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  • Looks Like Mario Kart 8 Is Getting Five New Characters

    Looks Like Mario Kart 8 Is Getting Five New Characters

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    Screenshot: @pad_warrior

    Mario Kart 8, a game that was first released ten years ago on the Wii U, is still not done. The 2017 Switch version of the game is currently in the midst of a run of downloadable content that is bringing not only new courses to the game, but new drivers as well.

    We welcomed Birdo (alongside a Yoshi’s Island course) in the latest update, released today, but this fresh screenshot taken after its installation shows that there is still room for five more:

    Five more! Five mystery characters in a popular first-party Nintendo game! You know what that means, everyone. It means it’s time for speculation.

    While the series previously liked to keep things in the Mushroom Kingdom, Mario Kart 8’s updates have slowly introduced characters from other Nintendo franchises, ranging from Zelda to Splatoon. Meaning these five characters could, in true Smash Bros. fashion, be coming from anywhere.

    Maybe it’ll be someone new, but expected. Samus is an obvious choice here, especially as a car based on her ship would be such an obvious combo (and a Metroid-themed course would also kick ass).

    Maybe it’ll be a different take on an existing character. There are multiple Marios here…is there room for a second Link? A Wind Waker Link, perhaps? If it’s good enough for Super Smash Bros. Ultimate, it’s good enough for Mario Kart 8.

    It could, however, be someone else. Nintendo has a long, long history, after all. It’s a little weird that characters from F-Zero, a Nintendo series about racing cars, aren’t featured here in Mario Kart 8, a Nintendo game about racing cars. Captain Falcon would slot right in, especially since there’s already an F-Zero course (and vehicle!) in the game.

    Maybe it’s time for some Pikmin? Punch-Out? Is Arms too obscure a reference in 2023? Maybe the space is being left for the movie versions of some famous Mario characters?

    Maybe you should take over now. Nintendo-related speculation is hard work.

    UPDATE: This might help narrow it down. Nintendo says in a press release accompanying today’s DLC that “Two upcoming waves of DLC are still to come, featuring more returning courses and characters from across the Mario Kart series”.

    “Returning characters” certainly kills off some of the wilder suggestions above! And leaves us with possibilities like Petey Piranha and…Wiggler?

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    Luke Plunkett

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  • Inkulinati Is A Beautiful Tactics Game

    Inkulinati Is A Beautiful Tactics Game

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    Screenshot: Inkulinati

    If I had a nickel for every time I’ve played a game drawn in the style of a centuries-old European manuscript in the last six months, I’d have two nickels. Which isn’t a lot, but it’s weird that it happened twice. Right?

    While Pentiment won a lot of fans last year for its quick wit (and glorious art style), it’s not the only game in the past year to have looked to the past for visual inspiration. There’s also Inkulinati, which isn’t quite as approachable as Obsidian’s adventure game, but which I’ve been loving all the same.

    Inkulinati is a team-based, 2D tactics game where players take turns moving units around a level, attacking enemies and making the most of obstacles and the terrain. Anyone who has played a game like Darkest Dungeon will be right at home with the broadest brushstrokes of this genre, though Inkulinati has enough twists and takes of its own to set it apart.

    Firstly, and most obviously, there’s that art. While Pentiment fudged its lines a little, drawing inspiration from all around the end of the Middle Ages and the start of the Renaissance, Inkulinati is comfortably medieval. Its depictions of the period’s weird, pre-perspective animals and landscapes look like they’ve been lifted straight out of the pages of a priceless manuscript, and the effect of the player’s huge, real-world, gauntlet-covered hands moving all over the screen really helps bring the whole thing to life.

    Inkulinati | Release Date Trailer

    It’s lovely to look at, then, but how does it play? It’s OK! I’m not normally a fan of 2D tactics games, I find them a bit suffocating, but the addition of verticality here (you can go up and down ladders and levels) helps with that a bit, as does the implementation of a bunch of obstacles and terrain that can be used not just for cover, but bumping units off the map as well.

