A new version of The Witcher’s Gwent is in the works as a single-player, standalone game set for release in 2022. According to IGN, the game is in development under the codename Project Golden Nekker.

The report said CD Projekt Red’s Gwent team is building the new game, which promises to offer a “captivating single-player experience.” Being a standalone game, players do not need to have purchased any previous edition of the title.

Gwent originates from The Witcher 3: Wild Hunt’s minigame of the same name. It was later released as a standalone game that got a new entry, Thronebreaker: The Witcher Tales, in 2018.

Paweł Burza of CD Projekt Red said the new title is “not another Witcher Tales [game] but something different.” It’s aimed at people who prefer single-player.

CD Projekt Red has a number of new projects in the works. In addition to Project Golden Nekker, CD Projekt Red is developing new versions of The Witcher 3 and Cyberpunk 2077 for PS5 and Xbox Series X|S, while the studio acquired The Molasses Flood to work on an “ambitious” new title.

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Sony’s next State of Play event will focus on Gran Turismo 7, showing off “new PS5 footage and gameplay details. Scheduled for February 2 at 2PM PT / 5PM ET, the show is scheduled to run for 30 minutes and will be solely dedicated to the racing game.

Gran Turismo 7 takes center stage in an all-new State of Play, arriving Wednesday at 2pm Pacific: https://t.co/Yo0Iq8udFH pic.twitter.com/F3ASOpmpeQ

— PlayStation (@PlayStation) January 31, 2022

Details on developer Polyphony Digital’s latest entry in the Gran Turismo series have been kept to a minimum since it was announced, but with its release date of March 4 drawing closer, new trailers for the racing simulator have been released.

Recently, Gran Turismo 7 shined a light on car culture, showed off the Daytona International Speedway in one of its trailers, and also touched on the art of sticking to a line in a separate teaser.

Gran Turismo 7 once again aims to be one of the most realistic racing games on the market and will feature over 400 cars to collect and drive around global racing circuits.

While it’ll be available on PS4, the PS5 version is looking to create a more immersive experience with the DualSense controller and its various haptic feedback features, such as pedal feel with the adaptive triggers and emulating the sensation of driving on tarmac with the peripheral’s fine-tuned rumble motors.

For more details, you can check out our Gran Turismo 7 hub.

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Halo Infinite developer 343 Industries has provided an update on Big Team Battle’s ongoing issues and forthcoming changes to the in-game store.

In a blog post, 343 said it has gathered telemetry data from the January 19 patch–which did not fix the issues properly–and is now working on a follow-up patch that should get the mode in better shape. The patch has already been tested and it will be sent in for certification on January 31. If all goes well and the patch is approved, it will then launch for everyone on Thursday, February 3, at the soonest.

Big Team Battle has been facing substantial issues since before the holidays, so it’s good news to know a proper fix is coming, and potentially soon.

As for the in-game shop changes, 343 started off by confirming that it’s monitoring the feedback surrounding the recent launch of individual items for sale. Looking ahead, 343 said it understands people want to have both bundles and the items inside them available for purchase on their own. The store doesn’t currently support this, but 343 is looking into how it can “better meet the needs and expectations” of fans in this department.

“Through the rest of Season 1, our focus is to provide a better offering of individual items and bundles to help players get the customization they would like without having to buy larger bundles,” 343 said.

The studio acknowledged that Halo Infinite’s shop was not always “delivering on value, quality, or price,” and the team is intent on finding the right balance. “The offers we are running now, and will continue to run throughout S1, are to help us learn what is working and what’s not. This will take time, but we know that our learnings here will positively impact Season 2 right off the bat,” 343 said.

“There have also been some questions about how and if previous bundles would return to the Shop, and right now we are looking at this on a bundle-by-bundle basis. Some bundles will come back into rotation and some will be broken up to allow players to purchase their individual items. We’ll have more info to share on this in the future.”

Don’t worry, the cat ear DLC–officially known as the Purrfect Audio helmet–will be back at some point during Season 1. Check out the full blog post here to learn more.

In other news, it has been confirmed that the Halo TV series will premiere March 24 on Paramount+.

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We Are OFK has a really cool premise. Mixing together the notes of a visual novel and a biopic, it is the origin of a band known as OFK–their first single, Follow/Unfollow, debuted during The Game Awards 2020 while the rest of the group’s first EP will release over a five-week period later this year.

OFK is a real band, albeit one that features virtual members. This isn’t a case where developer Team OFK is making a music-based game and subsequently releasing the soundtrack. The team has designed OFK in the same vein as other virtual music artists and groups, like Hatsune Miku or K/DA. We Are OFK is the “televised” biopic of how the group’s four members–pianist Itsumi Saitō (Ally Maki), singer/songwriter Luca Le Fae (Teddy Dief), audiovisual artist Carter Flores (Syhaya Aviel), and producer Jey Zhang (Fiona Rene)–became a group in the first place.

“[We Are OFK] started as a game project that was meant to be about what we know–a story about people making things and trying to just get shit done in Los Angeles, with focuses on friendships and relationships,” creative director Teddy Dief told me. Alongside being the voice for OFK’s lead singer, Dief also helms the creative direction of the studio behind the band’s biopic.

