Tag Archives: switch

Super Mario Odyssey — A Review

This review covers the core game, which — arguably — may not be considered the “core” game.


Everyone loves a Mario game. Polish, charm, fun. Mario games are a barometer of execution for each of Nintendo’s console generations. Where they don’t push boundaries of graphical fidelity or online community, they shape design language, innovation, and soul within the confines of a familiar world.

For the Switch, the promise of a high-fidelity, 3D, sandbox Mario game akin to Super Mario 64 has whetted the appetite for many a fan since its reveal in January 2017. It’s big. It’s beautiful. It’s Mario. It’s everywhere.

But is it familiar?

I had the opportunity to preview Super Mario Odyssey at E3 — an excerpt from my E3 experience below:

Odyssey feels like the perfect amalgam of all 3D Mario adventures: The playground of Super Mario 64‘s introductory courtyard, Super Mario Sunshine‘s NPCs, Super Mario Galaxy‘s inventiveness, and Super Mario 3D World‘s fidelity. Above all, there is a “weird” factor that has been generating buzz. The various worlds Mario can travel to feature a variety of art styles: the playable New Donk City feels like a Tony Hawk’s Pro Skater / Sims hybrid while the Sand Kingdom felt like a traditional 3D Mario world with a new classic 2D side-scrolling mechanic added to the mix. (Think The Legend of Zelda: A Link Between Worlds.) The game played as great as you can imagine, but the real allure is looking forward to the variety and trying to figure out just what the hell is going on!

It’s this last (emphasized) phrase that I’m struggling with. At E3, I thought I was playing a sample of the complete game. I was sure there was something in the game that would tie the experience and aesthetic of the kingdoms together. Unfortunately, the worlds feel as disconnected as my preview experience.

Even for a franchise about an (ex-)plumber in a fantasy land inhabited by mushrooms and turtles, the story is bonkers. A captured Princess Peach is being forcibly wed to Bowser. Bowser is on a quest to find wedding hallmarks (a ring, a cake, etc.) while his wedding-planning henchmen, the Broodals, stave off Mario. The player is thrown into this storyline via an opening cinematic: Mario plunges to his doom from Bowser’s airship, his iconic hat shredded to bits in the blades of the airship’s motor. Wake to find Mario in a strange, noir themed world and introduced to his new sidekick Cappy. Then, the player is off on an adventure to stop Bowser.

From the start, something feels off. It’s disorienting not to kick off in Mushroom Kingdom, solely as a frame of reference. As Mario progresses from kingdom to kingdom, it’s not clear how these aesthetically diverse worlds fit into the once familiar Mario universe. While that’s likely the point, they never quite feel like “Mario”.

To progress from world to world, the player is expected to collect a certain number of Power Moons to power Mario’s airship. While there is a clear target of power moons to collect, it’s never clear if the player should collect as many as possible now or if there will be an opportunity to collect later.

I’m not a completionist. If anything, I’ll blaze through a game as quickly as I can to relate to the zeitgeist. The idea that Super Mario Odyssey rests on the principle of collection is — dare I say — infuriating. Sure, collection is a core tenant of Super Mario 64. However, its hook comes from a limited but achievable set of 120 Power Stars as rewards for solving puzzles and riddles within the game’s 15 stages. However, Super Mario Odyssey falls “short” due to abundance — 999 Power Moons spread across a like 15 stages.

It quickly becomes apparent that collecting is the name of this game. Beyond power moons, there are outfits and airship decor to purchase with two types of coin — gold coins as generic, globally accepted currency; purple coins as world specific currency. Purchasable items match the flavor of coin. Outfits purchasable with gold coins are easier to obtain and can be purchased anywhere in the game, while those only purchasable with purple coins require the player to search each world high and low for every specialty coin. Outfits and decorations provide no value outside of aesthetic, but the idea of collecting them sinks its hooks in nonetheless. As for the airship decor, I was not clear what it was initially. In fact, I hadn’t purchased my first one until New Donk City.

Ah, New Donk City — Mario’s foray into a world populated by actual humans(?) It’s as wild as it sounds, but somehow, it is the most comfortable of the kingdoms the player visits. As mentioned above, the Tony Hawk / Sims vibe makes this concrete jungle surprisingly welcoming. So much so that I found myself trying to complete every little task in the world before moving on — something I hadn’t tried in worlds previous and quickly dropped afterward.

