Pokémon Red and Blue became the source of countless urban legends and rumors when it first came to the States in 1998. Some stories were the typical school yard fare, whisperings among kids about the secret legendary Pokémon Mew hiding under a truck in Vermillion City, and theories about what happened to the father of Red, the protagonist. Some myths were eerier and more sinister. A handful of these magnificent tales are actually true, tales about a mysterious non-Pokémon Missingno and wacky ways to catch Mew. For those who have never played Pokémon, are simply don’t remember, Red and Blue house some of the greatest game glitches and exploits of all time. With Red, Blue, and Yellow coming to virtual console on the 27th, I figured what better time to share some game-changing glitches? Here is a little how and why concerning two specific glitches, the Missingno and Mew glitches.
The Missingno glitch is now one of the most infamous glitches in all of gaming. Missingno itself is a dual type bird/normal, glitch Pokémon. Eagle-eyed readers might have already noted that bird isn’t a type featured in Pokémon, leading many Missingno enthusiasts to believe that perhaps bird is a placeholder type, or was what eventually led to the real flying type. In terms of how bird type differs from flying type, it behaves exactly the same as normal type, essentially making Missingno normal/normal type. That’s not the only duality where Missingno is concerned. Missingno also has the move Water Gun twice! How great is that?
In terms of appearance, Missingno can look different to different people. Not that the sprite itself changes, but depending on the player character’s name, Missingno may take a different form. More on that later. The most common and iconic is the left-most sprite in the image below, a sprite that’s often referred to as Missingno’s normal form. Three of Missingno’s sprites are actually sprites from elsewhere in the game. The ghost-looking one is how ghost Pokémon are featured in Red and Blue before the player has acquired the Silph Scope. The other two are fossil versions of existing the Pokémon Aerodactyl (center-right) and Kabutops (far right). Not featured here is the Pokémon Yellow version of Missingno, as, while Missingno is in that game too, our favorite glitch Pokémon tends to be far more game breaking in Yellow, so I HIGHLY DISCOURAGE looking for Missingno there.
So how do you find Missingno? The easiest way to find the one and only bird type Pokémon is through the “old man glitch.” All you need is a Pokémon that knows the move Surf, a Pokémon that knows the move Fly, and to have visited Cinnabar Island, where the seventh gym is located. Begin by talking to the old man in the upper part of Viridian City who taught you how to catch Pokémon. He’ll teach you how to catch Pokémon once more, but hear him out. Then, fly to Cinnabar Island. Immediately walk to the eastern edge of the island and use Surf. Then, skim the eastern coast of the island without ever leaving the border separating land from sea. You’ll probably encounter all sorts of unexpected wild Pokémon with totally random levels. If you persist, you’ll eventually encounter the elusive and majestic Missingno.
Before any of that however, if you’re intent upon hunting Missingno this way, you should ensure your name is right. Remember how I said your name influences Missingno’s appearance? It may influence Missingno appearing at all! Using the “old man glitch,” if in the player’s name the third, fifth, or seventh character is the end-name marker, G, H, J, M, S, T, :, ], a, b, c, m, o, p, or v, normal Missingno should appear. Using the same glitch, if w is the third, fifth, or seventh character in the player’s name, Kabutops Fossil form should appear. An x in the same slots should cause Aerodactyl Fossil form to appear, and a y Ghost form. As a consequence of all of this, many people initially thought Missingno could appear in any game. The glitch was taught to me by my brother, whose character name was Mark. Being a four-letter name, the end-name marker was the fifth character, so he encountered normal Missingno. I named my character after myself. Spelled properly, Tim, or in all caps, TIM, both result in encountering normal Missingno. To ensure you encounter, and in the form you prefer, simply make sure your character name follows these criteria.