“But we didn’t want to make a game about people making games,” they continued. “It made a lot of sense to do music because our producer at the time had a background in music business and she knows her way around the industry. And I have a vocal background. So we were like, ‘Oh, we can put something together where we could actually, from the beginning, make a professional music project that isn’t just a traditional video game soundtrack.’ Like we could actually do a proper band and then tell their story.”

Though We Are OFK started as a game, Dief hopes that that isn’t how most people first experience the project. “In terms of how we talk about the project and want people to experience it, the coolest scenario is people hearing the first single on the Spotify app, and then they go, ‘Oh, shit. There’s also a biopic about this band.’ That’s way more interesting to us, and how we want to relate to people–the band first and the stories second.”

This scenario isn’t a novel concept–there have been fictional biopics for plenty of real musical artists and bands, such as The Monkees and Big Time Rush. As far as I can tell though, this is the first time such a story is being told for a band composed of virtual people as well as the first time such a story has been told through the lens of an episodic video game as opposed to a television series, thus inviting the viewer to participate in the narrative.

I got a chance to play the first episode of We Are OFK, which introduces all four members of the group but primarily focuses on the perspective of Itsumi. It’s a very dialogue-driven opening, forgoing stilted exposition in order to move the action along at a compelling pace. I managed to catch snippets of characterization that briefly appeared at the bottom of old cell phone text chains before new messages pushed them out of frame, and dialogue options provided insight into how a character was feeling, regardless of which choice I picked–all of which felt like a more natural way of introducing me to these characters than a detailed account of their backstory. I was rewarded for paying attention instead of having details just being spoon-fed to me.

By the end of the episode’s 50ish minute runtime, I was hooked and eager for more. Episode 1 feels like an excellent TV show pilot, which makes sense given We Are OFK writer Claire Jia’s history penning for television–previously, she’s written for TV series Awkwafina Is Nora from Queens and Fresh Off the Boat.

In continuing that TV connection, We Are OFK is being released like a televised series. When the game launches, players will only be able to access Episode 1, with each subsequent episode releasing on a weekly schedule. Each of the five episodes will also mark the release of a new single from OFK, all of which will debut on digital music storefronts.

“And weekly releases are a thing in music as well,” Dief added. “Our record label person and our manager both said, ‘You should give them weekly releases–that’s what works best on music platforms.’ So it all can be congealed together–weekly releases make sense for TV, and it makes sense for the songs too.”

But what about the game itself? Team OFK describes We Are OFK less as a game and more as an “interactive experience,” which seems apt based on what I played–it features moments of gameplay, but it plays out a lot more like a television show with interactive elements. It’s very Kentucky Route Zero in how everything plays out, though with a far brighter color palette and characters who’d fit more at home in something like Life is Strange or Persona.

The story begins with Itsumi in the midst of an emotional and mental downward spiral. With over a decade of experience playing the piano, Itsumi is trying to make it in Los Angeles, but she’s barely scraping by on her meager salary working for a game developer, and folks aren’t lining up to secure her for paying gigs–she’s only had a few offers, none of which have led to a big break. She’s burnt out, struggling to find the joy in practicing music while her ex is badgering her with unsolicited text messages.

Itsumi’s struggle is a relatable one–it’s here that We Are OFK’s first episode finds its greatest strength, and I hope it’s one that continues throughout the game’s other four. Even if you have no connection to the music industry or knowledge of how it works–like me–We Are OFK’s story is still approachable. Its plot is built around themes that are easy to understand regardless of your passions. These aren’t folks struggling with celebrity stardom or stressing about hundreds of pages of contracts–in We Are OFK, Itsumi, Luca, Carter, and Jey grapple with imposter syndrome, heartbreak, the unwanted thoughts that you should fill free time with practical activities that are productive, and what it’s like to transform what you love into the career you need to do in order to make enough money to live comfortably.

“I think that those experiences transcend the medium,” said Dief. “My background in music is one of the reasons why we did it the way we did it. Like I sing the songs. And in terms of the writing process, we definitely did have a lot of conversations with our producer Mikayla Foote–who comes from music and artist management–and then set up a lot of phone calls with both people we were working with on the music side, like our songwriter.

“But as much as we could, we went, ‘Hey, what is it like to do your job and what sucks and who makes your job hard?’ It’s not like in Episode 2, [the characters] are going to spend the whole episode in the studio. That’s not actually interesting to watch. Most of the time you’re just sitting there. It’s more interesting to follow what’s happening right before and right after [those moments in the studio].” According to Dief, those are the moments that people will more easily relate to.

And they’re right–I walked away from the We Are OFK preview feeling like Team OFK had researched my own life for inspiration in constructing the game’s narrative. As I imagine most folks in their mid-20s to early-30s who pursued careers in writing, music, art, or other creative fields may feel after playing through the first episode of We Are OFK. It certainly doesn’t pull any punches when diving into the struggles that such a career can have–I teared up a bit listening to Itsumi confide in Carter as to why she’s struggling to keep practicing piano (an emotional scene that should be experienced firsthand), and I nodded in deep understanding when Luca tried to explain to his friends that he was working at a company that made him miserable because it not only paid alright but because it offered health insurance that he needed.

