From mergers to memes, the landscape of interactive entertainment is always in motion. Here’s your cheat sheet for the week’s most important stories in gaming.
Following some intense controversy surrounding her new snack brand, popular Twitch streamer Pokimane has apologized for an insensitive comment she made to a “rude chatter” during a November 18 livestream. Read More
When you think of Nintendo, you tend to think of family-friendly gaming. You think of Link and Mario and sunshine and smiley stars. The word “adult” doesn’t likely come up when you ponder games on Switch, but that’s seemingly about to change. The company is adding a new 18+ app to its subscription service, Nintendo Switch Online, although only in Japan. Read More
As Cyberpunk 2077 approaches its third anniversary, the beleaguered blockbuster is getting a send-0ff to immortalize its unlikely turnaround. CD Projekt Red announced an Ultimate Edition for the sci-fi RPG on November 21 that includes this year’s Phantom Liberty expansion and the massive 2.0 overhaul patch. There will even be a physical copy for PlayStation 5 and Xbox Series X/S owners. Read More
A lawsuit filed last year accused Sony of using its walled-garden video game platform to charge players too much in the PlayStation Store. The London Tribunal has now allowed that lawsuit to move forward, against the PS5 maker’s objections, which could result in payments to players in the UK of up to $7.9 billion if it is ultimately successful. Read More
Buying super special “collector’s editions” of video games can be like heading into treacherous waters. These often-expensive boxes full of goodies (and also a video game) tend to sell out pretty quickly, and then you’re more likely to find them for double the price on reseller sites like eBay or Facebook’s marketplace. But if you’re eyeing the Baldur’s Gate 3 Deluxe Edition set to ship next year, Larian Studios is telling fans not to worry about it selling out, because the team isn’t making it a limited item. Read More
Slow news day? You betcha. But look, it’s Thanksgiving, and there’s a good chance people are cooking and eating just about anything they can find right now. Please, if we can save just one person from trying to cook their Steam Deck, then it will have been worth it. Read More
The white wolf is coming to Destiny 2 by way of some new cosmetics. Bungie teased a crossover with CD Projekt Red’s beloved RPG The Witcher 3 that will add three new armor sets to make players look like protagonist Geralt of Rivia, at least if they’re willing to shell out $20 or more for a single set. The new skins look great, but also arrive at Destiny 2’s lowest point in years. Read More
To avoid what many consider aggressive monetization, Mortal Kombat 1 players are doing everything they can to avoid buying cosmetics in NetherRealms’ latest 2D fighter. The latest exploit involves them utilizing a console date change hack to acquire once-free character skins that are now only available if you buy them. Read More
Just in time for the long Thanksgiving holiday weekend, Blizzard is letting you playDiablo IV for free for one full week on Steam right now. That’s a pretty sweet deal among a crop of other pretty sweet deals that Valve is offering as part of the PC gaming store’s massive annual Autumn Sale.
Blizzard tweeted on November 21 that the action-RPG has a free trial going on until November 28. If you head toDiablo IV’s Steam page right now, you can get the demon-slaying, loot-hunting game for the low until the end of the week.
“Give thanks and drag your friends to Hell,” Blizzard said. “Play Diablo IV for free on Steam, from now until November 28th at [10 a.m. PT / 1 p.m. ET].”
This free Steam trial coincides nicely with a gold and XP bonus Blizzard is also running in Diablo IV. Dubbed Mother’s Blessing Week, folks playing the game will earn 35 percent more gold and experience points until November 27. This bonus applies to everyone, including people running amok in the Eternal and Seasonal realms, as well as players across all four World Tiers (Diablo IV’s interpretation of difficulty setting). Blizzard really wants this game to take over your Thanksgiving holiday, it seems.
Diablo IV—out now on PC, PlayStation, and Xbox—is running its second season of content, the Season of Blood. The new update, which brought the game to Steam on October 17, adds gameplay changes (like revamping inventory management) and story content while promising an easier grind so folks can level up faster. It’s the first of many seasonal drops, which will be interspersed between yearly paid expansions. The first DLC, Vessel of Hatred, arrives next year, bringing with it a new class to play and a new region to explore.
Image: CD Projekt Red / Bethesda / Blizzard / EA / Lucasfilm / Valve / Kotaku
Valve’s annual autumn sale. Some of the best and biggest PC games, including action-RPG Diablo IV, the fantastic Star Wars game Jedi: Survivor, and Bethesda’s latest, Starfield, are all on sale right now.
The Top 10 Most-Played Games On Steam Deck: October 2023 Edition
This latest fall sale (“autumn,” if you are fancy) runs from November 21 to November 28th. Steam’s autumn sale features a huge list of discounted PC games. Some are older games and others, likeRemannt II and Dredge, are hits from 2023.
Here are some of highlights from this massive sale:
Anno 1800 – $15 (75% off)
Black Desert – $1 (90% off)
Blasphemous – $6 (75% off)
Climbey – $6 (40% off)
Cyberpunk 2077 – $30 (50% off)
Darkest Dungeon – $5 (80% off)
Dead By Daylight – $8 (60% off)
Demon Turf – $15 (50% off)
Diablo IV – $42 (40% off)
Dredge – $19 (25% off)
EA F1 23 – $28 (60% off)
El Paso, Elsewhere – $16 (20% off)
En Garde! – $12 (40% off)
Fallout 4: Game of the Year Edition – $10 (75% off)
Final Fantasy VII Remake Intergrade – $35 (33% off)
God of War – $30 (40% off)
Hades – $12.50 (50% off)
Half-Life: Alyx – $20 (66% off)
Halo: The Master Chief Collection – $10 (75% off)
Hexcells Complete Pack – $2.69 (70% off)
Hogwarts Legacy – $36 (40% off)
Horizon Zero Dawn – Complete Edition – $12.50 (75% off)
Lies of P – $48 (20% off)
Marvel’s Spider-Man Remastered – $36 (40% off)
Marvel’s Spider-Man: Miles Morales – $30 (40% off)
Ninja Saviors, The: Return of the Warriors – $16 (20% off)
Red Dead Redemption 2 – $20 (67% off)
Remnant II – $35 (30% off)
Rust – $27 (33% off)
Star Wars Jedi: Survivor – $42 (40% off)
Starfield – $56 (20% off)
Stray – $20 (34% off)
Street Fighter VI – $40 (34% off)
System Shock – $28 (30% off)
Tales From Off-Peak City – $5 (50% off)
Tiny Tiny Wonderlands: Chaotic Great Edition – $20 (75% off)
Warhammer 40k: Boltgun – $15 (32% off)
As always with Steam’s big fall sale, the store’s limited-time blowout kicks off nomination season for the Steam Awards. Players can hop over to the official Steam autumn sale store page and then vote for their favorite games in various categories including Game of the Year, the best Steam Deck game, most innovative gameplay, and so on. Valve will announce the winners in January.
If a game you loved this year got snubbed from the Game Awards, now you can (sort of) right that wrong and nominate it for some Steam awards. These are just as good as the Game Awards, right?
After some beta testing, Bethesda has released Starfield’s latest patch for PC and Xbox. This new update adds DLSS support, the ability to eat food you find in the world instantly, some much-needed graphical options, and plenty of bug fixes, too.
The Top 10 Most-Played Games On Steam Deck: October 2023 Edition
Starfield’s 1.8.86 update is now live on Xbox Series X/S and PC. This update was first beta-tested via Steam earlier this month. It appears those tests went well, as Bethesda has now pushed the new update live for everyone. This means that after months of paid mods and community drama, Starfield finally has official DLSS support, letting folks with compatible Nvidia graphics cards use DLSS Super Resolution, Deep Learning Anti-aliasing (DLAA), Nvidia Reflex Low Latency, and DLSS Frame generation. But that’s not all that’s been added in this update.
