Latest news with #PlaydateSeasonTwo

Engadget
06-07-2025
- Entertainment
- Engadget
Playdate Season 2 review: Taria & Como and Black Hole Havoc
We've officially made it to the end of Playdate Season Two, and what a season it's been. Despite having half the number of titles as Season One, this latest round of weekly game releases has made a much stronger impression (on me, at least). If nothing else, it's just been cool to experience the new games in real time with other Playdate owners all at once, which the staggered rollout of the console didn't really allow for with the first season. In an email ahead of the final release, the team at Panic noted that Season Two has sold 12,000 units. It ends on a high note with Taria & Como and Black Hole Havoc , the former an emotional physics-based platformer and the latter an action-puzzle game about blasting black holes with black holes. While the weekly game drops may be over, we still have several weeks left of new Blippo+ content to help fill the void (not to mention the reruns, once it all wraps up). Popseed Studio Inc/JuVee Productions Taria & Como would surely resonate no matter when it were released, but at a time in the US when families are being forcibly separated and access to adequate healthcare for millions of people is under threat — an issue that comes on top of the many existing flaws of the system — it hits particularly hard. The pace of this puzzle platformer is relatively chill, but the journey it takes you on is really moving. You play as Taria, a girl whose parents have been kidnapped by the medtech company and apparent authoritarian overlord, Toxtum Inc. Taria uses a couple of mobility aids to get around, including a prosthetic leg that allows her to jump and a flying health robot, Kit, that has a tether so she can swing. But after a disaster one day, Taria wakes up in a Toxtum facility to find that her younger sister Como is gone, her prosthetic leg has been taken and replaced with one that cannot jump (the Toxtum-approved design), and her healthbot has been swapped with one that's programmed to do everything in its power to restrict her freedom. The subsequent adventure is Taria's quest to find her sister, no matter what it takes. There is a lot to love about this game, but there's one silly little thing at the beginning that needs a shoutout: an unexpected folder in Kit's files labeled "Ferrets." Inside that folder? Two pictures of ferrets wearing bonnets. As a longtime ferret owner, all I have to say is hell yeah . Anyway, the game. Taria & Como is a wonderful experience from start to finish. Each chapter is preceded by a beautifully illustrated crank-to-scroll comic that moves the story forward, and the game's unique mechanics overall made this a really compelling play for me. Since Taria can't jump post-disaster, most of the game is spent swinging (and arguing with the new, not-cool healthbot). Moving around this way requires some planning, as the platforms Taria can stand on are often separated by walls and other obstacles, and some surfaces aren't safe for landing. You use the crank to aim the bot at a grabbing point, and you can crank forward/backward to reel Taria in and out. Swinging left and right will give you momentum to launch yourself farther so you can cross bigger gaps, and you can kick off of walls. I had so much fun with this, and loved how the design of it all slowed me down and made me think a little harder. As you progress, you'll collect pieces from Como's diary as well as Tuxtum files and codes to hijack the healthbot in your favor. The means by which you access these files is one of my favorite parts of the game. There are kiosks scattered throughout the map and they all contain a single minigame, which features a turtle wearing a top hat. Crank to make the turtle dance — and crank really fast, so he can't keep up, and the whole thing will glitch out and bring you to the system files. I was perhaps too excited the first time I encountered that, and enjoyed it every time after that too. Over the course of her adventure, Taria runs into other people who have also been failed by the system: someone who can no longer take the medication they need because it isn't "company approved," someone whose has been waiting in vain to be reunited with their wheelchair, etc. All the while, the healthbot talks down to Taria with the most painfully infantilizing rhetoric. The commentary here is pretty blatant, and I can't say I didn't appreciate it as someone who has been burned by the healthcare system many times over my lifetime of trying to manage chronic illnesses. There were a few hiccups in my playthrough. The game seemed to lag a lot with every chapter change, briefly making me worry each time that it was going to crash. And my Playdate didn't always respond properly to certain actions, like when you want to just look around to survey Taria's environment. You need to dock the crank to do that, which in itself felt a little disruptive, and I often found myself just launching Taria into the unknown to find out what was down there the hard way instead. On several occasions when I did dock the crank, my Playdate didn't register that I'd done so, especially toward the end of the game, so I had to repeatedly dock and undock it until it eventually worked. These things ultimately didn't detract much from my enjoyment of the game, though. Taria & Como is definitely one of my favorites from this season. It's a beautiful story, and it couldn't have come at a better time. Years of playing the Neopets game Faerie Bubbles has prepared me for this moment. The story behind Black Hole Havoc is pretty easy to glean