During Take-Two Interactive’s recent earnings call with investors, CEO Strauss Zelnick was asked about other publishers selling AAA games at a discounted price shortly after launch. His company has been one of the many to start charging $70 for games, and at least according to him, he hasn’t seen any “pushback” on the new price point.
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On May 17, Take-Two Interactive—the publisher behind games like NBA 2K, GTA V, Borderlands,and BioShock—released its 2022 earnings report alongside a press release that seemed to hint at GTA VI-levels of success coming in the next year. As part of this process, the company also conducted a call with investors, who asked questions about Take-Two’s plans and past performance. It was here that one person brought up AAA game prices.
“We’re not seeing a pushback on frontline price,” Zelnick said. “What we’re seeing is consumers are seeking to limit their spending by going either to the stuff they really, really care about, blockbusters, or to value, and sometimes it could be both. And the good news is, we have a bunch of blockbusters and we have a wonderful catalog.”
The rise of $70 games
Basically, Zelnick believes that gamers are just buying fewer games and focusing on getting a couple of big, expensive $70 blockbuster titles or are willing to pick up older or smaller games that cost less. As the video game industry continues to struggle with layoffs and big games failing to sell well, it seems odd that Zelnick is fine with people being unable to afford more games and instead having to “limit their spending.” But I’m not a big rich CEO, so what do I know?
The reality is that while gamers are definitely vocally pushing back on $70 games—Zelnick should check out the comments on literally any story about these pricey titles—the reality is that publishers are going to move forward anyway. There’s too much money to be made, and as Tears of the Kingdom’s massive sale numbers have shown, a $70 game can sell like hotcakes if it’s good enough.
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That launch week would prove to be the high water mark for the game; while it would eventually be released as a free-to-play multiplayer shooter and got some live-action adaptation attention, the game itself wasn’t as interesting as its aesthetic, and in 2018 its servers were closed down.
But, man, it looked so good, and a lot of people remember and love it for that, so it’s perhaps not a huge surprise that 505 Games have decided to bring the franchise back, announcing Hawken Reborn earlier today:
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Hawken Reborn is already up on Steam, with an Early Access release planned for May 17. “Play a part in the next chapter of mech warfare in the Hawken Universe with six opening missions to complete in this initial Arc”, the game’s description reads. “Venture out in your mech and fight alongside new characters to discover all new storylines hidden deep in Illal that will continue to evolve in the future.”
For the second time in two years, things in the Battlefield community—or at least the worst elements of it—have gotten so toxic that it has led to some pretty stern requests for people to get a grip and cut it out.
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It’s an understatement when we say that this subreddit has grown incredibly toxic. It’s near impossible to have a simple discussion without insults being flung around at each other—and it’s really starting to harm the entire Battlefield community, and each of us that are part of it. […] The mods have an obligation to follow the rules set out by Reddit, and if we are found to be in breach of not enforcing them, or doing a poor job at enforcing them, we risk the community getting banned altogether.
Now, a year later, the developers of the games themselves have taken to social media with a statement—co-signed by all four Battlefield studios—saying “we have witnessed increased harassment towards members of our development team”, and that “we will take appropriate action” against players found to not be adhering to the series’ community guidelines:
Recently we have witnessed increased harassment towards members of our development team.
Across all of our Battlefield Studios we are open to constructive feedback and criticism about our games.
But to maintain a healthy and open dialogue with our community, we will protect our teams and people from toxicity and harassment. We believe this has no place inside our game or within the Battlefield community.
We want to remind our players that through our EA User Agreement and Battlefield Community Guidelines we will take appropriate action to uphold these values.
As a community, we play the objective, together.
I get it, Battlefield fans have been through the wringer in recent years! Every time the series changes direction parts of the fanbase get upset, and I don’t think anyone would say that Battlefield 2042 launched in a fit and proper state.
That should be a good thing! But no, this is the internet, and this is the video games corner of the internet, so of course there must be people who are angry, all the time, and like always they’re getting angry at the wrong people. Battlefield 2042 was rushed out the door to hit a fiscal objective in the middle of a pandemic by the people running EA, not the level designers and artists and community managers working at DICE.
I’m glad this statement uses such supportive (of their teams) and forceful language; if someone is dumb and hateful enough to be harassing the developers of a video game, for whatever reason, then that person isn’t going to be fun to play multiplayer video games with, or against.
Redfall, a vampire shooter out this week on Xbox and PC, was developed by Arkane Studios, the same team behind classics like Dishonored and Prey. It’s one of Microsoft’s first-party exclusives for 2023, a big release for the company’s Game Pass subscription service. And by most accounts, it sucks.
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We’re currently playing the game together for our own impressions, which will be published soon, but in the meantime—because I find the reception so extraordinary given the scale (and price) of the release—I thought I’d roundup some of the impressions and review pieces out there from outlets who managed to receive code ahead of Redfall’s release (we, obviously, did not), or have been updating a review-in-progress piece as they go along.
Ultimately, Redfall is a game that should not have been released yet. Its litany of bugs hampers the gameplay loop of exploring its world with friends, and that loop itself feels compromised by elements that are poorly executed and ill-suited to the team implementing them. I can’t pretend to know whether Arkane chose to make a loot-shooter or was assigned to make a loot-shooter, but I can tell you what it feels like: one of the best game studios in the world suddenly made toothless.
Redfall is ultimately not up to Arkane’s usual standards. It feels rushed, unfinished, and unsatisfying to play. Single-player is hampered by a squad-based open-world shooter structure, multiplayer held back by odd decisions, and decent gunplay is marred by uninspiring mission structures. It’s a confusing game, full of contradictions, and the result is unfulfilling.
With Redfall arriving at IGN just a couple of days ahead of its official release date we haven’t had enough time to complete a final review yet – certainly not without becoming a nocturnal monster myself and staying awake all weekend. However, after several sessions – solo, co-op with a friend, and also in a group of three – I must admit I’m thoroughly underwhelmed by Redfall’s vanilla missions and lifeless world, and very disappointed at its lengthy list of display issues and bugs.
Redfall fails to compel on nearly every level, not just in its uninteresting story, but also its all-too-familiar gameplay. Not only does Redfall feel like a game stuck in yesteryear, even its performance finds a way to disappoint.
Eurogamer’s early impressions are actually quite optimistic, writer Christian Donlan preferring to reserve final judgement until the game was done, but I thought his anecdote at the end here was a pretty good summary of the game’s visuals:
So how is it ugly? It’s technical stuff, I think, and while I’ll leave that to Digital Foundry I’ll say that the edges – technical term – are a little rough. Textures sometimes pop in late or not at all, so those beautiful trees are always bursting into fiery life a little too close by, and at one point the classic immersive sim storytelling graffiti on a wall was weirdly pixellated. Character models are still and oddly lit. I should add here, I’m trying to be objective, which is always a mistake. I think the patchy textures – yes, I’m really about to say this – gives the town a slightly impressionist feel. The waxy characters are wonderfully waxy, the kind of things you might meet on a trip through a haunted Hall of Presidents. Even so, there’s no ducking the fact that my wife came into the room when I was playing, looked at the screen in horror and said, “Jesus! What happened to Fortnite?”
I should note not all reviews and impressions pieces are so down! If you head over to Metacritic you’ll find some outlets—many of which I’ve literally never heard of, but still—have given the game positive scores, like We Got This Covered, who rated it 4.5 stars out of 5, saying:
With rich, beautiful open worlds, a multitude of weapons, and a wide variety of enemies to square off against, Redfall amazes. Players won’t regret staking their claim on Arkane’s latest masterpiece.
