I battled: “The ravenous Gakinyudo are born from the corpses of lecherous monks who fell to defilement from their debauchery while alive. They prefer to dig up their meals from graveyards.” Metal.

I defeated the Gakinyudo, but it took some time, unit rearrangement and a new group-attack move to finish the job. I enjoyed every slice of my sword in this fight.

The game’s environments and character designs are dense with fascinating details. The Maiden Yoshiro wears layers of flowing fabrics, a delicate face covering and intricately adorned jewelry, and she dances with a slow, focused purpose. She feels both fragile and incredibly powerful. The distanced, third-person perspective and fully adjustable camera encourage players to investigate every corner of each new area, slashing plants to receive resource orbs and purging shrines that have been covered in ooze.

Kunitsu-Gami: Path of the Goddess
Capcom

As each night approaches, the game’s background music becomes more unsettling and discordant, until it’s overrun by hellish screams and the Seethe begin spawning. Details like this make Kunitsu-Gami memorable, even just in demo form. It's clear that there's much more to uncover in this game and I'm eager to explore its ancient, magical mountainside in full.

Kuntisu-Gami: Path of the Goddess is due to come out on July 19 for PlayStation 4, PS5, Xbox One, Xbox Series X/S and PC. It’ll be available on Game Pass at launch.


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/kunitsu-gami-path-of-the-goddess-feels-as-luscious-as-it-looks-150059627.html?src=rss

Mixtape brings a killer ’80s soundtrack to Xbox, PS5 and PC in 2025

Mixtape is a coming-of-age story about the reality-bending adventures of three teenage friends on their final night of high school, featuring a soundtrack of classic punk and alternative hits. It's due to hit Xbox Series X/S, PlayStation 5 and PC in 2025, and it'll be available day-one on Xbox Game Pass.

Mixtape follows three friends on their way to their final high school party, as they relive their glory days to the tunes of a perfectly curated playlist. Their memories appear in dreamlike sequences, featuring songs by Iggy Pop, Siouxsie and the Banshees, Joy Division, DEVO, The Smashing Pumpkins and other old-school hit makers.

The main trio in Mixtape provide plenty of teenage sass in the game's reveal trailer, and its art style feels like something between stop-motion and cel-shaded cinematics. It's a welcoming, stylish world. The Mixtape microsite includes the mantra, "Skate. Party. Avoid the law. Make out. Sneak out. Hang out." Sounds like high school to me.

Mixtape comes from Beethoven & Dinosaur, the studio behind the musical adventure The Artful Escape and fronted by Australian rockstar Johnny Galvatron. It's published by Annapurna Interactive.


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/mixtape-brings-a-killer-80s-soundtrack-to-xbox-and-pc-in-2025-181740393.html?src=rss

Compulsion Games’ South of Midnight will arrive in 2025

South of Midnight, first revealed at last year’s Summer Game Fest, will launch on Xbox and PC sometime next year. During today's Xbox showcase, we got a first look at how the third-person action-adventure will play. 

Right off the bat, it reminds me of Square Enix’s fun-but-flawed Forspoken. In South of Midnight, protagonist Hazel is apparently pulled into a “Southern Gothic world” where reality and fantasy are blurred. Hazel is able to move around the environment fluidly, with the new trailer showing off gliding skills, double jumps, and some sort of magical grapple hook to speed up level navigation. 

We also got even more cutscenes to help flesh out this world, and they still have that Into The Spider-verse jumpy frame-rate trick to separate cutscenes from in-game actionYou’ll be able to fight monsters with close-up magical blade attacks and other midrange weaponry. Oh and you seem to befriend – and ride – a giant catfish around the magical bayou.


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/compulsion-games-south-of-midnight-will-arrive-in-2025-174928203.html?src=rss

Doom: The Dark Ages hits PS5, Xbox Series X/S and PC in 2025

There's a new Doom in town. Doom: The Dark Ages is heading to PlayStation 5, Xbox Series X/S and PC, day one on Game Pass, in 2025. The game's first trailer showcases a world of hulking monsters in blood-soaked environments, badass new weapons and what looks to be a player-controlled dragon. At one point, the Doom Slayer steps inside a giant mech suit in order to battle a huge demon, buildings crumbling beneath their feet. 

