Interview: Leland Hedges

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It’s not a surprise that VR is one of the biggest growing markets for gaming, productivity and entertainment. While it got off to a slow start, companies like PICO are setting the standard when it comes to affordability vs product quality and spec. If you don’t believe me, check out my review of their latest consumer headset, the PICO 4.

I sat down with Leland Hedges, the EMEA General Manager for PICO XR, to talk about the company, his path into VR, the VR landscape, and of course, my favourite headset, the PICO 4!

How did you get into VR, and what was your first experience in that world?

I have to go back more than ten years, so I was really lucky. I moved to the Bay Area because I’d visited there for work a couple of times and decided to live in Silicon Valley. I am a tech guy, and I’d applied for all kinds of jobs after grad school, and one of them was a PlayStation, but it was right in the middle of PS3. The company wasn’t hiring as things weren’t going great, but I got my foot in the door. It was either that or Zynga, and I kicked myself for a long time because Zynga financially probably would have been better!

I was at PlayStation for a long, long time in marketing, and I would work on new product initiatives, things like Vita, PlayStation Move. Then my boss turned to me in 2012 and said, ‘hey, we’re going over the building next door on the campus to the R&D lab. You’re you get to check something out. What do you think? I want to see what you think.’ It was the very first playable version of Morpheus, which became PSVR. It wasn’t even running on PlayStation hardware but on a PC. None of the controllers were mapped. I was using a PlayStation controller. So, I played with Morpheus, and around the same time, there was a Kickstarter for Oculus, and there were meetups all over the place.

So, I started going to all the meetups and just got super into VR. I was a big advocate of PlayStation going to them. The first time Palmer Luckey tried Morpheus, PSVR was at the Silicon Valley VR meet-up, and a couple of guys and I were like, we must go to this. And we sponsored a lot of early stuff around GDC and were there to announce the product. But anyway, PlayStation chose not to launch at the same time as HTC and Oculus. I was like, I have to get into VR and work in VR now. I had done almost ten years of PlayStation. So, I said, okay, I’m going to go and do my own content play in VR. I ran a VR content company for a while and then after that finished, unceremoniously, as you know, most start-ups don’t work. A bunch of people who had worked at PlayStation were now working at PICO, and some of them I hung out with. The guy who designed PSVR is the main designer at PICO, and he said, ‘you’re unemployed; it’s time for you to get back and do something. PICO is a hardware company; come and check it out’. So I joined PICO over five years ago and moved to Europe to open up the business here. We’ve now been able to expand outside of Asia following the ByteDance acquisition a year ago. So, I now run the consumer side of the business for PICO in Europe.

You say that the designer on PSVR is the same for PICO; when I first opened the PICO box, I couldn’t help but notice similar design language.

Yeah. I mean, there’s a lot of shared DNA. But we reference our experience at PlayStation when we think about things like community or when we talk about content, we think about how to build an ecosystem or a platform.

You can see that ethos through the PICO platform, which is about building an ecosystem and an all-encompassing environment, and it’s an outstanding experience for the user. So, you’re talking about how you’ve expanded now that the brand has moved out of Asia. What’s the outlook for PICO now that you’ve made that move? What’s the next step?

I mean, the key thing you saw with Calvin Harris. We’ve been running lots; for instance, we were the exclusive VR platform in China over the World Cup. We also showed some games in Japan, which are global events. We have a sister company with TikTok, which is also a big player in culture, music, and entertainment, so we are finding ways to broaden VR outside of gaming and create a very rich platform. We also want a very rich platform for gaming, and we have over 250 applications, over 200 of which are gaming. If you do the side-by-side with Oculus, 80% of the top-rated Oculus are either already on PICO or announced for PICO. Anything that isn’t exclusive, we’re actively in the process of negotiating, or we have it already.

Are you finding that more developers are now developing for Oculus and PICO?

Yeah, I think that developers realise that they should support multiple platforms. There was only one key platform for a long time. You can look at the launch Line-Up and the 30 games on PSVR; more than 50% of those are also on PICO. So, there is finally some healthy competition and good platforms for developers. You’ve got PICO, and you’ve got a handful of these other companies that we’ve talked about.

So, of course, the Calvin Harris event was huge. Are there any similar events you can talk about? Are these sorts of events something PICO wants to explore further?

In the same week as Calvin Harris, we had two other concerts. In the ten days around New Year, we had our J-Pop event, and that was not avatar. It was done in 360 capture. You go back and watch it in the PICO Video app. Then Of Room is another avatar-based music platform. They had a concert which was three artists and an hour-long show. We have more concerts planned, but we also have several other events, not just music. We’re also trying to do partnerships around sports and stand-up comedians. We’ll be announcing a lot of stuff in February and March. We generally only promote it a week or two in advance. For sure, there will be more J-Pop. There will be more from Wave. There’ll be stand-up. There’ll be sports. There might be partnerships with other types of entertainment properties that TikTok has partnerships with. You can watch your TikToks already in PICO Video. Every weekend we do live events that are much smaller, just individuals in their room doing beatbox or playing the guitar. The PICO Video app has more than 600 pieces of free content. We’re running weekly live events ranging from Calvin Harris at the top down to Karen, a lady with four people watching her livestream from her bedroom or kitchen.

That’s cool. You’re covering a broad spectrum and doing more diverse things with VR. What do you think is next on the VR landscape that people should be excited about beyond gaming?

I mean, I think we talked about in our announcement a couple of things that we haven’t touched on yet. The overall topic of wellness, mental health, and fitness. I have these four long years of doing VR in Enterprise. And one of the critical verticals there is medical, and VR is clinically proven to help treat things like phobias or help with pain management. It’s a promising technology for meditation and mindfulness. So, bringing some of those applications that started in a professional Enterprise space and working with them to figure out if they can launch consumer-oriented initiatives. Les Mills, for example, announced a new update to the application for new exercises. We will be showing some demos and prototypes at MWC. So, a fitness tracker, some more mixed reality stuff that we’re working on.

I was surprised how effective something like Les Mills was as an alternative to going to the gym as a form of cardio. It is fantastic that you can blend those worlds, a gaming device, with something that has other benefits like health, fitness, well-being, and mental health.

You just said world merging worlds, PICO Worlds. We have a closed beta in China. So, a social area. While it’s an area going through a bit of a flux, you have what happened to poor Altspace. Altspace was probably the first social environment I ever tried as a user. PICO Worlds will allow for environments for people to hang out that are persistent and fun.

With the recent wave of hardware announcements, we’ve seen, and rumours from companies like Apple looking to get into the VR market, with eye-watering costs, and I know you can’t speak to other platforms’ strategies, do you think that that this kind of upward trend is going to be prohibitive to making VR more accessible, especially currently where it’s still considered very much a niche thing?

I think I can say that our position in the market and how we chose to go after the market is not only exclusively about the consumer business, but our Enterprise products, and our targeting that sweet spot of price and performance. So, you know, even our PICO 4 Enterprise, our premium version of the PICO 4, is under €1,000. And then you look at the price points that other hardware targets for a consumer device, and it’s a lot. So yeah, we think the consumer price point we like is between €400 and €500. We also believe that offering these Enterprise devices at various prices is essential. Price is a key component of how people perceive technology and its value. So, for us, we are obviously a technology company, but a technology company that maintains a very strong cost and price ethic.

The PICO 4 is exceptional value for the hardware that’s inside. I wonder if you could talk about the development of PICO 4, the standout features people wouldn’t necessarily know from reading a review or doing their research.

Yeah, definitely! I will start with a totally nitpicky quality-of-life thing, but the controllers are a massive upgrade because they don’t occlude each other. The texture, grip, and button placements are great, and the weight is excellent. Also, there’s a specific compartment for your batteries that locks them into place, so your batteries don’t disconnect during intense gameplay. The controller is a well-thought-through, well-designed piece of hardware that solves some long-standing challenges. You can tell some people are entering the consumer market for the first time, and they’re sticking with the ring-on-top designs, which is kind of still the standard. But, once you get used to the PICO 4 controllers, I think you look at those older designs as outdated. Number two is obviously the pancake optics. We showed a prototype of pancake optics back at CES 2020. They were called PICO Glasses at the time. We’ve been working on pancake lenses for a long time to get the quality and price to manufacture them at scale. So that was a huge technological challenge we had to solve. And the market is in this transition phase where you have even new headsets that are still releasing with the older Fresnel lenses, and you have the high price point for the ones that do have pancake lenses. Then you have PCIO 4, sitting at this very attractive price point with this cutting-edge technology. That leads to every other design decision. You can shrink the total volume of the headset by about 30% and reduce the weight by 30%. You wear the headset, hold it on the strap, do the neutral weight thing, and it’s so well balanced. And obviously, the front of the headset is much smaller because of the pancake lenses. We’ve got one of the largest batteries on the market. The spatial audio is also great. It’s a really good headset, especially for the price.

I agree; the balance in the PICO 4 is phenomenal. Were those quality-of-life things like the way the strap works, the balance by putting the battery in the back and the pancake lenses high on the priority list?

We’re lucky to have been in the market since 2015, so this is not our first headset. We’ve made seven headsets, so we’ve made many design improvements because we’ve gone through the process of designing and releasing headsets. So you get better at it each time you make one. You look at the previous model, and you go, I wish we’d done things like the straps or the material choices or having the semi-rigid band looking that way.

One of the things I personally want to thank you for is magnets! The single best quality-of-life feature on a VR headset is the magnets. Because not only is it easy to swap things out, but as a glasses user, it’s so easy to attach prescription lens add-ons. What made you think to include magnets as it’s uncommon?

As you notice, once you realise you can do it, and it works reliably, and you know you must test, just because somebody else did it, and it looked cool doesn’t mean it will work. But in this case, I think we saw it in the past, and it was definitely included in the headset design from early on.

What do you hope to see in the VR landscape overall and for PICO in the next five years?