OK. Enough with the professional reviews. Let’s see what people who paid for the game—and if you bought this instead of playing on Game Pass it was a full-price $70 release, an important point to remember here—have to say. Here’s a selection of some of the top Steam reviews at time of posting:
Ignoring the performance issues, this game is bad. The AI is pathetic, even on the highest difficulty. The controls are clunky. The graphics are average. The world is empty. I don’t understand why these companies think they can start charging $70 for unfinished garbage. I couldn’t even stomach an hour of this game.
Extremely average and unfinished game. Poor performance on PC and riddled with bugs and glitches.
I’ve heard great things from Arkane, but this is not it. I played with two friends, who also refunded. Going to try and give it a go tonight on the $10 PC Game Pass instead. But that first hour was clear to me: this is not a $70 AAA release.
I’m going to wind up with that last one because, having played it for most of yesterday, it’s actually the closest to my own experiences with the game. This plays like a remaster of a PS3 shooter. It’s an unfinished concept piece, a pitch project that somehow made its way to retail.
It’s tough to explain how raw the whole thing feels without playing it yourself. Even the fonts look like placeholders. Arkane is a studio responsible for some of the most important first-person games of the last decade; to see their name attached to this just…really bums me out.
Anyway! Like I said, our own impressions will be coming soon, so check back to see if a few days of multiplayer madness will have our team (not me, I live on the far side of the moon) thinking any differently to these reviews.
As Bungie continues on its warpath against Destiny 2 cheaters, the studio has won $12 million in the lawsuit against Romanian cheat seller Mihai Claudiu-Florentin that began back in 2021.
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Claudiu-Florentin sold cheat software at VeteranCheats, which allowed users to get an edge over other players with software that could do things like tweak their aim and let them see through walls. Naturally, Bungie argued that the software was damaging to Destiny 2‘s competitive and cooperative modes, and has won the case against the seller. The lawsuit alleges “copyright infringement, violations of the Digital Millennium Copyright Act (DMCA), breach of contract, intentional interference with contractual relations, and violations of the Washington Consumer Protection Act.” (Thanks, TheGamePost).
You can read a full PDF of the suit, courtesy of TheGamePost, here, but the gist of it is that Bungie is asking for $12,059,912.98 in total damages, with $11,696,000 going toward violations of the DMCA, $146,662.28 for violations of the Copyright Act, and $217,250.70 accounting for the studio’s attorney expense. After subpoenaing Stripe, a payment processing service, Bungie learned that at least 5848 separate transactions took place through the service that included Destiny 2 cheating software from November 2020 to July 2022.
While Bungie might have $12 million more dollars out of this, VeteranCheats’ website is still up and offering cheating software for games like Overwatch and Call of Duty. Though, Destiny no longer appears on the site’s home page or if you search within its community.
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According to the lawsuit, Bungie has paid around $2 million in its anti-cheating efforts between staffing and software. This also extended to a blanket ban on cheating devices in both competitive and PvE modes earlier this month.
While Destiny 2 has been wrapped up in legal issues, the shooter has also been caught up in some other controversy recently thanks to a major leak that led to the ban of a major content creator in the game’s community.
Respawn went on to develop Apex Legends, a game set in the Titanfall universe only—crucially—without the Titans, and which has been printing money for years. They’ve also made the new Star Wars Jedi games, which have been a successful return to form for a franchise long stuck in licensed adaptation hell.
They’ve been very busy with those, and given their success likely will be for the foreseeable future. You also need to know that, as critically successful as Titanfall 2 was, the game—released alongside a bunch of other blockbuster shooters, including EA’s own Battlefield 1—was seen by publisher Electronic Arts as an enormous commercial failure.
So the likelihood that we ever get a Titanfall 3, especially a Titanfall 3 in the same vein as Titanfall 2, are slim! Actually that’s being generous. The likelihood that Respawn, as busy as they are, will make a Titanfall 3 with backing from EA, a publisher who will throw an under-performing franchise in the trash without a second’s hesitation, is pretty much zero.
This week, we’re back in said ringer. Speaking with Barron’s(thanks, PC Gamer), mostly about their new Star Wars game, Respawn boss Vince Zampella was asked about the possibility of there ever being a Titanfall 3, to which he replied
I hate to say yes, then people latch onto that, and then skewer you when it doesn’t come.
But I would love to see it happen is the real answer.
My man, you are one of the handful of people on the planet with the power to make this happen! You don’t need to pine about it in a interview, go call some meetings!
I kid, of course, there are a multitude of planning, resource-related and financial reasons we haven’t seen a Titanfall 3, but refreshingly—and in the only piece of good news to be had here today—that’s partly down to the fact that were such a thing to ever happen, Respawn want to do right by the game, rather than just drop Titanfall Tour on iOS or something.
“It has to be the right thing”, Zampella says. “It’s such a beloved franchise for the fans and also for us. If it is not the right moment in time, the right idea, then it just doesn’t make sense.”
Maybe that time will be soon. Maybe it’ll be never! All I know is that until we reach that right moment in time”, every time I have to type “Titanfall 3″ and not follow it up with “Announced” is going to kill me.
The long-awaited, blood-soaked Dead Island 2 released today, and after almost a decade of waiting, I’m sure you have some questions. The game shares a peacefully embarrassing sense of humor with the first game, 2011’s Dead Island, repeatedly referring to your threatening surroundings as “Hell-A” while being gory enough to actually justify the zombified dad joke, but it’s also changed in important ways. Skill cards make their first appearance, and playing on modern consoles comes with its own idiosyncrasies.
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The unknown is scary. But I’ll guide you through it, and tell you everything I wish someone told me before I started playing Dead Island 2.
How to unlock co-op
Dead Island 2, like the original, employs co-op, so that players can wield an array of unique playable characters—six, in this case—against a neverending onslaught of zombies with dislocated jaws.
To activate co-op in a new game, play through the first three missions of the main story. Co-op unlocks in the fourth, appropriately named “Call the Cavalry,” and you’ll be able to add, at most, two players to your game by choosing either “online options” or “social” when prompted.
Once co-op is enabled, as long as they’re at the same point in the game or earlier, you can accept a friend’s request to join their game, or you can select “Join” from the main menu for a random multiplayer pairing. Quest progress saves in co-op, so you’ll be able to play the entire game while alternating between single and multiplayer at your leisure.
Note that there’s no crossplay, though.
Even the apocalypse is better with friends.Image: Deep Silver Dambuster Studios
I know it’s annoying, but you should spam the “pick up” button
Like Amazon continues to turn our planet into a desolate Funko Pop landfill, Dead Island 2 environments are stuffed with stuff. You’ll find upgrade materials like adhesives, aerosols, and blades on top of tables, inside shut drawers, and raining down from felled like you burst a grisly piñata.
Forget your hand-wringing about storage management—in the zombie apocalypse, everyone’s a scavenger. Pick the stuff up. All of it. As long as you’re regularly upgrading weapons using the materials you’ve found, you’ll find that your Dead Island 2 inventory is impressively bottomless.
Keeping upgrade materials on hand saves you time when you’re at sporadic upgrade workbenches. Though these benches allow you to “track” materials you’re missing, they’re most helpful when you have your materials ready to go, and can repair broken weapons or make them even stronger immediately before your next fight.
To make space, scrap worthless weapons like wooden planks and sell real weapons to traders for lots of money. Upgrade materials let you create weapon mods, upgrades, and repairs, but money is necessary to actually buy them.
You’ll need to make trade offs between special mods and attack power
You’ll unlock and find motley weapon blueprints (often placed, conveniently, right on top of an undiscovered workbench) as you progress further into the game, allowing for wild mods that turn your weapon into two-punch electro-cutioners and cremators, as well as upgrades that bolster your weapon’s damage output.