In case you are curious why the “old man glitch” works, the dumbed-down version is that the game is programmed to refer to Pokémon as specific variables, and in the code of the game these variables are stored as powers of two. With an odd 151 Pokémon, the game’s creators had to generate 105 excess variables to reach the first usable variable, 256, as that’s a power of two. Missingno, or “Missing Number” isn’t a Pokémon that was removed from the game, as many assumed, but instead one of many filler variables when the game can’t decipher what Pokémon a player should encounter. When would this occur? Well, when a player is taught how to catch a Pokémon, their name impermanently changes to “Old Man,” only to be restored to normal upon the next encounter. In the mean time, your original name gets stored alongside the Pokémon variable data. Consequently, when the player Surfs the eastern border of Cinnabar, which mysteriously lack pre-programmed encounters, the game fills in the gaps by using the players name, allowing them to encounter these excess Pokémon variables, including the Ghost sprite, Kabutops Fossil sprite, and Aerodactyl Fossil sprite which are saved there.
That’s the short version of why the “old man glitch” works, and where Missingno comes from, but that doesn’t answer why players actively seek Missingno out. Practically speaking, by catching Missingno and using it in battle, the item in sixth bag slot will be duplicated, increasing by 128 unless that number already exceeds 128. That means unlimited Master Balls, Rare Candies, you name it. On a far deeper level, I think encountering Missingno is fun because it is something that’s not supposed to be there, something exceedingly strange and potentially powerful, as Missingno can appear at levels that exceed 100. Plus, with so many urban legends surrounding Pokémon (see the link in the first paragraph), and three of Missingno’s sprites being dead things, it is perfect fodder for spooky, bizarre stories explaining an abnormal circumstance.
The “old man glitch” isn’t the only way to encounter Missingno, however. Another popular way is the “Mew glitch,” which players most often use as an easy way to obtain Mew in game. This glitch is less known overall, and if you haven’t ever heard of the glitch, it may be because, according to Bulbapedia, the glitch wasn’t recorded until 2003, five years after the games originally came out.
The glitch is relatively easy to execute. It merely requires a “long-range” trainer, one of the trainer’s who can see a player immediately as they enter the screen from a longer distance than most trainers, and a Pokémon with the move Teleport or Fly. The earliest point at which the glitch can be attempted is on Route Twenty-Four near Nugget Bridge, to the north of Cerulean City. It’s important to do this before you challenge the second gym, and being so early in the game, it requires Teleport, as Fly isn’t available yet. Luckily, Abra, whose only move is Teleport, can be found on the same route, twenty-four. To begin, clear the trainers on Nugget Bridge. Then, ensure the last Pokémon Center you used was Cerulean. Head back toward Nugget Bridge, and after the bridge is crossed, head west until you hit the nearby wall. Walking down a few paces will reveal the Jr. Trainer we’re about to utilize one step to the right, and a few steps down. You may want to save here, just in case something goes wrong. Head up several steps, then step to the right one step and travel down. As soon as your character is in line with the water, the Jr. Trainer will see you. As soon as you are level with the water, hit Start, select Abra, and Teleport. As you vanish, an exclamation point should appear above the trainer’s head. Don’t worry if you can’t use certain buttons – it’s simply because the game believes the player to be in a battle at this point. If you’re in search of Mew, head right of the Pokémon Center at Cerulean, to which you should have teleported to, to the gym just beside it, and battle the first trainer visible inside the gym. After beating this trainer, exit the gym and head to the north toward Nugget Bridge once more. Once on the bridge, the Start Menu will automatically open, and closing it will result in a battle with Mew.
The glitch is essentially tricking the game in to believing the player to be in a battle, a battle that the player escapes from, resulting in the game reading incorrect values that it anticipates to be there. For the glitch to work properly, another trainer must be battled, as that is what the game initially expected to happen. Consequently, nothing will happen if the player enters a battle with a wild Pokémon. By battling a different trainer, however, the game misreads values, borrows the Special stat value of the last Pokémon battled and replaces it with an index number, in the this case twenty-one, which corresponds to Mew. This is where the glitch gets fun, as battling different Pokémon after escaping the Jr. Trainer west of Nugget Bridge results in different wild Pokémon appearing typically at level seven, a result of the last Pokémon battled’s attack stage modifier. This can result in some humorous encounters, including some with fully evolved Pokémon at level seven, way earlier than they should be encountered. I highly recommend experimenting and battling random trainers to see what wild Pokémon you encounter.