Five years is a long time, but there’s some obvious iterative design stuff with pancake lenses in the short run. Unfortunately, battery is not a tech that makes major improvements quickly, but the processing and the image and, therefore, the weight of it can continue to be refined and reduced. So, you’re going to get a little bit more power; you’re going to get a brighter, clearer display. Then if you go beyond one or two versions of the product into the murkier future, for the headsets that will be personal, you’re going to imagine taking them with you. They need some more permanent access to the Internet. And so there, I really hope that within the five-year horizon that you mentioned, we can do deals with operators to either make tethering between your phone and the headset work really well or even add some network technology to the headset.

Having persistent Internet as the devices get smaller as they start, I mean, I already carry this in my backpack, but the next phase is, how can you carry it or parts of it in your pocket? Or you wear it. So, I think in the short run, we are working with key technologies from the world of phones and silicon and PC, which are like the processors every year or to get better displays every year. Unfortunately, the battery doesn’t get better, so you’ll see more powerful devices with better image quality that are lighter. However, you’ll still be stuck with this 1-to-2-hour play session unless you want to do it at home, plugging it into a permanent power source.

You mentioned battery life. Do you think that is the biggest challenge faced in the VR landscape, or what other challenges do you think VR, and PICO specifically, will be looking at?

On the hardware side, I would say the battery is the most frustrating component because there isn’t something I can tell you like, hey, all batteries are going to move to this new lithium something, something, and they’re going to work ten times better. That’s not the main issue for VR, however. The main problem for VR comes back to what we discussed at the beginning, which is content and convincing the companies and people and entities that own real-world live events, and also people who are making interactive entertainment and people even who are making office productivity and all the different applications that exist on your PCs or your phones, on your TV—working with them to come up with the most authentic way of having that same experience but in an XR product.

We didn’t touch at all on AR. But if you’re in a stadium and wearing an AR product, how can you enhance that experience, for example? Or, if you’re watching a live event, what are some intrinsic advantages of the hardware? Hypothetically, you and all your friends could go down on the field or pick any seat to watch from. Or the same thing with a concert, like with the K-Pop concert we just had, if you wanted to, you could be in the front row, right? You have a fixed number of people who have that front-row seat. There shouldn’t be that in VR. There doesn’t need to be that limitation. Thousands, millions, and infinite numbers of people can attend these events from home and sit wherever they want.

On the content side, I also want to see some bigger game developers get back into VR. We did our partnership with Ubisoft to bring Just Dance, which is one of the most famous IPs in the traditional console space, to VR. Some examples of traditional IPs are coming to VR, but we want to hopefully accelerate that trend or help push that trend so that you can play franchises. I really like that we’re starting to see the number two or number three of VR titles because you can see that they’re building franchises. It’s a story, and it’s obviously good for the users to know that there is this ongoing investment.

Interview: Katy Bentz

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Every so often comes along a game franchise that means so much to so many. Life is Strange is definitely one of them, and I was lucky enough to sit down with voice actor and Twitch star Katy Bentz to talk about Life Is Strange, voice acting and the wonderful world of Twitch.

Joanna DeGeneres Photography as seen on https://shoutoutla.com

What got you into voice acting?

So, I kind of fell into voice acting. I feel like everybody has a different story of how they got involved in voice acting, and there’s never a true path, you know? There’s not a recipe to follow. I moved out to Los Angeles back in 2016, and I was auditioning and submitting for a bunch of different acting projects. I happened to self-submit for Before The Storm, and I didn’t know it at the time; then I got an audition to go in for this video game, and I was telling my best friends, who are super into video games at the time, I was like, guys! I just got an audition for a video game. Then I got a callback for it, then I got cast in it, and I was like, this is so cool. I got cast in a video game, that sounds cool! At that time, I didn’t really play many video games. I wasn’t a Twitch streamer yet, so it was all very new and fresh, and it seemed, as I said, really cool. I was still doing a lot of different on-camera acting and commercial acting. Then I was asked to reprise my role, it just snowballed from there. I’m really grateful to have a lot of projects happening right now in the voiceover world, and that’s where I want to be. There’s a lot of projects coming out soon, so I’m excited about it.

What attracted you to that role the more you found out about the character?

Oh, my gosh. Well, I found out more and more about her as I reprised her in True Colors. And she’s such a down-to-earth, really connecting character for a lot of people. I feel like a lot of people can connect to her in some way because there’s so many things about her; it’s not just this one thing. I think that’s what I found special about her. And she’s just so fun to play. I feel like she has parts of me, and then there are parts of her that I aspire to be. I’ve just finished doing the audiobook for The Life is Strange Steph’s Story audiobook. Oh my gosh, there’s so much more about her. I cannot wait for people to learn about her.

How much did you get to influence the direction they went in with Steph, or was it all laid out for you?

They would already have the script written. So it was, you know, pretty laid out for me. But the thing with the writers at Deck Nine is that as they work with an actor more and more, they tend to write for that actor, and they tend to write for the strengths of that actor because they know how well the actor is going to perform a certain character or a certain scene. They’re really talented, and so as I kept coming back for Steph, it was like, oh, this is so easy. I can slip right into this character. The words on the paper were so easy to bring to life. A lot of the time, as actors, we get scripts that are just like, what is this? This is nothing you would ever say in real life. It doesn’t flow right. But with Deck Nine, the writing felt natural and what somebody would say in real life. But of course, if there was something that didn’t make sense to me or I didn’t think Steph would say this, or this is feeling weird for me to say they were so open and ready to hear.

You’ve played the Life is Strange Games, among many others, but what’s it like hearing yourself when you get to the cutscenes you’ve recorded; like the first time we met Steph in that awesome D&D game?

It was cool; I was fangirling over it! When I played Before the Storm for the first time, I was like, this is so cool! I’m in a video game, and I’m playing this character who’s interacting with my character. It was just this medium that I had never experienced before, and I didn’t really know was a possibility as an actor. It is just so cool to hear your voice in a game. I love it!

Steph Gingrich – Life is Strange

So how did recording the voiceover for a game, which is branching in its narrative with choices compare to something more linear like theatre or film?

It’s interesting. Especially when I did True Colors because you’d come in and it would be a couple of different scripts, and the script itself was so hard to read because you had to get used to it. You had to figure it out because it would be like, if this happens, then this happens and if that happens that it doesn’t happen, then this happens and it’s just – oh my gosh! And so constantly the performance director was having to make sure, for example, that what we were recording now was what happens if A and B don’t happen. So, he would make sure to always put us where we needed to be in our brain because it was so confusing. I don’t know how he followed it! It was difficult! Definitely very different from linear film or commercials or anything like that.

Was it kind of weird to be kind of recording dialogue in a happy tone and then have to record the same scene but then in a completely different tone based on what that interaction was?

No, not really for me, I’m able to jump into different emotions pretty quickly and jump back out of them quickly. It it’s kind of funny though, you’re doing a happy scene, and all of a sudden, you have to switch to do something completely sad and people on set are like, how does that person do that, are they okay?

What’s your favourite Steph moment?

I always say this, and I feel like it’s a copout because I always say it, but it’s so true. It’s the rooftop scene. I don’t know. She’s just so vulnerable. And, you know, she’s speaking to herself, and she’s also speaking to Alex, and she’s wanting Alex to think about her. I think it’s a vulnerable moment and a pretty scene. I love that scene. It was fun to record as well.

How, how did you feel then, when you got that call to say, come back for True Colors?

I believe it was like October of 2018, and I got an email, and I woke up the next morning; I read my email, and it asked me to reprise the role of Steph. I screamed in my bed. I called my mom. I was like, Yes, yes, I’m so excited! And then I had to keep it quiet for like two and a half years. It was wild.

How did you manage that?

It was so hard because I would do driving streams because I was driving during the pandemic to go and record. I went to Colorado so many times. I lied to my entire community and said that I was going to Kansas just so it didn’t look weird that I kept going towards where Colorado was. If they knew I was going to Colorado 20 times a year, they would know what was going on. So, I just lied to them. I just pretended the possibility of Steph ever coming back in a game was not going to happen because people were coming to my channel all the time and would be like, we want Steph in a new game. And I was like, yeah, me too!

So now, if you do any driving streams where you say you’re driving to Kansas, we know there’s another game.

My gosh. They literally give me shit all the time! Like I hear Kansas twice a month, you know, like I hear all the time.

What were your fondest memories from working on Before The Storm and then True Colors?

Being in a voiceover booth for Before The Storm as that was the first time I ever did that. I think that that was definitely very fun for me. Meeting the fandom, I think was awesome for me as well, just meeting all the fans of this game and seeing just how powerful this game is for a lot of people was really, really cool and humbling. Then from True Colors, just being on the set and being able to do performance capture was one of the coolest things ever. I can’t wait until I can do performance capture again. That was just such a unique opportunity.

And how weird is it as a performer to do that kind of performance capture?

I mean, for me, it was just fun. It was a comfy suit. I liked it. The one thing you have to get used to is just your helmet. You’ve got this thing, you know, extending out of your face. If you turn around, you might smack somebody, or you might smack a door. I’ve done that a couple of times! You know, it’s just like, oh, we’ve got to redo that again, or we bump heads with each other. So, it’s just about spatial awareness.

Life is Strange, as a franchise, has some really hard-hitting themes, running throughout with mental health and identity. How important do you think it is that more games touch upon these real-life subjects?

I think it’s definitely very, very, very important. And I love that the franchise has developed this pathway of these types of games. I feel like you’re seeing more and more of that come out. I think video games are so much more hard-hitting, and they’re able to connect with people more because you’re playing the game. You’re literally within the world. We can watch a movie, and we can watch TV, and escape. If we’re talking in terms of escapism, video games are the number one thing to escape into because you literally are playing a character, you’re becoming this character, and you’re in the world around them. You’re connecting with their friends. The people that they connect with. And so it just makes the themes of the story much more real for people. It helps them like it’s insane to see how many people have been helped by the Life Is Strange franchise. I mean, I see it every single day. It’s incredible. Somebody feels represented and is able to see themselves in a game and is able to experience something, maybe they can’t experience their life, but they can experience it through this character and through these other characters in this world.