“There’s no traditional villain because everyone is very flawed and everyone eventually works each other in different ways,” writer Claire Jia told me. “Even people that we set up as very innocent or incapable of hurting others can eventually reveal themselves to have made mistakes as well. We just really wanted it to feel like when you’re working on things with your friends and it oftentimes is not a situation where someone is purposely doing all the wrong things and is the bad guy, it’s just that sometimes people are incompatible or they’re not speaking their truth necessarily or being vulnerable enough with each other. So that leads to miscommunications.”

Dief added, “I agree with Claire, the interesting conflict is that you are trying to make something with a bunch of other people who have their own priorities and needs and wants and wishes for the project and things that are distracting them. And that’s what creates the [conflict] that we actually want to talk about.”

Like a visual novel, most of what you’re doing is selecting how characters respond in text messages or conversations. Your decisions don’t alter the overall narrative–no matter what choices you make, Episode 1 is always going to end in the same way. But your choices can inform the relationships of the characters. Each option reflects one of the varying thoughts in the character’s head–it’s up to you to decide what they actually type out/say out loud. This will, in turn, dictate how the other characters respond.

As stated before, Episode 1 focuses on Itsumi, but you occasionally jump into Luca’s perspective too. According to Team OFK, each of the episodes will focus on a different member of the band, but you’ll regularly switch between multiple characters, occasionally even participating in one conversation from both characters’ point-of-view.

“We switch perspectives with each episode,” Jia said. “Each episode takes place chronologically after the other, but we wanted you to see the events play out through different people’s eyes and even though this is a game, it’s also a series, and we love the idea of this like TV-esque release structure where you’re playing one episode and then waiting for the next episode.

Also, the episodes themselves follow [the passing of time], like the second episode takes place roughly a week after the first episode. We wanted the game to be very hyper realistic. So as you’re playing it, you are in there living with them. In the same way that they have to wait, you have to wait as well.”

It’s a bit too soon for me to say that We Are OFK doesn’t have much in terms of gameplay–it could be way more game-like than I’m giving it credit for. The one part of We Are OFK that looks to be most interactive and video game-like is also the only aspect I wasn’t able to try: the music videos. Each episode introduces one of OFK’s first five songs, and you’ll have some control in how the music videos for these songs play out. The music videos weren’t ready in the build I played, but I did get to see how they might work in a video, and Dief described how each features different gameplay.

“We really did sign ourselves up for making five extra video games,” Dief said. Unlike most music-focused games, We Are OFK won’t test you on your rhythm or ability to memorize the notes of a song. As Dief describes it, the music video sections are designed more around the idea of “making you feel musical.” You can’t mess up and enter a fail state.

“And the interactions are all totally different,” Dief continued. “There’s one just where you’re doing a bunch of destruction because it’s like a very aggressive song. There’s one that features a little island builder, because there’s a creative element to it. But they’re all meant to be playful and make you feel involved in the music, which is what this whole thing is about–us trying to be like, ‘Hey, we have this band and this music and we want you to be involved with it.'”

Jia added, “We definitely are striving to really put you in [OFK’s] shoes. So the music videos are very much of the emotion of whatever the character is feeling in that specific moment. [Dief] mentioned before the destruction one where one of the music videos comes in during a really emotionally salient moment and the music video is what the player chooses to do in that emotional moment. It’s all about destroying because that’s what the character is going through in their mind as well. It’s similar to the dialogue choices–our interactivity is less about deciding how you can change everything, and more like, ‘Oh, there are a couple of things you can say.’ And then it might affect the situation in a small way–sort of like a conversation in real life, the subtle ways in which you respond to someone and change the way that someone thinks about you or responds.”

We Are OFK’s soundtrack is a collaboration, composed from the combined talents of Dief and indie musicians Luna Shadows and Thom Powers. Episode 1 features a lot of soft rhythmic beats–it’s got a relaxing dream-like quality to it. I like it, though I’m hopeful we get to see a larger variety of stylistic choices throughout the course of the game as the members of OFK experiment and try to find their respective identities in the musical world.

Though We Are OFK isn’t even out yet, I did ask Dief and Jia about the future of OFK. Once the game and all the songs are out, what’s next? Do we get another game continuing the band’s journey? Or does OFK release more music? Short answer: It could be both.

“Claire and I talk about this, and people go, ‘Oh what’s next?’ or, ‘When it comes out, then what happens?’ and, well, it depends. If the band takes off, then the band is going on tour,” Dief said. “But maybe someone is like, ‘Oh I want you to make more series or do DLC,’ Like, it’s both–every day it’s both.

And since we’re workshopping the future as a project right now, I feel like the band needs time. Like they need time to play shows and live and do all that stuff before we would even want to tell the next stage of the story, because the whole idea–without spoiling–is that the story [of We Are OFK] is not supposed to get into the future [of OFK].”

So I guess we’ll just have to wait and see what the reception to OFK is like. We Are OFK is scheduled to launch sometime this year, releasing for PS5, PS4, and PC. If you’re searching for more indie games to look forward to, check out our list of 27 games in 2022 you shouldn’t overlook–one of which is We Are OFK.