To manipulate this, players can control the Special stat of one of their own Pokémon and then battle a ditto who’ll transform in to a copy of the player’s Pokémon, matching its Special stat with that of the player’s. This way, the player can encounter specific wild Pokémon with an index number than matches the Special Stat of a different Pokémon. By using a Pokémon with a special stat that exceeds 190, a player can encounter different glitch Pokémon, including Missingno in all of its forms, giving us another method to encounter our favorite glitch Pokémon.
Pokémon Red and Blue are phenomenal games, and no great game is complete without some equally great glitches. The Mew glitch gains players access to a mythical Pokémon only available via distribution otherwise, as well as some unexpectedly under-leveled Pokémon. The old man glitch, on the other hands, allows players to encounter the mysterious Missingno in levels that exceed previous limits. So, when Red and Blue come to the 3DS on the 27th, I sincerely hope you keep these glitches in mind as you train to be the very best, like no one ever was. What better way to prove your Poke-prowess than to catch all 151 original Pokémon and then some? Happy hunting, and a very happy Pokémon Day.
10 Years Later: ‘Mass Effect 2’ is An All-Time Sci-fi Classic
Mass Effect 2 didn’t just nail the formula for a successful sequel, it tied together one of the greatest science fiction tales ever.
Mass Effect launched in 2007 as the boldest science fiction project ever conceived for consoles. The complex mythology, history and the many alien races, each with their own political/religious beliefs offered a depth rarely seen in the medium. Only a game as ambitious as Mass Effect 2 could not only match the pedigree of such a massive project, but surpass it in every single way imaginable.
Released 3 years after the original, a full decade ago, Mass Effect 2 set the benchmark for not just sequels but for science fiction gaming as well. Few sequels are able to overcome the weaknesses of their predecessors with such perfect accuracy while also doubling down on what made them good in the first place.
The first task that fell to Bioware was to refine the combat. The original game had more of a strategic angle to it but that strategy meant the game was constantly stopping and starting, stuttering the action and ruining the flow of the game. By streamlining the combat into more of an action RPG experience (emphasis on action), Mass Effect 2 created a much better sense of tension in battle sequences. Aiming, using techniques and issuing orders also flowed more smoothly with these changes.
Another major change was the removal of the Mako, an exploratory rover the player drove around alien planets with. While a novel idea, the Mako often lead to aimless wandering as the player sought out resources on the many planets of Mass Effect. Instead of driving to their destination, players were now warped directly to the area they would be exploring. Resource collection was overhauled as a result.
While few players will talk about the thrill of spinning a globe around and aiming a reticle in order to collect resources in Mass Effect 2, the simple speed by which this process was streamlined offered a hefty margin of improvement over the original game. Resources that might have taken a half hour to collect in the first game could now be found in 1/10 of that time. Resource collection, while a vital part of the game, was never meant to be the time sink it was in the original Mass Effect, and by speeding up this process, Mass Effect 2 allowed players to get back to the meat of the game: doing missions and exploring the galaxy.
Of course, these aren’t necessarily the most significant changes that players will recall from their time with Mass Effect 2. The story and character roster were also expanded considerably from the first game, and these are without a doubt the biggest improvements that this sequel is able to mount.
While Mass Effect had seven playable characters, Mass Effect 2 expanded that to twelve. Not only was the amount of characters an improvement, though, the quality of the characters on offer was also much stronger this time around. A full nine new characters were introduced for players to utilize in combat, strategize with and get to know throughout the game. Among them were badass assassin Thane Krios, dangerous convict Jack, morally dubious Miranda Lawson, and hivemind robot Legion.