So, of course, Steph’s story wasn’t done with True Colors because of the DLC as well. How did you prepare for the Wavelength DLC and, more importantly, her survivor’s guilt?

I’m not a method actor. I just kind of dial in. It’s just about dialing into the emotion. I feel like that’s what really works for me. Like, whatever emotion I’m supposed to get into, like if I’m excited, just getting really frickin’ pumped and if I’m about to play a really sad moment, just sitting there and letting sadness fall over me.

So, are you driving to Kansas currently?

No! I wish I was. I wish I was. I wish I was driving to Kansas. I really do.

Do you think that Steph could quite easily now be the main character in the next instalment?

I don’t know. A part of me almost feels like they’re done, you know. She had her DLC. She’s got this amazing book. I could see her coming back as a cameo; I don’t know. I want her back at any point. I want her back so bad, and she’s come back so many times. I’m like, can she come back again?

Steph’s Story. The first prose novel in the franchise – what can you tell us about it and your experiences recording an audiobook?

This is Steph’s journey between Before The Storm and True Colors. We’re able, as readers, or listeners, to hear what she went through. It’s insane. I feel like people are going to read this book or listen to the audiobook and then play the game again, knowing just everything that’s going on in Steph’s mind. It’s like you’re reading a journal entry in one of the games, and you get to see what she’s gone through. She’s got a lot of sadness. She’s got a lot of trauma from Before The Storm that has been held up within her. It’s making it difficult for her to grow relationships and garner them. We get to see that journey when she dates Izzy, and it’s a really cool journey.

Being able to do the audiobook versus doing the game is very different. So, the writing is very, very different. That was something that I had to get used to because it’s a book, it’s a novel, It’s a completely different kind of writing. It still feels like Life Is Strange, but that was something that I had to get used to. Eventually, after a couple of pages, I fell right into it and made a home for it in my voice. And it felt very natural. It was exciting for me to read it like that. Then doing the audiobook itself, you’re just reading until you mess up. So it’s just very different, but I’m glad that I had that opportunity, and I hope I can do more audiobooks in the future.

As I’m reading the audiobook, like recording it, I’m just thinking in my head, oh my gosh, this is what she was thinking, you know, the entire time. It just gives us so much more.

What got you into live streaming on Twitch?

Before The Storm. Once the game came out, I was introduced to Twitch, and I didn’t know what it was. I didn’t know what was going on. And I just went live in my kitchen from my laptop and it just snowballed from there. I’ve been doing it for six years now.

And what is the life of a streamer like?

It is exhausting! I think a lot of people look at it, and now people realise that it’s a lot because a lot of streamers talk about how exhausting it is. But I think sometimes people just are like, oh, you sit there and play video games, or you just sit at a computer and talk to people on the Internet, and it’s like, oh my gosh, it’s so exhausting. And I do double streams. I’ll stream in the morning and at night some days. It’s great because I get to do my own schedule, I get to move things around, and I don’t have to answer to anybody. It’s just myself. Sometimes that can be a challenge because you have to figure out how to manage your time and be really good at it all by yourself because there’s nobody looking down on you. I love it. I have a wonderful community of people who have supported me for the last six years, and new people coming in every day. It just means the world to know all these people from all over the world are watching. It’s just a really unique job. I think about it all the time of how crazy this is. I would never have put myself in this position or seen myself doing this, but I’m so happy that I’m doing it.

How did you find it when you were starting out and in those early days of Twitch streaming, possibly to no one and setting it all up?

I was very lucky to have a boost from the fandom. I would be on Twitter, and tell people, and I already had 30 people in my stream, so I didn’t get to experience those struggles that many Twitch streamers do. A part of me feels guilty about it because people assume that everybody has had that experience! I was really lucky to have a small group of people come in and be there, ready to talk to me. I also watched a lot of YouTube when I was younger, so it was a world that I was familiar with, and younger Katy would have been like this is insane! This is what you wanted. I’m definitely really lucky to have had the Life Is Strange fandom to boost me. I had a friend at the time who helped me get going with different overlays and the tech side of it. I would have been lost, honestly! And I’m still lost when it comes to tech; I really am. It’s bad.

Katy Bentz on Twitch playing some CS:GO

You do a lot of variety content in your streams, but when you do play a game, what would you say has been the best game or the most fun game for you to stream in the last year?

The most fun game that I’ve played in the last year? As I go to my Twitch channel to look at my games played. Let’s see. Ooh, The Quarry was really fun. That was a fun game; I think, playing those campy horror games is really fun because you’re choosing your adventure. Most of the chat knows what’s going on too so everybody gets really excited. They get really into these characters. We could all fight for different characters we like. Actually, The Quarry might have been the best one in my recent streams. It’s so good. It’s supposed to be like a horror movie. It’s perfect. I loved it.

So, what’s been your most memorable fan interaction since you started?

I’m just going to collectively say the letters that I received. I have received tons and tons of letters over the last six years and numerous people telling me that this game has helped them with their identity. It’s helped them come out, to their friends, to their family. It’s saved their lives. Like legit. Like I’m reading a letter, and somebody was like, I didn’t think I’d be here this year, you know, or somebody was like, I didn’t think I’d ever be able to be open about who I was with my sexuality. I’m sitting on my floor just reading these letters and crying because it’s so precious and so vulnerable that somebody wants to share that with me. It’s also just really amazing that I had any part at all in their journey, to know that I’ve had a hand in helping to impact somebody’s life. So I’ll collectively say all the letters I’ve received over the years.

What’s next? What are you working on now, or what’s next? What are you allowed to tell us?

So the book [is out now]. I have a game coming out called Annie and the AI. Hopefully, that’ll be coming out in the next couple of months. I don’t have an actual date for that yet. Then I’m working on two other video games that should be coming out this year as well. I will be working on one at the end of this month. I can’t say those ones yet! A lot of voiceover stuff which is insane. I love it.

Does it feel different now to do voice acting for video games now you’re more immersed in that culture? Or is it still as novel and as exciting as it was right at the start?

I think it’s just as cool as the first time I did it, honestly! It’s just even cooler that I can have more opportunities. I just want more. I’ve heard my voice in one other video game. So, I’m excited for these other games to come out so I can hear my voice in those as well and see how it looks and everything.

What advice would you give to people who perhaps want to get into voice acting or get into Twitch streaming?

I think either one is a lot of research. I tell everybody all the time, Google is your best friend, and it really is on any of those; whether it’s voice acting or Twitch, you can find really great how-to and step-by-step guides. With acting, you have to realise that you’re going to be rejected. I’ve been rejected so many times, there’s so many times I get an audition, and I never hear anything back, like 98-99% of the time. That’s just how it is. You have to be okay with that. You can’t be sensitive, or you’re going to drown. Going on these websites, these submission websites like Actor’s Access or Casting Network or Casting Frontier or Backstage. Also, get yourself into a bigger hub like Los Angeles, Atlanta, New York, Toronto, and Vancouver.

With Twitch, just start. Google, search it, find a YouTube video to help you set up the beginning stages of it and then stream, don’t wait until it’s perfect because it’s never going to be perfect. Mine’s not perfect. And just stream. Try to figure out a game that you like and play that game. I can’t, as I said earlier, speak too much on what it’s like to stream to literally nobody, but if you have friends that can pop into your stream and your family just to give you something, somebody to talk to you, that could also be really helpful. Just knowing that again, it’s not going to happen overnight. It’s going to take long, and there will be a lot of ups and downs. I’ve had so many ups and downs in my streaming career. Lots of persistence for both voice acting and Twitch!

Finally, if you were to recommend one book, one game and one movie that every geek should consume, what would they be and why?

I hate this kind of question because it makes you think! Okay, I don’t read very often. I read self-help books, and I can’t even think of one… Steph’s Story.  

My brain’s trying to think about what movies I watched which were impactful. I know there are so many, but I can’t think of them right now. I’m just going to say, one of my all-time favourite movies, 500 Days of Summer. I think everybody should play Hellblade. That is a great game that makes you have to think about your mental health, they put you in such an uncomfortable position with all the audio, the ASMR stuff. It’s such a cool game. Everybody should play that game.

Words of Wisdom from Katy Bentz on Twitch

Wondering where you can find Katy online? You can go join her awesome Twitch community, follow her on Twitter or take a look at Link Tree for more and, of course, go play all the Life Is Strange games!

Steph’s Story is available now at all good bookstores and as an audiobook too!

Review: Ultra Pixel Survive

Eat, sleep, die, repeat! This has to be the motto for Ultra Pixel Survive. It is the latest in a long line of survival RPGs that have hit the indie market. However, this moreish and simple affair somehow keeps you playing even when you’ve died for the nth time! Moreover, with a range of characters at your disposal and some brutish creatures to defeat, this isn’t going to be an easy completion.

Developed by Gold Skull Studios and published by Ratalaika Games, this is a survival RPG. What’s more, there are elements of base building, some resource management, and a dungeon to explore. Furthermore, there is a day/night cycle to tackle and a plethora of angry monsters to endure when the moon rises. Yet, disappointingly, the developers haven’t added as much content as I would have liked and maybe this will hold it back.

Ultra Pixel Survive follows a familiar formula.

I like RPGs and adventure titles to have a strong plot. But, unfortunately, Ultra Pixel Survive has no story to mention. Furthermore, the vast array of characters has no backstory, and there is little to no lore to speak of. As such, it doesn’t play out like a traditional title from either genre. However, this doesn’t mean that it strays wildly from the path. No, instead, it follows a familiar gameplay model, and this was just fine by me.

The action opens with a low-level adventurer. This hero cannot be customised and is as weak as piss. Yet, he is armed with a sword and boomerang and dives right into the action. As the 1st day begins, you spawn outside of a house. This wooden shack forms the core of your base and no monsters dare to pass through the door. The aim of the game is to survive for as long as possible while killing wave after wave of nasty creatures. As each day rolls into night, the hordes become stronger and you’ll have to fortify your base if you wish to survive.

