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Tag: Kotaku

  • Destiny Players Pay Tribute To Lance Reddick, Their Fallen Commander

    Destiny Players Pay Tribute To Lance Reddick, Their Fallen Commander

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    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.

    Read More: Destiny, Horizon Actor Lance Reddick Dies At 60

    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.

    Kotaku reached out to Bungie for comment.

    Read More: As Destiny 2‘s Commander Zavala, Lance Reddick Finally Gets To Be The Good Cop

    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.

     

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    Levi Winslow

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  • The Last Of Us Season 2 Better Make Abby Ripped, God Dammit

    The Last Of Us Season 2 Better Make Abby Ripped, God Dammit

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    The first season of The Last of Us, the undeniable smash-hit HBO series based on the video game of the same name, has ended. And though the discourse about the controversial ending rages on, people are already looking ahead to season two, which will introduce one of the most infamous characters in the series: Abby Anderson and her incredibly toned arms.

    Read More: The Last Of Us Season Two: Everything We Know

    When The Last of Us Part II first released back in June 2020, gamers had meltdowns over Abby for two key reasons: She enacts some seriously brutal revenge and she is incredibly ripped. I’m talking biceps the size of my head, defined triceps, and strong shoulders—all things that make the dark dude corners of Reddit very scared and very angry about being so scared. In the weeks that followed, gamers stretched so hard to prove she couldn’t be that muscular that they pulled mental muscles, proving yet again that the game industry cannot handle women in any size, shape, or form.

    The She-Hulk Fiasco

    I’d like a little more She-Bulk in my She-Hulk, please.
    Image: Marvel / Disney

    But it’s not just the game industry, as proven time and time again by the dearth of women superheroes built like Victoria’s Secret models. Does Gal Gadot as Wonder Woman look like she can do anything other than strut and make mealy-mouthed comments on the Israeli-Palestine conflict? Is Scarlett Johansson’s Black Widow capable of pulling off gymnastic stunts when she’s wearing a SKIMS waist trainer under a leather catsuit?

    Sure, we all went nuts when Natalie Portman actually got buff for Thor: Love and Thunder, but remember how they nerfed She-Hulk’s muscles for the Marvel’s She-Hulk series? When the CGI version of actor Tatiana Maslany (who plays Jennifer Walters) was shown to be rather diminutive in comparison to Mark Ruffalo’s Hulk, fans went, justifiably, apeshit. Where are the rear delts, where are the traps? Why does she look, as one person put it, like “she’s running for congress to stop the socialists from taking YOUR guns.”

    In an Entertainment Weekly interview, She-Hulk executive producer Kat Coiro responded to rumors that “Marvel requested She-Hulk’s muscles be made smaller,” saying that She-Hulk didn’t need to be all that big, actually.

    We honestly talked about strength more than aesthetics. We studied musculature and we studied women athletes who were incredibly strong. We really leaned towards Olympians rather than bodybuilders. That’s where a lot of our body references came from, very strong Olympic athletes. So she doesn’t have a bodybuilder’s physique, but she absolutely has a very strong physique that can justify the actions that she does in the show. I think people expected a bodybuilder and for her to have these big, massive muscles but she looks more like Olympians.

    Unfortunately, until recently, one of the few examples of a muscular woman in modern media was MMA-fighter-turned-actor Gina Carano as Cara Dune on The Mandalorian. Her arms were absolutely gigantic, exploding out from her chest armor with purpose. She dwarfed every other person sharing a scene with her. Sadly, Carano came out as a transphobe and a covid pandemic anti-masker, so she got the boot, and I worried I’d never see someone built like her on TV or in movies again.

    Mandalorian muscle mommies

    Actor Katy O'Brian flexing her muscles on the red carpet for The Mandalorian season 3

    This is the way: Cast more muscular femmes in TV shows and movies.
    Image: Katy O’Brian on Instagram / Kotaku

    Thankfully, Katy O’Brian came to the rescue. Though she’s only briefly in The Mandalorian season 2, she returns as a major character in the third season, and yes, we do get to see her arms. In fact, her muscles are so prominent that fans of the series already made an apt comparison, tweeting that O’Brian, an actor and martial artist, should play Abby in The Last of Us season 2.

    It’s certainly not a far stretch. Though Abby is voiced by Laura Bailey and has the face of former Naughty Dog dev Jocelyn Mettler, her body double is CrossFit athlete and former collegiate swimmer Colleen Fotsch, who looks like she could pick me (a pretty muscular woman) up with one arm and wield me like a baseball bat. Fotsch, who did not respond to Kotaku’s request for comment, has a litany of YouTube videos showing off workout routines—and considering she’s currently a data analyst by trade, she’s proof that women can be muscle mommies while also living fulfilled NARP (non-athletic regular people) lives.

    Casting an actor who is athletically inclined and already ripped up like a bad report card as Abby in The Last of Us season two makes a ton of sense—though I find myself longing to see a wild bulk-up of an actor not already built like a brick shithouse. But also, I just want to see more muscular women in movies and television, guys. I don’t really care how they get there, I just want them there, muscles rippling like coiled snakes under their skin.

    The Last of Us fans think the series has found its Abby in actor Shannon Berry, known for her role as Dot in The Wilds series. Berry certainly looks like Abby, and if she is indeed our future antagonist, I look forward to seeing her forearms as they wield the golf club that [REDACTED].

    Update 3/17/23 at 5:24 p.m. ET: Post updated to clarify Jocelyn Mettler’s job title. 

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    Alyssa Mercante

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  • Let Me Solo Her Is Playing Elden Ring, But Every Enemy Is Malenia

    Let Me Solo Her Is Playing Elden Ring, But Every Enemy Is Malenia

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    Image: Let Me Solo Her / FromSoftware

    The player known as Let Me Solo Her has become an icon in the Elden Ring community in the year since FromSoftware’s action RPG launched. It started when he used the game’s online co-op features to help a player fight Malenia, one of the game’s hardest boss battles, wearing nothing but some underwear and a pot on his head. Now, it looks like he’s attempting to play a version of Elden Ring where every enemy is replaced by Malenia, and he’s streaming it starting on, March 17, for your enjoyment.Players modding Elden Ring to replace enemies with Malenia isn’t necessarily new, as mods of that kind were circulating throughout 2022. However, given that Let Me Solo Her’s vendetta against Malenia is an Elden Ring legend, at this point, it’s just the natural next step in this saga. Will Bandai Namco send him more swords commemorating all these kills he’s racking up in nothing but some white underwear and a helmet?

    Let me solo her

    The stream is ongoing on Let Me Solo Her’s YouTube channel, and the mod already makes early segments of the game terrifying to watch. Where once low-level enemies wandered in the base game, Elden Ring is now entirely populated by one of the most powerful bosses in FromSoftware’s game, who just happens to be able to heal herself.

    Let Me Solo Her is seen running past a group of Malenias in one of Elden Ring's early sections.

    Screenshot: FromSoftware / Kotaku

    So far, he’s mostly running past Malenias that appear in the open world, and only has to face them head on when he reaches a boss fight. Hey, we’ve all done it. But that doesn’t stop each of them from making swings with their giant swords as he sprints past, and it’s easy to imagine a situation where many Malenia make it hard to simply flee. If you, like me, are too scared to take on this challenge yourself, sit back and watch Let Me Solo Her do it, instead. Personally, I’d rather try the mod that turns enemies into Pokémon. That seems less terrifying.

    While seeing cool remixes of the original game is fun, most Elden Ring fans are looking for new content for the game, which Bandai Namco and FromSoftware finally announced back in February. Not much is known about the upcoming expansion, but fans are already speculating about what characters might be in it based on what little information and art we have at this point.

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    Kenneth Shepard

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  • What We Loved And Hated About Destiny 2: Lightfall

    What We Loved And Hated About Destiny 2: Lightfall

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    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.

    Read More: 13 Things I Wish I Knew Before Starting Destiny 2: Lightfall

    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?

    Guardians fight in Terminal Overload on Neomuna.

    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 holds up a gold chalice for his next pour.

    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.

    A Hunter fires Lightfall's new Strand Exotic sidearm.

    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.

    Read More: 14 Things I Love About Destiny 2: Lightfall

    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.

    A Guardian meditates in the Cloud Strider's garden.

    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.

    Nimbus prepares to trade you more junk Engrams.

    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.

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    Ethan Gach

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  • Death Threats Lead To Cancellation Of Rust Fan Meeting

    Death Threats Lead To Cancellation Of Rust Fan Meeting

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    Screenshot: Rust

    The Game Developers Conference (GDC) is next week, and while that’s normally a time for developers from around the world to meet up, the developers of Rust were also planning on using the event to catch up with fans. That now won’t be happening.

    As PC Gamer report, the original plans were for a meeting—at a “coffee shop in San Francisco”—to be “a chance for conference attendees and fans to meet the Rust team, share their portfolios, and ‘talk shop’”.

    It has been now been cancelled after the developers received “threats to kill”, with the team posting a statement to Twitter that reads:

    This is not a statement we’re happy to announce.

    Due to an IRL threat we must take seriously, we’re going to have to cancel the GDC meetup in San Fran next week. 😢

    Fans are instead encouraged to “reach out via email!” instead. “It’s important to remember the developers are indeed humans”, they add in a follow-up Tweet, saying “When threats arise we make their safety #1.”

    “The overwhelming majority of fans are respectful and supportive,” Rust producer Alistair McFarlane told PC Gamer, adding “there is always going to be a small subset of individuals who engage in threatening and abusive behaviour.”

    It’s important to note that this meetup wasn’t a part of the official Game Developers Conference schedule of events, and so had nothing to do with the organisers of GDC. This was something the Rust team were organising outside of that, just to take advantage of the fact that the team and fans were going to be in the same space for a few days.

    The cancellation also only affects this one meetup; developers Facepunch will still be attending the Game Developers Conference itself, which runs from March 20-24.

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    Luke Plunkett

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  • Fans Dunk On FIFA Promising New Soccer ‘egame’

    Fans Dunk On FIFA Promising New Soccer ‘egame’

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    This will be the first year since 1993 that there won’t be a new FIFA game after Electronic Arts abandoned the exclusive license once negotiations reportedly broke down over the renewal price. FIFA President Gianni Infantino swears the FIFA series will return, however, promising “FIFA 25, 26, 27 and so on – will always be the best egame.”