from the title — black holes are popping up everywhere and threatening civilization, and you have to stop them. Thankfully, you and your pal are equipped with just the right equipment to generate black holes of your own, which you can fire from a cannon at the evil black holes to cancel them out. But they have to be the right size or they won't effectively vanquish their targets. You aim using the D-pad and pump with the crank (or A/B) to adjust the size of your own black holes before shooting them out. Hit a black hole with another of the wrong size and you'll take damage. Initially, it all seems fairly easy. You'll have aim assist for the first few levels, which provides a clear visual indicator of the path and size of your black holes. But after that, you're on your own to line everything up right (you can turn aim assist back on in the settings, if need be). The further you get, the more obstacles are thrown your way. The black holes start growing in numbers; space tourists show up and get in the way of everything; the ceiling starts collapsing, pushing the black holes down onto you; blocks of ice will send black holes bouncing back your way if you hit them; weird giant bugs. It all goes from chill to extremely un chill pretty fast. The Story Mode is great, with 80 levels and fun cutscenes (which are skippable if you're impatient, but they really are worth watching) to introduce the new areas you'll have to clear. That sounds like a lot of levels, but I was absolutely flying through them and was 40 levels deep before I knew what was happening. There have been a few games this season that I've found to be super addicting, but Black Hole Havoc kind of takes the cake for me in that category. It just ticks all the right boxes. There's also an Arcade Mode if you want to just jump right in and chase after higher and higher scores. From the art and animations to the music, developer Cosmic Bros really knocked it out of the park with this one. Not a bad way to finish a fantastic season.

Engadget
29-06-2025
- Entertainment
- Engadget
Playdate Season 2 review: Tiny Turnip and Chance's Lucky Escape
It's hard to believe that Playdate Season Two is almost over already, but here we are in week five with just one more drop of new games left to go after this. In the latest batch, we got the climbing metroidvania, Tiny Turnip , and Chance's Lucky Escape , a short point-and-click adventure that leans into the absurd. In line with the rest of this season's games, which have consistently been really solid, they're both pretty damn fun. Tiny Turnip is one of the standouts of this season for me. It sits at the sweet spot of weird, a bit challenging and extremely engaging, and I could not put it down once I started playing. And the soundtrack absolutely rules. It's a metroidvania about an ambitious root vegetable who is reaching for the stars. Literally. The turnip makes a wish, sprouts arms and sets out climbing toward the sky. The subsequent adventure takes place across an unexpectedly huge map and requires a lot of precise, calculated movements as you navigate gaps, moving obstacles and environmental hazards, uncover hidden rooms and collect keys to access locked areas. Ultimately, the goal is to get the crystal vegetables that are scattered around the map so the little turnip's dreams can come true, but there are also stars to collect for the completionists among us. Getting around in this game is fun . For a normal climb, you use the crank to move the turnip's arms individually, pressing B to hold onto grabbable surfaces and switch hands. But as you progress, you pick up more abilities so the turnip can move in other ways too, like curling its arms in to roll, swimming, jumping, etc. These maneuvers generally involve launching the turnip in some way — out of water or slingshot-style between walls, for example — and it's awesome. I love the way this game uses the crank and it really is just a blast to play. Goloso Games/Julia Minamata There are a few things you need to know about Chance, "the luckiest dog in the world": 1) he's about as un lucky as he is lucky and 2) he's not a bad guy, he just steals cars and robs banks sometimes! He's also some sort of henchman for the dog mafia. In Chance's Lucky Escape — a super short, point-and-click puzzle adventure game that plays out over six chapters — you have to help Chance get out of bind after bind as he tries in vain to get to his meeting with The Boss, Snowball, while also evading police. The game is described as being "inspired by 80s cartoons and absurdist comedy films," and it definitely captures those vibes. Every scenario Chance ends up in is completely ridiculous. Figuring out how to get Chance out of the messes he's found himself in, like getting stuck in the sewers after falling into an open manhole or trying not to drown while tied to a chair underwater, requires a bit of thinking and creativity. But none of the puzzles are prohibitively hard, which keeps things feeling light and silly. At the very beginning, you're informed that you'll need to employ the crank, microphone and even the accelerometer at some points, which was handy knowledge in moments where I felt briefly stuck after clicking on every clickable item and still getting nowhere. When in doubt, just start trying weird things and something's likely to work ( The Whiteout , from a few weeks ago, prepared me well for this). As I said earlier, this one's pretty short, but it's just the right length to pick up on your lunch break. I could totally see this being a series and would happily dive back into Chance's misadventures if ever new episodes in his saga were to be made.

