ReportWire

Tag: Creative works

  • Star Wars Jedi: Survivor Already Has Better Lightsabers Than Fallen Order

    Star Wars Jedi: Survivor Already Has Better Lightsabers Than Fallen Order

    [ad_1]

    Screenshot: Lucasfilm / EA

    New gameplay from the upcoming Star Wars Jedi: Survivor seems to reveal that, unlike in the first game, the sequel will finally let Jedi Cal Kestis slice up stormtroopers and other human enemies. And that’s a good thing, as this much-wanted change makes lightsabers feel powerful and deadly again.

    The lightsaber is one of the coolest pieces of Star Wars tech and genuinely one of the best fictional weapons ever created. Instantly iconic, the weapon and its sounds are so ingrained in our minds that when grown adult actors in Star Wars movies or shows are handed a prop lightsaber they make all the hums and whoosh noises like they were eight years old again. And I don’t blame anyone for loving the lightsaber. It’s a powerful laser sword that can cut off limbs, slice through metal doors, and it comes in rad colors. What more could you want? But for a long time, most Star Wars games—including 2019’s Star Wars Jedi: Fallen Order—haven’t let you really slice and dice with these iconic laser blades, treating them more like glowing bats.

    Star Wars Jedi: Survivor Combat Stances Explained

    However, in new gameplay released by IGN yesterday, we see that this doesn’t appear to be the case in Survivor. In a neat video going over how the game’s combat stances work, the devs showcase Cal fighting different enemies while explaining how his various moves will work and how stances factor into combat.

    That’s all fine and dandy. But more interesting to me is what happens during the fight against some Imperial scout troopers at around 4:14:

    Gif: IGN / EA / Lucasfilm / Kotaku

    Look at that! Cal just cut a dude’s leg off. And if you look around the floor at that point in the video you can see at least two more cut-off limbs, likely from earlier in the fight. This is exciting!

    Kotaku reached out to EA and Respawn about this dismemberment and was told “The footage is what it is” and that the publisher wouldn’t provide any additional comment.

    For many years now, Star Wars games have made lightsabers feel pretty weak as it can often take dozens of hits to kill a random enemy and you never get to cut off limbs or do real damage to your target unless they are a droid or random animal. In an interview in 2019, Respawn senior designer Justin Perez seemed to imply Lucasfilm and Disney weren’t okay with lightsabers cutting off arms or legs. This was further backed up by people who worked on season 7 of The Clone Wars, which is also mentioned in that IGN interview from 2019.

    So, I had assumed that was just how things would work. Cal could kill all the innocent animals and aliens he wanted, but he couldn’t chop any limbs off of stormtroopers. But it appears that Disney and Lucasfilm have either relaxed this rule or given Respawn a pass.

    Either way, I’m excited to play Star Wars Jedi: Survivor and cut off some legs when it launches on April 28, 2023 for PS5, Xbox Series X/S, and PC.

    [ad_2]

    Zack Zwiezen

    Source link

  • Bungie Accidentally Showcases AI-Generated Destiny Image, Asks For Help Spotting Them

    Bungie Accidentally Showcases AI-Generated Destiny Image, Asks For Help Spotting Them

    [ad_1]

    Screenshot: Bungie Community Creations

    You can joke about fingers all you want, but the reason AI-generated imagery is perceived as a threat and not just an idle curiosity is its ability to pass for actual, human-created artwork. On the extreme end of the scale that’s a threat to accurate news reporting, and on the more harmless end it’s making life difficult for the community managers of popular video games.

    Like Destiny, a game that, thanks to its huge and devoted playerbase, regularly shouts out the creators among that crowd by highlighting their movies and artwork. Sadly last week one of those artworks turned out to be an AI-generated image:

    Upon being showcased and instantly called out as an AI-generated image by fans, the person uploading it (“hebb”) is quoted as saying “Woah, I just thought the picture was really neat so I posted on the creations page. I’ll take the post down”. At time of posting the image has not been taken down, and can still be viewed here.

    It’s not the most alarming example of this, I know, but Bungie’s response is interesting because it highlights the struggles that people involved in curating and using artwork are currently facing the world over, whether they work for a video games studio or in an international newsroom. In a blog post called “There’s Nothing Artificial About This Week’s Picks”, Bungie say:

    Artificial Intelligence (A.I.) Art

    Last week, an A.I. art submission was mistakenly featured in our blog. The process of choosing these involves a team effort and with this technology being so new, we don’t have a foolproof way of knowing what submissions are A.I. art.

    We want to keep this celebration of our community for those that work hard to bring their creative selves to the forefront when creating works that the Traveler would find joy in. Because of this, we will not knowingly ever feature A.I. art submissions as a potential #Destiny2AOTW or #Destiny2MOTW winner. That being said, this is still new. We ask for grace if we mistakenly feature a submission generated by A.I., and a respectful heads up should it ever happen again in the future. Appreciate the assist!

    While there’s no definitive guide—especially in cases where the vast majority of a piece is conjured by AI then touched by in PhotoShop—there are already plenty of tips out there for spotting AI-generated imagery that go beyond the obvious, like (as in this image’s case) “counting fingers”. As this Wired guide points out, some other key tells—for now, at least!—are dead, lifeless eyes, misshaped ears, a lack of composition and general acts of weirdness, like someone’s hair extending out of their collarbone, or jewellery/accessories that smoosh into each other.

    [ad_2]

    Luke Plunkett

    Source link

  • The Last Of Us Episode 5 Recap: The Saga Of Henry And Sam

    The Last Of Us Episode 5 Recap: The Saga Of Henry And Sam

    [ad_1]

    Screenshot: HBO / Kotaku

    Episode five of HBO’s The Last of Us marks the midpoint of our nine-episode journey. That’s right, we’re halfway there, and Ellie and Joel are definitely living on a prayer. Look, I’m sorry for the bad Bon Jovi reference but man, this episode is The Last of Us at its most relentlessly bleak. I needed to do something to lighten the mood for myself, and unlike Ellie, I don’t have a book of awful jokes handy. At least this episode also features what I consider the most effective subtle nod to the game in the entire season. We’ll get to that in a bit.

    At the end of episode four, Joel and Ellie were being held at gunpoint by two characters who players of the game likely immediately recognized as Henry and Sam. (If you need to catch up, you can find my recap of that episode here.) As episode five begins, we flash back a little while to meet these new characters and learn about what’s driven them into such desperate circumstances.

    The Fall of Kansas City FEDRA

    At first glance, this episode’s beginning seems like one of pure jubilation. Chants of “freedom!” are heard rising from a crowd that’s celebrating in the streets. But almost immediately, we’re shown the grim side of this happy occasion, with FEDRA officers being executed at point-blank or publicly hoisted into the air by the neck as they twitch with their final struggles for life. An armored vehicle the people have reclaimed roams the streets blasting the message, “Collaborators, surrender now and you will receive a fair trial.” Hmm, yes, somehow I don’t believe you. Maybe it’s the fact that you’re dragging a body behind you that’s stuffed with so many blades it looks like a pincushion, I’m not sure.

    As the armored vehicle passes, we see Henry and Sam lurking in the shadows. Henry (Lamar Johnson, The Hate U Give) uses ASL to communicate with his brother, cluing us in to a significant change from the game: Here, Sam is deaf. (Sam is wonderfully played here by young actor Keivonn Woodard, who is also deaf.) In this brief exchange, you can already sense Henry trying to put on a brave face for his much younger brother. The two sneak away unseen by the patrolling resistance which, as we learned in last week’s episode, is hell-bent on finding them.

    Kathleen (Melanie Lynskey) interrogates a group of "collaborators" while the heavily armed Perry (Jeffrey Pierce) stands nearby in a scene from HBO's The Last of Us.

    Screenshot: HBO / Kotaku

    In fact, even as the celebration rages on, Kathleen (Melanie Lynskey), the resistance’s leader, is working, interrogating a group of “collaborators”—civilians who worked with FEDRA before it fell—about Henry’s whereabouts. Lynskey remains chilling in the role, coating her comments in a tone that, on the surface, sounds reasonable and kind, but is so transparently cold and ruthless underneath. “Lucky for you, I’m not FEDRA,” she tells them, saying that if they cooperate, they’ll be put on trial, be found guilty of course, and then have to do some time, “easy.” She’s got her commando assistant Perry (Jeffrey Pierce, who voices Joel’s brother Tommy in the games) by her side, his silent presence lending her words an added threat of danger. Finally someone cracks and tells her that Henry and Sam are with Edelstein, the doctor we saw Kathleen interrogate in last week’s episode.

    A moment later, she orders her men to go door-to-door until her prey is found. When Perry shows some hesitation and advises against this plan, we see that she can turn her condescending ruthlessness on him, too. “He’s not my seventh priority, Perry,” she says. “Is that what he is to you?” I’m starting to feel like the way she prioritizes finding Henry above all other concerns may backfire on her in some way. Remember last week, when Perry showed her the ominous, quivering sinkhole in the building, and rather than dealing with it in any real way, she told him to just seal the building off and remain focused on finding Henry? Yeah, I’ve got a bad feeling about this.

    Perry asks if they’re really putting the arrested collaborators on trial. Of course they’re not. “When you’re done, burn the bodies. It’s faster,” she says, the way you might ask someone to pick up some milk from the grocery store on the way home.