    My one criticism would be that as the game goes on I found it turning more into a puzzle game—where reloads and retries are constantly needed to “solve” what exactly is needed to progress—than a flexible tactical experience. Especially when weirder, more powerful and frankly overpowered units come into play. But that’s a personal thing, born of me not being super into this kind of tactical game specifically (I like bigger battlefields with more chances for expression).

    Inkulinati – Official Gameplay Walkthrough | Medieval animal battles

    Please note, after I’ve spent all that time talking about tactics, that I don’t think they’re the most important thing about Inkulinati? This game is funny. Not in an elaborate, set-piece joke kinda way, just in the way that all these animals look dumb as shit, are animated perfectly and nearly everything they do as they slide around the battlefield puts a huge smile on my face.

    Inkulinati is just a joy to be around. And that’s with the game still in Early Access, meaning that as the developers tinker with the 1s and 0s under the battle systems, it might get even better. It’s out now on PC and Xbox Game Pass.

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    Luke Plunkett

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  • Starfield Drops In September, Deep Dive Direct In June

    Starfield Drops In September, Deep Dive Direct In June

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    Bethesda announced that Starfield will be coming to Xbox Series X|S and PC on September 6, 2023. Microsoft will be showing off a preview at the Starfield Direct on June 11, 2023.

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    Sisi Jiang

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  • Crash Landing

    Crash Landing

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    Anshuman Kashyap is a senior concept artist at Rockstar.

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    Luke Plunkett

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  • The Last of Us Show Destroyed Everyone With Two Words: Baby Girl

    The Last of Us Show Destroyed Everyone With Two Words: Baby Girl

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    Screenshot: HBO / Kotaku

    The latest episode of HBO’s The Last of Us is full of standout scenes. While episode 8, “When We Are In Need, is full of tension, drama, and even a bit more action than the show typically gets into, the moment that has viewers in a chokehold right now is one of its quietest: when Pedro Pascal’s Joel calls Bella Ramsey’s Ellie “baby girl.” It’s just one line, but in the overarching story of The Last of Us, it means everything.

    Why it matters that Joel called Ellie “baby girl”

    In both HBO’s show and Naughty Dog’s game, the relationship Joel and Ellie have fostered throughout their cross-country odyssey doesn’t culminate until winter sets in. At long last they’ve finally moved past their initial grievances about traveling together, and have started to really open up about their pasts and their hopes for the future. While the specifics of when and where differ between the show and game, Joel and Ellie have talked about grief, shared the things they wish they could have done in a world not overtaken by the cordyceps fungus, and openly shown care for each other. They’ve fought and survived together for a long time, but now seem able to drop their guard. Ellie finds the companionship she’s been missing in this desecrated world, and Joel opens himself up to care for someone in a way he hasn’t in 20 years.

    He finally acknowledges this with words when he calls Ellie “baby girl,” which was a term of endearment he used for his daughter Sarah before she was killed by the military during the initial cordyceps outbreak, as seen in the first episode. Before this week, The Last of Us made several references big and small that suggested Joel’s initially guarded attitude toward Ellie was deeply rooted in his own grief. Consider his occasional glances at his broken watch, which Sarah gave to him the night she died.

    While Joel and Ellie shared some brief moments of connection before, Joel’s already loved and taken care of a young girl once in his life, only to have her ripped away in the most traumatic way possible. The show made this explicit in episode six by having Joel and his brother Tommy discuss how his growing attachment to Ellie made him fearful for her life and his ability to protect her. This was to the point where Joel was ready to leave her in his brother’s care because he feared he would fail Ellie the way he feels he failed Sarah.

    By the time we get to the final scene of this week’s episode eight, Ellie has protected Joel in the same way he protected her. The gap between them has been fully bridged, and Ellie has had to survive the traumatic events of fighting through a group of cannibals and predators without Joel’s help. So when Joel finds her bloody and scared in the winter cold, he holds her and calls her “baby girl.” In a simple nickname, Joel and Ellie’s burgeoning relationship becomes indelible.