The new 1.8.86 update also adds the ability to eat food and drink items that you find in the world without having to pick them up first and chow down on them via the inventory screen. It’s a small change, but it should help keep you immersed in the world and spend less time digging through menus. Plus, it will be fun to just run around places and eat every Chunk I see like an out-of-control cartoon character.
This patch also adds brightness and contrast sliders to the massive open-world space RPG. There are some HDR brightness settings, too for platforms that support that. And yes, it’s still wild that in 2023 a big-budget AAA video game from a veteran game studio shipped without brightness and contrast sliders. What a world!
Anyway, here are the full 1.8.86 patch notes for Starfield:
PERFORMANCE AND STABILITY
Addressed a number of memory-related issues and leaks.
Added some GPU performance optimizations, which will be more impactful on higher-end cards.
Improved renderer threading model, improving CPU usage most notably on higher-end systems.
Various stability and performance improvements.
GAMEPLAY
Added the ability to eat the food placed in the world.
Adjusted stealth to be a bit more forgiving.
Fixed an issue where Andreja’s head would stay permanently cloaked.
Fixed an issue that could prevent players from firing their weapons.
Fixed issues where some NPC could be seen not wearing clothes (Note: This issue may resolve itself over time).
Fixed an issue where already in-progress skill challenges could stop progressing after reaching “the Unity” and starting a new game.
Fixed an issue that could temporarily prevent opening the inventory or saving after entering “the Unity”.
PC: Fixed an issue where mouse movement could be choppy.
Fixed a rare issue that could cause the home ship to be lost.
Fixed an issue where the ship services technician might be missing.
Fixed an issue where occasionally the camera could shake incorrectly during Traveling, Grav Jumping, Docking, or Landing transitions.
GRAPHICS
Addressed an issue with how ambient occlusion appeared in ultrawide resolutions.
Optimized initial shader compilation that occurs on start-up.
Added the ability to adjust Brightness and Contrast in the Display Settings menu.
Added the ability to adjust HDR Brightness provided that the system supports it. (Xbox & Windows 11 only).
Addressed a number of materials that could sometimes present an unintended pattern under certain conditions.
Fixed various visual issues related to the new FOV slider options.
Improved the appearance of the eyes on crowd characters.
Addressed a number of minor visual issues related to lighting, shadows, terrain, and vegetation.
PC: Addressed additional visual issues related to DLSS.
QUESTS
All That Money Can Buy: Fixed a rare issue where players couldn’t sit during the negotiation with Musgrove.
Blast Zone: Fixed an issue where the hard rocks that need to be cleared out by players will not appear on Ngodup Tate’s land.
Echoes of the Past: Fixed an issue where the Grylloba Queen could sometimes not be reachable during the objective “Secure the Shuttle Bay”.
Eye of the Storm: Fixed an issue where players’ quest progression could potentially be blocked due to a missing docking prompt.
Grunt Work: Addressed an issue where progress could appear blocked if “Supra et Ultra” was completed while returning to the Lodge during “High Price to Pay”.
No Sudden Moves: Fixed an issue that could prevent the entrance door to the Scow ship from being opened again.
Operation Starseed: Fixed an issue where the key that is needed to exit the facility could sometimes not be present.
Sabotage: Fixed an issue where David Barron could potentially not be found by players.
Short-Sighted: Fixed an issue where players could rarely become control-locked while speaking with Vladimir.
The Heart of Mars: Fixed an issue where players might not be able to mine the “The Heart of Mars”.
From mergers to memes, the landscape of interactive entertainment is always in motion. Here’s your cheat sheet for the week’s most important stories in gaming.
6 Things To Know Before Starting Persona 5 Tactica
Baldur’s Gate 3already has one special edition, in the form of its Collector’s Edition. We even unboxed it here at Kotaku, and it’s got a lot of cool knickknacks that pay tribute to its tabletop roots. Of course that was expensive, solely for PC and PlayStation 5 players, and didn’t include a physical copy of the game itself. But Baldur’s Gate 3 is coming to Xbox next month, so Larian Studios is taking the opportunity to release a new, Deluxe Edition for all three platforms. And given what comes in the box, I think it’s pretty darn affordable. Read More
Like game director Ji Won Choi promised in early November, duo-developers Neowiz Games and Round8 Studio have dropped a new update for their gothic, Belle Époque-era Soulslike RPG, Lies of P. And just as expected, this update makes some significant changes to the game so that you have an actual fighting chance at surviving this bloodied retelling of the Pinocchio story. Read More
Modern Warfare III players are begging Activision to remove a “literally invisible” cosmetic first introduced in Modern Warfare II that’s plaguing multiplayer matches yet again. Read More
On November 16, Valve will let folks purchase a new Steam Deck OLED Limited Edition model, which features all the upgrades of the base OLED version of the portable PC, but with some extra cosmetic details, too. And to help folks actually get a chance to buy this thing, Valve is implementing some safeguards to slow or stop bots and resellers from buying them all up instantly. Read More
One of the best action-RPGs in a generation is finally getting a mobile version, but it’s a mixed blessing. The good news is that Hades is coming to iPhones in 2024 and will be free for Netflix subscribers. The bad news is that it will be exclusive to both, with no way to buy the game outright or play it on Android devices. Read More
Rocksteady is finally ready to start talking about Suicide Squad: Kill the Justice League, after delaying it (again) earlier this year. The studio first announced its upcoming supervillain co-op action game way back in 2020. In a new video series going behind the scenes of the game, the devs explained how big its map will be and showed off some new cutscenes. Conveniently, they barely mentioned any of the live-service aspects fans aren’t happy about. Read More
Geoff Keighley’s Game Awards are far from the be-all and end-all of which games are good, creatively bold, and deserving of praise each year, but they’re still fun to get way too serious about. It’s the one day game developers get to dress fancy, go up on stage, and receive our collective thanks for their artistic accomplishment rather than getting canned the night before the quarterly earnings call. Read More
Chinese publisher NetEase is opening a new studio with the lead writer behind the Mass Effect series at the helm.
Worlds Untold will be based in Vancouver, and helmed by CEO Mac Walters, who’s known for his work at BioWare that spanned almost 20 years. Walters was a writer on martial arts RPG Jade Empire, then a senior writer on the first entry in the sci-fi RPG series, Mass Effect, and was eventually promoted to lead writer on Mass Effect 2 and 3. Following this, he was brought on as creative director on Mass Effect: Andromeda, worked on early narrative direction on Anthem, and project directed the Mass Effect: Legendary Edition remasters, before ending his tenure at the studio as a production director on Dragon Age: Dreadwolf. So he was at the forefront of a lot of the narrative direction of BioWare’s last two decades. How you feel about that probably varies depending on your opinions on the state of the studio, but speaking personally, the narrative wasn’t my biggest problem with most of those games. Read More
Kotaku Unboxes The Spider-Man 2 Limited Edition PS5
The $600 set is currently sold out at PlayStation’s store but is still a gift to keep in mind for the Spidey-loving gamer in your life this holiday season
This story is part of our new Future of Gaming series, a three-site look at gaming’s most pioneering technologies, players, and makers.
