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Tag: Action role-playing video games

  • Destiny 2 Just Had One Of Its Wildest Weekends Ever

    Destiny 2 Just Had One Of Its Wildest Weekends Ever

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    It’s beautiful when video games break. It can also be incredibly fun for players, and a nightmare for developers in charge of making sure everything keeps humming along without issue. Over the weekend, Destiny 2 players discovered a wonderful glitch that let them craft god-like weapons and tear through challenging end-game missions with ease. Days later, Bungie is still trying to put the genie back in the bottle.

    Destiny 2 is a sci-fi MMO shooter built around collecting rare, magical guns and using them to complete cosmic gauntlets with ever-increasing efficiency and grace. This “grind” can at times feel like running on a treadmill, and Bungie spends a ton of time and resources trying to calibrate the variations in speed and incline to make it challenging and rewarding rather than tedious. Balancing the game’s hundreds of weapons is a big part of that, with minute changes to perk descriptions or numerical values leaving huge marks on the overall shape and trajectory of the experience.

    Destiny 2’s bizarre weapon crafting glitch

    On September 15, a new crafting glitch started making the rounds on social media and various Destiny 2 subreddits. It effectively allows players to create a new weapon with any set of perks they want by slowing down the game and swapping screens quickly. On PC, players put the framerate down to 30fps to increase the window of time to pull off the exploit, while console owners initiated massive file installs in the background to create a similar amount of lag. The result was the ability to create bows that fire grenades and auto rifles that shoot shotgun shells, each with mixes of some of the most powerful perks from standard legendary ones like Chill Clip to unique Exotic perks from guns like the Dead Messenger grenade launcher and Osteo Striga submachine gun.

    These broken builds quickly started proliferating in various modes. In dungeons and raids it allowed players to clear encounters and demolish bosses in record time. In competitive PvP like Trials of Osiris, however, it gave players incredibly unfair advantages, and made it easy to essentially glitch your way into some of Destiny 2’s most coveted accomplishments—like flawlessly going through an entire Trials run (without losing). Many in the community assumed Bungie would roll back the game to remove the glitch and anything players had gained from using it. Instead, the studio gave players its blessing to have fun while it worked on a fix.

    “We’re aware of an issue that allows specific weapon perks to be crafted into other legendary weapons and are investigating a fix, which will result in these weapons being reset in the future,” the studio announced on Twitter on September 15. “We currently don’t have any plans to disable Trials of Osiris due to this issue.”

    How Bungie is fixing the Destiny 2 weapon-crafting bug

    Instead of banning players who gained in-game rewards or achievements using the exploit, Bungie revealed the next day that it would work on deploying two fixes. The first would be a server-side update to disable players from using any crafted weapons. The second would reset the “illegal” weapons back to their defaults.

    “This is a complex issue, and as a result of testing, our original timeline for a server-side fix has been extended,” Bungie tweeted on September 17. It disabled the Osteo Striga, Revision Zero, Dead Man’s Tale, Dead Messenger, Vexcalibur, and Exotic class glaives, but over 72 hours later is still working on the second half of the fix to bring everything back online. “Please refrain from asking your local Destiny 2 triage developers how their weekend was,” Joe Blackburn, the game’s director, joked on Monday.

    Bungie even leaned into the chaos with a Ted Lasso TikTok meme encouraging everyone to go ahead and “live.” In response, the top comment reads, “The biggest glitch in Destiny’s history and Bungie is letting us have…..fun?”

    Word of the loot party clearly spread, because Destiny 2’s concurrent player spiked over the weekend on Steam. Where it had been peeking around 80,000 in the last few weeks, it cracked 100,000, a number usually reserved for seasonal updates. While the glitch has likely sent the team into crisis mode and no doubt ruined several developers’ weekends, the unexpected bonanza has also been a bright spot for a game that’s been caught in a bit of a malaise as its pivotal The Final Shape expansion arrives ahead of Destiny 2’s 10-year anniversary. The integrity of the game and its loot chase may have been fundamentally undermined, but at least for the moment anyway, players had a blast.

            

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    Ethan Gach

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  • The Elder Scrolls VI Definitely Isn’t Coming To PlayStation

    The Elder Scrolls VI Definitely Isn’t Coming To PlayStation

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    Image: Bethesda Game Studios / Kotaku

    Elder Scrolls VI won’t be coming to PS5 whenever it finally debuts. Though you might’ve already filed this news under “well, duh,” it’s now clear as day courtesy of official documentation from Microsoft.

    Originally announced at E3 2018 (which Bethesda’s own Todd Howard thinks was perhaps a tad too early), The Elder Scrolls VI will mark the first single-player entry in the fabled Elder Scrolls series of big-ass open-world RPG romps since the undying colossal success that was 2011’s Skyrim. News on the TES6 front has otherwise been very quiet, and Bethesda only just released its other epic, long-in-development RPG, the space-themed Starfield. New reporting from Axios’ Stephen Totilo, however, makes it clear that TES6 will be an Xbox and PC exclusive.

    The Elder Scrolls VI targets a 2026 release

    PlayStation-owning fans of Bethesda jams have been holding out hope that despite Microsoft’s purchase of Bethesda in 2020, Elder Scrolls VI might still come to a Sony machine. CEO of Microsoft gaming Phil Spencer has said as recently as September 6 that the company considers exclusives on a “case-by-case basis” and that it “wants to make sure that [its] games are available in so many different places.”

    As per a post on X (formerly Twitter) from Stephen Totilo of Axios, Microsoft’s communications during the FTC case concerning its controversial Activision merger spelled out that The Elder Scrolls VI is coming to Xbox and PC only. In a Microsoft-confidential chart that saw release due to the legal proceedings, The Elder Scrolls VI clearly has a big ol’ red X in the “Released on PlayStation?” column.

    https://x.com/stephentotilo/status/1703758480509661480

    The same chart indicates that The Elder Scrolls VI is aiming for a 2026 or later release date. Given the size and scope of Bethesda games, they do take a long time to make. After The Elder Scrolls VI, Bethesda is expected to release Fallout 5.

    So, sorry PlayStation Skyrim fans. But, hey, at least you got a head start on Baldur’s Gate 3. And given TES6’s likely release window, at least you’ll have enough time to save up for an Xbox or gaming-worthy PC? Hey, don’t look at me. I’m just the messenger.

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    Claire Jackson

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  • 8 Lies Of P Tips To Help You Survive This Brutal New Soulslike

    8 Lies Of P Tips To Help You Survive This Brutal New Soulslike

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    Lies of P is a tough game. Everything can kill you, from the hardest of bosses to the most predictable of trash mobs, which is to be expected of a Soulslike game. Although there’s no difficulty setting to make the Bloodborne-inspired RPG any easier, there are some tips you can take with you as you skirmish with the humans and puppets waiting to kill you in this gothic reimagining of Pinocchio.

    Read More: Lies Of P Is Giving Steampunk Bloodborne With 60FPS Performance


    Be aggressive

    Like Bloodborne, Lies of P features a regain mechanic in which you can replenish a portion of lost health by attacking the enemy who hurt you. But in addition to regaining your lost health, staying on the offensive slowly builds up your foe’s stagger and, when their health flashes white, leaves them open for a powerful attack that’ll put them into a Groggy state. Essentially, they’re stunned, at which point you can execute a Fatal Attack to deal massive damage. Thus, the game rewards being aggressive if you want to stay alive and quickly defeat your foes. Hesitate, and you’ll die. It’s as simple as that.

    Keep your weapon sharp

    Battling with humans and puppets across the nightmarish city of Krat will eventually leave your weapons dull. Attack enough without addressing its plummeting durability and that blade you’re using will break, which is why it pays to maintain your armaments’ peak sharpness. However, honing your blade with the in-game Grinder does more than just ensure its optimal effectiveness; it can also give you a damage buff once you’ve leveled up the item’s capabilities. Furthermore, equipping the Grinder with an element like fire or poison will imbue your weapon with that same power, giving you an elemental edge over the violence in Krat. Take care of your weapons and they’ll take care of you.

    Break your weapon in half 

    This might sound contradictory to the above tip, but they coexist. Lies of P lets you combine weapons together. By breaking them into their two halves, blade and handle, you can mix and match gear to create something that pairs well with your build. So, say you’re focusing on strength but like the rapier, a dexterity-based weapon. You could take the rapier’s handle, which actually dictates the armament’s attack pattern, and attach it to a blade that scales better with your stats and boom, new weapon unlocked. Now, by sharpening the blade in combat and leveling it up at the main hub world of Hotel Krat, you’re taking care of a weapon that’ll likely carry you through the rest of the game.

    Level up your dodge quickly 

    Following feedback from the summer demo, co-developer Neowiz Games tweaked Lies of P’s sluggish dodge mechanic. Well, it needs to be reworked even more. It’s still imprecise, nonfunctional, and slow—until you level it up, that is. P has P-Organs, artificial components that mimic a real human’s organs, and which can be upgraded with Quartz, a resource you find in certain chests or get when beating bosses. Upgrading your P-Organs will do things like increase the number of healing items you have, or allow you to carry more stat-buffing artifacts. You can also unlock dodge upgrades that let you chain multiple evasive maneuvers together and roll out of a knockdown animation. Silly that you have to upgrade the dodge instead of starting with these abilities off the rip, especially since combat can be so punishing and dodging is a surefire tactic to hit-and-run gameplay. But trust me, you’re going to want to upgrade that dodge. It’ll be easier if you do.

    Read those item descriptions 

    This may come as no surprise to Souls veterans, but Lies of P’s items have descriptions that detail much of the game’s lore. When things went to shit, how violent the puppet massacre was, who lived here and what you’ll find there—all detailed within the notes of the items you pick up around Krat. However, certain Ergo, this game’s rendition of FromSoftware’s souls resource, also contain descriptions that will tell you if a rare trader will want it in exchange for a rarer item. This could be a legendary artifact, a piece of gear that enhances your stats, or a powerful weapon. Of course, you could consume that Ergo for a massive amount of it, which will likely give you enough to level up at least once. But, if you’re willing to take the risk, you could just get a better piece of gear. Besides, defeating enemies gets you Ergo anyway. You can always make it up.

