ReportWire

Tag: gaming-culture

  • Video Game Performers Are Going on Strike Over AI

    Video Game Performers Are Going on Strike Over AI

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    Actors in the video game industry are going on strike. On Thursday, the union representing voice and motion-capture performers announced they would be walking off the job after talks with major video game companies broke down over concerns over AI protections. The work stoppage is set to begin Friday.

    “We’re not going to consent to a contract that allows companies to abuse AI to the detriment of our members,” Fran Drescher, the president of the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA), which represents the performers, said in a prepared statement. “Enough is enough. When these companies get serious about offering an agreement our members can live—and work—with, we will be here, ready to negotiate.”

    Several members of SAG-AFTRA are currently at Comic-Con International in San Diego for panels and other appearances. They will still be able to honor their obligations this weekend “given the close proximity” of the strike announcement to the event, which runs through Sunday. “Solidarity,” Dragon Age: The Veilguard voice actor Erika Ishii posted on X. “We’ll be fulfilling contracts at SDCC but afterwards we hold the line.” Last year’s Hollywood strikes greatly reduced the number of performers able to participate in Comic-Con events.

    Tensions over AI between SAG members and major video game companies have been high for months. Negotiations between the two sides began in earnest in October 2022. Members voted to authorize a strike in September of 2023. “Eighteen months of negotiations have shown us that our employers are not interested in fair, reasonable AI protections, but rather flagrant exploitation,” Sarah Elmaleh, SAG’s negotiating chair for the Interactive Media Agreement (IMA) that covers video game workers, said in a statement. “We refuse this paradigm—we will not leave any of our members behind, nor will we wait for sufficient protection any longer.”

    In the video game industry, actors regularly lend their voice, likeness, and even movements to projects. Voice acting and motion-capture are a crucial part of game development, even as AI begins to change the way developers create their games. Despite success on other points, video game companies and SAG have been unable to find common ground on AI.

    “We are disappointed the union has chosen to walk away when we are so close to a deal, and we remain prepared to resume negotiations,” Audrey Cooling, a spokesperson for the video game companies involved in the negotiations said in a statement to WIRED. That group includes companies such as Activision, Disney, Electronic Arts, Insomniac Games, Take-Two, and Warner Bros. , among others.

    “We have already found common ground on 24 out of 25 proposals, including historic wage increases and additional safety provisions,” Cooling said. “Our offer is directly responsive to SAG-AFTRA’s concerns and extends meaningful AI protections that include requiring consent and fair compensation to all performers working under the IMA. These terms are among the strongest in the entertainment industry.”

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    Megan Farokhmanesh

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  • A Chaotic History of Clickolding, the Year’s Most Disturbing Game

    A Chaotic History of Clickolding, the Year’s Most Disturbing Game

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    Nelson: I took a picture. I cropped it so that his face could not be seen. And we used that reference photo a month later.

    Tan: I thought he was joking. The outfit the mystery man is wearing in the game is pretty much exactly what I had on that day, minus the mask, stripes, and questionable stains.

    Nelson: If I was telling a story about a distressing and distressed masked man who wanted you to not just click a tally counter, but wanted to watch you do it, this everyman outfit with a slight elevation of style could end up being the foundation of a character design.

    Porter: It was just a tan jacket.

    Nelson: Even though I did get his permission at the time, many people don’t understand the full implications of their actions and decisions and permission they give at 3 am.

    Porter: I mean, it looked very stylish. Dan looked good.

    Kaman: It’s not like something to make fun of. And that’s kind of why it was funny, because there’s nothing wrong with Dan to justify making fun of him. It’s just like you have the target on you now.

    Nelson: I hope in this life or the next, he can forgive me.

    While many of the developers involved that night left San Francisco without giving another thought to Clickolding, Strange Scaffold got to work. The studio did, in fact, go on to collaborate with Outersloth on the game. As they released promotional material, the developers involved in its conception had an array of reactions.

    Tran: Well, it was horrifying.

    Kaman: We were like, “What the fuck?” He’s a madman, but he’s also my greatest inspiration in life.

    Tan: After seeing the teaser, I remember messaging Xalavier right away being like “I can’t believe you actually used my outfit for this!!!”

    Tran: The first thing I saw was the character, horrifying. Two, it was like, I can’t believe this is happening, even though I knew it was. Three, wow, I can’t believe this joke, this thing that started off as just like a funny ha-ha, this thing that just had escalated into an actual game. Honestly, it just felt really cool.

    Kaman: We were sharing it around in Slack, losing our minds, just being so impressed at the commitment.

    Tan: Despite it all being born from something that started off lighthearted and a little silly, the game is most definitely no joke; it definitely taps into that uncomfortable feeling we got a glimpse at in the hotel lobby that night.

    Tran: It’s really cool to see all the things that we talked about coming together, like Dan’s outfit or Gary’s logo, and that kind of weird creative spirit. Having something feel real, amazing.

    Kaman: I think Aggro Crab deserves royalties.

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    Megan Farokhmanesh

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  • The Real Reason Will Smith Broke Twitch’s Biggest Streaming Record

    The Real Reason Will Smith Broke Twitch’s Biggest Streaming Record

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    Every summer, the Spanish Twitch streamer Ibai Llanos hosts a livestreamed boxing tournament called La Velada del Año (The Evening of the Year). In just four years, it has gone from a relatively small event featuring matches between a few influencers from Spain to an enormous global phenomenon featuring over 20 combatants and a host of musical performers. A record-breaking 5.9 million Twitch users tuned in to see this year’s event, held July 13 at a packed 80,000-seat stadium in Madrid.

    The biggest name on the bill was Will Smith, who appeared as a headlining musical act and led the crowd in the Fresh Prince of Bel-Air TV show theme. The Oscar winner was the first English-speaking performer in the event’s history, but he wasn’t the most popular part of the evening. According to data from StreamsCharts, the most-viewed moment during the stream, which also set a record with 3.8 million simultaneous viewers, was a boxing match between two influencers, one from Spain and one from Chile.

    The event makes for a perfect cross-section of what internet popularity looks like in 2024. For a start, there’s the boxing matches. Mano-a-mano combat has been a promotional tactic for influencers for years. Examples appear across the spectrum, from controversial YouTuber turned MMA fighter Logan Paul all the way to tech billionaires Mark Zuckerberg and Elon Musk, who made serious preparations for a cage match last year before Zuckerberg called it off. In an era when cultural cachet is defined by parasocial stan armies, who live up to their name by getting into fierce, bitter rivalries with other fans, there’s an indelible power to seeing these famous figures literally trade blows.