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Video game fashion is often uninspired, Hot Topic-adjacent fare: T-shirts with a game logo ironed on the front, or zip-up sweatshirts with a garish all-over print of an animated character. It’s rare to see a piece of merch that feels like it’s pulled from a game-world (like the Disco Elysium jacket) or one that’s subtle enough you could wear it out to dinner without anyone knowing you’re repping your favorite RPG.
When I first saw “The Lands Between,” the Elden Ring-inspired collection from luxury streetwear brand ARK/8, I felt like I was looking at the future of game-related fashion. Nothing is so high-concept that it’s unwearable (the line is still firmly rooted in a streetwear aesthetic) but the entire collection could easily be worn by someone strutting through SoHo, or captured and posted on Instagram by Watching New York and no one would know it references a video game.
A lush, blood-red faux-fur coat that looks like the lion draped over Godfrey’s shoulder, an oversized, menswear-inspired crisp white button-down with Queen Marika stretched across the back, a few elegantly distressed crewnecks—all if it is so chic and so effortlessly cool that I can’t help but get excited looking at everything.
I was so curious about the person behind the designs that I reached out via email to ARK/8’s creative director, Dimitri van Eetvelde, to learn what inspires him and what he thinks is the future of gaming fashion.
Image: ARK/8
Finding fashion inspiration in Elden Ring
First, van Eetvelde made one thing very clear: ARK/8 isn’t a video game merch company, it’s a “fashion brand with gaming and pop culture as its DNA.” He likened it to how “skate is part of the DNA of brands like Supreme or Vans.” For him, too many pieces of game-related clothing are “very safe” items like “printed basics or pieces that are more suited for cosplay and gaming conventions.”
“The problem is that most of the licensed companies don’t care about gaming, it’s just a business decision. They sell the same T-shirt, whether it’s Jack Daniels or Iron Maiden or Assassin’s Creed,” he said. Van Eetvelde understands this approach, because he’s done it before—his first fashion company, Level Up Wear, was a printed tee and outerwear line started back in 2007, which focused on printing branded content on high-quality t-shirts. For him, Level Up Wear “was the inception of the concept of gaming and quality together,” though he soon reached a creative limit, and wanted to find a way to further explore high-quality garments and game-inspired designs. That’s when ARK/8 was born, fully materializing in 2019 after several iterations (including, briefly, as Italian-made high-end jewelry).
Image: ARK/8
The Lands Between collection marries high-end fashion with gaming, but not reductively—though items like the Boss Door t-shirt or the Queen Marika button-down clearly feature more obvious game references, there’s a sense of evocation at play here, as well. “We wanted to create a collection that didn’t feel like a repeat of the gaming merch template focusing on key characters or iconography, or using heavily illustrated prints,” van Eetvelde said. “Elden Ring was going to be approached not from a traditional asset/graphic perspective, but from a texture, world immersion angle.”
Brilliantly, the design team leaned into “exploration and content discovery” which van Eetvelde noted is a key part of Elden Ring gameplay. From there, two visual themes emerged: maps and the Tarnished aesthetic. “The map is so beautifully made,” van Eetvelde said, “The challenge was a technical one at that point, as getting it to look vibrant and detailed on different fabrics took a few tries.” The resulting “Our Lands Between Bomber Jacket,” however, is pretty wild—a “seemingly infinite print” of the in-game map, swirling colors across the model’s torso. The Tarnished aesthetic shows in the distressed but robust crewnecks, which van Eetvelde suggested mimic how players start out their Elden Ring experiences. “You start at the bottom in the game, your clothes are ragged. It’s rough, like in most FromSoftware experiences, but there’s also that robustness, that persistence of getting up and dusting yourself off, death after death.”
The future of video game fashion
With individual items ranging from $145 to $2500, it’s a gorgeous—albeit pricey—collection that elevates game-related fashion, and according to its chief designer, The Lands Between is just the beginning for ARK/8. The Elden Ring collection is the brand’s “guinea pig,” according to van Eetvelde—he gave me a sneak peek at a cool, splashy Overwatch drop coming soon that features a D.Va bodysuit I simply must have and a very cool Genji-inspired zip-up.
Image: ARK/8
“ARK/8’s mission is to establish a platform to elevate the conversation around gaming and the incredible art, music and narratives that underpin these amazing entertainment creations,” van Eetvelde said. “There’s a constant to it, it’s not just a one-off like most collabs. Fashion is a way to express our passion and show gaming in a new light.”
During our chat, he cited a few other examples of the somewhat dissonant worlds of fashion and gaming meeting and making something incredible. “I liked the Han Kjobenhavn X Diablo IV runway pieces for example, as they did push the envelope. I think the LOEWE X GHIBLI one was also really good because Jonathan Anderson really has a passion for Ghibli movies and it reflects on the whole collection. It’s brimming with details and complex executions. I want to see more of that.”
For game developers and fashion brands, ARK/8’s ethos can and should be mined for future collaborations. I want to see more high-concept runway pieces, more elevated streetwear looks, and less gaudy, ironed-on 1-Up mushrooms and zip-up sweatshirts meant to look like Samus’ power suit. Video games are visual marvels, brimming with color and creativity—lets make more clothes and accessories that speak to that.
Final Fantasy VII Rebirth isn’t out until early next year, but ahead of the game’s launch it’s been rated and reviewed by the Entertainment Software Rating Board (ESRB). Turns out the Teen-rated RPG will contain a “bodacious beach bod.” The question is: Who’s rocking that body?
Three Things We Learned From The Final Fantasy 7 Rebirth Demo
Final Fantasy VII Rebirth, coming exclusively to PS5 on February 29, 2024, picks up after the events of 2020’s Final Fantasy VII Remake and is the next entry in Square Enix’s three-part Final Fantasy VII remake project. We’ve already seen a few trailers for the upcoming RPG, but we’ve learned a bit more about Rebirth thanks to a newly posted rating description on the ESRB’s official website.
The ESRB’s rating description explains that some women in the game are “designed with revealing outfits” including “deep cleavage.” The ESRB also states that Rebirth contains “suggestive dialogue” and close-up shots of characters’ bodies. It points to one example where the camera pans to someone, presumably wearing a revealing outfit, who then says: “Just admit it. You’re obviously captivated by my bodacious beach bod.”
Now, the way the ESRB describes this makes it impossible to say who has (or thinks they have) a bodacious beach bod. So who, among the cast of FF7 characters, seems the most likely to say they have a bodacious beach bod? Place your bets now!
Other secrets revealed by the ESRB
The ESRB’s rating description of Rebirth also confirms that at least one character will be “impaled” by a sword in slow motion. Famously, and beware spoilers for a game released in the ‘90s, Aerith was killed by sword-wielding Sephiroth in the original game. You could describe what happens in that original sequence as “slow motion,” too. It seems the new remake sequel will do the same. The question is, who gets stabbed this time around?
In October, Rebirth director Naoki Hamaguchi promised a “big surprise” during that famous, iconic death. But he didn’t elaborate beyond that tease. Does he mean that someone else will get stabbed in slow motion? Perhaps nobody gets stabbed and Sephiroth just misses and runs away embarrassed. Or would it be really surprising to stab Aerith and trick everyone into thinking you wouldn’t do that this time around? Maybe someone just has a vision of a slow-mo stab. I’m not sure, really.
Oh and finally, the ESRB confirms that some characters get drunk and slur their speech and you’ll hear people say shit, asshole, and prick. I can’t wait!
Here’s the full ESRB description for FF7 Rebirth, coming February 2024 to PS5.
