Disney has some of the most recognizable characters in the world, and it’s regularly putting out new movies and TV series that immediately create pop culture icons. The likes of Mickey Mouse, Minnie, Donald, and Goofy have been progressively joined by a wide variety of other great and memorable characters, whether it’s from TV shows like Darkwing Duck and Gargoyles or its prestige array of big-screen fairy tale adaptations like The Little Mermaid and Cinderella. And where there’s valuable, beloved characters, there will be adaptations into other mediums like books, toys, and of course, video games.

There have been countless Disney video games produced through the years, so a look back shows a microcosm of game development as a whole. Though the House of Mouse’s game output has slowed from its heyday during the 8- and 16-bit eras, there are still gems to be found, and more coming all the time. Here are some of the best Disney games of all time, listed from oldest to newest.

If you’re looking for even more games to play with kids, be sure to check out our 15 great games parents need to play with kids, best Switch games for kids, and the best family games of 2021 as rated by Metacritic.

Ducktales – 1989

Ducktales

One of Disney’s earliest licensed games is also one of its absolute best. Ducktales (awoo oo) was one of several Capcom games based on popular Disney movies and TV shows. While all of these games were at least pretty good, Ducktales is still the crowning achievement of this partnership. Scrooge’s suite of abilities–the cane pogo and ability to whack static boxes and ricochet them into other items–was unlike anything else on the market and felt naturalistic and satisfying like a Mega Man game. On top of that, the music was absolutely stellar, and is still immortalized in covers. One song even got an Easter egg callback in the rebooted Ducktales cartoon series.

Ducktales was followed by a sequel, Ducktales 2, along with a remastered version in 2013. Both of those were fine, but for pure nostalgic excellence, you can’t beat the original.

Chip ‘n Dale’s Rescue Rangers – 1990

Chip ‘n Dale’s Rescue Rangers

Chip ‘n Dale’s Rescue Rangers took the classic chipmunk duo and turned them into adventuring heroes. Similarly, this video game adaptation had the pair side-scrolling their way through stages to rescue their mechanic friend Gadget from the villainous Fat Cat. One thing that set Rescue Rangers apart was the way that it played with scale. Like the cartoon, these were chipmunk-sized chipmunks in a (somewhat) realistically proportioned world. In the show, that meant their vehicles were made out of found objects like yarn spindles and balloons. In the game, that meant tossing tomatoes as big as you. It was a cute, clever way to illustrate these tiny, larger-than-life heroes.

Castle of Illusion Starring Mickey Mouse – 1990

Castle of Illusion starring Mickey Mouse

While the Disney afternoon cartoons were getting a lot of love and attention from Capcom on NES, Disney licensed its most classic and iconic character to Sega for the Genesis. Castle of Illusion had Mickey Mouse venturing into the titular castle to save Minnie from the dark wizard Mizrabel. Similar to Ducktales, Mickey had a bounce attack that could be used to spring off enemies and reach higher heights, and the level design was impeccable. It’s still regarded as one of the best Genesis games of all time. It’s so highly regarded, in fact, that it received a full HD remake in 2013, with a reimagined soundtrack from Grant Kirkhope.

TaleSpin – 1991

Talespin

While lots of Disney’s characters in this era lent themselves to traditional side-scrolling platformers, TaleSpin was the exception. The cartoon featured Baloo the bear and other Jungle Book characters in a fictionalized 1930s. Baloo was a bush pilot accompanied by his business manager Rebecca and adventuring sidekick Kit. So when it came time to adapt this into video game form, Capcom capitalized on one of its other strengths: an auto-scrolling shoot-em-up. You navigated Baloo’s plane, the Seaduck, through stages filled with sky pirates and other hazards. While not as warmly received as some of the other Disney classics from this time period, it gets credit for trying something different.

The Little Mermaid – 1991

The Little Mermaid

The Little Mermaid was marketed as Disney’s grand return to animated feature films based on classic fairy tales, so of course it needed to be adapted into a video game. This game was unique in that it was a character side-scroller, but it took place almost entirely underwater. The core swimming mechanic gave Ariel more range of movement than would be allowed by a more traditional platforming structure. And it paid homage to the movie by letting Ariel find treasure even as she fends off threats like Ursula and her minions.

QuackShot – 1991

Quackshot

The eternally jealous Donald Duck got his own game adaptation from Sega right after Mickey. In this one, the temperamental fowl was an Indiana Jones-like adventurer, navigating ancient tombs and dungeons. Instead of a traditional sidearm, he had a weapon that could shoot things like plungers and popcorn balls. Donald hunts down a treasure only to ultimately get into a confrontation with the Disney antagonist Pete. It received a warm reception, despite some criticism for its uneven difficulty. With a surprisingly detailed and twisty story for its day, QuackShot was one of the best uses of Donald Duck in any game.