    Of course, in reality, these influencers and internet personalities understand it’s not really a competition. Ibai regularly collaborates with other streamers from across the globe, combining their audiences and fan bases for more engagement and a higher profile. The same day as La Velada del Año, YouTuber MrBeast uploaded a video entitled “50 YouTubers Fight For $1,000,000.” The video is done in MrBeast’s usual frenetic style, but the format itself seems clearly inspired by Ibai Llanos’ tournament. Ibai himself is one of the 50 YouTubers who appears in the video, forestalling any accusations from fans of either streamer.

    The competition being conceived for Twitch broadcast also means it’s modeled after an esports tournament as much as a UFC fight. Ibai, who serves as the MC and commentator for the evening’s matches, first achieved success on Twitch as a Spanish-language League of Legends announcer. He has parlayed his streaming success into a media empire, including a televised talk show and cofounding the Kings League, a soccer league that optimizes the game for streaming by adding video-game-inspired rules like power-ups. Video games are already a huge industry, but they’re starting to become popular for marketers, suggesting events like La Velada del Año, which bring the culture of gaming into more traditional spaces, will only become more common on Twitch and off.

    Twitch itself is in an odd, paradoxical position. The streaming platform has seen an overall decline in user and revenue growth for the past few years and has never turned a profit since being acquired by Amazon in 2015. In February, the site completely withdrew from Korea, which had been one of its biggest foreign markets. At the same time, though, Twitch streamers are bigger than ever as the general audience for livestreams grows. Spain in particular has become an enormous market for Twitch streamers, since they can stream to a global Spanish-speaking audience while taking advantage of lucrative European marketing deals.

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    Adam Bumas

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  • ‘Metroid Prime 4’ Gets a Release Date After Years of Troubled Development

    ‘Metroid Prime 4’ Gets a Release Date After Years of Troubled Development

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    Metroid Prime 4 is alive. During today’s Nintendo Direct event, the company revealed that the highly anticipated sequel, now called Metroid Prime 4: Beyond, is headed to Switch next year.

    It’s been roughly seven years since Nintendo first announced the game during 2017’s E3 event with developer Bandai Namco attached. At the time, Metroid Prime 4 was expected to close a decade-long gap between itself and the 2007 Wii game Metroid Prime 3: Corruption. Other titles in the overall franchise, including Metroid: Other M, which got a lukewarm reception, and a remaster of Metroid Prime, had dropped in the meantime, but none had satiated the desire for a new full Metroid release. Metroid Prime 4 was intended to do that—until it disappeared.

    Years into development, the entire project was scrapped and started again from scratch in 2019 after it failed to hit “the standards we seek in a sequel to the Metroid Prime series,” Nintendo said at the time. Retro Studios, the series’ original developer, was brought on board for this second shot at Samus Aran’s return, but after their work began news about the game’s development was scant.

    In addition to revealing that Metroid Prime 4: Beyond will be available for Switch some time in 2025, Nintendo released gameplay footage that includes Samus scanning aliens, shooting everything in sight, and turning into a nice neat little ball—the classics, as it were. Few other details were given as the game closed out today’s Nintendo Direct, which also included news of a new Legend of Zelda game, but it felt like a deluge after the five years of information drought that preceded it.

    Metroid Prime 4: Beyond appears to be arriving near the end of the current Switch’s lifecycle. News about the console’s successor is expected with every new Nintendo event, but so far there has been none. Still, Metroid fans are ready to welcome Samus back. Or, as one person put it on X with a screenshot of a 2018 receipt: “My preorder finally means something!”

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    Megan Farokhmanesh

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  • ‘Cities: Skylines II’ Found a Solution for High Rents: Get Rid of Landlords

    ‘Cities: Skylines II’ Found a Solution for High Rents: Get Rid of Landlords

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    The rent is too damn high, even in video games. For months, players of Colossal Order’s 2023 city-building sim, Cities: Skylines II, have been battling with exorbitant housing costs. Subreddits filled with users frustrated that the cost of living was too high in their burgeoning metropolises and complained there was no way to fix it. This week, the developer finally announced a solution: tossing the game’s landlords to the curb.

    “First of all, we removed the virtual landlord so a building’s upkeep is now paid equally by all renters,” the developer posted in a blog on the game’s Steam page. “Second, we changed the way rent is calculated.” Now, Colossal Order says, it will be based on a household’s income: “Even if they currently don’t have enough money in their balance to pay rent, they won’t complain and will instead spend less money on resource consumption.”

    The rent problem in the city sim is almost a little too on-the-nose. Over the lpast few years, real-world rents have skyrocketed—in some cases, rising faster than wages. In cities like New York, advocates and tenants alike are fighting against the fees making housing less and less affordable; in the UK, rent is almost 10 percent higher than it was a year ago. From Hawaii to Berlin the cost of living is exorbitant. Landlords aren’t always to blame, but for renters they’re often the easiest targets.

    From this perspective, perhaps Cities’ simulator is too good. Prior to this week’s fix, players found themselves getting tripped up on some of the same problems government officials and city planners are facing. “For the love of god I can not fix high rent,” wrote one player in April. “Anything I do re-zone, de-zone, more jobs, less jobs, taxes high or low, wait time in game. Increased education, decreased education. City services does nothing. It seems anything I try does nothing.”

    On the game’s subreddit, players have also criticized “how the game’s logic around ‘high rent’ contrasts reality,” with one player conceding that centralized locations with amenities will inevitably have higher land values. “But this game makes the assumption of a hyper-capitalist hellscape where all land is owned by speculative rent-seeking landlord classes who automatically make every effort to make people homeless over provisioning housing as it is needed,” the player continued. “In the real world, socialised housing can exist centrally.”

    This is true. It exists in Vienna, which The New York Times last year dubbed “a renters’ utopia.” Except, in Vienna the landlord is the city itself (it owns about 220,000 apartments). In Cities: Skylines II, the devs just got rid of landlords completely.

    The change in-game will have “a transition period as the simulation adapts to the changes,” Colossal Order says in its blog, and the developer says it “can’t make any guarantees” with how it will impact games with mods. Although the update aims to fix most of the problems at hand, that doesn’t mean players should never expect to see rent complaints again. When household incomes are too low to pay, tenants will be loud about it. “Only when their income is too low to be able to pay rent will they complain about ‘High Rent’ and look for cheaper housing or move out of the city.” Maybe it’s time players had a few in-game tenant groups of their own.

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    Megan Farokhmanesh

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  • When a Video Game Developer Gets Outed as Abusive, What Happens Next?

    When a Video Game Developer Gets Outed as Abusive, What Happens Next?

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    Accountability, as ReSpec has found, is a hard road to walk alone. “We’ve had so many of these conversations: These people want to change but just don’t know if that’s possible or how,” says Lin. “It really seemed like they were missing some key pieces of understanding to actually change their behavior, move forward, and grow.”