While the constant influx of shiny toys is understandably tempting, you should be aware that extreme weapon modifications and upgrades aren’t always compatible. While some upgrades’ descriptions plainly indicate that they need certain mods to be equipped, general upgrades like Damaging, which increases a weapon’s damage dealt, will lose their overall potency when paired with a mod. Try to have a plan for the type of weapon you want to ultimately end up with before you irrevocably alter it at a workbench.
“Slaughter” is a perfect weapon upgrade
The game’s huge range of weapon customization options leaves a lot to consider, but I think you should especially prioritize the Slaughter upgrade.
It lets you hack limbs off with more efficiency, making it most compatible with gliding bladed weapons like katanas and hunting knives, but also lifts weapon durability.
Dead Island 2 weapons can break obnoxiously quickly, leaving you suddenly barefisted in the middle of an encounter.
Though you can keep track of weapon breakage by looking at the depleting meter in the bottom right corner of the screen, it’s best to avoid it by adding Slaughter. Don’t forget to repair your favorite weapons whenever you’re near a workbench, too.
You can’t bulldoze through combat—learn to dodge
Despite Dead Island 2’s quickly forming reputation as a brainless, mass bloodletting event, trying to aimlessly plow your way through fields of snarling zombies will get you killed quickly, and destroy your weapon stash even faster.
To protect both yourself and your arsenal, practice dodging, or tapping L1 in the split seconds before a zombie attacks—and I really do mean split seconds.
It took me a while to master the timing. I’d recommend you practice by singling out rogue zombies you come across while exploring environments, and not necessarily in the middle of a stressful main mission. When you nail a dodge (or, alternatively, block an incoming attack), you stun a zombie, opening them up for a health-melting counter attack.
Here come the fireworks.Image: Deep Silver Dambuster Studios
When a zombie mob is descending, use their own powers against them
Just as each playable slayer has their own innate advantages, every zombie you encounter will have its own violent quirk.
Most of them are thematic and obvious. Like, a frizzy zombie surrounded by blue sparks will eventually release a giant explosion of electricity, or a crispy zombie completely immersed in flames will, if it touches you, set you on fire.
Notice these quirks and use them to your advantage when you’re confronted by swarms of zombies that, at first glance, seem unmanageable. Throw a fuel can at a fire zombie to trigger a remote AoE eruption that will murder nearby zombies. Using an electric modded weapon to burst a hole into the water canisters some zombies carry on their backs, and turn the resulting puddle into a livewire trap.
And, once it becomes accessible to you in the game, don’t forget to use Fury Mode, which builds up as you slay zombies and imbues you with their destructive powers, for a brief period of time.
Make sure to level up, but it’s not necessarily as crucial as you might think
Once you hit a main story boss battle or reach a wild enemy with a skull over its head, meaning it’s higher level than you, you’ll feel the power disparity immediately.
To avoid getting overwhelmed by too-strong enemies, take a look at main story and side quests’ recommended levels and make sure your natural leveling up matches them before attempting them.
Though, you don’t have to be at a chapter or enemy’s recommended level to try it. Most of the time, especially in the rogue combat you’ll spend most of your time engaging with, leveling up makes a barely discernible difference in terms of damage output or defense. Most standard wild enemies also conform to your level, too, reflected by the number that appears next to the name over their heads.
If you get stuck on the main story, pivot to a side quest you can benefit from
In the case that you are not at the appropriate level to finish a main level chapter (without great difficulty, at least), don’t worry; you have 33 side quests to choose from.
You’ll unlock these without really trying—by exploring new environments, answering radio calls, or chatting with friendly NPCs.
But before you commit to a side quest, open up the Quests tab, glance at the rewards listed, and consider what your main story goals are. Do you want to level up ASAP? Pick a side quest with abundant XP gains. Do your weapons all suck, and you need something more excruciating? Take the side quest that gifts you a special weapon. Have fun while being practical. Slay responsibly.
Some NPCs are friendly. Others sort of look like Josh Groban.Image: Deep Silver Dambuster Studios
Don’t shy away from customizing your low-stakes skill deck
As you blaze through levels, the main story, and side quests, slots on your skill card deck will unlock. You acquire skill cards without truly trying, either grabbing them after you’ve spammed your “pick up” button, or by killing for them.
You can rearrange or cull your deck at any time, so try any skill card that intrigues you. Most skill benefits are nebulous enough—specializing the type of kick you do, or how you regenerate health—that choosing them never feels make-or-break. It’s more like deciding whether or not you want pickles on your burger.
Did you know there’s voice control?
Dead Island 2 has a unique voice-control system, which beguiled me at first as someone who knows how to use the computer, but just barely.
It lets you speak scripted commands to swap weapons, taunt zombies, and engage extra-powerful Fury Mode, among other things, by using a microphone and your Amazon account.
To activate it, plug your Amazon account information into the “Alexa Game Control” section of the Options menu, make sure Voice Commands is set to “enabled,” and select your preferred input audio device. Read through the available commands in the Voice Controls, found in the Tutorials section, and wonder, like me, if Jeff Bezos can hear you scream.
Star Wars Jedi Knight II: Jedi Outcast was first released in 2002. It was, and remains to this day, one of the best Star Wars games ever made, a near-perfect blend of the original Dark Forces’ FPS combat with third-person lightsaber combat that even modern games could take notes from.
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If you went and played the game as nature intended in 2023, it would be great! But this standalone port/version, provided you’ve got the hardware, looks like a huge—and decidedly more modern—improvement. It takes the original Jedi Outcast and gives the player full VR support, along with the ability to wield your lightsaber via motion controls and use force powers via hand gestures.
I need to be clear when saying the original was a very good video game in every respect. But people’s lingering memories of it, especially in the wake of Fallen Order’s all-ages combat, was the way you could absolutely go to town on Stormtroopers with your lightsaber, something this trailer is very aware of:
JK-XR: Outcast – Jedi Knight II VR – Release Trailer
It’s called JK-XR, and was created by fans as a “standalone VR port” of the original, which means this is a complete reworking of Jedi Outcast’s engine with an all-new download (though you’ll still need a copy of the original for everything else). That explains why the team have been able to cater this so specifically to VR, down to the new weapon and force power menus.
Bungie is cracking down on Destiny 2 players using third-party peripherals to cheat in the game’s competitive and cooperative modes.
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The studio is following Call of Duty: Warzone’s example, which implemented a similar ban at the beginning of April, and is now monitoring when players use devices to get the leg up against others. Bungie outlines its policy in a blog post on its website, but stops short of naming any specific software or hardware because it “simply [doesn’t] want to offer a bigger spotlight than necessary.” But broadly, the post lists things like “programmable controllers, keyboard and mouse adapters, advanced macros, or automation via artificial intelligence” meant to let the user use inputs in a way that goes beyond what the game or player is typically capable of.
Bungie makes a distinction between things like external accessibility aids that make the game playable as intended for people with disabilities and third-party peripherals maliciously designed to give the user an advantage over others. Because Destiny 2’s PvE content also affects things like races to finish the game’s raids at launch, Bungie is extending these rules to cooperative modes, as well.
“Simply using an accessibility aide to play Destiny 2, where a player could not play otherwise, would not be a violation of this policy,” the post reads. “Using these tools to mitigate challenges all players face, such as reducing recoil or increasing aim assist, would be a violation.”
Moving forward, Bungie says it will be monitoring for violations, with plans to issue warnings, restrictions, or outright bans depending on the situation. Cheating in online games is as old as the medium, but what that means and how it’s detectable varies from game to game. Valve recently caught and banned over 40,000 cheaters from Dota 2and then publicized the move as a threat to would-be cheaters.