    Henry and Sam stay with Edelstein

    Henry and Sam meet up with Edelstein, who takes them into the same cramped attic space we saw Kathleen investigate in last week’s episode. Here, it’s not yet covered with Sam’s drawings, as Henry and the doctor discuss their very limited food supply and total lack of ammunition for their guns. Everything that transpires here has an undercurrent of dread for us, since we already know that Edelstein soon gets captured and executed by Kathleen.

    Sam, who can’t hear what they’re saying, sits in the corner, drawing on his little magnetic sketch pad. Edelstein seems like a kind and thoughtful man, showing genuine concern for Sam’s well-being. “He’s scared because you’re scared,” he advises Henry.

    Henry holds a magnetic sketchpad on which Sam has drawn himself as a masked superhero in HBO's The Last of Us.

    Screenshot: HBO / Kotaku

    Henry goes to comfort his little brother, who has drawn a masked superhero on his pad. “Super Sam,” Henry signs. Sam is understandably afraid, and Henry tries to reassure him that they’re safe here. “There is one problem, though,” he says. “This place? Is ugly.” He then breaks out the big bag of art supplies that Sam uses to decorate the space. It’s an endearing moment, with Henry creating for his younger brother an alternate reality in which the only real problem facing them is the drabness of their surroundings, and not the army hunting them right outside.

    The birth of Super Sam

    We skip ahead ten days, to find the attic filled with images of Super Sam blasting evil FEDRA officers and flying protectively over the city. But now, a real problem is bearing down on them: they’re almost out of food, and Sam is hungry. Edelstein’s been gone a whole day, and their hopes rest on him returning with some. We already know he’s not coming back. And yet right out the window, Henry can see resistance officers scouring the city, making leaving a dangerous proposition. They’re in a tight spot.

    Finally, Henry has to face the fact that Edelstein isn’t returning. He tells Sam that he’s studied the patterns of the resistance patrols and can guide them to safety. When Sam asks if they killed Edelstein, Henry is honest and says they probably did. Sam clings to Henry for a long time after that. He’s a child growing up in a world in which nothing is ever safe or assured. He must be terrified.

    A child's drawing showing a superhero zapping a cop-like figure in HBO's The Last of Us.

    Screenshot: HBO / Kotaku

    As he holds his brother and looks at the art decorating the walls, Henry has a flash of inspiration. He tells Sam to close his eyes, and paints a red mask on his face, just like the one Sam’s alter ego sports in all the drawings. Seeing it reflected in his brother’s knife, Sam nods with satisfaction. He’s ready to face the world.

    They don’t get far, though. Just as they’re about to leave the building, a gunfight breaks out outside. It’s Joel and Ellie’s unceremonious arrival in Kansas City, and Henry observes as Joel kills the hunters attacking him. We see the wheels in his head turning. “New plan,” he tells his brother.

    Meeting Joel and Ellie

    Now we come back to the moment that concluded episode four, when the paths of these two duos intersect. Henry’s obviously been keeping an eye on Joel since earlier in the day, and he’s tracked him and Ellie to the apartment building where they’ve crashed for the night.

    Joel isn’t exactly thrilled about waking up to the reality of being held at gunpoint, but soon they agree to a tentative truce, and Henry introduces himself as “the most wanted man in Kansas City.”

    Over a quiet meal, Ellie asks Sam how old he is, and with Henry acting as an interpreter between them, he responds that he’s eight. (In the game, Sam is closer to Ellie’s age of 14, but him being younger here makes me even more sympathetic to how overwhelming and terrifying his experience of the world must be.) Joel, being Joel, says dryly that they successfully ate together and didn’t kill each other, so they should call it a win and move on. But Henry has a card up his sleeve. “I’m betting that y’all came up here to get a view of the city and plan a way out,” he says. “And when the sun’s up, I’ll show you one.”

    “Welcome to Killa City”

    The next morning, Henry provides Joel (and us) with some additional context for what went down in Kansas City. Looking out at the city, Joel is struck by the lack of FEDRA, especially since he’d always heard that KC FEDRA ruled with an iron fist. Henry confirms the rumors. “Raped and tortured and murdered people for 20 years,” he says. So if Henry wasn’t part of this monstrous FEDRA, Joel wonders, what, then, was he? When Henry replies that he was something even worse, “a collaborator,” Joel protests and says he doesn’t work with rats. Henry insists that today, he doesn’t have much choice, “‘cause I live here and you don’t.” They need each other, Henry argues. Only he knows where to go, and only Joel has the capacity for violence to get them out alive.

    This is all quite different from the game, in which Henry and Sam weren’t native to Pittsburgh (where the game’s version of this storyline takes place), but had just come there from Hartford, Connecticut in search of supplies. They had no connection to the resistance that had risen up in Pittsburgh, but just happened to be people who could help Joel and Ellie get out of the city. In both stories, though, Sam lets us see new sides of Ellie by giving her a fellow kid to geek out with and play with, and having another duo traveling with them for a while illuminates Joel’s growing attachment to Ellie and his sense of himself as her protector, no longer just out of obligation but increasingly out of genuine care and concern.

    As the two talk, the sound of kids laughing can be heard nearby. Ellie is showing Sam her tattered book of jokes, and a genuine smile stretches across Henry’s face. “Haven’t heard that in a long time,” he says, mirroring a moment from the game in which Ellie and Sam playfully eat blueberries together and Henry says it’s been a long time since he saw Sam crack a smile.

    Perhaps counterintuitively, I find these moments of fleeting happiness among the most devastating in both the game and the show, because I know how things end for Henry and Sam. Their fate is so awful, so bleak, that it makes me think back to Ellie’s question to Joel in episode four: “If you don’t think there’s hope for the world, why bother going on?” I’m once again glad that the TV series at least offered us the reprieve of Bill and Frank, giving us one vision of lives lived well and with meaning, to temper how relentlessly hopeless it all gets for a while.

    Henry’s plan

    Henry sketches a map of the area showing how Kathleen’s forces have the area on lock. Still, there is a way out, he insists. Sam sits nearby sketching, but Henry doesn’t want him left out of the conversation. “How do we get across?” he signs at his brother. Sam writes intently on his pad for a moment, then holds it up. “TUNNELS.” It’s a great plan, but there’s a huge catch. Kansas City may seem strangely lacking in Infected, but there’s a reason for that. “FEDRA drove them underground 15 years ago,” Henry says. He insists, though, that FEDRA cleaned out the tunnels three years ago. Just what that means or how exactly they did that remains ominously unspoken, almost as if the show’s writers want to plant a seed in our minds about it. Nah, I’m sure it won’t come up again. Henry admits that the plan is “dicey-as-fuck,” but it’s also the only plan they’ve got.

    A child's drawing of two men in tactical gear with rifles, reading "Danny Ish Our Protectors" is taped to a wall in HBO's The Last of Us.

    Screenshot: HBO / Kotaku

    As they head down into the tunnels, Joel tells Ellie to get her gun out, and it looks like Ellie has to suppress a smile as he’s finally fully shifted from relentlessly denying her a gun to asking her to be ready to use one. However, the tunnels do indeed appear empty, vastly, surprisingly empty, stretching hollowly before them as far as the eye can see. Joel stays on guard but nothing is stirring in these subterranean passageways, and at last they come to a place that looks quite different, where the walls are decorated with the kinds of colorful drawings you might see at a preschool. Passing through a door, they find an abandoned place where people—adults and children—clearly once lived. Amidst all the details—the toys, the posted signs laying out rules, all the other signs of life—one thing stands out: a child’s drawing of two smiling men in body armor, with rifles, labeled “our protectors,” Danny and Ish. And here’s where we come to the episode’s great little nod to the game.

    Who is Ish?

    First, a little background. In the game, Joel and Ellie’s journey with Henry and Sam briefly takes them along a beach where you can enter a battered old boat and find a note. (Considering that this is near Pittsburgh, that probably makes about as much sense as the beginning of episode two being set “10 miles west of Boston.”) The note is signed by someone named Ish (perhaps a reference to Moby Dick’s sea-faring narrator Ishmael) and details how, after spending some time at sea to hide from the outbreak, he eventually found himself running low on supplies and his boat in disrepair, and returned to shore to take his chances with humanity again.

    An old boat rests on a beach in the game The Last of Us.

    Ish’s boat on the beach near Pittsburgh, which, yeah, probably doesn’t make a lot of sense.
    Screenshot: Naughty Dog / Kotaku

    From there, you head into nearby sewers, where you can find a small area where Ish lived alone for some time after coming ashore. A note of his you can find there mentions that he met some people who had kids with them and who did not want to shoot him on sight. “Shocking I know,” he comments. The encounter puts the idea in his head that maybe it’s better for him to try trusting other people than it is to continue living alone. “What’s the point of surviving if you don’t have someone to laugh at your corny jokes?” his note reads, a question that cuts to the heart of The Last of Us’ themes. “Tomorrow, I’m going in search of them.”

    Soon, you come to a place that’s very much like the one the party finds in the TV series, where Ish lived with other adults and children. In fact, the very same drawing of Ish and another adult named Danny that we see in the show is seen here in the game. Unfortunately, environmental clues also tell us that at some point, infected did get into the settlement, and the results were tragic, with another adult named Kyle and a few children getting trapped in a room by infected, and Kyle killing the children himself to spare them an even worse fate. Another note that you can find in the suburbs upon leaving the sewers reveals that he and a woman named Susan got out, but it’s excruciating to read. “She lost her children,” it says, “and I have no clue what to say to her.”

    It concludes with Ish writing that every part of his being wants to give up, but he just can’t. “I’ve seen that we’re still capable of good. We can make it. I have to stay strong… for her.” What happened to him after that remains unknown.