Magical Quest Starring Mickey Mouse – 1992

Magical Quest starring Mickey Mouse

Obviously Sega couldn’t hog all the Mickey for themselves. Capcom had its own Mickey Mouse game, which conspicuously made sure to say “Starring Mickey Mouse” right in the title, just like Castle of Illusion. Magical Quest took Mickey on a similarly magical journey, but this time Capcom added some of its own flavor with a range of varying costumes that would give Mickey special powers. There was a Wizard costume that let him shoot magical beams with a charged shot, a Firefighter costume that let him spray water, and a Mountain Climber costume that let him grapple vertically. The outfit element added a lot of variety to the platforming and puzzle challenges, and it was punctuated by the cute little touch of Mickey stepping behind a costume curtain each time you swapped. It was followed up by two sequels, The Great Circus Mystery Starring Mickey and Minnie, which was later retitled Magical Quest 2, and Magical Quest 3.

Darkwing Duck – 1992

Darkwing Duck

As all ’90s kids know: when there’s trouble you call D-W. This adventuring series might have been the Disney cartoon that lent itself the most to a video game, but it was a latecomer compared to many of Capcom’s others. Darkwing Duck was a side-scrolling action game similar to the Mega Man series, with a sidearm that shot gas pellets to incapacitate enemies. He can collect various different types of gun elements as he makes his way through the stages, taking on the arch-villain chicken Steelbeak to save the city of St. Canard.

Aladdin – 1992

Aladdin

The Aladdin game may be the pinnacle of the 16-bit era of Disney games, and is still widely regarded as one of the best Disney licensed games of all time. The adaptation turned the down-on-his-luck street rat into a swashbuckling hero, complete with a sword. (“You idiots! We’ve all got swords!”) Aladdin could toss apples at enemies, and the presence of Genie made for some fun fourth-wall breaking moments. But if Aladdin is remembered for one thing it’s the silky-smooth pixel animation that looks impressive even by modern standards, and gave our favorite prince of a thief that extra layer of personality.

The Jungle Book – 1993

The Jungle Book

If some Disney licensed games owed a lot of their identity to contemporaries like Mega Man, The Jungle Book took a different approach and based itself almost entirely on Pitfall. It was a platformer in the classic sense, as Mowgli had to navigate environmental obstacles in a jungle full of things trying very hard to kill him. You swung from vines, bounced off tree branches, and avoided hazards like monkeys and, for some reason, baby birds. Thanks to the source material it did have a good assortment of boss fights, including a memorable encounter with Kaa the snake.

The Lion King – 1994

The Lion King

One of Disney’s biggest and most prestigious animated films, The Lion King deserved a video game adaptation worthy of its name. What it got was a visually beautiful but ridiculously difficult game that no child was able to finish. The difficulty spiked early in this action platformer, which meant most kids never got past the wildebeest stampede or the kaleidoscopic “I Just Can’t Wait To Be King” stage. A level select code lets players skip around to see all the good parts, including the dramatic finale. To be frank this one mostly makes the list for its place in history and its lovely animation, and if you play the compilation set you can save at any time, which may help make your way through the punishing difficulty.

Gargoyles – 1995

Gargoyles

Amid the success of cartoon adventure shows with darker themes like X-Men and Batman: The Animated Series, Disney answered with its own gritty serialized show, Gargoyles. The show centered around magical warrior creatures who turned to stone during the daytime, reawakened from a thousand-year curse in New York City. It was ripe territory for a video game, and the game adaptation made use of it to have the lead character, Goliath, go from the Dark Ages to modern-day Manhattan. It lacked some of the lighter elements of the show, and only one playable character gave short shrift to Goliath’s erstwhile family, but it captured the tone and heavily featured a floaty double-jump to imitate the gargoyles’ winged abilities.

Kingdom Hearts – 2002

Kingdom Hearts

The crossover that launched its own dedicated franchise was a hit right from the start, even if its premise was as goofy as the cartoon dog that bears its name. Developed by Square Enix, the company best known at the time for its turn-based RPGs, this action-RPG mixed elements of Final Fantasy with Disney characters and worlds. The protagonist was an original creation, Sora, who found himself caught up in an epic story involving a dark wizard who wanted to consume all of the worlds in darkness. He was assisted on his journey by Donald Duck the wizard and Goofy the knight, as they searched for the missing King Mickey. The trio traversed around a variety of Disney worlds and met with iconic Disney characters like Ariel and Aladdin. It also utilized a unique real-time combat system with some RPG elements, which serves as a very close proto-example of what we’ve seen in recent Final Fantasy games. It was followed by several sequels, spin-offs, half-sequels, remasters, and more. Square has now announced Kingdom Hearts 4, which has not yet been given a release date.

Epic Mickey – 2010

Epic Mickey

With Disney’s interest in traditional console games seeming to wane, Warren Spector won over the company with his pitch for a very different style of 3D platformer. The adventure game for Wii featured a more classic, mischievous Mickey Mouse and used the Wii Remote as a paintbrush. The real treat for Disney fans, though, was its story that served as a meta-commentary on Disney history. The chief antagonist of the game was Oswald the Lucky Rabbit, an actual old and unused Disney character. In the context of the story, Oswald was resentful that Mickey had taken over his spot as the recognizable mascot of the Disney brand. This marked the first time Mickey and Oswald had ever appeared together in anything, seeing as the plot revolved around the mouse replacing Oswald. The two made amends by the end and reunited for a sequel, Epic Mickey 2: The Power of Two, putting a happy end to the rivalry.