    Outing even a single abuser can be difficult enough for victims, who sometimes don’t come forward for a variety of reasons, including safety, legal concerns, and the sheer difficulty of the process. And removing one person does not defeat the culture, systems, or choices that got them there. It doesn’t even always keep those individuals responsible for abuse from just continuing to go do it elsewhere.

    Part of ReSpec’s program hinges on community, monthly virtual meetings where people can show up to talk and share their experiences, much like other support groups. It is not restricted to one country or continent; anyone in the program can join, though the program currently only has English speakers. “We mainly just facilitate the space for them to connect with each other and offer guidance around how harassment and abuse happen,” Lin says.

    The point is not to enable or dismiss what they’ve done. “That’s a really careful balance to strike,” Lin adds. “What you’re experiencing matters. We believe in you. What you did was not OK, and if that’s something you believe too, we’re here to talk through how you might want that to change.”

    The group is not a method to connect abusers with their victims, force apologies, or otherwise offer some proof of “rehabilitation” to the greater public. It’s not a formal program, either; there is no six-month plan where everybody gets a badge at the end.

    Lin understands that to some, ReSpec’s mission may seem contradictory or even controversial: a survivor-centered hotline that shifted to support abusers. They consider it the same sort of community work that focuses on violence prevention. ReSpec hasn’t outright turned anyone away, but the act of opting into its community still requires effort on the behalf of whoever shows up. Since starting, the nonprofit has held 25 group sessions. Lin says that, between them and their cofacilitator Carl Murray Olsen, they’ve held 57 one-on-one meetings.

    Jonathan previously knew Lin from gaming circles, and they initially approached him about ReSpec around the time it launched. He’s been working with the program since, yet feels his goals will be lifelong. “It’s a really hard thing,” he says. “It’s not something that you can just pay lip service to. You have to put in the hard work to truly understand yourself, understand your actions, understand your motivations, understand how you came to a place where your behaviors don’t align with your values, and truly reconcile to the point where you can evolve beyond that.“

    He doesn’t have a strong idea of who should be able to return to work in the space, or what that could mean. “I think it’s more about doing the hard work on yourself to improve,” he says. Harm is not just about someone’s actions, but how people continue to show up in the spaces where they’ve caused damage. “It’s not worth it for you to potentially harm those people again by being in a similar space or by being vocal,” he says. “I think that’s part of owning your actions and holding yourself accountable for the things that you’ve done. You have to accept those consequences.”

    ReSpec is not a gold star to stick on a resume, nor a guarantee for change. It is a step in the process to make the games industry safer. “I’ve heard so many survivors say, ‘I just don’t want this person to hurt anyone else,’” Lin says. It’s one reason why they believe survivors choose to come forward or write callouts. But for what follows after—education, explanation, all the work people ask survivors to do—“we are hoping to offload some of that work,” Lin says. “No survivors should be asked to have to explain patiently.”

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    Megan Farokhmanesh

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  • ‘Animal Well’ Demonstrates What Gaming Stands to Lose Amid Indie Studio Closures

    ‘Animal Well’ Demonstrates What Gaming Stands to Lose Amid Indie Studio Closures

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    Animal Well also comes at a turbulent time for the game industry. Outfits like Gastrow’s and developers like Basso are getting hit hard. Every month this year has included new headline-making layoffs at big game companies, while smaller studios without the name recognition have faded away quietly or gone on some kind of “hiatus.”

    Even indies that have been acquired by major publishers are struggling. Two days before Animal Well’s release, Microsoft announced it would shutter several studios, including Tango Gameworks, best known for the beloved Hi-Fi Rush.

    Animal Well has started its life as something of an endangered species. Perhaps that’s why efforts to protect the game and its secrets feel so urgent. It is, unfortunately, impossible to talk about what makes its post-game so good without ruining it, and every other post on its subreddit seems to be diligently marked with a spoiler tag as a result. Even as new gamers discover it, they’re implored to participate, and keep mum.

    Sure, this is a lot to hoist onto one title. Hades II’s early-access release, for example, generated as much, if not more, excitement. But coming at a rough time for scrappy upstarts, its success—universal acclaim and a time as a top seller—looks like survival of the fittest.

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  • ‘Paper Mario: The Thousand-Year Door’ Sets the Standard for Classic Game Remakes

    ‘Paper Mario: The Thousand-Year Door’ Sets the Standard for Classic Game Remakes

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    In the original, Mario and his friends are flat planes with black outlines, to give the impression they’re drawings rather than computer graphics. While that design is still present in the remake, you can also see a faint hint of a white highlight around the edges of the character model, much like you’d see on actual paper cutouts. It’s subtle but pervasive, and it contributes to the sense that these models really were cut out by hand.

    Every piece of the world has this attention to detail. When you first enter Rogueport, there’s a platform in the main square with a noose on it. In the original, the wooden steps are straight and flat, and everything is at a right angle. It’s fine for a background element, and the flat noose cutout sways in the wind, so the effect works.

    In the remake, however, the steps are a little crooked and janky. The side pieces of the steps look bent, like a child accidentally forced it too hard while slotting in the step pieces. It’s standing, but only barely. A mild gust of wind might blow the whole thing over. It might seem unimportant, but details like this make it easy to get drawn into Paper Mario’s world.

    This is one situation where the improved graphics of a more modern console augmented the design choices from the original game. Switch graphics might mean Mario and his pals can look more realistic, but in this case that just means they look more handmade, like a paper craft model of the Mario from Super Mario 64.

    The rich detail that the remake adds—with more complex models, better lighting and reflection systems, and higher resolution textures—makes the illusion so much more immersive and delightful. It’s apparent in every new setting how much effort was put into re-creating every aspect of the game.

    Quality-of-Life Upgrades

    Faithful re-creation isn’t always the most ideal way to approach a remake, and thankfully Nintendo agrees. This new version of The Thousand-Year Door comes with a few features that aren’t present in the original but would’ve been welcome additions.

    The most useful of these, in my opinion, is the Partner Ring. In the original game, you had to open up a menu to swap between different members of your party. It wasn’t difficult per se, but it was tedious. In the remake, you can hold L and tilt the control stick to rapidly swap partners. It’s a shortcut that doesn’t fundamentally alter the game, but is a welcome convenience.

    Similarly, there’s a new option when you fail a battle. Previously, if you lost a fight, you would have to reload from the last time you saved, which could sometimes be annoyingly far from where you were. In the remake, when you lose, you’ll see a new “Try again” option that will bring you back on the most recent section of the map, cutting down on huge amounts of tedious backtracking.