In fact, the cast of Mass Effect 2 is so good that it has rightfully become a benchmark for the creation of a compelling cast of characters in RPGs, and video games, in general. The sheer diversity on display in the looks, personalities and movesets allowed for the cast is awe-inspiring, and this is without even considering the trump card that Mass Effect 2 flashed throughout the experience of playing the game.
The monumental suicide mission to raid the Collectors’ base and save humanity is the impetus for the entire plot of Mass Effect 2, and the reason for which the player is recruiting the baddest mother fuckers from all over the galaxy in hopes of success. It isn’t just a suicide mission in name either, many, or even all, of the cast can die during the completion of this mission, adding a layer of suspense and finality to the final stage of Mass Effect 2 that few other games can match.
To this end, players were encouraged to get to know their crew through loyalty missions specific to each cast member. By undertaking these optional missions and completing them in a way that would impress or endear themselves to the character in question, players were able to ascertain the unquestioned respect and loyalty of that character, ensuring they wouldn’t go rogue during the final mission.
Still, even passing these prerequisites with flying colors wasn’t a guarantee for success. Players also had to pay attention to the strengths and weaknesses of the characters when assigning tasks and making split second decisions. Who you would leave to recon an area, repair a piece of equipment, or lock down a path, could make the difference as to who was going to survive the mission. Further complicating things, the characters you wanted to take with you to final branches of the mission might be the very people best suited for these earlier tasks.
Getting everyone out alive is a truly Machiavellian task, requiring either a guide or multiple playthroughs in order to get it precisely right. To that end, my feeling is that it’s better to go at it honestly the first time around, dealing with the requisite losses that this experience entails. After all, it isn’t really a suicide mission without a couple of casualties right? Even with all of my preparations and foresight, I lost Tali and Legion in the final mission, but for the fate of the human race, these losses were an acceptable cost.
Even outside the strength of this fantastic cast and the monumental undertaking of planning and executing this final mission, there were other key characters and elements introduced as well. The Illusive Man, voiced by the great Martin Sheen, emerged as a necessary evil, saving Commander Shepard from death but asking morally complex decisions to be made as the cost of doing business. The relationship with, and the choices the player makes, in regard to The Illusive Man have far reaching consequences for the remainder of the series, and as he emerged to become a primary antagonist in the final game of the trilogy, the considerations to be made were vast and insidious by their very definition.
With so many factors working in its favor, Mass Effect 2 is the rare game that is so perfectly designed that both its predecessor and sequel suffer by comparison as a result. While the improvements of ME2 make it hard to go back to the original game, the scope and ambition of an entire cast that could be alive or dead at the end of the journey also neutered the third game, causing many of the best characters in the trilogy to be excised from the final leg of the trip.
Truly, Mass Effect 2 isn’t just one of the greatest science fiction games of all time, but one of the best science fiction experiences in any medium, full stop. Like The Empire Strikes Back before it, Mass Effect 2 is the best exemplar of its universe and what makes it compelling and worthwhile in general.
PAX South 2020 Hands On: ‘Speaking Simulator,’ ‘Iron Danger,’ and ‘Wildermyth’
PAX South brought an extremely diverse lineup of games to San Antonio, and in this next roundup, it’s time to look at another diverse assortment of titles. These include Speaking Simulator, the surrealist take on the art of speaking, Wildermyth, a beautiful new RPG based on D&D, and Iron Danger, a surprisingly player-friendly take on roleplaying.
When asked why he was inspired to develop Speaking Simulator, the developer promptly responded, “I don’t know!” That was exactly what I felt while playing its demo at PAX. It left me mystified, amazed that it exists, overwhelmed by its complexity, and delighted with its absurdity. Speaking Simulator follows a highly advanced android tasked with assimilating into human society in order to gain world domination – and to do that, he’ll need to learn how to speak first. Players are thus tasked with controlling every aspect of this android’s face and guiding it through increasingly difficult social situations.
