Re:Call’s Memory Manipulating Puzzles Are Snappy, Smart, and Truly Standout

When I first started playing Re:Call, I was wearing green overalls and I had a cup of tea on the table next to me.

Or, wait. Maybe I was wearing blue overalls and I was drinking cocoa.

Or could they have been pink overalls, with a cup of coffee?

That’s the kind of twisty, recollection labyrinth you’re playing with in Re:Call, a game about rewriting memories to become true history. You play not as any of the game’s protagonists, but as a ghostly entity who, when partnered with a person, gives them the ability to change how things previously happened simply by relating them in different ways to listeners. This premise blossoms immediately in Re:Call’s early hours into a delightful puzzle game, where a man named Javier writes and rewrites his account of breaking into the lair of a criminal mastermind, the Toymaker, in hopes that by adjusting the past sequence of events enough he can create a present-day situation that allows him to escape the Toymaker’s clutches.

If that’s a bit confusing, here’s a very early example: the Toymaker asks Javier to relate how he broke into the facility in the first place, and is interrogating him in a room accompanied by a guard wearing a green uniform. In Javier’s recollection, he can recall that the door to the facility was watched by no one, or by a blue or green guard. He can also find either a gun on the ground, or a rock. Choosing the gun, and then choosing to shoot the guard causes the green guard in the room with them in the present to suddenly drop dead – he was shot, after all. Problem solved, right? Maybe not. Even though Javier’s account rewrites everyone else’s memories with it, too much mucking with reality will confuse and alarm them, so overly-dramatic reality shifts may not always be advisable if you’re trying to get out of a sticky situation. Fortunately, if you fail the scenario (Toymaker gets wise to your behavior and decides to put an end to it…and you), you just try again, with the game conveniently skipping over dialogue you’ve seen before so you can try out new variations on reality even faster.

That’s the opening of Re:Call for you, but the plot is a heck of a twisty one. It’s part crime drama, part spy thriller, and part internal journey of a young man named Bruno Gallagher who struggles with fitting into a world that doesn’t see him as worth the time of day. The music and visual design make for a bombastic visual experience too, with snappy cuts from scene to scene giving it almost a reality show feel throughout the recall puzzles. Though it’s a fairly short game – about six hours max – Re:Call manages to pack a lot in. It unfortunately frontloads its best recollection puzzles a bit, but Bruno’s story had a surprisingly personal payoff in the midst of all the thermal lasers and murder plots that made his adventure worth seeing all the way through.

Bruno aside though, I was hooked on Re:Call from the premise alone. I’ve never played a game before that dealt with puzzling over memory in quite this way, and according to creator Matias ‘Matian69’ Schmied, the standout mechanic was at the heart of his desire to make the game. Re:Call is Schmied’s second game as an independent creator – he was previously working at Argentinian studio Avix games, but left to go indie and released his first solo game, Evan’s Remains, in 2020. The idea for Re:Call was actually born out of Schmied’s struggles with Evan’s Remains, and his difficulty getting audience attention on the game without “some crazy, unique mechanic or way to play.”

I set myself the goal to make several, very small prototypes with very unique ways to play.

“Re:Call started out, the concept came from one of several prototypes that I have made. I remember I set myself the goal to make several, very small prototypes with very unique ways to play. And Re:Call came out from a prototype that you were in a police interrogation and depending on how you told the police what you saw, the murder would change and stuff. And a lot of those ideas were translated to Re:Call chapter 2. When I tested the prototypes, that one, that was the one that people liked the most.”

Making something unique might attract attention, but it has its drawbacks too. Schmied tells me that he struggled with Re:Call’s design and mechanics because there weren’t really any templates of similar successful games to draw from. He could have people playtest Re:Call, and he did get positive feedback, but he tells me he had a “cloud of insecurity” throughout development because he couldn’t tell if his project would work out in the end.

For Schmied, gameplay is king. I ask him about his inspirations, and he points to Half-Life 2 – not because of any thematic similarities necessarily, but because of the ways in which it guides the player on what to do without massive sign posts or hefty tutorials. Schmied wanted to do something similar in Re:Call, and certainly in the ways in which its early chapters encourage blind experimentation as you recollect your way through different events to find a “way out,” he’s succeeded.