    The remarks came at a press conference following Infantino’s unopposed reelection to continue leading soccer’s embarrassing and allegation-ridden international governing body. “The new FIFA game – the FIFA 25, 26, 27 and so on – will always be the best egame for any girl or boy, we will have news on this very soon,” he said, according to Times reporter Martyn Ziegler. Fans immediately offered mock-ups of what this vaporware might look like:

    Today’s comments echoed a hollow commitment Infantino made after the original news of the split with EA first broke. “I can assure you that the only authentic, real game that has the FIFA name will be the best one available for gamers and football fans,” he said at the time, despite having nothing to do with the existing series which was solely developed by EA.

    Infantino has a long history of saying stuff that is nonsense, cringey, or offensive, and sometimes all three. Elsewhere during Thursday’s press conference, he reportedly said he was previously inspired to run for President of FIFA because of the Rwandan genocide, a comparison he apparently now disputes making.

    EA, which is now continuing its own soccer games under the new title EA Sports FC, apparently walked away from renewing its exclusivity deal with FIFA because the organization wanted $1 billion dollars, and to dilute the name by experimenting with junk like NFTs. The publisher’s hands aren’t clean either, having turned its sports franchises into live-service money makers that revolve around loot boxes while fans are left to deal with incomplete or buggy annual upgrades.

    Still, FIFA can’t even manage its own house. I have no idea how they expect to make a game from scratch, or who they could hope to farm it out to. Infantino oversaw a spectacular 2022 World Cup that took place amid incredibly grim human rights abuses. “Today I feel Qatari,” Infantino said before the start of the opening ceremony last November. “Today I feel Arabic. Today I feel African. Today I feel gay. Today I feel disabled. Today I feel [like] a migrant worker.”

    The Guardian previously reported that as many as 6,500 migrant workers died while helping Qatar prepare for the World Cup, and it is also illegal to be gay there. Of course, EA’s FIFA 23 was also only too happy to try to sportswash the event.

              

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    Ethan Gach

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  • Cyberpunk 2077 Mod Gives Night City An Even More HD Makeover

    Cyberpunk 2077 Mod Gives Night City An Even More HD Makeover

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    Yes, Cyberpunk 2077 is already in HD—it goes way past HD for anyone playing in 2K or 4K, even—but if you ever stopped to look at the game’s ground textures and walls, you may have noticed they’re not as sharp as some of the more attention-grabbing parts of the world.

    That’s to be expected, of course, no developer in their right mind would spend as much time on a patch of dirt as they would the character’s apartment or car. But when a certain type of game reaches a certain level of popularity, there are people out there who want to see what that looks like, cost be damned.

    You might not remember, but back in 2020 I wrote about a Witcher 3 project undertaken by HalkHogan, a modder who wanted to give Geralt’s world a makeover, replacing the game’s default environment textures with new ones that were vastly more detailed. That mod proved so good, and so successful, that developers CD Projekt Red included it in their recent next-gen re-release of The Witcher 3.

    Well HalkHogan is now back with much the same thing for CDPR’s follow-up, Cyberpunk 2077, announcing that his HD Reworked Project is now underway and posting a video showcasing some of his work.

    Cyberpunk 2077 HD Reworked Project – Release Preview

    While you’d expect that adding something like this to the game would come with a performance hit, HalkHogan says that so long as you have enough spare VRAM, you won’t notice and slowdown whatsoever. And if you do, he’s releasing two versions of the mod:

    In general, the modification doesn’t hit performance in any way if you have enough amount of VRAM (video card memory). Even if you run out of memory a bit, it shouldn’t be a problem (and if it will, you can always easily uninstall the mod).

    There are two versions of the modification, adapted to what the graphics card you have.

    Cyberpunk 2077 HD Reworked Project Ultra Quality: contains the highest quality textures and gives the best visual experience. Highly recommended for 2K/4K displays. Game can use up to max 800MB more VRAM so most modern graphics cards should easy deal with it.

    Cyberpunk 2077 HD Reworked Project Balanced: maintains high textures quality with lower VRAM usage. Recommended for graphics cards with less amount of memory. Game can use up only about 400MB more VRAM so basically everyone who can comfortably play the game can use this without experiencing any significant performance drops while having noticeably better textures.

    Version 1.0 of the project is available now on Nexus Mods.

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    Luke Plunkett

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  • Final Fantasy Creator On Why He Thinks ‘Quality’ Japanese Games Saw A Brief Drop

    Final Fantasy Creator On Why He Thinks ‘Quality’ Japanese Games Saw A Brief Drop

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    While Japanese games of varying genres are enjoying success these days, the 2000s and 2010s weren’t as kind, especially in Western markets. Since then, there’s been a lot of speculation as to why Japanese games struggled during these years, often from westerners themselves, with some pointing to key game design trends. But recent comments from Final Fantasy’s creator Hironobu Sakaguchi suggest that the decline of unique console hardware, exclusives, and cultural differences is the likely cause.

    By the late 1990s, Japanese games like Final Fantasy VII, Chrono Trigger, or Castlevania had become must-play experiences for their inspired stories, excellent technical presentation, and engaging gameplay. But the following two decades were a different story. Anticipated entries like Final Fantasy XIII failed to reach sales expectations with the rise of Western RPGs such as TK (and many felt that train came off the rails starting with 2001’s Final Fantasy X). Newer attempts at franchises like Sakaguchi’s Blue Dragon on Xbox 360 in 2006 were met with lukewarm reception at best. Meanwhile, Western-made games like Mass Effect had become the new gaming sensations. While some may point to declining interests in traditional, linear forms of storytelling in games as a likely reason, Hironobu Sakaguchi suspects that dramatic changes in the hardware used to play games presented a tough road for Japanese devs to follow.

    Sakaguchi: ‘Consoles like the NES and PlayStation were very specific hardware’

    Speaking to IGN along with Castlevania senior producer Koji Igarashi, Sakaguchi discussed why he feels Japanese games were of “higher quality” for systems with ‘“specific hardware”’ like the NES or PSX. The answer, as many students of video game history might suspect, has to do with those very consoles. With specific hardware configurations produced by Japanese manufacturers, devs at the time had to become experts in how to best utilize these devices, and there was no language barrier to gaining these skill sets. Sakaguchi said:

    “[Specific, Japanese-made consoles] made it easier for Japanese developers to master the hardware, as we could ask Nintendo or Sony directly in Japanese. This is why—I realize it might be impolite to say this—Japanese games were of a higher quality at the time. As a result, Japanese games were regarded as more fun, but when the hardware became easier to develop for, things quickly changed.”

    Castlevania producer Koji Igarashi added that the “long history of PC culture” in the West was better adapted to the hardware trends that would follow in the 2000s, a trend which continues to this day. The PS5 and Xbox Series consoles more closely match PC hardware than dedicated gaming boxes perhaps ever have. That change wasn’t easy.

    Igarashi describes the journey as a tough growing pain. “Japanese developers could no longer rely on their speciality as console developers,” he said, “and had to master PC development.”

    While some may be quick to point out, perhaps, that the PS3’s unique and troublesome Cell Broadband Engine certainly fits the criteria of “specific hardware,” it was maybe too specific. Though Sony made incredible promises for its performance (and odd commercials), its unique architecture was a chore for developers around the world, leading Sony to pivot away from it for the PS4. But the 2000s and 2010s were also a time where Japanese games, particularly Final Fantasy, made the switch to multi-platform releases. Devil May Cry 4 was another notable series that made the jump to other platforms. This shattered the trend of focusing on a specific set of hardware constraints. And at the time it didn’t really go over too well. It seems natural now to expect a Final Fantasy to appear on multiple consoles, but the announcement of XIII coming to Xbox 360 was quite the surprise in the 2000s.

    Sakaguchi believes that where we play our games also makes a difference

    Sakaguchi also said that the “cultural differences” between Japan and the West make meaningful differences in what kinds of games are made. “In the West,” Sakaguchi said, “children often get their own room from a very young age, whilst in Japan the whole family sleeps together in the same room.” He continued, “such small cultural differences can be felt through the games we make today […] I believe that cherishing my Japanese cultural background is what attracts people towards my games in the first place.”

    While I for one can say that my private bedroom probably enhanced my experience of Final Fantasy VII, Sakaguchi’s comments concerning focused mastery of specific hardware likely explained why such epic experiences often felt so unique to the platforms I was playing them on. Or maybe that’s just the nostalgia talking.

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    Claire Jackson

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  • Let Us All Enjoy This 1999 Pokémon Card Commercial

    Let Us All Enjoy This 1999 Pokémon Card Commercial

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    In 2023, Pokémon is part of the fabric of our lives. It exists all around us, has for decades, and even if you’re not a fan you will at least know the basic premise.

    They’re Pokémon! You catch em all! They fight, they faint, they go in a little ball, there are some kids, some of them (the Pokémon, not the kids) look like dinosaurs, some of them look like animals. You would know that much just be being alive in the 21st century, as you would have been exposed to the series, repeatedly, everywhere from the movie theatre to the supermarket to the clothes section of a department store.

    Which is why it’s sometimes extremely fun to look back to the times we didn’t all know about Pokémon, and there are few examples better to illustrate this period of human history than this commercial (uploaded by Dinosaur Dracula, who found it on an old VHS), made for the US market in 1999 for the Pokémon trading card game’s launch in the market (the first video games, meanwhile, had only just been released in the US in late 1998):

    How the hell are we going to market this to American kids?, you can hear the suits asking across a 90s boardroom table, before someone raises a hand and tentatively says like sports, they know sports, and everyone else cheers and slaps each other on the back and says you just bought yourself a raise, Thompson.

    It’s not the worst idea! To its credit the commercial has aged extremely well, helped by the fact Pokémon still has an incredibly active tournament scene, and at no point is it ever embarrassed or afraid to embrace what it is. OK, maybe the “You got game” part has not aged well, but everything else has.

    Note that this video isn’t new to the internet, but this particular version came to our attention because this is a much better quality upload than the first version you presently find in a YouTube search.

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    Luke Plunkett

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  • The Last of Us Show Changed Ellie In Ways That Make Season Two Worrying

    The Last of Us Show Changed Ellie In Ways That Make Season Two Worrying

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    The following contains spoilers for The Last of Us show and both games.

    Inevitably, someone will read everything I write here and chalk it up to “being mad about the show doing something different from the games,” but reader, I implore you to consider that just because something is different, that doesn’t mean it is inherently good or above critique. I’ve got beef with the version of Ellie in HBO’s The Last of Us show. The show has constantly been oscillating between big swings and faithful recreations, and some of its departures from the game have certainly been for the better. But certain scenes, dialogue, and even behind-the-scenes discussions surrounding the character of Ellie are leaning into a narrative that I think already does her journey through violent grief a huge disservice and we haven’t even seen it through, yet.