It wasn’t until New Donk City — 8 kingdoms in — that I felt like I understood the game on an objective level. While it’s difficult to put my finger on what felt different, I understood objectively what needed to be done, how to do it, and what to look for. New Donk City feels as welcoming as Super Mario 64‘s courtyard. It provides the opportunity, aesthetic, and space to mess around; to get comfortable. I can’t help but feel New Donk City should have been the first full world in which Mario travels. By wholehearted breaking the art style of Mario games past, it communicates that Mario isn’t in Kansas any more — things are going to get weird. But, it’s a safe space. The platforming opportunities abound go a long way to bridge Mario games of yore into Odyssey and get the player comfortable with the mechanics and core controls. It is the prize of Super Mario Odyssey.

Until New Donk City, I felt like I was tip-toeing throughout the game, afraid to miss something important. Something wasn’t clicking, which is a sour experience for a Mario game. At it’s core, Super Mario Odyssey is awful about communication. It does not communicate what’s necessary, what’s optional, and of the optional, what is what.

After a week away from the game, New Donk City is what I keep coming back to. I only wish New Donk City was larger. It’s a wonderful playground and an iconic area players will remember. My only hope is that Super Mario Odyssey — like Captain Toad: Treasure Tracker — is an expansion of what we know of the Mushroom Kingdom, or at least the universe in which it inhabits. I hope this is a taste of what’s to come for the Mario franchise — the characters and worlds introduced — or else what’s the point?


While playing, I strayed away from many reviews and opinions. Afterward, I needed validation that I wasn’t crazy — that Super Mario Odyssey is very, very good, but not great. That something was off. I found solace from Justin McElroy on Polygon’s Quality Control podcast:

It is hard to find — these days — a game where “progression” is not a large aspect of it. At least in the games that I find myself playing a lot. Almost every game has some sort of in-built role-playing system where you’re getting better, you’re getting more powerful, you’re collecting more items, you’re collecting more Pokémon — you’re building a stable of those — you know. There’s a sense of progression.

For me, I weirdly felt myself not incentivized to play more Mario. Like, I enjoy my time with it, but I don’t find myself… hooked. And I think it is because of that — because you can hunt down a bunch of moons in an individual level. But in the end, I don’t feel stronger or that I’ve accomplished more, necessarily.

Super Mario Odyssey is beautiful, charming, and expertly crafted — possibly the most polished and well designed game I’ve ever played. But the desire to jump back in never took hold. Beyond New Donk City, I wasn’t particularly enchanted by any of the other worlds and found myself rushing through the game. That said, mid-way through, I’d begun hearing whispers of something amazing waiting at the end of the game.

Truth be told, the end delivered. All of the charm and soul I had been waiting for came to a head. A smile spread across my face — the same smile I imbued upon booting up this new Mario adventure for the first time. I only wish that smile had maintained throughout my experience with Super Mario Odyssey.

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Traditional Games

Walt Williams in his book ‘Significant Zero’:

A traditional game is a challenge in which a player’s skill comes up again a rigid set of rules. Turn-based strategy, multiplayer death match, platformers—these are traditional. The modern, high-end, blockbuster AAA game is not a skill challenge. If it were, the player might fail and be disappointed, and then we wouldn’t sell as many copies. The rules are fluid. We change them to create tension, surprise, or excitement. Saying yes to the player only goes so far, and that distance is the exact length required to make you feel in control.

Last week, a colleague of mine asked how far I was into Mario + Rabbids: Kingdom Battle. I told him that I was in the middle of the fourth (and possibly last) stage — Lava Pit. (For what it’s worth, I had recommended the game to him.) I also told him that playing Mario + Rabbids: Kingdom Battle was the most fun I’d had with a video game in a long time. The Legend of Zelda: Breath of the Wild was great, but the aesthetic doesn’t draw me back. Likewise, Splatoon 2 is lots of fun, but only in casual, Mario Kart-style doses. Mario + Rabbids: Kingdom Battlle has me not only progressing through the main campaign, but backtracking to achieve better, cleaner results in previous battles and optional challenges.

Right now, it seems the “traditional” game is where I find fulfillment. When life feels like a maze, solving simple, zero-stakes problems — in a world you adore — is unbelievably gratifying.

If platformers fit into this bucket, then boy, oh boy am I looking forward to Super Mario Odyssey.