This is an action role-playing game in which players follow the story of a mercenary (Cloud Strife) on a quest to save the planet from evil. Players explore fantasy landscapes, perform missions, and battle monsters and soldiers in frenetic melee combat. Characters use swords, staffs, guns, and magic spells to fight monsters and human soldiers; combat is highlighted by impact sounds, cries of pain, and explosions. Cutscenes depict further instances of violence, sometimes with splatters/pools of blood: characters impaled or slashed by swords, sometimes with slow-motion effects; an assassin throwing a spinning blade at a targeted figure; characters shot by soldiers.
Some female characters are designed with revealing outfits (e.g., deep cleavage); suggestive dialogue sometimes accompanies camera panning/close-ups of characters’ bodies/outfits (e.g., “Just admit it. You’re obviously captivated by my bodacious beach bod.”). The game contains some alcohol content: as Cloud, players can drink a version of moonshine while at a bar; cutscenes sometimes feature drunk characters slurring their speech. A handful of scenes depict characters smoking cigars or out of hookahs. The words “sh*t,” “a*shole,” and “pr*ck” appear in the game.
Despite what the creative team at Square Enix would have us think, Destiny and Fate probably still have a major role to play in Final Fantasy VII Rebirth and beyond. Even though SOLDIER Zack Fair seems to have escaped death and joined the rest of the cast in a new timeline, the most likely outcome is a totally different—but equally tragic—twist of fate.
Three Things We Learned From The Final Fantasy 7 Rebirth Demo
Spoilers for the original game and FF7 Remake follow.
In the original Final Fantasy VII timeline, Cloud and Zack are wounded by Sephiroth following what’s known as “The Nibelheim Incident,” five years before the events of the main game. The mad scientist Hojo kidnaps and experiments on them for four years, enhancing Cloud’s strength but scrambling his brain. After Zack breaks them out, they travel around for about a year until Shinra catches up to them on the outskirts of Midgar. Originally, Zack dies fighting Shinra troopers, but because the party defeats the Whisper Harbinger at the end of FF7 Remake, events in the past, present and future are altered.
Remake’s ending cutscene shows that Zack survives the battle and helps Cloud make his way toward Midgar. It’s plausible these events happen in an alternate timeline distinct from the new continuity. However, it’s totally possible that when the party entered the Singularity at the end of Remake and destroyed the Whispers, they didn’t return to their original world. Instead, they were taken somewhere different: a timeline created by the destruction of the Whispers in which Zack is alive.
Producer Yoshinori Kitase has confirmed already that Zack plays a bigger role in FF7 Rebirth than the original game.
“Within the original Final Fantasy 7, Zack Fair doesn’t appear as much,” Kitase told IGN in a September 2023 interview. “As for Rebirth, there will be a new episode with Zack that will contain even more of him than the Remake. I’m not able to say much more than this as I would like for players to play and experience this with it in their own hands.”
Image: Square Enix
How is all of this going to shake out exactly? Well, Rebirth Creative Director Tetsuya Nomura confirmed on the official PlayStation blog in September 2023 that the second part of the trilogy ends at the Forgotten Capital, which is where Sephiroth kills Aerith while she’s trying to the White Materia to summon Holy.
“The future — even if it has been written — can be changed,” Aerith says in the June 2022 First Look Trailer for Rebirth. The original timeline has already been “written,” so to speak, which is why the Whispers strove to preserve this specific future. In other words, events can and should play out as they originally did except for in instances where characters make different choices.
The Whispers may not be around anymore to ensure that everything goes exactly according to plan, but it’s all but certain that Aerith will still try to summon Holy herself and be threatened by Sephiroth. Assuming everybody exists in the same continuity, what will Zack be doing while Cloud and friends pursue Sephiroth? In all likelihood, after arriving at the Sector 5 Church in the post-credits scene of the Remake Intergrade INTERmission chapter starring Yuffie, he’ll try to track Aerith down.
A fittingly tragic culmination of all this could be for Zack to finally catch up to Aerith at the end of the game in the Forgotten Capital just in time to push her out of the way and take the hit himself. The Whispers may not be around to ensure that Zack dies, but his continued existence in the timeline presents all sorts of cosmic continuity issues. This could be the perfect tragic ending to Rebirth that inspires Aerith and Cloud to continue their mission to stop Sephiroth in a way that thematically echoes the original without getting too convoluted. In this fashion, Aerith could successfully summon Holy to stop Meteor earlier than in the original, but who knows what kind of repercussions all of this would have.
Is it fair for him to make the ultimate Zackrifice? Probably not, but something about it feels fitting nevertheless.
If, while exploring Starfield’s vast, planet-filled galaxy, you’ve felt at times that its size and sheer number of possible destinations may actually be too much for the game’s own good, well, it sounds like some folks who were part of the development team may agree with you. Hindsight is 20/20, after all.
Diablo IV – Bear Bender Build
Starfield has around 1,000 procedurally generated planets to explore. There are definitely some interesting areas to find, but much of that terrain feels largely empty. In an interview with MinnMax (thanks GamesRadar), former Bethesda employee Bruce Nesmith, who worked on Starfield as senior systems designer, talked about the decision to make Starfield’s galaxy so massive, as opposed to smaller and more focused in scope.
In the interview, Nesmith said that player expectations around the size of Bethesda’s open-world games influenced the team to opt for this approach. The argument was made that once the team had successfully established the foundation for the game’s design philosophy in one solar system, replicating those ideas across dozens more wouldn’t add that much to the workload.
“[Game director Todd Howard] pretty much pulled the number 100 for the number of solar systems out of thin air,” Nesmith said, “but the more we went on, the more it was like, ‘OK, so all core activity takes place in these two dozen in the settled systems and the rest of it is open space, but people love our big games. They love that open area to explore, so let’s go ahead and let ‘em have it’.”
Minnmax
Nesmith went on to describe how developing Starfield, like any other game, was about making compromises to the original vision, and that meant more crafted areas came at the expense of player freedom and exploration, such as allowing you to build your own spacecraft and traverse a huge, expansive galaxy. While the space is bigger, Nesmith says this may have come at the expense of more meaningful things to find within it.
“I think some of the exploration stuff didn’t come through as well as it could’ve because they decided to make other choices,” he says. “And never misunderstand this. In every game studio on the face of this planet, they know the choices they’re making. They know the things that are not going to be in there. They know what the players are going to moan about. But you got to make the hard choice.”
Hopefully whatever lessons Bethesda has learned in making Starfield will be implemented in the upcoming Elder Scrolls VI. Given that the series is in a fantasy setting, it’s likely to be somewhat less vast than Starfield, so maybe it can better capture that sense of exploration without it being so full of empty, inconsequential dead space in between all the good stuff.
Bethesda’s newest giant role-playing game Starfield, which hit Xbox’s Game Pass service the day of its release, enjoyed a very loud launch last month.In fact, its developer singled it out as “the biggest Bethesda game launch of all time.” Now new data from consumer analytics company Circana backs up that boast with some numbers.
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If you look at Circana’s sales data for September, you’ll see that Starfield was the best-selling game in the U.S. that month. “Add-on spending,” like the $35 Premium Edition upgrade many Game Pass members tacked onto their free base game to get into its Early Access, wasn’t accounted for in the data, which makes Starfield taking the number-one dollars earned spot here even more impressive.
Really, Starfield achieved these record sales in spite of Game Pass, which parent company Microsoft reportedly recognizes causes a “decline in base game sales 12 months following their addition [to the service].” Starfield’s next 11 months of sales, then, could be more contentious. There are already signs of its fresh paint chipping.