    Very often, I feel that Easter eggs are kind of exclusionary. They wink and nod to those people who are in the know, letting those viewers perhaps feel smug about picking up on cool details that fly over the rest of the audience’s heads. This drawing on the wall, though, works either way, I think. If you haven’t played the game, it offers some insight into what life was like here in this underground settlement at one time, and if you do know it from the game, it opens up a whole other narrative to you. A tragedy nested within a tragedy. Right about now, The Last of Us just feels like tragedies all the way down.

    Savage Starlight

    Sam finds a copy of a Savage Starlight comic, which in the game serves as a collectible Joel can find throughout and give to Ellie. Ellie is immediately stoked at Sam’s find, and the two of them bond over their shared enthusiasm for the series, trading details about which issues they each have. One particularly sweet moment sees Ellie quoting the hero’s catchphrase of “Endure and survive” and Sam teaching it to her in ASL. God, I want these kids to make it. (Around this same stretch of the game, Ellie will occasionally say “Endure and survive” after Joel has finished taking out a group of enemies and it seems like the two are safe for the time being.)

    A screenshot from the game The Last of Us shows Joel looking on as Sam stands in a soccer goal holding a ball and Ellie faces him.

    Ellie and Sam play soccer in the game in a moment referenced in the show.
    Screenshot: Naughty Dog / Kotaku

    Other moments here are direct nods to the game, like one when Ellie and Sam play soccer using a makeshift goal painted on the wall. However, a conversation between Joel and Henry that sheds further light on his connection to Kathleen is totally new. Joel apologizes for having called Henry a rat before, saying that if Henry did what he did for Sam’s sake, he understands. Henry finally tells Joel exactly what it is he did do, and why. He paints a picture of a great man, one who “was never afraid, never selfish, and he was always forgiving.” He’s clearly talking about Kathleen’s brother, who he wanted to follow, and would have followed, if only.

    “But Sam, he got sick. Leukemia.” And wouldn’t you know it, FEDRA had control of the very limited supply of the only drug that could treat him. So he made a deal, and gave FEDRA what they wanted. He’s still wracked with guilt about it, but the world presented him with an impossible choice that he never should have had to make in the first place. Rather than offer any words of comfort or understanding, though, Joel just says “We’ve waited long enough.” It’s time to move on.

    Kathleen and Michael

    We find Kathleen standing in her childhood bedroom, in a clearly abandoned house. And as she tells Perry about her brother—who we learn here was named Michael—and how he’d always comfort her during thunderstorms when they were kids, all I could think was, “Oh my god, shut up.” She’s the type of person who’s so convinced that her pain and suffering matter so much more than everyone else’s, that hunting down Henry is good and righteous because he took her brother from her, even though he only did it because it was the only way to save his own brother. Of course her pain and grief are real, but the extremes she’s going to in her pursuit of Henry make me lose all sympathy for her. She’s an egomaniac.

    In fact, even her own brother’s wishes don’t matter to her, much as she might pretend to be honoring his life or his memory in this act. “He was so beautiful,” she says about Michael. “I’m not. I never was.” She knows Michael would want her to forgive Henry. He outright told her that when FEDRA had him locked up right before they killed him. But her pain is just too important to her for her to do that. And Perry is happy to validate her worst impulses. “Your brother was a great man. We all loved him,” he says. “But he didn’t change anything. You did. We’re with you.” Thanks, Perry. Big help. I’m sure that won’t encourage Kathleen to do something even more selfish and reckless than all the things she’s already done.

    Sniper on the street

    Joel and the gang emerge outside of Kathleen’s territory in a suburban neighborhood that seems safe at first glance, and the mood is relatively light as Ellie begins does her best Joel impression and encourages Henry and Sam to come with them to Wyoming. (In the game, Henry and Sam are already planning to track down the Fireflies, but here, they just want to get out of Kansas City for starters.) The calm is broken, however, when a sniper bullet strikes the ground near them and they dash behind a wrecked car for cover, plunging us into a sequence that owes a lot to the game.

    Joel stands facing old, dirty, overgrown houses on a grass-covered street in the game The Last of Us.

    The Pittsburgh suburbs section leading up to the sniper encounter is perhaps the game at its most ruinously beautiful.
    Screenshot: Naughty Dog / Kotaku

    Sniper bullets continue to rain down on them, and just as in the game, Joel opts to sneak around and try to come at the sniper from behind. In the game, though, what you find in the sniper’s perch is a young man with a knife, prompting a grisly button-mashing sequence in which you ultimately turn the blade on the man and stab him with it repeatedly. Here, Joel finds an older man, one of Kathleen’s faithful, who refuses Joel’s plea to just drop the gun, instead cementing his own death by turning the gun on Joel. Just then, Kathleen’s voice crackles over a radio. “Hold them where they are,” she says. “We’re almost there.”

    “It ends the way it ends”

    In the game, the one repurposed Humvee the Pittsburgh resistance claimed from FEDRA soon arrives, but here, Kathleen’s forces are much more well-equipped, and a number of vehicles are soon barreling down on Ellie, Henry, and Sam. Just as in the game, Joel provides cover with the sniper rifle, and here he takes out the driver of the truck leading the charge, sending it careening into a nearby house where it promptly explodes.

    Read More: HBO’s The Last Of Us Just Nailed One Of The Game’s Best Moments

    Still, Kathleen’s forces close in. Perry sends men after Joel, and Kathleen begins to address Henry, revealing that her hypocrisy and self-importance know no bounds. “I know why you did what you did,” she says, “but did you ever stop to think that maybe [Sam] was supposed to die?” When Henry protests that Sam is just a kid, she replies that kids die “all the time.” That may be true, but it doesn’t change the fact that by her moral calculus, Sam’s life should have been totally disregarded, while Michael’s life should have been prioritized above all. In one truly staggering moment of cognitive dissonance, she says “You think the whole world revolves around him?” as if she isn’t acting like the whole world revolves around her quest for vengeance.

    Finally, Henry emerges. “It ends the way it ends,” Kathleen says as she raises her gun to kill him. This calls for a deus ex machina, baby!

    Something wicked this way bloats

    Just then, the truck nearby teeters and falls as the earth beneath it yawns open, and an absolute tidal wave of speedy infected rise up out of it, a kind of cosmic retribution for Kathleen’s hubris. (A mob of infected also bear down on the group during this sequence in the game, but it’s nothing like this.) Huh, I guess FEDRA didn’t really deal with the infected problem after all, they just tried to brush it aside. Showrunner Craig Mazin knows a thing or two about writing stories where institutions do that, I guess, having worked on Chernobyl as well.

    A hefty, menacing infected stands against a backdrop of flaming wreckage.

    Screenshot: HBO / Kotaku

    Suddenly Kathleen’s considerable show of force feels quite impotent, as the assault rifles have little effect in stemming the tide of death. Joel does the best he can to cover his allies amidst the chaos, but Ellie gets separated from Henry and Sam and climbs into an old SUV. Just then, a guttural growl unlike any sound we’ve heard an infected make thus far is heard, and a very different beast emerges from the sinkhole, a formidable, fungus-encrusted chonker of an infected called a bloater, a boss-type enemy from the game. Kathleen’s forces don’t have any of the molotov cocktails or nail bombs I usually use to take these bad boys down, so I think they’re pretty much fucked.

    Read More: What Was That Giant Infected In Episode 5 Of The Last Of Us?

    Perry peppers the thing with bullets but they clearly have little effect aside from making it mad. As it bears down on him, he urges Kathleen to get to cover, then turns to face his fate, which is having his head ripped clean off in a death consistent with one of the game’s most horrifying death animations.

    Meanwhile, Ellie has a guest in her little SUV sanctuary: a creepy infected who was also a teenage girl before getting turned. Ellie heads out onto the street where she sees Henry and Sam pinned down by infected under a nearby car. With Joel’s help and a few stabs of her trusty switchblade—her signature weapon in the game—she gets them out and they make a run for it. Kathleen stops them yet again, but her success is short-lived, as a young infected—who I think but I’m not certain is the same one that chased Ellie out of the vehicle a moment before—leaps on her and absolutely shreds her to bits. It ends the way it ends.

    As Joel leads them away from the chaos, we see the mob of infected, including the bloater, lurching its way back toward Kansas City. Nice going, Kathleen. Great job.

    “I’m scared of ending up alone”

    Joel and the gang have found shelter in an old motel for the night. In the game, there’s a nice moment here where Henry presses Joel for details about the time Joel and his brother Tommy rode Harley-Davidsons on a cross-country trip. That detail’s been omitted from the show, but the general arc of how things play out here is pretty similar.

    “You think they’ll be okay?” Henry asks about the kids as they read Savage Starlight together in the next room, and Joel, in his own taciturn way, offers a kind of comfort to Henry, as a fellow protector of a young charge. It’s easier when you’re a kid, he says. “You don’t have anybody else relying on you. That’s the hard part.” Then comes a bit of playful meta-dialogue as Joel says, “What’s that comic book say? ‘Endure and survive’?” “Endure and survive,” Henry says. Then, after a moment: “That shit’s redundant.” “Yeah, it’s not great,” Joel agrees.

    And now, as Ellie jokingly predicted earlier, Joel does indeed invite Henry and Sam to join them on the trip to Wyoming. It’s another one of those seemingly pleasant, hopeful moments that I find all the more painful because we’ll never get to see what might have come to pass if only the world they lived in were a little less dangerous and cruel. “Yeah, I think it’d be nice for Sam to have a friend,” Henry says. “New day, new start.” Okay, writers. Now you’re deliberately twisting the knife, jeeze.