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Mario + Rabbids Kingdom Battle: “Just looking around is a joy”

Patricia Hernandez in her review of Mario + Rabbids Kingdom Battle for Kotaku:

The game’s zones are numbered similarly to Super Mario Bros.’ in that there are worlds sectioned by levels—1-1, 1-2, and so on. Each area has its own Pixar-esque landscape, all themed in the most video-gamey way possible. Fire and ice world! Lava world! Obligatory starting-area-basic-forest world! It all seems crafted from clay. I don’t think I saw a sharp edge throughout my adventures; that cartoon aesthetic, combined with the top-down camera, made me feel like a kid mashing together dolls from different sets.

You can poke and prod some stuff around the overworld—there are some light environmental puzzles, and coins to collect—but just looking around is a joy. The haunted world, for example, is dotted with Boos, pipes stuffed with candles, and turbulent waters squeaking with rubber duckies. You move through these worlds controlling a party of three characters. I would run through everything and watch in awe as Mario stuck his arms out at top speed, Rabbids trailing behind him maniacally. The characters’ animations oozed so much personality that, dozens of hours in, I still stopped to appreciate them.

This echoes similar sentiments I published in my E3 recap:

Mario + Rabbids Kingdom Battle is the game I’m most looking forward to. It’s gorgeous and surprisingly deep. I can’t recall ever seeing the Mushroom Kingdom in such detail.

I waited two hours to play 16 minutes of Mario + Rabbids Kingdom Battle at E3. Madness. But as crazy it was, the immaculate detail of the game’s Mushroom Kingdom saved me from feeling it was a complete waste of time. Simply stunning.

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Sell My Old Consoles, I’m Off To Handheld

There is a house. In the house, there is a room. In the room, there is a closet. In the closet, there is a box. In the box, is 2013’s top-of-the-line consumer hardware technology — dusty and dormant.

I haven’t touched my PS4 since my Switch arrived. In fact, I removed it from the living room entertainment center completely, replacing it with the Switch’s dock — unnecessary seeing as the Switch functions without being connected to a TV at all. TV optional! Sure, bouts of Mario Kart 8 aren’t quite as great without a TV, but that doesn’t happen that often in our house. Still, I was inclined to remove a console dependent on a TV for the chance that I might play the Switch in docked mode.

That’s not to say I haven’t tried playing a home console since. I recently hooked up my Xbox One to a smaller TV in our office with the intention of playing Overwatch with some friends. But after a week with Overwatch, I canceled my Xbox Live account and haven’t touched the console on since.

A friend of mine recently picked up a 3DS. The 3DS has a deep catalog, but Pokémon was his draw. Meanwhile, the Switch was released. He eyed mine, but was reluctant to pick one up due to the limited gaming catalog. He’s now put 120+ hours into The Legend of Zelda: Breath of the Wild, completing the game and conquering all 120 shrines — a herculean feat. This friend and I have been going back and forth about Mario Kart, Zelda, and Splatoon 2. Should we get ARMS? How as Super Mario Odyssey at E3?

A colleague of mine took notice of my interest in video games. We got to talking and he let me in that he’d bought a Switch. A recent father, it was the perfect form-factor for him to use while nurturing his newborn. He completed Breath of the Wild long ago.

I’ve had more communication with friends and Twitter users regarding Switch experiences than I’ve ever had with PS4 or Xbox One. More than the gimmick of being able to play anywhere and with friends and family straight out of the box, people are investing in their experiences with the console and it’s reincarnating the schoolyard conversations of yore.

Nintendo’s design mastery certainly make their games ripe for conversation, but the fact that players can play the Switch on a TV, in bed, on trains, on planes, at work, at the park, in hotels… you name it!… makes conversations fuller and more frequent.

Ben Lindbergh on the Achievement Oriented podcast recently entertained a question I imagine many Switch owners have asked themselves:

… As I was trying to make this journey home and failing for a day or so, I wanted to play Tacoma — because we had gotten our review codes for Xbox One and we knew that we were going to do a podcast about it — and I couldn’t because Xbox One is not a portable console. I never would have thought anything of this in the past, but now that I am a Switch owner this just seems backwards.

It’s like I can’t play Tacoma on the road? Now, of course you could get Tacoma for Steam, but I only had a netbook with me. I had no mouse or anything — I didn’t want to play it that way and it’s not quite the same — but what I’m wondering is, do you think future consoles will feel pressure to incorporate Switch functionality?