    The fan reaction to Joel calling Ellie “baby girl”

    Meanwhile, fans are having a moment about it.

    And who could blame them? Pascal and Ramsey put their entire The Last of Ussy into that scene. They both sold that shit. Now that all The Last of Us newcomers watching are properly invested in Joel and Ellie’s relationship, I’m excited to see how these fans feel about the events of next week’s finale, which I’m sure will be universally accepted and not at all divisive.

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    Kenneth Shepard

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  • Wait, The GameCube Nearly Had An Official LCD Monitor?

    Wait, The GameCube Nearly Had An Official LCD Monitor?

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    The Nintendo GameCube was a weird little console, one that had all kinds of wacky add-ons and peripherals released for it over the years, from LAN adapters to Game Boy Links to bongo drums. One thing I never knew about until today, however, were the company’s plans for an official LCD screen.

    Via Go Nintendo, Adam Doree has uploaded an uncut video of a presentation Nintendo made at E3 2002, featuring Shigeru Miyamoto, Satoru Iwata and Bill Trinen. In this video, after the crew had spent ages talking about Wind Waker and Metroid Prime, Iwata reveals that they have one last surprise to discuss: a first-party LCD screen, designed to attach to the top of the console and make it even more portable than it already was (the GameCube, famously, included a carrying handle on the back). I’ve set the video to autoplay at the beginning of the discussion about the screen:

    Shigeru Miyamoto – Unseen/Extended 2002 Interview Feature, ft. Satoru Iwata & Takashi Tezuka

    I never knew this! Sure other companies have stepped into this vacuum over the years, releasing various screens of varying quality, but it would have been very cool to get an official Nintendo monitor.

    It measured just five inches across, with a 4:3 ratio, and a resolution of just 320×240. Which sounds bad by 2023 standards but this was 2002, so for the time they weren’t terrible, as you can see in the footage above, where Mario Sunshine looks just fine! It’s also interesting hearing Iwata say it was peripherals like this that specifically convinced Nintendo to install digital output—itself a forgotten but amazing aspect of the hardware—for the GameCube.

    Iwata even reveals that he had met with Sega’s Yuji Naka—in happier times—about Phantasy Star Online, and the pair discussed whether they could take that title and “make it a portable game” to make the most of this screen. None of which ever came to pass, of course, but it’s still neat imagining a GameCube era where you could have grabbed your console by its handle, taken it to a friends house and played Mario Kart Double Dash on your own little official Nintendo screen.

    Just because I’m only learning about this today doesn’t mean there isn’t other stuff out there about the screen; here’s a 2002 write-up on IGN about how nice it looked, for example, while its listing on Console Variations speculates that the high cost of LCD screens at the time made it too expensive to release. The video below, meanwhile, has a good linger on footage of the screen alongside some speakers, part of the most 2002 gaming setup imaginable.

    E3 2002 – Nintendo Booth Footage

    UPDATE: Thanks to Spindash on Twitter, there’s more! Satoru Iwata quietly revealed years later that the monitor had secret, glasses-free 3D capabilities that Nintendo “kept secret”, along with the trivia that the Phantasy Star Online figures visible in some of the display units ended up getting stolen off the showroom floor!

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    Luke Plunkett

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  • Wo Long: Fallen Dynasty’s Most Frustrating Enemy Can Go To Hell

    Wo Long: Fallen Dynasty’s Most Frustrating Enemy Can Go To Hell

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    No, I don’t want the smoke.
    Image: Team Ninja / Kotaku

    After about 40 hours of hellish action and sitting around level 95, I’m stuck on Wo Long: Fallen Dynasty’s last boss. I guess that makes sense. This is the end of the game, after all, so of course the finale would be difficult. But reaching this point was perilous for one specific reason: Despite being one of the most approachable Soulslikes, those dual-sworded assassins in Team Ninja’s latest RPG keep kicking my ass, and I hate it.