Ultra Pixel Survive allows you to use a range of tools and weapons.
It is hammer time.

Exploration and gold.

Death is an all too familiar experience and you shouldn’t let this put you off. Instead, you should embrace the rogue-lite elements as you can improve your character at the beginning of each run. By picking up gold from every fallen monster, you’ll upgrade your hero, or unlock new characters. Furthermore, a chest is dropped at random and this contains gold and a red ruby. As such, the chests are vital, as both of these valuable commodities will unlock and improve new heroes.

Once you feel comfortable and you are strong enough, you can explore your compact surroundings. To your left is a desert/beach and to your right, you can enter a cave. Disappointingly, this is the extent of the exploration and this was frustrating. Moreover, there is little variation in the content of each area and this enhances any negative feelings. However, as you explore, you must hack down trees with your axe, destroy rocks with your pickaxe, and slay creatures with your sword. Each of these activities rewards you with resources and they are key to your success.

Your base in Ultra Pixel Survive is simple and small.
Welcome to your new home.

Building your base and upgrades.

Exploring your surroundings is essential. Yet protecting yourself, cooking food, upgrading equipment, and improving your base is important as well. As you undertake each journey, you’ll harvest grass, berries, corn, meat, wood, ore, stone, and much more. Each of these items can be used to build traps, walls, weapons, and campfires. What’s more, as you level up, you can improve your health, sword, pick, or axe. Alternatively, you can improve the health and attack prowess of each structure.

Accordingly, you must strike a balance between upgrading your hero and improving your base. Additionally, the traps are essential to slow down your foes whilst causing maximum damage. However, the monsters aren’t stupid, and they will attack your structures even if it means sacrificing their lives.

Alongside this, you can alter the way you tackle every playthrough. By unlocking each hero, you’ll arm yourself with new weapons, spells, and different strengths and weaknesses. Consequently, some of the characters are excellent at resource gathering, but they have low health and no strength. Alternatively, you’ll pick a powerhouse fighter who can’t gather goods for toffee. Accordingly, you must decide how you wish to play and pick a character to complement it.

Ultra Pixel Survive looks brilliantly pixelated.

The action is as rudimentary as the pixelated art style. This basic approach is similar to Terraria, and that was fine by me. The 2D visuals and side-scrolling navigation are easy-to-follow. What’s more, the sprites are interesting and the colours are earthy, dark, and oppressive. On top of this, the animation is smooth, and the UI is simple to navigate.

Ultra Pixel Survive has a familiar look, but this wasn’t a problem. If you love old-school pixelated games, then you’ll adore the selection of monsters on display. Furthermore, the lighting is excellent, and I liked how the day/night cycle altered the atmosphere. Additionally, the juxtaposition between the airy beach and the dank cave was fantastic. However, it’s a shame that the eerie nature of the cave wasn’t matched by the enemies you encounter.

The daunting atmosphere was enhanced thanks to the audio. As night falls, sinister music plays to add drama to the occasion. Alongside this, you’ll endure crunching blows from your sword. Alternatively, your axe thwacks against each tree and your pick thumps against every rock. Consequently, the noises are great but nothing more than I expected.

Explore the mine in Ultra Pixel Survive and get some ore.
Visit the mine and get some ore.

Roll and attack!

Thanks to the simple concept, Ultra Pixel Survive is easy to play. However, a guide is available if you need any extra help. Alongside this, you are assisted by responsive inputs and a simple layout. Moreover, the excellent UI helps when you upgrade your equipment or improve your base.

Though much of the action is repetitive and there is a lack of depth and content, Ultra Pixel Survive is moreish. With plenty of heroes to unlock and never-ending hordes of monsters to battle, you’ll be kept busy. What’s more, you must adjust your approach depending on the strengths and weaknesses of each character. Subsequently, there is some replay value and longevity, despite the shortcomings.

Ultra Pixel Survive is a great casual title.

Pixelated titles are two a penny these days. However, I never tire of the retro art style. Thankfully, Ultra Pixel Survive’s old-school graphics help to make it a great casual title. Moreover, the unlockable heroes, base-building mechanics, and challenging monsters keep you coming back for more. However, a lack of environments, content, and missions prevents it from excelling. Despite these issues, I enjoyed it and I recommend that you buy it here! Can you survive every monstrous wave? Upgrade your character, improve your equipment, and take down everything you encounter.

Some of the greatest technology in the entertainment industry is participating in the sports betting revolution. Get to know them!

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Over the years, technology has been one of the driving forces behind sports betting. Whether it’s the latest improvements and innovations or ongoing educational programs meant to keep bettors up to date with the latest news and happenings, technology has facilitated a better experience for all those interested in sports betting.

The introduction of technology into our daily lives has profoundly impacted the realm of sports betting. From online betting platforms to mobile apps, technology has revolutionized how people place their bets and stay connected to the world of sports betting. Gone are the days of visiting physical betting shops to place bets, as now bettors can place bets from the comfort of their homes or on the go through their mobile devices. 

The rise of live broadcasting of sporting events and the availability of real-time odds and score information has made sports betting simpler and more accessible than ever.

While sports fans have long regarded sports betting as one of their favourite past times, it was an entirely unregulated market where participants have little to no safety. However, this sector is shifting greatly since people want full transparency and improved security measures. Over the next ten to twenty years, numerous fast-growing industries will benefit greatly from the legalization of sports betting and its subsequent incorporation into mainstream markets.

This blog will examine the cutting-edge technology contributing to the sports betting revolution.

Crypto Betting

Blockchain technology has profoundly impacted many industries, and sports betting is no exception. Sportsbooks have started to accept digital currency as a deposit and withdrawal method due to the emergence of cryptocurrencies like Bitcoin. Utilizing cryptocurrencies speeds up and streamlines transactions while also providing a high level of security and privacy.

Blockchain technology has cleared the road for producing decentralized apps and their usage as a payment method. These apps run on blockchain platforms like Ethereum and offer a new way for sportsbooks to reach a wider audience. Decentralized apps boost security and transparency since all transactions are recorded on a public ledger that cannot be altered.

Virtual sports

With virtual reality, sports betting has become an immersive experience that brings excitement and adrenaline to the forefront. Whether you’re a lover of tennis, basketball, or football; you can now take advantage of virtual leagues around-the-clock and place bets on your preferred sports whenever you want. No more waiting for match days; virtual sports provide constant action and excitement.

Not only do virtual games offer the convenience of being available around the clock, but they also provide a wealth of betting options. There’s something for everyone, from simple win/lose bets to more complex wagers. And, with the competitive nature of virtual sports, you can expect high excitement and intensity with every game.

Betting apps

With the rise of smartphones and tablets, it’s no surprise that sports betting has also gone mobile. Bookmakers have optimized their sites and created the best sports betting apps to bring the excitement of sports betting to our fingertips. The convenience of mobile betting apps is unparalleled, and it has opened up new opportunities for sports bettors to stay connected to the action.

And the best part is mobile betting sites offer the same range of options as their PC counterparts. You won’t have to worry about missing features or having a limited betting experience. So mobile betting sites have covered you if you prefer to place straightforward win/lose bets or more complex wagers.

Cloud computing

Cloud computing has transformed how sportsbooks operate and offer customer services since it can store and handle massive quantities of data.

One of the main advantages of cloud computing is the capacity to store enormous volumes of data in a safe, centralized location. This means that sportsbooks can access information and data quickly and easily without worrying about managing and maintaining their servers. 

In addition to its benefits for sportsbooks, cloud computing offers bettors a more secure and reliable betting experience. Sportsbooks can offer higher protection against hacking and other security threats, storing all data in a fast, centralized location. Additionally, bettors may feel easy knowing their information is safe and secure thanks to automated backups and disaster recovery methods.

Augmented Reality (AR)

Augmented Reality (AR) is a cutting-edge technology changing how we experience sports betting. By adding digital information and elements to the real world, AR technology provides sports bettors with real-time data and updates that allow them to make informed game decisions.

This technology allows bettors to view real-time odds and wager on particular outcomes as the game progresses. Bettors now have more options by taking advantage of shifting odds and profitable game-defining moments.

AR technology also provides a more immersive betting experience by allowing bettors to visualize the action in a new way. With AR, bettors can overlay digital information on top of live games, providing them with a deeper understanding of the action and helping them to make more informed betting decisions.

Predictive analytics

Predictive analytics employs statistical models, machine learning algorithms, and historical data to anticipate what will happen in the future. Predictive analytics may be applied in sports betting to examine various data, such as individual statistics, team performance, and betting trends. Predictive analytics may provide sports bettors with a far more accurate view of the likelihood of a particular event by accounting for various aspects and variables.

For instance, player performance data, such as their shooting accuracy, speed, and endurance, may be examined using predictive analytics. By considering this data, predictive analytics can offer insights into which players are expected to do well in forthcoming games and which players are likely to struggle. Making wise wagering choices with it will increase your chances of success.

It may also be used to examine betting trends, including the sums wagered on various outcomes and the odds provided by bookmakers. The analysis may be utilized to spot trends and patterns to make wiser wagering selections.

Summary

The future of sports betting is being greatly influenced by technology. These technologies are helping to improve the overall betting experience and opening up new opportunities for sportsbooks to reach a wider audience and offer innovative new betting options.

Review: Blind Fate: Edo no Yami

Blind Fate: Edo no Yami is unlike any other game I’ve played. Consequently, its unique ways, interesting lore, and horrific combat make it stand out from its peers. Moreover, the story is strange but compelling and I was hooked from the off. However, cumbersome controls occasionally hinder an otherwise excellent experience.

Developed by Troglobytes Games and published by 101XP, this is a linear adventure title. Moreover, its unique mechanics and twist on Japanese folklore make it a truly unique endeavour. Furthermore, there is a basic skill tree to unlock, some interesting challenges to overcome, and a world of robotic creatures to fight. As such, it merges Asian culture with an unusual sci-fi twist.