While third-party software and peripherals are one part of the conversation, some competitive communities are deciding for themselves what cheating looks like. The Super Smash Bros. Ultimate competitive scene has been dealing with an in-game strategy that was deemed unfair involving the character Steve. Since then, some tournament organizers have made the decision to ban the character outright, rather than having to vet suspect players at events.
Destiny 2 has gotten a bunch of hotfixes since the Lightfall expansion launched several weeks ago, but none like yesterday’s update. A fix not mentioned in the patch notes secretly changed the game’s newest Warlock armband armor to make it look less like a vagina.
Bond of Detestation is a class item that drops from Destiny 2‘s new Root of Nightmares raid that went live on March 10 and focuses on Nezarec, an old disciple of the game’s arch antagonist, The Witness. Up until Thursday it could have been mistaken for an alien fleshlight, mostly because of a small horizontal slit across the front of it.
It sort of looks like an eyeball, maybe, not really. Its resemblance to a vulva was especially noticeable when certain shaders were applied. Players suggested all sorts of names for it–Witnussy, Nezussy, Nezzylight–but “Bondussy” was the one that stuck.
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As first reported by Forbes’ Paul Tassi, Bungie has now stepped in to take the horny down a notch. This week’s hotfix addressed a number of bugs. The biggest change from the patch notes was a fix for the infamous Thresher gunships that had been murdering players throughout the solar system. Completely unmentioned was the fact that the hotfix also removed the Bondussy’s slit to make it look much less suggestive. It’s sort of now just a giant space pearl.
Stealth content changes and visual adjustments like this are rare, in part because the Destiny 2 community is hyper sensitive to every little shift in its sci-fi universe. Bungie removed a piece of armor back in 2017 because it had an alt-right symbol on it with Nazi origins. Bondussy wasn’t hate speech, though it clearly must have run afoul of Bungie’s broader artistic intentions for the raid armor. Or maybe the studio just didn’t like the nickname “Bondussy.”
Microsoft’s $69 billion deal to buy Activision Blizzard inched closer in a big way on Friday. UK regulators announced a provisional finding that the acquisition wouldn’t harm competition, despite previously suggesting the Xbox maker might need to spin-off the Call of Duty business to get the sale approved.
The UK’s Competition and Markets Authority was initially skeptical of Microsoft’s promises to keepthe military shooteravailable on PlayStation consoles for many years to come, arguing it could have a financial incentive to pull the blockbuster series from the platform in the future. The CMA now says that after receiving more detailed information about Call of Duty player spending, it’s clear that making the series exclusive to Xbox would lose Microsoft a ton of money.
“The CMA inquiry group has updated its provisional findings and reached the provisional conclusion that, overall, the transaction will not result in a substantial lessening of competition in relation to console gaming in the UK,” it wrote in a press release. The CMA continued:
While the CMA’s original analysis indicated that this strategy would be profitable under most scenarios, new data (which provides better insight into the actual purchasing behaviour of CoD gamers) indicates that this strategy would be significantly loss-making under any plausible scenario. On this basis, the updated analysis now shows that it would not be commercially beneficial to Microsoft to make CoD exclusive to Xbox following the deal, but that Microsoft will instead still have the incentive to continue to make the game available on PlayStation.
The CMA is still reviewing Game Pass
The regulatory agency is still investigating the cloud gaming side of the deal, with its final verdict/decision still not due out until 26 April. Call of Duty seemed to be the biggest sticking point in the CMA’s skepticism of the deal, however, and Microsoft seems to have now tentatively assuaged those fears. It’s also been busy shoring up its defense on the cloud gaming front by striking deals with several smaller competitors to guarantee its first-party games will be available on other services if the deal goes through.
One big question that remains is what a final deal between Microsoft and Sony will look like. An Activision spokesperson had previously claimed that Sony Interactive Entertainment CEO Jim Ryan was unwilling to negotiate, stating his only objective was to permanently kill the acquisition. As that outcome becomes increasingly unlikely, the PS5 manufacturer will seemingly have no alternative but to hammer out the details of Microsoft’s 10-year Call of Duty proposal.
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Determining the availability of Activision Blizzard games like Diablo IV and an upcoming Black Ops sequel on Game Pass competitor PS Plus will be a key part of that. In its latest argument to the CMA pushing back on Sony’s concerns, Microsoft went so far as to suggest that 10 years would be plenty of time for it to go make its own Call of Duty competitor if it was so concerned about losing it.
In the meantime, Microsoft still needs to get approval from European regulators and deal with an antitrust lawsuit by the Federal Trade Commission. But investors seem more hyped for the deal than they’ve ever been. Activision Blizzard’s stock price shot up to $85 a share following the CMA’s latest announcement, more than at any point since the acquisition was announced.
Epic Games held a little showcase at the Game Developers Conference earlier today, called State of Unreal. Designed as a way to keep everyone who makes games up to date on what’s in store for the industry-dominating Unreal Engine, the highlights are also obviously interesting to anyone who plays games as well.
Both Epic and some external studios took the opportunity to show off some of the stuff they’ve been working on in Unreal Engine 5. The shortest video, and perhaps most impressive, is this clip from Ninja Theory’s Senua’s Saga: Hellblade II, which highlights some incredible facial animation capabilities (using Metahuman, which we’ve written about previously):
State of Unreal – Senua’s Saga: Hellblade II | GDC 2023
It still doesn’t look real, there’s something about the exaggeration of the lips and her teeth that I can’t fully explain, but it still looks amazing.
Another subject of the technical showcase was action RPG Lords of the Fallen, with a more conventional look at how games are made using the engine:
Lords of the Fallen – State of Unreal Technical Showcase Trailer GDC | Wishlist: PC, PS5 & Xbox X/S
Next up is this gameplay demo from Infinitesimals, a backyard bugs game that I’m pretty sure was first announced years ago, but which is still in development. This clip is a little more developer-focused, but still gives you a look at how Unreal Engine 5 handles the scale of a large open world:
Infinitesimals – Unreal 5 Gameplay Demo | State of Unreal 2023
And finally we’ve got this driving video, which is not just an ad for Unreal Engine and Epic’s Quixel, but for EV company Rivian as well (their car’s dash screens run on the Unreal Engine). This one is showing off some lovely foliage, along with some impressive driving physics as well (it’s particularly neat how the car will hit small rocks that will then fly away):
Unreal Engine 5.2 – Next-Gen Graphics Tech Demo | State of Unreal 2023
While it’s expected to take everything shown at these presentations with a grain of salt, it’s encouraging that three of the four videos here were of actual games currently in development, meaning that the usual “well, your actual games aren’t going to look this good” caveats we normally need on these posts aren’t quite as needed here.
Lance Reddick, the actor who’s been lending his voice to games ranging from the Horizon series to Quantum Break, passed away Friday. He was 60 years old. While he’s been in films and TV shows such as John Wick and The Wire, Destiny players know him best as the commander of The Last City, the Awoken Guardian Zavala. Now, folks who’ve heard the news of Reddick’s death are flocking to his in-game character to honor him as their forever commander in a wholesome display of gamer solidarity.
Zavala is a mainstay in the Destiny universe. One of the first characters you meet after waking up in the original game and blasting your way through an alien-infested planet, Zavala could be found in the Tower’s war room alongside Cayde-6 and Ikora Rey. A kind of stoic blank slate in the beginning, he would primarily sling a variety of Titan armor in silence. However, he’s been given a lot of emotional backstory in the years since, with the character evolving in significant ways—he’s more talkative when you see him in the Tower now, standing alone and looking out at the Traveler, pontificating on the state of the world and his role in it in Reddick’s dulcet tones.