Speaking is an awkward art for many people (including myself), and Speaking Simulator is just that: awkward. You can control nearly every aspect of the android’s face. You can move its tongue with the left stick and its jaw with the right, while manipulating its facial expression, eyebrows, and more with other buttons. This leads to a delicate balancing act where complete control feels just barely out of reach so that you must always be alert and able to sufficiently direct your mechanical face.
During each conversation, you’ll have so many different moving parts to consider. You’ll have to follow prompts about where to move your tongue, how to adjust your mouth, how your face should look, and so on. The more complex the conversation, the trickier it is to speak. Scenarios during my demo included a date, a job interview, and the most normal social situation of all, speaking to a man while he’s using the toilet. And of course, if you don’t perform adequately in these conversations, then your face will start to explode – which is only natural for awkward conversations, after all.
Speaking Simulator is the definition of controlled chaos. It shows just how difficult it really is to be a human – controlling the face alone was far more than I could handle, as my frequent face explosions during my demo showed me. Playing Speaking Simulator was an equally hilarious and surreal experience, one that I can’t wait to experience in full when it releases on Switch and PC at the end of January.
Iron Danger was one of my biggest surprises at PAX South. When I arrived at the Daedalic Entertainment booth for my appointment with Iron Danger, I didn’t expect to enjoy it half as much as I did. As a western-styled, point and click RPG, Iron Danger was outside my comfort zone. Yet the game is explicitly designed for players like me, who can feel intimidated by the immense amount of strategies and decisions that the genre requires. This is thanks to its core mechanic: time reversal. Perhaps this mechanic isn’t entirely unheard of in RPGs (Fire Emblem: Three Houses comes to mind as a recent example), but the way it’s implemented in Iron Danger makes all the difference.
It begins simply enough for an RPG. Your village is under attack, and as you attempt to escape to safety, you have the misfortune of dying. But death is only the beginning: just as you fall, a mysterious being blesses you with the ability to rewind time at any moment you’d like. That means that if you ever make a wrong move during combat, then you can reverse that decision and try something else. Time is divided up into “heartbeats,” which are measured in a bar at the bottom of the screen. If you want to go back in time, simply click on a previous heartbeat. There’s no limit on how often you can use this ability: battles become a process of trial and error, of slowly rewinding and progressing as you discover what works. If you end up walking into an enemy trap, simply click back to the heartbeat before the ambush, and try a different strategy.
Iron Danger takes the stress out of roleplaying. RPGs are all about making decisions, and typically, making the wrong decision comes at a high price. But thanks to the time-reversal mechanic, Iron Dungeon gives you the room to experiment without consequence. As the developers at the booth explained to me, the ability to undo your actions turns Iron Danger into more of a puzzle game than an RPG. It’s all about evaluating your situation, the abilities at your disposal, the locations and actions of different enemies, and so on. And if everything goes wrong, then there’s nothing to worry about.
That doesn’t mean that Iron Danger will be too easy, however. Current indications point to the opposite. After I played through the tutorial, the developers took over and showed me an advanced, extremely complex level from later in the game, filled with deadly enemies and dynamic environments to consider, with fields that can catch on fire and explosive barrels to throw at enemies. You’ll have to constantly skip forward and backward in time only to survive. This combination of player-friendly mechanics and hardcore roleplaying combat is an exciting mix, extremely appealing for someone like myself who loves RPGs but doesn’t enjoy the stress that often comes with them.
In addition to video games, PAX South also had a substantial portion of the exhibit hall devoted to tabletop games – including, of course, Dungeons and Dragons. But if you wanted to experience D&D-style action without leaving the video game section of the expo, then Wildermyth perfectly fit the bill.
This new RPG is a hybrid between DnD storytelling and worldbuilding with XCOM-esque combat. Like D&D, it allows players to forge their own adventures and stories. Decisions during story events can impact everything from the way the larger story plays out to the weapons your character can use in each battle. Story sequences play out randomly, with events occurring differently depending on which enemies you’ve faced, which characters are in your party, which regions you’ve explored, and so on. It’s an extremely variable story, but with such adaptable writing, each story sequence feels natural, despite its apparent randomness. Instead, it should encourage replayability, to experience every possible story beat there is.
