The Lead Programmer for Atari’s Gravitar and a Junior Programmer on Missile Command, Rich Adam will be a Guest of Honor at Sac Gamers Expo 2026 this fall.
Joining Atari in 1978, Rich Adam started his work on pinball games before transferring to the coin-operated video game division.
Rich later worked as a Principal Engineer at Toys for Bob on titles like Crash Bandicoot 4: It’s About Time (read our 80/100 review!) and the Spyro Reignited Trilogy.
Learn more about the confirmed Sac Gamers Expo 2026 Guests of Honor below:
Exhibitor spaces available but limited! To get an Application please email: contact@sacgamersexpo.com Make sure you clarify Artist or Vendor! pic.twitter.com/k4DqW0z0E8
Authoring over 30 official Prima and Brady Games strategy guides for hits like Dino Crisis and Resident Evil 3: Nemesis, Author, Editor, Game Reviewer, and Marketer Mark Androvich will be a Guest of Honor at Sac Gamers Expo 2026 this fall.
Known for his pioneering work at Activision during its founding years, Video Game Designer, Creator, and Programmer Garry Kitchen will be a Guest of Honor at Sac Gamers Expo 2026 this fall.
Known for the award-winning Pitfall!, Ghostbusters, and A Boy & His Blob, Industry Legend David Crane will be a Guest of Honor at Sac Gamers Expo 2026 this fall.
Celebrating its two-year anniversary, Team Jade recently hosted a broadcast for their tactical shooter Delta Force that had Game Director Shadow highlighting a number of updates coming to the title.
In addition to co-inventing the Atari 2600 game system at Atari’s “Cyan Engineering” Grass Valley think tank, Ron Milner also holds numerous patents across consumer electronics, electronic toys, and microprocessor-based hardware.
He even helped prototype the animations for Chuck E. Cheese’s animatronics!
Get ready for Sac Gamers Expo 2026 next month with the previously announced Guests of Honor below:
Exhibitor spaces available but limited! To get an Application please email: contact@sacgamersexpo.com Make sure you clarify Artist or Vendor! pic.twitter.com/k4DqW0z0E8
Known for his pioneering work at Activision during its founding years, Video Game Designer, Creator, and Programmer Garry Kitchen will be a Guest of Honor at Sac Gamers Expo 2026 this fall.
Known for the award-winning Pitfall!, Ghostbusters, and A Boy & His Blob, Industry Legend David Crane will be a Guest of Honor at Sac Gamers Expo 2026 this fall.
Celebrating its two-year anniversary, Team Jade recently hosted a broadcast for their tactical shooter Delta Force that had Game Director Shadow highlighting a number of updates coming to the title.
Featuring refined battle mechanics and new characters, a tale of conflict will stir once again when FRENCH-BREAD and Aniplex of America’s MELTY BLOOD: TWI-LUMINA releases for PC and consoles April 22.
A studio with the pedigree of Remedy Entertainment and the launch of a franchise as incredible as Control gives Control Resonant everything it needs to succeed – or so it appeared.
Control Resonant is at its very best when following the blueprint set in the original Control. The self-contained side quests and the linear sequences of the main story are as engrossing and immersive as one can hope for. However, these moments of narrative brilliance find themselves marred by the needless open-world sections that do little to add to the experience.
Rather than feeling immersed and excited to see the next crazy twist, the by-the-numbers open-world design proves to be its greatest downfall.
Control Resonant Review
I am so, so very tired of map revealing mechanics in open-world games, especially when they are needlessly confusing or annoying
An annoying tower mechanic to reveal the map, a radar that shows no terrain – each of these elements leaves players constantly checking the map to navigate a needlessly complex world. When paired with repeated puzzle mechanics and the same “exploration” rewards throughout, it stands out as jarring when compared to its visually stunning world.
It almost feels as though two completely different games were mashed together at the last moment in Control Resonant.
On one hand, its world and story can be terrifying, creepy, fascinating, and a true wonder to explore. However, a shallow and soulless sequence of open-world challenges and tasks could not be more in conflict with the rest of the game.
The creepy and disturbing world of Control is on full display at every turn, and it’s glorious
Even the term open-world feels generous, as it’s anything but open.
When tracking down one quest, I met an area that I could not reach until I unlocked a specific traversal ability. Swapping to the next quest, my progress was blocked by a door I was unable to access without progress elsewhere. In another quest, I was met with enemies too high to defeat.
Far too often I became frustrated because I hadn’t managed to find the single alleyway and door that led to progress in the right quest. This ended up making exploration more of a chore than a rewarding venture.