In last year’s Witch Queen expansion, he grappled with his faith as cosmic forces challenged it, which gave Reddick even more room to flex into Zavala’s character and personality. Subsequent seasons revealed a familiar tragedy from his past that still haunted him. Infamous lines memed into oblivion like, “We’ve stepped into a war with the Cabal on Mars,” also gave way to intimate personal tales of grief and struggle.
So, with the news that Reddick has suddenly passed away due to what police are saying is natural causes, many Guardians are now paying their respects to the beloved Titan Commander, heading to the Tower to pay tribute to him as best they can. Games journalist Saniya Ahmed shared a picture of gatherers at the Tower, writing that some players were giving each other emote hugs.
Kotaku senior editor Alyssa Mercante jumped into the game and confirmed there were folks gathered around Zavala. Several players deployed the Peaceful Rest emote, which surrounds them in neon-colored tower candles. Another held a shield and sword made of light. A few just sat.
Folks are heartbroken over this loss, including many Bungie employees, who shared their immediate reactions to the shocking news on Twitter. Artwork of Zavala has already been drawn up and sent out. Content creator Uhmaayyze shared an older image of Reddick holding a Destiny gun, beaming. Zavala quotes are circulating online, their meaning holding even more weight in light of this loss. Some players are even planning a “community-wide silent sit-down event” in front of Zavala to pay tribute to Reddick’s stellar performance, while others are trying to organize a shared color scheme to honor him. Reddick’s impact on the Destiny community cannot be understated, especially since the last tweet he liked was about the game.
It’s never a good feeling when a beloved figure passes, especially someone as influential and prolific as Lance Reddick. But thanks to the community’s adoration and his immortalization across mediums, Reddick will live on forever. So, eyes up, Guardians, Commander Zavala is forever watching over you.
There was a lot of hype going into Lightfall, Destiny 2‘s big cyberpunk expansion. The reality has been much more muted, full of ups and downs, fun discoveries and tedious chores. Live-service games are unwieldy creatures to try and examine under a microscope, and Destiny remains one of the toughest of them all.
Free-to-play sandbox changes are launching alongside the paid campaign, and separate seasonal story missions will be dropping week to week as hotfixes continue rolling out. Below fellow Kotaku writer and Destiny 2 glutton Zack Zwiezen and I discuss the highs and lows of Lightfall’s initial kick-off.
Zack Zwiezen: Eyes up, Guardians. We will be talking about Destiny.
Ethan Gach: Okay, let’s start with the Lightfall campaign. What were your most and least favorite parts? The high point for me was obviously the opening cinematic that shows The Traveler confronting The Witness and everything going sideways. The low point was crawling through air ducts while Osiris barked at me to quit wasting time and become one with the green space magic (Strand).
Zack: My favorite part was also the opening bit and the ending. It felt like stuff was happening and actually seeing the Traveler do something was amazing. Finally, the orb is helping us. My least-favorite part was how much the rest of the main campaign feels like season three of Lost, just spinning its wheels until the big finale.
It’s ironic that Osiris is so angry about us wasting time when this whole campaign feels like a waste of time.
Ethan: I felt extremely torn throughout most of it between the gravity of the story Bungie is telling at this moment and the lightheartedness of the ‘80s tropes littered throughout the campaign.
Neomuna feels like a cross between a Saturday morning cartoon and an afternoon at a futuristic space mall. The training montage with Strand was cute but also felt like a complete waste of time. Nimbus has grown on me over time, but I think they suffer from being the loan representative of an entire new civilization.
Zack: I kept wondering, as I played through the campaign, what the point of this expansion was. And the weird mix, as you mention, of ‘80s tropes and serious storytelling, didn’t help. With Witch Queen, I really liked how the narrative developed the idea that the Light isn’t some inherently good thing. That it can instead be used by anyone and how that really shook up Zavala and others. This time around the Strand was just a fun Darkness power we got via a Rocky-like montage, beat Calus (again) and I was left going “Okay…cool?”
I really enjoy exploring Neomuna and Nimbus has also grown on me. And I do like how the post-campaign quests seem to be expanding more on the lore of the planet and its people. But compared to last year and Witch Queen, I mostly felt disappointed by Lightfall.
Even the Vanguard have no idea what the hell is going on.Image: Bungie
Ethan: Yes, Witch Queen felt like a very tightly calibrated story with a beginning, middle, and end that built out the lore and stakes of the larger story while still focusing mostly on expanding on Savathûn’s backstory and motivations. No characters really provided that in Lightfall.
The end-game quests are much stronger than many of the campaign missions, I think, and probably would have provided a nice middle point to help the expansion breathe a bit more. I think backloading finally getting Strand, learning about Neomuna’s history, and also what Rohan was up to prior to our arrival, only served to make the campaign feel even more rushed and underexplained.
Zack: Yup. And I’ll also admit now that I still don’t fully understand why The Witness couldn’t just pop down to Neomuna and get his fancy Veil thing and do what he needed to do. And I also found it weird that Bungie—which is usually good about seeding stuff long before it becomes a big part of the story—just invented this whole Veil thing outta nowhere.
It just added to the feeling that this was rushed or not planned out as well as past expansions and seasons. Ethan, where did The Witness go? And will we find out before the next expansion via the upcoming seasons?
Ethan: I’m sure there will be hints of it throughout the upcoming seasons. But as tends to be the case with the expansion/season divide, my guess is the plot won’t move forward until The Final Shape. Which is fine, honestly. I get why some people felt like Lightfall needed to deliver more than a couple cutscenes, but I would have been completely satisfied if it felt like Neomuna had been properly fleshed out and had more tension.
I do think it’s been much more successful as a patrol space and launching pad for new exotic missions, however. What have you been thinking of the post-game and the broader content changes and additions in Lightfall?
Terminal Overload is a great public activity, if you can find enough players to help out. Image: Bungie
Zack: I like the quality-of-life stuff! The loadout manager is cool and actually works. The way red frame weapons work now, where you just get the plan right away, is nice. But it’s not all great. I hate the new guardian rank system. And the commendation stuff, which could have been cool, just sucks.
Commendations seem so generic and everyone is giving them out all the time, regardless of how I played, and it all feels pointless at the moment.
Ethan: Yea it feels very caught between wanting to incentivize good behavior and also not lead to negativity. Also since matchmaking is reserved for the easiest activities, I’m also rarely ever paying attention to who I’m playing with.
By the end of a Defiant Battleground or Nightfall I rarely remember who was the person that went out of their way to revive me or kept us from wiping. I do see who is the best dressed, and yet there’s no style commendation. It also feels moot when you can assign one to both people, and a chore considering the number of button presses. How do you feel about the overhauled mods?
Zack: All of the mod changes are solid and much needed, I feel. The mod manager helps a lot too. I really like how much easier it is to play how I want without having to worry about costs or energy types as much. I also like that the artifact mods are now active perks. Overall I now enjoy messing with mods and my build more than before. And I was someone who barely cared about that stuff before because it was such a chore.
Ethan: It definitely feels like the builds have less personality around them. Warmind mods had a very specific flavor, and I miss elemental wells a ton. Overall I think the changes are good to great on average, though I think the way mod benefits are communicated is still a little obtuse, especially for newcomers.
It’s clearly part of the design philosophy at Bungie to slap “+10% kinetic damage” on something, which I admire, but the current system requires learning a lot of keywords to break down what are, at the end of the day, numerical trade-offs. Speaking of which, man it’s rough out there for legendary primaries.
Calus is the Sol System’s favorite lush, but his character arc is more than played out. Image: Bungie
Zack: I’m still mostly using stuff from the last two seasons, which is often a bad sign. I’ve not liked most of the new Neomuna-themed legendary weapons. Which feels like a change from past seasons, where I would often end up swapping out most of my stuff for the new toys and having a good time!