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    Eric Ravenscraft

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  • ‘Hades II’ Proves Lightning Can Strike Twice

    ‘Hades II’ Proves Lightning Can Strike Twice

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    They say that you can’t improve upon perfection, but somehow, Supergiant Games’ Hades sequel does.

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    Louryn Strampe

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  • TikTok is a great way to experience the Fallout games now

    TikTok is a great way to experience the Fallout games now

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    Ever since watching the Fallout show, I can’t get enough of it. The show was my introduction to its world, and the ending only inspired me to dive deeper in the worlds of the video games that inspired the show. Everything from the evils of Vault-Tec to the eccentric characters fascinated me. Clearly I’m not alone — the game series received an influx of players following the release of the show — but not everyone can commit to playing the games. It can be a massive time investment and even require hundreds of mods to play. Luckily for me, I’ve found a great way to experience the games without actually playing them: Watching clips on TikTok.

    I can already hear the groans from seasoned fans — that’s valid! — since watching short videos about specific quests, locations, or characters doesn’t at all replace actually playing the game. But now I get to see a highlight reel from the people who put those hundreds of hours into the game and learn about the series in way that’s tailored towards the viewers of the show. For example, the video below shows an undetonated bomb in Fallout 3’s Megaton and discusses theories on who first dropped the bombs — which the show directly addresses.

    Clips like the above allow me to learn about the world as it’s presented in the game series and can also give additional information about the lore of the game. Sure, I could go and read Wikis on the game, but that’s just not as fun. In the below clip, we can learn about a guy who runs the radio — a role played by Fred Armisen in the show — and what happens if you kill the radio guy in the game. (Spoilers: It’s funny.)

    Even if I were to put the time and effort into the games, it wouldn’t guarantee that I’ll get to go and see everything I want in a perfect way. Like, I could play, but I might not know how funny the result would be if I killed the radio host. In other examples, people have just been really good at highlighting goofy moments. The clip below talks about a mysterious cult that formed around the Gravitron theme park ride.

    People also just pull hilarious stunts in the games that I wouldn’t have the time or patience to pull off. Like this person, who collects dozens of Protectrons to defend against an invasion from the The Brotherhood of Steel in Fallout 4.

    Prior to the show, I might have scrolled past these videos, and TikTok’s algorithm might have taken that as a sign I wasn’t interested in that content. However, now, the show has given me just enough knowledge to contextualize the big moments shown in the clips. The videos hit a sweet spot where I know enough to understand the clips and can recognize certain sects or recurring characters, but I don’t know so much that none of it surprises me. All in all, it’s been an enjoyable way to learn more about the games, and I’d recommend poking around on TikTok if you’re looking to scratch that Fallout itch.

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    Ana Diaz

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  • RIP ‘Red vs. Blue.’ Machinima Is Gone—but Its Legacy Is Everywhere

    RIP ‘Red vs. Blue.’ Machinima Is Gone—but Its Legacy Is Everywhere

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    Red vs. Blue is officially over. On Tuesday, Warner Bros. Discovery released Red vs. Blue: Restoration, the final installment in the long-running saga that was once at the forefront of a whole new form of entertainment: web videos created from in-game footage. Machinima signaled a new world where that footage—of Halo, in Red vs. Blue’s case—could power viral clips. That was 2003. Now it seems as if Restoration might be machinima’s swan song.

    “Machinima directors use game engines, which allow them to record a scene from any conceivable angle, like a Hollywood director uses a cinematographer,” WIRED wrote in a 2002 piece heralding the potential of this new filmmaking technique. When it launched a year later, Red vs. Blue exemplified those possibilities. The series was created by linking several Xboxes together and recording footage of a Halo multiplayer match, then adding voiceover. The absurdist, existential tone of the dialogue was a hilarious counterpoint to (and commentary on) the run-and-gun gameplay of the first-person shooter used to create it. The show’s creators founded a production company, Rooster Teeth, and made over a dozen more seasons worth of episodes.

    Red vs. Blue would go on to develop a huge fan base and become a geek touchstone in the two decades that followed. Which is why Restoration’s release feels like an ignominious sendoff. In March, Rooster Teeth general manager Jordan Levin announced that Warner Bros. Discovery, now Rooster Teeth’s parent company, was shutting down the studio, and it soon became clear that the IP was being split up and sold off for parts. Today, the final installment of Red vs. Blue is being unceremoniously dumped onto streaming platforms with minimal fanfare or promotion.

    It’s a sad moment for fans of Red vs. Blue and Rooster Teeth, but it’s a great moment to reflect on the impact the web series had. Machinima isn’t talked about much these days, but across the media landscape, you’ll find people using games to create everything from streams to clips to GIFs to art films, and doing it in ways that were unimaginable 21 years ago. “Machinima is not a word we use anymore, and it’s not really something we think of as like a medium or a genre anymore,” says Adam Bumas, a writer for the Internet culture newsletter Garbage Day. “But it’s still going strong. In fact, it’s everywhere.”

    What hath machinima wrought? For starters, look at the phenomenon of Fortnite concerts. Over the last few years, major recording artists like Kid Laroi, Ariana Grande, and Travis Scott have performed sets for millions of people logged in to the game world. (Lil Nas X did a similar virtual event inside of Roblox.)

    “The reason those concerts happened is because Epic realized that people were just hanging out in Fortnite and not even playing,” notes Bumas. “It’s like an evolution of a social space.” And since Fortnite’s gameplay is centered on building and creating things as well as shooting each other, it was only natural that Epic would also lean into developing tools that help people express themselves and entertain each other within the game world.

    The game publisher has also developed tools that let filmmakers use the underlying game engine that Fortnite runs on in their production process. For instance, Industrial Light & Magic has employed Epic’s Unreal Engine in its StageCraft virtual on-set production process since the first season of The Mandalorian. For the most recent season, the company used Unreal to help actors and filmmakers visualize how a CG droid character would interact with flesh-and-blood actors.

    “When you’re confronted with a sea of green and representations of characters on ping-pong balls or tennis balls, it becomes a pretty daunting experience for the actors and the director,” Epic Games’ chief technology officer, Kim Liberi, tells WIRED. “I think what we’ve been able to do here is give control back to the filmmakers.”

    In a different galaxy far, far away, artist Tim Richardson recently collaborated with fashion designer Iris van Herpen on the CG short Neon Rapture, which was also made with Unreal. The tech allowed van Herpen to push her eye-popping concepts and designs further than she ever could have in the real world, and Richardson says that the game engine was his “sound stage” for the production. Where the Red vs. Blue creators had had to simply capture footage of themselves playing Halo, Richardson had a toolkit to work with that was specially designed for someone intending to render content rather than have a play experience. It allowed the filmmaking team and the fashion designer to prototype every aspect of the shoot from designs to lighting to costume to sets, and mix motion capture data with a digital environment on the fly to figure out their shots.