On Steam’s global Top Sellers chart, the latest Bethesda RPG fell a steep 26 spots from last week’s placement to a miserly ranking of 45, sitting between The Division 2 (#44) and Lies of P (#46), the latter of which also seems to be suffering from dwindling hype. Starfield is performing a bit better on Steam’s U.S.-only chart, lazing around the 27 slot, though it dropped 12 spots from its ranking there last week.
Big releases, especially during this packed October, keep threatening its standing. Mortal Kombat 1 and EA Sports FC 24 are right behind Starfield in September U.S. sales, Circana’s chart indicates. By some wizard magic, Hogwarts Legacy was the U.S.’s fifth bestselling game in September, though its concurrent player count seems to be shrinking ahead of its Switch port’s upcoming November 14 release.
The wizard game’s surface-level magic has carried it pretty far, though—Circana’s analysis positions Hogwarts Legacy as the bestselling game of 2023 so far. And, to Starfield’s credit, its first month was impressive enough to help it creep up to the year’s number-seven spot, right under Star Wars Jedi: Survivor. There are worse places to be.
Today at New York Comic Con, it was revealed that voice actor Matt Mercer, perhaps best known as the Dungeon Master of popular actual-play webseries Critical Role, will be starring as gunslinger Vincent Valentine in Final Fantasy VII Rebirth, the second chapter in Square Enix’s ongoing remake of the classic ‘90s Japanese role playing game.
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Previous trailers for Final Fantasy VII Rebirth have showed off a variety of different locales, as well as characters not featured in the first chapter, 2020’s Final Fantasy VII Remake, including Vincent Valentine. Much of the game remains shrouded in mystery, however, as the remake project isn’t just a faithful retelling of the original story, but sees its narrative branching off in some bold new directions. Today at NYCC, a panel featuring voice actors from the highly anticipated sequel revealed a bit more about what to expect.
While Matt Mercer did voice a few characters in the first entry of the remake project, they were mostly minor NPCs with names like “Wall Market Thug.” During the October 14 panel, Mercer revealed that he auditioned for Valentine in Rebirth, saying that he “put all of his energy” into the audition. Then, he didn’t hear back for nine months. And when he finally did get a callback, it only said that he’d once again play nameless NPCs.
In what he described as a prank played on him by the folks producing the game, Mercer said he was brought into the booth to record lines for a random NPC when the screen containing the script started glitching out before fading to black and presenting him with another character: that of Vincent Valentine. Quite a way to find out you’ve got the job.
Final Fantasy VII Rebirth releases on February 29, 2024 for PlayStation 5.
As Final Fantasy VII Rebirth’s February 29 release date grows ever closer folks are getting antsy about seeing beloved characters like Cait Sith (pronounced “Kate Sihth,” apparently) Vincent Valentine, and Cid party up with Cloud. Although creative director Tetsuya Nomura has already confirmed that the aforementioned characters will join Cloud in combat similarly to how Red XIII did in Final Fantasy VII Remake, that doesn’t necessarily mean they’ll be introduced in the same order as in the original game. We don’t even know where Rebirth will end given the remake trilogy’s altered timeline. But one fan believes their wild theory pinpoints where Rebirth will end, and it involves FFVII’s cigarette-smoking scientist, Cid.
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In 1997’s Final Fantasy VII, Cid joins the crew long before they make their way to the City of Ancients, a place we’ve seen the Rebirth cast explore in the latest trailer. But for whatever reason the Rebirth trailers still haven’t shown off Cid, despite revealing other, arguably bigger, characters like the vampire-coded Vincent Valentine. And this Reddit user believes they know why.
Yesterday, nikokow59 shared a screenshot from the Final Fantasy VII Trivia Twitter account to the FFVIIRemake subreddit about a scrapped story beat of the classic game that would have prevented Cid from joining Cloud and crew until an even later point in the game. According to the FF7_Trivia tweet, Cid wouldn’t have joined the party until after Sephiroth summoned Meteor. Talk about cutting things close to the buzzer beater. Another tidbit of this scrapped concept involved Shinra sending Cid out on a suicide mission to offset the celestial body with a rocket of his own making, as if he was in some video game version of the 1998 Bruce Willis film, Armageddon.
“In the OG [Cid] didn’t really need to follow the party, so this time that could be a good reason,” Nikokow59 wrote.
Nikokow59’s theory would also suggest that Cid’s famous rocket experiment, which originally took place before the events of FFVII, would instead be a part of Rebirth’s story and serve as the game’s cliffhanger. That would make a lot of sense considering there’s still an entire third game to come to complete the Final Fantasy VII remake trilogy. Do you think Nikokow59’s theory holds water, or will Square Enix end Rebirth on a different note?
Either way, we’ll have to wait a while to find out, as Final Fantasy VII Rebirth doesn’t launch until February 29 on PlayStation 5.
Have you ever wished you could exercise your Second Amendment right on a formidable video game boss? Well, one upcoming Soulslike will let you pull out a gun and one-tap bosses if it prove too impossible to “git gud” and vanquish them the normal way.
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Another Crab’s Treasure, by Going Under developer Aggro Crab, is a 3D “Shellslike” in which you play as a hermit crab named Kril as he scours the land for his long-lost shell. Somewhere along Kril’s journey, you’ll explore the littered ocean floor for a makeshift home and duke it out with other ocean-faring beasties. The game has a Windows demo for Steam Next Fest and is slated to come out sometime next year on the Xbox One, Xbox Series X/S, Nintendo Switch, and PC.
Now, about the gun thing. Another Crab’s Treasure’s Steam page notes that you can play the game at your own pace, saying it was “designed to be an approachable experience for newer Soulslike players as well as provide a challenge for hardcore fans.” Typically, any online conversation about whether or not a Soulslike game should have lower difficulty option or (gasp) some sort of assist mode is met with vitriol from genre die-hards. Nonetheless Another Crab’s Treasure’sdemo happily showcases one of the game’s apparently many assist modes, which equips Kril with a gun that completely eviscerates his foes.
Aggro Crab definitely buried the lede by omitting the fact that the game offering “something for any level of skill or time commitment” would include a freaking gun available to anyone who tires of panic-rolling with only a rusty spork with which to defend themselves. I don’t have much more commentary to add to the sheer power of the above clip except to say that I hope more video games follow suit by arming players, be they animals or lowly dung-eating swordsmen, with proportionally enormous guns.
Cyberpunk 2077’s highly acclaimed and massive expansion, Phantom Liberty, almost feels like its own game. That’s probably because the developers behind the expansion spent over $60 million on developingPhantom Liberty and $21 million on marketing it, bringing the total cost of producing the DLC to about half of what it cost to develop the entire Cyberpunk 2077 base game. And Cyberpunk’s costs rise even more when you factor in the fortune CD Projekt Red spent just plugging up the original release’s worst problems after its disastrous launch.
Phantom Liberty Is Undoing One Key Thing That Cyberpunk Got Right
On October 5, during an investor’s presentation, CDPR revealed the total budget for Phantom Liberty. Its costs were split between zł275 million on “direct production expenditures” and another zł95 million on “marketing campaign costs.” If we do some converting, that equals out to just about $63 million and $21 million in USD, respectively, or roughly $84 million total.
No matter how you slice it, spending nearly $85 million on developing and marketing a single expansion is wild and a sign of just how expensive game development is these days. It’s also a great example of how big, expensive games aren’t allowed to be flops.
Cyberpunk 2077 had to be a beloved hit, no matter the cost
Another interesting number revealed during the presentation is that CDPR spent zł178 million or about $40 million USD on bringing the game to next-gen consoles and building the sweeping 2.0 update. Add that number to the above Phantom Liberty figures and you could feasibly claim CDPR spent almost $125 million on fixing Cyberpunk 2077’s imageand saving its reputation.