Engadget
21-06-2025
- Entertainment
- Engadget
Playdate Season 2 review: Shadowgate PD and CatchaDiablos
Earlier in this Playdate season, I commented in a review that I "love a game that pisses me off a little." Well, I may have shot myself in the foot with that one. Week four of Playdate Season Two brings us not one game that got my blood boiling, but two. CatchaDiablos is a roguelike with a unique movement mechanic that is both pretty cool and absolutely infuriating: running in circles with the crank. Shadowgate PD , on the other hand, is a remade-for-Playdate version of the classic point-and-click adventure that's filled with tricky puzzles and hidden death traps. This week is not for the faint of heart. Am I having fun? Yes. Am I suffering? Also yes. I haven't yet had a chance to check out the latest update to Blippo+ because I've been fighting for my life with these two titles, but I sure am looking forward to turning my brain off soon and getting lost in that strange, strange world as a treat after all this. Amano, the developer behind CatchaDiablos, kind of has a knack for games featuring unusual methods of movement. Amano previously gave us Pullfrog Deluxe , a Tetris -like (that I highly recommend checking out) in which you rearrange falling blocks as a frog that pulls itself around using its tongue. In CatchaDiablos , things are a bit more complicated. You play as something of a demon wrangler on an unnamed moon, rounding up "Diablos" that are scattered all over the place. Of course, as any witch knows, the way to do this is by drawing a chalk circle around the entity, so that's exactly what you do. But, following the chalk line is also the only way you can move. CatchaDiablos basically throws you right into the deep end. There is a very brief tutorial at the beginning to introduce you to the idea of traveling along an arc of pre-determined length, but then you're on your own to take on swarms of the little devils. To make a circle, you aim using the crank and, once you've got the outline placed where you want it, you hold the A button to draw. You have to draw a complete circle around a monster (or a group of monsters, for more points) in order to catch it, but when it comes to moving, you can stop the drawing at any point and you'll only move as far as the chalk extends. Doing this while trying not to run into any Diablos — you take damage every time one touches you — is hard. It gets even harder when some of those Diablos start firing projectiles at you, and they're surrounding you in greater and greater numbers. Everything descends into chaos and it becomes really difficult to try and think fast enough to outmaneuver the Diablos while also trying to run in haphazard half-circles by swinging the crank. And after some time has passed (three eyes at the top of the screen will open), a boss will show up to make things even worse. This is a roguelike, so once your health is depleted, you're dead for good and have to start it all over. I want to be clear: I really, really like this game. I found it hard to put down once I got going, and it's another fun example of how the crank can be used in unexpected ways. It's just kicking my ass. A lot. CatchaDiablos isn't entirely unforgiving, though. As you catch monsters, a status bar on the right side of the screen will start to fill up, and you'll eventually be rewarded with power-ups that can dramatically improve your odds. These come in the form of discs that will pop up in random places and bring perks like extra health spaces, the ability to draw a wider chalk circle and faster movement. Roguelikes aren't for everyone, but if you are into them, this is a great one for the Playdate. As a plus, there's a "Diablory" bestiary of sorts where you can see drawings of every type of creature you've encountered so far. You can access this from the title menu, and it's really worth flipping through after you've sunk a good deal of time into the game. "You seem to be wasting your time." It wasn't exactly a good sign for me when Shadowgate hit me with this message repeatedly in the first room of the damn game, where I found myself stuck for much longer than I'd like to admit and clicking on literally everything in my desperation. Anyone familiar with Shadowgate (1987) or the NES version (or the several other versions beyond that) might already have been braced for the difficult path forward from the get-go, but as someone who never played the original… let's just say we got off to a rougher start than expected. Such a rough start that I was forced to do something I generally avoid at all costs: look for a guide online. So, I must concede that while I have navigated the treacherous castle halls, I had a good amount of help in doing so, which makes it feel like much less of an accomplishment. Bruised ego aside, though, Shadowgate makes for a really cool game on the Playdate. You must explore the castle room by room, solving puzzles, picking up keys and items to access locked areas along the way, defeating enemies and generally just trying not to die. It's a lesson in persistence, really. There are many different ways to die, and much of the fun in games like these for me lies in keeping track of all those that I succumb to. There are the classic deaths, like plummeting after a floor suddenly drops away or getting incinerated by a dragon, and then the silly, unexpected ones, like tripping in the dark and falling flat on my face… fatally. (You really need to pay attention to your torch use). Thankfully, you'll be revived in the room where you died so you don't lose too much progress every time. The art and music really elevate the whole experience. The atmosphere is just right.