Read MoreGameSpot – Game News

While it could be argued that part of the allure of Wordle–the five-letter word game that’s taken hold of the internet the past month–is its exclusivity, we don’t blame anyone who just can’t get enough. Luckily for players looking to lose themselves in the art of letter deduction, there are actually a few ways you can keep the game going without having to wait 24-hours.

As reported by Lifehacker, Devang Thakkar, a fourth-year doctoral student in Computational Biology and Bioinformatics at Duke University, has developed an archive that allows players to test their might at all previous Wordles. Over at Remembrance of Wordles Past, users are given an interface that looks a lot like Wordle with a few additional options: “First,” “Previous,” “Choose,” “Next,” and “Last.” These buttons allow players to cycle through puzzles and try ones they might have missed out on.

However, Thakkar isn’t the only Wordle fan to develop a way for players to relive past puzzles. Noah Metzger is another fan who has developed a similar archive, albeit with a slightly different layout. In Metzger’s archive, users are able to scroll through a list of puzzle options–complete with their original release dates–until they find the one they’re looking for. Just like Wordle, it also keeps track of what puzzles players have solved and in how many guesses, allowing you to add up these past puzzles to your current score and maybe even bolster your right to brag.

And hey, if you’re feeling really cheeky–and I do mean cheeky–you can also check out the unofficial and very NSFW Wordle spin-off Lewdle. As mentioned on the game’s homepage, Lewdle is a game about “rude words” and pulls its word bank from vulgar and obscene language. If you’re the type to shy away from a game of Cards Against Humanity, this one might be best to avoid.

If you’ve yet to give Wordle a whirl, be sure to check out GameSpot’s guide on the best starting words and other techniques that might give you an edge.

Read MoreGameSpot – Game News

Following the reveal of Ubisoft Quartz last December, the company known for its work on the Ghost Recon, Assassin’s Creed, and Rainbow Six series faced a lot of consumer backlash over incorporating NFTs into its gaming ecosystem. Ubisoft has since addressed these complaints and concerns, explaining it anticipated this reaction and chalk up the less-than-warm reception to misunderstanding–something they hope to fix as they delve even deeper into NFTs.

In an interview with Finder, Ubisoft Strategic Innovations Lab VP Nicolas Pouard and Ubisoft Blockchain Technical Director Didier Genevois weighed in on the controversy surrounding Ubisoft Quartz. According to Pouard, while the team is frustrated with the negative reception the program received, he understands it, and appreciates fans expressing “how passionate they are about their hobby and gaming in general.” Pouard then added that regardless, the company still “strongly believes” in what it is doing and they will continue to find ways to keep integrating.

“We know it’s not an easy concept to grasp. But Quartz is really just a first step that should lead to something bigger,” Pouard said. “Something that will be more easily understood by our players. That’s the way we think about it and why we will keep experimenting. We will keep releasing features and services around this first initiative.”

Pouard continued, explaining he thinks gamers “don’t get what a digital secondary market can bring to them.”

“Because of the current situation and context of NFTs, gamers really believe its first destroying the planet, and second just a tool for speculation,” Pouard said. “But what we [at Ubisoft] are seeing first is the end game. The end game is about giving players the opportunity to resell their items once they’re finished with them or they’re finished playing the game itself. So, it’s really, for them. It’s really beneficial. But they don’t get it for now.”

Following these comments, critics of Ubisoft Quartz have taken to Twitter claiming Ubisoft is less in the know about NFTs than its fanbase–despite the Pouard’s “condescending” remarks.

An important thing to note, here, is that Pouard’s focus is entirely on the selling and re-selling of items. He frames this as a good thing for the user, but Ubisoft takes a cut of every transaction. They want a thriving aftermarket because the entire aftermarket is cash to them. https://t.co/dvDfL7oNRD

— Chris Franklin (@Campster) January 27, 2022

As the VP of innovation, Pouard has innovated on the art of being a condescending lump.
“We know it’s not an easy concept to grasp.”
No, we get it. You discovered the Steam workshop from 2012, implemented it into a game that nobody bought, in a way that aesthetically sucks.

— Connor (@mmofallout) January 27, 2022

According to Pouard and Genevois, one of the key things Ubisoft had to consider when rolling out Ubisoft Quartz was whether or not to embrace the terminology of NFTs or not. Ultimately, the team decided that if they didn’t address the fact that “Digits”–the in-game tradable items–were NFTs, they were certain players would have noticed and criticized their lack of transparency–as well as assume the practice was not environmentally conscious. Genevois said Ubisoft is taking measures to be environmentally friendly with Quartz, making “an active choice of going with Tezos.”

For those unfamiliar with Tezos, Tezos is a blockchain system that uses “proof-of-stake” to show ownership over an NFT rather than “proof-of-work,” ultimately making Tezos a more energy efficient choice. However, these is a catch: while Ubisoft Quartz uses Tezos, the items can then be sold on a third-party marketplace for cryptocurrencies like Ethereum, which uses a “proof-of-work” system and has been cited as extremely taxing on the environment.