    Change your outfits often

    Considering Lies of P takes place during France’s opulent Belle Époque, you’ll absolutely see an assortment of beautiful—and bloodied—garments tinged with steampunk accouterments. It can be tempting to dress P up in different outfits as you journey through the darkened Krat. He is a puppet, after all. However, wearing an outfit in the game is about more than just looking stylish. Certain NPCs will interact with you differently based on what you’re wearing. Maybe they’ll attack you on sight or, instead, give you an option to work together, all depending on their relationship to the attire you’ve got on, which you can read up on in the item’s description. What’s that one quote? Knowledge is power?

    Work On Your Perfect Guard Skills

    So, not only does the dodge not feel that great, but to be totally honest, blocking and parrying aren’t particularly well-executed here either. That said, while the timing can be difficult to nail, mastering the perfect guard will help you go a long way in Lies of P. By pressing the block button right before an attack lands, you’ll perfectly parry your enemy’s strike. No, there’s no satisfying animation a la Sekiro. (There is a loud “clang” as the weapons collide, though.) And no, you won’t leave them immediately off-guard. However, perfect guarding your enemy enough times will increase their stagger, making them more susceptible to the Groggy state and a Fatal Strike, and break their weapon. You’ll probably die a lot on your way to figuring out just how best to perform the perfect guard, and that’s OK because mastering the move is totally worth it.

    Summon—And Then Buff—Your Specter Bestie

    As in many FromSoft Souls games, you can summon an AI-controlled NPC just before boss fights, and I highly encourage you to do so. There are some tough battles in Lies of P, with multiple enemies at once or truly, terrifyingly towering foes. It’s overwhelming. The specter you summon—a gorgeous, black armor-clad knight with flowy, snow-white hair—can serve as a distraction when you summon them via Star Fragments, a very common resource found in easy chests and on trash mobs and in vendor shops. This companion is already pretty tanky and can dish out plenty of damage on their own. However, attaching the mythical Wishstone crystals you come across to the Cube that functions as an additional healing item can give your specter—and you—added benefits. You can, say, prevent their death one time with the Indomitable Wishstone. Or, you can temporarily increase their damage or restore their HP with the Frenzy and Friendship Wishstones, respectively. Either way, tweaking the buffs your specter bestie has will do wonders for you.

    Read More: Pinocchio Soulslike’s ‘ACAB’ Sign Was Cut For Being Too ‘Risky’ 


    It’s rough out there for a puppet. Thanks to the puppet frenzy that’s caused the marionettes to go ballistic, no one trusts a doll. It helps to be prepared, so these tips should make your time in the horrific world of Krat a little less frightening.

     

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    Levi Winslow

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  • The Best Final Fantasy VII Character Is Returning In Rebirth (And It’s Not Vincent)

    The Best Final Fantasy VII Character Is Returning In Rebirth (And It’s Not Vincent)

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    Friends, the Final Fantasy VII Rebirth hype train has left Midgar station and is barreling toward us at a fever pitch in the run-up to the RPG’s PlayStation 5 release date of February 29, 2024. Y’all see that new trailer? If you haven’t, you’ve probably at least heard fans squealing about the first look at Vincent Valentine, Zack not being dead like he’s supposed to be, and several other cool moments. All that’s well and good, but there’s one moment in the trailer we are not talking about enough. And we should be, because the best character in all of Final Fantasy VII is coming back in Rebirth: Andrea Rhodea, the king of the Honeybee Inn.

    Andrea is one of the best additions in Final Fantasy VII Remake’s new spin on an old story. He’s the owner and lead dancer of the Honeybee Inn, which was a brothel in the original 1997 Final Fantasy VII. In Remake the Honeybee Inn is a lavish nightclub, complete with extravagant dance routines, stunning costumes based on the titular bug, and a hunky pansexual king running the place.

    The changes worked on a few fronts. It made the Honeybee Inn a more memorable touchstone of Cloud and Aerith’s time in the Wall Market rather than a weird, uncomfortable detour tinged with gay panic. Now it’s a celebratory moment about the freedom of expression and breaking down gender norms. The updated scene let Cloud dress in drag without shame and felt like a real queer space in a game that was otherwise willing to assume Cloud was involved with a woman as long as they were in each other’s proximity. Sure, Cloud and Aerith are just passing through, but it was a meaningful moment for Final Fantasy VII’s larger world to show that queer people and places exist.

    Pre-order Fantasy VII Rebirth: Amazon | Best Buy | GameStop

    Square Enix / Chariflame

    Even as a person who doesn’t love Final Fantasy VII Remake for a lot of reasons we won’t get into—don’t get me started on my lack of faith in Square to pull off an Evangelion-style meta-commentary after nearly every extended universe it’s done in Final Fantasy has undermined the source material in some way—the Honeybee Inn scene remains an all-time great moment for me in the series. It’s joyful to watch unfold, and Andrea is one of the most captivating characters for as little screentime as he gets.

    Given that he’s a side character and pretty tied to a specific location the party is departing at the end of Final Fantasy VII Remake, I didn’t think we’d see Andrea again in Rebirth, or the third game that will wrap up this revamped story. But it looks like we’re heading to the Gold Saucer in Rebirth, and Andrea is about to dance his ass off once again.

    And look at this king fucking go. He was a charismatic dancer in Remake, even when saddled with a newbie dance partner like Cloud. Whenever I heard a catchy pop song back in 2020 (say, anything from Lady Gaga’s “Chromatica”) images of Andrea and Cloud dancing immediately entered my mind, like an old screensaver or music video. So I’m sure the new choreography he and his crew are working on in Rebirth will stamp itself onto any pop album I listen to in 2024.

    Square Enix

    I really loved Dion and his gay relationship in Final Fantasy XVI, but because of a few disappointing decisions Square Enix made with the character, I still left that game a bit saddened by its apparent hesitance to showcase his love story with the same confidence as it did his straight counterparts’. Fresh off Remake’s Andrea, an incredibly proud queer man in the Final Fantasy universe, Dion’s treatment felt like two steps forward and one step back. I don’t expect Andrea will play a huge role in Rebirth, but I’m very glad to see he’s back, killing it on the stage, and looking fine as hell in white.

    Pre-order Fantasy VII Rebirth: Amazon | Best Buy | GameStop

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    Kenneth Shepard

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  • Final Fantasy VII Rebirth Collector’s Edition Costs An Astounding $350

    Final Fantasy VII Rebirth Collector’s Edition Costs An Astounding $350

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    During Sony’s latest State of Play on Thursday, Square Enix revealed a new gameplay trailer for Final Fantasy VII Rebirth, the next entry in its FF7 Remake trilogy. The game looks very good and I’m excited to play it. Also announced Thursday: A $350 Collector’s Edition of the game. I’m…less excited about that.

    Final Fantasy VII Rebirth continues after the events of Final Fantasy VII Remake, which took the first major section of 1997’s classic RPG Final Fantasy VII and translated it into an action-RPG. Remake’s storyline also changed up some details, both big and small, to create what appears to be a new timeline that is both separate from but somehow connected to that of the original game and its many spin-offs.

    PlayStation / Square Enix

    Today’s trailer for the upcoming Rebirth shows this new sequel will continue to shake things up, depicting Zack from Crisis Core carrying Cloud into a city, something that doesn’t happen in the original game. (Also…Cloud riding a Segway?)

    Interesting stuff! Anyway, the new trailer looks cool, so you might be excited to pre-order the game ahead of its February 29, 2024 debut. About that. The standard edition of the game will cost $69.99, and the “deluxe” will be $99.99. But the biggest, most expensive version of Final Fantasy VII Rebirth is the collector’s edition…and it costs more than a Nintendo Switch.

    What’s included in the Collector’s Edition of FF7 Rebirth?

    According to Square Enix’s official store, this pricey, $349.99 edition of Final Fantasy VII Rebirth comes with the following:

    Final Fantasy VII Rebirth – Deluxe Edition
    Art BookMini SoundtrackSteelBook® Case

    Large Collectible Statue
    Approx. 48cm / 19 inches tall and depicting the iconic antagonist Sephiroth in highly detailed sculpting. The wing can be detached.

    Moogle Trio Summoning Materia (DLC)
    A summoning materia that can call “Moogle Trio” in the game.

    Magic Pot Summoning Materia (DLC)
    A summoning materia that can call “Magic Pot” in the game.

    Accessory: Reclaimant Choker (DLC)
    A choker with an effect of restoring HP when an enemy is defeated.

    Armor: Orchid Bracelet (DLC)
    A bracelet that gives courage to traverse an expanding world.

    Armor: Midgar Bangle Mk. II (DLC)
    A bracelet worn by travelers leaving Midgar.

    So, does all of this sound like it’s worth $350? For some, the answer is probably yes. For others, a solid maybe. And for many out there, like me, the answer is a strong “nope.”

    Personally, the prospect of a $350 edition of a video game makes me roll my eyes so hard they fall out of my head and I have to scramble around on the floor for a few minutes to pick them back up. But I’m also not a person who cares much for statues or collectibles. At the very least it’s nice that Square Enix is including a physical copy of the game in this pricey package!

    Final Fantasy VII Rebirth launches on February 29, 2024 exclusively on PlayStation 5. The base game costs $70. The deluxe edition is $100. And as mentioned, the Collector’s Edition, at $350, costs more than an Xbox Series S.

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    Zack Zwiezen

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  • PS Plus September Games Are A Rad Grab Bag Of RPGs, Shooters

    PS Plus September Games Are A Rad Grab Bag Of RPGs, Shooters

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    Image: Square Enix / Kotaku

    The fall season is fast approaching and with it comes a new lineup of games for PlayStation Plus subscribers. Keeping in line with last month’s diverse catalog of PS Plus offerings, September’s list features role-playing games, first-person shooters, and gorgeous story-driven games coming to the service on September 19.

    First up is Nier: Replicant ver.1.22474487139, the 2021 remaster of Square Enix’s cult-classic 2010 action-RPG, Nier: Gestalt. Summarizing this predecessor to creator Yoko Taro’s later mega-hit Nier: Automata is a bit of a tall task considering its many twists, turns, and multiple endings. All you need to know is you play as a nameless protagonist as he and his party of outcasts battle against hordes of otherworldly monsters to save his kidnapped sister. The game is chock full of anime-esque weapons and even more (slightly clunky) anime-inspired combat and its soundtrack unequivocably fucks.