    To get it out of the way, none of this is on Bella Ramsey, who portrays the young girl in the adaptation. She’s doing an excellent job with the material she’s been given, and it’s been a truly refreshing experience in even the most faithfully recreated scenes to see Ellie played by a teenager. Ashley Johnson’s performance in the game still captured the character’s youth, but it had the polish of an adult playing a child character. No, my beef is with showrunners Craig Mazin and Neil Druckmann, who are leaning harder toward a narrative suggested by The Last of Us’ marketing, rather than the one that plays out in the games themselves. I’m specifically referring to how the show frames Ellie’s relationship with violence, and how it portrays her not as a child who had to learn how to fight to protect herself and the ones she cares about, but as the post-apocalyptic equivalent of a kid who kills animals in their backyard for fun.

    The showrunners say Ellie is “activated” by and likes violence in the show

    Initially, I didn’t pick up what Mazin and Druckmann were putting down when I first watched the series’ premiere episode. In the final scene of the episode, Ellie witnesses a brutal murder of a FEDRA soldier at the hands of Joel, played by Pedro Pascal. She watches in what I initially read as shock, but as Mazin describes it in the Inside the Episode video for the pilot (skip to about the 4:30 mark), this isn’t a stunned silence. It’s her being “activated.” She “likes” watching the violence unfold. She likes the idea of being defended to brutal ends, and the idea of this dude getting “punished” for the indiscretion of holding them at gunpoint.

    Screenshot: HBO / Kotaku

    Perhaps, at the time, I read her silence as shock because of my familiarity with the game, where she repeatedly expresses shock and discomfort early on at the lengths Joel must go to to keep them alive. But the framing of Ellie as a person who actively likes violence rather than one who turns to it out of necessity has become much more apparent throughout the season’s run. Episode three, which is otherwise a beautiful story about how violence is sometimes the end result of loving and protecting someone in the post-apocalypse, has a scene where Ellie finds an infected pinned down by a bunch of rubble. Rather than dealing with it efficiently and getting back to business, Ellie takes her time to hover over the poor bastard and look him over like he’s a dying animal. She slices open his head with her switchblade and sees what’s under the skin of an infected. When she finally stabs him in the head and kills him, she pulls back with a satisfied expression that’s unnerving. Again, Ramsey is putting in the work here.

    Joel never sees this scene unfold, because it’s important that he views her as an innocent kid and not a weird, violence-loving pervert, but, horrifyingly enough, the character who does see this side of her is David, the predatory, cannibalistic cult leader she meets in the series’ eighth episode. When he’s got her caged up in his cannibal kitchen, he says he can’t let her out because she would take her switchblade and gut him. Which, like, you’re a cannibal who kidnapped her, so spare us the judgment when she naturally wants to kill someone who abducted her. But he goes on to say she has a “violent heart.” Which, unfortunately, I guess is true in this version of the character.

    The reason this doesn’t sit well with me is because it’s not only fundamentally at odds with Ellie’s story in the game, but because it feels like it’s rooted in a simplistic and reductive view of her story in the source material, a view that was largely perpetuated by Naughty Dog in its own marketing campaign for The Last of Us Part II.

    What is Ellie’s relationship with violence in the games?

    Let’s rewind to the beginning of Ellie’s story in the game. When she and Joel first meet, she’s not had a ton of exposure to violence. At least, not the kind of human brutality Joel would expose her to throughout the first game. When Joel kills the FEDRA forces there, Ellie is taken aback, having thought they would just hold them up as they made their escape. Eventually, Ellie comes to accept the necessity of this violence as they make their cross-country journey, leading to her first kill in order to save Joel from a raider. She’s sick about it, and it results in tension between her and Joel because she picked up a gun despite his deliberately never giving her one. The two then bond over him teaching her how to use a rifle and then giving her a pistol. It’s a point of newfound trust, and it illustrates that Ellie takes on violence for necessity’s sake.

    Eliie is seen holding a gun pointed at something off-screen.

    Screenshot: Naughty Dog / Kotaku

    The equivalent scene in the show is a painfully drawn-out sequence where Ellie shoots a raider in the leg and while he pleads for his life, Joel tells her to get to safety while he handles it. Then the two jump right into talking about the effects killing can have on your soul. In an abstract way, this feels like it’s setting up Part II’s themes in a more overt way, which has been a running theme throughout the season. We can see the show pretty deliberately leading into the events of the sequel for season two with a number of things, including references to characters like Dina and framing Joel’s actions in a sympathetic way. Part II sees Ellie going down a dark, violent path, so perhaps the thinking here is that by asserting Ellie is a violent person, the things she does later will seem more consistent with our understanding of her character. But the foundation of Ellie’s relationship with violence is fundamentally different, and I don’t think it’s for the better when, in the games, the contrast between who Ellie was and who she became is so fundamental to her story.

    Part of what makes The Last of Us Part II effective is that it feels like a transformative story for Ellie. She’s gone from a child who was horrified by Joel’s violence to a young adult who travels to Seattle in the grip of righteous fury. She goes on this crusade to find a group who killed Joel and at least kill Abby, the one who dealt the killing blow. She goes under the pretense that this is what she wants to do, but as she goes on her revenge tour, each subsequent kill wears on her.

    The death of Nora, which is a loaded scene for a lot of reasons, is where this starts to become clear. Ellie commits one of her most heinous acts of violence in the game during an interrogation, and in the next scene, she’s overwhelmed with guilt at the lengths she had to go to. She has to be comforted by Dina, afraid her partner will see a monster where she once saw a future. Next, in an attempt to extort information about Abby’s whereabouts from her friends Mel and Owen, she tries to use Joel’s signature interrogation technique of asking one party for information and confirming with the second. If the information matches up, she knows it’s accurate. If not, well, that’s up to her discretion. But despite her attempts, the confrontation goes off the rails and ends with Ellie killing both of them in a messy scrap. She then realizes Mel was pregnant, and is immediately overcome with anxiety at having killed an innocent party. Throuhgout her spiral into violence, Ellie is repeatedly confronted with the possibility that she’s not cut out for what she signed on for.

    Ellie is seen crying while Dina tends to a wound.

    Screenshot: Naughty Dog / Kotaku

    Eventually, she leaves Seattle without killing Abby. The fact that she killed everyone other than the person she views as most responsible for Joel’s death wears on her, but Dina is growing sick from her own pregnancy, and everyone around her is telling her this is the best course of action. They argue that Abby losing those close to her is an equivalent punishment for taking the life of Joel. She reluctantly goes along with the plan, up until Abby shows up at their hideout and forces her to go along with the plan by way of a beatdown and a threat.

    After this, Ellie tries to live a normal life in the post-apocalypse by living on a farm with Dina and their son JJ. But she’s still dealing with PTSD surrounding the death of Joel, and ultimately leaves her family behind to pursue Abby once more. Once she tracks her down to Santa Barbara, California, the two come to blows one more time. Ellie gets the upper hand and nearly drowns her on the California beach. But in a moment of clarity, she lets Abby go, realizing this was never going to bring her the peace she wanted.

    What does violence actually mean in The Last of Us?

    Whether driven by survival or grief, The Last of Us has never framed violence as something characters take an overt pleasure in. Sure, when Ellie kills Jordan—who was a snarky piece of shit—in Part II, it’s satisfying to fuck him up. But it has an underlying meaning beyond Ellie liking acts of carnage. The fact that she has gone through a fair bit of the series uncomfortable or traumatized by violence makes her giving into it a moment of noticeable change, and her repeated struggle to persevere in her quest illustrates that despite her compulsion, this isn’t who she is.

    HBO Max

    Meanwhile, the showrunners are over here telling us that this is absolutely who Ellie is. It’s alluding to a version of this story that feels more in line with Naughty Dog’s marketing of The Last of Us Part II than it does the story it actually told. As a person who found Ellie (and Joel and Abby, for that matter) profoundly sympathetic by the end of the sequel, it’s worrisome to me that HBO’s version of her is leaning into a perverse vision of what violence means in The Last of Us.

    Unfortunately, Part II’s marketing campaign lost the thread of grief and love-driven violence that’s at the core of the game and swaths of the internet think The Last of Us is about how violence is bad, and players should feel bad for doing it. How did this interpretation become so prominent? Naughty Dog itself said this is what the game is about. In an interview with Launcher, series director Neil Druckmann described the dueling protagonist structure as having been at least partially inspired by his witnessing of an Israeli soldier’s lynching (there’s an argument to be made that centrist Israeli politics run through the game’s veins), and a desire he felt to hurt those responsible. This was followed by immense guilt and a desire to explore that idea in Part II’s structure. The idea is that you would play through Ellie’s segments killing Abby’s friends, then find out at the end that Abby killed Joel in her own grief.

    I don’t think it’s wrong to be judgemental of Joel, Ellie, or Abby’s actions. The game itself is pretty overtly critical of them throughout. Ellie’s killing of Abby’s friends is always treated as something that comes with a cost, as nearly every kill she commits is framed as mentally taxing on her. Abby, meanwhile, spends her entire half of the game trying to make up for the way she tortured and killed Joel because she’s trying to “lighten the load.” But nevertheless, we have to act out the play until it reaches its natural conclusion, which leads to the same dissonance we can feel in the first game’s final segment where Joel kills several innocent people to save Ellie.

    For characters like Joel and Ellie, violence is a language spoken in a world where they’ve learned and been taught that it’s the only way they can communicate. It’s all the things that the characters feel, that they navigate, that they express through violence (or, in key moments, the choice not to use violence) that really matters. The desire to protect. The desire to avenge. The decision to forgive. But despite Part II delving into themes of grief and forgiveness through violence, the narrative that this series is about violence permeates through how we talk about it. That’s on Naughty Dog because that was the message the studio put out. But I find everything the company said about the game in marketing materials and interviews, such as the assertion that the game was “about hate” when it was first revealed, suspect after it became clear the studio had been deliberately obfuscating what Part II actually was. I understand this was done in an effort to keep the shocking event that sets the game in motion hidden ahead of launch, but the second Joel died instead of showing up in scenes the trailers showed, I approached the game with no further preconceptions.

    Ellie is seen sitting down with a guitar in her lap.

    Image: Naughty Dog

    The sanding down of The Last of Us’ thematic makeup is Naughty Dog’s own doing, but that framing was what people had to work with. Much of the criticism surrounding Part II focuses on its relationship to violence, concluding that it’s meant to be a heavy-handed lesson in the cost of giving in to some base urge to harm one another. In post-release interviews, Druckmann has gone on record saying that the company’s messaging around Part II wasn’t reflective of what the game was actually about. But that’s the video game industry. Companies spend hundreds of millions of dollars to put these games in front of people, and 20+ hour experiences must be reduced to bullet points you can put on marketing copy. It ultimately didn’t affect the prestige of the franchise, as Part II went on to sell 10 million copies and earn countless Game of the Year awards. However, HBO’s television adaptation feels cognizant of the series’ decade of discourse in a lot of ways, and in this case, not for the better.