    “It was the closest thing to shooting live-action I’ve experienced in VFX-based filmmaking,” Richardson says. “I was able to share ideas and collaborate with Iris on a time-scale impossible in linear VFX. I see game engines as an essential aspect of my future work.”

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    Chris Baker

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  • ‘Hades II,’ a Sequel to the Horniest Game of 2020, Just Dropped Early

    ‘Hades II,’ a Sequel to the Horniest Game of 2020, Just Dropped Early

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    Supergiant Games is handing over the keys to the underworld early. Hades II, the sequel to the studios’ critically acclaimed roguelike, is now available to buy for $30 on PC via Early Access on Steam and the Epic Games Store.

    Hades II follows Melinoë, underworld princess and sister to the first game’s hero, Zagreus, on her journey to kill the titan Chronos. The game features a rotating cast of Greek gods, from Aphrodite to Zeus, who assist Melinoë on her journey with powerups and special abilities. Although the version of the game that dropped Monday is not the full, finished title, Supergiant will allow players who purchase it to carry over their progress to the final game. The company expects development to continue “at least through the end of 2024,” with updates coming every few months.

    On top of its stellar gameplay, the original Hades was also beloved for its hot gods and open sexuality; players could woo both female and male characters, together, for a threesome with the right attitude. The sequel is keeping up at least some of that tradition with more Greek gods whose beauty is on full display.

    Hades II’s early release shouldn’t be a total surprise. Its predecessor was released before it was fully formed in late 2018; the completed version came out in 2020. “We designed the original Hades for Early Access from the ground up, and the same is true for Hades II, our first-ever sequel,” Supergiant wrote in its announcement. “We believe everything about this game benefits from ongoing feedback, from the balancing to the storytelling.”

    Currently, the game has more levels, foes, and voiced characters than even the finished version of the original game, Supergiant says. Key areas, characters, story, and more are still being built.

    The Early Access release follows a technical test by Supergiant last month, where members of the team played the game live on-stream. Interested players were allowed to sign up for the test. Hades II has already been in development for three years. Although there’s no word on when the final product will be ready, players who want the chance to help shape its development can do so through feedback. “We expect to make many changes and improvements inspired by our player community, and reflect these in our patch notes,” Supergiant wrote in a statement.

    “The combination of our impressions as a development team, feedback we’re hearing from our player community, and gameplay data we’re collecting from players all should help us form a more complete picture of how we can make Hades II the best it can be.”

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    Megan Farokhmanesh

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  • ‘Metaphor: ReFantazio’ Steals the Best Ideas From ‘Persona 5’

    ‘Metaphor: ReFantazio’ Steals the Best Ideas From ‘Persona 5’

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    When it came time to make Metaphor: ReFantazio, developer Atlus had a guiding principle: make a video game that was a culmination of all the beloved RPGs the company had made before it. “We decided to challenge the fantasy genre,” director Katsura Hashino said this week during an online demo of the game. Atlus has been making games for some 35 years, and it wanted to pull together an all-star team to commemorate the anniversary.

    Hashino has been instrumental throughout the Persona series; following Persona 5’s release, he moved away from P-Studio—the team working on Persona games—to start Studio Zero, another internal Atlus group. For Metaphor, Studio Zero brought in Persona character artist Shigenori Soejima and longtime composer Shoji Meguro. They also brought in guest developers Koda Kazuma, concept artist for NieR:Automata, and Ikuto Yamashita, one of the artists behind the beloved anime Neon Genesis Evangelion.

    Metaphor: ReFantazio, scheduled to hit PlayStation 5 and Xbox Series X on October 11, will combine many of the social elements of the Persona series with a faster combat system and new fantasy setting.

    In Metaphor, a king’s assassination kicks off an election that will allow anyone to be the next sovereign, so long as they get enough backing. That means the protagonist, who is on a mission of his own, will need to form bonds with potential followers, earn monster-slaying bounties, explore dungeons, complete side jobs, and generally rally support.

    Like the Persona games, there’s a social element at play, whether it’s building relationships with followers or hanging out with the game’s cast. There’s no fast-travel between destinations; instead, players get around on mobile bases equipped with everything from hang-out rooms to libraries to spots to cook or get your laundry done. It’s reminiscent of Persona’s incredibly satisfying, totally mundane tasks that make the game feel more alive.

    Hashino says that Metaphor lets players build their squads using a job system based around powers called archetypes. “By confronting their anxiety, the protagonists acquire these archetypes, a special power,” he noted during Tuesday’s demo. “Their powers manifest in various forms throughout the game.” They may sound similar to Persona games’ eponymous enemies, but they’re more like traditional battle styles. A seeker is a well-rounded fighter, for example, whereas a mage fights with magic. Players can mix and match their parties however they want, including creating squads entirely of the same job.

    Atlus is currently enjoying a renaissance thanks to the breakout popularity of games like Persona 5 in 2016 and Persona 3 Reload, released in March. Reload, a remake of a PS2 title, became the fastest-selling game in Atlus’ history within its first week. Metaphor retains much of the series’ eye-catching style and slick combat. It’s a massive game, Hashino says, one that “questions the power of fantasy, a power we all possess.”

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    Megan Farokhmanesh

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  • Delta Is an iOS Game Boy Emulator That (Likely) Won’t Get Taken Down

    Delta Is an iOS Game Boy Emulator That (Likely) Won’t Get Taken Down

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    Video game emulators are having a tough time. Back in March it was Nintendo Switch emulator Yuzu, which got shut down following a lawsuit from Nintendo. Pizza Emulators, another Nintendo emulator, disappeared around the same time. Then, over the weekend, after Apple updated its restrictions on retro game emulators to allow them in the App Store, a Game Boy Advance app called iGBA became a fast favorite. iGBA didn’t make it through Monday.

    The emulator that iGBA resembled, though, is now available on the App Store: Delta, a free, upgraded version of an emulator designed specifically for iOS that supports games for the Nintendo Entertainment System, Super Nintendo, Nintendo 64, Game Boy Color, Game Boy Advance, and DS, making games created for those systems playable on iPhone screens. The emulator is “focused on providing a polished, easy-to-use emulation experience, with iOS-specific features like AirPlay,” says its creator, Riley Testut. It supports a variety of controllers, including Nintendo Switch Pro controllers, Joy-Cons, Nintendo Switch Online controllers, and PS5 and Xbox Series X.