Pouard then explained opting into Ubisoft Quartz is a “personal choice” and Ubisoft will at no point “force our players to use Quartz and Digits.” However, the VP then stated that for players wanting certain items–such as Quartz-exclusive Ghost Recon: Breakpoint skin–they must go through Quartz.

When it comes to whether or not players will see NFTs infiltrate their favorite Ubisoft games in the future, Pouard said these decisions will be made on a case-by-case basis. “We are a very decentralized company already,” Pouard said. “We let each project’s team decide if they want to have Digits or not. Or use the Quartz platform itself. So, it’s open.”

While NFTs might seem like an inevitability in gaming at this time, rest assured that Riot has confirmed NFTs are not one of Killjoy’s hobbies.

Read MoreGameSpot – Game News

The tech-savvy Killjoy, a character in Riot Games’ tactical shooter Valorant, was recently shown in a tweet enjoying a piece of NFT art, which raised some eyebrows among more than a few fans. Riot quickly deleted the tweet and has since issued an apology of sorts.

The tweet was made by the official German Valorant Twitter account as a way to highlight Killjoy’s hometown of Berlin and spotlight computer-generated art. According to Riot’s apology, the team didn’t realize that the artwork featured in the tweet, by artist Martin Houra, was an NFT.

pic.twitter.com/B0zraMPpJG

— VALORANT (@valorantde) January 27, 2022

“Since Killjoy loves programming, we wanted to introduce you to computer generated art from around the world,” a statement tweeted out by the German Valorant Twitter account reads. “However, we were not aware that the selected work was an NFT. In no way did we intend to include NFTs as part of Killjoy’s work and hobbies.”

Fans in the responses to the clarification tweet seemed to be relieved that one of the game’s fan-favorite characters was not into NFTs, but it’s currently unclear what Riot’s overall stance on the technology is.

NFTs, or non-fungible tokens, are essentially receipts for data stored on a blockchain, and can be anything ranging from an image, a tweet, to video game cosmetics. It’s become a bit of a craze recently, with multiple video games companies like Take-Two and EA looking to cash in and implement NFTs into their products in some form. Ubisoft is already experimenting in the space with Ubisoft Quartz, which allows players to acquire NFT-items in Ghost Recon Breakpoint that can then be sold to other players for a price (of which Ubisoft would get a cut).

Much of the criticism around NFTs revolves around the environmental impact. Because the transactions take place on the blockchain, NFTs can have a large carbon footprint due to the amount of electricity they require to be “minted,” which harms the environment and contributes to climate change.

Read MoreGameSpot – Game News

With only weeks standing between the highly-anticipated Elden Ring and its ravenous fans, game director Hidetaka Miyazaki has opened up about the difficulty discourse that has long surrounded From Software’s games.

Discussions regarding difficulty in games aren’t anything new, of course. In recent years, a community push toward accessibility has brought about significant analyses of difficulty and how it can be tailored for inclusiveness. From Software frequently draws the ire of some gamers who feel its popular role-playing games, which include the beloved and demanding Dark Souls series, provide too steep a challenge and should include difficulty options.

Some fans of the aptly-named Souls-like genre disagree with the assessment that such games need a difficulty setting, feeling strongly that the games benefit from their cryptic design choices and precise, punishing combat. From Software itself has long stood by this stance, too, imploring all gamers to embrace the challenge so that they can feel an equal sense of reward by overcoming it.

Despite this, speaking in an interview with PlayStation Blog, Miyazaki made it clear that he believes the conversation is still one worth having. “It’s a valid discussion,” he said. “I feel like our approach to these games, not just Elden Ring, is to design them to encourage the player to overcome adversity. We don’t try to force difficulty or make things hard for the sake of it. We want players to use their cunning, study the game, memorize what’s happening, and learn from their mistakes.”

Miyazaki went on to share that he believes the barrier of entry has been lowered in Elden Ring as well, due to design choices that now provide additional player agency. “In Elden Ring, we have not intentionally tried to lower the game’s difficulty,” he said. “But I think more players will finish it this time. As I mentioned, the player’s level of freedom to progress through the world or return to a challenge later are all elements that I feel will help people get through the game at a more leisurely pace.”

In addition to general design changes, Miyazaki states that he hopes “players embrace that idea of receiving help from others,” promising that the multiplayer function of the game has been streamlined to put an emphasis on working together to overcome Elden Ring’s toughest challenges. With this in mind, Miyazaki feels confident that Elden Ring will have the highest rate of completion in From Software’s Souls-like library.

Miyazaki’s interview also included confirmation that Elden Ring will feature a New Game Plus mode and multiple endings, two components that have become a core part of what makes From Software’s games endlessly replayable for die-hard fans.

Elden Ring launches February 25 on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, and PC.

Read MoreGameSpot – Game News

Everyone’s got their go-to starting word to kick off their daily Wordle challenge–for some reason ‘Pssst’ and ‘Myrrh’ always eat up my chances at victory–but the best word to use is later according to Tiktok user Crvlwanek.

In a response to another user claiming that the best starting word is irate, Crvlwanek decided to put that theory to the test by going through Wordle’s entire word list and creating a custom script program to use frequency analysis on each letter. Each word was also scored on the frequency of each letter and then an optimal starting word was chosen from the data.

