Team Fortress 2

Another week, another set of attention-grabbing headlines in video games. Join Eurogamer news editor Tom Phillips, Eurogamer reporter Emma Kent and me in the video below as we run through the news that matters. Bong!

We start with the PlayStation 5's first big update, which comes five months after the console came out. This update finally lets you move games to USB storage - a feature the PS5 really should have had at launch. We chat about why this improvement is so important, but also discuss the state of the console itself as it approaches half a year out in the wild. Is the PS5 where it needs to be? Is it already playing catch-up in terms of features with Microsoft's Xbox Series X? And what do we want next from PS5?

Elsewhere, we chat about Nintendo's latest indie showcase (there's a lot of Fez talk, sorry!), before moving on to the ever-eventful world of Cyberpunk 2077. (Emma's report on what could be DLC for that game is well worth a read.) Can CD Projekt turn Cyberpunk around? The company has vowed to stick with it, at least.

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FEZ

To mark the end of the 2010s, we're celebrating 30 games that defined the last 10 years. This is the last entry - you can now find all the articles in the Games of the Decade archive, and read about our thinking about it in an editor's blog. Stay tuned for a couple more special articles tomorrow.

Fez is one of those magic-trick games. You could call it a gimmick without being disrespectful - a good gimmick can enliven any game - but I'd define a gimmick as a novel, repeatable concept that gives you a little jolt of satisfaction when you encounter it. What Fez does is different. Its trick is very simple, but has deep implications. It defines everything about the game. It constantly changes the way you think. Playing the game, you perform this trick all the time, and yet every time you do it you still do a little internal gasp as it reorders your perceptions. It's impossible, but it's real. It's magic.

The trick is this: Fez is a two-dimensional platform game set in a world where three dimensions exist, but only two of them can be perceived at once. This fact is so brain-scrambling that the inhabitants of this world have forgotten it, or repressed it. It is revealed to our hero Gomez when he puts a magical red hat on his head. From then on, he - you - can rotate his world through four viewpoints, snapping it back into a flat plane where everything is reordered and much is revealed. The game world's three-dimensionality, its solidity, is real - it looks like pixel art, but is actually built out of cubes - but it can only be seen fleetingly as you flick from one plane to another, the way an illustration in a pop-up book leaps from the page and then collapses back in again. You have to hold it in your head.

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FEZ

If you're looking for more ways to expand that list of games that you really, really honestly will get round to playing eventually but probably not right now because you've still got a load of other ones to get through, then I'm pleased to inform you that Fez is currently free on the Epic Store. Oh, and that Inside and Celeste will be free next week too.

Fez, for those yet to experience its multi-dimensional charms, is, at first glance, a sort of puzzle-y platformer in the retro, side-scrolling mould. Before too long, however, its 2D protagonist discovers that their world isn't quite as flat as they'd been led to believe, beginning a slightly brain-scrambling adventure that requires players to flip through the world's previously hidden sides. Really, it makes more sense if you see it in action.

Eurogamer, it's fair to say, adored Fez when it released back in 2012. Oli Welsh gave it a Eurogamer Essential badge well before they were a thing, and everybody else refused to shut up about it, even going as far as to crown it Game of the Year.

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FEZ

The first games I played were games of memory. My English grandfather was full of them. Parlour games, mainly. There was one in which each chair in his living room became a station and his family became trains. He would stand in the middle of the room and direct the trains between the stations, and you had to remember which train you were and where the station you were headed to could be found. At five or six, I found it overwhelming, but also intoxicating. (At 39, I now look back and suspect my grandfather wished he hadn't spent his life as clerk of the local magistrate's court.) Then there was another game - I've since learned that it's called Kim's Game, but as a kid I assumed my grandfather had invented it - in which he arranged a tray with bits and pieces from around the house, gave us a minute to study them all and then covered the tray with a cloth and quietly removed one item. When he uncovered the tray again we all had to spot what was missing.

God, memory is just fascinating. At times - these times may be called "the speedy approach to being 40" - it feels like memory is the most human of topics. It's where so much of what we are lays tangled together. Tangled and knotted. I think of Kim's Game and I am instantly back in my grandfather's living room. I can remember so many of the items that served time on the Kim's Game trays - a silver toast rack, a plectrum, a music box with a clown printed on it, a bright purple brazil nut chocolate - and then these items bring their own memories along with them too. I remember looking at that plectrum and wondering what it was for. I think of the toast rack and I can almost smell the gas hob and the marmalade that scented the kitchen of that house. I remember that I was allowed to eat that brazil nut chocolate once that particular game was completed.

Games and memory belong together, I think. There is the way they are stored in the mind, for starters. I tend to remember games the way I remember architecture or poetry: fragments set adrift, occasionally bumping into view, distracting and sometimes faintly troubling. Just as I remember a warm tiled corridor with iron banisters rising at the turn, or a gentleman, clean favoured, and imperially slim, I will suddenly from nowhere recall a cathedral that hangs from chains, or a cavern where visitors are intermittently crushed between slabs of disco-pink quartz. I remember pieces, and the pieces are often more interesting than the games they force me to track down. A door that held an entire ocean behind it. A book that sent me back to the start.

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