Re:Call was largely a solo project for Schmied, with some light freelance help. Yet Schmied finished it in just two years. Impressive, certainly, but Schmied said the “cost” that he paid “was very high.” He tells me he didn’t allow himself much time to enjoy the creative process, and ended up burning out several times – something he doesn’t intend to repeat on future projects. “I think if there’s one thing I learned is, the bigger the project, the more patience you have to embody,” he says.

Speaking to Schmied, he’s quite humble and even self-effacing about the game he made, even when I tell him how much I enjoyed it. When I ask him what he’s most proud of, he tells me it’s Chapter 4 – easily the most complex recollection puzzle in the game – because of the way he managed to nail the “dance” between story and gameplay unfolding. But then he tells me one of the reasons he loves it so much is because he wasn’t able to replicate it as well in later chapters, saying he felt the ending was “lacking.”

“I don’t know why,” he says. “I don’t know, I wasn’t as creative when doing that part. I was very burned out. So I don’t know. But it’s interesting how, I don’t know, how creativity works. It’s very mysterious.”

I counter a bit – sure, the back half of Re:Call is weaker than the front, but the overall experience is quite good, and the emotional payoff of Bruno’s ending made the journey worth it for me personally, anyway. And though he’s still quite humble about it all, Schmied falls back on finding success in people’s enjoyment of the thing he made.

What does give me joy is when people say, ‘Hey, I really connected with Bruno.’ That to me is a bigger success.

“One of the flaws I think the game has, which I agree with some of the feedback from the players, is that the game started out with a promise. This game is about shaping memories. And then at the end, the game forgets about that a little bit. And I agree with that…Maybe the experience is unique, but I kind of feel like I failed a bit. So I don’t know. But what does give me joy is when people like you say, ‘Hey, I really connected with Bruno.’ That to me is a bigger success than the mechanic, or how unique the game was, or whatever. So I’m still happy.”

It ultimately feels a bit strange for me to share this creator’s less-than-positive reflections on his own work in this space, which is generally purely celebratory. But Schmied’s honesty about his craft was compelling, especially in an industry where marketing often compels creators to fake hype around a project they might not feel enthusiastic about, regardless of whether its failings were theirs or someone else’s. No game is perfect – in fact, the vast majority are just “okay”. Re:Call, though, I think is pretty good, and probably deserves more praise than Schmied is willing to admit. He made something I found to be truly unique and enjoyable from start to finish. And if you give it a shot, you might too.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Marvel’s Avengers: Former Creative Director Apologizes For the Game

Marvel’s Avengers’ previous creative director, Virtosu Cezar, has apologized for how the game turned out and cited a “challenging production” for it not becoming what it could have been.

Speaking to Edge Magazine (via GamesRadar), Cezar didn’t go into much detail about the problems that led to the decision to end development on Marvel’s Avengers just a little over two years after it launched, but he apologized for it nonetheless.

“It was a challenging production, let’s say,” Virtosu told Edge. “I apologize for that.”

Virtosu left Crystal Dynamics in 2020 for Hexworks and is now the creative director on The Lords of the Fallen, the reboot of 2014’s Lords of the Fallen that got its first gameplay trailer at The Game Awards 2022. The game will be released on PS5, Xbox Series X/S, and PC, but no release date or window has been given as of yet.

As for Marvel’s Avengers, active development has ended for the live-service game, and support will be discontinued on September 30, the same day digital purchases of the title will no longer be available.

The final content update for Marvel’s Avengers was Update 2.7, which added the Winter Soldier and the Cloning Lab Omega-Level Threat. It also confirmed Spider-Man will remain a PlayStation exclusive.

March 31 will see the arrival of Update 2.8, but that will just be a balance update. Following March 31, the cosmetics marketplace will be turned off and credits will no longer be purchasable. Leftover credits will be converted to in-game resources and all cosmetics will be made free for all players.

We called Marvel’s Avengers one of E3 2019’s biggest disappointments and it didn’t get much better from there for the much-anticipated game. There was plenty to love in the game however, especially the campaign, but the whole package just never came together.

In our Marvel’s Avengers review, we said it “has a fun and endearing superhero campaign, but it’s tied to a loot-based post-game that’s so repetitive and unrewarding that it gave me little reason to want to keep playing.”