    In some ways, this has worked out in the show’s favor, because stories like Bill and Frank’s get to take on new life as a sign that love is worth living for instead of being a cautionary tale about how caring about people is bad for your self-preservation. But this particular change feels like it’s an odd turn toward a marketing campaign that has ultimately soured a lot of the discussion around The Last of Us and the character at its center. That marketing and the ideas it helped to cement hang over the series to this day. It can be hard to see past those notions when you’re actually playing through a game that, if it is viewed as being about how violence is bad and you should feel bad for doing it, doesn’t hold up to scrutiny. It does hold up, however, when viewed primarily as a story of grief and, ultimately, acceptance. After watching Ellie go through so much inner turmoil as she fought her way through her demons while playing Part II, I don’t understand why the show seems to want us to view violence as something that excites her rather than as something she’ll one day reluctantly resort to as her own pain manifests. Yeah, some people will read this and minimize it to some kind of adaptation purity nonsense. I just hope the core of what The Last of Us is isn’t squandered under what a marketing team said it was to fit all its nuances on the back of a box.

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    Kenneth Shepard

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  • Please Stop Taking Lewd Photos At Studio Ghibli’s Theme Park, Authorities Ask

    Please Stop Taking Lewd Photos At Studio Ghibli’s Theme Park, Authorities Ask

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    Screenshot: YouTube | Studio Ghibli

    Ghibli Park, a large theme park dedicated wholly to the works of Japanese animation giants Studio Ghibli, opened late last year. And it hasn’t taken long for people to start being weirdos with some of the statues found at the park, prompting calls from local authorities to please stop.

    As CNN report, last week the Governor of Aichi Prefecture (where the park is located), Hideaki Ōmura, held a press conference, and discussed the subject of adults taking “lewd” photos with attractions. Seems not only have grown-ass men been taking inappropriate pics with statues of Ghibli characters, but they’ve been sharing them on social media, leading to reactions that are not in keeping with the strict family-first vibes Ōmura would have been expecting.

    “Frankly speaking, posting photos like that on social media is very inappropriate”, Ōmura said. “From adults to children, people go to Ghibli Park to enter the Ghibli world and enjoy themselves. Clearly this action disturbed many people,” he added, saying that local authorities have since told park staff that “they need to firmly stop such actions once spotted and confirmed.”

    “For those who come to the park to do this kind of thing, I would much prefer them not to come at all. Of course we need to take harsher measures against this kind of behavior. This is basically destruction of property.”

    You might think this reaction is a bit much, but Japanese staff and authorities do not usually fuck around when it comes to taking photos in places you’re not supposed to take photos. I’ve had staff at the Tokyo Game Show be stricter with camera use than security at famous museums, and I felt like the star of an Oceans movie the day I managed to snap a pic of my son playing on the plush Catbus at the Ghibli Muesum in Tokyo. They’re normally super strict, so Ōmura’s frustrations are perhaps partly born from the fact that he expects security to be tighter at these exhibits than they are.

    Ghibli Park opened last year after numerous delays, but isn’t really finished; while it’s selling tickets, and there are three areas to explore (including the house from Totoro), two other spaces (including a Mononoke-themed forest) are still under construction, and aren’t due to be completed for another year or two.

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    Luke Plunkett

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  • Dead Island 2 Devs Think ‘Development Hell’ Wasn’t So Bad Actually

    Dead Island 2 Devs Think ‘Development Hell’ Wasn’t So Bad Actually

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    Image: Dambuster Studios

    Dead Island 2, the open-world zombie RPG that passed through so many hands someone done forgot it in the development oven for over a decade, is finally coming out on April 21. This is a week earlier than originally anticipated, which we love to see. What’s funny, though, is that developer Dambuster Studios is out here saying the game’s development hell gave the studio “quite a lot of goodwill in the end.”

    In case you forgot, Dead Island 2 was announced at E3 2014, with work reportedly starting sometime in 2012. Dying Light studio Techland was originally set to spearhead the project, but pivoted to Dying Light 2 instead. This led publisher Deep Silver to shop around for a developer to helm Dead Island 2 until Spec Ops: The Line creators Yager Development stepped up to the plate. Yager toiled away on Dead Island 2 for a few years, with the game making a couple appearances at conventions after being announced in 2014. Unfortunately, Yager didn’t stick. Deep Silver dropped the studio in July 2015, leaving Dead Island 2 lifeless until Hood: Outlaws & Legends studio Sumo Digital took over development in March 2016. Again, like Yager, Sumo didn’t stay long. Deep Silver shifted development hands one more time, this time putting the game in the lap of Homefront: The Revolution creator Dambuster Studios. If you lost track, this means Dead Island 2 has been worked on by at least four different studios throughout its over a decade of development.

    Read More: Dead Island 2, Due In 2015, Now ‘Coming Out A Week Early’

    Development hell resulted in some goodwill

    Now, Dambuster Studios is asserting a VGC interview that after all this reshuffling and restarting, Dead Island 2‘s development hell actually wasn’t all that bad.

    “It definitely concerned us at the start,” technical director Dan Evans-Lawes said. “I remember when we took the project on, I was thinking ‘Is this a poisoned chalice,’ you know what I mean? I think, though, that once we announced the game, people were interested because they knew it had been in ‘development hell’ for however long, and I think people were expecting it to be terrible, and so we were pleasantly surprised when it wasn’t. And I kind of feel like it’s actually given us quite a lot of goodwill in the end. But that’s obviously reliant on people liking the game. But as long as they do, which I think they will, then I don’t think it’s a bad thing at all.”

    Dead Island 2 was a total restart for Dambuster

    With going through so many hands, you’d be correct to assume that Dead Island 2 was restarted once Dambuster Studios got a hold of it. It was, though not everything was scrapped. Some stuff, such as the Los Angeles location, stayed intact. Most of everything else, however, was rebuilt from the ground up.

    “It was basically a complete restart,” Evans-Lawes said. “Obviously there were some things that had been communicated out already, the [Los Angeles] setting and things like that, and when we looked at it the setting was something that we definitely did want to keep. We felt that it as an opportunity to have a really crazy, diverse cast of characters, and also it’s a very iconic location, so obviously we wanted to keep that. Other than that, it was totally from scratch.”

    Read More: Sorry Y’all, Dead Island 2 Weapon Breaking Isn’t Going Anywhere

    Kotaku reached out to Deep Silver for comment.

    In a way, Dead Island 2 could be considered a normally developed game under typical circumstances. I mean, Dambuster Studios apparently started working on the game in August 2019, not long before the global pandemic impacted development on a plethora of games. Despite the challenges that come with development, especially under the effects of a widespread health crisis, Dead Island 2, under Dambuster Studios, has only been in the oven for almost four years. That’s not a bad timeline. It’s just wild for Dambuster Studios to insinuate that development hell has, in a roundabout sort of way, helped them. You know, if the game ends up being any good.

     

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    Levi Winslow

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  • The Last Of Us Episode 9 Recap: A Powerful, Haunting Finale

    The Last Of Us Episode 9 Recap: A Powerful, Haunting Finale

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    Screenshot: HBO

    Well, friends. We’ve come to the end of the road, at least for now. Episode nine of HBO’s The Last of Us is the season finale, bringing us to the end of the story told in the first game. Even the episode’s title, “Look for the Light,” neatly closes the loop opened by that of the first episode, “When You’re Lost In the Darkness.” Deeply faithful to the game’s provocative, morally ambiguous ending and other famous story beats in its final chapter, the episode nonetheless departs from the source material in a few key ways, starting with its opening. Let’s start with the beginning of the end.

    Ashley Johnson as Ellie’s mother Anna

    Notably, this is the first entry since episode two that begins with a cold-open prologue rather than the title sequence. After the first two episodes, I actually thought this was something the show might be committed to in the long term, with each episode kicking off with a different, relevant glimpse of life before the pandemic or some other thread that could inform our understanding of what was to come. But no, the device fell away early on, only to make one last return for the season finale, with a flashback that doesn’t exist in the game and that gives us a new perspective on two key characters: Marlene, and Anna, Ellie’s mother.

    A few days ago, Neil Druckmann, co-creator of the game The Last of Us and one of the showrunners of HBO’s prediction, tweeted this:

    The image here is not a reference to a real thing that exists in our world. Rather, it’s a fictional comic book referenced in Uncharted 4, the final game in Naughty Dog’s other big franchise of the past 15+ years. But it speaks to the idea that Anna, Ellie’s mother, is a character who the writers of the game (and now the show) have thought a lot about, even if, until now, she’s never actually been seen. Players of the game will know that she and Marlene were friends, that Marlene promised Anna she’d look after Ellie, and that Anna was alongside Marlene in the fight for a better world, but this is her first actual appearance in official The Last of Us media, and the actor playing her is none other than Ashley Johnson, who plays Ellie in the games.

    We see Anna running through a forest, pursued by shrieking infected. As if that weren’t tough enough, she’s pregnant and going into labor. She emerges into a vast clearing dominated by a farmhouse, the Firefly insignia emblazoned on the nearby grain silo.

    Racing to the top of the house, Anna barricades the door with a chair and draws a familiar-looking switchblade. Tragically, the determined infected busts through, and though Anna plunges the switchblade into its neck, it’s not before she’s bitten, sealing her fate. Ellie is born, and Anna cuts the umbilical cord. It must be something about the timing of all this that resulted in Ellie’s immunity.

    Anna takes a moment to bond with her daughter, as we watch, knowing she has a few hours at best to spend with the child. And the credits roll.

    One lie comes before another

    Night falls, and three lights cut through the darkness, a possible visual nod to the Firefly slogan. Marlene and two men find Anna still in that room, quietly singing to baby Ellie. The song she’s singing is “The Sun Always Shines On T.V.” by A-ha. It’s a song we know Ellie hears later in life, as she has a cassette tape of A-ha’s greatest hits in episode seven, which makes use of the band’s “Take On Me” at one point. (Interestingly, though “Take On Me” was a bigger hit in the U.S., “The Sun Always Shines On T.V.” outperformed it in the UK.)

    Ashley Johnson as Anna in HBO's The Last of Us.