Toy Story 3 – 2010

Toy Story 3

The history of Toy Story games is practically a walkthrough of the history of video games, from a fine action-platformer on SNES for the first game to the rudimentary 3D platformer on PlayStation for the second game. By the time Toy Story 3 rolled around, standard movie tie-in games were no longer the expected norm for video games. Avalanche Software made a game that functioned both as a retelling of the movie story, and a wild and experimental game in itself thanks to the new Toy Box mode. Toy Box let you customize the world to your liking and populate it with characters and props. It was a sandbox where you could experience the magic of just playing with your toys and favorite characters, and it served as a proof-of-concept for Disney Infinity.

Fix-It Felix Jr. – 2012

Fix-It Felix Jr.

Obviously, a movie that is about video games needed its own video game tie-in. But rather than make a traditional tie-in game that retold the story of Wreck-It Ralph, Disney recreated the fictitious classic arcade game featured in the movie itself. Fix-It Felix Jr. is loosely based on Donkey Kong, as you use your magic hammer to repair sections of the building that have been wrecked by Ralph as you climb the tower to him. The little touches make it feel authentic, like the pixel art and the vestigial “Jr.” that implies it’s a sequel that overshadowed its predecessor. Different versions of Fix-It Felix Jr. were released, but the ultimate version has to be the actual, functional arcade cabinets produced as promotional materials.

Disney Infinity – 2013

Disney Infinity

With toys-to-life games hitting big thanks to Activision’s Skylanders franchise, Disney answered with its own version, Disney Infinity. The game featured a similar sandbox to the one found in Toy Story 3, along with bespoke adventures based on iconic Disney brands, including Pixar, Marvel, and Star Wars. It was followed by two sequels, but the basic functionality remained the same: you could place figurines on the base to unlock characters and missions. It tied together these extremely different properties and worlds with a cohesive, angular art style that looked fantastic. Its long-term plans were scrapped before their time, but the figurine art style has lived on in Disney’s Toybox line of action figures.

Fantasia: Music Evolved – 2014

Fantasia : Music Evolved

By 2014, Harmonix had built a reputation as the go-to studio for stylish rhythm games that paid respectful homage to the source material. So it was only natural that it was the studio tapped for a project based on the classic musical movies Fantasia and Fantasia 2000. It was built to take advantage of the Xbox Kinect, the motion-sensing camera controller, and had you interact with the music by waving your arms like a composer. It was more full-fledged than many other Kinect games and offered a uniquely tactile experience.

Kinect Disneyland Adventures – 2017

Kinect Disneyland Adventures

One of the only games based not on a movie but rather on the popular Disney parks properties, Disneyland Adventures was also created to take advantage of the Xbox Kinect. While the camera-based motion control didn’t last much after this release, you can still play this with a controller. It’s perfect for younger fans of Disney, as it lets you explore the park, take part in simple mini-games, and virtually meet up with their favorite characters. Older gamers might find the whole thing a bit dull, but put it in front of a little kid and watch the magic happen.

Lego The Incredibles – 2018

Lego The Incredibles

The Incredibles fans spent years waiting for a sequel, and when they finally got one in 2018 they also got a movie tie-in game. Lego The Incredibles applied the usual Lego formula to both Incredibles films, letting you collect little brick studs as currency and amass a huge roster of Incredibles characters, as well as cameo appearances from other Pixar movies like Woody from Toy Story and Sully from Monsters Inc. This was well after Lego games had come out for various other franchises, so it was a bit more of the same. Still, though, the Lego formula works for a reason, so it was a cute way to spend time with Mr. Incredible and the family.

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The latest Destiny 2 hotfix is here, bringing in some changes to the Crucible, King’s Fall Raid, and some other gameplay tweaks too.

The new update makes a couple of changes to the Crucible. Map frequency weighting for Disjunction and Cathedral of Dusk has been adjusted Although the patch notes don’t specify how, anecdotally, both were very common sight. An issue that saw players unable to progress the weekly Crucible challenge in the Crucible labs has also been fixed.

The King’s Fall Raid also had a few fixes, such as an issue where the Daughters of Oryx took extra damage from rocket launchers and other sources, which has now been fixed. An issue where players could survive certain wipe mechanics in the raid has also been fixed, as well as an issue that had players occasionally spawning behind the doors during the Warpriest encounter.

In terms of gameplay and investment fixes, an issue where the seasonal mod Improved Sword Scavenger and leg armor mod Sword Scavenger would stack has been fixed, and it’s no longer possible to equip both of these mods simultaneously. The regular and artifact Machine Gun Scavenger mods had the same issue, which has also been fixed.

The Touch of Malice blight projectile had an issue that meant it could affect allies, blinding them and causing them to take increased damage from Weapons of Sorrow, but this has been fixed now. An issue that meant the Touch of Malice final round did double damage when hitting a Divinity field has been fixed too.