Hopefully, Marvel’s upcoming games, including Insomniac’s Spider-Man 2 and Wolverine and Amy Hennig and Skydance New Media’s upcoming game set in a World War 2-era Paris starring Captain America and Black Panther, fare better.

For more, check out why, despite Marvel’s Avengers and other failed projects, we don’t think live-service games are dying.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Company Of Heroes 3 review: a glorious comeback for this WW2 RTS

Company Of Heroes 3 feels like World War II on its summer holiday. With two campaigns spanning each side of the sunny Mediterranean, this is arguably Relic’s breeziest and most colourful theatre of war yet, evoking the same kind of swagger and gung ho optimism as a Hollywood action flick. It’s a feeling that might seem out of place given the current climate, especially now, just days away from the first anniversary of Russia’s invasion of Ukraine. But while your main objective is always one of domination, gradually turning the map from red to blue on both a micro and macro scale, this is ultimately a game about searing comebacks – of beating back seemingly impossible aggressors, and finding hope where previously there was only despair. I think we could all do with a bit of that in this day and age, even if the battles before you end up feeling like nothing more than the digital equivalent of plonking down a big box of toy soldiers on your living room floor and going daka-daka-daka as they all fall over.

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Guide: Super Nintendo World: Is It Worth It? Survival Tips, Budget Advice, How To ‘Play’ The Park

Get the most from your visit to Hollywood, CA.

Super Nintendo World in Hollywood, California is finally open to the public, and we’ve been exploring the park to uncover its secrets.

Today, Alan will be your guide as he proffers essential tips for making the most your visit, including basic info concerning entry and queue times and the like, plus exactly how essential the Power-Up Band is to your enjoyment of the park (spoilers: very!) and advice on how much you should consider budgeting for if you’re partial to the sweet scent of exclusive theme park merch…

Read the full article on nintendolife.com

Niantic Asked Pokémon GO Players Not to Visit Public Park Unless They’d Bought $30 In-Game Pass

Pokémon GO developer Niantic recently implored its players to stay away from a public park in Las Vegas unless they purchased a $30 in-game content pass.

Sunset Park was the location of the Pokémon GO Tour: Hoenn event which took place from February 18 to 19 and, for those who paid $25 before the New Year or $30 after it, let players engage in all sorts of extra in-game activities focused on Pokémon from Ruby and Sapphire.

Players descended on the park in the hope of raiding, catching, trading, and battling pocket monsters, but 17,000 regular players showing up allegedly disrupted the local network and rendered the game unusable for those who had paid.

Players (and the public) did not have to pay to enter the park, but just to access the extra content available in Pokémon GO itself.

As reported by Eurogamer, the first day of the in-person event ended in frustration, with many players complaining that network issues were causing them to disconnect from raids, or entirely preventing them from logging into to the game.

Niantic later acknowledged the issue in a tweet from the official Pokémon GO account, stating that “an additional 17,000 trainers without tickets joined us at the park, causing spotty connectivity throughout the day”.

In a subsequent tweet, the developer asked non-ticketed trainers to stay away from the public park altogether, in order “to ensure a smooth event for Sunday ticket holders”.

The company also sought to placate disgruntled paying customers by extending the duration of select events taking place across the city, and offering a free bundle for affected players containing three premium and remote raid passes.

However, connection issues reportedly persisted throughout the weekend, despite the calls for non-ticketed players to stay away.

Despite Niantic claiming it was the fault of the additional players, it’s not the first time this has happened with Pokémon GO. The original Pokémon GO Fest in 2017 infamously ended in frustration for many players who, similar to the latest in Las Vegas, struggled to connect to the game, and connectivity issues have plagued other events too.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Birth review: a comforting puzzle game about death and decay

Birth really caught me off-guard. From the look of the screenshots, I was expecting a creepy story in the vein of Little Misfortune or Fran Bow, but instead Birth is infinitely more introspective. Sure, it’s a game about death, decay, and loneliness, but it’s told in the most gentle and genuine way possible. Its themes are heavy, but the game could not be more light-hearted. I have no idea how it does it, but Birth is weirdly the most wholesome yet creepy game I’ve ever played.