The hero of Blind Fate: Edo no Yami showing us what he's made of.
Take that!

Blind Fate: Edo no Yami tells a story of oppression. 

The Shogunate believe that discipline and order should be controlled with an iron fist. Consequently, they use a stubborn and unnerving warrior to fulfil their wishes. You control that fighter in this machine-filled Edo-Japanese period. Subsequently, no matter the order, you will follow it! Yet, this is easier said than done as your sight has been taken from you. Seeing nothing but darkness, you must use the Mask of the Oni to replicate the surrounding world. However, you cannot always trust what you see, as the environment is corrupt.

This lack of trust and a stream of unruly robots make the world a dangerous place. As such, you must collect data and intel to improve your chances of survival. Furthermore, you must study new techniques at your dojo, and learn fresh skills and abilities. Yet, to do so takes time and effort. Therefore, you must pick wisely in order to select the setup that best suits your style.

A linear game that is full of surprises. 

Whenever I see the words, “linear gameplay”, I shudder. Normally, this sets you up for a repetitive and mundane experience that becomes tiresome. However, Blind Fate: Edo no Yami is different. With many pitfalls and dangers, the action is always tense. Furthermore, each of your 3 senses reveals a unique perspective of the surrounding world.

You can choose supersonic hearing, heat detection, or a heightened sense of smell. Accordingly, each of these abilities highlights different creatures, paths, and collectables that are hidden in plain sight. Moreover, as each of your foes is weakened, you may use a matching sense to unleash a hellish finishing move. As such, even with no eyes, this relentless warrior must be feared. 

Gravity won't stop you from completing your task.
Even gravity can’t stop you.

Bosses and QTEs. 

Alongside the brutal finishing moves, you’ll experience an array of QTEs. These basic button-bashing affairs add another layer to the rich combat experience. Disappointingly, though, they were too easy to complete, and there was never a sense of risk or failure. This was underwhelming and didn’t marry up with fast-paced fighting.

What was fantastic, though, was the excellent array of boss battles and robotic creatures. The plethora of beasts and gargantuan overlords was truly spectacular. Furthermore, their smooth animation and varied attacks kept you on your toes. On top of this, there were puzzles to complete and plenty of tricky moments incorporated into each fight. As such, it removed the possibility of mindless hack ‘n slash combat and made you think throughout. 

Blind Fate: Edo no Yami looks amazing. 

Blind Fate: Edo no Yami’s continual shift in perspective was amazing. Consequently, each simple world would look different and fresh depending on which sense you used. Furthermore, I adored the change in the colour palette and the distinct finish with each skill. Whenever you listened, the world would go dark, but sounds can be seen reverberating towards you. Alternatively, a burning red finish is seen when using the heat sensor. Finally, a glorious green hue hugs every key item whenever you use your sense of smell. 

This change of vision added depth and a sense of suspense and fear. Alongside this, the character models were spectacular. The level of detail in each robotic creature was great, and the bosses were overwhelming. Moreover, the combat was slick, intense, and in your face.

The polished visuals were matched by exceptional audio. I cherished the Asian soundtrack and the uncomfortable sound effects. What’s more, the snippets of cinematic were great and this added to the Japanese folklore. 

Your sword isn't your only weapon.
Boom, have at you, sir.

Slick controls. 

With samurai combat at its core, the controls had to be good. Thanks to the excellent UI and brilliant tutorial, you’ll master the fundamentals quickly. Furthermore, the QTEs and finishing moves were easy to execute and great fun to complete. Disappointingly, though, there were moments when the controls were sluggish. As such, this prevents it from being as much fun as it could have been.

Blind Fate: Edo no Yami comprises plenty of small stages that are full of secrets, monsters, and surprises. Accordingly, you cannot find every treasure or item on your first visit, so you must return. As such, there is plenty of replay value and longevity if you can stomach the semi-repetitive approach. On top of this, there is a rich lore-filled plot that is fascinating. Consequently, uncovering each portion of this weird tale was fantastic. 

Blind Fate: Edo no Yami is a nice indie title. 

Though Blind Fate: Edo no Yami wasn’t as long as I wanted it to be, it was still a nice indie title. With fantastic graphics, excellent audio, interesting lore, and smooth controls, it was enjoyable from start to finish. Yes, it was slightly repetitive, but this doesn’t tarnish the experience. Therefore, I loved it and I recommend that you buy it here! Can you see the world through fresh eyes? Use your skills, study your foes, and rule the world with an iron fist.

Review: Hotel Renovator

Hotel Renovator is the latest management game pubblished by French pubblisher Focus Entertainment, known for recent successes such as “Atomic Heart”, and developed by Two Horizons. Through a Stardew Valley-esque premise, the game introduces the player to a down-trodden hotel inherited by the protagonist’s grandafather. After selecting one of four assistants, watch the opening cutscene and reach the coveted 5 stars!

Easily comparable to 2018 hit House Flipper, by Empyrean, Hotel Renovator seems to be a natural successor; as the protagonist, you’ll have to; clear old trash, break wall and floor tilings, repaint all the surfaces, and refurnish with various items and decor that fits whatever preferences the VIPs coming in request.

Appealing graphics and realistic lighting

The game’s appereances are nothing other than a treat for your eyes. The Unreal engine really carries the graphics, with the HUD and aesthetics definitely fitting for a game in 2023. Any user can appreciate the lighting, such as the reflections seen on tables and walls and the beautiful shading done as a consequence. The background music and SFX are nonetheless, with soft rings and embellishments that make clicking any interface a treat, while the soothing smooth jazz helps your mind wander and unleash its creativity in the rooms you create. Sadly, the heavy unoptimization of the game is very apparent, with assets loading very slowly and giving your computer’s CPU a run for its money. Reflections, although also very realistic, are again held back by something we will be able to see throughout this review as a reoccurring in the game, its lack of polish. A lot of mirrors placed will lack reflection and instead show an empty white placeholder view.

The hotel is not the only decrepit part of the game

Sadly, the graphics are the only quality that are notable in this incomplete mess of an Unreal project. Although the ideas are most definetely there, with an appreciation for room customization, variable guest preferences that add challenge, different tools to optimize your room renovating, and a balanced management/artistic gameplay division; there is a complete absence of any polish or additional work that make a prototype into a commercial game.

Returning to the game’s only saving grace, aesthetics, the negative aspects can be seen slowly seeping in and outweighing the positive ones exponentially; yes, the Unreal engine puts forward industry-standard graphics and the music department certainly is a treat to one’s ears, but once: sound effects are erroneously coded in as they reset every single time an object is destroyed or placed, animations feel slow and clunky, – needing to wait for the phantom brush covering the ceiling and walls minutes after you started their construction – items and furniture only being able to be rotated in the cardinal directions causing for awkward orentation, finally not to talk about the total break of immersion when NPC sprites start repeating and the same character is shown as multiple different entities with very off-putting pathfinding. The complete lifelessness of the aforementioned NPCs only gets worse when considering how the player’s model has practically no collision except for walls, floors and doors; it truly feels like you’re a ghost happening to be renovating a hotel.

Regardless of an obvious focus on simulator and management games – as seen from Two Horizon’s very idealistic plans of a variety of “renovator” games such as Camping and Aquapark Renovator – Two Horizons brings close to nothing in the game itself. While theoretically Hotel Renovator seems like a more-refined and natural successor to “House Flipper”, it is very apparent that the development on the game was either made to follow the likes of No Man’s Sky and Fallout 76, with the game seemingly set to heavily rely on future updates or community-lead projects (further reinforced by the significant emphasis on mod compatibility), or to be a fast cash-grab with a probable exploitation of Unreal free assets, and while I am not knowledgeable enough to find what assets were used, the choice of very niche and specific elements in the customization rouse suspicion on how selective Two Horizon was when selecting them.

Get ready for action: Rainbow Six Invitational 2024 comes to Brazil

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If you’re an esports lover and you’re passionate about Rainbow Six Siege, there is a good news for you (and even a better one is you are Brazilian). Ubisoft has announced that the Six Invitational 2024 will be held in Brazil – yes, you read that right! Rainbow Six’s premier international competition will be moving to the South American country next year, which is a great achievement for the region and an exciting event for fans.

Six Invitational moves to Brazil

After five editions held in Montreal, Canada, and two in Europe, the Six Invitational will take an important step by moving to Brazil in 2024. The venue has yet to be determined, anyway it is an exciting move for the region and a recognition of the passion and skills of its players and fans.

Remembering the Six Invitational 2023

Before we talk about the future, let’s review what happened at the Six Invitational 2023. The tournament took place in Montreal, Canada, and saw G2 Esports crowned champions, defeating Brazil’s W7M in the grand final. It was an exciting event that showcased the talent and competitiveness of the participating teams.

G2 Esports’ Road to Victory at the Six Invitational

Now, if you’re wondering how a team like G2 Esports makes it to the finals of the competition, here’s a step-by-step breakdown of their journey:

  • Qualification: Teams can qualify for the Six Invitational by accumulating points in Regional Leagues and Six Majors during the season. G2 Esports qualified through their performance in the European League.
  • Group stage: Qualifying teams are divided into groups of five and compete in a round-robin format in best-of-three games. G2 Esports managed to overcome their opponents in this phase and advanced to the playoffs.
  • Playoffs: Teams that advance to the playoffs compete in a double-elimination format in best-of-three games. G2 Esports maintained a solid performance and made it to the grand final.
  • Grand Final: In the Grand Final, G2 Esports faced Brazilian team W7M, who were considered favourites to win the tournament. Yet, G2 Esports demonstrated their supremacy and claimed victory in the tournament, taking home the title and $1,000,000 in prize money.

This is one of the most unpredictable Esports tournaments, with all teams fighting hard for victory and it is quite difficult to guess who will lift the trophy. So it is highly recommended to gather as much information as possible about Rainbow Six betting before betting on a specific team.