One of the abilities in the game, Spark of Feedback Fragment, was causing abilities, buffs, and debuffs to stop functioning in rare situations, but this has also now been fixed.

Bungie has also fixed a case where a crash could occur at startup on PS4 if a user owned a large number of platform entitlements. The 120Hz refresh rate option was also missing in some cases on PS5 and Xbox Series X, which has also been fixed. And embedded links in Korean purchase dialogues that don’t work on Xbox and PlayStation consoles have also been removed.

Xur will be available to acquire one more from September 23-27, which you can get from the Agent of the Nine. And GameSpot has all the details you need on the rewards you can get from the Trials of Osiris.

You can check out the full patch notes below:

Activities

Crucible

Adjusted map frequency weighting for Disjunction and Cathedral of Dusk.Fixed an issue where Players could not progress the weekly Crucible challenge in Crucible Labs.

King´s Fall Raid

Fixed an issue where the Daughters of Oryx were taking extra damage from Rocket Launchers and other sources.Fixed an issue where players were able to survive certain wipe mechanics throughout the activity.Fixed an issue where players could sometimes spawn behind doors during the Warpriest encounter.

Gameplay & Investment

Armor

Fixed an issue where the Seasonal mod Improved Sword Scavenger and leg armor mod Sword Scavenger would stack. If you equip one of these mods you no longer can equip the other.Additionally, the regular and artifact Machine Gun Scavenger mods were able to stack as well. This has been fixed.

Weapons

Fixed an issue where Touch of Malice blight projectile could affect allies, blinding them and causing them to take increased damage from Weapons of Sorrow.Fixed an issue where the Touch of Malice final round was incorrectly doubling its damage when hitting a Divinity field.

Abilities

Fixed an issue where the Spark of Feedback Fragment could cause abilities, buffs, and debuffs to stop functioning in rare cases.

Platforms & Systems

Removed embedded links in Korean purchase dialogs that are not functional on Xbox and PlayStation consoles.Fixed a crash that could occur at startup on PlayStation 4 when users own a large number of platform entitlements.Fixed an issue where the 120Hz refresh rate option was missing on PlayStation 5 and Xbox Series X.

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Like clockwork, Xur will return to the Solar System later today with a selection of Exotic and Legendary-class items that you can acquire from the Agent of the Nine. Last week saw the enigmatic arms dealer unveil not one but two sets of rare armor from his inventory, so it’ll be worth checking in this week to see if he’s doubling up on his goods again. We don’t quite know where Xur will be just yet, but we’ll update this post as soon as he arrives.

You can also check in later to see which map you’ll be playing on in Trials of Osiris this weekend, as well as the Adept weapon that will be up for grabs. While you’re waiting, you can also breathe easy as you won’t have to slay 50 Champions to progress Season of Plunder’s storyline, read up on how Lightfall’s new Strand subclass introduces a cool grapple mechanic, and try out this neat Titan Solar 3.0 build that can annihilate tough enemies.

Xur is present every weekend in Destiny 2, starting with the daily reset at 10 AM PT / 1 PM ET on Friday (until Daylight Saving brings that forward by an hour in November). Bungie doesn’t mark Xur’s location on the in-game map, so it can be easy to miss him if you’re not aware he exists. But he only comes to specific locations, of which now there are only three: the Tower Hangar area, on Nessus in Watcher’s Grave, and in the Winding Cove area of the EDZ.

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This week in GTA Online, Rockstar is bringing a new rotation of rewards and bonuses for its various game modes and races, with a focus on Los Santos Tuners content. You can also get your hands on the highly customizable Dinka Kanjo SJ and Postlude, or pick up the new Service Carbine, now available at Ammu-Nation.

LS Tuners Bonuses

Los Santos Tuners are offering players a number of ways to earn bonus rewards this week, whether you want to stay above the board or get on the wrong side of the law. Players who don’t already own an Auto Shop will be able to purchase and upgrade one at a discount this week, unlocking the game modes that’ll earn you double rewards.

40% off Auto Shop purchase, modifications, and upgradesDouble rewards on all Auto Shop Client Jobs

2X GTA$ and RP on Auto Shop Contract Finales

Dinka Kanjo SJ And Postlude Now Available

GTA Online is releasing two unique new cars this week–the Dinka Kanjo SJ and Dinka Postlude will be available from Southern San Andreas Super Autos.

Service Carbine Available At Ammu-Nation

Previously requiring players to find components at LSPD crime scenes, the recently introduced Service Carbine can now be bought outright at Ammu-Nation.