    Apple loosened its App Store restrictions to allow retro game emulators onto its store earlier this month. The main stipulation in its rule change was that the emulation apps comply with “all applicable laws.” (Nintendo has a history of cracking down on sites that traffic in ROMs, which are playable software versions of its hardware game cartridges.) Apple also expressly forbids “copycats” in its store. “Don’t simply copy the latest popular app on the App Store, or make some minor changes to another app’s name or UI and pass it off as your own,” its guidelines read. In the case of iGBA, it itself was a version of another developer’s work.

    Testut, a student at the University of Southern California and an app developer, tells WIRED he first learned of iGBA’s existence on Discord, where Patreon supporters were talking about it Saturday night. He quickly recognized his handiwork in the emulator listed on the App Store. “Not only were the controller skins and UI identical, but the app’s internal name was literally ‘GBA4iOS.app.’”

    Online, Testut expressed shock and disappointment that iGBA had made it onto Apple’s platform before his own project. “I’m pissed that Apple took the time to change the App Store rules to allow emulators, and then approved a knock-off of my own app,” even though he’d been trying to launch an update of GBA4iOS called Delta ”since March 5,” he wrote on Threads,

    Testut says that the developer responsible for iGBA emailed him “and personally apologized for the mess … They didn’t expect this all to happen so quickly,” Testut says.

    Apple declined to comment.

    As the game industry grapples with saving older titles at risk of disappearing forever, emulators like Testut’s are likely to be more in demand all the time. “We’ve seen repeatedly that IP owners are resistant to (consistently) porting old titles to newer hardware, preventing later generations from playing them,” Testut says. “Emulators ensure that old games can still be replayed decades later, similar to playing old audio recordings.”

    Even industry leaders believe emulation could be the answer to the preservation problems in gaming. “My hope (and I think I have to present it that way as of now) is as an industry we’d work on legal emulation that allowed modern hardware to run any (within reason) older executable allowing someone to play any game,” Xbox head Phil Spencer told Axios in 2021. Microsoft has since set up an internal team focused on preservation of Xbox games.

    Apple has already opened the door for emulators on its App Store; iGBA has proven that there’s a very eager market waiting. Delta—as long as it stays in Apple’s good graces—might finally be it.

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    Megan Farokhmanesh

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  • Hollow Knight: Silksong has become a meme about waiting for games

    Hollow Knight: Silksong has become a meme about waiting for games

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    In the hours leading up to several gaming news events — like an indie event or a Nintendo Direct — you can see the rumblings of people online discussing a game called Hollow Knight: Silksong. Some share digital summoning circles constructed with emojis and dedicate them to the game in the hopes it will make an appearance at a showcase; others simply express their excitement by sharing memes prior to the event. During a digital event itself, you’ll see viewers spam the live chat with messages like “SKONG [with four airhorn emojis],” or “WHERE SILKSONG????!!??” Sometimes, the phrase “Silksong” will even trend online before one of these events because so many people are sharing their excitement.

    All of this ruckus, just because fans just really want to hear a sliver of news about Hollow Knight: Silksong. The game — which fans shorten to Silksong — is the planned sequel to a game called Hollow Knight. Developer Team Cherry first announced the follow-up to its beloved Metroidvania in 2019; since then, it got a splashy trailer in 2022, but no concrete release date. And by now, its dedicated fan base has turned waiting for the game into one giant viral meme.

    What is Hollow Knight: Silksong?

    To understand the lasting popularity of Silksong, we need to look back at the game that preceded it: Hollow Knight. Developer Team Cherry first released the popular Metroidvania in 2017. At the time, the game stunned fans with its fantastical insectoid world and precise combat. Those elements, paired with its rich method of environmental storytelling, resulted in a gem of a game. Polygon hailed it as “unquestionably the finest Metroidvania ever made.”

    Image: Team Cherry

    Hollow Knight has racked up more than its fair share of devoted fans, so when Team Cherry surprised players with the announcement of a full-on sequel called Silksong, it drummed up plenty of buzz. The developers promised an original story, new bugs to meet, and new worlds to explore. What’s more is that fans would get to play as Hornet, a mysterious but beloved side character from the main game.

    Fans excitedly awaited more news about the upcoming game, but none came. Years passed, and Team Cherry didn’t release any more trailers or news. With each passing gaming news event, it seemed all the more inevitable that players would get a release date, or a new trailer, or at least another peek at the project.

    Finally, in 2022, the developer shared a new look at the game at an Xbox Showcase, but even then, the game had no stated release date. According to Xbox, however, the games in that showcase were going to be released in the next 12 months — meaning Silksong should have come out in 2023. But it didn’t. On May 9, 2023, Matthew Griffin from Team Cherry broke the news on X (formerly Twitter) that the game was not yet ready to be released and that fans should “expect more details from [Team Cherry] once we get closer to release.”

    That was the last major update from the team, and since then, fans have been left in limbo — while still repeatedly expressing their hearts’ desires for the game online.

    Why do fans shout about Silksong online?

    In the years since its initial announcement, expressing a desire to see Silksong has become a viral bit online. At this point, you can’t watch a gaming news stream without people mentioning Silksong. People on social media will share fan art, memes, and reaction posts all in anticipation of the game, or making fun of the fact that there might not be more news about it. The avid fandom can spark the ire of other viewers in chats, and Silksong fans have inadvertently psyched up others excited for the game because they so regularly cause the game’s title to trend on X. All because people just want to express a desire to see this game.

    Polygon reached out to Team Cherry to ask about what it’s been like to see fans talk about the game. We will update this article if we hear back.

    Hollow Knight did sell in the millions, but that isn’t necessarily what seems to be causing this reaction to Silksong. It’s just that this game — which is genuinely a fantastic game to play — has inspired a super-dedicated cult following. The people who love the game just really adore it, and they want to see the next game released.

    In this sense, Silksong does just come across as the next generation’s version of the entire “localize Mother 3” movement. Nintendo has never released an official English localization of Mother 3 in North America, but people have been asking for it for years. To this day, fans still beg Nintendo on social media to release the game, and several fans have regularly pulled IRL stunts to bring attention to the game. Being a Mother 3 fan is almost as much about wanting Mother 3 to come out officially in the U.S. as it is actually playing or enjoying the content of the game.

    That all being said, Silksong has a much better chance of being released than the official English version of Mother 3. Team Cherry has assured fans that while the team might not have revealed too much, development is progressing. So I guess fans will have to rely on their summoning circles until then.

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    Ana Diaz

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  • Influencers Are Trying to Go Viral by Playing a Game About Going Viral

    Influencers Are Trying to Go Viral by Playing a Game About Going Viral

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    Ben disappeared somewhere in the pitch black of the Old World. A handful of streamers gathered to investigate its monster-filled caverns and hallways, only to find their friend had gone missing. “Did Ben die?” one wondered aloud, just before another spotted him with relief in his voice. “I’m not even kidding, it took me,” Ben starts to say. “It carried me a mile underground.” One of his companions interrupts: “Wai-wai-wait, shut up, shut the fuck up, shut up! Tell that story on camera now.”

