Picture of Jeffrey Matulef

Jeffrey Matulef


Jeffrey Matulef is the best-dressed man in 1984. Based in Portland, OR he operates as Eurogamer's US news editor.

Let's get the bad news out of the way first: Super Meat Boy co-creator and character designer Edmund McMillen, the burly bearded man made famous by his starring role in Indie Game: The Movie, is not involved in the sequel, Super Meat Boy Forever. Having gone independent to work on such titles as The Binding of Isaac, The End is Nigh, and the upcoming RPG The Legend of Bum-bo, the Super Meat Boy saga has fallen to his former partner, Tommy Refenes, to resurrect after a seven-plus year absence.

Last year, Chris Donlan called the experimental interactive experience Islands: Non-Places the best game he'd played about LA. Given that he wrote the definitive article about games set in LA, I won't argue with him. That said, there's a new contender on the horizon with Ben Esposito's quirky puzzler Donut County.

Destiny 2 director defends its shaders as one-time use items

"Shaders are now an ongoing reward for playing. Customisation will inspire gameplay."

Destiny 2, for all its glories, has come under fire from fans upset about how it's changed its customisable armour colours, or "shaders" as Destiny parlance goes, to one-time use consumables. In the first Destiny you could change your shaders to you heart's content, as playing dress-up is one of the core appeals of Bungie's cosmic online shooter.

If you've seen gameplay footage of THQ Nordic's upcoming open-world action-RPG Biomutant you may have found its overzealous narrator a bit annoying. Every time he exclaims "boom!", "neutralised!", or "hack-and-slash!" mid-battle it can instill a sense of weary irritation. As it turns out, developer Experiment 101 understands that this feature isn't to everyone's tastes and it can be drastically minimised.

Obduction review

Myst opportunity.

It's a strange thing to think about now, but there was a time when Myst was the best-selling computer game of all time. Shifting more copies than even the almighty Doom, Cyan's enigmatic puzzle game about a series of peculiarly crafted islands stirred up feelings of awe, reverence and curiosity. Much of this was due to Myst's extremely abstruse premise. It contained no immediate backstory about you being a hero on a quest to save such and such. It didn't offer an exposition dump grounding you in its pristine world. And it didn't offer much in the way of character interaction. It simply dropped players on a surreal island of monuments - a rocket, a Greek palace, a contemporary lodge - and asked them to have at it until a more recognisable story came into focus.