LS Car Meet Races

3X LS Car Meet Rep on all races

Double Rewards

2X GTA$ and RP on all Time Trials

2X GTA$ and RP on Deathmatches

2X GTA$ and RP on Land Grab

Discounts

Karin 190z–50% offKarin Sultan RS Classic–40% offDinka RT3000–40% offVapid GB200–40% offAlbany Manana Custom–40% offKarin Futo GTX–40% offVapid Clique–40% offAnnis Euros–40% offObey Tailgater S–30% offGrotti Itali RSX–30% off

September GTA+ Benefits

The new Declasse Vigero ZX complete with a Hao’s Special Works Performance UpgradeTwo liveries for the Declasse Vigero ZX exclusive to GTA+ MembersThe Vespucci Beach MC Clubhouse50% bonus GTA$ and RP on Biker Sell Missions, Clubhouse Contracts, and Extra Income JobsDouble GTA$ on all SurvivalsFree clothing and accessories, and more

As always, players who connect their Social Club account with their Prime Gaming account will get GTA$125,000 for playing any time this week.

Read MoreGameSpot – Game News

As Rockstar gets on top of this week’s massive GTA 6 leak with sweeping copyright takedowns, fans are working to piece together their own resources from the early footage. As reported by Kotaku, this includes a number of map-building efforts, with players using the leaked footage to put together an early estimation of GTA 6’s huge open world.

The project is reminiscent of a fan-made GTA V map created by GTA Forum users, who used the game’s promotional footage and screenshots to get an early view of Los Santos. This time, the map is being created from the leaked footage, with fans often getting creative in order to get around Rockstar’s copyright restrictions.

With much of the leaked footage displaying in-game coordinates, fans have created bare-bones maps picturing where each location sits in relation to the rest of them. It’s slow going, with much of the main GTA Forums discussion working out how to most accurately map the leaked content without including images that can’t be posted in the community.

Other projects hosted outside the forums have more complete maps in the works, including mini-map segments taken from the leaked footage. One map posted by Church of GTA includes some speculative roads and borders, as well as the more concrete details taken from the leaks.

The GTA VI Map posted to @Kotaku – thanks to everyone on the project (I just added the borders, extra roads, and pictures) #GTA6 #GTAVI #RockstarGames #GTAViceCity pic.twitter.com/y2iUNEMFvW

— Church of GTA (@ChurchofGta) September 21, 2022

Until Rockstar releases more official material on the game–which is still a few years off from release–the mapmaking efforts aren’t likely to get much further than basic speculation. From what fans have already uncovered, it’s looking like GTA IV will have a huge world to explore, with a map at least as big as or bigger than GTA V’s Los Santos.

Read MoreGameSpot – Game News

Among the new releases on Apple Arcade this month is Garden Tails: Match and Grow, a serene match-3 puzzle game where building a garden and filling it with cute little animals is the main goal. In a medium filled with adrenaline-focused video games, this new Apple Arcade experience stands out as a quiet, more relaxing alternative.

To learn more about the game and its relaxing roots, we spoke to Dots’ Sandra Honigman, game designer and lead on Garden Tails, for more insight on where the idea came from and how it tries to keep things light for the player.

We spoke about the game’s attempts to overcome some of the negative stereotypes of the match-3 genre, including a lack of monetization and a few mechanics that help the player solve its puzzles. We also go into length about how living in a major American city birthed the idea of a quiet experience.

This interview was conducted remotely via Zoom and edited for clarity.

GameSpot: Match-3s like Garden Tails can be stressful, especially when the number of moves left whittles down to zero. Was the idea to theme the game around a serene garden in an attempt to juxtapose that stress? Do you still want the player to feel a little some of that tension?

Sandra Honigman: We don’t need tension there, no. The guiding idea for Garden Tails has always been relaxation and peace, which is why we have the Zen gardens, the music, the sounds, the animals, etc. in the levels. We’re also not monetizing from the level loss either, so we’re able to enhance that peaceful experience since there’s no monetization to stress over, which is one of the biggest things other games in this genre do.

So the lack of monetization enhances your overall vision of making this a relaxing experience. Is that simply because people don’t need to have a financial stake in the game?

Yeah, exactly. We’re not worried about monetization at all. Thanks to the partnership with Apple, we were able to launch it on Apple Arcade and have it be a totally, one hundred percent, free game.

In a medium like video games where explosions and bombast tend to be a focal point, developing a game centered around relaxation is a fascinating idea. Was this always the goal?

Yes, one hundred percent, that was always our goal. Even before we had our story idea and the animals who become characters, this game was always going to be about sitting down with your phone and playing a very Zen game for a while. That’s always been the plan

So when did the Zen garden idea come into play? Was that focus devised hand-in-hand with the relaxation motif, or did the overarching focus on being Zen lead you to the garden idea?

Our very first idea was gardening, but the animals came into play a little later on in development. Once we had them, they shaped the entire personality of the game. Like other match-3 games, making certain matches creates special tiles, which in our case is the animals, and each of them has its own unique property.

When you were deciding which animals to include, like the bunny, the bee, and the others, were there any animals you weren’t able to incorporate?

We had an idea for these little groundhogs to appear instead of the rabbits, but we couldn’t figure out how to make the groundhogs look good in the puzzle.