Ethan: The Neomuna weapons haven’t been super exciting, and it’s a pain that the Terminal Overload ones aren’t craftable. I’d almost rather have it be reversed, with Nimbus’ engram weapons being RNG rolls only, since Terminal Overload is a much more targeted farm.
If the Queensguard weapons didn’t also roll out alongside it, I think there would be a lot more talk of Lightfall lacking loot on par with some of the criticisms of Beyond Light, though the exotics are head and shoulders above other expansions (with the exception of Witch Queen’s Osteo Striga, which remains undefeated).
One complaint I have is that I’m over 30 hours into the new content and still don’t have a new crafted weapon yet, with the exception of the Vexcalibur exotic. As with Strand, the campaign would have been a great time to level one of the new guns up and grow attached to it. Now, I almost don’t care anymore. Crafting in general, while less painful, still feels under-developed. It was the key feature of last year’s expansion, and it feels like a footnote now.
Zack: *Looks off into the distance, dreaming of Osteo Striga. What a gun…*
But yeah without the Queensguard weapons I’d be pretty damn bummed about the loot this time around. And about crafted weapons, I too lack any still. And I often forget about the whole system now that I just hit a button to get the plans. It really feels like a misfire, and keeping it around in this current half-baked form feels bad. Rip it out and just let us have generic plans that can be used to craft stuff, or something.
I do think it’s maybe telling that we’ve talked so much about the new expansion and neither of us seems excited about Strand. I don’t hate Strand or anything like that. I enjoy using it. But it’s not as exciting to me as the other subclasses after the big 3.0 overhauls.
New Exotics are the highlight of Lightfall. Image: Bungie
Ethan: It’s definitely very powerful, and I like that it can be utilized very effectively in both offensive and defensive ways, sometimes even in the same build. The grappling hook, like every moment-to-moment action in Destiny 2, feels great. Sorry though, not trading away my grenade for it. I mostly find myself using it now when I want to speed through lower-level grinds. I also don’t find it quite as visually and auditorily satisfying as Stasis, which, as evidenced by the stellar Verglas Curve exotic bow, remains so satisfying every time. But the damage output on Strand is wild. Players bemoaned the boring-sounding Titan Strand subclass, but I think it turned out to be the most fun version of it.
Zack: Oh the grappling hook feels soooooo good. But yeah, giving up a grenade for it and the long cooldown compared to the campaign makes it far less enticing to use regularly.
I think your comment about it not being as visually or auditorily satisfying is accurate and it leads me to the other problem with it: It just doesn’t seem as unique. The other subclasses being mostly elemental worked well to make them stand out. Strand is the first new subclass that seems less obvious to explain to someone. It’s like green space strings…I guess?
Are you excited about the rest of the year? Or has Lightfall dampened your Destiny 2 excitement for 2023? I’ll admit that I came into this new expansion and year very excited and pumped after Witch Queen and the last two seasons. And this has definitely made me a bit less excited for the rest of the year.
Neomuna is full of beauty that never gets its due. Image: Bungie
Ethan: I was extremely burnt out after last fall, and didn’t play a ton of last season. So far, I’ve actually been playing more of Lightfall than Witch Queen, which I loved it, but which I ended up dropping off pretty hard. We haven’t mentioned the Root of Nightmares raid yet, but I think while not as spectacle-driven as some past ones, it will get a lot more play because of how much shorter and more straightforward it is to grind. That’s especially surprising considering how the more general ramp-up in difficulty this season has completely turned me off of doing Lost Sectors and Nightfalls, which just feel like more trouble than they’re worth right now.
Zack: Yeah it’s interesting to see the raid be so much simpler than past raids. I wonder if Bungie wants more people playing raids or is just trying to shake things up and not always do some complicated beast for each new raid. Yet, meanwhile, other parts of the game are harder than ever. I imagine Bungie has data to back up these choices, but then again, as I write this, I see the hotfix patch notes for the game mention increasing rewards on solo Lost Sector runs. So maybe this is more evidence that this expansion and update didn’t get as much time in the oven as it needed
Ethan: As we look forward to the rest of the year—and to be clear, a Destiny expansion really is a year-long $100 commitment at this point (both for Bungie and the player)—there are definitely some things coming that I wish could have arrived alongside Lightfall. An in-game looking-for-group tool is one of the big ones, but the biggest of all is an end to the Power grind. It’s tedious. It gates content. And it’s just not fun.
RPG leveling has always been an uncomfortable fit for Destiny, which is a shooter at heart and fundamentally about chasing guns. Without skill trees or stats to pour points into, there’s really no reason, besides padding. to have to hit an arbitrary number before being able to participate in new content. It’s always been a fundamental tension in Destiny, but I don’t think any of the solutions have ever fixed it. And on a more optimistic note, I’m more confident than ever that the fundamentals of the game are strong enough to survive without it.
Pick an Engram, any Engram.Image: Bungie
Zack: More so than ever, this expansion and season I feel the Power grind and I’m excited to hear Bungie isn’t going to raise it again next season. It feels like the beginning of fully removing it completely. The game can live on without it.
Reading back through this chat, I worry I sound super down on Destiny 2. But I’m still ready for the rest of the year and I’m excited to play more. I think, for me, this expansion just reminded me of how damn good Witch Queen was. It was always going to be hard to compete with that.
Ethan:Lightfall is definitely a slow burn. I can’t recommend it to people who aren’t already invested in the game in some way, unlike The Witch Queen,which was arguably the best shooter campaign of 2022.
But I think, or at least I’m hopeful, that it will bear more fruit over the long run. Season of Defiance is already off to a really strong start compared to other expansion-adjacent seasons, quality of life is improving, a lot of the currencies and grinding is getting streamlined, and there’s room to tie up a lot of interesting loose ends before The Final Shape.
Zack: Agreed. The future is still bright for Destiny 2. We just have to get there.
Microsoft President Brad SmithPhoto: Valeria Mongelli / Bloomberg (Getty Images)
Earlier today, Microsoft President Brad Smith and Xbox boss Phil Spencer talked briefly to the media about its ongoing attempt to consume Activision Blizzard King, continuing once again to act like the larger spat is mostly about Call of Duty. At one point, Smith said he was carrying a contract with him that would keepCall of Duty on PlayStation after the sale goes through, claiming that it all came down to Sony actually signing the thing. Conveniently, he was ignoring that the hold-up on the contract was happening because, y’know, the deal itself–which could potentially have an industry-wide impact that far outstrips Call of Duty.
For those of you just tuning in, Microsoft has spent the last 12 months trying to buy Activision Blizzard for the astoundingly large amount of $69 billion. However, almost since the moment the deal was announced, regulators and governments around the world, as well as rival companies like Sony, have voiced opposition to the deal. These entities don’t want the deal to go through because it could give Xbox too much power over the industry by owning many of the biggest brands in gaming, such as Starfield and Minecraft (among other issues). And Microsoft has spent the last year jumping from courtroom to courtroom and country to country, trying to convince everyone that one massive corporation buying up another massive corporation is totally good for the industry and not horrible at all. It also keeps trying to get Sony to sign a deal on Call of Duty as a part of these efforts.