    Read More: Wo Long: Fallen Dynasty: The Kotaku Review

    Wo Long comes to us from Team Ninja, the developer behind the Nioh games and Stranger of Paradise: Final Fantasy Origin. Starting in 184 AD and taking you through the historic Three Kingdoms period, Team Ninja’s newest action-adventure tasks you with ending a peasant revolt helmed by the Taoist in Black, Yu Ji. As the steroid-like drug Elixir proliferates on the battlefield, you’ll encounter all manner of foes, from ruffians like Zhang Liang to zombie soldiers and everything in between. You’ll face off against plenty of wild foes, but none of them strike fear in my heart as much as those stupid assassins.

    In Wo Long’s early levels, most of your clashes will involve hardened grunt soldiers and roided-up demon animals. There are a few tougher warriors sprinkled throughout, intelligent and persistent enemies who know the game’s mechanics as well as you, performing copious dodges, critical blows, and deflects that illustrate their battle prowess. These can prove hard exchanges if you’re impatient or spammy. However, slowing down to understand the game’s controls will prove that even the direst of foes, including the infamous warlord Lu Bu, can go down like chumps. It’s not until the second or third main battlefield that you start seeing my dreaded assassins standing in wait, hiding behind an environmental object or biding their time in a building’s ramparts.

    A Wo Long: Fallen Dynasty image shows my created character staring at an assassin.

    Aw shit, here we go again…
    Screenshot: Team Ninja / Kotaku

    These dudes are the worst for a variety of reasons. They don’t immediately aggro when you walk past, so they can stab you in the back before you know you’re in a fight. They’re incredibly fast and have long, painful combo strings that are difficult to predict and frustrating to deflect. And despite their light armor, assassins can take a bit of a beating. These dual-sworded jerks are a nuisance to fight even one-on-one, as they dart around the battlefield, sprinting in to slice you up before flipping out to throw darts that afflict you with a status effect like heaviness (which slows your movement) or poison.

    Worse still are the moments when you fight multiple assassins at once. Because they’re highly skilled fighters, battling against two or three of them by yourself is an insane challenge that could lead to heated gamer moments.

    A Wo Long: Fallen Dynasty image shows my created character battling an assassin.

    He’s kinda killing me right now…
    Screenshot: Team Ninja / Kotaku

    I remember one instance late in the game when, after dispatching some wolves, I approached a tree-lined pagoda thinking it was safe to just waltz in. As I walked a stoned-covered pathway toward the red, multi-tiered building, my greatest nightmare—two assassins—descended from the branches. They sent me to my grave shortly after, and did so repeatedly every time I dared approach their prized pagoda. No matter how many times I tried, deflecting this attack and dodging that one, the assassins turned me into minced me for the wolves.

    It got so heated that I think I gripped my PS5 controller too hard; now it makes a strange rattling noise whenever I pick it up. Something had to be done about these assassins terrorizing my Wo Long playthrough. So, what did I do? I called in all the reinforcements I could and we went in on them. No one can stop my gang—not even those terrifyingly formidable assassins.

    Read More: 12 Wo Long: Fallen Dynasty Tips For Surviving In A Fantastical, Feudal China

    I still have to put an end to the Yellow Turban Rebellion by eviscerating the Taoist in Black, and that one, final boss he’s sicced on me, but at least I can rest easy knowing that my hated assassins are largely dead now. That is, until I double back to grind out a few levels in preparation for the final fight again. Maybe my nightmares aren’t completely over, but with the homies that have sworn to get my back, I’m not so scared to face them. Though I’ll totally admit I’m traumatized; I don’t want to see the glint of those dual swords ever again.

     

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    Levi Winslow

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  • The Last Of Us Episode 8 Recap: Joel And Ellie’s Most Desperate Hour

    The Last Of Us Episode 8 Recap: Joel And Ellie’s Most Desperate Hour

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    Screenshot: HBO

    With just one episode to go, we’re nearing the end of Joel and Ellie’s long journey together. This week’s entry, “When We Are in Need,” corresponds with the game’s winter section, though the HBO adaptation isn’t using the same seasonal structure of the game, and here in TV land, it’s been winter for a while.