However, based on how well Cyberpunk 2077 and its new expansion are selling after the update—CDPR claims there was a “surge” of sales following update 2.0—the company is likely going to wind up making a lot of money off the game. CDPR pointed out during the investor presentation that it is “confident” that the DLC and its main game will be “big sellers” for a long time, pointing toward the continued sales of The Witcher 3 and its DLC years after launch.
With the development of the Cyberpunk 2077 sequel starting and news of a live-action spin-off in the works, it makes sense that CDPR would be willing to invest so much money into making sure Cyberpunk 2077’s legacy amounted to more than a failed launch and bad console ports. It needed the game to be a huge hit with millions of fans. And it got there, even if it cost a lot of money in the end.
Storied RPG developer BioWare is downsizing. The studio announced on August 23 that it will cut 50 roles as it continues production on both Dragon Age: Dreadwolfand Mass Effect 4, telling fans it needed to take a more “agile and focused” approach to game development.
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“In order to meet the needs of our upcoming projects, continue to hold ourselves to the highest standard of quality, and ensure BioWare can continue to thrive in an industry that’s rapidly evolving, we must shift towards a more agile and more focused studio,” wrote BioWare general manager Gary McKay. “It will allow our developers to iterate quickly, unlock more creativity, and form a clear vision of what we’re building before development ramps up.”
Fifty developers at the studio will be laid off as a result of the restructuring, with McKay claiming the changes are necessary to “create exceptional story-driven single-player experiences” moving forward. Those include Dragon Age: Dreadwolf, which at one point was planned to have multiplayer live-service elements and has continued to face seeming delays and departures in top roles, as well as the next Mass Effect game, which despite promising teases appears to be many years away from release.
“If you’re wondering how all of this will impact development of Dragon Age: Dreadwolf, let me be clear that our dedication to the game has never wavered,” McKay wrote. “Our commitment remains steadfast, and we all are working to make this game worthy of the Dragon Age name. We are confident that we’ll have the time needed to ensure Dreadwolf reaches its full potential.”
The latest round of cuts comes shortly after publisher Electronic Arts announced that BioWare’s longstanding sci-fi MMO, Star Wars: The Old Republic, would be outsourced and taken over by a new studio, Broadsword. VentureBeat also reports that BioWare has decided not to renew its contract with Keyword Studios, an in-house contracting company whose employees that were working on BioWare projects recently unionized and have been bargaining on their first contract.
A spokesperson for EA told VentureBeat other work orders had been renewed post-unionization and that it simply failed to arrive at a new agreement with Keyword Studios, meaning work for its onsite QA testers will expire in September.
James Russwurm, a member of the Keywords union embedded with BioWare for several years now, told Kotaku in a phone call that while he’s sad to see the contract not renewed he believes it’s just a cost cutting measure rather than something targeted at the union itself. KWS Edmonton United is still bargaining with Keywords on its first contract and Russwurm was optimistic an agreement could be reached as soon as the end of the year.
The company announced 800 layoffs back in March of this year. In August it posted a quarterly profit of $400 million, up nearly 30 percent from the same time a year prior.
Update 10/4/2023 5:39 p.m. ET: All of the unionized Keywords devs who previoulsy worked at BioWare were laid off at the end of September, Polygon reports. The company cited the lost contract and the employees are currently trying to negotiate over severance.
Something similar happened to bug testers contracted to work at Microsoft in 2016. Despite unionizing and negotiating their first contract, Microsoft eventually canceled its work with the contracting company, which subsquently laid all of the unionized testers off. A union-busting complaint was filed with the NLRB, but legal proceedings moved to slow to get the workers their jobs back.
Update 8/23/2023 2:11 p.m. ET: Added comment from a Keywords Studio contractor.
Once a distant star on the horizon, Starfield arrived on Xbox and PC on September 6, with a five-day early access period for those who shelled out for the deluxe edition. It’s now been in the hands of gamers worldwide for a little over a month, with folks pouring over its vast world and searching every nook and cranny for loot, side quests, and more.
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As expected, a game as massive as Starfield has a ton of stuff going on (there’s 1,000 planets, remember) so a month later, folks are still discovering all sorts of unique quirks, charms, and more than its fair share of weak points to point out, celebrate, and critique.
Whether or not Starfield will be as memorable as Skyrim or Fallout remains to be seen, but within its first month, here are some of the highlights.
Starfield earns praise, with some caveats
Following its announcement in 2018, the hype for Starfield was real. Promising a scale way beyond what Bethesda delivered with Skyrim and Fallout 4, Starfield would mark the first original franchise for the studio since the ‘90s and take the Bethesda RPG format to a place it’s never really been before: space.
Since the highly anticipated game launched, the reactions have been largely positive, but there are some fair criticisms of its structure and the meat of more than a few of its premiere questlines. In Kotaku’s review of Starfield, I praised its scale, scope, and capacity for gorgeous vistas, but criticized a pervasive shallowness in the game’s settings, narratives, and woefully repetitive environments.
Player reviews via Steam certainly have their knives out for this Bethesda entry though, often describing the game as “disappointingly average” and “wide as an ocean – shallow as a puddle.”
Starfield’s scale and scope finally in player hands
It was understood early on that Starfield would be enormous. Bethesda touted the impressiveness of the game’s scale and talked at length about how the survival mechanics wouldn’t bog down the fun of Starfield’s core experience. as they do in other space games like No Man’s Sky
Starfield’s reception amongst those not in the industry and casual players has also been mixed. While many of us have found a calm, contemplative beauty in the game’s endless planet simulation, others have tested just how traversable Starfield’s galaxy really is, and discovered that fast travel is technically not mandatory; you can fly across a solar system if you’ve got literal hours of real-world time on your hands to burn. And you can speed up space travel with a mod if you’re so inclined.
The scale of each individual planetary zone you can land on, however, has brought up criticism from players concerning the jarring lack of vehicles. Bethesda explained that while it did consider vehicles, it instead wanted to prioritize the on-foot exploration experience. Besides, if you did have a space rover, you’d be in for a bumpy ride with all of the dead animals everywhere.
And don’t forget, Starfield has some neat watering holes if you’re looking for a break from all the space-faring adventures and just want to sit in a weird space bar with a weird space bartender.
Wacky physics, fun mods, and other shenanigans
Starfield’s engine has a wildly impressive physics simulation. Granted, Bethesda games have always had pretty cool physics, but Starfield’s seems to be a bit more realistic and lively. This has allowed players to engage in some credit theft, but also has inspired some pseudo Rube Goldberg shenanigans. You can also just pack your ship full of junk and potatoes.
Like almost every Bethesda game before it, modders have taken to improving the rougher edges of Starfield’s experience. We’re still collecting a list of must-install mods for the PC version, but at a minimum you should consider installing StarUI as it profoundly improves the experience of a game that’s already encouraging bad habits for the digital hoarders among us.
In more interesting news, one Starfield modder has taken to putting their DLSS (Nvidia’s AI-powered super-sampling tech that was excluded from Starfield’s launch due to an exclusive deal with AMD) mod behind a paywall. Now, the debate over paid mods is worth having and is not within the scope of this piece, but when you slap DRM and threaten to sneak malware onto pirated copies of a mod…that’s kinda, well shitty.
And in case you’re wondering, yes, Starfield has its share of bugs. I’ve seen a number of quest-breaking errors in my time with the game, while others are finding entire cities transported along with their ships. If my own nearly 200-hour playthrough of the game is anything to go by, save often, don’t rely on auto- and quick-saves. Starfield likes to break more often than it should.