    13 Sentinels: Aegis Rim – 13 Stories Trailer | PS4

    Another big get in September will be the sci-fi time-traveling with mechs (!) saga 13 Sentinels: Aegis Rim. Developed by Vanillaware, 13 Sentinels follows a group of high school students who summon giant mechs to defend their city from invading kaiju. 13 Sentinels plays like a mix between a tactical tower defense game and a 2D side-scrolling adventure game with lovely background art. If that’s a sufficient elevator pitch for you, I would advise keeping a notepad on hand because the game has a bunch of mind-blowing twists that’ll make your brain whirl.

    PS Plus Line-Up For September 2023

    Here’s everything else coming to PS Plus in September:

    • Sid Meier’s Civilization VI
    • Star Ocean The Divine Force
    • Sniper Ghost Warrior Contracts 2
    • Odin Sphere Leifthrasir
    • Unpacking
    • Planet Coaster: Console Edition
    • This War of Mine: Final Cut
    • Cloudpunk
    • Contra: Rogue Corps
    • Tails Noir
    • Call of the Sea
    • West of Dead
    • Star Ocean: Integrity and Faithlessness
    • PAW Patrol The Movie: Adventure City Calls

    And here are the additional games coming for PlayStation Premium members (it’s mostly more Star Ocean):

    • Star Ocean First Departure R
    • Star Ocean: Till the End of Time
    • Star Ocean: The Last Hope – 4K & FHD Remaster
    • Dragon’s Crown Pro

    Looks like a pretty strong month, all told.

       

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    Isaiah Colbert

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  • One Of Starfield’s Best Quests Is A Gravity-Defying Beer Run

    One Of Starfield’s Best Quests Is A Gravity-Defying Beer Run

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    A random bartender on a small back-world planet led to one of my favorite side-quests in Starfield, Bethesda’s latest and biggest open-world RPG. Just be prepared for some gravity issues.

    Starfield is one of the biggest games of 2023, and has already become one of Xbox’s most successful Game Pass offerings. The Bethesda RPG, like that developer’s past games, is filled with characters to meet, creatures to kill, items to collect, and quests to finish. And this time around, you get to explore 1,000 planets (while discovering the dead animals on them). While most quests in Starfield are fine, a few are better than the rest and worth tracking down. For example, a quest involving a broken-down spaceship, some expensive booze, and fighting space pirates in zero-G.

    “Sure Bet” is a side-quest you can start at any point in the game past the opening tutorial. Once you have your own ship and can make the journey to Gagarin, a planet located in the Alpha Centauri system, you can talk to Lizzy, a bartender in the small, industrial city of Gagarin Landing. The place is being overrun by corporate execs and she wants to serve better, finer, and more expensive liquor to attract these rich sleazebags. So she asks you, of course, to track down some valuable booze lost on an abandoned cargo ship.

    I didn’t expect much when I took the quest but hopped over to the derelict ship, and within a minute realized this was going to be a different experience than most fetch quests in Starfield. That’s because the ship you board isn’t working properly, and the machinery running its artificial gravity is failing. So every 30 seconds or so the gravity in the ship turns off and you, all the objects in the vessel, and all the space pirates looting it begin floating in zero-G.

    Bethesda / Game Guides Channel

    This leads to some really fun combat, where you can use the shifts in gravity to your advantage to quickly reach higher locations or to target enemies who get knocked out of cover and float into the open air. I also had a great moment when I fired my big, dumb shotgun and went zooming backward into a wall.

    “Oh right, physics!” I thought to myself as I jetpacked back into the action with a big smile on my face. After the fighting ends, the grav shifts continue and lead to some light but enjoyable traversal puzzles. Once I got the booze I left, returned to Lizzy, passed a persuasion check, and got more money than she had initially promised.

    Buy Starfield: Amazon | Best Buy | GameStop

    A quest that shows off Starfield’s physics

    Starfield has received a lot of criticism for its locked 30fps framerate on console, and while I always prefer a higher framerate when possible, this quest is a reminder of why Bethesda’s RPG probably can’t hit 60. When the gravity first went out in the ship, every object, weapon, and body around me began to float into the air. Then they all landed a moment later when the ship started working again. This repeated at least 50 or so times during the quest, and each time Starfield tracked and maintained where these objects were, how they collided with other items, and their momentum.

    Meanwhile, I and some dozen other pirates were shooting each other, ramming through all of this debris, and tossing grenades too. That’s a lot of stuff to render, track, and calculate. So it’s not surprising that Starfield has to cap the framerate at 30fps to spend its resources on other things.

    Of course, there’s an argument to be made that Bethesda’s latest RPG doesn’t fully utilize all these wild simulations running under the hood. And I’d agree with that. Most quests don’t feel like they are taking advantage of the game’s impressive physics, or other novel systems for that matter.

    However, when a quest like “Sure Bet” comes along, it’s a great example of what this game can actually achieve. I just wish Starfield remembered that more often.

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    Zack Zwiezen

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  • Starfield Isn’t The Future Of Video Games, And That’s Okay

    Starfield Isn’t The Future Of Video Games, And That’s Okay

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    In the months (nay, years) leading up to Starfield’s September 6 release, the hype for the Bethesda RPG grew and grew until it was a heretofore unseen beast, a giant Kaiju of expectation that threatened to take down Sony, upend 2023’s GOTY race, and suck up all of gamers’ precious free time.

    Ahead of its launch, game director Todd Howard and Xbox head Phil Spencer were a dynamic duo, showing up at Summer Game Fest together to expound on the awesome power that Starfield would showcase, the 1,000 planets you could step foot on, the bugs you almost certainly wouldn’t encounter. That same weekend, Starfield got its own 45-minute-long “Direct” presentation during the Xbox Showcase, and a physical version of the expensive Constellation Edition sat behind a glass case at the event itself.

    Head of Xbox Creator Experience Sarah Bond joined in on the fun, calling Starfieldone of the most important RPGs ever made.” Bethesda head Pete Hines said it took him well over 100 hours to properly start Starfield. All of the hype whipped Xbox fans into a frenzy, and indirectly fueled the flickering flames of the console wars. Starfield’s scope, its potential, even made the then-unreleased game a talking point in the FTC trial regarding Microsoft’s purchase of Activision-Blizzard.

    Then, after a few days in what Bethesda dubbed “early access,” available to deep-pocketed players who shelled out big bucks for one of several premium editions, Starfield launched. It is surprisingly not buggy, and jam-packed with side-quests that offer a steady drip of serotonin. But it’s woefully inaccessible, its UI is daunting, and it is, ultimately, just a new Bethesda game. There’s nothing wrong with that, but it’s a stark reminder that hype trains are just marketing tools in a different font. Starfield is a good game, but it is not a groundbreaking one.

    Buy Starfield: Amazon | Best Buy | GameStop

    Screenshot: Bethesda / Kotaku

    Starfield and serotonin

    Before I got a chance to dive into Starfield, I wondered aloud (and on social media) if the game would occupy a similar space in my life that Skyrim has held on more than one occasion. Skyrim never floored me and never lingered after I powered off my console, unlike Marvel’s Spider-Man’s version of Manhattan, or story beats in Mass Effect 2. But every time I dropped back into Skyrim, I fell into the same satisfying loop, emerging from a lengthy play session a little dazed, uncertain of the time, blinking to reaccustom my eyes to the real world outside of its pixels.

    Every time I jumped into Skyrim I’d go off searching for some tucked-away relic or NPC in need of help and end up climbing to the top of a peak I saw in the distance, or scurrying through caves like a little gamer Gollum, furiously lining my pockets with shiny objects. I’d “just one more side-quest” myself into the wee hours of the morning, surreptitiously pulling tokes from a pre-roll resting on the table in front of me. No matter what I did, whether it was becoming a vampire or participating in a drinking competition, I was never blown away or taken aback by what Skyrim unfurled before me—I was, however, hooked.

    I’m about 20 hours into Starfield and can safely say it is exactly like Skyrim in space. The steady serotonin drip of overhearing a conversation, marking the quest associated with that conversation on my map, completing it, then going back to the list and selecting the next thing is unparalleled. It is the kind of game that completionists salivate over, the kind that I find myself longing to return to and get lost in during my workday, on the train home, while finishing off a workout.

    After progressing the main campaign a bit, I violently veered into side-quest territory, spending nearly four hours straight on the Blade Runner-esque planet Neon. I joined a gang, I helped Starfield’s version of Björk recover her music, I tried to console a grief-stricken widow in the shadow of a fish corpse. I paid for VIP lounge access at a bar, helped squash a squabble over a robot that had been vandalized, and rented a room in a hotel just to say I did. Starfield has hooked me in a way that only Bethesda games can, because it is so thoroughly a Bethesda game with a shinier coat of paint.

    Starfield concept art shows an astronaut standing next to a parked space ship.

    Image: Bethesda

    Expectation versus reality

    There is nothing wrong with Starfield feeling familiar—Bethesda’s formula works, and has for over two decades, so I’m not crucifying Todd Howard for refusing to reinvent the wheel. I am, however, noting that there’s a clear disconnect between calling a game “one of the most important RPGs ever made” and that game then reusing long-existing RPG gameplay mechanics and storytelling techniques throughout.

    As Kotaku’s Zack Zweizen points out, Starfield is “still a Bethesda RPG. You can almost feel the ancient bones of Morrowind and Fallout 3 poking through bits of the scenery and menus as you play.” Companions still linger behind NPCs chatting you up, players are still almost always overencumbered, enemies still fall over like action figures when you send a gust of gravity their way that feels almost exactly like Skyrim’s Dragon Shouts.

    There’s nothing groundbreaking about Starfield, save for maybe its scope, which is possible largely because of the technological advances that have taken place within the last several years, and are now readily available in consumer-facing products like the Xbox Series X/S and modern PCs.

    But as for Starfield bringing new ideas to the genre, or adding anything new to its well-worn formula…it doesn’t. Bethesda has been quietly moving its own role-playing goalposts closer to the more shallow end ever since The Elder Scrolls IV: Oblivion, narrowing the scope of what the player can actually influence, placing you in a world that feels perfectly carved out for you to slot into, its problems cleanly laid out for you to solve. Cian Maher’s quote from an Oblivion piece for TheGamer comes to mind: “I also don’t reckon Skyrim ever managed to carve out a portion of its world and imbue [it] with the necessary narrative significance for a conclusion to not seem like deus ex machina.”