    When I first played The Last of Us ten years ago, in some ways the winter chapter felt to me like overkill, the game leaning hard into desperation and depravity just to be as gritty and bleak as it could, in order to help sell itself as a “mature,” serious game. “Enough, I get it. Humanity is awful and given half a chance, we’ll all do grotesque, morally reprehensible things.” Replaying the game now alongside the show, the purpose of the chapter within the narrative is clearer to me. Of course it’s common for stories to put characters at their most hopeless and desperate points right before the resolution, but the way The Last of Us does it, separating the characters while both are in dire straits, drives home the importance of their bond to each other. It also, importantly, illustrates that while Joel may have started out as Ellie’s protector on this journey, he now needs her at least as much as she needs him. Let’s take a closer look at this week’s episode, and its similarities to the same stretch of the game.

    Ellie meets David in the show vs. the game

    This chapter has its own villain in the form of David, a preacher and a predator whose flock reside in the resort town of Silver Lake and are suffering through a particularly harsh winter. In terms of dialogue, it’s one of the show’s more faithful episodes. In fact, it’s almost as if writer Craig Mazin’s screenplay for the episode just took this section of the game, cut out most of the combat sequences, and from there, sought to embellish the dialogue and build on what the game reveals to us about David and his congregation. It continues to be interesting to me how, in the game, combat is perhaps prioritized as the most important element, while in adapting the game to a series, it becomes the least important.

    David stands before members of his congregation, a sign behind him reading When we are in need He shall provide" behind him.

    Screenshot: HBO

    The winter chapter immediately distinguishes itself from the rest of the game by having you play as Ellie for the first time. (Today, playing through the story in order, you’d play the Left Behind DLC before this, but when the game came out in 2013, this was a surprising shift in perspective.) Desperate for food, Ellie hunts a deer she spots in the woods with her bow and arrows. Nicked and bleeding from multiple arrows, the deer runs, ultimately collapsing, but when Ellie finds it, two others, David and James, have seen it too. Just as in the game, David (voiced here by Nolan North, who plays Nathan Drake in Naughty Dog’s Uncharted games) makes a deal with Ellie: penicillin for some of the deer meat.

    David, held at bow-and-arrow-point by Ellie, says "We're from a larger group--women, children--we're all very, very hungry" in a moment from the game The Last of Us.

    Screenshot: Naughty Dog

    What’s unique to the game is that while waiting for James to return with the medicine, you have a multi-stage combat encounter fighting alongside David, involving a few standoffs against multiple waves of infected and a climactic battle with a bloater. Through it all, you might think that David is actually a new friend. He seems genuinely concerned for your welfare, and fighting alongside someone can be an experience that develops trust. Naughty Dog knows how to use combat as a tool for relationship-building, and here, they build up your trust in David a bit just to pull out the rug from under you and remind you that, in this world, the trust between Joel and Ellie is a rare and precious thing.

    In the show, by the time Ellie first encounters David (played here by actor Scott Shepherd), we already have our reasons to be suspicious of him. The episode begins with him reading scripture to his flock, in the old steakhouse he’s converted into a church and town hall of sorts, a place where the abundant food of the pre-cordyceps past is sharply contrasted with the desperate circumstances of the present. (It’s an important location in the game as well, one you come to later, and the sign reading WHEN WE ARE IN NEED HE SHALL PROVIDE is a detail straight from the game.) The faces of the congregation’s members are lean and hardened, telling us much at a glance about what a difficult winter they’re having. A grieving daughter asks when her father can be buried and David says that it’s too cold to do so now, they’ll have to wait until spring. And outside after the service, David chides James (played by Troy Baker, the voice of Joel in the games) for his “doubt,” giving off the sense of a man who very much wants to maintain control.

    Troy Baker as James looks at David in a moment from HBO's The Last of Us.