So today—as part of this ongoing worldwide tour of courtrooms and regulatory councils—Microsoft execs were in Brussels, Belgium as part of a behind-closed-doors hearing with the European Commission, which (like many other groups) has concerns about the Activision deal. After that hearing, Smith and Spencer held a brief media…briefing (heh) and mostly went over the same things they’ve said before about how Sony is already dominating the game industry and how Microsoft needs Activision Blizzard to compete. All of these arguments were trotted out while also pointing out that Nintendo had just signed a 10-year deal with the company to bring Call of Duty to Switch, a deal that’s come across as Microsoft trying to prove it won’t keep some of its biggest franchises to itself should the deal go through. And if it’s willing to put forth a decade-long deal on Call of Duty, the thinking goes, Microsoft is clearly not trying to build a monopoly through this deal.
It was during this part of the briefing, as reported by GameIndustry.biz, that Smith revealed that he was actually carrying the contract for a similar deal that would keep Call of Duty on PlayStation consoles. It was in an envelope in his pocket.
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“We haven’t agreed on a deal with Sony, but I hope we will,” Smith said, “I hope today is a day that will advance our industry and regulation in a responsible way. Sony can spend all its energy trying to block this deal, which will reduce competition and slow the evolution of the market. Or they can sit down with us, and hammer out a deal.”
Of course, bringing the actual contract with you on your trip to Europe is clearly just a way to dramatically remind people that Sony isn’t playing ball and is pushing back against the proposed Activision deal over concerns that it could lose access to Call of Duty, a series Sony in the past has called “essential.” And to be clear: Even after signing that deal, Sony could still lose Call of Duty after the initial decade if Xbox doesn’t offer up another, similar contract in 2033. ( It’s also just weird to bring it with you, beyond using it as a prop, unless Smith thought Sony was going to rush the stage at that moment and sign…) And it’s also another example of Microsoft acting like everyone is concerned about Call of Duty just because Sony seems to be focused mostly on that part of the deal.
In fact, at one point during the briefing, Smith literally said that the “number one concern that people have expressed about this acquisition is that Call of Duty will be less available to people.”
That’s a wild thing to say! And it just ignores all the other valid issues people and governments have with this deal, like how it could make the industry smaller and more susceptible to collapse, how it could position Game Pass as a more powerful force that could begin to hurt studios that don’t make deals with Xbox, or just the basic reality that—historically speaking— corporate mergers are awful for consumers.
In other news involving this seemingly-never ending saga, Microsoft also confirmed it had signed a 10-year deal with NVIDIA to allow GeForce NOW players to stream Xbox PC games and Activision PC games, including the all-important CoD, if the deal is approved and happens. This, along with the Nintendo deal, is clearly being promoted heavily by Microsoft, right before today’s hearing, as evidence that the company is not going to lockdown Call of Duty or other Activision Blizzard games to one platform or service.
Spencer even tweeted about the deal, adding that the company is “committed to bringing more games to more people – however they chose to play.” Well, unless you want to play Bethesda’s next big RPG, Starfield, on a PS5. Then uh…tough luck!
I know it is still available and being played, but Team Fortress 2 can at times feel like a game from a different age. Partly because it is, but also because it’s so old—and has gone so long without a major update—that you’d be forgiven for thinking it was on its last legs. But no!
The game’s website—which charmingly hasn’t appeared to have been updated since the game’s launch—hummed into life today, posting a news blog called “Attention, Steam Workshop Creators!”. It says that not only will the game be getting a “a full-on update-sized update” later this year, with “with items, maps, taunts, unusual effects, war paints and who knows what else?!”, but that the update will also include some contributions from the game’s community as well.
Steam Workshop Creators, can we have your attention please. The following message is so urgent, so time-sensitive, we made the executive decision to skip TikTok and Twitter entirely and break the glass on the most bleeding-edge communication technology available.
Welcome to the future. Welcome… to a “blog-post”.
“Wow!” you’re probably thinking. “I forgot how hard reading is!” Yeah, it’s scary how fast you lose that. Don’t worry, we’ll be brief:
The last few Team Fortress summer events have only been item updates. But this year, we’re planning on shipping a full-on update-sized update — with items, maps, taunts, unusual effects, war paints and who knows what else?! Which means we need Steam Workshop content! YOUR Steam Workshop content!
So get to work! (Or back to work, if you were already working but got distracted when the entire internet simultaneously found out about this state-of-the-art blog-post.) Make sure to get your submissions into the Steam Workshop by May 1st, so they can be considered for this as-yet-unnamed, un-themed, but still very exciting summer-situated (but not summer-themed) (unless you wanted to develop summer-themed stuff) update.
This is now, by my count, the fourth time we’ve posted about a Dark Forces x Unreal Engine remake. It is, however, the first time I’ve been able to post about one that is downloadable and properly playable by you, today, right now.
Previous attempts have either been graphical showcases or tech demos, but this latest effort—by Ruppertle—is fully interactive, containing not just two storyline missions from Dark Forces II: Jedi Knight, but some sandbox and endless modes to enjoy as well.
“The goal was to recreate one of my favorite games back from my childhood while keeping the base look, feeling and gameplay”, Ruppertle says. “After nearly 3 years of development the project is finally at a point where I feel ready to share it with you.”
I’m not 100% sold on some of the visual changes here; some of the environments look a little too busy now, where their previous sparseness had a certain Star Warsy charm to them. The characters and weapons look great, though, even in third-person.
Things haven’t been going great for Xbox recently. Microsoft is facing stiff resistance in its attempt to acquire Activision Blizzard. It released hardly any big exclusive blockbusters last year. And it just cut over 10,000 jobs last week, including many senior developers at Halo Infinite studio 343 Industries. Microsoft Gaming CEO Phil Spencer tried to remain upbeat and do damage control on each of these points and more in a new interview with IGN.
“Every year is critical,” he said. “I don’t find this year to be more or less critical. I feel good about our momentum. Obviously, we’re going through some adjustments right now that are painful, but I think necessary, but it’s really to set us up and the teams for long-term success.”
This week captured both the peril and promise facing Xbox right now. On Tuesday, Microsoft announced a drop in net-income of 12 percent for the most recent fiscal quarter compared to the prior year. Xbox gaming hardware and software were down by similar percentages, and Microsoft said nothing about how many new subscribers its Game Pass service had gained since it crossed the 25 million mark exactly a year ago.
Then on Wednesday Microsoft provided a sleek and streamlined look at its upcoming games in a Developer Direct livestream copied right from the Nintendo playbook. Forza Motorsport was seemingly quietly delayed to the second half of the year, but looked like a beautiful and impressive racing sim showpiece. Arkane’s co-op sandbox vampire shooter Redfall got a May 2 release date. Real-time strategy spin-off Minecraft Legends will hit in April. And to cap things off Tango Gameworks, maker of The Evil Within, shadow-dropped Hi-Fi Rush on Game Pass, a colorful rhythm-action game from left field that’s already become the first undisputed gaming hit of 2023.
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“2022 was too light on games,” Spencer confessed in his IGN interview. 2023 shouldn’t be thanks to Redfall and Starfield, Bethesda’s much-anticipated answer to the question, “What if Skyrim but space?” But both of those games were technically supposed to come out last year. Meanwhile, Hi-Fi Rush, like Obsidian’s Pentiment before it, is shaping up to be a critically acclaimed Game Pass release that still might be too small to move the needle on Xbox’s larger fortunes.
Spencer remained vague when asked how successful these games were or their impact on Game Pass, whose growth has reportedly stalled on console. “I think that the creative diversity expands for us when we have different ways for people to kind of pay for the games that they’re playing, and the subscription definitely helps there,” he said.
Hi-Fi Rush, Redfall, Starfield, and a new The Elder Scrolls Online expansion due out in June are also all from Bethesda, which Microsoft finished acquiring in 2021. The older Microsoft first-party game studios have either remained relatively quiet in recent years while working on their next big projects, or, in the case of 343 Industries, were recently hit with a surprising number of layoffs.