The groundhogs worked the same way as the rabbit, speeding away and taking flower tiles with them, but the dirt pile the groundhog would leave behind felt off. It felt like the little mound of dirt the groundhog crawled out of should have been permanent, but they couldn’t be permanent, and that made it feel a little too busy for a moment that’s supposed to be very quick.

There’s negative connotation around the term “match-3” which I’m sure you were aware of while developing. We spoke about monetization already, but what were some of the other key obstacles you were looking to avoid in your match-3 game?

We believe very strongly within Playdots in making sure that each level’s experience is as friendly as possible. With Garden Tails, that means having things that are helpful to the player right within the board, versus things that are purely obstacles. There’s a balance there; it’s a Zen game, but the player also wants to be challenged, which is something our previous game Two Dots does well. A lot of people who like that game are there for the challenge, as opposed to this game which is a more relaxing sort of experience.

We wanted to avoid having players think about every single move in Garden Tails. Instead we want them just going with the flow. For example, the bee power-up you can create by matching five or more flowers is the “exploding” tile trope you’ve seen in other match-3s. In our game the bee explodes twice, which makes the game a little friendlier and a little more helpful to you the player.

We also wanted to make sure the garden experience was as important as the levels themselves, so we have them intertwined with each other in a similar method to other games, where you pay a certain amount of a specific currency in order to progress. Instead of having something very big and wild, however, we just focused everything on the gardens, and I think that’s one of our strengths.

I noticed the rewards you’re given are very specific numbers. 230 of one currency and then 40 of another. Where did those numbers come from? Were they random choices, or did they come from playtesting?

Those numbers are actually very important to the pace in which the player is unlocking the garden. During the planning phase we sat down with these big spreadsheets which acted as a baseline for how long we want a player to take in finishing the garden, and that baseline correlates with the number of levels in each garden.

Our first level, for instance, is the fastest garden to complete in the game. After one or two levels, you get enough currency to buy a plant for your garden, but for the next one you’ll need to play a couple more.

I guess going through that Excel sheet is the exact opposite of the relaxation you’re trying to bring?

Yes! We’ll gladly take the stress.

Speaking of the relaxation part, you said earlier that every element in the game, from the animals to the garden to the music, all play into this theme. What sort of research did you do to harness that feeling of relaxation or serenity? Did the team listen to relaxation apps, music, ASMR videos, or something else while creating this?

A lot has to do with where we are: we’re actually located in New York city and we’re very much surrounded by the city. When you’re in a big city like this, where do you go to relax? Parks and gardens. Being New Yorkers who were looking for that peaceful experience, we took what we knew as the spaces that we can relax in outdoors and tried to bring that into the game. For example, we were going to botanical gardens, Central Park, and the other various parks in New York City as inspiration. Basically, we’d take the day off and just go there with the team. We understand what makes people distracted, but we also know what’s within that distraction that can be peaceful.

What are some of the future plans for the game going forward? Will updates provide just more gardens and animals, or might there be a move to a different style of “relaxing,” like a Beach Tails or something like that?

We launched last week, so right now we’re very much focused on these first few days after launch, but we do have a lot of big plans. We have multiple content updates that are coming, including new gardens, new animals, new music, and new stories. We’re also working on new features that expand the gardening experience, but they’re still very much in development. As for when they’re going to drop, we don’t have specific timing yet, but our socials will have the info available.

Garden Tails: Match and Grow is available now on Apple Arcade.

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Bugs, imbalanced gameplay mechanics, and other issues can be frustrating, but according to Apex Legends developer Respawn Entertainment, some players have taken the issues too far, sending personal attack to individual developers on social media. Respawn tweeted about the harassment this evening, stating, “We welcome community input, however, the line between constructive feedback and the harassment of our dev team cannot be crossed.”

It’s not clear if a specific incident prompted the tweet, but the game’s developers held a series of Reddit AMAs earlier this week that were met with some contention. Though the moderators seemed to do a good job of keeping negativity to a minimum, and the rude comments that did make it through were met with graceful responses from the developers.

Destiny 2 developer Bungie replied in support of Respawn with a tweet of its own:

Standing against toxicity and harassment takes all of us working together to build healthier communities. We are with you in that effort @respawn.

— Bungie (@Bungie) September 22, 2022

Most of the replies to Respawn’s tweet are supportive, though some trolls can be seen in the comments. Other users, however, attempted to explain the possible source of the harassment.

“I’m sure this is due to the limited & lack of communication [with the community],” explained one Twitter user. “You guys ignore major issues and only respond to minor tweaks in your favor. That is no excuse to be negative towards devs, but it’s likely short-term anger from gamers.”

Still, many players agreed there was no excuse for harassment, especially when it comes to individual developers who often have no control whatsoever over certain aspects of the game.

“People forget they’re talking to humans,” replied Twitter user DaraLaMalice. “No matter your opinions, your ideas, what you would want the game to be, no matter how angry, frustrated or whatever, no one deserves to be bullied/harassed. You have the right to be upset and explain why, as long as you remain respectful.”

Apex Legends is free to play on console and PC. A mobile version of the game, Apex Legends Mobile, is available for download on Android and iOS devices.