    Aside from extensive ship-building mechanics, there aren’t any shiny new gameplay additions in Starfield. Building an outpost is just Fallout base-building, leveling your lockpicking or melee abilities follows similar logic to Skyrim, and there are many eerie similarities to Obsidian’s The Outer Worlds. The most noted difference comes not in an updated role-playing system or deeper NPC interactions, but in gunplay—Starfield improves upon Bethesda’s infamous combat clunkiness, and it’s welcome.

    But Starfield feels the same way Fallout 4 did, which felt the same way Skyrim did, and that does not make it “one of the most important RPGs” ever made. It just makes it a good Bethesda game, a game made by a studio that Microsoft spent $7.5 billion to acquire. We’d do well to remember that, both as consumers and critics, going forward.

    Buy Starfield: Amazon | Best Buy | GameStop

    Update 9/9/20-23 at 10:22 a.m. EST: Removed incorrect reference to No Man’s Sky shipbuilding, added relevant link.

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    Alyssa Mercante

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  • How To Avoid Carrying Too Much Crap In Starfield

    How To Avoid Carrying Too Much Crap In Starfield

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    Starfield, Bethesda’s newest RPG, is, well…a big game. It’s filled with quests to complete and aliens to shoot. It’s also jam-packed with items to grab, sell, and manipulate. And it’s very easy to pick up too much junk and suddenly find yourself overencumbered, unable to fast-travel or sprint as much as usual. That’s no fun! But you can avoid this annoying situation.

    I’ve played about 55 hours of Starfield so far, and for most of that time, I’ve not been overencumbered. In fact, I’m usually carrying under 100kg of weight at any given time. What’s my secret? Well, after years of playing Bethesda games, I’ve gotten pretty good at managing all the weapons, health items, and junk you collect as you adventure through the studio’s massive open-world RPGs. So let me help you stop being overencumbered with these tips and tricks!


    Stop grabbing everything

    Look, okay, I know this is very obvious and all that, but…yeah, stop grabbing everything! I get it. This is a Bethesda game and one of the joys of these RPGs is how everything can be grabbed, manipulated, stored, and sold. Every plastic cup and dart and sandwich. But you don’t need to grab it all.

    You might be thinking “I’ll sell this all for credits!” Well, sure, but you won’t get that much for that junk. And there are better ways to make credits in this game, like doing quests and selling high-value items like rare suits, guns, and very lightweight objects that are worth hundreds of credits. So yeah, stop. Put that cup down. Walk away. Leave it. Leave it! I’m watching.

    Level up your carrying capacity

    Certain stats are always useful in a Bethesda open-world RPG. Having extra health and the ability to lockpick anything, for example, are as handy in Starfield as they were in Skyrim.

    Similarly, leveling up the skill that lets you carry more stuff without becoming overencumbered is very useful. I also recommend grabbing this early so you can start grinding away at its requirements to unlock higher levels. Trust me, this will save you time in the long run.

    Make a habit out of checking for heavy items

    You can sort your entire inventory by weight and you should do this regularly, as you’ll often find some random spacesuit or other item taking up a large chunk of your carrying capacity. Take care of these items and don’t let them clutter up your character. While looking at your heaviest bits of junk, you might also find one of the most likely culprits for why you are overencumbered: ship parts.

    Screenshot: Bethesda / Kotaku

    Don’t hold on to ship parts

    Ship parts! These items are very useful, letting you repair your ship during combat. However, they are also very heavy, weighing 10kg each. It’s very easy to collect a stack of these and not realize it until you pick up a gun and become overencumbered.

    Making matters worse, these heavy items are found not in your resources or misc. tab, but instead buried with your aid items, like food and health kits. This makes them easy to miss when dropping off resources to your ship. I’d love a future update to move these to resources by default. Until then, double-check whenever you feel too heavy to make sure you aren’t carrying around a bunch of these bulky items. And, one last thing: You can store these on your ship and still use them, no need to carry them around!

    Pick a few weapons and sell the rest

    There are a lot of weapons in Starfield, from laser rifles to old Earth shotguns and more. It’s a smorgasbord of killing options. But while I recommend you try everything at least once early on in Starfield, after the opening hours you should settle on three or four weapons and sell or store the rest.

    This has a lot of benefits. You can focus your skills more, carry less ammo, and not have to manage an armory everywhere you go. But also, it means you’ll not be bogged down by 12 weapons all using up your precious carrying capacity! And that’s—hey, I told you to put down that plastic cup! Stop! Just because we’re on a new tip doesn’t mean I stopped watching!

    Use your ship’s cargo bay to store resources/valuables

    After you’ve been out on a planet exploring, mining, or completing quests, you should take a moment to drop off excess items in your ship’s cargo hold. Thankfully, Bethesda added a hotkey that lets you send all your resources—like minerals, metals, etc.—right to your ship with one button press.

    But don’t just store resources in your ship’s cargo containers. You can store rare suits or guns you want to sell later in there too, as well as other items that are taking up space. And if your ship starts to run out of space, well, first, maybe stop grabbing everything. But also, invest in adding some more storage to your ship, which you can do at any spaceport with an NPC starship technician. Oh, and don’t forget: You can upgrade your ship’s storage capacity via the Payloads perk.

    A screenshots shows your starter ship in Starfield.

    Screenshot: Bethesda / Kotaku

    Look for spacesuits that have extra storage

    During my third night of playing Starfield, I stumbled upon a legendary suit that let me carry 40 extra kilograms on my character. While you might not find one as good as this, keep an eye out for spacesuits that provide extra storage.

    Spread the weight around to companions

    If you travel with a companion, don’t forget to use them like a pack mule. They can carry quite a bit, which can help out a lot in big space dungeons filled with good loot. Just talk to your companion and ask to trade, then shove all the plastic cups and crappy guns into their inventory so you can sell it all later.

    And, if all else fails, use chems or booze to temporarily boost your capacity

    Perhaps you’ve done everything above and yet still find yourself carrying too much junk. Well, that’s why I recommend keeping some whiskey or other chems on hand, as using them can increase your carrying capacity.

    Keep in mind that these are just temporary solutions and won’t last forever. But they can, in a pinch, help you stop being overencumbered just long enough to fast-travel and sell all your junk.

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    Zack Zwiezen

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  • The 9 Least Essential Starfield Mods You Can Install Right Now

    The 9 Least Essential Starfield Mods You Can Install Right Now

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    As is all-too-often the case, Bethesda releases its games with half-baked UIs, dodgy animations, and painfully slow menus, knowing that its community will clean it all up for them via mods. So as expected, over the weekend all manner of essential mods for Starfield have appeared that will clear up the game’s most immediate problems. Also there are these ones.

    Starfield launched without DLSS support: modded. It has a clumsy, oversized inventory presentation, like all their games: modded. It doesn’t let you adjust your FOV, ffs: modded. But forget all that. We’re here to talk about what happens when you order the mods from lowest to highest popularity. These are the people who see a brand new game, and immediately learn how to modify it for the stupidest possible reasons. This is to celebrate the people who make the flashlight show Nicolas Cage’s face.

    Ryan Gosling Character Preset

    We understand the situation you’re in. You’re a busy person, and with work and family you don’t have the time to play Starfield AND sculpt your character as Ryan Gosling. But cacon5 has you covered with the Ryan Gosling Character Preset. As this video shows, this modder dedicated their time and energy into crafting someone who…is also a human being.

    NTD Modder RPG

    Celebrity Flashlights

    If that’s not enough Ryan Gosling content, then you’d better bloody believe we’ve got more for you. Because why not also have Dollar Tree Ryan Reynolds as a beaming point of light? That’s yours via the Ryan Gosling Blade Runner Flashlight from MozzyFX.

    But it doesn’t stop there. In fact, we get the feeling this is something that’s only just getting started. Because there’s also the Nicolas Cage Flashlight Mod, which presents the actor like some sort of horrendous moon-face.

    Or perhaps you’d like to show your eternal loyalty to our lord and savior, Todd Howard himself, via the Todd Howard Flashlight Replacer.

    If your affections lay with even more senior deities, then you might want to opt for the Phil Spencer Flashlight.

    Maquinaremos

    Umbreon Ground Crew Helmet

    This one perhaps doesn’t quite meet the remit of the article, because it’s honestly astonishing that Bethesda released the game without this already implemented. It’s the Umbreon Ground Crew Helmet, which replaces the ground crew helmet with one showing a picture of the Pokémon Umbreon.

    “Truly the best mod ever created,” says fellow modder jetray1000, despite the mod inexplicably sitting in second-from-last place in Nexus Mods’ Trending list. (Last place is a widescreen mod that is flagged as containing “suspicious files.”)

    A Massive Effect

    How much would you like to see a crossover between Mass Effect and Starfield? Yeah, us too! Meanwhile, the John Shepard mod promises to add a player character who kind of looks like the lead character from Mass Effect—you know, the game which also has a character creator, that lets you make him (or preferably her) look like anyone you want. Well, we say “looks like,” but modder ctxrlsec hedges their bets, adding “probably not perfect because the character creation is kinda limited but it looks close enough.”

    Hello Killy

    Right now, at this early point in Starfield’s life, it’s not yet possible to apply skins to your weapons at will. For the while, it requires entirely replacing the game’s default skin, which is perhaps more cumbersome. Although we would argue, entirely worth it when it’s the Hello Kitty Laser mod.

    Image: realadry / Nexus Mods / Kotaku

    Entirely Ruin Starfield On Purpose

    Sick of the game working properly? Frustrated by the way it won’t let you introduce narrative-breaking situations? Finally, there’s a solution for you. It’s the Kill Essential NPC mod, that prevents plot-vital characters from getting back up once you’ve knocked them down. (Yes, Starfield relies on that old Beth-gem!)

    Rather excellently, in case installing this mod weren’t already obviously a spectacularly bad idea, it seems it also allows enemies to perma-kill essential characters, meaning ruining your entire game doesn’t even have to be by your own hand.