    “Oh, OK OK,” Ben replies, getting into position. Someone shines a flashlight on him. The light hits a gelatinous monster behind him. It yanks him away, again, before he even can finish his sentence. Luckily, his kidnapping is all on camera this time, and content creator videogamedunkey has a potential viral hit on his hands—both in the game, Content Warning, and on his real-life YouTube channel.

    In the week since its release, Content Warning—a co-op horror game about trying to film monsters (and survive) to get views on a faux YouTube—has been a runaway hit for developer Landfall Games. In the first 24 hours after it hit Steam, more than 6 million players downloaded it.

    Built by a tiny team of five developers in just six weeks, Content Warning has quickly become gaming’s latest trending topic by being a send-up of the very players it was made for: game streamers aiming to go viral and the fans who love to watch them. A perfect meta commentary on how far some influencers will go for a win. Across YouTube and Twitch, where the game’s fans are most visible, everyone just knew what to do: film, film, film.

    The team behind Content Warning sensed they had something special the first time they recorded a video of their expedition and watched it together. “It was instantly hilarious,” says developer Zorro Svärdendahl. It’s not that they’d done anything special—in fact, they’d mostly filmed each other walking behind trees and playing peek-a-boo—but the bones were there. They just had to make the game’s videos punchier.

    In the game, players have three days to capture footage good enough to rack up views online, but every time they enter the game’s Old World they’re at risk. Monsters tend to appear suddenly out of the dark, sometimes with jarring screams.

    A finished video, which surviving team members gather to watch at the end, typically has a The Blair Witch-ian found footage quality to it—shakey shots taken while running, a lot of screaming, and above all people barking things like “Get this on film.” The game’s goofy aesthetic for its SpookTubers, who have figures similar to arm-waving inflatables and faces that players create by typing emoticons, makes the whole thing all the more entertaining.

    Content Warning is part of a long tradition at Landfall Games, which releases a small, silly game every year on April Fools’ Day. One year, it was a “horse-drifting-romance-roadtrip-battle-royale”; for another, it was a parody of battle royale. This year’s title is about the many players who have seamlessly adapted to being influencers. There’s a huge social element at work, where people are role-playing with their friends in the game. Sometimes it’s a YouTuber-type. Sometimes it’s as a news reporter trying to do a very tumultuous interview. People get creative.

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    Megan Farokhmanesh

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  • The Future of Video Games Is … Reality TV?

    The Future of Video Games Is … Reality TV?

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    Over by the pool, a slap fight breaks out. Two cast members, no longer content to trade insults, are flailing at each other with the fervor of a schoolyard fight. Camera screen bouncing, the producer sprints over to get footage.

    It’s 1999, and players are producing the latest season of the hot reality show, The Crush House. That job includes picking the cast, capturing the drama, and above all satisfying the ever-changing audience to keep the show on the air. Fail, and you’re canceled, in the most traditional sense of the word.

    Until 2024, the role of “reality TV producer” was a largely unexplored video game hero. The Crush House ends that trend. Part satire, part love letter to the indomitable industry of reality TV, the “thirst person shooter,” which is expected to launch later this year, is director Nicole He’s way of exploring the genre in a fun, yet critical way.

    Crush House is also not the only reality-TV-tinged title to make waves this week. Content Warning, a co-op horror game about filming your friends to try and go viral, pulled in more than 200,000 concurrent players after an April Fools’ Day launch.

    “When people talk about reality TV—I will say men in particular, the way men talk about reality TV—there isn’t this full-hearted endorsement of it,” He says. They watch it with their girlfriends, or call it a guilty pleasure: something to watch ironically. “I think this is true in general for a lot of [media-considered] ‘women’s interests.’ It’s not taken seriously, even though people engage with this stuff very critically.”

    Reality TV has the potential to be very fertile ground for game developers. As it stands, it’s a one-way medium: Producers make it; audiences watch. But those audiences also interact with it—a lot. On X, on message boards, in group chats. Pet theories about behind-the-scenes drama abound. If titles like Crush House can put players in the control room, they could tap into a vein of gamers eager to engage in a new way. Even something like Content Warning, which isn’t based on reality TV per se, but still scratches the itch of capturing reality to go viral, has proven there’s a hunger for this kind of gameplay.

    He originally co-conceived of Crush House as a Terrace House–inspired game—an ode to the 2015 Netflix show that offered a softer, low-stakes version of Real World–style drama. Nobody got into fist fights, or had secret gossip accounts, or affairs that became nationwide scandals; they just ran into the everyday friction that comes from living with strangers. The first prototype for Crush House was tonally similar: chill people living in a house together and navigating how to get along. “But we discovered that was boring,” He says.

    Content Warning spoofs its subject matter in a similar way, adopting the feel of ghost hunter shows and influencer videos. The goal is to get famous on “SpookTube”—the better the footage you capture, the more money you make, if you can survive. Players are armed with flashlights and a camera as they enter a monster-filled world to get what they need.

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    Megan Farokhmanesh

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  • A ‘House of the Dragon’ Star Made a Video Game to Grieve His Father

    A ‘House of the Dragon’ Star Made a Video Game to Grieve His Father

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    A decade ago, Abubakar Salim lost his father. That grief lives within him. An actor by trade, with credits in Raised by Wolves and House of the Dragon’s upcoming season, he searched for years for the right medium to work through the hurt. A film. A TV show. Nothing did it justice—until he tried to make a video game. “If you’re really depicting grief in a truthful and honest way, it is so open and chaotic that actually, you can kind of gamify it,” he says.

    Salim is the CEO and creative director of Surgent Studios, the developer behind the upcoming Metroidvania game Tales of Kenzera: Zau. The game, set to launch April 23, follows a young shaman, Zau, who has made a deal with the god of death to bring his father back to life in exchange for three great spirits. Its story is a reflection of coping with loss—even its premise is built on bargaining, a common stage for someone dealing with death. The button-mashing, the mask-switching—these are all, Salim says, representative of the madness people can experience.

    Games about grief reflect those feelings in many ways. Platformer Gris turns the stages of grief into literal ones as its heroine silently navigates a world that uses color and music to express emotion. What Remains of Edith Finch explores the death of a family by sifting through their things, alongside vignettes dedicated to those lost.

    Kenzera has its own methods. Throughout the game, Zau takes time to pause and talk about his feelings. That’s the result of Salim and the game’s developers trying to figure out how the character would be able to restore his health. The solution wound up being quite literal: creating a space where Zau simply sits under a tree and reflects.