The weapons and creatures in Doom: The Dark Ages have a distinct medieval flare, as is expected, with lots of sharpened blades, at least one flail and heavy armor all around. One new weapon that stands out in the game's reveal trailer is an automatic shotgun with a skull in the center of it, menacing and slightly silly at the same time. As is custom in Doom games, the level of gory, gruesome detail on display in The Dark Ages is exceptional, and it looks like the game is leaning into everything that makes this franchise so deliciously disgusting.

Doom: The Dark Ages is a prequel to 2016's Doom and Doom Eternal, developed by series shepherd id Software. Its story will illuminate the origin of the Doom Slayer. Spoiler: He will slaughter a lot of demons.

It's possible this is the rumored Doom: Year Zero that was mentioned in leaked documents related to Microsoft's acquisition of Activision Blizzard. The leak happened in September 2023 and it outlined Bethesda's roadmap over the coming years as part of the Xbox Game Studios brand.


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/doom-the-dark-ages-hits-ps5-xbox-series-xs-and-pc-in-2025-172938801.html?src=rss

Here are the cozy games from Wholesome Direct that you can play right now

Break out your blankets and settle in, everyone. It’s time for the cozy games.

The latest Wholesome Direct showcase offers an hour-long celebration of innovation and coziness in indie development, featuring more than 30 meditative, calming and absolutely adorable experiences. Some of the titles are brand new, some are getting updates, many of them have demos, and others simply deserve time in the spotlight. One thing they all have in common is an inherent ability to warm your heart.

The entire Wholesome Direct 2024 showcase is worth watching. It’s packed with brilliant indie gems and brand-new trailers, and many of the featured titles already have demos available to download. Here, we’ve collected four games that came out today as surprise drops tied to the showcase: Kamaeru: A Frog Refuge, POOOOL, The Palace on the Hill and Tracks of Thought. I spent some time playing the first three games on this list and each one is lovely in its own way; I’ve left my thoughts with the game descriptions below.

Watch, read about and then play a bunch of cozy, wholesome games — that’s not a bad way to spend a Saturday. Or a summer.

This one’s for the players who can’t get enough of games like Neko Atsume and Usagi Shima, or for folks who just really love adorable amphibians. Kamaeru: A Frog Refuge is a farming sim about building and maintaining a protected space in the wetlands where wild frogs can thrive, and it gets much deeper than simply buying new poufs for the animals to sleep on. In Kamaeru, players have to dig out the wetlands, harvest ingredients to make jam and other treats for selling at the market, monitor their environmental impact, and purchase items to create an inviting space for all of their frog friends. Players are able to take photos of the frogs, feed them, name them and even breed them, mixing their colorways in a tic-tac-toe Punnett square.

Kamaeru is a relaxed, methodical and surprisingly deep experience that happens to be filled with cute and colorful frogs. It’s much more than a passive animal-observation game, and it takes a fair amount of grinding — but like, in a really cozy, froggy way — for the on-screen rewards to start rolling in. After about an hour of play, I feel like I’ve only scratched the surface of this game. 

Kamaeru is available now on Steam, itchi.io and Nintendo Switch, and it’s verified on Steam Deck. It's developed by Humble Reeds and published by Armor Games Studios.

Count 'em, that’s four Os. POOOOL is a sweet and simple game with infinite replayability, much like the stick-and-ball sport that inspired it. In POOOOL, players fling bouncy balls of various sizes around a contained rectangle, one at a time, in an attempt to make spheres of the same color touch. When two matching balls collide, they instantly combine into a bigger ball, which can then be combined with another of the same size, and so on. It’s kind of like Threes! but with colorful balls instead of numbers. Eventually, the globes reach their limit and they disappear with a pop, leaving plenty of room for new balls to spawn. The round ends and the score is tallied when there’s no more room for the spheres to be flung.