    HowDragonborn

    There. We hope this has proved completely useless for you, and we look forward to seeing even more ridiculous and unhelpful mods once the game is officially released on September 6.

     

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    John Walker

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  • 17 Things I Wish I Knew Before I Started Playing Starfield

    17 Things I Wish I Knew Before I Started Playing Starfield

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    Starfield is finally here and it is big, complex, and often overwhelming. There are tons of menus to navigate, cities to get acquainted with, and skill trees to invest in, not to mention resource mining, base building, and ship customization. Before you get into any of that, however, let’s go over some basic tips and advice to get you started.

    Currently live for fans who purchased the Deluxe Edition or Game Pass upgrade, Starfield is a sprawling sci-fi RPG where one minute you’re haggling with a bar keep for information and the next you’re shooting a bunch of space pirates and stealing all of their credits. But there’s a lot of minutia to get lost in, from confusing menus to maps that don’t tell you where anything is. What follows is a quick guide with some tricks and shortcuts for surviving Starfield’s opening hours and beginning your journey into the outer reaches of the galaxy.


    Don’t worry about how your character looks

    You can change it anytime by visiting an Enhance! shop and paying 500 credits. The nearest one at the start is in the commercial district in New Atlantis.

    Make hard saves all the time

    You never know when things might go wrong in Starfield. You might fail a persuasion roll or get jumped by giant aliens, or even accidentally crash your ship into the space station you’re trying to dock on. The game auto-saves but it’s not foll-proof. It’s a Bethesda game, after all.

    Lower music volume and raise voice volume

    Starfield comes out of the gate with very loud and intense music. And that’s fine. But after about 20 minutes, I struggled to hear what people were saying. Looking at the default settings, voice volume isn’t as high as it probably should be, so knock that up a bit and turn music down a little, too. Trust me, you’ll still be able to hear it fine.

    Loot the pirates after the first fight for an assault rifle

    The first big fight in Starfield isn’t very hard and the game quickly pushes you to leave. But first, go grab at least one assault rifle (and some other goodies) off those pirates you just wasted.

    Loot everything and give it to Vasco

    Speaking of looting stuff, feel free to grab everything and just dump it on the robot who partners up with you in the early hours of Starfield. Like in previous Bethesda games, your companions are pack mules with dialogue trees. Use ‘em! To do so, just chat with the bot (or other companions) and ask to trade items.

    Use cover like a modern shooter

    Aiming near cover will have you pop out in a way that feels unlike any previous Bethesda RPG. Sure, dynamic cover like this has been around since 2012-ish, but hey, I’m not going to complain about Starfield having good combat compared to Fallout 4 and Skyrim.

    Use the laser mining tool for killing

    The Cutter you get at the very beginning is deceptively great in battle. It works on a cooldown with unlimited ammo, and can stun-lock enemies at close range. Pull it out every now and again to save precious bullets early on.

    Set your helmet and space suit to disappear when not needed

    Early on in the game, Starfield tells you to go into your menus to put on your helmet. You might be mistaken and think you have to do that every time you want to take it off or put it on. (And you need it out in space to live.) But nope! Just leave it and your suit on, then go into the inventory section for each. You’ll find an option at the bottom of the screen letting them disappear automatically when not needed, like in towns or stations. No more running around cities looking like a giant dork!

    Pump up your persuasion trait ASAP!

    If you don’t want to waste all your resources fighting through every encounter, make sure to put some points into persuasion. It will increase the odds that you can talk people down from fights and generally make it much easier to manipulate people, which is why you’re playing this game, right?

    Careful you don’t sell your equipped gear

    The game won’t check you while you’re pawning off all your loot so spam that sell button with caution.

    Save time by fast-traveling directly through the quest menu

    You don’t always have to navigate through your cumbersome star chart to get to a new planet. If you want to go to the next location for a mission and you’ve already been there before, simply use the “select course” option from the pause menu to automatically head to the destination.

    Scan everything all the time

    Starfield basically gives you detective vision. In addition to scanning planets, your helmet sensor will also scan everything right in front of you, highlighting nearby enemies and valuable loot. This is also how you survey fauna for extra XP. Plus, you can use it to find your ship’s location on the horizon and instantly fast travel to it.

    Don’t forget to take a nap

    Sleeping will fully heal you and also give you a “well-rested” bonus that increases the rate at which you earn XP.

    Use the research station on your ship to get access to more craftable stuff

    You can upgrade guns, suits, and helmets as well as cook food in this game. But you’ll need to do some research first. You’ll need some materials, like iron and fiber, but once you have some you can unlock new mods and things to craft, letting you improve guns and make good suits even better.

    Hitting undo while lockpicking still spends a digipick

    So be careful, they’re hard to come by!

    Use your ship inventory

    You don’t just have to give all of your extra items to companions or throw them on the floor, you can also store them in the ship’s cargo hold by selecting it from the ship part of the menu (bottom left). It’s not unlimited but it has more than enough room in the beginning.

    Designate weapons and healing items as favorites to save time

    As far as I can tell, in the first few hours of the game at least, Starfield doesn’t say anything about favoriting weapons. But you should totally do that! Like in past Bethesda games, you can map guns, medkits, knives, and more to your d-pad and then quickly switch weapons during combat without needing to open the game’s (not great) menus. Simply replace an item with something else to change up your favorites.

                       

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    Ethan Gach and Zack Zwiezen

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  • What’s Included (And What’s Not) In Cyberpunk 2077’s Free 2.0 Update

    What’s Included (And What’s Not) In Cyberpunk 2077’s Free 2.0 Update

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    Cyberpunk 2077 has certainly had a long, strange journey from being totally busted at launch to reasonably playable today. Debates rage on as to whether it can ever deliver on all the pre-launch hype CD Projekt Red generated, but soon the game will get another chance to impress with the one-two punch of a sweeping version 2.0 update and the September 26 launch of its only paid expansion, Phantom Liberty. But which upcoming features are free, and which will require you to shell out for the DLC? We can finally shed some light on that.

    That’s because today the game’s official Twitter tweeted a graphic that lays out, in no uncertain terms, which changes will be available as part of the game’s 2.0 update, and which will require buying the Phantom Liberty expansion. As of this writing, the 2.0 update doesn’t have a release date, but it will launch before the $30 Phantom Liberty does on September 26. Generally, the patch looks to be mostly systemic and quality-of-life changes, whereas the expansion is bringing new content on top of those sweeping fixes and tweaks.

    So, which new features will you get for free, and which are only in the paid DLC? Read on.

    Features in the free Cyberpunk 2077 2.0 update

    All PC, PlayStation 5, and Xbox Series X/S Cyberpunk 2077 players will enjoy the following new features for free, whenever the 2.0 update hits. (Unfortunately the PS4 and Xbox One received their last major patch with last year’s version 1.6 “Edgerunners” update.)

    Redesigned skill trees and perks

    When we played Phantom Liberty during Summer Game Fest, CD Projekt Red spent time extolling the many coming quality-of-life changes, like a cleaner, more readable UI. But more systemic gameplay changes, including redesigned skill trees and a complete overhaul of the cyberware system, seem like they’ll change the game up in more significant ways.

    The redesigned skill trees, based on my time with them in that demo, feel like they’ll help to craft a more defined playstyle for your V. The character I played in the demo was melee-based, with powerful hand-to-hand finishers and the ability to deflect bullets. That’s only one of the planned new skill trees, and it’s unlike anything in the base game right now. Needless to say, you’ll want to respec when the 2.0 update launches.

    Just one caveat to note: The new “Relic” skill tree, about which more below, will only be included in the paid expansion.

    Revamped cyberware and new capacity system

    Now only is your basic character build evolving, but also how you augment it. The revamped Cyberware system allows you to basically put your tech augments into overdrive to make them more powerful, but that will come with drawbacks if you’re not careful. While it won’t quite reach the Cyberpunk: Edgerunners anime’s portrayal of cyberpsychosis, you can expect some more risk and reward in how you augment V after patch 2.0.

    Vehicle combat and car chases

    In Cyberpunk 2077 you spend a lot of time driving around Night City, but the base game doesn’t let you do much else with all the cars and bikes you collect. The 2.0 update is adding combat sequences—V can fire a sidearm out the window, or operate a turret built into the car—as well as more car chases in the open world. The game already had a few chases, but only in pre-scripted sequences. This new system seems to make them a naturally occurring event within the world.

    Combat AI improvements

    Cyberpunk 2077 was pretty much a straightforward shooting gallery most of the time, but the 2.0 update aims to make its combat more dynamic by overhauling enemy AI and tactics. This will include things like making enemies better at taking cover and giving them new melee attacks that make them more lethal up close.

    New police system

    The 2.0 update claims it will make the punishment for your crimes more severe than a simple firefight and a possible car chase, with the threat scaling depending on the severity of your crimes. This includes giving cops heavier artiliery to deal with you depending on how bad you’ve been. If you keep racking up violations and reach the maximum “Heat” level (think GTA), you’ll have to face a MaxTac miniboss encounter. If you’ve seen Edgerunners, who already know why that’s very bad news.

    UI and UX improvements

    Cyberpunk 2077’s original UI is a bit hard to read. It’s stylized to look like a HUD a cybernetic-enhanced mercenary might have, but that’s not exactly easy on our real-life human eyes. The 2.0 update is revamping it to be a bit more sleek, clear, and not as disruptive.

    Loot, items, and crafting changes

    The 2.0 update is also bringing new loot and equipment, as well as changes to the crafting system which lets you make new weapons, clothes, and other items for you to carry around Night City.

    New radio stations (including Community Radio Station Growl FM)

    While you’re engaging in all that car combat, Cyberpunk 2077 is also getting new radio stations to listen to, which will also include one made up of songs from the community chosen as part of a contest earlier this year.

    CD Projekt Red


    Features only in the paid Phantom Liberty DLC

    All that 2.0 update stuff sounds pretty good, but that won’t get you all the new content and features. You’ll have to shell out 30 bucks if you want to enjoy the following new additions to Night City.

    Dogtown – a dangerous new district

    The bulk of Phantom Liberty takes place in Dogtown, a new area near Night City’s Pacifica district. You won’t be able to access the new space without buying the expansion, and you also won’t be able to reach it until you reach the Pacifica section of the main game. So be sure to get that out of the way before September 26.