    Ellie reads something Sam has written on his sketchpad in HBO's The Last of Us.

    Screenshot: HBO / Kotaku

    Though Henry urges Sam to get some sleep, he and Ellie stay up for a bit, Ellie doing different voices as she reads Savage Starlight aloud. But Sam is preoccupied. “Are you ever scared?” he writes on his pad, a question he effectively asks her aloud in the game. (“How is it that you’re never scared?”) Just like in the game, Ellie first jokes that she’s afraid of scorpions, before admitting that what really scares her is the possibility of ending up alone.

    In the game, when Ellie asks Sam what he’s scared of, he brings up infected. “What if the people are still inside?” he asks, and it’s the first time that the game directly engages with a terrifying idea that the show brings up early on: whether the person an infected once was remains somehow present and aware, even as they lose all control over their body. The game’s Ellie dismisses the idea, saying “that person is not in there anymore.” Her counterpart in the show, however, seems a bit more troubled by the idea.

    The game’s Sam keeps his bite a secret, but in the show, after asking Ellie, “If you turn into a monster, is it still you inside?” he lifts the leg of his jeans to show her the nasty wound. Ellie here does something strange and sweet and hopeless: she cuts her own hand to draw blood and press it into the bite, telling Sam, “My blood is medicine.” If only it were that simple.

    What happens the next morning is so awful, I don’t even want to bring myself to write it. If you’re reading this recap, you probably know, and if you don’t, I think you can guess.

    Image for article titled The Last Of Us Episode 5 Recap: The Saga Of Henry And Sam

    Screenshot: HBO

    As they bury the bodies near the motel, Ellie sets Sam’s sketchpad atop his grave. On it, she’s written the words “I’m sorry.” She’s withdrawn and just wants to leave. You have to wonder if she isn’t starting to give up on the world herself. Meanwhile, as he looks at the message she’s written, Joel seems, if anything, more committed to Ellie than ever. Something in his face suggests that he wants to spare her an existence made up of this kind of relentless suffering. He collects his gear, picks up the sniper rifle (new weapon unlocked!), and they head west.

    As I said above, I find this week’s episode excruciating, so miserable in its outcome that in retrospect, even the few bright spots make it more agonizing. I don’t know about you but good lord, after all this, I sure hope these two catch a bit of a break soon.

    [ad_2]

    Carolyn Petit

    Source link

  • HBO’s The Last Of Us Show Just Nailed One Of The Game’s Best Moments

    HBO’s The Last Of Us Show Just Nailed One Of The Game’s Best Moments

    [ad_1]

    Image: HBO / Kotaku

    It seems I was too quick to judge HBO’s The Last of Us. While the first four episodes certainly kept my attention as well-written and delightfully-shot prestige television, I had been a little let down as the adaptive process of turning the game into a show has, so far, left out the recreation of specific, memorable action sequences from the game. Well, with “Endure and Survive,” the fifth episode of the first (but not the last) season of The Last of Us, the show has revealed that it’s more than capable of adapting the action of the video game, and in some cases, just might be doing a better job with it.

    Adapted from the hit PlayStation 3 title of the same name, The Last of Us’ gripping, character-driven plot exists alongside tense, deadly, moment-by-moment combat encounters. The player, as Joel, must overcome both hostile humans and infected with a combination of stealth, firearms, and crudely improvised weapons. For its first four episodes, HBO’s adaptation has, mostly, prioritized the story elements, choosing in some cases not to recreate memorable action sequences or feature unique, crafted props of the kind we’ve seen in the game. It makes sense for television to focus on the actors and the story, but until now I’ve found the show to be missing that key action ingredient I’ve loved so well, not just from seeing the game, but from playing it.

    Read More: The Last of Us Show Might Be Better If It Worked More Like The Game

    There’s a reason The Last of Us appears on our list of the best action games you can play this year. With a slower cadence than what you find in something like Naughty Dog’s other recent series, Uncharted, and an emphasis on survival, The Last of Us as a game injects tight, intense, action sequences throughout the narrative, reminding you that, however much things might feel under your control during the narrative downtime, you’re never actually safe in its deadly world.. The action sequences are when the rug has been pulled out from under you and you must deal with a situation in the here and the now. Mess up, and someone’s dying.

    Our action game list highlighted the sequel, Part II, as being a bit more flexible, with more options for how you approach and respond to various situations. But the sequel follows what the first game already did so well: Moments where, forgive the cliche, all hell breaks loose and you must respond. Immediately. It’s stress-inducing action for sure, but damn, is it a thrill.

    Read More: 16 Of The Best Action Games You Can Play In 2023

    While I would’ve certainly traded the first game’s “upside-down” shootout sequence in the “Bill’s Town” level for the beautiful story of Bill and Frank we got in episode three of the show, I was beginning to worry that HBO’s TV adaptation would continue to leave out other, more explosive sequences rather than attempt to translate the immediacy of the game’s action to the screen. But here we are with episode five’s suburban sniper sequence. This gripping scene not only translates the game’s action particularly well, but does so with a narrative revision that makes the carnage even more intense.

    Joel hangs upside down in a garage while aiming a gun at infected enemies.

    Screenshot: Sony / Kotaku

    Read More: The Last of Us Fans Are Creating Amazing Bill And Frank Fan Art

    Just like in the game, Joel and Ellie have teamed up with Henry and Sam. But this time, Henry and Sam’s situation is a bit more urgent. Kathleen, the leader of a revolutionary force, obsessively wants to see Henry die for his role in her brother’s death. Like the game, Joel, Ellie, Henry, and Sam must travel down an abandoned suburban street, moving from car to car to avoid getting shot by a sniper overlooking the area.

    The TV show does depart a touch from this scenario as it exists in the game. To start, Joel isn’t faced with additional hostile forces on his approach to the sniper’s nest. And it becomes clear once Joel deals with the sniper that this individual belongs to the revolutionaries in Kansas City (the game’s parallel version of these events takes place in Pittsburgh and doesn’t feature Kathleen or any of the revolutionaries introduced in episode four). This is one of the improvements the show makes over the original game, something its sequel also worked harder to achieve: lending faces, complicated motivations, and identities to the antagonists.

    Read More: The Last of Us Episode 4 Recap: A Return To The Familiar

    But we need to talk about the sound design in the sniper sequence first. Though the show has caught my ear before (a particularly unnerving-yet-satisfying ambient music swell as Joel, Ellie, and Tess ascend the stairs in episode two’s museum is one such example), I am unhealthily obsessed with the gunshots in this scene. The exacting and penetrating strike of the sniper rifle’s shot is chased by a split second of silence that could swallow the universe, followed up with a timeless whisper of air and sensually percussive hits on the bodies and windows of cars. Satisfying bangs funneled into powerful clangs, sharp shatters of glass…heavy metal bands will spend their entire careers trying to deliver something so sonically beautiful and destructive at the same time. This is bliss.

    The sounds are loveable as special effects and creations on their own, but the effect really drew me in with an intimacy of the kind I’ve felt in video games—and in particular, the one this show is based on. The scene that mirrors this one in the video game is one example, but the latter half of The Last of Us Part II also has a similar sniper scenario. Cover-to-cover movement with the threat of violence pressing you back is successfully brought to life on screen. But we’re not done yet.

    Pedro Pascal as Joel holds a sniper rifle in HBO's The Last of Us.

    Screenshot: HBO

    Like in the game, Joel eventually gets to the top of the sniper’s nest, eliminates the shooter and must then get behind the scope as hostile human forces march forward. In the show, the personality-less mob of foes is replaced by new-character Kathleen on her quest for revenge, with her forces in tow. Joel must make several needle-threading shots, one of which is recreated from the game: Hitting the driver of a hostile vehicle, with the camera going behind the scope of the rifle itself. And yes, like the game, that car crashes into a house…a house which has a surprise in store.

    Read More: Who Are Kathleen and Perry In HBO’s The Last of Us?

    The TV show’s vehicle veers off and crashes to the right side. It crashes on the left in the game; this mirror image of recreated scenes seems to be a common element of the show. Joel and Sarah are flipped in their position on the couch in the opening episode; Joel’s “I am sure you will figure that out” line of dialogue to Ellie asking what the hell she’s supposed to do while he naps in the first episode sees the couch he lays on flipped to the other side of the room.

    And while a cluster of infected does ultimately flood the street in the game as well, it’s quite different in the show. Here, the emergence of a horde of infected from underground serves as the payoff to some wonderful foreshadowing in the previous episode and earlier scenes in this one, where we learn that FEDRA had previously chased all the infected underground as a way to “fix” the problem. It’s clear that this is something that will resurface to cause a problem. And in this scene, once you see that truck fall into the house…you know what’s coming, and that the hubris that led Kathleen to go to such extremes will soon claim its price.

    Melanie Lynskey as Kathleen stands with fiery wreckage behind her in a scene from HBO's The Last of Us.

    Screenshot: HBO

    Shattering the calm insanity of Kathleen’s myopic quest for vengeance, the fallen truck and the chorus of screams and roars from the mob of infected it unleashes is a powerful release, snapping us out of the daze of trying to follow Kathleen’s justification for cruelty. We’re barely given time to digest the contours of her bloodlust as the infected’s long-buried rage drowns out all, the great equalizer that considers no one safe and needs no justification for its wrath and violence. At the end of this scene, I felt the instinctual urge to put down the controller and take a breath. Except there was no controller.