From that research, ‘later’ rose to the top and it’s not hard to see why. With two vowels and three consonants in its construction, it goes through some of the most commonly-used letters in the alphabet and clues you in what the word of the day is without you having to slyly browse the Free Dictionary website.

In case you were wondering, the worst starting word to use is Xylyl according to Crvlwanek’s research.

Wordle has been a fun distraction since its popularity rose this year. It’s challenging without ever feeling unfair and each brain-teaser is educational. At least one person who hates fun has managed to program an anti-Wordle bot that targets anyone who posts their daily results on Twitter, but its reign of linguistic terror was short-lived after Twitter banned it.

In more heartwarming news, a developer with an unrelated Wordle app has donated his recent windfall on the Apple App Store to charity after he saw a spike in downloads.

If you’d like some more options for great five-letter words to add to your vocabulary, we’ve got a feature on the best starting words to use in Wordle.

Read MoreGameSpot – Game News

One of the best perks of Nintendo Switch Online is the ability to play dozens upon dozens of classic Nintendo games on Switch. At the time of writing, there are more than 100 SNES and NES games on the Nintendo Switch Online (NSO) service ($4/month, $8/3 months, $20/year), and an additional batch of Nintendo 64 games and Sega Genesis games in the NSO Expansion Pass ($30/year), with more on the way. The service also includes helpful features like optional save states for all the games available, rewinding your gameplay for NES, SNES, and Genesis, and unique versions of some games that start you out with end-game stats and gear so you can blast through each level.

A collection of more than 135 retro games (and counting) means there’s a lot to parse. While many of the included titles are among the best games ever, there are some clunkers in the mix, too. For anyone wondering which of these games are worth your time, we picked a bunch of titles across the service’s four available console libraries that we think represent the best on the service.

That said, just because your favorite isn’t listed doesn’t mean we think it’s unworthy. There are so many amazing retro games available on NSO, more than we have space to list. So think of this as a starting point for anyone unfamiliar with Nintendo’s (and now Sega’s) legacy catalog.

NES

Kirby’s Adventure

Kirby’s Adventure

Kirby’s Adventure is the cute pink puff ball’s first game on home console, and the follow up to 1992’s Kirby’s Dream Land on Game Boy. It’s also the game that introduced many of Kirby’s now-iconic abilities. Like in other 2D action-platformers, Kirby runs and jumps over obstacles and give baddies the boot, but he can also inflate himself to float over danger, or inhale enemies then spit them out as star-shaped projectiles that can hurt enemies and destroy objects. He can also gain special abilities by absorbing certain items and enemies, which opens up new paths and secrets hidden in each of the game’s 41 levels.

See our Kirby’s Adventure review.

The Legend of Zelda

The Legend of Zelda

The original Legend of Zelda is a surprisingly open-ended adventure that still holds up today.

Zelda 1 features recognizable elements in its story and gameplay, such as a secret-packed overworld, numerous dungeons and bosses to overcome, and an array of items that unlock new abilities. However, unlike many of its sequels, most of Zelda 1 can be tackled in any order. And once you beat the game, you unlock a “Second Quest” mode that remixes the locations of dungeons and treasure for a totally new experience. Just be warned that there’s very little hand-holding in the original adventure compared to later entries in the series. Stumbling into strong enemies or impassable obstacles too early can be frustrating, but players are free to explore as they please and there’s something to discover on almost every screen, making your progress feel more genuine.

See our Legend of Zelda review.

Punchout!!

Punchout!!

Speaking of NES games whose influence is still apparent in gaming today, the next NES game you should play on NSO is Punchout. This 1v1 proto-fighting game has elements of rhythm and puzzle games, and inspired everything from Street Fighter and fighting games in general, to action games with deliberate combat like Dark Souls and Monster Hunter. No, seriously.

Punchout Is all about timing and patience. Each opponent in the game’s roster has a unique fighting style and a unique personality to match. Your opponent will telegraph their moves with small tells that you need to memorize so you can respond with the proper counter move or dodge. Timing is also important, as some of the animations are quick and hard to spot, and your window of opportunity is short. Punchout is a tough game to master (and some of its characters are woefully outdated stereotypes), but the unique gameplay is still worth experiencing today–and hey, you can always use NSO’s built-in rewind feature for an easier playthrough.

Super Mario Bros.

Super Mario Bros.

Super Mario Bros. wassn’t the first Mario game on NES, but it was Nintendo’s mustachioed plumber’s first full 2D platforming adventure.

Even if you’ve never played Super Mario Bros, you probably know what to expect: The evil turtle King Bowser has kidnapped Princess Peach, and Mario’s gotta save her by running left and jumping on things. The plumber can consume mushrooms that make him bigger and stronger, use fire flowers to throw fireballs, or collect stars that make him temporarily invincible. Super Mario Bros. still holds up today, but if you want some more variety in your platforming…

See our Super Mario Bros. review.

Super Mario Bros. 3

Super Mario Bros. 3

If you’re going to play just one game in NSO’s NES collection, it should be Super Mario Bros. 3.