Following news of the cuts last week, rumors and speculation began to swirl that 343 Industries—which shipped a well-received Halo Infinite single-player campaign in 2021, but struggled with seasonal updates for the multiplayer component in the months since—was being benched. The studio put out a brief statement over the weekend saying Halo was here to stay and that it would continue developing it.
Image: Bethesda / Microsoft
Spencer doubled down on that in his interview with IGN, but provided little insight into the reasoning behind the layoffs or what its plans were for the franchise moving forward. “What we’re doing now is we want to make sure that leadership team is set up with the flexibility to build the plan that they need to go build,” he said. “And Halo will remain critically important to what Xbox is doing, and 343 is critically important to the success of Halo.”
Where Halo Infinite’s previously touted “10-year” plan fits into that, however, remains unclear. “They’ve got some other things, some rumored, some announced, that they’ll be working on,” Spencer said. And on the future of the series as a whole he simply said, “I expect that we’ll be continuing to support and grow Halo for as long as the Xbox is a platform for people to play.” It’s hard to imagine Nintendo talking about Mario with a similar-sounding lack of conviction.
It’s possible Microsoft’s continued struggles with some of its internal projects is partly why it’s so focused on looking outside the company for help. Currently that means trying to acquire Activision Blizzard for $69 billion and fighting off an antitrust lawsuit by the Federal trade Commission in the process. Microsoft had originally promised the deal to get Call of Duty, Diablo, World of Warcraft, and Candy Crush would be wrapped up before the end of summer 2023. That deadline’s coming up quickly, even as the company continues offering compromises, like reportedly giving Sony the option to continue paying to have Activision’s games on its rival Game Pass subscription service, PS Plus.
Spencer told IGN he remains bullish on closing the deal, despite claiming to have known nothing about the logistics of doing so when he started a year ago. “Given a year ago, for me, I didn’t know anything about the process of doing an acquisition like this,” he said. “The fact that I have more insight, more knowledge about what it means to work with the different regulatory boards, I’m more confident now than I was a year ago, simply based on the information I have and the discussions that we’ve been having.”
Two days ago, Bungie turned off the Destiny 2 servers while the studio looked into a problem that had players apparently losing progress on in-game challenges. This outage lasted a bit longer than everyone expected, with the free-to-play loot shooter remaining offline for nearly 20 hours. So what happened? Today Bungie pulled back the curtain and explained exactly what went wrong and why it had to roll back the game, erasing a few hours of folks’ quest progress in the process.
On January 24 at around 2:00 p.m., Bungie tweeted that it was taking Destiny 2 offline while it investigated an “ongoing issue causing certain Triumphs, Seals, and Catalysts to lose progress for players.” A few hours later, at 5:51 p.m., Bungie tweeted that it had possibly found a fix for the issue and was testing it, but was unable to specify when or if Destiny 2’s servers would come back online. Nearly four hours later, Bungie tweeted for the last time that night, announcing that Destiny 2 would not be playable that evening. Nearly 12 hours later, at around 9:55 a.m, Bungie announced it had finally solved the problem and servers would be coming back online following a hotfix. The nearly 20 hours of downtime had some players worried about the game’s health, and its future. After years of bugs and broken updates, it was really starting to feel like the seven-year-old shooter was being held together with duct tape.
So what happened during those 20 hours and why was the game down for so long, seemingly with little warning? Bungie has explained what broke, why, and how it was fixed in its latest blog post. And surprisingly, the developer is more transparent than you might think, going into technical details of the issue.
According to Bungie, shortly after releasing a previous update for the game (Hotfix 6.3.0.5) players began reporting that many Triumphs, Seals, and catalysts had vanished. Bungie realized that this was being caused after it moved some “currently incompletable” challenges into a different area of the game’s data. To do this, Bungie used a “very powerful” tool that lets the studio tinker with a player’s game state and account. Apparently, due to a configuration error, Bungie accidentally “re-ran an older state migration process” used in a past update. Because of this error, the tool copied old data from this past update into the current version of the game, which basically undid some players’ recent in-game accomplishments
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“Once we identified that the issue resulted in a loss of player state,” wrote Bungie, “we took the game down and rolled back the player database while we investigated how to remove the dangerous change from the build.”
After creating a new patch that removed the mistaken change the issue was fixed, and following some testing, Bugnie deployed the update. However, as a result of this patch, all player accounts had to be rolled back a few hours before the troublesome update went live. This means any player progress made between 8:20 and 11 a.m. on January 24 was lost. Any purchases made during this time got refunded, too.
While it sucks that the game was down for so long and that the team was forced to spend what sounds like many late hours trying to fix their mistake, it’s refreshing to see a developer be so open and honest about what happened and how it was fixed. In a time when games feel buggier than ever and players are fed up with delays, outages, and broken updates, it’s smart to pull back the curtain and show everyone just how hard it is to make, maintain, and sustain video games as complex as Destiny 2.
Today Microsoft held its Developer Direct presentation, focusing on a number of new games coming to Xbox, PC, and Game Pass. We got a fresh look at some anticipated titles, as well as a neat little rhythmic surprise from the developers of The Evil Within. But enough chatter, let’s get into what Microsoft showed off today.
Minecraft Legends
We first learned of Minecraft Legends last year. A spin-off of the ultra-popular sandbox survival game, Legends is, perhaps unexpectedly, a multiplayer action-strategy game. Legends will have both a narrative co-op mode, as well as a PvP mode with procedurally generated environments, which is much of what we saw today. Check it out here:
Microsoft
Forza Motorsport
The folks over at Turn 10 showed off some wildly pretty footage of the upcoming Forza Motorsport, which is expected to arrive this year. This presentation focused on the finer details of Motorsport’s visual flair, including highly detailed dirt, damage, and “battle scars” that’ll build up on your digital cars, as well as extra detail added to the game’s dynamic time of day and trackside vegetation. Cars are also expected to get more realistic physical behaviors, with improvements to the suspension and exhaust.
Surely we’ve all thought “why can’t we take down corporate overlords in a brightly colored action game with rhythmic action cues? Oh, and made by the folks who did The Evil Within.” Well think no more: Hi-Fi Rush was today’s biggest surprise, putting players in the role of an aspiring rock star with a rhythmic robot arm who kicks butt on the beat with a flying V guitar…which makes sense as that’s about all a flying V is good for. It looks like good fun, and by the way, it’s coming out today! On Game Pass, even.
Arkane, the studio that brought us Dishonored, Prey 2017, and Deathloop is currently working on Redfall, an open-world, sandbox FPS with four-player co-op. With some friends, you’ll wield appropriately gothic firearms to take down oodles of blood-sucking vampires. Arkane describes the setting as its largest world yet. While it does look very much like Left 4 Dead with vampires, today’s gameplay dive showed off Arkane’s immersive sim strengths, meaning there are a variety of ways to take on foes and objectives, with some uncertain outcomes. Redfall is expected on May 2 of this year.
Microsoft / Bethesda
The Elder Scrolls Online: Necrom
ESO continues on with a new expansion: Necrom. Expect a brand new class, the Arcanist, and some terrestrial and extraplanar adventures as there’s a new peninsula to explore in the mushroom kingdom of Morrowind. You’ll also get to go for a jog in Apocrypha, one of the Elder Scrolls’ lovely hellish realms. Coming on June 5 and June 20 for PC and consoles, respectively.
Microsoft / Bethesda
While last year was a little lacking in terms of exclusives for Xbox and Game Pass, with High On Life being perhaps the most notable, 2023 is certainly looking a bit more action packed. Bethesda’s much-hyped, much-delayed Starfield is also supposed out, in June no less. Think they’re gonna stick it this time?