    Episode five’s sniper scenario doesn’t just adapt a key action sequence of the game, it makes it better. The pacing is tighter, more intense. The narrative wrapping pulls you into what’s at stake in a far more satisfying way, and it earns its zombie mob scene. This is the kind of game sequence adaptation I’ve been waiting for in HBO’s show, and it did not disappoint. Until next time, I’m gonna go see if Whole Foods has crow on sale.

    [ad_2]

    Claire Jackson

    Source link

  • Second Camera Shows Surprise Guest Xi Jinping Backstage Reacting To Everything Biden Saying

    Second Camera Shows Surprise Guest Xi Jinping Backstage Reacting To Everything Biden Saying

    [ad_1]

    WASHINGTON—Showing the Chinese president grow visibly enraged as he listened to his American counterpart bad-mouth him behind his back, a backstage camera revealed surprise guest Xi Jinping’s reactions to everything President Biden said during Tuesday night’s State of the Union address. “You have a problem with me you can’t say to my face, you fake bitch?” said Xi, appearing on a behind-the-scenes feed featuring the chyron “Called U.S. President ‘Lying Hussie’,” where he could be seen breaking down in tears, smashing a mirror in the green room as aides held him back, and then rushing out to confront Biden as Congress whooped in applause. “Oh, so you can say you don’t like my spy balloon on national TV, but you don’t mention the trillion bucks you owe me, you broke-ass ho? Hey, get back here so I can beat your ass. Or run away, like you run from all our problems!” At press time, Biden had reportedly managed to calm Xi down by offering the weeping leader a box of tissues and agreeing to joint custody of Taiwan.

    [ad_2]

    Source link

  • NBA Star Is Releasing A Naruto-Themed Pair Of Jordans

    NBA Star Is Releasing A Naruto-Themed Pair Of Jordans

    [ad_1]

    Photo: Nike

    While we’ve known for a while that New Orleans Pelicans star Zion Williamson loved anime, things are about to get a little more serious with the release of an upcoming pair of sneakers.

    Nike have announced that Williamson, who has his own signature shoe with the company (the Zion 1), will soon be lending his name as part of a collaboration to an anime-themed pair of sneakers from a different line, with a pair of Air Jordan 37s to be released in a “Rasengan” colourway.

    A rasengan is the name of the “spinning ball of chakra formed and held in the palm of the user’s hand” in Naruto, a series Williamson loves so much he spoke about it in depth during an interview with GQ last year, calling it his “north star”:

    Williamson talks about Naruto with the same reverence with which other NBA players talk about the Bible—it brings comfort and clarity in equal parts. Over the course of this past year—an unusually tumultuous one in his otherwise starry career—Naruto was his north star.

    The shoe is full of little nods to the series, as Sneaker Freaker point out:

    Featuring spiky yellow on the tongues (an allusion to Naruto’s signature hairstyle), the Air Jordan 37 includes monochromatic serene blue uppers. Claw marks strike the ankle pads, while the tongues are emblazoned with metallic silver – inspired by Naruto’s forehead armour. Naruto’s catchphrase だってばよ! (‘believe it!’) is inscribed on both tongues, and the Rasengan chakra orbs adorn the insoles.

    The Rasengan Zion x Naruto x Jordan 37s will be releasing on February 20, and being a general release model of Jordan might actually be fairly easy to get your hands on. I’d expect Zion will also be wearing them on the court around the same time as well.

    Image for article titled NBA Star Is Releasing A Naruto-Themed Pair Of Jordans

    Photo: Nike

    [ad_2]

    Luke Plunkett

    Source link

  • Assassin’s Creed Wins Grammy, Presenter Absolutely Butchers The Pronunciation

    Assassin’s Creed Wins Grammy, Presenter Absolutely Butchers The Pronunciation

    [ad_1]

    Screenshot: YouTube

    For the first time ever, tonight’s Grammy awards featured a category just for video game soundtracks. And the first ever winner in this new category was Ubisoft’s Assassin’s Creed. Congratulations! A momentous occasion for everyone involved, but for the rest of us, also a very funny moment of live television.

    While video games have been nominated before (like Kirby in 2021) and even won Grammys before—Christopher Tin’s Civilization IV intro, which was back in 2011—2023 saw the debut of a brand new category, called “Best Score Soundtrack For Video Games/Interactive Media”.

    The nominees were veteran games composer Austin Wintory (hilariously given his previous body of work, for Aliens: Fireteam Elite), Bear McCreary (Call of Duty: Vanguard), Richard Jacques (Guardians of the Galaxy), Christopher Tin again (for the Civ-like Old World) and Stephanie Economou for Assassin’s Creed: Valhalla’s expansion Dawn of Ragnarok.

    Composer and violinist Economou—who at time of publishing had a Twitter bio simply saying “Non-award-winning composer”—is now an award-winning composer. Congratulations Stephanie! Making the occasion even more memorable for everyone watching at home, though, was presenter and comedian Randy Rainbow (also nominated tonight, for best comedy album) being given an envelope that had “Assassin’s Creed Valhalla” written inside it then reading it like this:

    It must be nerve-wracking at the best of times being up there and announcing awards knowing that so many people (even if this was the earlier “premiere” ceremony) are watching you. Then imagine being asked to read, not “Beyonce”, but “Assassin’s Creed: Valhalla: Dawn of Ragnarok” when you’re not someone who has been exposed to those words non-stop for three years, and has somehow internalised them and made them seem even remotely normal. It is not a normal collection of words. It would be hard!

    You can watch Economou’s full acceptance speech, in which she thanks everyone who “fought tirelessly” for this category to be included in the awards, here.

    STEPHANIE ECONOMOU Wins Best Score Soundtrack For Video Games & Other Interactive Media

    [ad_2]

    Luke Plunkett

    Source link

  • Annie Wersching, Who Played Tess In The Last Of Us, Has Died

    Annie Wersching, Who Played Tess In The Last Of Us, Has Died

    [ad_1]

    Wersching at WonderCon in April 2022
    Photo: Daniel Knighton (Getty Images)

    Actor Annie Wersching, who played the role of Tess in Naughty Dog’s The Last Of Us video game, has died at the age of 45.

    Wersching was diagnosed with cancer in 2020 but continued to act throughout her illness and treatment, appearing in series like Star Trek: Picard. As Deadline reports, her husband, Stephen Full, said in a statement:

    There is a cavernous hole in the soul of this family today. But she left us the tools to fill it. She found wonder in the simplest moment. She didn’t require music to dance. She taught us not to wait for adventure to find you. ‘Go find it. It’s everywhere.’ And find it we shall.

    She is perhaps best known for her role as Renee Walker in the seventh and eights series of 24, though she also made regular appearances on Bosch and Timeless as well. Wersching is survived by her husband and three sons.

    Naughty Dog’s Neil Druckmann wrote, “Just found out my dear friend, Annie Wersching, passed away. We just lost a beautiful artist and human being. My heart is shattered. Thoughts are with her loved ones.”

    As you can see in the video below, Wersching didn’t just provide Tess’ voice, but also acted out the role for motion capture as well

    The Last of Us – Tess Cinematic Process Video

    Our thoughts are with her family and friends. A GoFundMe has been set up for Wersching’s family:

    This Go Fund Me is for them. It’s so Steve can have time to grieve without the pressure of needing to work. So he can be daddy to Freddie (12), Ozzie (9) and Archie (4) as they navigate the future without their mom, without sweet Annie. It’s so they can continue to go to baseball games (Go Cardinals!) take music lessons and play little league. It’s to help pay for college. It’s so Steve can continue Annie’s tradition of filling the house with every life-sized balloon that’ll fit in the car for birthday mornings. It’s to give them time to navigate life as a family of four without the burden of paying medical bills or funeral expenses. It’s so they can continue to live life in a way that they know would make Annie proud.

    Everyone loved Annie. Everyone. But however much we loved her, she loved her boys more. Let’s help take care of them for her.

    [ad_2]

    Luke Plunkett

    Source link

  • Assassin’s Creed Comic May Have Hidden Message From Frustrated Artist

    Assassin’s Creed Comic May Have Hidden Message From Frustrated Artist

    [ad_1]

    Assassin’s Creed Valhalla – The Converts
    Image: Ubisoft / Kotaku

    This year the Assassin’s Creed franchise turns 15 years old. In that time, the franchise has expanded into multiple games, mobile spin-offs, books, movies, shorts, and more. It’s a big, complicated universe that involves historical conspiracies, shadowy cults, and ancient aliens. And those ancient aliens, the Isu, have a complex language, and it’s that language that seems to have frustrated an artist working on a newly released Assassin’s Creed comic.

    Since 2007’s original Assassin’s Creed adventure, each installment in the franchise has added more and more lore. At this point, it’s a batshit-wild universe and one key part of the madness are ancient beings, later named the Isu, who were technologically advanced, lived on Earth like gods long ago, and were wiped out 77,000 years ago following a war with ancient humans who they’d enslaved. Anyway, the Isu created all sorts of gizmos and trinkets that, thousands of years later, are still being sought after by humans obsessed with power. And many of these items are covered in the Isu language, which was largely untranslated until 2021, when fans finally cracked it.

    But apparently working with this language is a pain in the ass, as seemingly revealed by a bit of text in the recently released comic book, Assassin’s Creed Valhalla – The Converts. At one point, we see a close-up of an ancient Isu tablet of some kind which is covered in the ancient aliens’ language. And translated, part of the text reads says:

    “If somese as esplasi how to write this shit it would be muc appreiated”

    It’s pretty easy to see what this person was likely trying to say using the Isu language, even if it has a few mistakes. The message was likely meant to say:

    “If someone can explain how to write this shit it would be much appreciated.”