Engadget
14-06-2025
- Entertainment
- Engadget
Playdate Season 2 review: Long Puppy and Otto's Galactic Groove!!
We're officially halfway through Playdate Season Two, and so far there have been no flops. Last week brought us a balanced serving of doom, gloom and delight , but this week is all about keeping things light and silly. That's not to say the latest two games are a walk in the park, though. The third drop of Season Two features Long Puppy and Otto's Galactic Groove!! , and as playful as they are, you're still in for a challenge. But when you need a break, there's always more Blippo+ . I'm convinced that Playdate developers are a different breed. This console has led me to some of the oddest games I've played in a while, and Long Puppy is yet another ridiculous but charming entry to the canon. It is essentially a game of fetch. You play as a dachshund on an outing with your owner, and all you have to do is retrieve the ball they've thrown. Simple enough, right? Normal, even? Of course not. Each level is a complex obstacle course — platforms, underground chambers, rooms with doors that can only be opened from one side, etc. And you're working against the clock. After a certain amount of time passes, you'll no longer be chasing the ball alone. A ghost dog with razer-sharp chompers will show up to steal the ball from you and try to bite your head off. But none of that's the weird stuff. The weird stuff is in how you move and how you're scored. The dachshund you play as isn't any regular dachshund. Its head can rotate a full 360 degrees, and whichever way you point it (using the crank) determines which direction you'll travel in. It doesn't just walk, either, but rather stretches forward and contracts like some sort of extreme Slinky-worm. There's food scattered throughout each level, and eating will make the dog's body grow longer and longer so it can cross greater gaps. The result is what looks like an alien wearing a dachshund suit and trying really hard to behave inconspicuously but failing. As you explore and collect food, you may also find some interesting pee to sniff. Yep, pee, and there's a pee journal that serves as a record of all the different types of urine you've encountered. Clown pee? Check! Loafing Cat pee? Check! It's all incredibly silly. At the end of each level, once you've successfully brought the ball back to your owner, you'll have to make the dog take a massive poop using the crank, and the height of this dump (in feet) will tell you whether you finished with 100 percent completeness or not. Absurdity aside, the mechanics of this game are really interesting and make for a unique playing experience. It all seems at first like it's going to be a chill puzzle platformer of sorts, and then the ghost dog shows up to unleash chaos on everything. It's pretty fun. I am, as they say, a big fan of whatever the hell this is. Otto's Galactic Groove!! has been both a great and terrible thing for me. It's great in that it is a really cool take on the rhythm game formula, with a cute story and some fun tunes to jam out to. It's terrible in that it triggers my perfectionism in the exact way games like Guitar Hero used to, trapping me in a loop of replaying each song until I've hit every note to achieve a perfect final score. There's a lot of screaming involved. I may not be a strict completionist in some games, but rhythm games just do something to me, and I cannot rest until I see that 100 percent at the end of it all. In Otto's Galactic Groove!! , a space version of those adorable " sea bunny " sea slugs named Otto has been sent on a mission to explore the galaxy and find inspiration for the alien music producer Tomie. Otto stops at several different planets to chat with eccentric characters and hear their songs, and you play along with them. Now, there are three difficulty settings for this game, but if I'm being honest, none of them are particularly easy. Casual is the lowest and it's said to be a "gentle introduction," but it didn't feel so gentle in my first two or three attempts to keep up with even the tutorial song. I cannot even fathom what playing on Extreme would be like. This rhythm game doesn't just entail hitting a button at the exact right time as the note crosses a designated threshold — the threshold here is a moving, oval-shaped slider that you control using the crank. So you need to get the oval into the right place and hit the note at the precise time when it makes contact. Finding the sweet spot was tricky, too. I