    Screenshot: HBO

    Marlene immediately sees the bite on Anna’s leg, and here’s where something extraordinary happens: Anna says she cut Ellie’s umbilical cord before she was bitten. Of course it’s perfectly understandable. She did cut it only moments after, and whatever survival instinct she may have once had for herself has likely now transferred onto her daughter. She wants to give her daughter a chance. But as a thematic device, it’s significant because it bookends this final episode with lies. Ellie’s life begins with a lie, and later, it’s changed by one, both from people who, in their own ways and for their own reasons, are very invested in keeping her alive.

    Anna, reminding Marlene that they’ve been friends for their whole lives, tells Marlene to kill her and to take care of Ellie, and to give her the switchblade. Marlene protests that she can’t, she can’t do any of those things, she especially can’t kill her friend, but then she musters the strength to do so. She is no stranger to gritting her teeth and doing what must be done in the struggle for a better world. You can tell it eats her up inside, but the world of The Last of Us offers little alternative for one who is truly, deeply committed to making a difference.

    Outside Salt Lake City

    Now the show leaps into its approximation of the game’s final chapter. In both, Joel is uncharacteristically chatty, his bond with Ellie no longer in doubt after all they’ve been through together and especially after the harrowing events of episode eight. Ellie, by contrast, is preoccupied, remote, distracted perhaps by the magnitude of what their arrival in Salt Lake City could mean. While the Joel of the game talks about what a beautiful day it is, TV Joel excitedly shows Ellie that he found a can of Chef Boyardee, calling back to their campfire meal in episode four when the good chef’s awesomeness was one of the few things they could agree on. Both Joels talk about one day teaching Ellie guitar, and though she says she’d like that, it’s clear that right now, she has other things on her mind.

    Joel and Ellie walk down a highway outside Salt Lake City while Joel comments on the breeze in a moment from the game The Last of Us.

    Screenshot: Naughty Dog

    One interesting detail from the game that’s omitted from the show is a dream that Ellie tells Joel about, in which she’s on a plane and it’s going down, so she busts into the cabin only to find that there’s no captain. So she takes the controls but she doesn’t know what she’s doing, and just as the plane is about to crash, she wakes up. It’s a pretty typical anxiety dream—I actually have nightmares about plane crashes from time to time myself—and it makes sense that Ellie would feel that her life is out of control, but she remarks on the strangeness of having a dream set on a flying plane when she’s never flown on a plane in real life. She never got to experience the pre-cordyceps world, and yet the ghost of it is everywhere around her.

    The famous giraffe scene

    Joel and Ellie cut through a building on their way to the hospital, and in the show, for what I’m pretty sure is the first and only time, Joel does something he does repeatedly in the game: he boosts Ellie up, here so she can lower a ladder for him. However, the usually attentive Ellie is caught off guard by something and instead ends up just dropping the ladder and running off to look at something. Joel pursues her, perhaps worried at first that she’s in danger, and what follows is one of the game’s most famous moments, faithfully recreated in the show.

    Joel looks on happily as Ellie feeds a giraffe in a moment from HBO's The Last of Us.

    Screenshot: HBO

    What he finds is Ellie, standing awestruck by the sight of a giraffe, peacefully munching on some leaves growing on the building. In the game, Joel encourages Ellie to pet the giraffe. In the show, he encourages her to grab some leaves and feed it a little bit, and the sight of its long tongue reaching out for that green goodness is pretty great. For Joel, though, the best sight here is the sight of Ellie enjoying this moment. You can tell, particularly in the show thanks to Pedro Pascal’s acting, that Joel is happy to be alive to witness and share in this moment with her. So often, it’s not the thing itself that matters, so much as it is the sharing of it with someone.

    Read More: The Last Of Us Show Tries To Change What The Game Tells Us About Joel

    Perhaps part of why we’re drawn to apocalypse stories is the way they can help us focus on what really matters. There’s a line in last year’s HBO post-apocalypse prestige drama Station Eleven (based on the novel by Emily St. Mandel) from central character Jeevan who says, “Having just one person, it’s a big deal. Just one other person.” I’m reminded of that in this scene. Like Station Eleven, The Last of Us is deeply concerned with what makes our lives mean something, and in my experience, that’s always tied up in connection with others, in one way or another.

    Joel and Ellie stand looking out on an overgrown balcony in the game The Last of Us.

    Screenshot: Naughty Dog

    Joel and Ellie stand looking out on a balcony in a moment from HBO's The Last of Us.

    Screenshot: HBO

    Moving to another spot which lets them watch the whole giraffe family walk off into the distance, Joel asks Ellie a question he asked her much earlier in the game, or, in the case of the show, way back in episode two, as they stood looking toward the capitol building in Boston. “So, is it everything you hoped for?” Ellie recalls that moment too and says it’s had its ups and downs before repeating something she said back then as well: “You can’t deny that view.” It’s a moment that makes us feel the journey they’ve been on, all the ground they’ve covered, the time that’s passed, and all the ways in which things between them have changed from that moment so much earlier, when all Ellie was to Joel was some human cargo he resented having to deal with. Coming to this moment in the game again as I replayed it for this recap, knowing what was coming, I almost wanted to linger there forever, to let them linger there forever, and spare us all the pain ahead.

    Now, he doesn’t want to imagine his life without her again, and so he tells her that she doesn’t have to go through with this. In both the game and the show, her response is the same: “After all we’ve been through, everything that I’ve done, it can’t be for nothing.” She tells him that once this is done, they can go wherever he wants, but “there’s no halfway with this.” In the game, Joel looks up just in time to see the last giraffe disappear into the distance. The moment has passed. Their choice is made.

    Joel confronts the past

    Next, their journey to the hospital takes them through a triage camp the army set up in the days immediately following the outbreak. In both the game and the show, this is the site for a confrontation of sorts with Joel’s past, though that takes very different forms in each version.

    Joel holds a photograph of himself with his daughter Sarah at a soccer game from the game The Last of Us.

    Screenshot: Naughty Dog

    In the game, Joel mentions having been in a similar camp after the outbreak. When Ellie asks if it was after he lost Sarah, he says yes, and she tells him how sorry she is for his loss. Previously, Joel’s forbidden Ellie from mentioning any of his losses, from talking about Tess or his daughter, but this time, he says “That’s okay, Ellie.” A short time later, Ellie gives Joel the same photograph of himself with Sarah that he refused earlier when Tommy offered it to him. Ellie says Maria showed it to her back at the dam and she stole it. Joel, obviously moved, says, “Well, no matter how hard you try, I guess you can’t escape your past. Thank you.”

    In the show, however, we return to something first teased back in episode three. At the time, Joel said that the scar on his forehead was from someone shooting at him and missing. Now, he tells Ellie that the wound is what landed him in triage, and also that “I was the guy that shot and missed.” After Sarah’s death, he “couldn’t see the point anymore,” he says, but he flinched when he pulled the trigger. “So time heals all wounds, I guess?” Ellie asks. Joel says “It wasn’t time that did it” and gives her a meaningful look.

    Ellie reads from her book of puns in a moment from episode 9 of HBO's The Last of Us.

    Screenshot: HBO

    After this emotionally heavy moment, Joel seeks to lighten things up by actually requesting some shitty puns. It’s a great little exchange, with Joel and Ellie disagreeing on the quality of some of the jokes—one she declares “actually good” and he calls “a zero out of ten”—but my favorite bit is when Ellie says “People are making apocalypse jokes like there’s no tomorrow.” Joel at first looks scandalized but when Ellie asks, “Too soon?” Joel says, “No, it’s topical.” Joke time is soon interrupted, though, when some kind of gas grenade gets tossed their way, Ellie is dragged off, and Joel is conked on the head with a rifle.

    One last dance with infected before all is said and done

    This episode and its differences from the game’s corresponding sequence reveal some interesting differences in how the game and the show approach pacing and combat. In the show, episode eight was the final crucible, the peril and terror of that situation solidifying Joel and Ellie’s bond, and it likely would have been anticlimactic for the two to have another encounter with infected at this point. The dramatic purpose of such encounters has already been fulfilled. There’s really nowhere else for them to go. In the game, however, as a mainstream commercial product released in 2013, it would have been strange for there not to be one final encounter with infected. For many players, such combat is first and foremost what they come to a game like this for. So you do have one final encounter with a whole mess of infected (including multiple bloaters) in the partially flooded tunnels near the hospital. Once they’re all finished off, Joel utters Ellie’s favorite catchphrase, “Endure and survive.”

    Underwater, Joel sees Ellie framed by light in the distance in a moment from the game The Last of Us.

    Look for the light.
    Screenshot: Naughty Dog

    They’re not out of the woods yet, though. A bit later, Joel gets stuck in a bus that’s rapidly filling with water. Ellie (who can’t swim) attempts to rescue him, but is herself swept away. The current carries Joel toward her and he sees her, framed by light, before pulling her up out of the water and attempting to resuscitate her. This is where the Fireflies find them, and knock Joel unconscious.

    Marlene and morality

    Joel wakes up in a room with Marlene (Merle Dandridge in both the game and the show), who marvels at the fact that the two of them came all this way and survived, that Joel actually managed to deliver Ellie there, when the same journey cost the lives of so many of her people. “It was (all) her,” Joel says. “She fought like hell to get here.”

    Marlene speaks to Joel (not pictured) in a moment from HBO's The Last of Us.

    Screenshot: HBO

    When Joel insists on seeing Ellie, Marlene tells him he can’t. “She’s being prepped for surgery.” When Joel realizes that cordyceps grows in the brain and that the surgery Marlene is describing means Ellie’s death, well, he knows what he has to do.

    Notably, in the show, Marlene offers a more detailed explanation of Ellie’s immunity, and how the doctor intends to use that to create a cure. I suspect that this, along with Joel’s line back in episode six suggesting that if Marlene says they can make a cure, they can do it, are meant to deflect the fairly common response to the show’s central moral dilemma, a response I saw as recently as this past weekend on Twitter, that says “They probably wouldn’t have been able to make a cure anyway.”

    My issue with this response is that I view it as a reluctance or refusal to engage with The Last of Us on its own terms. I think it’s a copout, a way to more easily justify what Joel does by saying “the stakes weren’t that big anyway” by disregarding the internal logic of the work itself. Sure, if you view The Last of Us in “realistic” terms, you can say that the odds of a vaccine being made weren’t great, but that’s not the moral dilemma we’re being asked to engage with here. The game and the show both work to establish this as a situation in which a vaccine is clearly possible.

    The game does this in part through an audio diary you can find in the hospital in which the lead surgeon rattles off a bunch of whatever the medical equivalent of technobabble is, terms and phrases that are meant to sound legitimate within the fiction of the game and establish that the surgeon knows what he’s talking about. He then says, “We’re about to hit a milestone in human history equal to…the discovery of penicillin. After years of wandering in circles, we’re about to come home…All our sacrifices, and the hundreds of men and women who’ve bled for this cause, or worse, will not be in vain.” We are meant to view what Joel does as in opposition to that, as overriding all of that. That’s not to say that we can’t still conclude that Joel is right to do what he does. But we should at least consider it within the moral calculus that the game and the show actually establish.