    This funny little message was first spotted by the Assassin’s Creed super fans over at Access The Animusthe same people who first cracked the Isu language a few years back. They also spotted “multiple bits of incorrect Isu language” in the comic, suggesting the artists or writers involved weren’t given enough information or direction about the Isu language, hence the mistakes and frustration.

    Kotaku has reached out to Ubisoft, the comic book writer, and the artists.

    While some fans had a good laugh at this angry Easter egg, others were upset that the creators behind the comic book didn’t consult fan guides and translation tools before working on the book. However, it should be noted that it would be very weird for an official Ubisoft-approved Assassin’s Creed comic to rely on fan translations, assuming the people behind the comic even knew of that work. (Which would explain why they included this Isu Easter egg at all: Maybe they didn’t expect anyone else to read it!)

    Personally, as a big fan of Assassin’s Creed and its wild lore, I totally get how frustrating it must be to try and tell stories within that universe. It’s fun to experience the mess from the outside looking in, but working on it is likely a pain in the ass at times and I don’t begrudge an artist for sneaking in a little jab at how annoying and absurd it must be.

     

    [ad_2]

    Zack Zwiezen

    Source link

  • Amazon’s Tomb Raider Show Reportedly Being Written By Fleabag Creator

    Amazon’s Tomb Raider Show Reportedly Being Written By Fleabag Creator

    [ad_1]

    Image: Crystal Dynamics

    If you, like me, are having trouble keeping track of all the video game adaptations coming to TV and film, you may have forgotten that a Tomb Raider series is in development over at Amazon. Well, friends, I will not be forgetting about this show any time soon, now that writer/actor/comedian Phoebe Waller-Bridge is reportedly writing the script for the show.

    According to a report from The Hollywood Reporter, Waller-Bridge is attached to the live-action show as a writer, though there’s no word on whether or not the Fleabag star will be in front of the camera at this time. Alongside writing, she’s set to act as executive producer alongside Ryan Andolina and Amanda Grenblatt, who both recently left Amazon to found their own production company, and have worked out further deals with Bezos and co. to work on projects like the Tomb Raider series.

    If you’re unfamiliar with Waller-Bridge’s work, she is known throughout the internet for her role as the titular character in Fleabag, a two-season series (also produced by and streaming on Amazon) which is also one of the few examples we have of what perfect television looks like.

    Fleabag is two seasons of perfect television.

    Fleabag is two seasons of perfect television.
    Image: Amazon

    You want to watch two short self aware seasons about a woman trying to claw her way out of emotional detachment and grief? It’s streaming on Prime. Don’t thank me, because it will ruin you for days. Come for Waller-Bridge’s sharp writing and performance, stay for Andrew Scott as the Hot Priest.

    This series will be the third time Tomb Raider has seen a live-action adaptation, with Angelina Jolie and Alicia Vikander portraying Lara Croft in two separate film series. At the moment, it remains unclear if this show will be based on the classic Tomb Raider games or the survival-oriented settings of the reboot series.

    While the Amazon adaptation is in the works, developer Crystal Dynamics is also in the midst of developing a new Tomb Raider game. The studio was recently acquired by The Embracer Group after Square Enix sold it and other studios off in an effort to downsize and shift its focus onto other things like blockchain.

    [ad_2]

    Kenneth Shepard

    Source link

  • Marvel’s Avengers Is Ending Development, Giving Away Cosmetics

    Marvel’s Avengers Is Ending Development, Giving Away Cosmetics

    [ad_1]

    Image: Marvel’s Avengers

    This may come as a surprise to the players who abandoned the game long ago and assumed this time had come already, but Crystal Dynamics and publishers Square Enix have announced the impending end of online support for Marvel’s Avengers.

    In a blog post published on Friday evening, a latter signed by ‘Marvel’s Avengers Development Team’ reads in part:

    To our amazing community,

    After two-and-a-half years and introducing twelve of Earth’s Mightiest Heroes, following Update 2.8 on March 31, 2023, we will no longer add new content or features to Marvel’s Avengers. All official support for the game will end on September 30, 2023.

    Even after official support ceases on September 30, 2023, both single- and multi-player gameplay will continue to be available…

    …As a show of our appreciation for our community, starting March 31, 2023 we will make all the game’s Marketplace, Challenge Card, and Shipment cosmetic content available to all players for free. Every single Outfit, Takedown, Emote, and Nameplate from the Marketplace, Challenge Cards, and Shipments will be free for all players from this date onwards if you own a copy of the game.

    Gifting the full library of Marketplace cosmetic content is a way to thank our community by letting everyone experience the breadth and depth of content in Marvel’s Avengers.

    We know this is disappointing news as everyone in our community has such a connection to these characters and their stories. We’re so, so grateful that you came on this adventure with us. Your excitement for Marvel’s Avengers – from your epic Photo Mode shots, to your threads theorizing who our next Heroes would be, to your Twitch streams – has played a large part in bringing this game to life.

    We hope you continue to play and enjoy Marvel’s Avengers. We can’t thank you enough for your support and for being part of our super team.

    – Marvel’s Avengers Development Team

    While the opening up of the game’s Marketplace is framed here as a gesture of goodwill, it is of course that same marketplace—shackled as it was to some insane notion that every game needs to be a Forever Game, reliant on the grind inherent to a live service experience—that helped kill it off. ‘

    While Embracer made a deal last year to buy the game’s developers, severing them from the publisher that made the Avengers licensing deal, it was made clear at the time that any games released prior to the sale would continue to be supported. Which suggests this decision is simply down to not enough people wanting to play or buy stuff in Marvel’s Avengers anymore.

    As the note says, this doesn’t mean the game is disappearing off the internet entirely. You’ll still be able to play it, even in multiplayer; there just won’t be any further updates or even technical support for it after September 30.

    If you’re a player and want to see the specifics of what’s shutting down when, and what this means for individual updates, you can check that out here in a series of charts and FAQs. One of which contains the deeply funny reminder that Spider-Man must remain a PlayStation exclusive, even in death.

    Image for article titled Marvel's Avengers Is Ending Development, Giving Away Cosmetics

    Image: Marvel’s Avengers

    [ad_2]

    Luke Plunkett

    Source link

  • Big Switch Eshop Sale: Discounts On Lego, Resident Evil, And More

    Big Switch Eshop Sale: Discounts On Lego, Resident Evil, And More

    [ad_1]

    Image: WB Games / NetherRealm

    This week, all at once, a perfect storm of deals, discounts, and sales has hit the Nintendo Switch eShop. Batten down the hatches, open up your wallets, and check out some of these limited-time deals, including massive savings on numerous Lego titles, Mortal Kombat games, and hits from Capcom, Ubisoft, and Bandai Namco.

    Before we go any further, just note that—with the exception of Ubisoft’s Mario + Rabbids—there aren’t any Mario, Zelda, or Kirby games on sale. Instead of first-party discounts, all of these sales are focused on third-party publishers and developers. But there are still plenty of great games to grab up for cheaper than usual, even if Mario and Luigi aren’t part of it.

    Here are some of the best deals I spotted cruising through the various sales currently happening on the eShop. While all of these sales are ending at slightly different times, you more or less have until the end of the month (or a few days past that) to take advantage of these discounts.

    Now, with that out of the way, here are the best deals I found so far. (The figures in parentheses are the normal prices.)


    Lego DC Super-Villians Deluxe Edition – $11.25 ($75)
    Lego City Undercover – $6 ($30)
    Lego Marvel Super Heroes 2 Deluxe Edition – $9 ($45)
    Lego Star Wars: The Skywalker Saga – $30 ($60)
    Mortal Kombat 11 Ultimate – $15 ($60)
    Dragon Ball FighterZ – $9 ($60)
    Dragon Ball FighterZ – FighterZ Pass – $10.50 ($35)
    One Piece: Pirate Warriors 4 Deluxe Edition – $18 ($90)
    My Hero One’s Justice 2 Deluxe Edition – $20 ($80)
    Sword Art Online: Hollow Realization Deluxe Edition – $7.50 ($50)
    Just Dance 2023 Edition – $30 ($60)
    Immortals Fenyx Rising – $12 ($60)
    Assassin’s Creed Anv. Edition Mega Bundle – $45 ($100)
    South Park: The Fractured But Whole – $15 ($60)
    Dragon’s Dogma: Dark Arisen – $10 ($30)
    Ace Attorney Turnabout Collection – $35 ($60)
    Monster Hunter Stories 2: Wings of Ruin Deluxe Edition – $25 ($70)
    Monster Hunter Generations Ultimate – $12 ($40)
    Phoenix Wright: Ace Attorney Trilogy – $15 ($30)

    That’s everything that seemed cool to me. What other bargains are catching your eye?

    [ad_2]

    Zack Zwiezen

    Source link

  • It’s Always A Good Time To Play Persona 3

    It’s Always A Good Time To Play Persona 3

    [ad_1]

    Image: Persona 3

    The increasing popularity of the Persona series in the West has been a wonderful if slow-burning thing to behold, ramping up over the last decade to the point where Persona 5 was a Very Big Video Game Release, and re-releases of older games are now headline news.

    So it’s easy finding people to talk to about Persona 5 , and to watch videos about it, and read articles about it. Same goes for Persona 4, which has now been ported enough times (I first played it on Vita!) that it’s in much the same space. Basically, when people talk about modern Persona games, they’re usually talking about those two games.