first assumed the notes would need to be in the dead center of the oval, but the target is actually somewhere right before that. A patch that's since been released seems to fix this, though, making the timing more intuitive. The songs made for this game are fun and span different genres, so you won't feel like you're just listening to the same thing over and over again (unless you are, in fact, playing the same songs over and over again, like me in my futile quest for perfection). Early on, you'll encounter a fish with a case of the blues (his "girl-fish" broke up with him), and I quite liked his heartbreak anthems. Under the Jukebox tab in the menu, you can also find songs from other Playdate games like Resonant Tale and Bloom , which is a really nice touch. This is another Playdate game in which the central story is told through a comic that you scroll using the crank, and I remain a fan of that approach. While it might not look like it from an outsider's perspective (my partner checked in on me multiple times RE: all the screaming to make sure everything was okay, especially after the game crashed and I lost all of my initial progress) I'm enjoying Otto's Galactic Groove!! a lot… just in a way that feels kind of masochistic.
Yahoo
17-04-2025
- Entertainment
- Yahoo
Playdate Season Two includes an action arcade game from Into The Breach studio Subset
The long-awaited second season of weekly Playdate game drops commences on May 29. During a showcase on Thursday, Panic revealed that players will get two fresh games on their console every seven days for six weeks. It's also promising a surprise of some kind. Unlike the first season of games that's included with every Playdate, you'll need to pay extra for this one. Playdate Season Two will run you $39. You can pre-order now through the Playdate Catalog. Part of the allure of Playdate's seasons is that the games are a bit of a mystery, so you never quite know what you're going to get in your weekly drops. To that end, Panic didn't go super in depth into all 12 during the showcase, instead opting to shine a spotlight on four of them. One of the games will be of particular interest to FTL: Faster Than Light and Into The Breach fans. Subset Games, the studio behind those hits, has made a brand new game for the Playdate. It's an arcade action game called Fulcrum Defender. You'll use the crank to aim and shoot at waves of enemies as you try to survive. Subset co-founder Jay Ma says the enemies will progressively become more complex and you'll need to have good aim and choose upgrades wisely to keep your run going. Antonio "Fáyer" Uribe, one of the folks behind last year's well-received Arco (which Panic published), teamed up with Flinthook designer Dom2D to make Dig! Dig! Dino!. This is a relaxing puzzle game in which you'll be digging for dinosaur bones and treasure. Sell the booty and you can unlock upgrades to help you dig deeper for more bones and artifacts. The maker of Playdate titles Life's Too Short and Time From Earth is back with another game that will be part of Season Two. It's a remake of the classic point-and-click adventure Shadowgate for the diminutive console. Pixel Ghost says it took the best parts of the previous versions to make Shadowgate PD, which includes new music, art and features. The fourth game that was featured in the showcase is Taria & Como, a puzzle platformer that's based around swinging instead of jumping (that reminds me a little of the wonderful Grapple Dogs). You'll take on the role of Taria, a girl with a prosthetic leg who sets out to find her sister, Como. JuVee Productions, Viola Davis' production company, collaborated with Popseed Studio on this project. "A few years ago, my friend's son was diagnosed with Tourette's, and I began to think about what sort of stories he'd grow up with. As a disabled person, I've seen the same tropes recycled — pity case, inspiration, disability as a superpower, magical cures," Taria & Como creator Kip Henderson said in a statement. "Disability is complex, and we're more than the inspirational fodder for able-bodied people. Taria & Como is the story I wish I had growing up." In addition to the Playdate Season Two details, Panic revealed a new cover for the console to go alongside the purple, blue and pizza ones. This one is yellow to match the hardware and it costs $34. The price of the console itself recently jumped up to $229, but you might be able to snag an official refurbished model for the system's original price of $179.