What can we expect from the Six Invitational 2024 in Brazil?

As the Six Invitational 2024 approaches, the excitement among fans and players alike is palpable. Brazil has a long history of success in Rainbow Six esports. Hosting now this big event for the first time will make the gaming scene in Brazil even more popular. Here’s what we can expect from this highly anticipated tournament.

Passionate fans

Brazil is known for its enthusiastic and dedicated fans, who have always shown tremendous support for their local teams. The atmosphere at the Six Invitational 2024 will be electric, with fans from all over the world gathering to cheer on their favourite teams.

Fierce competition

With the best Rainbow Six Siege teams from around the world gathering in Brazil, the competition will be more intense than ever. The Invitational is known to be one of the most unpredictable esports tournaments, with each team fighting fiercely for victory. It is essential to gather as much information as possible about Rainbow Six betting before betting on a particular team.

Brazil’s home advantage

As the host country, Brazilian teams will undoubtedly feel an added sense of pride and responsibility to perform at their best in front of their home crowd. This home advantage could give Brazilian teams an extra edge in the competition.

Esports growth in South America

The Six Invitational 2024 will not only showcase Brazil’s passion for esports but will also serve as a testament to the growth of competitive gaming in South America. With other major tournaments such as the IEM Rio Major 2022 for CSGO and the Dota 2 Lima Major 2023 taking place in the region, the Invitational will further cement South America’s position on the global esports stage.

Cultural exchange

The upcoming international event will be a special chance for people to come together and celebrate the diversity of the gaming community. Through this tournament, new friendships and connections can be formed that go beyond just the competition.

Looking ahead to Ubisoft Six Invitational 2024 in Brazil, we can expect an event that’s full of excitement and action. It’s sure to have a lasting impact on the world of esports. With the incredible support of Brazilian fans and the best Rainbow Six Siege teams competing, the Six Invitational 2024 is set to be an unforgettable experience for all participants.

Review: Zapling Bygone

Zapling Bygone is a fine addition to the Metroidvania genre. However, it doesn’t add a vast amount of originality to a well-trodden experience. Instead, it evolves some much-loved mechanics to open up the game and make things a little less restrictive. In short, it does a great job of letting you do what you want, but you are held back by tough bosses and a funnelled ability system.

Developed by 9Finger Games and published by JanduSoft, this is a 2D Metroidvania experience. What’s more, there is plenty of killing. Moreover, it is colourful and oddly amusing and has a plethora of collectables to find. On top of this, there is a nice flow of lore, an interesting story to explore, and plenty of twists on familiar elements. As such, it doesn’t write a new chapter for the genre. Instead, it plays around with some excellent ideas and makes them fit its narrative.

Jump skull alien-thing.
It is jumping time!

Zapling Bygone loves a bit of death.

Aliens are renowned for being aggressive assholes (if you believe in them, that is). Yet, Zapling Bygone takes it a step further by implying that they are focused purely on murder and their own success. Accordingly, you control part of an alien hive mind that must kill everything in sight and absorb their abilities. By wearing the skulls of your foes, you will learn their skills, and move and act as they do. However, changing your bony mask will remove said powers, and you will learn a new set of skills.

This is Zapling Bygone in a nutshell. The tentacled alien mess must lurch around a tight network of tunnels, killing foes and obtaining their plasma. By doing this, you’ll be able to buy items and save your progress at the many altars you discover. This was fundamental to the gameplay, as you will die repeatedly as you explore the vast and strange environments. Moreover, there are plenty of bosses to take down, and this was no mean feat. Subsequently, you’ll have your ass handed to you many, many times before you overcome each creature.

Skulls, healing, and cruelty.

The main concept of the game revolves around each skull you find. These pasty masks endowed the wearer with a range of skills that are essential to unlocking parts of the map. However, the powers are familiar, as you’ll enjoy the ability to double dash, climb on walls, and much more. Sadly, though, until you defeat the rat king and gather his wall-climbing abilities, the action is restrictive and frustrating. Yet, once you can climb walls like an alien spider, you’ll adore the freedom it affords.

By clambering around the tunnels, you will reach heights that were otherwise out of reach. Yet, you are still penned back by almost impossible bosses and some cruel twists of fate. Additionally, the developers added multiple stages to many of the encounters. Subsequently, victory is snatched away from you just when you think you’re successful. This was tear-inducing and unbelievably harsh, but somehow, it was spectacularly rewarding at the same time.

Another key mechanic to master is self-healing power. With limited health points and tough enemies, this becomes your new best friend. Yet, it isn’t a free-for-all and you must successfully hit 3 items or creatures to replenish the skill. Sounds easy, right? Well, you try healing yourself when a giant spike or beastly creature is bearing down on you!

Zapling Bygone has a fantastic lore-rich story.
Who doesn’t love a lore-rich story?

Zapling Bygone explores a seedy world.

With death at its core, I wasn’t surprised that Zapling Bygone was set in a seedy and sinister world. However, I was shocked to see the range of areas and the variety of enemies on display. What was also great was the simple but effective animation. The alien moved like a demonic octopus that was hunting its prey. What’s more, the bosses are unique, and overcoming their deadly assortment of attacks was a challenging ordeal.

Though I enjoyed the visuals, the map was unfairly covered for much of the time. Therefore, it made an already challenging title that bit harder. Consequently, it was frustrating to work out where you had been or what you needed to do when the world map didn’t update. Instead, it appeared that it would only unlock once a boss was destroyed. This seemed a strange concept that added both mystery and frustration to the action.

The grim visuals were complemented by atmospheric audio. The low-key music adds energy and a constant beat to the action. However, its subtle ways allow excellent sound effects to dominate proceedings. With wonderful squelching sounds, cruel screams, and plenty of tentacle slaps, the audio improves the fantastic action.

The world map is huge!
The world is massive.

Tight controls.

The gameplay was tough and it could have been much harder if the controls were poor. Fortunately, a tight setup and well-considered layout reduce the difficulty significantly. Moreover, the excellent UI ensures that any changes to the hero are easy to achieve. Additionally, the responsive inputs allow you to fight monsters and jump gaps with ease.

Where Zapling Bygone excels is its lore, collectables, and tough nature. With loads of memories, paintings, and fragments to find, there is plenty to see and do. Alongside this, each skull has a unique background, and this increases the lore further still. On top of this, you will find charms that can be used to upgrade each skull. However, only certain charms will fit each mask and this adds another element to the gameplay.

Zapling Bygone is strange but not remarkable.

Zapling Bygone does a great job of playing with some well-trodden mechanics. Furthermore, its story is strange and the lore and world are interesting to explore. Yet, its concept isn’t remarkable and it could easily be overlooked as a consequence. Though I enjoyed much of the action, it needed more guidance and funnelling to appreciate each element. However, lovers of the Metroidvania genre will enjoy the tough elements and its bizarre approach. As such, I recommend that you buy it here despite its issues. Can you complete the hive-mind’s quest and kill everything in sight? Jump, crawl, and climb around this tight and grim alien world.

Review: 9 Years Of Shadows

Castles in video games are inherently unpleasant places. When they’re not filled with angry skeletons, they get oblitered about twenty seconds in. Castlevania wouldn’t have gotten far if castles were all nice and lovely. So when 9 Years of Shadows told me we were going to a castle I thought, ‘here we go again’. Just once I’d like to go to a castle and enjoy a banquet. Drink wine from a goblet.

To be fair, 9 Years of Shadows is actually set in a mechanical giant, so that’s okay. Facetiousness aside though, I found 9 Years of Shadows to be quite the absorbing experience. It may stick a little too closely to the standard metroidvania playbook, but all of its individual pieces are nicely polished. For a castle that’s cursed up to the eyeballs, it’s quite the fun place to visit.

9 Years of Shadows - Boss Fights

Horrible Night For A Curse

Tonight’s castle of choice is Talos, a dormant mechanical giant slash fortress. A curse is spreading out from this castle, seeping colour from the land and corrupting the local population. Our hero, Europa, fresh off some personal tragedy, sets forth to sort it all out and bring colour back to the world. She’s aided along the way by a… ghostly Teddy Bear named Apino. It makes sense in game, I promise. The plot is kept deliberately in the background, which is no bad thing, but I found myself warming to Europa. As the game progresses, we learn more about her through dialogue and her own thoughts. While her arc is a little predictable, her interactions with the non-monsterous denizens make her hard to dislike.

What’s more, I thoroughly enjoy controlling her. Metroidvania games live and die on their movement and their combat. I’m happy to report that 9 Years of Shadows is so smooth you could spread it on toast. The platforming feels accurate, with very few frustrating falls and the combat is pared back quite a bit. It’s a simple light and heavy attack combo system, with the emphasis on being in the right place at the right time. Getting into the flow, especially with bosses, feels great. Kills felt like they were my win, rather than me juggling a bunch of special moves.

The other main component of metroidvania games, of course, is the exploration. Talos is full of mysterious colour-coded doors and glowing holes in the wall. Meaning as you progress you get a whole arsenal of different equipment to help you explore. Once kitted out, you can then go poking back through the old areas. 9 Years of Shadows exploration isn’t too involved, mind. There was some backtracking to get upgrades but it was rarely necessary. Still, it did elicit the usual enjoyment where a previous impassable route suddenly becomes penetrable. Though one of the powers is to curl up and roll through a small tube. Perhaps taking the first half of ‘Metroidvania’ a touch literally?

9 Years of Shadows - Raven Boss

Full Suit Europa

Let’s go back to that combat for a mo’. Layered on top of the simple mechanics is a weakness system. As you progress, you’ll gain different flavours of armour that correspond to different elements. Using the right armour against the right enemy will give a damage bonus as well as different traversal powers. Apino can help too, firing a blast that will destroy otherwise impenetrable enemies. It’s a nice system, allowing you to deal more damage over time without relying on any standard RPG elements. You can switch armour on the fly too, which 9 Years of Shadows uses to its advantage. Bosses will often force you to switch armour just to stay alive.