If they announce PS5 a year from now and it has all the new specs, the graphics look great and a big hard drive and processor and gigaflops out the wazoo, but it doesn’t have portability — it doesn’t do what the Switch does — would you be disappointed? Do you feel like this has to be a component of every console going forward?

The Switch should have been a no-brainer decision for consumers at announce. Tech shrinks. We’ve gone portable. Smart phones rule consumer tech. It was simply Nintendo’s strike out with the Wii U that made the public more weary of Nintendo’s execution on the promise than the promise itself.

The new PS4 Pro and Xbox One X tout teraflops, but they are still anchors. I’ve considered selling my PS4 and Xbox One not to upgrade, but to declutter. The Switch on the other hand is the perfect fit for my life. While I can’t say I won’t be buying home consoles in the future — hell, I purchased my Xbox One on the promise of Below, a game that has yet to see the light of day — unless new consoles offer the same portability as the Nintendo Switch, I will certainly be taking my time in purchasing one.

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Sold on Cross-Network Play

During the Nintendo Spotlight: E3 2017, cult favorite Rocket League was announced for the Switch. The announcement included the bullet point “Cross-Network play”, officially detailed on RocketLeague.com, emphasis my own:

Rocket League will also support all of Nintendo Switch’s play modes, including TV Mode (docked), Tabletop Mode, Handheld Mode, and both Online and Local Multiplayer. Online Multiplayer supports up to eight players, and Cross-Network play will be supported as well, allowing Switch players to hit the field with players on Steam and Xbox One.

The idea that I can play the exact same game with a friend on a different console should not be novel. It is a future I’ve been hoping for, and honestly, a no brainer from a consumer’s perspective.

For non-exclusives, I don’t want to have think about shutting out some of my friends based on a console decision. A handful of my friends prefer playing on Xbox One. Another handful prefer playing on PlayStation 4. I’m caught in the middle and certainly don’t want to purchase the game twice. (Nor should I be expected to own both consoles!)

Without the knowledge of different online communities, buying a game as a gift can be a tremulous experience for family and friends. Confusion exists for the non-gaming community. There are horror stories of purchasing Wii U games for Wii owners. Hell, there was confusion between NES and SNES games back in the ’90s. I would argue that purchasing a game for the correct console, but being locked out of playing with friends simply because they own a different console sounds like lunacy to those without gaming knowledge.

However, as Myke Hurley on the Remaster podcast points out, PlayStation will not be partaking.:

It’s very awesome that [Rocket League] has Cross-Network play. You’ll be able to play against players on other platforms. This is just PC and Xbox right now, which is the same for Minecraft. With the new Minecraft, you will sign in with an Xbox Live account to play on the Switch. So this is something it seems like a bunch of different game companies are getting together with one notable absent platform which is PlayStation.

This is not a technical limitation. It is political.

Jeremy Dunham, VP of publishing at Psyonix, in an interview with Polygon:

“It’s literally something we could do with a push of a button, metaphorically,” Dunham told Polygon. “In reality it’s a web page with a checkbox on it. All we have to do is check that box and it would be up and running in less than an hour all over the world. That’s all we need to do.”

As an owner of all three consoles, the gesture of Cross-Network play between Xbox One and Switch — even between two games, Rocket League and Minecraft — is enough to push me over the edge of purchasing and playing third-party titles available for both Xbox One and PlayStation 4 on Xbox One.

Cross-Network play is the future for third-party titles and I have faith Sony will follow suit. Until then, whenever I’m debating which “HD twin” to play third-party multiplayer experiences on, Xbox One gets my money, simply on the potential that their willingness will bring more shared Cross-Network play experiences. (Come on, Overwatch!)

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Hail Mario 2: Electrodrome Boogaloo

In 2014, I wrote Hail Mario, a post about Nintendo’s aggressive strategy to bolster Wii U sales with the release of Mario Kart 8:

Nintendo gambled for positive reviews two weeks before launch, is now chalking up at least $40 in games to every US and Canadian Mario Kart owning household, and prays that their Trojan horse will be the spark to move units. Since release, the game has received stunning accolades, Club Nintendo has been brought down by what can only be assumed as immense traffic for free games, and at least one Wii U newcomer is being tugged at by curiosity.