    Brand-new storyline and characters

    All those systemic changes are fine and well, but the big draw of Phantom Liberty is the spy thriller storyline featuring Luther and Sonic the Hedgehog 2 actor Idris Elba as new character Solomon Reed. Naturally, this will only be available if you buy the expansion.

    New quests, gigs, boss fights, and more

    Alongside the main quest, Dogtown will be home to other quests, fights, and other antics for V to get up to in Phantom Liberty.

    Vehicles missions and airdrops – ‘endless dynamic events’

    With the 2.0 patch’s overhaul to vehicles, naturally Phantom Liberty will be looking to highlight those changes. This will include new missions, including airdrops, which are meant to be endlessly replayable, according to the devs we spoke to at Summer Game Fest. We’ll see about that.

    All-new Relic skill tree and abilities

    Part of the story in Phantom Liberty centers around a character named Songbird, who claims that she can save V from the Relic in their head that is slowly killing them. Part of this includes unlocking the Relic’s potential, thus opening up a new skill tree that is only upgradable using Relic Points found in Dogtown.

    100+ new items – weapons, cyberware, cars, and fashion

    If you weren’t already overwhelmed by all the loot and such you can collect in the base game, Phantom Liberty is giving you more loot to put in your pack. This includes new fashion, so I will be serving lewks throughout Dogtown while doing spy shit.

    Vehicle missile launchers

    No car chase or vehicle combat overhaul is complete without mounting an explosive onto the front of your car.

    Level cap increased to 60

    Cyberpunk 2077’s level cap right now is 50, so on top of respeccing your V with the new skill trees, you’ll be able to gain another 10 levels while you fight your way through Phantom Liberty’s new story and quests.


    It seems like CD Projekt Red is going all out for Phantom Liberty, which makes sense considering that it’s the game’s only planned expansion for Cyberpunk 2077. The studio is working on a sequel as well, but that game is likely a very, very long way away.

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    Kenneth Shepard

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  • Starfield Pushes Baldur’s Gate 3 Off Steam Top Spot, And It’s Not Even Out Yet

    Starfield Pushes Baldur’s Gate 3 Off Steam Top Spot, And It’s Not Even Out Yet

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    Though you still can’t play it, Bethesda’s massive spacefarer role-playing game Starfield recently beat out one of 2023’s biggest games, D&D RPG Baldur’s Gate 3, as a Steam top seller, GamesRadar first noticed.

    Starfield, out in Early Access on August 31 and globally on September 6, has successfully dragged its 1,000 explorable planets and eager players’ mounting expectations to the number-one spot on the U.S. Top Sellers chart. It’s also the number one seller for a huge number of additional countries, including Australia, Switzerland, Norway, and Germany.

    Most other counties, though, are concerned with neither Bethesda’s big space game nor Larian Studios’ big Dungeons & Dragons game. China, Denmark, Spain, Poland, and many others are still downloading free-to-play multiplayer first-person shooter Counter Strike: Global Offensive, which was initially released in 2012, more than anything else, making it the current worldwide top seller. CS:GO has been assuming different rankings on the Top Sellers chart for 577 weeks, or the full 11 years of its existence. How is there still anyone left who hasn’t picked it up already?

    We’ll have to wait a bit longer to find out if Starfield has that kind of longevity, too. Director Todd Howard certainly hopes so, telling GQ in a recent interview, “[Starfield] takes [Bethesda’s oeuvre] all to a level that we weren’t sure even that we could do. This type of game is still unique. When it clicked, and we could play it, we realized we had missed it. No one still does this.”

    “We don’t get many of these in our careers—we don’t get many shots,” he said.

    For Bethesda, the developer behind Fallout 3 and The Elder Scrolls V: Skyrim, Starfield presents another opportunity to catch lightning in a bottle. So far, we know that it is stocked with plenty of sidequest content, a silent, customizable protagonist to augment it, and, apparently, answers about God. Whether or not they are satisfactory, only spacetime will tell.

     

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    Ashley Bardhan

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  • Starfield’s Main Character Is Silent So The World Can Be Huge

    Starfield’s Main Character Is Silent So The World Can Be Huge

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    Starfield is a big game with hundreds of planets to explore and many sandwiches to collect. But while all the NPCs you’ll meet in Starfield have voices, the game’s main character doesn’t. Bethesda already confirmed this was the case last year, but has now shared more details about why it made this choice, revealing that originally Starfield had a talking protag and that ultimately cutting the main character’s voice helped the game grow in size.

    Starfield was officially revealed back at E3 2018. Half a decade later, the game is finally close to coming out. (Depending on where you live, it might be out in August, technically.) Hype is off the charts for this open-world RPG set in a vast galaxy as it is Bethesda’s first big single-player game since 2015’s Fallout 4 and the first new IP from the studio in over two decades. And as I already mentioned, it’s a very big game. Bethesda’s own Pete Hines says it might take you over 50 hours to get through the main quest. According to Bethesda, the reason it was able to make such a big game is because it ultimately decided against having a voiced protagonist, a change from Fallout 4’s talkative main hero.

    In an August 28 interview with Polygon, Starfield lead designer Emil Pagliarulo explained that early in the space RPG’s development, the studio actually had planned on your main character having a voice. Pagliarulo said that Bethesda even hired an actor and had them start recording dialogue before the team realized it wasn’t working, adding that the voice sounded “too specific.”

    “So then what are the options? Do we have—like some RPGs do—four voices? Do we have one voice, but hire someone else who’s more convenient?” asked Pagliarulo. “But [in Starfield] you can make every different type of person. We realized that the only way to really do it and let the player be the person they want to be was to have an unvoiced protagonist.”

    Interestingly, when asked if fan reaction to Fallout 4’s informed Bethesda’s decision to go the opposite direction in Starfield, Pagliarulo admitted that it partially did, suggesting that negative reactions to Fallout 4’s talking main hero didn’t “directly” lead to Starfield’s silent main character, but that it “certainly played into it.”

    Starfield got bigger once it cut the main character’s voice

    According to Pagliarulo, there was a time in AAA game development when every main character had to be voiced.

    But he says that Bethesda has realized, over the last few years, that maybe that isn’t accurate. He suggested that fans might enjoy the game more if the protagonist doesn’t have a voice actor. The designer further added that there’s a “big argument” in RPGs about having voiced lines that mimic the text or if the text should just summarize the line.

    “So then we just arrived at, ‘What if we just go text?’ and it was just really freeing,” said Pagliarulo, explaining that this choice helped the game actually grow even bigger.

    “We have over 200,000 lines of spoken dialogue in Starfield with no voiced protagonists. And it was not having a voiced protagonist that allowed us to create such a big world.”

    .

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    Zack Zwiezen

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  • It Could Take 130 Hours To Really Start Starfield, Bethesda Exec Says

    It Could Take 130 Hours To Really Start Starfield, Bethesda Exec Says

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    Bethesda’s forthcoming space epic Starfield is apparently so long, it’s made the developer’s head of publishing Pete Hines lose all sense of time. At a Bethesda MainStream event during Gamescom 2023, Hines said he felt like the action role-playing game didn’t “really […] get going” until he took 50 hours to finish its main quest. That was after he’d already dropped 80 hours into sidequests.

    “80 hours in, I went from doing one game to a completely different game where I started really focusing on the main quest,” said Hines, “and then I got so caught up in the main quest, that I spent the next 50 hours just doing that. […] I’m here to tell you that this game doesn’t really even get going until you finish the main quest.”

    “Telling somebody, ‘Oh, I played Starfield for 40 hours’ tells you nothing about what that person has done,” he said.

    130 hours is an intimidating amount to put into anything, let alone something that turbo-blasts blue light directly into your eyeballs and brain. But try not to worry for your ocular health yet—it might not take you as long as it took Hines to bring the game to max speed.

    Read More: Starfield Leaker Booked On Felony Charge After Allegedly Trying To Sell Stolen Copies

    In 2022, Starfield director Todd Howard estimated its main quest would take a player around 30 and up to 40 hours to beat. I suppose that isn’t much of a difference from 50, but at least you could have around 10 more hours to, like, go outside. Or play Crash Bandicoot.

    Read More: Starfield Is An Xbox Exclusive, And Pete Hines Is Sorry

    In any case, Hines maintains that Starfield will claim a huge portion of your time. In another Gamescom conversation, this one with IGN, he said, “If I’m being honest, there’s really not an amount of time that I’m comfortable enough [with saying] ‘Now you’ve played enough Starfield to get what this game is.’ Because, like, I’m at 150, 160 hours on my current playthrough, and […] I haven’t even come close.”

    Start clearing your schedule, then. Premium or Constellation Edition buyers can play Starfield in Early Access starting September 1, and the game is officially out for everyone on Xbox Series X/S and PC September 6.

     

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    Ashley Bardhan

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  • Diablo 4’s Next Season Looks Pretty Gruesome In New Trailer

    Diablo 4’s Next Season Looks Pretty Gruesome In New Trailer

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    Screenshot: Blizzard / Kotaku

    During Gamescom’s Opening Night Live presentation, Blizzard took to the stage alongside host Geoff Keighley to announce that Diablo IV’s next update, Season of Blood, will start on October 17—just in time for Halloween.

    Much like Diablo IV’s current update, Season of the Malignant, Season 2 will introduce five new and returning endgame bosses, and will also come with changes to renown rewards, gem and stash storage, and resistance and status effects. While the studio didn’t divulge details on what those updates will be just yet, Blizzard came through with a new trailer showing off what to expect come this October.

    Diablo

    Read More: There Are Officially Too Many Video Games Launching In October 2023

    If you thought that looked kinda gruesome, well, I’m right there with you. With vampire hunter Erys at your side, it’ll be up to the two of you to put an end to a new threat roaming the lands of Sanctuary. Erys is voiced by Gemma Chan, who you might recognize from Captain Marvel (Minn-Erva), Raya and the Last Dragon (Namaari), Crazy Rich Asians (Astrid), and Eternals (Sersi), among other films and TV shows. Revealing that this is her first video game performance, Chan, alongside Diablo general manager Rod Fergusson, briefly talked about the “badass warrior companion” Erys, some “cool vampiric powers” at your disposal, and a “big bad vampire lord” you’ll face at Season of Blood’s end.