    Persona 3, a little less so, so in honour of its re-release this week I want to talk about it tonight, and see if I can get it added to your list of Games You Really Should Play.

    Sure, it came out in 2006 on the PS2, but this is a Persona game. We’re not here for the cutting-edge visuals (though we are definitely here for the art style). We’re here for the friendships, the conversations, the haunted school island, the wandering around like a bum teenager at the end of class. It’s a game, just like Personas 4 & 5, about time.

    Being the first “modern” Persona game, though—it broke from its predecessors and laid down the basic template the series has followed ever since—does mean Persona 3 has its rough edges. Its single enormous dungeon, for example, is hell, and for those who have only experienced Persona 5’s exquisitely dovetailed social links and subplots, you might find Persona 3 a bit creakier and more sparse when it comes to after-school activities. It’s also lacking some of the vibrancy and exuberance of the more recent games when it comes to its cast.

    Not that this last point is a bad thing! There’s a lot to love about this more earnest tale, which has a nice tight focus to it, and it also has a dog, which is awesome.

    Now that we’ve established how much I love Persona 3, I will now tell you that when it comes to deciding which version of the game to play, I love Persona 3’s handheld port—which just happens to be the version re-released this week—even more. Persona 3 Portable was first released in 2009 on the PSP, and I think it’s a modern marvel of game (re)design. It takes the heart of the Persona experience and re-crafts it for a portable platform in a way that Persona 4 Golden couldn’t come close to matching.

    P3P’s isometric redesign gives it an almost timeless look, one I wish we got to see with later games in the series as well.

    P3P’s isometric redesign gives it an almost timeless look, one I wish we got to see with later games in the series as well.
    Screenshot: Persona 3 Portable

    Because the PSP couldn’t handle the fully 3D overworld of Persona 3, or fit its lavish animated cutscenes into its limited storage space, both of those pillars of the Persona 3 experience on PS2 are gone. While the loss of the anime-style sequences was a bummer, and 3D gameplay was preserved for the dungeon and combat, what Atlus did to replace the 3D exploration was a stroke of genius. Instead of stripping back the 3D sections with low-res textures and simpler models, they threw it out and replaced it entirely with a static, isometric version of Persona 3’s world.

    This was, and remains, the superior way to play Persona. The series’ overworlds may have started to look busier in recent entries, but they’re still incredibly sparse in terms of what you can actually interact with. Trudging around them looking for a conversation or story sequence can be a drag. Persona 3 Portable’s system is a faster, cleaner way to spend your downtime, and has the added benefit of looking amazing. I held out hope for years that Persona 4 could get a mobile port that looked like this, and a small part of me is wishing for the same thing from Persona 5.

    And we haven’t even got to the best part about it! No, the best part of Persona 3 Portable was that in addition to the perspective change and some other bits of administrative tidying (like new difficulty options), the handheld port added a whole second protagonist, meaning that if you’d played through the main game already, well surprise, you could play it all over again and get a completely different experience.

    WHAT I DISCOVERED GAMING AS A GIRL

    “When I had the opportunity to play a favorite game all over again with Persona 3 Portable, I was happy to do so. I didn’t realize a virtual sex change would make the experience anything but the same as before.”

    READ MORE HERE

    With the original protagonist a boy, Portable’s addition of a girl meant your romance options were completely inverted, and it added new social links and dialogue options as well. Imagine being able to play through Personas 4 & 5 like this! Romancing Yusuke would be worth the price of admission alone.

    Having been very difficult to get hold of for years—at least in an official capacity—Persona 3 Portable is out now on PC, Switch, Xbox and PlayStation.

    This post was originally published in 2021 as part of our special Backlog Month series of features. It has been updated and republished for Persona 3 Portable’s impending re-release.

    [ad_2]

    Luke Plunkett

    Source link

  • Tim Cook Takes 40% Pay Cut

    Tim Cook Takes 40% Pay Cut

    [ad_1]

    Apple CEO Tim Cook will take a more than 40% pay cut this year after criticism from shareholders, a decision that will reduce his annual pay package from last year’s $99.4 million to $49 million. What do you think?

    “Hopefully, some of those savings get passed down to the company’s slaves.”

    Ben Robins • Unemployed

    “Was 90% not available?”

    Nydia Gurbush • Admissions Scout

    “Just $49 million? That’s less than I make in 600 years!”

    Orville Woods • Tandem Surgeon

    [ad_2]

    Source link

  • Fortnite Fans Say New Skin Is A JoJo’s Bizarre Adventure Rip-Off

    Fortnite Fans Say New Skin Is A JoJo’s Bizarre Adventure Rip-Off

    [ad_1]

    I’m seeing double. Must be the work of an enemy Stand.
    Image: Epic Games / David Production / Shueisha / Netflix / Kotaku

    Recently, Fortnite has become a wacky and eclectic ensemble of the best anime characters of all time with its Dragon Ball Z, Naruto, and My Hero Academia crossovers. However, some fans are calling out the battle royale’s latest original skin for not being so original at all, but rather what they see as an egregious JoJo’s Bizarre Adventure knockoff.

    Yesterday, the official Fortnite Twitter account made a post about its newest character skin, Hana. Hana sports a fashionably short chartreuse hairstyle while wearing a blue suit with an exposed midriff and matching chartreuse patterns. Hana’s also got a ghoul-like “inner demon” outfit named Keleritas. If you’ve watched the Netflix anime JoJo’s Bizarre Adventure: Stone Ocean, you wouldn’t be remiss in thinking I just wrote a word-for-word description of its titular character Jolyne Cujoh and her ghost-like Stand, Stone Free.

    Read More: Netflix’s Binge-Model Release of JoJo’s Bizarre Adventure: Stone Ocean Ruined The Anime’s Hype

    For those without JJBA brain rot, Jolyne Cujoh is the main character of JoJo’s Bizarre Adventure’s sixth part, Stone Ocean. Jolyne utilizes a magical ghost-like being called a stand to assist her in battles. Stone Ocean recently finished streaming on Netflix last month, though the show was poorly promoted online by the streaming service.

    While some fans were more charitable than others when calling out Fortnite’s new character on Twitter for her uncanny resemblance to Jolyne, editing the character into the “Is That A MF JoJo’s Reference” meme and making requests for a future Fortnite x JJBA crossover, others saw it as a blatant rip-off.

    “You gotta love that legally distinct energy,” Reddit user Vera_Verse wrote on the r/TwoBestFriends subreddit.

    “Great Value Jolyne,” wrote one Twitter user.

    “Johnson’s Peculiar Journey,” wrote another.

    Kotaku reached out to Epic Games but did not receive a comment by the time of publication.

    Read More: Netflix Removed A Fan-Favorite JoJo’s Bizarre Adventure Scene To Avoid Disney’s Lawyers

    JJBA is no stranger to battle royale games or wacky crossovers. Prior to the release of JoJo’s Bizarre Adventure: All-Star Battle R, Bandai Namco released a third-person battle royale action game called JoJo’s Bizarre Adventure: Last Survivor in Japan back in December 2019. More recently, JJBA announced a collaboration with the fashion company Bradelis New York for a Jolyne Cujoh-themed lingerie line.

    [ad_2]

    Isaiah Colbert

    Source link

  • High On Life And Rick And Morty Creator Facing Domestic Violence Charges

    High On Life And Rick And Morty Creator Facing Domestic Violence Charges

    [ad_1]

    Image: Greg Doherty (Getty Images)

    Justin Roiland, creator of TV series Rick and Morty and the recently released High on Life game, has been charged with domestic violence against a former girlfriend.

    NBC News reports that it obtained Orange County Superior Court records stating that a criminal complaint was filed against Roiland back in May 2020 by the Orange County District Attorney. The complaint charges Roiland with “one felony count of domestic battery with corporal injury and one felony count of false imprisonment by menace, violence, fraud and/or deceit.” Roiland was arrested and released with a $50,000 bond in August 2020 and pleaded not guilty to both charges in October of that same year.

    According to NBC News the victim says the incident between herself and Roiland occurred around Jan. 19 of that year. A protective order was filed in October 2020, which states that Roiland can not harass, threaten, surveil, or be within 100 feet of an unknown person protected under the order. The order also made Roiland relinquish ownership of any firearms he owned or possessed. The order lasts until October 2023. According to NBC News, Roiland is scheduled to appear in court Thursday for a pre-trial hearing.

    Read More: Rick And Morty Creator Used Controversial AI Art, Voice Acting In New Shooter

    This news comes shortly after the release of High on Life, a first-person shooter game created by Roiland’s video game company, Squanch Games. Despite the game’s popularity on Game Pass, Xbox’s Netflix-like game subscription service, it’s been at the center of controversy for its use of an AI generator to create poster art and vocal performances. Prior to High on Life’s release on December 13, Roiland launched two NFT projects in 2021 and 2022 called The Best I Could Do and Art Gobblers.

    Kotaku reached out to Squanch Games and Roiland’s lawyer but did not receive a comment by the time of publication.

    [ad_2]

    Isaiah Colbert

    Source link

  • 12 Things I Wish I Knew Before Playing High On Life

    12 Things I Wish I Knew Before Playing High On Life

    [ad_1]

    Gif: Squanch Games / Kotaku

    If you’re into Rick and Morty-style humor and enjoy a good first-person shooter with some unique guns, High on Life is a damn good time. While High on Life is a fairly easy game to fire up and jump into—made even easier by the fact that it’s on Game Pass right now—there are a few things to keep in mind while romping around through space, blasting evil alien cartel members to dust.