Super Mario Bros. 3 is arguably the best game on NES, and still one of the best 2D platformers ever made. It outshines all previous Mario games and, frankly, many of the games that came after. It’s also notable for refining and cementing many elements the series is still known for, such as the Tanooki Suit and Super Leaf power-ups, sectioning levels into “worlds” with specific themes, and characters like the Koopalings. There’s also an SP version that starts at the final stage of the game, and lets players select from one of eight different power-up boxes for extra help.

See our Super Mario Bros. 3 review.

SNES

Donkey Kong Country 2: Diddy’s Kong Quest

Donkey Kong Country 2: Diddy’s Kong Quest

Donkey Kong Country 2 refined the core gameplay ideas introduced in the first Donkey Kong Country and added unique elements that make for a better game than the original.

Like in the original, players control a tag-team of two characters exploring dangerous levels set in a variety of tropical lands, but you won’t be playing as the titular Donkey Kong this time. Instead, Donkey Kong Country 2 is the first game in the series to give Diddy Kong the starring role–but he’s not alone. Diddy’s pal Dixie Kong joins him on a quest to save Donkey Kong from the clutches of series villain King K. Rool. You can play the entire game solo or with a partner, and there’s tons of secret items and bonus levels to discover, adding plenty of replay value to this charming 2D platformer.

See our Donkey Kong Country 2: Diddy’s Kong Quest review.

The Legend of Zelda: A Link to the Past

The Legend of Zelda: A Link to the Past

A Link to the Past set the structure that almost every Zelda would follow for the next 20-plus years.

Like the two previous Zelda titles, players controlled the hero Link on his adventure across Hyrule to defeat Ganon and save Princess Zelda. However, A Link to the Past is more guided and story-driven than the first Zelda, ditches the RPG mechanics Zelda II experimented with, and took dungeons from enemy-filled gauntlets into puzzle-filled labyrinths with unique themes, resulting in a well-paced adventure.

That formula would remain core to the series’ gameplay until 2017’s Breath of the Wild, but A Link to the Past’s gameplay loop was novel, and a refreshing change for the action-adventure genre at the time. It’s considered by many to be the best Zelda game, and it’s easily one of the best games on SNES.

See our Legend of Zelda: A Link to the Past review.

Super Mario Kart

Super Mario Kart

Super Mario Kart wasn’t the first arcade racer with combative powerups, but it was certainly the most notable. It paved the way for the franchise’s dominance as the best-selling games on nearly every subsequent Nintendo console and handheld. Fans of modern Mario Kart may be initially disappointed by the SNES game’s lack of kart customization options and slimmer roster of racers and tracks compared to other games in the series, but Super Mario Kart is still a joy to play. It’s a pure arcade racer that doesn’t need gameplay gimmicks or excessive customization to hold your attention.

Star Fox

Star Fox

Star Fox was one of the first fully-3D console games, and one of the few games on the SNES to take full advantage of the Super FX chip–the first-ever 3D rendering chip available on a home gaming console. While not as pretty as future Star Fox games or the rail shooters that came after, the original Star Fox was a mind-blowing leap in video game graphics. To be fair, Star Fox 64 (which is available in the NSO Expansion Pack’s N64 library) is basically a 1-to-1 remake of the SNES game’s story, gameplay, and music, and is arguably a much better game, but the SNES version is still fun and worth playing if you’re a fan of Fox McCloud and crew. And if you need more space shooting goodness, Star Fox 2–which was originally canceled just after the game was finished and left unreleased for decades–is also available on NSO.

Super Mario All-Stars

Super Mario All-Stars

Super Mario All-Stars is a collection of the original Super Mario Bros trilogy on the NES, plus Super Mario Bros.: The Lost Levels (Super Mario Bros. 2 in Japan) on a single cartridge. All four games in the compilation were remade for the SNES with new graphics, controls, extra content, and more. Some have argued that the remakes are inferior to the originals, but they are easier on the eyes and have better controls. But hey, if you really want to play the original versions, they’re available in NSO’s NES library.

Super Mario World

Super Mario World

Look, we know we keep calling the Mario games on this list some of the “best games ever made,” but for many, Super Mario World is the best.

Super Mario World was the first all-new Mario game on the SNES and the immediate sequel to Super Mario Bros. 3. World built upon everything Mario Bros. 3 excelled at–specifically the excellent level design, pacing, and responsive controls–and expanded the formula with bigger levels filled with secrets that encouraged players to replay and explore more than any prior game in the series.

Super Mario World was also the first game in the series to feature Yoshi as Mario’s rideable companion, as well as all-new power ups, enemy types, and gameplay mechanics that make World an incredibly deep game. And topping it all off is the richly detailed 16-bit sprites the perfectly capture the “feeling” of Mario, and an amazing soundtrack from series composer Koji Kondo.

If you only have time to play one Mario game in the NSO collection, it should be Super Mario World.

See our Super Mario World review.

Super Metroid

Super Metroid

Super Metroid is a masterpiece of non-linear level design, atmospheric story presentation, and 2D action-platforming. The game starts strong with players controlling the intergalactic bounty hunter, Samus Aran, investigating a distress call from Ceres space station. As you quickly find out, almost all life on the station has been killed by space pirates and their leader, Ridley, who are after the last known Metroid–a parasitic organism that saps the life energy from its prey. Samus follows the space pirates down to the planet Zebes, the setting of the original Metroid.