    Screenshot: HBO

    Notably, in the show, Ellie hunts the deer not with a bow and arrows but with the sniper rifle, recalling in our memories the moment toward the end of episode six when Joel tried to teach her how to use it. When she takes a moment to focus with the deer in her sights, we can sense her recalling Joel’s words and trying to draw on what he taught her.

    Both the game and the show have Ellie talking tough when she sees David and James near the deer she killed, with her calling James “buddy boy” and saying that if David tries anything, she’ll “put one right between your eyes.” The show, however, foregrounds David’s role as a preacher in their first conversation far more than the game does. In fact, perhaps the only real hint David gives off in the game that he has certain rigid moral standards might come when, after Ellie swears, he absurdly says, in the midst of a life-and-death battle against waves of infected, that she should watch her language. We definitely pick up on the fact that he’s a preacher eventually, but there’s no real character development done around it.

    In the show, however, Ellie asks if David’s “hunger club” is some sort of cult, and he turns on the folksy charm, saying “Well, you sorta kinda got me there,” but saying that what he preaches is “pretty standard Bible stuff.” When Ellie wonders how he can still “believe that stuff” after everything that’s happened, he tells her it was actually after the world ended that he started to believe. “Everything happens for a reason,” he says in both the show and the game, and it’s here that whatever sense of trust you might have felt for David while fighting alongside him likely evaporates. His seeming friendliness reveals itself to be a guise for something more threatening, and he tells her that a “crazy man” killed someone in their flock recently at the university. A crazy man who just happens to be traveling with a “little girl.”

    Ellie now understands that David is a threat if she didn’t before, but David lets her ride off with the medicine, telling her that there’s room for her in his group, that he can protect her. It’s almost as if he has some gross designs of his own for her.

    Dinnertime at the steakhouse

    One of the luxuries of HBO’s adaptation has always been that it can leave the perspective of Joel and Ellie behind entirely when it wants to, and here, we get more development of David’s congregation. In the kitchen, members of the flock lament their dwindling food supplies, and when a man brings in some fresh meat, one of them asks, “What is it?” “Venison,” he replies hesitantly, in a way that may have you asking, “Is it though?” Nonetheless, they put it into the evening’s soup.

    Ellie stands before a sign that reads "When we are in need He shall provide!" in an old restaurant in the game The Last of Us.

    Screenshot: Naughty Dog

    David and James haul the deer Ellie killed into the restaurant, but the room still seems quiet. Sensing what the tension is about, David tells them that yes, it’s true, “we found the girl who was with the man who took Alec from us.” Come morning, he says, they’ll track her trail, and “bring that man to justice.” The grieving girl from the opening scene raises her voice, saying they should kill both of them. David walks over and, in a moment that shows us just what kind of congregation leader he is, backhands her across the face. Things get worse still a moment later when he tells her that although she may think she doesn’t have a father anymore, “the truth is, Hannah, you always have a father. And you will show him respect when he’s speaking.” Kenneth is not wrong when he says the show makes David even more disturbing than he already was.

    The scene ends with shots of these hungry people eating their dinners, the thought lingering in our minds that it may be Alec they’re eating.

    Hungry…for vengeance!

    The next morning, David’s men do indeed come a-huntin’. In both the show and the game, Ellie does the only thing she can think to do: try leading the men away from Joel, who she’s injected with penicillin but who is still hovering on the edge of consciousness. In the show, she presses a knife into his hands and tells him to kill anyone who comes into the house, though he doesn’t even look like he has the strength to sit up.

    The show gives us another brief exchange between David and James, as David insists that Ellie be brought in alive. James says he doesn’t mean to question David’s “sense of mercy” but the girl would just be another mouth to feed, and that yes, she may die if left alone out here, but perhaps that’s God’s will. David simply gives him a withering look, but it’s abundantly clear that David’s interest in keeping Ellie alive has nothing to do with mercy.

    Ellie rides through the neighborhood on her horse—the neighborhood which, in the game, has a small army of David’s men on the streets—and eventually, her horse is shot out from under her. In the show, it’s James who does this, and David has to stop him and some other men from killing Ellie. Carrying her off himself and ordering a few men to haul the horse carcass, he tells the remainder of his men to go door to door hunting Joel. “You’re so hungry for vengeance? Deliver it.”