It’s used to its best effect in one boss: a giant mechanical chess set. Each piece has a different alignment and they’ll attack in their set pattern. You have to cut through them in order to bring down the king. It’s also nicely representative of 9 Years of Shadow‘s best attribute: its sense of style. The boss variety is fantastic. For every human boss there’s a giant mechanical spider or tangle of snakes. It doesn’t stretch to monster variety, sadly, as they are aggresively recycled but the art style makes up for it. The pixel art is gorgeous and is accompanied by lovely cutscenes.

If I sound like I’m gushing a bit, then you’re probably right. Still, I do have a list of gripes that are worth touching on. Possibly my biggest point is the painful lack of fast travel. With a thread of sidequests asking you to comb over every unexplored room in an area, the ability to zoom between save points would be appreciated. I know you want your world to feel big, 9 Years of Shadows, but trudging through easy, well explored rooms over and over is not enjoyable. It’s just wasting my time. As are the little unskippable cutscenes before bosses. You can skip dialogue, but not their intro. After a few deaths, it’s hard not to feel like they’re flipping me the bird.

9 Years of Shadow - Big Boss

Metroidvania In Miniature

The other big point is rather subjective: I found 9 Years of Shadows a touch too easy. It could be that years of gaming has finally paid off and I’m now the greatest gamer to ever live, but I doubt it. I suspect the problem lies with our squishy friend, Apino. He can be hugged to regain health and if you pass a basic QTE once damaged, you can recover full health. This snaps the difficulty of most enemies over your knee. The only real teeth come in when 9 Years of Shadows starts taking cues from bullet-hell shooters, with the final boss being particularly fond of this. As a result, the playtime is fairly short for the genre.

Still, those are mostly unimportant quibbles. My feelings towards 9 Years of Shadows can be summed up thus: it is the perfect entry level metroidvania. It follows the rulebook almost to a fault and doesn’t push the envelope. Instead, it is content with gilding and refining the envelope into something that is genuinely pleasant to play. It looks great, sounds great and, crucially, plays great. The small issues don’t get in the way and it left me with a smile on my face. It’s not going to set the world on fire and it leaves a tad too soon, but 9 Years of Shadows is a beautiful and engaging experience while it lasts.

(9 Years of Shadows Steam Page)

Review: ZERO Sievert

In life, we are allowed to live and learn from our mistakes. However, this couldn’t be any less true in ZERO Sievert, a brutally tough survival game. ZERO Sievert is developed by CABO Studio and published by Modern Wolf and features a post-apocalyptic world that is displayed using pixelized graphics. This title has intense gameplay and a lot of mechanics to further heighten the enjoyment. Unfortunately, it fails to explain these mechanics and it is unfairly difficult for new players. While I appreciated the difficulty in the later parts of the game, it made the early game very unenjoyable.

Life After The End

The events of ZERO Sievert take place after a nuclear fallout. As one of the survivors, you are brought to the ZERO Sievert bunker, a place that is safe to all, regardless of any conflict that might be happening outside the bunker. As a Hunter, you are a neutral party and are tasked to survive while finding resources for the bunker. The main way is to take on tasks so you can earn enough currency to live as well as upgrade your hunting capabilities. You will meet diverse characters in and out of the bunker, each with their own goals, affiliations, and struggles.

While there isn’t a lot of text to tell this story, it is still fantastic. The world itself shows the impact of the nuclear fallout through the enemy types, the abnormalities, and the abandoned traces of civilization. This is further demonstrated through the way the characters interact with the world and the player. These characters are so used to death that they bet on people’s lives. The characters feel real because of this and it made me enjoy the world of ZERO sievert all the more.

The ZERO Sievert Bunker

The Brutal Life Of A Hunter

The gameplay is split into two sections, the ZERO Sievert bunker, where you prepare for tasks, and the expeditions, where you explore an area, complete tasks and find resources to ensure your survival. As stated before, the bunker is where you can prepare for missions. You can do this by crafting and buying gear, restoring your health, and changing the time by sleeping. It is also here where you accept tasks, which is the main focus of the game. Unfortunately, there isn’t a main quest line, which made it hard to motivate me to go on expeditions outside of the fun gameplay. However, I still enjoyed the bunker as it has some great world-building.

ZERO Sievert is a very fun game. I enjoyed exploring areas, infiltrating enemy bases, and looting chests. However, because of the poor tutorials, I struggled to enjoy this game as I was never taught the mechanics. This title’s tutorials are all hidden in a menu. Furthermore, these tutorials are awful and tell the player mechanics rather than teach the player. This wouldn’t be so bad if it wasn’t for the brutal difficulty of the game. Even on the easiest difficulty, you are expected to play very well to even survive, which hugely affected my enjoyment of the game. If I was taught more of the game’s mechanics, I think I would have enjoyed the game more as the difficulty of the game made it more enjoyable once I understood the game.

Cover to help in fights

The Sounds Of ZERO Sievert

This game is visually a treat and the sound design while flawed, is also very good. However, this title suffers from slowdown and lacks music. While the lacking music adds to the more mature tone of the game and the ambiance of the field, it still was a huge let down to not have any soundtrack. Thankfully, the sound design makes up for it, as the sounds of footsteps and guns firing are phenomenal. Unfortunately, the static of being affected by radiation sounds awful and is the most common sound you will hear. This shouldn’t take away from the beautiful pixelized graphics. While flawed, ZERO Sievert’s presentation is great.

ZERO Sievert: A Few Missteps

ZERO Sievert is an enjoyable game with its deep world-building, fun gameplay, and great presentation. However, it struggles with some aspects of its presentation and its teaching tools. Although, this game is still in early access and might have changes in the future that fix these problems. Overall, ZERO Sievert is still a very fun time. If you are a fan of the Survival genre of games I recommend giving it a go.

Review: Arlo Pro 5 2K Security Camera

Here is our review of the Arlo Pro 5 2K Security Camera.

Capture more than 60 billion colours with our advanced 2K colour night vision that’s over 100X better than a human eye. With up to 30% more battery life and dual band Wi-Fi connectivity, instantly connect direct to any Wi-Fi router for 24/7 protection. Protect your home day and night and customise your security via the new Arlo Secure app.

What’s in the box?

The box contains the Pro 5 2K camera, battery, charging cable, wall mount, screws and instructions.

A Closer Look


Setting up the Camera

Setting up the camera, and controlling all the settings and viewing footage is all done using the Arlo Secure app. Once installed and you have signed in you just follow the steps to add a new device and wait. During the installation process any updates for the camera are also downloaded and installed.

Final Thoughts

The Pro 5 2K Camera from Arlo is very small – but don’t let that fool you, it’s a great camera that has a built-im spotlight, uses a battery and works easily!

Setting up the camera is simple – just download the app and follow the instructions. You can then use the app to view footage, control settings and much more. You can even talk to the person outside your house if you want to using the built-in 2-way audio feature. The app has been updated and provides a signifiant amount of control of what you can do and see.

As mentioned, the camera uses a battery, which you can charge using the USB cable provided. A fully charged battery should last for about 7 or 8 months (depending on the settings you are using), and you can see on the app when you will need to recharge it. The battery that comes with the Pro 5 2K provides 30% more battery charge than previous versions.

Fitting the camera is just a case of deciding where you want to put it, and using the mounting kit supplied in the box. That’s it!

There is an additional Advanced Security Monitoring monthly subscription you can take out if you want additional features such as cloud storage – have a look to see if it’s for you, but its only £3.49 a month so it’s certainly worth considering.

The picture quality is excellent and it works very well at night too, in fact, one of the major selling points of the Pro 5 2K camera is 2K colour night vision which captures over 60 billion colours (thats 100 times better than the human eye), so no more blurry black and white (or grey) images at night. The Pro 5 2K camera also has a 160-degree viewing angle so you shouldn’t miss anything!

The built-in spotlight also provides a very powerful light capable of illuminating a subject at around 7 metres away and if you want the alarm to sound, it has a very loud and powerful 80 db smart siren!

The Pro 5 2K is designed to be weather-resistant so even in the usual British rain it will work great.

Overall this is a camera you should really consider getting – you wont be disappointed.

The Arlo Pro 5 2K Security Camera is available now priced around £219.99 for the single camera kit.

You can learn more from the Arlo website.

A Closer Look at Star Wars: The Deckbuilding Game from Asmodee

This weekend saw a lot of Star Wars news coming out of the Star Wars Celebration, and we take a closer look at Star Wars: The Deckbuilding Game from Asmodee.

A fast-paced game that brings the galaxy-spanning war between the Galactic Empire and the Rebel Alliance to your tabletop, Star Wars: The Deckbuilding Game features easy-to-learn gameplay and iconic Star Wars characters including Luke Skywalker, Princess Leia, and Darth Vader. This title is a battle for the galaxy that anyone can enjoy!

In the two-player game, opponents each choose a side, playing as either the Empire or the Rebels. As the game progresses, both players strengthen the power of their starting decks and work to destroy each other’s bases. The first player to destroy three of their opponent’s bases wins the game. 

Fans of the celebrated Star Wars galaxy will love the opportunity to immerse themselves in the battle of the Rebels vs. Empire. Facing friends as opponents, they step into the hobby gaming world of strategy and anticipation of future moves. With over 50 different cards to play, participants can take command of their favourite Star Wars characters, vehicles, and starships, each with thematic abilities. Multiple game sessions can also be had as players face off again and again using the vast strategic elements.

Star Wars: The Deckbuilding Game also offers three unique mechanics new to the deckbuilding genre:

  1. Bases – instead of scoring points at the end of the game or reaching a hit point value, players score points throughout the game by destroying their opponent’s bases.
  2. Bounty Hunting or Sabotage – players can attack opponent’s cards to refresh available cards, while also gaining rewards. On each turn, they can decide whether to attack an enemy card, attack an enemy base, or purchase a faction’s cards. 
  3. The Balance of the Force – control the Force to gain powerful advantages. Balance of the Force track adds an extra tug-of-war to gameplay!