When people think of video games, a large majority picture a mustachioed plumber in a red hat, but Master Chief and the Minecraft universe are only 3 points down. There are still many plays to be made but a well-timed, well-calculated marketing play this big could be enough to save the game. Mario Kart 8 may give Nintendo the lead they need to send a message to the HD Twins: Nintendo’s race is not over.

The post was picked up on Daring Fireball and is far and away the most popular Zero Counts post. (Thanks, Mr. Gruber!)

Mario Kart 8‘s early review embargo showed confidence in the game and got media outlets openly singing the game’s praises well ahead of release. In addition to building hype, Mario Kart 8 came bundled with a free download for one of four AAA games.

For the Switch, Nintendo has released Mario Kart 8 Deluxe — a slightly enhanced version with a revived and much beloved battle mode and all cups, courses, characters, and DLC unlocked. To add, what I had already considered the best Mario Kart entry to date, can now be taken on the go and played in a myriad of situations — TV or portable; solo, local split screen, or online; out of the box 2-player with Joy-Cons, 8 paired Switches, or 12 player wired LAN. (Mic has a great breakdown.)

Until this point, the Switch has been a Zelda machine; a single player experience. There were a handful of multiplayer games, but nothing close to a must-have or system seller. With Mario Kart 8 Deluxe, Nintendo has released the true test of the Switch’s promise — console-level gaming with anyone anywhere. How would new Switch players react? Would previous Wii U owners (and likely Mario Kart 8 owners) care? How does portable multiplayer hold up?

On Mario Kart 8 Deluxe‘s release day, I brought my Switch to work. It was the perfect venue to test the Switch’s out-of-the-box local multi-player experience. In fact, it was the first time I’d attempted any multi-player on the device in any of its various forms. As far as I know, I’m the only one in the office with a Switch. Gasps filled the room when I removed the Joy-Con from the display. I handed one over to a colleague, showed him around the tiny controller, and away we went.

While the 6.2-inch display is fantastic for a single player experience, split-screen is a bit uncomfortable, but not impossible. The fun had over bouts of office Mario Kart eclipsed the discomfort, but it was never completely put it out of our minds. Likewise, a few gripes and cramps were had from the ergonomics when using a single Joy-Con as a primary controller. The situation is tight, but for an experience like Mario Kart 8, the pain seemed to be worth the pleasure.

At home, as my wife and I settled into bed, we decided to have a go at one race. I tried to place the Switch on the bed between us — an impossible feat due to the unforgiving kickstand. So, a book was used as the foundation. We peeled away the Joy-Con and we’re off to the races. Together we squinted at the tiny screen. I proved to be too uncomfortable for extended periods of play, but we agreed that it would serve well on flights.

The main annoyance came from the placement of the L and R buttons. For her, they felt too close together. To be fair, fitting such a functional controller in the palm a hand is a feat. In fact, there were multiple instances throughout the day when players were shocked to find that the Joy-Con rumbled too.

Breaking out Mario Kart 8 Deluxe on the Switch is all fun and good, but there’s not much for players of the original Mario Kart 8. Mario Kart has always been about the party atmosphere, and this version is the ultimate. And I can see myself jumping into a quick pick up game here and there, but otherwise, I’ve been there done that. There’s nothing to unlock. No new cups, courses, or characters. The portability of the Switch paired with Mario Kart plugs a some gaming holes some may never been the wiser, but nothing more than a quick casual experience romp.

I wish I could speak from the newbie to Mario Kart 8 experience. For that, see Jeremy Parish’s Retronauts review of Mario Kart 8 Deluxe. It’s a fantastic game, but even for newcomers, what does Mario Kart feel like without triumphing for new cups or characters? Does the high polish of Mario Kart 8 hold its luster without striving for something other than victory? Does the out-of-the-box portable multiplayer feel as novel when you haven’t played MK8 on a TV for the past few years?

Mario Kart 8 Deluxe shows off all the Switch has to offer, but other than pure competition, there’s no hook. Mario Kart 8 Deluxe is a must-have for party moments and quick pick up game, but not a system seller. At least not at $60.

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Switch On, Switched Off

I have felt an incredible sense of satisfaction in owning a Nintendo Switch. It sounds absolutely insane and gross, but owning the Switch has made me feel better. I feel less stressed and more focused at work. I feel less anxious as a whole. My mood has lightened. My spirits have been lifted. And unlike Gollum’s incessant need to touch and obsess over the Ring of Power, my joy and calm come purely from ownership. In the twisted space of consumerism, something strange is at play.