POOOOL is a lovely little physics simulator with a friendly art style and soothing, repeatable mechanics. This is a game that rewards strategy, but it’s also incredibly forgiving of mindless clicking and dragging, and both play styles result in a satisfyingly bouncy experience. Put it in your pile of games to play while killing time or pretending to get work done, and you’ll get plenty of use out of it. POOOOL comes from developer Noah King and publisher digimoss, and it’s available right now on Steam.

This is a special one. The Palace on the Hill is a thoughtful and robust slice-of-life game set in a fictional town in rural India in the 1990s, starring a young man who’s helping his family earn money over the summer. Players plant, tend to and sell their crops, they work shifts at the local tea shop, and they pick up odd jobs in town, getting to know the residents along the way. The young man is an aspiring artist, and he finds inspiration for new paintings around the village, sharing stories about the area’s past in beautiful watercolor vignettes. There’s a rich history here and plenty of things to do in each moment.

The Palace on the Hill is a sweet surprise of an adventure game, riveting, methodical and illuminating. The rural town where it takes place feels alive and its boundaries expand delicately as the game progresses. Each NPC has a distinct personality and a unique relationship with the protagonist, and their world quickly feels familiar, even as it remains filled with secrets. I heartily recommend this game.

The Palace on the Hill is available today on Steam, Xbox Series X/S, Xbox One, iOS and Android, and it’s verified on Steam Deck. It comes from indie studio Niku Games.

Tracks of Thought is a game about chatting, managing cards and solving mysteries, and it all takes place on a long-haul locomotive heading to an unknown destination. After passing through a strange tunnel, every passenger on the train forgets where they’re going, and it’s up to the protagonist, an amiable purple ladybug, to figure out what’s going on. The ladybug’s personality is shaped by the player’s interactions with other passengers, and conversations play out as card battles where the goal is to resolve conflict and help everyone get on the same page.

Tracks of Thought has a cartoony art style and a cast of cool, bug-like characters, and it seems to offer a clever blend of conversation and card battles. With today's showing, this game has been featured in a total of four Wholesome Directs (yes, that's nearly all of them), so it's especially great to see it out now on Steam and the Epic Games Store. Tracks of Thought comes from developer Tidbits Play and publisher Freedom Games.


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/here-are-the-cozy-games-from-wholesome-direct-that-you-can-play-right-now-170042994.html?src=rss

Possessor(s) is an eerily beautiful action sidescroller from Heart Machine

Heart Machine is working overtime. The studio is gearing up to release Hyper Light Breaker, a big ol' online adventure game, and it just revealed another title that's in development and due out soon: Possessor(s). It's scheduled to hit PC and consoles in 2025.

Possessor(s) is a twitchy action sidescroller set in a sci-fi city overrun by interdimensional horror. In its reveal trailer, it looks absolutely beautiful — demonic, dramatic and hyper-chromatic. 

Possessor(s) is set in a quarantined metropolis that's been invaded by otherworldly forces, featuring 3D backgrounds and hand-painted characters coated in a sickly VHS glow. Combat involves lots of melee with found objects, sliding down long corridors and swinging from a grappling hook, with more weapons unlocked and upgraded as the experience progresses. 

Possessor(s) stars the host, Luca, and her problematic counterpart, Rehm. In order to survive, they need to learn how to coexist, and together they're on a mission to discover the source of the catastrophe that destroyed this city. There's an open-ended narrative with multiple paths to travel down, and a roster of characters to meet, each new story of devastation illuminating the larger mystery. 

Every cutscene in the Possessor(s) announcement trailer could be a screensaver and combat looks super smooth. It's developed by Heart Machine 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/possessors-is-an-eerily-beautiful-action-sidescroller-from-heart-machine-003306696.html?src=rss

Phoenix Springs, possibly the prettiest detective game ever, arrives September 16

Phoenix Springs is a point-and-click detective game that looks like the cover of a mid-century sci-fi novel, and it’s due to go live on Steam on September 16.