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Redfall’s co-op won’t tether players to each other in the open world

Redfall has received a new trailer ahead of its May release date, showing off its twisted open-world and magic-infused shooting. It looks like a bloody visual feast, but the bigger news is how Redfall’s open-world multiplayer is untethered, meaning a four-player squad can separate and fight bloodsuckers in different parts of the coastal town.

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See Jumplight Odyssey’s chaotic starship management in action with its first gameplay trailer

Jumplight Odyssey is an upcoming starship roguelite colony sim from the makers of Armello, and when I saw it in action late last year, I was extremely pumped for it. It was formally announced with its very flash animated opening sequence during November’s PC Gaming Show Preview stream, but now you, too, can see what it actually looks like in motion with its very first gameplay trailer. Come and have a gander at its spaceship antics – or, if you’re like me, just watch the two full seconds of a crew member giving Ham the pig a nice big belly-rub on repeat.

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Gran Turismo 7 Update 1.29 includes PS VR2 upgrade, a race against superhuman AI, a classic GT track and 5 new cars

Gran Turismo players! The 1.29 update for Gran Turismo 7 arrives today February 20 at 10pm PST* / February 21 at 6am GMT / 3pm JST.


Gran Turismo 7 Update 1.29 includes PS VR2 upgrade, a race against superhuman AI, a classic GT track and 5 new cars

PlayStation VR2 (PS5 only) for Gran Turismo 7 arrives

With the 1.29 update at no additional cost, players will be able to for the first time experience all the races and game modes (excluding ‘2P Split Screen’ mode) with a whole new level of realism. PS VR2 players will also be able to access an exclusive ‘VR Showroom’ area from their ‘Garage’ or the in-game car dealerships where they can admire all the stunning details of the ultra-high-definition car models in a variety of locations and lighting settings.

GT7 takes full advantage of PS VR2’s next-gen features – Utilizing specially optimized HDR tone mapping, as well as foveated rendering from the eye-tracking feature (a technology that renders areas of the screen that the player is directly looking at in high definition), and dynamic 3D audio support, players will experience a whole new dimension of highly immersive gameplay.

Take your Gran Turismo 7 experience to new heights with PS VR2 (launching February 22).

Experience Gran Turismo Sophy in Race Together mode (PS5 Only)

Gran Turismo Sophy is a revolutionary superhuman racing AI racing agent developed in a collaboration between Sony AI, Sony Interactive Entertainment and Polyphony Digital. “Gran Turismo Sophy Race Together” mode gives Gran Turismo players of all levels and abilities the opportunity to go head-to-head against GT Sophy in GT7. The special mode, available as a time-limited in-game event (From Feb 21 to end of March), is a first look at GT Sophy in GT7 and is designed to maximize the fun and excitement of racing against GT Sophy for everyone. Player feedback on this initial special feature will be used to continually improve the GT Sophy Race Together mode feature for future releases. 

In GT Sophy Race Together mode, players can race against GT Sophy in a series of four circuits of increasing difficulty, as a Beginner / Intermediate / Expert driver. In each of the four races, the player races against four GT Sophy cars of different performance levels. Players can also challenge GT Sophy in 1VS1 mode, where GT Sophy and the player race one-on-one with identical car configurations and settings, which showcases the superhuman racing skills of GT Sophy. The excitement of GT Sophy Race Together mode is enhanced with GT7’s new emoticon feature, which displays emoticons on the GT Sophy cars throughout the race to react to the in-game action.

The mode can be accessed directly from the top right panel on the GT7 World Map, and the player can start a race against GT Sophy once the player has reached Collector Level 6. For more information on GT Sophy, please refer to the official site.

Grand Valley returns with Highway 1

A Gran Turismo classic, Grand Valley returns to the series with an all-new look. The full ‘Highway 1’ layout is a challenging course featuring full-throttle high speed sections along with tight winding technical corners. The shorter 2000m ‘South’ layout features harsh elevation changes and blind corners to keep drivers on their toes. An expansive environment where the ocean meets the mountains, as well as large bridge and tunnel sections makes for a dynamic location that recreates the excitement of driving the world’s great winding seaside roads.

5 new added cars

Honda RA272 ’65

The F1 machine that garnered Honda their first victory.