    Marlene speaks to Joel (not pictured) in a moment from the game The Last of Us.

    Screenshot: Naughty Dog

    Ten years ago, I felt that so many players’ reaction to the game’s climax was not just one of agreeing with Joel but one of cheering “Fuck yeah!” while he did what he does, of reveling in his undoing of everything the Fireflies have done, in his murder of Marlene, and I wonder if some of that isn’t just because it’s very easy to feel fully aligned with someone when you’ve spent so long walking in their shoes. But I can imagine a game focused on Marlene, one that follows her for years and years, from establishing the Fireflies, working with and then tragically losing Ellie’s mother Anna, watching over Ellie from afar while trying to undermine FEDRA and seeking a cure or some way to unfuck the world, all the while seeing her fellow passionate believers fight and die alongside her, and then coming to the heartbreaking moment where her own best friend’s daughter is the world’s last best hope. I wonder if, given the chance to experience Marlene’s struggle that way, to see things from her perspective, some people who see the ending of The Last of Us in very simple terms might find their view of it complicated.

    And this was Anna’s fight as well. You can find an audio log that’s effectively Marlene speaking to Anna, to the memory of her friend, and in it she says “Here’s a chance to save us…all of us. This is what we were after…what you were after.” I don’t think any of this is at all easy for Marlene. I think she’s just learned by now how to do even the things she finds very, very hard, if she believes it supports the greater good.

    None of this is simple. I’m conflicted about it myself, and I do sometimes put one life ahead of many. (It’s just a game, of course, but you’d better believe that at the end of Life Is Strange, I made the choice to save the one person I felt close to and cared about deeply over a town full of others.) And I have no problem with Joel doing what he does. As I’ve said before, I want art and media that depicts human beings doing questionable or complicated or awful things sometimes. I just want people to actually engage with that complexity, rather than acting as if feeling at all conflicted about how all this plays out is silly and that Joel does the only reasonable thing he could have done.

    Saving Ellie, dooming the world

    Marlene, sensing that Joel is gonna be a problem, tries to have him escorted out of the building. However, he kills his escort, and fights his way through the hospital to save Ellie. In the game, I find this sequence quite challenging. The hospital provides your Firefly enemies with so many opportunities to flank you. The Joel in the TV show seems to have it considerably easier. (And in case anyone is wondering, yes, in the game you do get a new weapon, the assault rifle, here, just like Joel does in the show.) In any case, he kills a whole mess of dudes on his way to Ellie.

    A surgeon tries to fend Joel off with a scalpel in a moment from the game The Last of Us.

    Screenshot: Naughty Dog

    Arriving in the operating room, Joel orders the doctor to unhook her. He grabs a scalpel and stands in Joel’s way. Joel kills him, too. Yes, the doctor was about to take her life. By doing this, though, Joel has taken the life of someone who was deeply loved by somebody else. And how many of the people he killed on his way up here will also leave a void in the lives of people after today? God, what a moral mess.

    Joel has one last encounter before he makes his escape, this time with Marlene. In both the show and the game, Marlene asks Joel to consider what Ellie herself would want. The look that plays across his face in both cases shows that he knows what he’s doing isn’t what she’d want.

    After years and years of working tirelessly for a shot like this at a better world, after sacrificing so much, Marlene, too, is killed. “You’d just come after her,” Joel says, before pulling the trigger.

    Joel’s lie near Jackson

    Ellie wakes up in the back of a car, still in her hospital gown. Joel’s driving them to Jackson, and when she asks him what happened, he feeds her a lie about there being dozens of people who share her immunity, and the doctors not being able to make any use of it all, to the point that “they’ve stopped looking for a cure.” Ellie is obviously crushed.

    Significantly, in the game’s short final sequence, you play as Ellie as she and Joel walk the last bit of distance toward Jackson. Joel, ready for his life with Ellie to begin in earnest, starts talking about how much he thinks Sarah would have liked him. Ellie is, of course, preoccupied, and eventually she stops Joel, and starts talking about how she lost Riley.

    Ellie looks pleadingly at Joel in a moment from the game The Last of Us.

    Screenshot: Naughty Dog

    The point of the story, I think, is that Ellie felt left behind (sorry) by Riley’s death, that she would have rather died if it could have meant a cure than being alive, and that she suspects Joel made a choice of his own accord to save her rather than let that happen. Joel, perhaps sensing where this is going, tries to offer some of his old-fashioned wisdom about how it can be tough to come to grips with surviving but you keep finding things to live for. But she demands a straight answer, asking him to swear that everything he said about the Fireflies is true. “I swear,” he says.

    Joel looks at Ellie (not pictured) in the final moments of HBO's The Last of Us (season one).

    Screenshot: HBO

    There’s a long pause. Is she doubting him? Deciding whether she can trust him? Debating telling him that he’s full of shit? Where would any of that leave her now, in this world where everything she thought she was living and fighting for has now evaporated into nothing?

    “Okay,” she says.

    Final thoughts

    Playing through the game again alongside watching the series gave me a lot to think about. Perhaps most of all, I thought about how, just by virtue of being an interactive experience that’s set in perhaps the most lovingly rendered vision of the post-apocalypse ever created, the game The Last of Us is much more about the haunted world than the show is. Naughty Dog clearly approached designing the locations you pass through very thoughtfully. They didn’t just design some assets and then toss them together. Quite the opposite. For every house or apartment you enter, you can tell that Naughty Dog asked themselves questions like: Who lived here? What was their cultural background? What did they do for a living? Did they have any pets? Most of us probably know the sense of emptiness a person can leave behind when they die. Closets filled with clothes they’ll never wear again. A toothbrush in the bathroom. This is a world filled with that emptiness.

    On the other hand, I appreciate that the television show found a few opportunities, here and there, to remind us that even in its world, love is possible, and by extension, lives of meaning are possible. The game, with its framing of Bill and Frank’s relationship, with the tragedy of Henry and Sam, leans so relentlessly into loss and tragedy, with little dramatic counterpoint to remind us what love in this world—any kind of love, the love between a man and his adopted daughter, for instance—can even look like. Of course episode three—the Bill and Frank episode—was the most radical instance of the show departing from the game to offer an image of love, but it wasn’t the only one. Marlon and Florence in episode six got so little screen time, but there, too, thanks to the two wonderful actors cast in those roles, we got a sense of a real, lived-in relationship, people being there for each other across decades.

    All of this is to say that I appreciate that the creative team behind the HBO show approached this undertaking as an adaptation, not merely a retelling or recreation. Now the wait begins for the show’s next season, when I look forward to finding out how they continue to not just re-tell the exact same story we’ve already experienced, but adapt it for a new medium.

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    Carolyn Petit

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  • Revisiting The Last Of Us Game’s Haunting Ending Before The Show’s Finale

    Revisiting The Last Of Us Game’s Haunting Ending Before The Show’s Finale

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    Screenshot: Sony / Kotaku

    10 years ago, The Last of Us’ unexpected and morally divisive ending made history. Choosing to land in a place of uncertainty, the conclusion bucked what many other games chose to do, and often still do: present a straightforward, neat, conventionally satisfying end where the good guys are the good guys and the bad guys have been vanquished. Lines between protagonist and antagonist blur over the course of its 15-hour campaign, and the ending refuses to give us a neat takeaway, to sharpen the focal point on a clear statement or outcome, but instead has its main character arguably doom the world and then lie about it. When I first reached that ending 10 years ago, it left me pacing anxiously back and forth, desperate for someone to talk to about its startling ambiguities and contradictions, and I was hardly the only one. To this day, it remains perhaps the most provocative, talked-about, hotly debated ending in game history.

    It should go without saying, but this piece will dive into some spoilery territory, covering the conclusion of the original game and the premise of its sequel.

    Image for article titled Revisiting The Last Of Us Game's Haunting Ending Before The Show's Finale

    The Last of Us first arrived on the PlayStation 3 in 2013 as a gritty trial of perseverance in a doomed world, albeit one where perhaps there’s a sliver of hope on the horizon: Maybe Ellie’s immunity can be used to create a cure for a world-ending plague. The game was notable for many things: the traumatic deaths of various characters; a slow grind of gameplay focused on stealth, desperate crafting, and brutal violence; but perhaps most of all for its strikingly ambiguous and challenging ending. Rather than doing the obvious and wrapping everything up with a neat bow, the conclusion throws the player headfirst into a liminal space. The world isn’t restored, yet the heroes live; but at what cost? Told that Ellie will be killed in pursuit of the possible vaccine, Joel intervenes, stopping the surgery and killing everyone who stands in his way, leaving the world to persist in its state of ruin. He then lies to her about what he did with an unconvincing tale. Ellie, clearly in a place of uncertainty about what she’s hearing, presses him to assure her that everything he just said is true. “I swear,” Joel lies. Roll credits.

    It’s not a clean resolution. In the last 10 years, the choice to end the game with one character lying to another has left many to arrive at cynical conclusions about Joel as a character or the game’s narrative entirely, with some critics feeling that The Last of Us is ultimately a vacuous display of gore or a tale without much of redeeming value to say.

    A conventional story unconventionally told

    For all that The Last of Us did differently, however, observations at the time highlighted just how much the game shared in common with others. Reviewing the game for Polygon at the time, Philip Kollar noted that it was built on “the same post-apocalyptic scenario as dozens of other games.” Kollar adds, however, that “its approach is starkly its own.” That’s likely why the conclusion hits so hard. So much feels similar to what we know from other games, or even works in other mediums. But TLoU took a different approach, one intimately focused on its central relationship, with a fairly conventional, linear narrative structure that might’ve given the impression that it would also resolve itself in a conventional way.

    Narrative choice in 2013 was something many came to value in video games, but as Adam Sessler noted in his review of the game, TLoU has a specific story to tell, without your input save for a few moments of choice over just how brutal you can be in the game’s ending. A lack of choice was something Sessler characterized, at the time, as “old-fashioned.” (Indeed, much conversation at the time of release was rooted in how uncomfortable some players were with Joel killing certain characters he arguably didn’t need to kill, the tension between the player wanting to do one thing and the character demanding to do something else. Whether this is a flaw or part of the game’s power is just one more fascinating thing to consider.) And perhaps that “old-fashioned” approach was what led many to expect a more traditional conclusion. There’s a lot that is conventional and old-fashioned in TLoU, but its approach betrays a reliable trust you would ordinarily place in such a rigidly constructed narrative.

