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Robinhood debuts its $658.4M venture fund on the NYSE, pricing the IPO at $25 per share, offering retail investors access to private companies like Databricks (Manya Saini/Reuters)

Manya Saini / Reuters:
Robinhood debuts its $658.4M venture fund on the NYSE, pricing the IPO at $25 per share, offering retail investors access to private companies like Databricks  —  Robinhood (HOOD.O) debuted its flagship $658.4 million venture fund on the New York Stock Exchange on Friday …

The Video Games You Should Play This Weekend – March 6

Pokémon Pokopia

Welcome to Friday! Between responding to all my LinkedIn notifications from folks congratulating me on my one-year anniversary at Game Informer, I have put together our weekly posting of weekend games to play. Of course, I have been with Game Informer since 2011, but it’s a complicated story, and I appreciate all the friendly, if not entirely accurate, well-wishes. Also, the important detail is that it has been a year since our grand return last year, and we’re feeling good!

Which all leads us to this. It's time for the weekend and our usual recommendation of games and things you should check out! But before that, here's a recap of the biggest stories of the week:

Game Informer

Slay the Spire 2

Eric Van Allen

Mega Crit's Slay the Spire didn't invent the roguelite genre, but it quickly became a banner-bearer for the genre. With years of people climbing the Spire, you might wonder, how would Mega Crit follow it up with a sequel? Slay the Spire 2 has only been out for a little while now, but already seems to have found several ways to build upon the solid framework of its predecessor.

Between new cards and old cards, relics familiar and strange, and a structure that feels just like the original, Mega Crit hasn't fixed what isn't broken. Instead, the studio's turned towards interesting new avenues of progression. Quests reward commitment to short-term risks for long-term boons. Floor rewards offer interesting choices, with some clever run-shifting mechanics. New bosses throw both big numbers and surprising puzzles at the player. And the two new characters add some great variety to the roster; I already love playing as the skeletal Necrobinder and her handy pal Osty. I put dozens upon dozens of hours into the first Slay the Spire, and I feel the same pull here in the sequel.

Game Informer

Pokémon Pokopia

Marcus Stewart

I’m what you would call a lapsed Pokémon fan. I was 10 when Pokémon Red and Blue first hit the U.S., and I was absolutely obsessed with the franchise during that magical first generation as a kid who also wanted to be the very best. However, I fell off the franchise hard during Gen 2 (partially because my GBA with my in-progress copy of Gold was stolen) and never fully got back into it, save for sporadic check-ins like the 2016 Pokémon Go craze. Still, I’ve retained a soft spot for the franchise despite watching it grow from afar and have waited for it to offer something more interesting and, frankly, weirder than the standard RPGs to draw me back in.

When I first laid eyes on Pokémon Pokopia and its derpy-faced Ditto protagonist, I was charmed from the get-go. I enjoyed what I played of the Dragon Quest Builders games and had fun with Animal Crossing: New Horizons, so a Pokémon-themed amalgamation of those experiences sounded super appealing. Plus, again, the premise of a Ditto masquerading as a barely passable human is delightfully stupid. I’m still very early in the game, but I’m drawn to its low-key post-apocalyptic world (humanity is dead missing!), and I can already feel its cozy hooks digging into me as my to-do list starts to populate. Plus, with the real world seemingly falling apart in various ways, it feels good to put a different one back together. The lesson: be the Ditto that copies the person you want to see in this world.


For more on Pokémon Pokopia, you can read Brian Shea's full review right here or watch the video review below.

 
Game Informer

Marathon

Eric Van Allen

My first drop on Tau Ceti IV was tense. We crept through cobbled-together stations and outposts, scavenging and scurrying like rats trying to fill our packs before we made off in the night with our hard-earned goods. A few robots tried to stop us, but it was easy enough to clear them out and move on. The second run, though, got a little more tense; an eerily quiet trek for faction quests and collectibles erupted into chaos when human players tried to pick us off in a moment of calm. My trio fled down a chasm, stopping and shooting all the way like the infamous heist scene from Heat, until we realized that we'd managed to force the other team into a funnel. When they tried to chase us out of the chasm's opening into the open air, the runners in the chasm were like fish in a barrel.

I'm unsure what the long-term health of Marathon is, or whether an extraction shooter can really sustain constant interest for that long. It's a genre with a goldfish's attention span, always looking for the next big thing. But Bungie's graphic maximalism, what my friend and Restart.run associate editor Jesse Vitelli has dubbed "techno-sludge", beautifully underpins the pitch-perfect shooting and chaos. Marathon is already far from the tenuous truces of Arc Raiders – everything on Tau Ceti IV feels designed to send you back to the main menu with a lot less loot. It's a good time.

Game Informer

Scott Pilgrim EX

Kyle Hilliard

This week saw the release of Scott Pilgrim EX, the third in developer Tribute's unofficial trilogy of well-executed, nostalgic beat 'em ups after Teenage Mutant Ninja Turtles: Shredder's Revenge and Marvel Cosmic Invasion. Unlike those previous two games which were primarily inspired by arcade classics (like the TMNT and Marvel beat 'em ups of the past, unsurprisingly), Scott Pilgrim EX is more closely modeled after River City Ransom. That means it has a sort of open world that you can walk around in and explore while getting into fights and collecting coins. It makes it stand apart from Tribute's previous games and pretty handily makes it, mechanically, my favorite of those three. It also has great Scott Pilgrim vibes thanks to the participation of Scott Pilgrim's creator, Bryan Lee O'Malley (read our interview with O'Malley about the game right here), and an excellent new Anamanguchi soundtrack (they did the music for the first Scott Pilgrim game and the recent Scott Pilgrim Netflix anime). If you are looking to participate in some classic co-op beat 'em up action with up to three other friends, you really can't go wrong with Scott Pilgrim EX.


For more on Scott Pilgrim EX, you can read Kyle Hilliard's full review right here, or watch the video review below.

 

A Stranger Things actor's horror comedy and everything new to stream this weekend

War Machine on Netflix, tons of Oscar movies ready to stream, and everything else on Hulu, HBO, and Amazon.

The MacBook Neo’s Price, Looking to the Past and Future

Ethan W. Anderson, on Twitter/X:

I’ve plotted the most expensive McDonald’s burger and the least expensive MacBook over time. This analysis projects that the most expensive burger will be more expensive than the cheapest laptop as soon as 2081.

Looking to the past, if you plug $599 in today’s money into an inflation calculator, that’s just ~$190 in 1984, the year the original Macintosh launched with a price of $2,495 (which works out to ~$7,800 today.)

‘Never the Same Game Twice’

John McCoy:

From around 1970 to 1980, the Salem, Massachusetts-based Parker Brothers (now a brand of Hasbro) published games whose innovative and fanciful designs drew inspiration from Pop Art, Op Art, and Madison Avenue advertising. They had boxes, boards, and components that reflected the most current techniques of printing and plastics molding. They were witty, silly, and weird. The other main players in American games at the time were Milton-Bradley, whose art tended towards cartoony, corny, and flat designs, and Ideal, whose games (like Mousetrap) were mostly showcases for their novel plastic components.

Parker Brothers design stood out for its style and sophistication, and even as a young nerd I could see that it was special. In fact, I believe they were my introduction, at the age of seven, to the whole concept of graphic design. This isn’t to say that the games were good in the sense of being fun or engaging to play; a lot of them were re-skinned versions of the basic race-around-the-board type that had been popular since the Uncle Wiggly Game. But they looked amazing and they were different.

These games mostly sucked but they looked cool as shit. Lot of memories for me in this post.