    Read More: Diablo IV Is About To Make Loot Way Better For New Characters

    But that’s not until October 17. For now, Season of the Malignant is still going on, and unfortunately, things haven’t been going well. After a controversial change to player power level, the studio addressed the community by promising to not make classes weaker, which Blizzard is aware leads to a “not fun” experience overall. Here’s hoping things go better with Season of Blood.

     

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    Levi Winslow

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  • Lords Of The Fallen Reboot Is Sounding Like A Solid Soulslike

    Lords Of The Fallen Reboot Is Sounding Like A Solid Soulslike

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    Lords of the Fallen was already a game, one that came out nearly 10 years ago by developer Deck13 (Atlas Fallen) and publisher CI Games. It was fine, but felt too much like a lackluster facsimile of FromSoftware’s Dark Souls formula to have much of an identity of its own. CI Games is back, though, with newly founded studio Hexworks to take another stab at Lords of the Fallen. And this time around, at least based on the previews, it sounds like a stellar Soulslike might be in the offing.

    Out on October 13 for PC, PlayStation 5, and Xbox Series X/S, Lords of the Fallen is a third-person action-RPG with an interesting conceit: With the help of the Umbral lantern, you can reveal secrets hidden in the land of the dead while still traversing the world of the living. But should you die and end up in Umbral—which will happen since this is a Soulslike—you’ll still be able to fight for your life for the chance to return to Axiom. Die here, though, and you’ll start back in the land of the living having lost your XP. Typically Soulslike stuff, but that two-realm implementation offers a new perspective for the genre, something the previews call attention to.

    So, considering the game comes out in two months, here’s a roundup of what early players are saying about Lords of the Fallen and how, as many of them purport, it’s sounding like an exciting Soulslike worth paying attention to.


    After playing the opening hours of 2023’s Lords of the Fallen, our journey through this nightmarish world was eerily familiar, yet filled with a current-gen polish that games like the Dark Souls trilogy and Bloodborne could only dream of. Our initial impressions were that the game felt a lot like the PS5 remake of Demon’s Souls, which is not a bad thing, but from an aesthetic point of view, Lords of the Fallen leans even more heavily into the grimdark setting.

    Image: Hexworks

    I’ve played a couple of hours of new Lords of the Fallen and crucially, I can tell you it’s: good. If you’ve played a Soulslike before—or as Hexworks wisely describes the genre, which extends to Nioh, The Surge, and the rest, tactical action-RPGs—it’ll be immediately familiar. You can create a character from one of several preset classes, ranging from glass cannon mages to sword-and-shield warriors, with some more lore-y archetypes in between with a little clan-based backstory behind them: a raven-like archer, a brawler with a twist of wolves.

    The moment-to-moment in my Lords of the Fallen demo ticked most of the Souls boxes I have when it comes to combat, but this game distinguishes itself in its concept of dual worlds. Axiom, the land of the living, is more or less the “normal” dimension, but it exists in parallel with the Umbral realm, the land of the dead. The two realms run simultaneously as you play, which takes advantage of tech on latest-gen platforms. It’s similar to The Medium or Titanfall 2‘s Effect and Cause mission, but spread across an entire sprawling dark fantasy world.

    What surprises me most, however, is Umbral. This is the realm of the dead and exists parallel to Axiom. It can be accessed at almost any time, in real-time. But, once you’re there, you must fight through its more challenging enemies to reach an access point that brings you back to Axiom. While you can select to explore Umbral on your own, Lords of the Fallen will bring you there almost every time you die. Dying gives you a second chance in Umbral, where, if you survive, you can reach the realm of Axiom once more. This eases the usual challenge of the genre—mind you, Lords of the Fallen is still extremely tough—but also opens up a unique playground for puzzles I welcome.

    By tapping into two distinct worlds at once, Hexworks completely revamps how we view death in a Soulslike. Lords of the Fallen turns the most infamously iconic, eternally frustrating thing about a FromSoftware game into more than a second chance: It’s a second world, one that functions entirely differently from the place we start out in. The result is a varied combat experience in a truly untamed universe, one that pulses with unknown wonders and its fair share of chills—no matter your familiarity with the genre.

    A Lords of the Fallen character uses magic against a sword-wielding enemy.

    Image: Hexworks

    There’s a great fluidity to Lords of the Fallen’s combat too. You can seamlessly flow from light attacks to heavy attacks, and can even change weapon stance in the middle of a combo as well. I could start with two light attacks, press the stance switch button, and do another light attack, I’d get a unique attack in which my character seamlessly goes from a dual-wielded slash, into a two-handed thrust. This is even better when you add magic to the equation, as you’re able to easily swap between melee and magic attacks even mid-combo. It opens the door for a lot of freedom of expression through combat, which is something you don’t see all too often in the Soulslike genre.

    While in the Umbral world, enemies slowly become more aggressive and powerful, but the XP multiplier increases as well, amping up the risks as well as the rewards in an enticing way. Being able to respawn allowed me to progress much faster and alleviated some of the frustrations that come with the genre. The Umbral world also offers access to shortcuts and gives you wild abilities that mirror Jedi powers. Lords of the Fallen is at its strongest when it leans into the mechanics of the Umbral world.

    Umbral also softens the difficulty level of its chosen genre—up to a point. If you die in Axiom, you are resurrected in Umbral, then given another chance to defeat your enemy before you give up the ghost completely and need to corpse-run from the last Vestige to reclaim your Vigor (Lords of the Fallen’s souls). This doesn’t refresh your healing items, though, and the longer you spend in Umbral, the more Dread builds up, and the trickier things get. Enemies get tougher, and increasing numbers of zombielike creatures materialize in your path—they’re easy to kill, but their presence complicates the battlefield considerably.

    Outside of exploration, you can use the lantern to rend a baddy’s soul from its body, then batter it for extreme damage. You can’t do this all the time, as you’ll need to power the lantern up to do it. This can be done by bursting pustules in the Umbral realm and sucking up the resultant juice, but if you can’t find a pustule, you might encounter an enemy with a blue glow—which means they’re invulnerable unless you reveal their parasitic Umbral companion floating alongside them. Hoover this critter up and not only can it power your soul attack, it will also remove their pal’s aura of invincibility.

    A Lords of the Fallen enemy roars, exposing it's multiple rows of teeth.

    Image: Hexworks

    The game is not as obscure as its FromSoft progenitors, and that works in its favor, because when you’re being pulled in two directions and interrogating the tension between worlds, you want a sense of what’s going on, and where to go. Lords of the Fallen is all about playing as a heathen, shunned by the world for embracing a dark lantern that allows them to traverse the realms of light and dark. It’s all about being sacrilegious, defying the common knowledge and tasting the forbidden fruit. If you wanted to do away with subtext, you could say it’s what Hexworks is doing in discarding the commonly held beliefs around how death should work in this genre. How traditionally hard it must be. But the studio eschews that. And the result, at least at this early stage, is unique and compelling.


    My time with the 2014 version of the game was quite frustrating. While the review is no longer live—the site I wrote it for is now defunct—I essentially said that, although the game had a compelling narrative, its cumbersome gameplay and unintuitive systems made for an ultimately forgettable experience.

    The previews of the new Lords of the Fallen reboot are based on just two hours of gameplay, so a lot of questions will remain unanswered until the game drops in October. But based on everything I’ve read so far, Lords of the Fallen is sounding like it’ll be a pretty solid take on the Soulslike style of game.

    Lords of the Fallen launches on October 13 for PC, PlayStation 5, and Xbox Series X/S.

     

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    Levi Winslow

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  • Destiny 2 Taps Keith David As Zavala To Replace The Late Lance Reddick

    Destiny 2 Taps Keith David As Zavala To Replace The Late Lance Reddick

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    Image: Bungie / Jonny Marlow CPi syndication / Kotaku

    Ever since John Wick and The Wire actor Lance Reddick suddenly and unexpectedly passed away earlier this year, Destiny 2 fans have been wondering what would become of his iconic character, Commander Zavala. Today, Bungie announced that veteran actor Keith David, beloved for his video game work in Halo and Mass Effect, will take over in 2024’s The Final Shape expansion.

    “Lance’s iconic voice led us through the most intense moments in Destiny’s history and his impact on our Guardians, our community, and Bungie as a whole will never be forgotten,” Bungie announced on August 10. “Keith David, a prolific actor on the stage and in television, film, and games, will assume the English language voice of Zavala in The Final Shape and beyond. Separately, Lance’s existing lines in-game will remain untouched for the upcoming release.”

    David’s appeared in a ton of movies, including The Thing, Platoon, and Nope. But he also has a long history of voice acting in games where he’s best known for his performances as the Arbiter in Halo 2, and Captain David Anderson in Mass Effect. “I am honored to continue the great work of Lance Reddick as Zavala. Lance captured the character’s sense of integrity so wonderfully,” he said in a press release. “It is my intention to continue that work.”

    Later, David posted a video message on X (formerly known as Twitter):

    “One of the great qualities of Zavala that really attracts me is his integrity…and his sense of family,” said David. “And I thought Lance [Reddick] captured that wonderfully. And it is my intention to continue that work and continue to bring that kind of integrity to the role.”

    Reddick was beloved within the Destiny 2 community not only as a great talent but also a massive fan of the game himself. He was found to have been playing shortly before his untimely death, and players flocked to the sci-fi MMO’s main social hub to pay their respects in the days that followed. Bungie has promised that The Final Shape, where David will first make his debut as the new voice of Zavala, will be the climactic expansion campaign and raid players have been waiting for as the live-service loot shooter finishes up its first big story arc, a conclusion 10 years in the making.

    Update 08/10/2023 6:29 p.m. ET: Added video commentary from David.

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    Ethan Gach

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  • Diablo 4’s Inventory Situation Is Pretty Crummy

    Diablo 4’s Inventory Situation Is Pretty Crummy

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    It’s been two months since Diablo IV came out and players are airing their frustrations with the game, particularly now that season one is underway. One of the most contentious aspects of the loot-hunting action-RPG right now is inventory management, which has become a hot topic in the community.