The easy to learn, two-player format makes Star Wars: The Deckbuilding Game a great introduction to hobby gaming and resonates with both current discovery table top game players looking for that next step into their hobby, and Star Wars fanatics regardless of their gaming experience. 

Star Wars: The Deckbuilding Game is a really fun game and is a must for any Star Wars fan! You won’t be disappointed.

Star Wars: The Deckbuilding Game is aimed at players aged 14+ and is available now priced around £34.99.

You can learn more from the Asmodee website.

Review: DC’s Justice League: Cosmic Chaos

DC’s Justice League: Cosmic Chaos is a crazy Superhero adventure that’ll make you smile. With classic heroes and cruel Super-Villains, this comprises many well-trodden tropes and hilarious one-liners. Moreover, it oozes retro charm and is perfect for players of all ages.

Developed by PHL Collective and published by Outright Games Ltd., this is an -action-adventure title. What’s more, it can be played solo or cooperatively with another. Consequently, it is an excellent game for families and those that love the DC franchise.

Superman uses his laser power in DCs Justice League: Cosmic Chaos.
It is laser time.

DC’s Justice League: Cosmic Chaos is wonderfully cliched.

I’ve always adored the cheesy one-liners and pun-based humour associated with the Superhero genre. Fortunately, DC’s Justice League: Cosmic Chaos doesn’t disappoint. With perfectly timed jokes, colourful characters, and excellent dialogue, you’ll laugh throughout. Furthermore, the large open world is fascinating to explore.

You control Superman, Batman, and Wonder Woman as they take on an insane trickster. Mr. Mxyzptlk is from the 5th Dimension and can’t help but cause mischief. Consequently, this naughty villain must be stopped before it is too late. Sadly, though, most of the Justice League has been bewitched by this prankster. Accordingly, the aforementioned heroes must step forward and save the day.

Brilliant button-bashing.

I’m not one for button-bashing titles. However, I cherished the simple combat, the special abilities, and each unique superhero. The vivid and interesting world is awash with fishy monsters that must be thwarted. By throwing punches, using special powers, and swapping your hero, you’ll overcome every foe you face.

The combat was great, but it was improved whenever you played with another gamer. This free-play mode allows you to explore the large world while kicking some ass. Furthermore, you can work together to tackle every creature and villain you encounter. What was also great was the variety of enemies you’ll face. As such, you must punch, kick, and smash each one if you wish to progress.

You must pick the artefacts to improve each character.
So many artefacts and such little space.

Collectables, games, and lairs.

One of the key mechanics is the upgrade and collectable system. The surrounding world is loaded with loot, resources, and comic books. The latter is used to buy era-specific costumes for each superhero. These add little to the gameplay, but they were amusing, colourful, and worth the effort to unlock. The loot and resources are essential if you wish to upgrade your team or improve your gear. Consequently, as the action moves on, the enemies get tougher and you need the strongest characters possible.

Alongside this, you’ll stumble across lairs and strange games. Mr. Mxyzptlk loves to tease the Justice League. Accordingly, to keep him happy, you must endure a range of childish games. These mindless moments are testing, amusing, and a fine distraction from the rest of the action. The lairs, on the other hand, allow you to test your skills against some villains. What’s more, you’ll unlock some excellent side quests that pad out the main storyline.

DC’s Justice League: Cosmic Chaos is great to look at.

Played using an isometric viewpoint, you never struggle to see what’s going on. Alongside this, the free-flowing camera lets you adjust the angle to your liking. This was great, as it helps whenever you are exploring tight spaces or creepy lairs. Furthermore, this is complemented by an easy-to-use AI. With clean menus and easy-to-follow upgrade systems, little guidance is required.

The camera work and UI may be great, but the pièce de résistance has to be the Chibi art style. I adored the OTT character models, the vivid colour palette and the smooth animation. Moreover, the fantastic stage design and the interesting open world were great to look at and were in keeping with the theme.

In typical DC fashion, the acting is bold, amusing, and just a bit absurd. This is matched by the loud and aggressive audio and the fun and mischievous tunes. Alongside this, you’ll smile at the crunching sound effects and the brilliant jokes. Subsequently, the incredible audio sets the tone for the bizarre and unbelievable plot to unfold.

Cars and the Batmobile help you to move quickly in DCs Justice League: Cosmic Chaos.
Why walk when you can drive?

Smash, Crash, Bang!

With responsive inputs and an excellent tutorial, this is perfect for younger gamers. Moreover, the superb UI highlights each button and you know exactly when you can execute every special ability. Accordingly, though there are many layers to the action, it never feels overwhelming and was a pleasure to play.

Collectables, resources, outfits, and much more will keep you playing this title. Alongside this, the cooperative mode is fun, and the story is silly but well thought out. Additionally, you must level up your hero, upgrade your skills, and explore many strange locations. Furthermore, there are plenty of villains to tackle, an array of heroes to save, and many side quests to complete. Consequently, this has masses of longevity and replay value.

DC’s Justice League: Cosmic Chaos is entertaining, colourful, and oozes retro charm.

Outright Games Ltd. have an amazing list of published titles. As such, I was confident that DC’s Justice League: Cosmic Chaos would entertain me. With colourful characters, cliched dialogue, and puns galore, it lived up to my expectations. However, I can appreciate that some gamers may find the acting and puns to be somewhat shallow. Moreover, the combat could become repetitive if you tackled long gaming sessions. Yet, I still enjoyed every moment and I recommend that you buy it here! Can you put the trickster back in his place? Save the Justice League, attack the fish monsters, and set the town free.

Top-Rank Video Games with Lesbian Characters

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In recent years, the representation of diverse identities, including lesbians, in video games has become increasingly important to many players. While this has been a slow process, some games have stepped up to represent these characters meaningfully and nuancedly. From emotional journeys of self-discovery to epic battles against mythical beasts, these games provide a unique and engaging experience. 

That said, let’s explore some of the top-ranked video games with lesbian characters and the impact their impact.

More Lesbians are Coming Out of the Closet 

Coming out of the closet in a conservative, judgmental society is never easy. However, activism and increased representation across the board have motivated lesbians to express themselves openly. Nevertheless, finding meaningful connections within the community can still be an uphill task for some lesbian singles. So, if you’re a single searching for a lesbian hookup near me, online dating platforms are the surefire way to find a like-minded partner. Lesbian dating sites are made to connect like-minded girls seeking romance and casual hookups, and they’re at the height of their popularity right now.

The Importance of LGBT Characters in the Games

It’s not enough to have these characters in the games; what are some of the benefits of doing so? 

·      It aids players in feeling seen and heard

For many members of the LGBTQ+ community, finding representation in media is a struggle. That’s why including LGBT personalities in games is so significant. When players see themselves mirrored in the narratives they love, it can be incredibly validating and empowering. It shows that they are not alone and that their experiences and identities matter. By allowing gamers to relate with characters who share their sexuality or gender identity, they become more engaged.

·      LGBT characters challenge stereotypes and promote diversity

By including LGBT characters in games, developers have the opportunity to challenge harmful stereotypes and promote inclusivity. Too often, LGBTQ+ individuals are portrayed as one-dimensional caricatures or sidelined altogether. But games that feature well-developed, multi-faceted LGBT characters can shift these perspectives and make society more willing to embrace diversity. 

·      LGBT characters can serve as role models for young players

For young gamers struggling to cope with their sexuality or gender identity, lesbian characters in games can serve as powerful role models. Seeing characters who are confident and comfortable with their identities can be incredibly inspiring for young players to explore their identities. 

·      It helps normalize same-sex relationships

By including LGBT characters in games, developers are helping to normalize diverse identities and promote acceptance and inclusion. When players encounter LGBT characters in games, it helps them learn more about different sexualities. This can lead to a more welcoming and inclusive gaming community where everyone feels valued and respected for who they are. 

Three Bright and Memorable Characters

Ellie in The Last of Us 

The Last of Us is more than just a post-apocalyptic survival game – it’s a richly crafted narrative that explores complex themes of identity, loss, and love. At the center of this story is Ellie, a young girl who represents both the hope and the danger of a world overrun by infected humans. Ellie discovers her strength and resilience as she embarks on a perilous journey with the smuggler Joel. 

But it is her sexuality – her unapologetic queerness – that sets her apart from other video game heroines. Her sexuality does not define Ellie; instead, it is a natural part of her identity, enriching the game’s message of diversity and acceptance. 

Chloe in Life is Strange 

Life is Strange is a captivating and thought-provoking game that explores the complexities of human relationships and the consequences of our choices. The game’s main character, Max, possesses the unique ability to go back in time, which she uses to investigate the mysterious disappearance of a local girl with the help of her best friend, Chloe.

Chloe’s character is a bold and dynamic presence in the game, challenging Max to confront her fears and push the boundaries of her powers. Her bisexuality is a natural and integral aspect of her identity, and her story of self-discovery and acceptance is a moving experience.

Judy in Cyberpunk 2077

Judy Alvarez is a bright and memorable character from the game Cyberpunk 2077. Set in a dystopian future, the game follows the story of V, a mercenary on the hunt for a rare implant that can grant immortality.

Hope is a rare commodity in the bleak dystopian world of Cyberpunk 2077, but characters like Judy Alvarez provide a much-needed ray of light. Judy is a woman of many talents – a tech genius, a skilled technician, and a fierce activist. As a member of the Moxes, she stands up for her fellow sex workers, lending her voice to the voiceless. But her emotional depth and nuanced character truly make her shine.

Conclusion

As we look toward the future of gaming, it is clear that diversity and inclusion will play an increasingly important role in shaping the industry. By featuring LGBT characters in games, it is possible to challenge harmful stereotypes and showcase the rich diversity of the human experience. This will help create a gaming community that is truly inclusive and welcoming to players of all backgrounds and identities.