    Marlene holds a gun as she motions with her hand to try and descalate a dangerous situation.

    Screenshot: Sony / Kotaku

    That “approach” Kollar highlighted is felt, perhaps, most saliently at the game’s conclusion, which is especially where it mostly clearly pulls away from “the same post-apocalyptic scenario” as other games. Examples of more conventional endings in this genre would include those in games like Gears of War 3 or the Resistance series of shooters on PlayStation 3, both of which end with near deus-ex-machina solutions to the world’s problems.

    In other games with similar high stakes and fallen world scenarios, there is often some gift of sci-fi mumbo jumbo utilized, often right at the end, to set everything right; and if not, like in the more recent zombie drama Days Gone, there’s virtually zero ambiguity as to who did the right thing. iIf the good guys don’t get their way, it’s an unfortunate act of god, but you still have the good guy protagonist to still place your trust in.

    The Last of Us wasn’t having any of that. And it also wasn’t concerned with “several plot twists and the bending of all the laws of physics,” as Paul Tassi noted for Forbes in comparison to the conclusion of 2013’s BioShock Infinite. Tassi continues, “the ending of The Last of Us isn’t quite so mind-boggling.” It’s a sad ending to a sad game, one that takes place at a decidedly human scale, not a grand cosmic one.

    The ending of The Last of Us didn’t wish to dazzle you with its impressive world-building or wow you with clever fantasy epidemiology. You don’t get the “lore dive” that many games attempt to do, and you don’t get a clear indication that the right things were done. Rather, the game says the opposite. The world isn’t saved, and the good guys were stopped not by the antagonist, but by you, the “protagonist.”

    As Tassi notes, that’s not necessarily a surprise revelation at the end. It’s not a sudden plot twist. But, rather, it’s the end point of a game that’s slowly telling you that you’re potentially on the wrong side, and that’s somewhat unexpected, even for games that do flip the script on you at the end by revealing the protagonist’s desires to be suspect. To its depressing end, TLoU’s grind challenges you to think about who you’ve been the whole time. “Just because you’re playing as someone in a game,” Tassi writes, “that doesn’t make you the good guy. In fact, the clues are scattered all over [The Last of Us] that you’re really not a good guy at all.”

    Returning to Kollar’s analysis of the game, the sentiment that you’re the bad guy all along was and still is a popular one; and the ending doesn’t change that, it just reinforces it. “By the end,” Kollar writes, “I was pausing because I felt like a bad person doing bad things. It’s a seemingly intentional choice, but the game struggles to justify it with the same ease that Joel justifies murder […] I couldn’t find any deeper meaning in the horrible events in The Last of Us.”

    But where others have since criticized Joel, or even the game, for the brutality on display, others have taken different stances. For Kotaku, writer Tina Amini expressed as much when it comes to putting yourself in the shoes of a person who stands to lose the closest thing you have to family in a world that’s already taken it from you:

    “Had Ellie been my daughter, or someone who had grown to become my daughter figure, I would never sacrifice her life even to save the lives of millions of others. Sorry, guys. Nothing comes in the way of family.”

    Many might be quick to regard that as selfish. But as Amini discussed, there are some critical details in the conclusion that shouldn’t just be swept aside because Joel perhaps acted too swiftly and suddenly. Amini writes:

    Let’s recap. The Fireflies hit Joel over the head while he attempts to save Ellie’s life. Then, he wakes up in a hospital and is told that no, you can’t see Ellie and sorry, she’s going to die whether you like that or not. No discussions. No questions. Just shut up and take it. After you went above and beyond the deal you made with Marlene, after you almost get yourself killed spending a year tracking these bastards down, and after they still don’t give you the supply of guns promised in exchange for Ellie’s delivery, the least they could have done was offer the courtesy of a conversation. With Ellie present in the room, prepared to make her own decision. That seems like the fair thing to do. But it’s nowhere near what happened.

    With a lack of clear certainty as to what could happen with Ellie’s surgery, and a rapid dissolution of traditional ways of wrapping up a narrative, like Amini, I too looked at the end of TLoU and asked, “what if this were my daughter?” Or in my case, “what if this were me?”

    A symbol for the Fireflies is spray-painted in an empty hospital corridor.

    Screenshot: Sony / Kotaku

    The sentiment of “no discussions. No questions. Just shut up and take it,” reminds me of my own experience having been hospitalized under a misdiagnosis at roughly the same age that Ellie was in the first game. Forcibly given drugs by people who claimed they knew what they were doing by swiftly locking me up in a series of white halls and keeping me sedated, without conversation or concern for my consent to such a thing, I remember the terror of sitting with the thought that maybe I’d never see home again. And unlike Joel, though I wouldn’t have wanted them to massacre a hospital of people (we’re also not living in a zombie apocalypse), those close to me chose to just let it happen. It would take a week before the doctors realized “whoops, you don’t have what we thought you had, sorry for the childhood trauma, but good on you all for listening to the experts.”

    The morally ambiguous nature of The Last of Us’ ending meant that when Marlene tried to assure Joel that everything would be fine, I was free to not buy it—because I remember what it’s like when people in charge of your autonomy and life take bold, restrictive actions and others just stand by and accept it. Joel’s aggression, in many ways, was my own catharsis for how I was wronged in a hospital some 20-plus years ago.

    A tough act to follow

    But even for those who weren’t as cynical or pessimistic about TLoU’s ending or greater narrative, the impact of the ambiguous ending was so harrowing and had defied so much of what many had expected, that some felt it didn’t warrant a return trip by way of a sequel. Those who found displeasure in TLoU’s story could cease paying attention to it, but even for those who did enjoy where the game went, there was a clear desire for it not to go anywhere else. Lightning rarely strikes twice; and a sequel would be too conventional. Speaking to that very sentiment in 2013, former Kotaku writer Kirk Hamilton said:

    I don’t feel like I need to return to this particular post-apocalyptic world. I don’t need to hear any more stories from it. I don’t need to see what Joel and Ellie get up to now that they’re safe at Joel’s brother’s wilderness retreat. I certainly don’t need to fight off another clicker, or make my way through another hunter camp.

    A bloody hand lays before an open door in a trailer for The Last of Us: Part II.

    Screenshot: Sony / Kotaku

    Expressing a lack of desire for a sequel to TLoU wasn’t just about this singular game, but also stems from a paranoia over media, particularly video games, to franchise things to death. What even would a sequel do? Would it just be vignettes of fan service? I guess we’ll see Ellie learn to play guitar? Maybe Joel will finally get his coffee? Or would it just be more of an industrial desire to mine a popular property under the guise of “more stories,” efforts which typically diminish what magic remains of the initial game that caught everyone’s attention?

    Those who loved the ending and the game certainly wouldn’t want that; this world deserved better. And those who were turned off by it definitely wouldn’t want that; they had had enough of this place. To perpetuate this story felt like it would cut against what made it so unique, as Hamilton wrote in 2013, there’s “too much resolution in video games these days, and [we] could do with a bit less surety.”

    But The Last of Us marched on with an expanded story DLC that explores the death of Ellie’s childhood friend, and then a sequel with even more death. Part II meditates entirely on Joel’s actions, with justice (or baseless revenge, depending on your point of view) served for his reckless damnation of the world by the daughter of a man he killed years ago.

    Part II is an incredibly long game. In fact, given that you play half the game as an entirely new character, it’s almost two games in one. Conversation about it upon release was also muddied by childish, aggressive reactions and harassment campaigns from those upset by the presence of queer people, trans people, and women whose bodies were deemed by some insufficiently feminine and desirable; it’s a firestorm that still burns to this day. Outside of conversations about the game with other critics, I often feel like I still need to wade through such nonsense.

    Discussing whether or not TLoU Part II makes the most of its opportunity as a sequel to do something worthwhile with the ambiguity of the original’s ending would require a long conversation about a very long game. But I think the fact that the sequel uses Joel’s actions to set the stage for another exploration of how and when violence perpetuates itself makes the case for it as a worthy follow up—even if I, much like others, would’ve been more than happy with a one-and-done trip into this world.

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    Claire Jackson

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  • Super Mario 64 Fans Have Tried To Get This 1-Up Without Dying For Over 20 Years

    Super Mario 64 Fans Have Tried To Get This 1-Up Without Dying For Over 20 Years

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    Screenshot: PaLiX / Nintendo / Kotaku

    Nine years ago, Super Mario 64 player toyuru2 wall-jumped his way up the slide in Cool, Cool Mountain, sending the plumber into the void–but not before grabbing a 1-up mushroom. At the time, it was a feat, as nobody had ever gotten the mushroom. But then, a new challenge emerged: was it possible to grab the mushroom without dying at all? Now, years later, a speedrunner has answered that question through the use of special tools.

    First released back in 1996 on the Nintendo 64, Super Mario 64 is one of the most famous video games ever released. It was Mario’s big leap into 3D and helped create the blueprint for what a 3D platformer would be. Like any other game, it features a number of oddities, like items and enemies that exist outside the bounds of where the player can go. These seemingly “impossible” items became a fixation for the community, like this one coin that took 18 years for anyone to collect.

    27 years later, players are still speedrunning the game, creating mods for it, porting it to the PC, and trying for those hidden coins and other secrets in this beloved 3D platformer. In this case, the impossible item clips out of the tunnel before players can normally reach it, though as you can see in this video, it actually spawns in the tunnel at first. Technically, unlike other “impossible” items, this 1-up has been grabbed before–what’s different now is that it’s been grabbed by someone without dying. And all they had to do was just jump between two walls for over an hour.

    As reported by GamesRadar, YouTuber, and Mario 64 speedrunner PaLiX recently uploaded a video showcasing a new strategy to collect the so-called impossible 1-Up on Cool, Cool Mountain.

    PaliX / Nintendo

    PaLiX’s tool-assisted method has Mario immediately leap out of the level and fall to the finish line below. Then they jump between two walls for an hour and a half. Slowly Mario climbs up the wall and eventually reaches a point where he seems to lock up. Then, using an exploit involving how the game calculates where Mario is in relation to the floor, PaLiX is able to break free and butt stomp onto the 1-Up.

    Even though this video does involve some emulation tools that help perfectly pull off the tricky moves and jumps, it’s still interesting to see a player grab this power-up without kicking the bucket. Will it be possible for someone to one day actually pull off this trick on an N64 or other platform without tools? Maybe. People continue to do wild shit in this game. For years, the hardest glitch in Super Mario 64 speedrunning was considered impossible to do by a human without the use of tools, until of course someone did exactly that. So at this point, I’d say anything is possible.