    Each biome in the game’s world is a reflection of the journey through that anguish. Salim, who grew up playing games with his dad, reflects on something his father used to tell him as a child: “When you’re born, you’re alone, and when you die, you’re alone.” Kenzera’s developers infused that idea into the Woodlands setting, which is meant to evoke a sense of the questioning: “Will I be remembered? Will I be forgotten?”

    Stories that Salim’s father told him heavily influenced the game, as did Bantu culture, which he says was done as a form of celebration rather than an effort to educate people. In recent years, games like God of War and Hades have brought new familiarity to Norse and Greek mythology. A game like Kenzera could do something similar for the culture of southern Africa. “It’s to inspire people to see these stories and lean into these stories,” Salim says.

    Although Kenzera’s combat has evolved over time, it is influenced by Dambe, a form of Nigerian boxing. Zau swaps between masks to switch up his fighting style—sun and moon masks that represent life and death. In Bantu culture, Salim explains, the two balance each other. “That’s really where the inspiration for these two masks came from,” he says. The sun mask is heat, flame-heavy by nature, while the moon mask has an icier look and feel. Both masks are beautiful and infused with energy, an ode to how other cultures handle death. “Especially within African cultures, [death] is almost celebrated in a way,” he says. “It’s a passing into the new.”

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    Megan Farokhmanesh

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  • Is AI the Future of NPCs?

    Is AI the Future of NPCs?

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    Bloom, a non-player character with a face like a potato and a black beanie pulled tight around his ears, wants to know about my strategy and how I fare in combat. “I follow a map and I punch hard,” I reply into the microphone. Text of our conversation flashes across the bottom of my screen. The NPC thinks I’m bragging. He continues to drone on about our place in the resistance and how we need to fight back, his AI-driven voice tinny enough to sound mechanical but not grating.

    What Bloom doesn’t tell me, at least not directly, is that he’s a “neo NPC”—a generative AI creation from French video game publisher Ubisoft designed to enable players to hold conversations with characters. Bloom is still very much in his R&D era, but his creation represents one of the many ways that game companies are looking to integrate machine learning into their offerings.

    At last week’s Game Developers Conference, where I got my chance to socialize with Bloom, the industry’s AI boom was in full swing. In addition to Ubisoft’s demo, there were panels on everything from bot basketball players to the “transformative applications” of gen AI. But there were also talks from the Screen Actors Guild–American Federation of Television and Radio Artists union (SAG-AFTRA) about deepfakes and the impacts that AI could have on the careers of gamemakers. Prior to the event, a poll conducted by GDC organizers found that 49 percent of surveyed devs are using generative AI at their companies; four in five developers surveyed, however, said they’re concerned about the ethics of doing so.

    Amid these talks, the notion of using AI for NPCs came to the fore. In addition to Ubisoft’s demo, Nvidia—the company behind many of the GPUs powering much of the AI revolution—brandished a suite of tools that enable “developers to build digital humans capable of AI-powered natural language interactions.” The company showed off those tools by releasing a clip of Covert Protocol, a tech demo it made with AI character company Inworld.

    Ubisoft demonstrated its neo NPCs, which also use Nvidia tech, in three ways. First, I talked to Bloom to achieve a few game-given goals: Get closer to Bloom, find out about the megacorps ruling the world, learn about the resistance, and so on. Bloom is effortless to fire questions off to, and he’s generally good natured. He’s been designed to be easy to handle, Ubisoft senior data scientist Mélanie López Malet tells me, though there are other NPCs they’ve created that are more standoffish, if not downright aggressive. The team decided to add goals to his interactions, she explains, because in the company’s early testing they found players can get a little … shy.

    “There are people that have a bit of social anxiety,” Malet says. They don’t want to bother NPCs who seem busy, or they’re taken aback by characters that appear angry. They don’t always know what to say. “[Players] were like, ‘It’s like I’m at party where I know nobody, oh my God,’” Malet says. But she sees this as a good thing: It means the NPCs are inspiring people to use their social instincts. Players are also far more likely to open up and get personal when it’s a text conversation. “There are some things you don’t say out loud, you know?” Malet says.

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    Megan Farokhmanesh

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  • GameScent Wants You to Smell the Gunfire While You Play Video Games

    GameScent Wants You to Smell the Gunfire While You Play Video Games

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    Burnt rubber and gunfire are not the most pleasing of smells, but for action games, they might be the most common. At least, that’s true for GameScent, a new device that aims to make gaming more immersive by adding smell to the equation.

    GameScent, which dropped late last month to a bit of fanfare and some snickering, uses an adapter and an app on your phone to capture audio while you play. It then feeds those audio cues into the company’s “innovative AI,” which then triggers certain smells.

    It’s a hexagonal device, compatible with most consoles, PCs, and virtual reality setups, built to hold six different aromas at a time. At launch, those smells are called Gunfire, Explosion, Forest, Storm, Racing Cars, and Clean Air—perhaps the most important, as it’s intended to neutralize whatever odors may linger.

    “We feel like we are adding the missing link, if you will, to gaming, which is the use of olfaction,” says GameScent president Casey Bunce. Future scents the company intends to release include Ocean, Sports Arena, and—perhaps troublingly—Blood.

    Bunce says that the device’s launch scents—which I’d argue are not the most aromatically pleasing lineup—were largely decided based on requests from gamers. They wanted smells to go along with action or horror games, thus all the explosions and gore.

    Courtesy of GameScent

    Those smells can be strong. During a demo of GameScent at this week’s Game Developers Conference, the device, paired up with Far Cry 6, dutifully pumped out the smell of carnage and burning rubber. It’s set to a two-minute timer, meaning it won’t create a complete haze over your room every time you get into a gunfight—but it’s still better to place the unit far from your gaming perch, rather than sit near it. While its tamer options like Forest are nice in a Febreze sort of way, anyone sensitive to smell, like myself, might get a headache after a few whiffs of car stink.

    GameScent’s creators say they hope to release an additional 30 to 40 scents in the coming year, making it easier for players to customize what they’d like their experience to smell like.

    The company’s products are largely made of essential oils, which you can easily pick up at the store. When I asked what’s to stop me from dumping in, for example, my own lavender oils, a rep for GameScent told me, “Honestly, it would probably work. Look, you might end up clogging the thing, and then you just take it out and flush it out with water.” To keep essential oil enthusiasts from using their own smells, the company plans to work with its community through an “insider’s club,” which will take feedback into account.

    That being said, GameScent doesn’t plan to supply every user’s demand. “We get a lot of like—you know, X-rated requests,” Bunce says. “Very strange requests.”

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    Megan Farokhmanesh

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