Steeped in mystery and a vibrant neo-noir aesthetic, Phoenix Springs follows reporter Iris Dormer as she searches for her brother, Leo, in a mysterious community at the heart of a desert oasis. It’s a challenging puzzle game featuring voice acting and a minimal UI, and Iris’ inventory is designed to be filled with mental notes rather than physical objects, encouraging players to think in abstractions.

Visually, there’s no other game like Phoenix Springs. It mixes 2D and 3D animations, and it’s composed of hand-drawn scenes featuring heavy shadows and muted greens, with bright pops of yellow and red. The game looks old and new at the same time, and for puzzle fans, it’s one of the most intriguing titles coming out this year.

Phoenix Springs is developed and published by Calligram Studio, a four-person art collective based in London. Calligram launched a Kickstarter for the game in 2017 and successfully raised more than €10,000. Over the past seven years, Calligram has secured a handful of prestigious awards and nominations for Phoenix Springs, adding an extra touch of anticipation to today’s release-date announcement.


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/phoenix-springs-possibly-the-prettiest-detective-game-ever-arrives-september-16-235408369.html?src=rss

Arranger turns a slide puzzle into an adventure game this July

Arranger: A Role-Puzzling Adventure is due to hit PC, Switch, PlayStation 5 and mobile devices on July 25.

Arranger is an adventure game with a simple and disruptive conceit: The world exists on a grid of sliding tiles. Moving the main character, Jemma, slides the connected row or column of tiles with her, shifting the landscape as she travels. This mechanic turns walking into a puzzle and it forms the basis of the game’s spatial riddles.

Jemma is a misfit who’s venturing outside of her cozy home for the first time, discovering all of the amazing and terrifying things the wider world has to offer. The land is ruled by a strange, static force, and Jemma’s mission is to make the place loosen up (quite literally, it would seem).

Arranger is developed and published by indie studio Furniture & Mattress, which includes Braid artist David Hellman, Carto writer Nick Suttner, Per Aspera composer Tomas Batista and Ethereal developer Nicolás Recabarren. The mobile version of Arranger will be distributed through Netflix, meaning anyone with an active subscription should be able to play at no extra charge.


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/arranger-turns-a-slide-puzzle-into-an-adventure-game-this-july-232441365.html?src=rss

UFO 50, the latest game from the Spelunky team, will finally arrive September 18

And now for a game that’s actually 50 games — at least.

UFO 50, the latest project from Spelunky studio Mossmouth, is due to hit Steam on September 18, about six years after it was originally expected to launch. That’s merely an observation, not a criticism — UFO 50 is an ambitious project that offers 50 full, retro-styled games in a single package, and it’s all coming from a team of just six people.

In UFO 50 lore, UFO Soft was a game developer who was active between 1982 and 1990, peak NES and Genesis years. The games collected in UFO 50 feature recurring characters and sequels from UFO Soft’s fictional past, and they’re restricted in terms of color and audio, as if they had actually been developed for bygone hardware. Mossmouth is manifesting an alternate timeline of video game history here, and it looks like a ton of fun.

“The story of UFO 50 is that the games were all created in the ‘80s by a fictional company that was obscure but ahead of its time,” the game’s FAQ reads. “They're also connected by a unique 32-color palette and other restrictions we decided on to make them feel more authentic. (However, we don't force sprite flickering or slowdown, as we didn't feel that it would make the games more enjoyable.)”

Every game in UFO 50 is unlocked from the start, and the collection features a wide variety of genres, including platformers, RPGs, roguelites and shoot-em-ups. None of the titles are mini- or micro-games, and while they’re all done in an 8-bit aesthetic, their visual and mechanical styles evolve with the years. Every game is playable solo, and half of them include multiplayer elements.

All that said, I think Mossmouth is selling itself short by calling UFO 50 a collection of just 50 games. Sure, it includes 50 individual experiences inspired by classic games of the 1980s, but there’s also one huge, hidden title in the collection — UFO 50 itself. Don’t forget to factor that into your pricing deliberations, Mossmouth.


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/ufo-50-the-latest-game-from-the-spelunky-team-will-finally-arrive-september-18-231541214.html?src=rss