Starfield is just getting started: DLC and more
Even after spending nearly 200 hours in Starfield, I’m still coming across new things. My opinion of it holds strong, but it’s nice to see such a large game continue to offer new experiences the more you play it.
As Video Games Chroniclepointed out, director Todd Howard stated in a recent interview that experience with previous games like Skyrim and Fallout has taught the studio to design with long-term investment in mind:
“This is a game that’s intentionally made to be played for a long time. One of the things we’ve learned from our previous games, like Skyrim, like Fallout, is that people want to play them for a very long time. […] How do we build it such that it is allowing that in a way that feels natural, and if people have played the game and finished the main quest, you can see that.”
How the future of Starfield evolves beyond just repeat playthroughs remains to be seen. It’s hard to imagine the game will see the same kind of update support that No Man’s Sky has, but Howard has repeatedly stressed that this is a game that was designed to be played for a long time.
Hype and anticipation met reality when Starfield shipped universally on September 6. It’s more than capable of delivering a fun, can’t-put-it-down experience, though it has more than its fair share of problems and weaker points. The first month has seen a number of differing opinions flourish over Starfield and Bethesda-style games in general. But with promised new features, story expansions, and a growing mod community, Starfield’s story is far from over.
Cyberpunk 2077 and its Phantom Liberty expansion have a problem with wasting your time. CD Projekt Red’s open-world RPG has a feature where you have to wait an undetermined amount of time for certain quests to activate, and that persists into Phantom Liberty. Even now, after the epic 2.0 update revamped a bunch of the game, it’s still making players wait around doing nothing, praying for the next mission to pop.
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I suppose you could argue this is a creative choice meant to encourage you to spend time dipping into side missions instead of just barreling through the main quest. Cool, but then you have to wait large chunks of time before you can get back to the quests you actually want to play. The largely excellent new Phantom Liberty expansion has one of the most egregious examples of this yet, and it sounds like a lot of players are struggling with it.
The final mission in one of Phantom Liberty’s two routes is called “The Killing Moon.” Without getting into the specifics, some messy shit goes down and you have to wait for a phone call from Songbird, the skilled netrunner you meet at the beginning of the expansion. While I was playing Phantom Liberty for review, I noticed that this specific wait was probably the longest I’d experienced in my three years of playing Cyberpunk 2077.
I killed time by using the in-game wait feature, knocking off side-quests, and aimlessly sprinting around the map in hopes that she’d finally hit my line. Eventually, I got the quest to proc but it took days, maybe weeks of in-game time. I discussed this moment with other reviewers who experienced the same trouble, but we couldn’t pin down any real throughline as to what finally got Songbird to make the call. It seemed arbitrary.
Now, the expansion is out, and I was watching video producer and writer Sam Greer stream the expansion on her Twitch channel. It took her around 40 minutes to get the quest to activate. This prompted me and other viewers to try and find answers as to what the hold-up was, and it turns out that a lot of people are running into this issue. There are a handfulofReddit threads about “The Killing Moon” and the painful wait to get back into the action.
Some Redditors have suggested that you need to complete the quest “Run This Town,” which you get via a phone call from Mr. Hands, before events will progress, but Greer was able to finally continue “The Killing Moon” without completing that other quest.
Kotaku has reached out to CD Projekt Red about the issue and will update the story should we hear back. But if you’re running into this problem, know you’re not alone, and the quest is likely not bugged. There’s conflicting information on how to actually get it moving again, though.
Cyberpunk 2077’s Phantom Liberty expansion has its own self-contained conclusion, but depending on your choices throughout the story, you can unlock an entirely new ending for the base game, too. You just have to make certain choices to get it.
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If you’re worried about missing the ending but don’t want to outright spoil the story trying to unlock it, good news: We’re going to tell you which dialogue choices to make without getting too into concrete details about what’s going on in Phantom Liberty. We’ll show images of critical points and attempt to vaguely describe any decisions you have to make, but won’t describe the story itself. If that arrangement sounds good and you want some guidance on reaching Cyberpunk 2077’s new conclusion, read on. If you’re worried about even no-context references to certain events, turn back.
Phantom Liberty has a major diverging point in the quest Firestarter. Your decision here will put you on one of two routes that are drastically distinct from one another and reveal different things about its new characters. You can still access Cyberpunk 2077’s new ending from either of these routes, but you will have to make certain decisions within them to reach it. Once you see one route through to the end, it’s really worth loading up an old save to start a fresh run to try the other, too, as this will give you the greatest understanding of Phantom Liberty’s story.
All that being said, the branching point is well-signposted, and you’ll know it’s coming before you get there. The decision that puts you on one Phantom Liberty route or another happens in this scene:
Screenshot: CD Projekt Red / Kotaku
Here, you’ll get two dialogue options that each correspond to one of two actions. Either route can unlock the new ending, but depending on your subsequent choices, you might lose out on that ending entirely. And hey, maybe there’s some good role-playing material to work with by not pursuing it. But assuming you want to at least see the ending and decide if you want to keep it as your canon conclusion, read on for what you have to do in each route.
To keep things as spoiler-free as we can, we’ll just label each route by V’s dialogue option as opposed to the actual action that takes place.
“One more second…”
This route is much more straightforward in how to unlock the new ending. Without divulging specifics, the only thing you have to do in this route to unlock the new ending is ensure that Songbird lives. There’s a specific decision point near the end of this route that will determine the netrunner’s fate, and as long as she survives, you will be able to see the new ending.
“I’m with you.”
Conversely, it’s a bit trickier to unlock the new ending in this route, and it’s especially difficult to explain how to unlock it without spoilers. But if you go with this decision, you’ll have to play through the expansion’s final quest and essentially turn heel at the very end. Idris Elba’s character Solomon Reed will engage you in conversation after a climactic battle, and you have to agree to a deal he proposes.
Both these routes, regardless of the decisions you make within them, will bring you to Phantom Liberty’s credits sequence, after which you’ll be put back into the open world. But if you made the specific decisions within either route that unlock the new conclusion, wait for Reed to contact you, meet up with him, then follow the quest objectives to see the new ending. This means if you follow either of these paths, you will end your Cyberpunk 2077 playthrough with the new ending. That also means you’re reaching a point of no return and the game’s final credits will roll.
If you don’t make the Phantom Liberty choices that unlock the new ending, you’ll be put back onto the base game’s main path and will have to follow it through to one of the original endings.
What happens if I unlock Phantom Liberty’s new ending before finishing Cyberpunk 2077?
Phantom Liberty’s new ending is different from the other endings in Cyberpunk 2077, as it will essentially wipe the rest of the game off the table so you can see its new conclusion. This is part of why I recommend finishing Cyberpunk 2077 with one of its original endings before seeing Phantom Liberty’s, because taking the new Phantom Liberty ending will end your playthrough before you’ve experienced large swaths of the main game. Plus, the new ending is much more centered on the expansion’s characters than it is the bulk of 2077’s cast, so it definitely has a weird place in the continuity.
If you do play through Phantom Liberty before finishing Cyberpunk 2077, especially the companion quests (Kerry, Judy, Panam, River), you will miss out on some character beats in the new finale. Thus I also recommend at least seeing their storylines through before you head into Phantom Liberty’s finale.
Although early reviews claimed Starfield was Bethesda Game Studios’ most polished game to date, the open-space RPG still suffers from some of the strange, sometimes amusing, occasionally very helpful sorts of bugs and glitches the studio’s work is often known for. Maybe the most mind-boggling bug yet, however, is one that sees players being followed across space, not just by asteroids and other such objects, but even by forests and whole-ass cities.