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Shovel Knight, the character, made his debut in 2014 in a video game appropriately called Shovel Knight. The game was praised upon release and is remembered as a well-executed platformer inspired by NES classics. Since then, the game has received multiple DLC additions and Shovel Knight has appeared in spin-offs like Shovel Knight Pocket Dungeon and most recently, the roguelike platformer, Shovel Knight Dig. More impressive, however, is Shovel Knight’s penchant for appearing in games that don’t have his name in the title. Shovel Knight has either appeared as himself, or been referenced, in at least 33 non-Shovel Knight games. He even received his own Amiibo and a line of kid’s meal toys with Arby’s.

Ahead of the release of Shovel Knight Dig, we spoke with Yacht Club’s Celia Schilling, who handles licensing and marketing for Shovel Knight, and asked a simple question: Why is Shovel Knight in so many things that aren’t Shovel Knight? “Oh, I don’t know. There’s a lot of them,” Schilling says. “We think it’s funny. It’s just that we’ve always imagined Shovel Knight as like an all-encompassing universe. To see Shovel Knight in different things, or like Arby’s kids meal toys–it just makes sense for our brand. And it’s hilarious.”

Shovel Knight Dig is much more than a cameo for the knight with a unique weapon. Dig is a roguelike that gives Shovel Knight a host of new abilities and upgrades, but unlike games like Shovel Knight Pocket Dungeon (a puzzle game), Dig feels like it could almost be a sequel. It’s not called Shovel Knight 2, though, for a very specific reason. “It can’t be a sequel because it’s a prequel,” Schilling says. “It follows Shovel Knight’s point of view in his story, so it’s technically a prequel to Shovel of Hope. It takes you back to the good old days of him and Shield Knight just adventuring and beating up baddies and collecting treasure.”

Its genre also, arguably, precludes it from being a proper numbered sequel. And though Yacht Club was heavily involved in its development, as it is with all of Shovel Knight’s spin-offs, it was primarily developed by Nitrome. “The thought process for [Dig] started when we were finishing up Treasure Trove. We’re like, ‘Okay, well what’s next?’ And we were playing around with different ideas.” Schilling says. “How about a platforming roguelike where a ton of things happen and the levels are constantly changing? But who’s going to do it?”

Yacht Club had been eyeing Nitrome for some time, a developer that has a history with popular browser games as well as the 2018 puzzle-platformer Bomb Chicken. “We have a zillion ideas like… I don’t know, Shovel Knight party or pictocross or something. And that was just one of them that we really enjoyed and Nitrome has experience with that type of thing, as well,” Schilling says. Yacht Club gave Nitrome the basic pitch and Nitrome came back with tons of concepts, and from there the project came together.

In 2020, Yacht Club began conversations with Apple Arcade about bringing something to the mobile subscription platform. “Apple’s great and they don’t they don’t demand exclusivity or anything like that because Dig is coming out on Switch, PC, and Apple Arcade all at the same time,” Schillings says. “Keep in mind, we plan to expand our platform roster in the future, but right now–and it’s the same for Nitrome–but at Yacht Club Games, we put our all into everything. So, it’s good to focus on a couple of platforms and say, ‘Okay, we’re releasing here.'”

As for what’s next for Yacht Club following Dig’s launch, Mina the Hollower is Yacht Club’s next game. Unlike its recent batch of Shovel Knight spin-offs and publishing efforts (like the release of Cyber Shadow), Mina the Hollower is a completely new game developed internally that recently raised over $1.2 million on Kickstarter. “To speak in Nintendo terms, Shovel Knight is our Mario and Mina is our Zelda,” Schilling says. “And then we have an untitled project that I can’t talk about.”

You can read GameSpot’s Shovel Knight Dig review by following the link.

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Deathloop has finally made its way to Xbox Series X|S and Xbox Game Pass and Arkane has released some new content on all the game’s platforms to celebrate. The Goldenloop Update adds a new weapon, a new boss, a new Slab, and an extended ending. All of the new content is designed to make your journey through Deathloop a little easier, so here’s where you can find all of the new stuff added as part of the Goldenloop Update.

The Halps Prototype weapon

The Halps Prototype is a powerful laser gun.

The biggest edition in the Goldenloop update is the addition of the Halps Prototype, a new laser gun that is very powerful and has high ammo capacity. The Halps Prototype can be found in The Compound in Dr. Wenjie’s lab. The Halps is tucked away in the corner of the green building. You can either use the weapon itself to destroy its container and grab it or return at night when Dr. Wenjie takes the weapon out of its case. This powerful weapon can incinerate most enemies, including Visionaries, in an instant. Check out GameSpot’s Halps Prototype weapon guide for a more detailed explanation of how to acquire the weapon.

Fugue Slab

The Fugue Slab can be picked up from the Collector in Karl’s Bay.

The Fugue Slab can be acquired by defeating the Garbage Collector in Karl’s Bay. Head to the bay in the afternoon and head to the cliff side near where you enter the map, on your right side after exiting the tunnels. You should see a bunch of water with a plane on the right side. In this area there is a tunnel that leads down to the trash compactor area. Down here is where you can find the Garbage Collector, who has Frank’s Slab, the Fugue Slab.