I cannot stress enough just how impressive the Gravity Shift is
Although the weakest area of the game, the open-world sections aren’t completely void of value. One of the more outstanding features comes in the form of a traversal ability: the Gravity Shift. When navigating Manhattan, Dylan can use this ability to alter gravity, walking up vertical walls or attaching to ceilings, which then become the floor.
It’s a feature that has to be played to be understood. Switching between different dimensions as you’re avoiding attacks from the Hiss and the Mold is a sight to behold.
Faults offer new traversal abilities and the chance to learn more about Dylan and Jesse’s past
Although visually cool, its near-perfect implementation is what stands out as truly impressive. In a world where nothing is normal, entire streets have vanished, roads litter the skies, and cars and bodies float at every turn, trying to direct the player to the exact locations that support the Gravity Shift was no easy feat, but it works throughout.
It definitely messes with your brain, and you’ll get a bit discombobulated in a couple of places, but it adds a level of excitement and wonder to an open-world that is otherwise missing.
Probably the single best aspect of a much bigger Control game, the lore in Control Resonant is incredible.
In my Control review, I mentioned how often I was lost in the gathering and reading of every collectible I could find, absorbing the knowledge of the world at every opportunity.
The world of Control continues to be one of the most interesting in the industry
The same rings true in Control Resonant. Despite its shortcomings, the narrative and world are as intriguing as ever, and Remedy Entertainment uses every storytelling tool to deliver one of the most fascinating worlds in gaming.
There are several sections where you’ll avoid the open-world Manhattan for a couple of hours, such as navigating a time conundrum in The Underpass. These sections carry the same quality and awe of the original – but are few and far between.
Hunting down Resonants is another worthwhile distraction from its admittedly unimaginative open-world activities.
Massive and disturbing boss battles interact with the world in different ways; once a Resonant has been defeated, a new Resonant Cycle begins. This alters the game world by introducing more enemy types, resetting many encounters, refreshing World Feats, increasing rewards, and increasing combat difficulty.
If combat is too challenging or not very engaging, you can turn it off.
Control Resonant features an “Assist Mode” option that allows players to alter a variety of settings that include increasing or decreasing both player and enemy damage, changing the speed of projectiles, and increased Power recovery.
Alternatively, players can turn on Immortality to never die, or turn on One-Hit Kills to kill all enemy in a single swing.
Yes, this includes every boss in the game.
I tend to normally ignore these features, but the One-Hit Kills definitely removed a level of frustration when growing weary of trying to find the right route to the next objective.
Combat and progression are probably the two areas in Control Resonant that have seen the most improvement. While breaking away from Jesse’s more range-focused style, Control Resonant delivers a faster-paced style of play complete with combo attacks, status effects, and dodge bonuses.
Personally, I enjoyed the original game’s combat more. However, the level of depth and variety found in Control Resonant makes this a sequel in every sense of the word, one I think most players will see as the better of the two.
An interesting respec mechanic gives players access to a unique area in which to test unlocked abilities and combos, with the option of resetting progress and switching paths readily available.
Control Resonant is another masterclass in storytelling from Remedy Entertainment, but its potential for greatness is hindered by a completely detached open-world experience.
Whether taking on Daredevils or tapping into its deep customization elements, Hot Wheels: Infinite Rush and its vast open world truly lets players race beyond the track.
While The Blood of Dawnwalker and its dark fantasy vampire setting is well worth exploring, best wait for a few patches before exploring its vast open world.
Making the right conversation choices in Fire Emblem: Fortune’s Weave increases Support bonds between characters. This unlocks exciting new combat options and abilities, as well as further relations with characters as the story progresses.
In this guide, we’ll cover every choice we find in the game and give the outcomes so you can decide what route to take.
How To Use This Guide
Fire Emblem: Fortune’s Weave is a long game, with a lot of choices. As such, listing them in a specific pattern is very difficult. Instead, you can use the Choice Search below. To find the choice, type the question/statement at the bottom of the screen into the search bar below to locate the information.
You can then simply head the “Return to Choice Search” button to come back here.
Note: We’ve only just started playing Fire Emblem: Fortune’s Weave, so we are constantly updating this guide as we progress through the game. Make sure to clear your browser cache to get the latest version!
Tell me Truly – How do you feel about insects and the like?
I’m fine with them This choice is just for people who don’t want to see bugs during the game. So if you have a phobia, choose I can’t stand them and the setting will turn them off. You can change it in the settings menu.
They could be trouble if they’re looking for revenge.
Pursue the thieves You head into the fort and have to take out the thieves. There is treasure and EXP to be had, so it’s worth it. There is a tiny bit of story there as well.
Continue to Dagsion You and your team ignore the thieves and go onto the next checkpoint. No exp or loot.