Federico Viticci, Remaster podcast:

This is the console that I’ve been waiting my entire life for. That’s based on the idea—and really the dream that I’ve been having since I was a kid and I got my first Super Nintendo—that I want to have the same games everywhere on one console that I take with me all the time, and that I can choose whether I want to play as a portable console or on the TV.

It’s been over 25 years since I’ve been playing Nintendo games and we’ve been through a lot of changes in the video game industry. Other companies have tried to do this sort of dual-screen, single console before. When you think about the PS Vita, when you think about the Wii U or the Nintendo DS, a lot of the ideas have been fragmented over the years in the industry. The Switch feels like the unification of 30 years of work from Nintendo. It’s the distillation of decades of work in portable consoles, in home consoles, and now in just one console.

I think the strangeness I’m sensing has a lot to do with what Federico outlines. The Switch is the amalgamation of decades of hardware design, innovation, and childhood fantasies.

Born in 1985, my first memory is of Mega Man 2 on the original Nintendo Entertainment System. My babysitter owned one. How I yearned for that console. Christmas of 1989, I opened a Nintendo Game Boy. Not quite an NES, with it’s 2-bit color palette on green green display, but boy did my imagination soar. Surely, the tech would evolve and those 8-bit color experiences could live in my hands. The dream of taking the vast digital worlds I played on a TV with me on the go was sparked.

In 1995—the year the original 32-bit Sony PlayStation was released in North America—I was gifted a Sega Genesis Nomad. The handheld Nomad accepted standard Sega Genesis cartridges, enabling full 16-bit gaming on the go, albeit with a massive 6 AA battery pack that lasted 2-3 hours. While it was a console generation cycle off, we were getting closer.

In 2005, the PlayStation Portable’s (PSP) display and graphic capabilities re-inspired the dream. On it’s heels in 2006 was the promise of remote play from PS3 to PSP, later mandatory of PS4 games to the PlayStation Vita. In 2012, remote play was a core gimmick of the now infamous Wii U. Also in 2012 came Sony’s cross-buy service launched, allowing for a single purchase (of compatible games) to work on Vita and PS3/PS4. In 2015, the PlayStation Now’s cloud-based service would seemingly allow Sony devices, Vita and PS4 included, to access a library of online games from PlayStations 1 through 4. PlayStation Now has discontinued support for all devices save PS4 and Windows PC, including the Vita.

Now, the dual set-top/handheld console is a dream realized with the Nintendo Switch. And the versatility of it’s Joy-Con controllers takes it one step further, opening the console to instant local multiplayer. The Switch is a simple and obvious design that delivers and, for some sick reason, fills a hole in my life I never thought existed.

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Eurogamer: ‘Docked Zelda Stutters in Places Where the Mobile Experience Does Not’

Richard Leadbetter, Eurogamer:

In terms of performance, it’s immediately clear to the naked eye that the docked Zelda stutters in places where the mobile experience does not – and to confirm this, we manually counted frames by eye based on our camera shots to ensure accuracy in producing the performance test below. It’s really easy to isolate this issue as it occurs frequently in the open world, right from the beginning of the game. In some places, we see the smooth 30fps update while docked drop down to a momentary 20fps – confirming a basic double-buffer v-sync implementation.

Home console?

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GameStop Announces Midnight Switch Launch

GameStop press release:

This just in: GameStop, a family of specialty retail brands that makes the most popular technologies affordable and simple, announced stores will have a limited supply of Nintendo Switch systems available for walk-in customers on the March 3 launch day. Customers who were not able to pre-order the system are encouraged to attend GameStop’s midnight launch events held at stores across the nation for an opportunity to purchase Nintendo’s revolutionary new home gaming system.

A few thoughts:

  1. I’m screwed. Fat chance I’ll make a midnight launch. Fatter chance there’ll be any Switch(es) left around noon in Tahoe. Fattest chance there’ll be Switch(es) days/weeks later.
  2. Five out of the six sites I found reporting this news did not source GameStop’s press release. Not Polygon. Not GameStop. Not USA TODAY. Not BGR. Not SlashGear. However, Tom’s Hardware did. Pitiful.
  3. “Simple” is the last word I would use to describe GameStop.
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