Combat plays out in a grid-based strategy style, similar to games like XCOM. Each character is decked out with unique abilities of their own, and can interact with their environment dynamically. My favorite ability to experiment with was with the mage character, who can imbue environmental objects with magical abilities, such as attacking enemies who get close or inhibiting nearby enemies with status debuffs. I loved exploiting my surroundings and constructing the best strategies during my demo, and cleverly using special abilities like these will likely be key to strategically mastering combat later in the full game.
Like so many other games at PAX, Wildermyth also boasts of a visually distinct art style. The entire game is framed as a storybook; narrative sequences play out in comic book-like illustrations, and environments and characters consist of flat paper cut-outs in 3D surroundings. Pair this with a muted color palette and a simple, hand-drawn style, and Wildermyth has a quaint, comfortable art style that really supports the fairytale feel of the whole game. Currently available on Steam Early Access, the full game is set to release later this year.
Indie Games Spotlight – Pastels, Parenting, and Pedestrians
Check out five of the most creative and compelling upcoming indies in the second Indie Games Spotlight of 2020.
Indie Games Spotlight is Goomba Stomp’s bi-weekly column that shines a light on some of the most promising new and upcoming independent titles. Though 2020 is already scheduled to have several of the most anticipated indie releases of the last few years, this time we’re going to focus on games coming out in the immediate future. From vibrant brawlers to daughter raising simulators, you’re bound to find something that tickles your fancy in the coming weeks.
Be John Wick for a Day in Super Crush KO
The neon-tinged shoot ’em up Graceful Explosion Machine quickly became one of the best indies on the Switch in 2017. Almost three years later, the same crew at Vortex Pop is back again with Super Crush KO, a fast-paced brawler set in a vibrant, near-future city. Despite the change in genre, however, it’s clear that Vortex Pop haven’t lost their design sensibilities in the slightest.
Super Crush KO plops players into a pastel world full of evil robots and cat-stealing aliens. Such is the situation of protagonist Karen when she’s rudely awoken to find her fluffy, white-furred pal catnapped. Thus, she embarks on a mission to punch, kick, juggle, and shoot anyone trying to keep her from her feline friend. Just like with Graceful Explosion Machine, the goal here is to clear levels with style, rack up high scores, and climb the leaderboards to compete with players around the world. Super Crush KO is out now for Switch and PC.
LUNA: The Shadow Dust Rekindles Lost Memories
Luna: The Shadow Dust is an absolutely stunning, hand-drawn adventure that follows the quest of a young boy who must restore light and balance to an eerie, enchanted world. This lovingly crafted point-and-click puzzle game originally began as a Kickstarter and is finally seeing the light of day after four long years of development.
Beyond its frame-by-frame character animation and appealing aesthetics, LUNA also promises to offer all manner of environmental puzzles to keep players engaged. Control will be split between the boy and his mysterious companion as the two gradually forge a bond and try to uncover the boy’s lost memories. With emphasis placed on emergent storytelling and atmospheric mastery, LUNA should be well worth investigating when it releases on February 13th for PC. Don’t miss trying out the free demo either!
Georifters – An Earth-Shattering Party Game
Genuinely entertaining party games are shockingly hard to come by in a post-Wii world. Georifters looks to fill that gap by offering a multiplayer-centric platformer centered around spontaneous terrain deformation. Players will be able to push, flip, twist or turn the terrain to overcome challenges and battle competitors in hundreds of stages in single-player, co-op and four-player multiplayer modes.
Of course, multiplayer will be where most of the fun is had here. Each character boasts a unique terrain-altering ability to help them attain the coveted crystal in every match. This makes character selection a serious consideration when planning a winning strategy against friends. To drive this point home even further, there will even be dozens of unique themed skins for players to customize their favorites with. Just like the original Mario Party titles, get ready to ruin friendships the old fashioned way when Georifters launches on all platforms February 20th.