Out now for Windows PC and Xbox consoles, Starfield is a game about exploring the farthest reaches of the black sea above us. You’ll join a troupe of space surveyors—as well as several other major and minor factions—to scour the cosmos looking for knowledge, loot, and power. Some helpful if annoying companions can accompany you on the voyage, which is nice. Traveling space can be lonely sometimes. But depending on how busted Starfield decides to be during your playthrough, you may find yourself yearning for that loneliness.
Stalkers are lurking in Starfield’s space
Across the game’s subreddit are posts from folks claiming that the most random of space objects are stalking them throughout the galaxy. On September 15, for example, redditor ReverendRoo posted nine images of an asteroid that had followed them “for the past 30 hours” like a pet. Similarly, on September 20, user Ultimastar shared four images on r/Starfield of an asteroid that “randomly attended my wedding” after 100 hours of gameplay. User Royal_Schedule4209 took to Reddit on September 22 to share an image of “a whole forest” that’s somehow been trailing their spaceship. Probably the wildest example of the bug, however, was shared on September 21 by redditor Punidue, who posted an image of “the whole New Atlantis” city creeping on them in space. Yikes.
That’s not all the things that’ve been breathing down the fuel tanks of Starfield players. One redditor claimed to have been followed by a part of a cave, while a separate commenter on user Xthekilr0y’s post about the asteroid following bug said they’re being chased by four pet rocks after mining asteroids. According to a few comments I’ve seen across multiple posts, the bug is seemingly permanent even if you reboot the game. The only way to get rid of them, at least for right now, is to either use console commands on PC or load a previous save. Regardless, this might be the most difficult dogfight you’ll ever find yourself in.
Kotaku reached out to Bethesda Games Studios for comment.
The world is big, but space is bigger. It’s nice having friends to help the years spent gravjumping from system to system speed by. I’m just not sure these space objects are the besties we want hopping galaxies with us. They’re all sus.
A giant batch of new Final Fantasy VII Rebirth interviews and previews just dropped to kickoff Tokyo Game Show 2023 and the sequel is sounding more promising than ever. Here’s everything we’re learning from Square Enix’s latest marketing bonanza around the upcoming timed PlayStation 5 exclusive.
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The new round of hands-on impressions come from two demos, one taking place during the Nibelheim incident flashback that sees Cloud fighting alongside Sephiroth, and another showing off open-world exploration around the outskirts of Junon, the sea-side military city with a giant gun mounted on it. Writers at IGN, Polygon, GameSpot, andmore came away impressed by how the sequel expands on Final Fantasy VII Remake’s world and mechanics, though many are still eager to find out more about how Rebirth will deviate from the original 1997 PlayStation game’s story.
“As with the previous game, we have strived for the right balance between old and new scenes in Final Fantasy VII Rebirth, but we also tried to take on more new challenges than we did in Final Fantasy VII Remake with some of the new scenes,” producer Yoshinori Kitase told the PlayStation Blog last week. “I am confident these new scenes will be wildly enjoyable for fans and newcomers alike.” Time will tell. For now, here are a bunch of interesting new details going around in today’s previews.
At 150GB, Rebirth is huge, but you won’t be swapping between two discs
Image: Square Enix
Director Naoki Hamaguchi confirmed to Game Informer that the total size of the game on PS5 is 150GB, with 100GB on the first disc and 50GB on the second. Unlike the PS1 version, however, players won’t be swapping discs midway through. Instead, they’ll download the whole thing at once and then be able to play the entire game with either disc inserted.
The game ends after the Forgotten City
Image: Square Enix
Creative director Tetsuya Nomura also confirmed to Game Informer that Rebirth will go up to and include the end of the Forgotten Capital, known as the City of Ancients in the original game. That’s where Aerith dies in the 1997 version, but given how the remake trilogy is messing with the canon, anything could happen this time around.
You can go on monster hunts
Image: Square Enix
Like Final Fantasy XII, XV, and XVI, Rebirth will have special enemy hunts out in the sequel’s much more expansive, semi-open world. According to Polygon, players will encounter extra difficult monster variants while exploring that can be defeated in specific ways to earn extra rewards. Hopefully the game uses this to showcase some deep cuts from Final Fantasy VII’s bestiary.
Synergy Skills and Abilities are like combo techniques from Chrono Trigger
Image: Square Enix
Revealed in the most recent State of Play trailer, party members this time around will have an extra slate of attacks called Synergy Skills. These open up while blocking and allow multiple characters to work together, like Cloud knocking Barrett’s gun fire into nearby enemies. Synergy Abilities are even stronger, andGameSpot likens them to Chrono Trigger’s combo techniques. They basically combine multiple characters’ limit breaks into an extra powerful finisher.
There’s crafting
Image: Square Enix
Fortunately, it doesn’t look too menacing. Players can pick up random materials while out in the world and use them to make phoenix downs and other recovery items. It’s not clear how extensive the system will be, but it probably beats running back to town when you run out of potions.
Sephiroth is playable
Image: Square Enix
Players could command Sephiroth for a short bit during the original game’s Nibelheim flashback, and the new demos confirm that’s the case in Rebirth as well. There’s apparently even an extended sequence where he and Cloud team up to fight through enemy hordes, with players able to control the super SOLDIER as he unleashes hell with his giant Masamune blade.
Vincent is not, but he’ll still fight with you
Image: Square Enix
Teased during the latest trailer, IGN confirms the former Turk turned shapeshifting gunslinger can’t be controlled but he’ll still accompany players in the late part of the game as Red XIII did near the end of Remake. Nomura hinted to Game Informer that Vincent may join the player’s party for real by the final game in the trilogy.
Nobody’s seen Cid yet
Image: Square Enix
The cigarette-smoking, curse-spewing pilot was absent from the latest round of demos. That doesn’t mean he won’t be in the game at all. In the 1997 version’s timeline, Cid joins the crew long before they make it to the City of Ancients. Rebirth has a ton of ground to cover, however. Either Cid is being held back for a later reveal or his content has been moved to a later part of the trilogy’s story.
Cloud can swim
Players can get some laps in around Junon if they want, the demos confirmed. Whether there will be anything to discover or fight in the water remains to be seen. Will the spikey-haired punk get an alternate speedo costume? He’d better.
The Junon dolphin is back
Swimming will also be crucial for one of the most memorable scenes from the early part of Final Fantasy VII: riding a dolphin to the upper layer of the Junon military base. Simply called Mr. Dolphin in the original, he looks great in 4K and his return shows Square Enix isn’t shying away from the 1997 version’s absurd mini-games.
Here’s Red XIII riding a chocobo
I can’t believe this is real.
You can pet the baby chocobo chicks
Chocobo breeding returns in Rebirth, complete with blue, green, and golden chocobos. But there are also chocobo chicks, they are adorable, and Cloud can pet them. It’s a beautiful Kodak moment before he hauls them off to the Gold Saucer racetrack.
Zack will get an entire episode to himself
Image: Square Enix
Cloud’s First Class SOLDIER friend had a very minor role in the 1997 game but it expanded significantly in subsequent adaptations and spin-offs, most notably Final Fantasy VII: Crisis Core. Kitase told IGN that the black-haired swordsman will be getting a lot more facetime in Rebirth. “There will be a new episode with Zack, that will contain even more of him than the Remake,” he said. “I’m not able to say much more than this as I would like for players to play and experience this with it in their own hands.”