With their innovative ideas and forward-thinking engineering skills, Honda has achieved a number of technological revolutions. A great example of this is their first endeavors in F1 in 1964 when there were still relatively unknown as a car manufacturer. The machine they developed was the RA271 which used an aluminum shell over a space frame body, with a 1.5L V12 engine in an unusual transverse midship position. Its uniqueness however would be its downfall and it failed to make any achievements in its debut year. In 1965, Honda put the machine through a radical overhaul resulting in the RA272. The RA272E engine was a more efficient version of the previous V12 using lightened components. The construction of the rear suspension was changed from an inboard to an outboard setup, which allowed the weight to be reduced from 525 kg to 498 kg, a major improvement. At the steering wheels sat Ronnie Bucknum in his second year as well as new driver Richie Ginther.

Italdesign Exeneo Vision Gran Turismo Street and Off-Road Mode

A high-performance luxury car prepared as a ‘beautifully wrapped gift’.

Italdesign was founded in 1968 in Turin, Italy, and has designed and engineered more than 300 production cars and premiered more than 100 concept cars at the most important world auto shows. Many of its pieces have been featured in Gran Turismo. Some of the cars designed by Italdesign have gone on to become genuine movie stars, such as the De Lorean DMC 12, which starred in the ‘Back to the Future’ trilogy, or the Lotus Esprit, which was driven by Roger Moore in ‘The Spy Who Loved Me’. The Italdesign Exeneo Vision Gran Turismo continues the long Italian tradition of Gran Turismo automobiles, though updated with cutting-edge technology. Inspired by the 2013 all-road, mid-rear engine, compact GT Italdesign Parcour, this concept car features four different chassis settings (track, snow, off-road and urban), and was designed to be driven both on circuits and off-road tracks. A powerful V10 midship engine, together with two 200 kW (268.2 BHP) electric motors, assures a total output of 910 kW (1,219.9 BHP) of power, allowing the Exeneo VGT to reach a top speed of 236.1 mph, with an acceleration from 0 to 62.1 mph in 2.5 secs. A 7-speed gearbox, Individual Wheel Drive (IWD) and KERS recovery system complete the power train. To ensure maximum stability, intelligent suspension adapts automatically to different types of terrain.

Citroën DS 21 Pallas ’70

A historic vision of the future from France.

Citroen were committed to front-wheel drive, and this DS is their masterpiece, made with all the most cutting-edge technologies of the time. It first appeared at the 1955 Salon de l’Automobile. While many other manufacturers were still producing cars in the pre-war style, the DS was a stunning vision of the future. With its avant-garde aerodynamic body and revolutionary hydropneumatic suspension system it was nicknamed the ‘flying saucer’. Development was lead by Andre Lefebvre, while the comparatively large 4.8 m long body was design by Italian Flaminio Bertoni, who had also worked on the classic 2CV. With such a forward-thinking design, the popularity of the DS did not wane for some time. Including various equipment and engine upgrades, the car continued to be produced for 20 years. In 1964, the ‘Pallas’ grade was added with luxury interior and exterior fixtures. Then in 1967, the car was given a more modern visage with the 2 round headlights replaced by 4 headlights in covered units.

Porsche 911 Carrera RS (901) ’73

A first in Porsche 911 history, the elusive RennSport.

Appearing in 1973, the 911 Carrera RS 2.7 was the first model in the long history of the Porsche 911 to feature the RS badge. RS stands for ‘Rennsport’ or simply ‘racing sport’ in English, and as this name suggests it was developed as a homologation model for the FIA’s Group 4 category. The 2.4L engine from the base model 1973 911 S has been enlarged to 2.7L, now producing 207.1 BHP. The front end features an air dam which allows for the addition of an oil cooler. The rear of the car features the iconic duck tail spoiler as standard, with stretched rear fenders to house the new wider rear tires. The Carrera RS 2.7 was available in 3 grades: Touring, Sport and Racing, though even the luxury Touring model weighed less than 1,100 kg.

Scapes

‘‘Drift Stage’ and ‘Move the camera up and down’ have been added to the featured section. Support for drift photos has also been added with this update. A tutorial will be available the first time you play after the update, which guides you through the steps for taking drift photos. Follow the on-screen advice and have fun shooting the perfect drift shots.

*Internet connection and Gran Turismo 7 game required for update