Master Parenting in Ciel Fledge: A Daughter Raising Simulator
To say the simulation genre is ripe with creativity would be a massive understatement. Ciel Fledge: A Daughter Raising Simulator takes the Football Manager approach of letting players manage and schedule nearly every aspect of their daughter’s life; classes, hobbies, time spent with friends, you name it. The week then flies by and players get to see how their decisions play out over the weeks, months and years that follow. To keep things engaging, extracurricular activities and school tests are taken via a fascinating blend of match-three puzzles and card-based gameplay.
Just like in Fire Emblem: Three Houses, it’s easy to imagine the strong bonds that’ll form after investing so much time and energy into Ciel’s growth into an adult. Better yet, Ciel Fledge is filled out by what Sudio Namaapa calls “a cast of lovable characters” for Ciel to befriend, learn from, and grow up with. Prepare to raise the daughter you always wanted when Ciel Fledge: A Daughter Raising Simulator releases on February 21st for Switch and PC.
The Pedestrian – Forge Your Own Path
The Pedestrian puts players in the shoes of the ever-recognizable stick figure plastered on public signs the world over. From within the world of the public sign system, players will have to use nodes to rearrange and connect signs to progress through buildings and the world at large.
The Pedestrian is a 2.5D side scrolling puzzle platformer, but the real draw here is the puzzle aspect. The core platforming mechanics are on the simpler side; players can jump and interact with different moving platforms, ladders, and the occasional bouncy surface. The possibilities of where this novel concept can go will all depend on how inventive the types of signs players can navigate will be. The character is also surprisingly charming; it’s inherently fun to guide the little pedestrian man through buildings and environments he wouldn’t normally find himself in.
Whether you’re a puzzle fan or simply appreciate the aesthetics, be sure to look out for the full journey when The Pedestrian launches on PC January 29th. Get an idea of what to expect by trying out the free demo too!
10 Years Later: ‘Mass Effect 2’ is An All-Time Sci-fi Classic
PAX South 2020 Hands On: ‘Speaking Simulator,’ ‘Iron Danger,’ and ‘Wildermyth’
Worlds Collide: NXT vs NXT UK— Another Truly Great PPV
Reviewing the Oscar-Nominated Documentary Shorts
Indie Games Spotlight – Pastels, Parenting, and Pedestrians
NXpress Nintendo Podcast #190: The Mount Rushmore of Nintendo
Sam Mendes Creates a Rare Cinematic Experience with ‘1917’
‘Color Out of Space’ is Pure Cosmic Horror
My Love/Hate Affair With ‘Star Trek’
Kingdom Hearts: Chain of Memories – The Best (and Only) Card-Based Action RPG on the GBA
Let’s Remember Why ‘Tremors’ is a Beloved Cult Hit
Sometimes Games Aren’t Supposed to be Fun
NXT UK TakeOver: Blackpool: A Brilliant Start to 2020
Greatest Royal Rumble Matches: Kurt Angle vs. Chris Benoit
- Games2 weeks ago
Bitores Mendez Teaches You the Politics of Pain in ‘Resident Evil 4’
- Games4 weeks ago
The Best Games of the 2010s
- Fantasia Film Festival2 weeks ago
‘Harpoon’ — A Nasty Thriller that Mostly Hits the Target
- Anime4 weeks ago
The Best Anime of the Decade (Ranks 25-1)
- Sordid Cinema3 weeks ago
The History of The Grudge: The Beginning of the Curse
- Festival du Nouveau Cinema3 days ago
‘Color Out of Space’ is Pure Cosmic Horror
- TV3 weeks ago
20 Years Later and How ‘Malcolm in the Middle’ Revolutionized the Sitcom
- Anime4 weeks ago
The Best Anime of the Decade (Ranks 50-26)