    The latest from studio Squanch Games, High on Life is available now on Xbox One, Xbox X and S, and PC. With the mind and voice of Justin Roiland fully on display, High on Life contains much of what many love (or hate) about shows like Rick and Morty. Despite a few glaring bugs and some jokes that don’t know when to stop, it’s a fun shooter that doesn’t take itself too seriously, which is a great change of pace for the genre.

    Pick your poison: This is a good time while under the influence

    Yes, yes, I know. It’s the game everyone jokes about getting stoned before playing, but honestly, it’s pretty good advice.

    High on Life contains a certain brand of humor that comes across well while you’re in an altered state of consciousness. More than that, it’s a visual and auditory treat only heightened by substances that make colors and sounds pop. High on Life is very vibrant, with many great textures, making it splendid for moments where you just want to melt into a colorful, bouncy, wise-cracking trip.

    The humor may not be for everyone, but if you love getting blasted and having a fun time with a video game, there are few games that hit this spot right now while quite High on Life.

    Turn the music up!

    This soundtrack kicks ass. There’s some twisted, fucked up synth shit that is just a damn joy to listen to. Electronic musician Tobacco produced the music for High on Life, and it fits the mood and feel of the game so damn well.

    The default music volume setting, however, is way too low. I cranked it up all the way during my playthrough and it was a delight for the ears the whole way through, though you might find you’ll want to flip the subtitles on if you do. If you’re not into the humor or find the gameplay to be too generic, do yourself a favor and check out the soundtrack at least. It really is great.

    The game needs a content warning

    It’s 2023, and it’s about time we expect more from devs when it comes to giving us a heads up about the content in their games. High on Life got a ton of laughs out of me, while other jokes felt rather tasteless. I wish the game would’ve given a bit of a heads up about certain topics.

    High on Life contains a good chunk of drug and substance abuse references. It also makes some jokes about self-harm. The very absurd and fictional plot also talks liberally about the enslavement of various alien species.

    Many who are familiar with Rick and Morty likely knew what to expect going into High on Life, but with an informative content warning (which, hey, wouldn’t that be a cool standard for Game Pass games or something?), it could help set the table so you could be in the mood for weapons that beg you to turn them on yourself.

    Gif: Squanch Games / Kotaku

    Keep an eye out for Knifey’s zipline and grapple prompt

    I’m not sure how a game that makes as many video game jokes as High on Life delivered a 16-hour campaign where you zip around on rails without making a single BioShock Infinite joke (and if it did, I certainly missed it). There are an awful amount of opportunities for you to zip around the map like you’re out to save some weird girl haunted by her strange pet bird thing.

    That said, it can be a little tricky to spot when and where you can do this. The HUD is helpful in indicating where a rail or climbable spot is, but it can be deceptive. While a circular icon will hover over a usable zip line, you can’t actually grab on until you see the actual button prompt (E on keyboard, LB on controller) in the circle.

    Learning to spot this indicator will help you zoom around maps even faster.

    Always be swappin’
    Gif: Squanch Games / Kotaku

    Screw reloading, cycle your weapons

    Once I had all four main Gatlians, High on Life began to feel a lot like the Resistance shooters on PS3. If you liked those games, at least in concept, then you know the value of juggling weapons constantly. As I mentioned in my guide for beating Nipulon, cycling your weapons when they’re out of ammo is a better use of your time than reloading them, especially since all the Gatlians reload themselves while you have another one equipped.

    Read More: Let’s Kill High On Life’s Most Annoying Boss

    I like to start each round of combat by aiming a Gatlian’s trickhole shot (this also gives you a quick window of bullet time to line up your aim), firing it off, and then emptying its magazine into enemies before swapping to the next gun and repeating the same process. Master this and you’ll almost never stop outputting damage. It’s a lot of fun.

    If you’re stoned out of your mind, consider Story Mode. But Normal and Hunter aren’t too much of a challenge

    As I said above, High on Life is just a good game to tune in and zone out too. The story is silly and not really that serious beyond a handful of delicate topics; and the gameplay has more depth than you’d assume. But the best part is that it prioritizes fun in a way that shooters sometimes forget to.

    It can be a pretty passive shooter if you want it to be. If you’re just looking for a chill time with some goofy aliens who make you laugh, flip it on story mode.

    But for those of us who like a bit of a challenge in a first-person shooter, you probably should just jump to the hardest difficulty. I almost finished my first full playthrough on this, but the Skrendel Bros. proved a difficulty spike I couldn’t get along with—at least in the state my poor brain was in. As a result, I played the remainder of the campaign after that fight in Normal mode.

    You can hit Gus’ disc to keep it moving

    J.B. Smoove’s character, Gus, is your shotgun and disc launcher. That disc will ricochet around the room, causing a bad time for anyone in its way. But blink and you’ll miss the melee prompt on it when it moves near you.

    Keep an eye out for the button prompt to smack the disc with Knifey to get more use out of Gus’ trickhole shot.

    Zip around like it’s Halo 5, minus fighting the same boss three damn times.
    Gif: Squanch Games / Kotaku

    At its height, High on Life is like a Ratchet and Clank and Halo 5 space brownie

    That last mention may make you close this tab. Don’t! One of the coolest aspects of High on Life is the movement abilities plus the versatile guns. With the ability to jet pack and hover in the air, it reminds me of Halo 5’s advanced but underpraised movement techniques. The versatile weapons, as mentioned, remind me of Insomniac’s Resistance or Ratchet and Clank. Maybe there’s a dash of Bulletstorm somewhere in there, too.

    At the higher difficulties, you’re going to want to make the most out of that movement. Prepare to dash liberally; and once you can zoom around and hover with the jet pack, you’ll find it’s essential for staying alive.

    Sadly, by the time the whole ensemble comes together, the game starts to wind down its campaign. While it lasts, though, it’s a ton of fun. So if you like experimental shooters, definitely give this one a spin.

    Don’t miss the upgrades in the pawn shop

    I mean, I can’t imagine why you’d have a hard time spotting tiny details in a game like this, but you should keep an eye out for the Gatlian upgrades and mods you can get at the pawn shop in Blim City.

    A pawn shop in High On Life sells suit and gun upgrades.

    It took nearly the entire game for me to realize you could buy these…don’t be like me.
    Screenshot: Squanch Games / Kotaku

    Each of the rectangular cardboard boxes behind the shelves have unique upgrades that enhance the abilities of your guns, giving them larger magazines or augmenting their trickhole shots as a few examples.

    There are also some upgrades for your bounty hunter suit, including one that lets you zoom around when sliding like you’re playing Vanquish. How can you not use this?

    Don’t forget to go back and explore previous areas

    High on Life is a bit of a metroidvania kinda jam. Early on, you’ll spot items and locations that you can’t get to quite yet. As you progress through the story, you’ll unlock new movement abilities that’ll let you explore a bit more. Keep an eye out for this stuff and don’t forget to go back!

    Learn to follow the waypoints

    Given the altered state you may or may not be in while playing High on Life, you might be prone to getting lost. By hitting the ping button, you can highlight a waypoint. If you’re lost in a blur of colors for whatever reason, the waypoint will guide you to where you need to go, but it can be a easy to miss.

    High on Life’s waypoints move through different “checkpoints.” Once you follow it to a certain point, you’ll see it turn into a check before moving to highlight an area further along. If you’re lost in any of the game’s trippy environments, just follow those markers until it begins to make more sense.

    Listen to all the dialogue and take in all of the comedy

    High on Life is a comedy game, one where taking in the ambience of absurdity is as much the point as firing silly, talking guns. Don’t rush through the game, and take opportunities to observe the weird and wacky things around you.

    Like an RPG where you should probably talk to every NPC you see, you should take the time to listen to all the humor Squanch Games packed in here. Characters will say some wild things, and you’ll participate in some genuinely funny and uncertain moments that are sometimes as surprising as they are humorous.

    Some folks out there are even beginning to discover that the various dialogue options you get in the game do lead to some different outcomes for NPCs. So don’t rush. Immerse yourself in the absurdity of this game.

    Who knows? You might even find it a little cathartic given how absurd our world is anyway.

    [ad_2]

    Claire Jackson

    Source link

  • NFL Gravediggers Rush To Field To Bury Unconscious Player

    NFL Gravediggers Rush To Field To Bury Unconscious Player

    [ad_1]

    Image for article titled NFL Gravediggers Rush To Field To Bury Unconscious Player

    WASHINGTON—After a particularly bad hit to the head left a member of the Commanders unresponsive, NFL gravediggers were seen rushing to the field Sunday to deliver last rites and bury the unconscious player. Several reports indicated that the crew, which drove out of the stadium tunnel in a burgundy and gold hearse, consisted of pallbearers, several brawny men with shovels, and a priest. According to sources, the NFL gravediggers cleared FedEx Field of athletes, dug a 6-foot-deep hole in the ground, checked the player for signs of life, and dropped his limp body into his final resting place. The priest reportedly turned on his microphone and delivered a 30-second eulogy. As coaches, teammates, and fans watched with bated breath, witnesses confirmed that the concussed athlete briefly gave a thumbs-up, but soon collapsed again, at which point the gravediggers proceeded to pick up their shovels, buried him under several feet of dirt, covered the hole with a fresh layer of sod, and quickly placed a Commanders-themed headstone emblazoned with “One Legacy. One Unified Future” at the grave site. At press time, over 67,000 spectators at FedEx Field were heard cheering wildly after a second player was knocked unconscious, picked up on a stretcher, and thrown into a mass grave on the Commanders sidelines.

    [ad_2]

    Source link