    Read More: Here’s The Big Overhaul Diablo IV’s Getting After That Hated Patch

    Diablo IV, like previous entries in Blizzard’s storied franchise, features a massive amount of loot; expect a constant deluge of gear drops from bosses and chests and dungeons as you travel the world of Sanctuary. With a total of 110 inventory slots, your bag will inevitably run out of space. And that’s fine, until you need to make room for that awesome armor or weapon you just snatched. There are some options for clearing your inventory, but the process is so cumbersome and tedious that players are feeling burnt out from over-micromanaging their wares, a feeling I’ve experienced during my own playtime.

    The problem with managing Diablo IV gear

    The Diablo IV subreddit is inundated with folks decrying inventory management. With post titles like “Comparing items and clearing inventory is overwhelming” and “Inventory management is burning me out from this game,” it’s clear folks have grown weary of frequently rummaging through the in-game bag. Part of the problem is you can’t dismantle or salvage items anywhere in the world. Maybe it’s to make the game feel more lifelike, but to break gear down into other resources, you must travel to a blacksmith at any of Sanctuary’s many towns. This not only interrupts the loot-kill-loot loop by forcing you back to a borough to tend to equipment, it also wastes time as you head back to a town by either backtracking on foot/horseback or sitting through a long loading screen when teleporting. Either way, with a full inventory, looting becomes impossible until you clear more space in your inventory.

    Diablo IV’s Strongholds Are A Great Way To Level Up This Season

    Diablo IV’s Strongholds Are A Great Way To Level Up This Season

    Aside from salvaging, you could drop useless things to make space for better loot. However, while doing so is easy with a few button presses, it’s ultimately a self-defeating endeavor as every piece of gear can be sold or broken down, which is far better for your longer-term bottom line. Maybe you can’t use that level 75 dagger with your Sorcerer, but the iron or cash you can turn it into are necessary and vital for character growth, particularly for upgrading your current equipment. And this process of inspecting every item to determine whether to break it down, drop, or sell has been at the forefront of players’ minds.

    Diablo IV players are tired of rummaging their bags

    In a popular August 8 Reddit post, user FullStackNoCode joked that fiddling with inventory in Diablo IV is “like having to pee every five minutes.” They went on to explain that they’re “tired of running to town” just to manage the bag, saying a solution could be to allow players to sell or scrap items immediately.

    “That’s all just busywork anyway, and highly annoying,” FullStackNoCode wrote. “Then, our bag space could be reserved for things that we want to be looking at/thinking about.”

    Image: Blizzard

    Another popular post from July 21, a day after Diablo IV’s Season of the Malignant started, saw user jlarue2010 say this new content update should be called “season of inventory management.” This is in reference to malignant hearts, season-exclusive items offering statistical buffs for your characters such as strength or defense that also happen to take up inventory space.

    “Seasonal items need seasonal stash tabs IMHO,” Green_Cloud replied.

    Players are also bumping up against the limits of their item stash, a separate area which lets you easily transfer items between your characters. A popular July 26 post from user Protocide559 explained how they won’t start a second character due to their stash already feeling tight just from saving gear for their current Druid. Diablo IV’s seasons require you to start new characters to participate, but because of the limited storage space, Protocide559 said they’re sticking with their pre-Season One Druid and refusing to play multiple characters like they did in previous Diablos.

    “[Blizzard will give you a chance to buy more storage space. Don’t worry,” user vague_diss joked in reply.

    Diablo IV’s inventory will get better, just at a later time

    For its part, Blizzard has addressed some parts of bag management. Gems, items that can be slapped onto gear to provide buffs such as health on kill or additional gold collecting, will take up less inventory space in a future update. The company also said storage upgrades are coming, but again, at a later time. It’s great that inventory management will become less frustrating as time goes on, particularly considering how tedious it was in previous Diablo games. In the first Diablo, for example, your inventory was divided into a grid. A gem would take up one slot while an axe might take up three, thus filling up quicker. The series has moved beyond grid-based inventories, but Diablo IV’s inventory limitations are still finding ways to annoy players and interrupt game flow.

    Read More: Diablo IV Players Are Getting Banned For Transferring Characters Between Realms

    This happens to my partner and I all the time. We’ll grind dungeons for minutes on end, only to stop right in the middle of it to scour our inventories to make space for the new thing that just dropped because we ran out of space. We do this for what feels like every 10 or so minutes as our bags fill up nonstop, repeating the process of inspecting and culling. It becomes draining after a while, especially when Diablo IV can’t stop spilling loot all over the place.

     

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    Levi Winslow

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  • Here’s The Big Overhaul Diablo IV’s Getting After That Hated Patch

    Here’s The Big Overhaul Diablo IV’s Getting After That Hated Patch

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    As promised, Blizzard held a livestream today, July 28, going over what Diablo IV players ought to expect from the game’s upcoming 1.1.1 patch. During the stream, the developers laid out their overall philosophy behind the expected changes, and got into some specifics about what to expect when it lands on August 8, 2023.

    The Diablo IV community hasn’t been particularly happy with recent changes to the wildly popular action RPG. Shortly before the game’s first season, Blizzard pushed a patch that made sweeping changes to classes and quality of life features that’s been largely seen as a net negative. Players felt that the unwelcome adjustments made the game grindier, among other things. Last week, Blizzard acknowledged that the changes weren’t great and promised to never release a patch of that nature ever again. While full notes for the upcoming patch are expected to arrive next week, August 2, today’s stream gave a good sense of what to expect, with some changes to player power and a few reversals of controversial changes. You can watch the whole stream here:

    Blizzard

    Sorcerer’s and Barbarians, patch 1.1.1 is for you

    Early on in the stream, lead class designer Adam Z. Jackson said that the Sorcerer and Barbarian will see the most changes.

    “We know that Sorcerers typically have a tough time when they start getting pushed into later Nightmare Dungeon tiers, so we’re going to be looking at ways to increase [late game survivability] specifically.”

    Jackson also said that the team is pinpointing what they call “kiss curse mechanics,” which is when the player gains “a really cool power or effect and then we kind of take something or nerf some other part of you, usually for balance reasons to make sure that it’s not out of control.” One example of this is an expected change to the Serpentine Aspect:

    “[The Serpentine Aspect] is the one where you can spawn an additional Hydra, but it reduces the duration of your Hydras. That’s no longer going to reduce the duration. It’s actually going to increase it.”

    Jackson said that the Barbarian’s early game experience will also get a boost. One concrete example of this is an improvement to Fury generation. In a slide shown during the stream, Bash, Flay, Frenzy, and Lunging Strike all see their Fury increased.

    Screenshot: Blizzard / Kotaku

    Jackson said the Barbarian ought to expect other improvements to the late game experience with alterations to Unique items that’ll swap existing effects for more useful ones.

    A slide details changes to an item in an upcoming Diablo IV patch.

    Screenshot: Blizzard / Kotaku

    While the other classes can expect some updates, they won’t be as comprehensive as Sorcerer and Barbarian. Still, increases to Spirit gains for the Druid ought to be welcome.

    A slide details increased Spirit gains for the Druid in a future Diablo patch.

    Screenshot: Blizzard / Kotaku

    Blizzard aims to start expanding build options for Diablo IV in future updates

    During today’s stream, Blizzard expanded a bit on how it wants to see build options change for Diabo IV. Jackson spoke to this directly:

    “Vulnerable and Crit are really, really strong right now. A lot of the meta is about [making] an enemy vulnerable, and then you do bonus damage to them, and then you stack as much Crit Strike damage chance and Crit damage as you can, and then you blow them up. [Diablo IV] actually was foundationally made with other types of builds that aren’t only those in mind. We have “Damage Over Time” […] we also have “Overpower” as a mechanic in our game. [We want those damage types] to have parity with Vulnerable and Crit Damage.”

    Jackson said that the long term goals with Diablo IV are to ensure that “if you’re an Overpower build, or a Crit build, or a Damage Over Time build, you’ll be relatively equal in power to all the different types of ways to play. This will be in addition to improving how skills and effects scale as players increase in level, potentially opening the door to late game builds that make use of typically discarded abilities. What might that look like? Jackson gave a couple of examples:

    “We have a lot of legendary powers and effects that spawn ‘a new thing.’ An example of this is the [Barbarian’s legendary power that] spawns earthquakes or dust devils. Another one is the Necromancer [can] leave shadow trails on the ground that deal damage. These [effects] deal what we call ‘flat damage’ which is [where] we give it a damage number and then that’s how much it does. And that damage number scales with player level. But we find is that a lot of these [effects] are really good in the early and mid game […] but then when you get to the really late game, they kind of fall of really hard. And what we want to do is find ways to add scaling so that the player can opt into making a build out of these things. So if I want to be an ‘Earthquake Barbarian’ or a ‘Dust Devil Barbarian’ I can actually do that.”

    Another key way the team is looking to expand build options is to mitigate how many skills require specific scenarios to function. One such is the Sorcerer’s chain lightning, which currently sees bonus damage when the lightning bounces off of you. 1.1.1 will change things so that you gain bonus damage when Enhanced Chain Lightning bounces off of anything.

    Teleporting out of dungeons will take 3 seconds again and treasure goblins are getting better

    In a complete reversal, the controversial change from dungeon teleportation from three to five seconds is getting reversed. Game Designer Joe Shelly said that the original intention of the change was to mitigate players teleporting themselves out of tough encounters and boss fights. Given the community’s reaction over this change, however, teleports are back to three seconds.

    And while associate game director Joe Pieopiora discussed how the Treasure Goblin’s Legendary drop rate was actually 50 percent, player frustration over infrequent encounters with them led to a perception that it was far lower. Starting at level 15, Treasure Goblins are now guaranteed to drop a Legendary.

    Other quality of life updates

    As discussed during last week’s stream, monster density for Nightmare Dungeons and Helltides are going up. During the stream, the devs showed off a slide of what the increased monster presence will look like.

    And while bosses will see their health boosted, at level 35 and up you’ll be guaranteed a Legendary item drop. Legion events will also see a guaranteed Legendary drop.

    On the technical side, patch 1.1.1 is also expected to address a specific VRAM issue for PC players, so the game should be more stable.


    Patch 1.1.1 is expected to arrive on August 8, with final patch notes coming on August 2.

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    Claire Jackson

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