Now, the Collector is an incredibly tough enemy. He is decked out in all white-armor that is either completely bulletproof or makes him really resistant to it. After unloading all of my ammo and grenades into him, he was still completely unphased. Instead, use stealth to take down the Collector. He is hidden in a backroom that you will need to open up by either shooting a button through a crack in the wall or by opening a door with a mine strapped to it. Either way, the Collector will be alerted to your presence, so you will need to let him loose and leave, or use a stealth Slab to sneak up on him. He can be taken down in one-shot by sneaking up and stabbing him. Killing him awards the Fugue Slab, which causes enemies to become ill.

Trinket Machine

This machine in Karl’s Bay awards some high-quality trinkets.

Another addition is the Trinket Machine, which creates multiple high tier trinkets, including orange rarity trinkets. That means that you can grab yourself a powerful upgrade pretty early in the game, as long as you know where to look.

Head to Karl’s Bay in the morning and exit the tunnels via the left path. Head outside and you will see a red building that reads “Forever Young Drunk.” Head inside the building and there will be an audio recorder on the right side of the first floor that details some eternalists doing a science experiment here in the afternoon.

Return to Karl’s Bay in the Afternoon and head back to the same building. There will be a couple eternalists there and the Trinket Machine will be in the building. There is a Residuum Portable Harvester on the table next to the machine. You need to take this and fill it to the two dial. An in-game note says that the more Residuum put into the machine, the better the rewards, so you may want to fill it completely, but getting the harvester to two resulted in two orange rarity trinkets and one purple. You can either run around and find enough objects with Residuum or you can interact with the other machine to the left, next to the whiteboard. This machine summons eternalists from different loops that are full of Residuum. Activating will spawn these special enemies in for four minutes and their locations will be indicated by beams of light shooting up in the sky.

Once you collect enough Residuum, return to the machine and load the harvester. Now, once the machine is active it will alert all nearby eternalists and they will come attack you. There is a turret in the basement of this building that you can hack and set up, but be prepared for a fight. Once the machine finishes its process, you will be awarded with several trinkets of high-quality.

Masquerade Upgrades

The Masquerade Slab, Julianna’s ability that you use in the invasion mode, now has its own upgrade options. You can acquire these upgrades by playing the invasion mode as Julianna and successfully taking down Colt.

The upgrades are:

Ensemble: Target up to three NPCs with MasqueradeMend: Regenerate health while using Masquerade on an NPCExpose: When an NPC affected by Masquerade dies or spots Colt, Colt is automatically taggedIncognito: Damage taken while using Masquerade is converted to Energy

New Enemies

The new paint bombers can be spotted by looking for the glowing sticks on their backs.

The Goldenloop adds one new group of enemies and one boss-type enemy to Deathloop. The boss enemy is the Garbage Collector, who is the keeper of the Fugue Slab, who can be found in Karl’s Bay in the Afternoon. The new enemy type is the paint bomber eternalist. As the name suggests, these Eternalists run around with paint bombs strapped to them. If they spot you, they will activate the bombs and begin to chase you down. If you take them down before they activate their bombs, you can pick up the paint bombs and throw them at enemies.

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To promote the recent launch of Deathloop on Xbox, Microsoft created a custom Xbox Series X themed around the time loop game. The snazzy-looking console features characters and art from the game, with a matching controller that carries some of the same color accents and details.

The custom console isn’t going on sale to the public, but fans can follow the Xbox account on Twitter and retweet the message for a chance to win. You can see the full terms and conditions here.

Got your eye on this stylish DEATHLOOP-inspired Series X and matching controller?
Follow and retweet with #DEATHLOOPsweepstakes for a chance to win!
Ages 18+. Ends 9/28/22. Rules: https://t.co/IfXgNBS4yF pic.twitter.com/WyEM15Ojuc

— Xbox (@Xbox) September 22, 2022

Deathloop came to Xbox on September 20 after a year as a timed exclusive on PlayStation thanks to Bethesda’s exclusivity deal with Sony. Microsoft acquired Bethesda in March 2021, but the deal to make Deathloop exclusive to PlayStation on console for a year pre-dated the buyout. Another Bethesda game, Ghostwire: Tokyo, launched on PlayStation as a timed exclusive in March 2022, so Xbox fans can likely expect it to come to Microsoft’s console in March 2023 or sometime around then.

Deathloop is available on Xbox Game Pass or for direct purchase. On PlayStation, it was just added to the PlayStation Plus Extra tier, so members can play it at no extra cost.

Developed by Dishonored studio Arkane Lyon, Deathloop follows the story of a character caught in a time loop. The game earned strong review scores, including a rare 10/10 from GameSpot. Deathloop was also GameSpot’s 2021 overall Game of the Year.

Arkane’s other studio, Arkane Austin, is developing the vampire shooter Redfall, which is on tap for release in 2023 on Xbox and PC.

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