From there, the game never lets up. Players explore a winding labyrinth of seamlessly interconnected levels, collecting power ups that bolster Samus’ arsenal with new weapons and abilities that unlock more of the map to explore, while the eerie (but catchy) soundtrack and atmospheric sound design create an engrossing atmosphere.

There’s a reason this game inspired a massively popular sub-genre that bears the Metroid franchise’s name, and why Super Metroid is often considered the best game in the series. Everyone should play it and find out why.

See our Super Metroid review.

Super Mario World 2: Yoshi’s Island

Super Mario World 2: Yoshi’s Island

Super Mario World 2: Yoshi’s Island is a strange game. A good game, mind, but a strange one. It’s technically the second entry in the World series, but is a major departure from the established gameplay and art style of previous Mario games. The most notable change is that you play as Yoshi–an entire pack of multi-colored Yoshis, actually. Mario is still here, but as a baby the Yoshis are escorting back to his parents (while also saving baby Luigi along the way).

Controlling Yoshi is also a departure from Mario’s purely jump-focused skills and power-ups. Yoshi can eat enemies to turn them into eggs, throw said eggs at enemies and obstacles, and jump longer distances than Mario ever could thanks to his floaty double-jump. In turn, Yoshi’s Island’s level design differs from other Mario games to accommodate the dinosaur sidekick’s unique kit, offering a more exploratory, puzzle-platformer structure.

Nintendo 64

Sin & Punishment

Sin & Punishment

It’s hard to recommend many games in the NSO N64 collection due to the subpar emulation for Nintendo’s fifth generation console, but there is one N64 game every NSO Expansion Pack subscriber should play: Sin & Punishment.

Sin & Punishment is an on-rails sci-fi shooter that was originally exclusive to Japan, but gained a cult following in the west from the import crowd. Nintendo finally made it available to other territories in 2007 via the Wii Virtual Console, but with the Wii’s shopping services long-since shuttered, the NSO Expansion Pack is the only way to play this game today (aside from buying an expensive copy on the used retro market). And you should definitely play Sin & Punishment. It’s a gorgeous game for the time, with face-paced gameplay that remains buttery smooth from start to finish. It’s a quick playthrough, too, only lasting about 2 hours depending on how quickly you get through each stage, but Sin & Punishment’s unique levels and high score-chasing incentives provide plenty of replayability for those who want to spend more time with the game.

Sega Genesis

Gunstar Heroes

Gunstar Heroes

If you’re looking for a fast-paced run-and-gun shooter from the 16-bit era, Gunstar Heroes should be near the top of your list. This action-platformer is often regarded as one of the best in the genre and one of the best games on Sega Genesis in general. Critics lauded the fast-paced gameplay, varied level designs, and lush graphics at the time, and those elements still hold up well today.

Phantasy Star IV: The End of the Millenium

Phantasy Star IV: The End of the Millenium

Phantasy Star was Sega’s answer to Final Fantasy and Dragon Quest, and while the series never caught on as widely as its competitors, the early games are among the best JRPGs ever made. Phantasy Star IV is by far the pinnacle of the entire franchise. It was lauded for its unique science-fantasy setting, deep combat system, and manga-inspired cutscene presentation.

Simply put: every RPG fan needs to play Phantasy Star IV. Don’t be intimidated by the “IV” in the title, though. While Phantasy Star IV concludes the series’ storyline, you don’t need to play the other games to understand what’s going on. Phantasy Star IV is set 1,000 years after the previous games, featuring a unique cast of characters on a mostly standalone adventure to save the Algol star system that will stick with you long after the final boss is defeated.

Sonic the Hedgehog 2

Sonic the Hedgehog 2

Sonic 2 is a bigger and faster evolution of the original game’s 2D platforming gameplay, and many cite Sonic the Hedgehog 2 as the pinnacle of the Blue Blur’s cartridge-based games. This is also where series-staple elements were introduced for the first time, such as Sonic’s now-iconic spin dash move, the pseudo-3D “special stages,” and–most importantly–Sonic’s trusty sidekick Tails as the second playable character. Tails tags along with Sonic in single player mode, or a second player can take control of the double-tailed fox in split screen mode.

See our Sonic the Hedgehog 2 review.

Streets of Rage 2

Streets of Rage 2

Streets of Rage 2 is yet another game on this list that many consider the pinnacle of its respective genre–in this case, 2D beat-’em-ups. Players select one of the four playable characters: Axel, Blaze, Max, and Eddie. Each of the brawlers has their own unique look and fighting style, plus three difficulty levels to choose from, giving this brawler lots of replay incentive in either single or two-player mode.

Streets of Rage 2 was also a showcase of the Sega Genesis’ hardware strengths. The large, detailed sprites were some of the best in the 16-bit era, and the soundtrack from famed composer Yuzo Koshiro took full advantage of the console’s Yamaha YM2612 soundchip.

See our Streets of Rage 2 review.

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