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    Zack Zwiezen

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  • Someone Created A Ride In Roller Coaster Tycoon 2 That Will Outlast Our Actual Universe

    Someone Created A Ride In Roller Coaster Tycoon 2 That Will Outlast Our Actual Universe

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    Image: Marcel Vos / Atari / Emojipedia / Kotaku

    Have you ever waited for a few hours to ride a popular roller coaster? Perhaps. But I can guarantee you that nobody has ever waited the entire life of the known universe. Well, unless you are the unlucky digital folks stuck on a new wild and complicated Roller Coaster Tycoon 2 creation from YouTuber Marcel Vos.

    Released in 2002, Roller Coaster Tycoon 2 is a popular PC theme park builder that is still actively played and modded by players in 2023. But there are also purists who don’t play the game using fancy mods or open-source ports. And Marcel Vos, a popular RCT2 YouTuber, is one of these players who enjoys experimenting with the original 20-year-old version of the game. A few years back he made a coaster that takes 12 years to complete. But now his newest creation—impressively created without mods—is a working roller coaster that will take over 3 quinvigintillion years in real life to complete. Bring some snacks.

    Marcel Vos / Atari

    To pull off this amazing and hard-to-comprehend task, Marcel Vos first built a really, really, really long roller coaster that had almost no hills or dips. This means the coaster’s train moves very slowly around the entire thing. Then, when it reaches the end, it reverses due to specific ride options. That return trip takes even longer. And it has to take this very long journey seven times before the ride is considered finished. All in all, that ride takes over two years. That’s long, but not the universe-spanning ride the headline of this article promised.

    That is achieved via 253 smaller roller coasters that are synced—using in-game options in RCT2—with the larger, very slow coaster. So once that big roller coaster finishes one ride—which remember takes two years—one of the smaller coasters will start its ride and that coaster is synced to a coaster that will then complete a ride, and so on and so on. What this all means is that by the time you reach the final roller coaster in this nightmare chain, it will take much longer than just two years to complete. In fact, the actual number is so large I can’t even write it all out.

    Here’s a picture of it:

    A screenshot shows a very large number representing how many years the ride will take to end.

    Screenshot: Marcel Vos / Kotaku

    Marcel Vos does a good job in the video demonstrating just how impossibly large this number is, pointing out that if you were to count a single atom every year of everything that exists in the known universe, you’d be done right around the time Vos’ “Universe Coaster’’ would finally be ending its hard-to-comprehend journey. Yeah, you definitely want to pack a lot of snacks before hopping on this ride.

    If you want to see this bonkers Roller Coaster Tycoon 2 ride yourself, Marcel Vos has graciously released a file you can download and play on your own PC. Just be warned: You won’t be around to actually see the final ride finish its eternal journey through theme park hell.

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    Zack Zwiezen

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  • Super Mario Bros. Movie Shouts Out Nintendo’s Biggest Water Fan

    Super Mario Bros. Movie Shouts Out Nintendo’s Biggest Water Fan

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    Screenshot: Nintendo / Kotaku

    Like most people who require water to live, you probably like H20 a normal amount—but you definitely don’t like water as much as this famous Nintendo fan. They’re so well-known and beloved that they’ve even been featured in the official plumber website for the Super Mario Bros. movie.

    Super Mario Bros. Plumbing is a website for a fake plumbing service where Mario and Luigi come to unclog your pipes. Not like that, you pervert. Anyway, the website is an elaborate movie marketing campaign that even features a real live van tour. If you look down at the carousel section of the website, you’ll see a review by someone named Pipe_Dreamz. “Amazing looking water courtesy of the brothers,” it says.

    For the non-chronically online, Pipe_Dreamz is likely a reference to a Miiverse user named MARIO WiiU. They spent at least a couple of years commenting on the graphical quality of video game water on Nintendo’s official forums. Their bio describes them as “a hardcore Nintendo fan” who has been playing the publisher’s games since 1985. Despite being a Nintendo gamer since the Nintendo Entertainment System, they felt that the Wii U is “an amazing system.” You do you, buddy.

    Since Miiverse was discontinued in November 2017, a new account claiming to be MARIO WiiU has appeared on Twitter. However, there isn’t a viable method to confirm that they’re the same person (A conundrum that they’ve addressed publicly). I have my doubts. The original water commentator had posts that were unrelated to water, and the new account only contains tweets about water. So the account is likely run by a fan of the water liker.

    This isn’t the first time that Nintendo of America recognized video game water’s biggest fan. Three years ago, the publisher tweeted “Nice water” alongside a clip of Paper Mario: The Origami King.

    The Miiverse may be gone, but the spirit of MARIO WiiU lives on.

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    Sisi Jiang

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  • Discord Introducing ‘AI’ Stuff Nobody Asked For, Or Needs

    Discord Introducing ‘AI’ Stuff Nobody Asked For, Or Needs

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    Image: Discord

    In a blog post published earlier today, Discord—a communications platform, and nothing more—announced plans to introduce what they call “AI” (but which should more accurately be called “machine learning”) to the service’s moderation, support and chat.

    The post, called DISCORD IS YOUR PLACE FOR AI WITH FRIENDS, is full of cheery imagery and promises about how “AI” is going to make everything easier for anyone using Discord, whether they’re chatting with friends or trying to moderate a group.

    Why is Discord becoming the home for AI? Simple: on Discord you can enjoy AI with friends. Rather than just going solo with an app, you and your friends can see what sorts of exciting, wild and sometimes silly results come from prompts like “robo-hamster caught in cardboard box, renaissance painting.”

    No thank you! AI-generated imagery is, as we’ve discussed frequently, built on the bones of uncredited and uncompensated human art, and plans to implement a sort of ChatGPT functionality—which is rife with serious factual errors—to Discord conversations seems premature at best.

    The contrast between Discord’s optimistic presentation and reaction to the news itself couldn’t be starker. Replies under the announcement Tweet are almost universally negative, with users quickly realising that handing the keys to so many features over to machine learning is a threat to the privacy, accuracy and legitimacy of communications on the platform.

    “Will there be an opt out button for server owners who don’t wish to have their server become training material for machine learning?”, asks one user, while most others are simply as many variations of a “nah” image meme as you can find on the internet in 2023.

    “Ah yes, ‘sharing AI experiences,’ precisely what I’m on Discord for, my mistake for thinking I was there to spend time with my friends, network, and meet new people”, says another.

    They even manage to fuck up the one good announcement among it all, with news of a “shared whiteboard” feature—something people have wanted forever—spoiled by the fact it will come saddled with “an AI-powered text-to-image generator you can iterate and experiment with together”.

    Companies, I promise you, you don’t need to do this. I know you are compelled to through the irresistible forces of capitalist inertia, the need to make everything grow all the time, but like, this is a chat program. It doesn’t need any of this crap in it. We’re literally only using Discord for one thing: to talk to people.

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    Luke Plunkett

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  • Everything We Saw At Today’s Capcom Spotlight Event

    Everything We Saw At Today’s Capcom Spotlight Event

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    Screenshot: Capcom / Kotaku

    Today Capcom streamed a new “Capcom Spotlight” event on Twitch and YouTube. While the cat was already out of the bag on its biggest news—a Resident Evil 4 demo, out today—there was plenty more to see, too.

    If you’d like to watch it yourself, you can find the stream archived here. That said, here’s everything we saw in today’s Capcom Spotlight stream.


    Mega Man Battle Network Legacy Collection

    Capcom

    Capcom kicked off by showing off Mega Man Battle Network Legacy Collection again, which includes all 10 mainline entries in the Game Boy Advance’s fun strategy-tinged, chip-collecting RPG series. Director Masakazu Eguchi, presenting himself in the guise of “Mr. Famous,” explained the new Buster “MAX” mode and how the collection will include digital versions of the 499 previously physical “Patch” cards that interact with the later games in the series. The online play sounds robust, too.

    This Legacy Collection, split into two volumes, is hitting Switch, PS4, and Windows on April 14.


    Street Fighter 6

    Capcom

    Street Fighter 6 made its customary appearance and revealed its fourth and final in-match commentator, Japanese actress Hikaru Takahashi. With her addition we now have two Japanese and two English announcers. (We also saw muscled helmet enthusiast Marisa beating the crap out of my main grappler, Zangief. She seems cool.) Street Fighter 6 is due June 2.


    Capcom Town and Capcom ID

    Capcom

    Apparently Capcom is working on a “digital theme park,” called Capcom Town. Let’s let the video explain. It also announced a new “Capcom ID,” a login that will be required for online play in some future games. Hooray.


    Exoprimal

    Capcom

    The team-based dino-battling online shooter Exoprimal appeared again, this time showing more story scenes. Looks cool. Despite apparently not being a live-service game, the game seems riddled with optional extras, including a season pass, pre-order bonuses, copious character costumes, weapon skins, etc. It’ll be interesting to see if the fatigue for this sort of cruft we’ve just seen with Suicide Squad: Kill the Justice League will surface here too.

    Anyway, it’s coming to all the major platforms but Switch on July 14, and will be on Xbox Game Pass day one. A two-day open beta test will start on March 17.


    Ghost Trick: Phantom Detective

    Capcom

    We got another peek at the HD remaster of the Nintendo DS cult hit Ghost Trick: Phantom Detective. I’m sure fans will dig all the little bonuses it’s getting, and it’s coming June 30 for Switch, PC, Xbox One, and Windows.


    Monster Hunter Rise: Sunbreak

    Capcom

    Monster Hunter Rise’s Sunbreak expansion has a release date: April 28, 2023. Love that iconic theme music. Capcom will also be holding another digital event in April to talk about the next major update, ver. 1.5.


    Resident Evil: Death Island (CG movie)

    Capcom

    Finally, Resident Evil time. A brief glimpse of the upcoming CG film Resident Evil: Death Island looked suitably creepy; it turns out I don’t care for undead swimming crawly things. Not ashamed to say it. Hopefully I’ll be prepared come its summer release. Jill’s in it too, by the way.


    Resident Evil 4 Chainsaw Demo 

    Capcom

    Ah, the main event. The big news? Resident Evil 4’s demo is out today. Unlike many modern game demos, the Resident Evil 4 Chainsaw Demo will not be time- or launch-limited, so you can go nuts in that iconic starting village scene as much as you like. The demo’s out on PS4, PS5, Xbox One, Xbox Series S/X, and Steam.

    Read More: Capcom Just Dropped A Resident Evil 4 Remake Demo


    So, my take? Nothing mind-blowing, but a pleasant showing for sure. I’m looking forward to some of these, though none on the level of Dragon’s Dogma 2. What did you think?

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    Alexandra Hall

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