    In the game, however, another extended combat sequence begins, as Ellie must sneak by or kill a number of David’s men. What we get here that we don’t get so much in the show is a lot of deep dissatisfaction among the flock with David’s leadership, with many men expressing doubt in David and suggesting that soon, his role as leader be put to a vote. Despite your best efforts, though, David does eventually capture and subdue Ellie, while his own delusions of grandeur about his own benevolence continue to manifest. “I’m keeping you alive here,” he says, as he jokes the consciousness out of her.

    Ellie left Joel behind

    In both the show and the game, Joel finally comes back to life, as if awakened by the cosmos just in Ellie’s hour of need. The Police have a song about that called “Synchronicity I,” but I digress. In the show, some poor bearded sap enters the house where Joel is stashed in the basement. Ellie was smart and hid the door to the basement behind an old piece of furniture, but the poor bastard rolls well on his perception check and notices something’s up. It would have been better for him if he hadn’t.

    As he comes down the stairs, spotting the bloody mattress Ellie’s had Joel on for days, we know Joel has finally regained awareness, and is hiding down there somewhere. Yes, it turns out Joel has regained the strength not only to move, but to stab and choke the life out of a man. That’s the Joel we know and love!

    Meanwhile, Ellie wakes up in a cage—in the game, to the sight of a man butchering a human body right in front of her, though in the show, it’s just David sitting there, waiting for her to wake up. In the show, which continues working to make David more overtly disturbing than he is in the game, he tells her that she’s in a cage because “you’re a dangerous person, you’ve certainly proven that,” and there’s an unmistakable hint of amusement and even admiration to his comment.

    Joel stares intently at another man in a torture scene from HBO's The Last of Us.

    Screenshot: HBO

    Joel’s back in action

    Joel, desperate to find Ellie, tortures two of David’s men to get her whereabouts. It’s a startling juxtaposition with an exchange between Ellie and David in the game. When Ellie calls David an animal, he protests that she and Joel have killed a great many people too. “They didn’t give us a choice, it’s a video game,” she says. (Well, okay, she doesn’t say that second part.) “And you think we have a choice, is that it?” David says. “You kill to survive. So do we. We have to take care of our own, by any means necessary.”

    I don’t really subscribe to that logic, but his words do on some level indict Joel, I think. Some may feel that Joel and David are points of contrast, one’s violence rooted in hate and delusion, the other’s in love and necessity. I certainly don’t think Joel and David are the same, but I also don’t think there’s anything innocent or acceptable about what Joel does here. And I’m fine with that. I want characters in my media who sometimes do awful things. What’s always troubled me about the reaction to Joel, though, is just how many people who played the game seem to think that everything he does is totally justified, while recognizing that the actions of others in the world aren’t. It’s as if we don’t want to closely interrogate the actions of the person we play as, the one we most closely identify with.

    This may be a conversation for next week’s finale, but it seems clear to me that the game, and the show, at least want us to think about the lengths Joel goes to here, lengths that include brutally murdering one man after he tells Joel what he wanted to know, and then killing the other, too. When the second man declares that he won’t tell Joel anything, both the game and the show give us the chilling and memorable line in which Joel, referring to the man he just killed, says “That’s okay, I believe him.”

    Cordyceps showed David the light

    The show expands significantly on David’s conversation with Ellie, and makes it much more unsettling. He speaks to her—a 14-year-old girl—as if he sees her as some kind of equal, a kindred spirit, because they both have “a violent heart.” He fought to restrain his violent heart for a long time, he says, before he was shown the light, not by God, but by cordyceps. “What does cordyceps do? Is it evil? No. It’s fruitful. It multiplies. It feeds and protects its children. And it secures its future with violence, if it must. It loves.” I appreciate the expansion of David’s ideas here, because I think the notion that love and violence can overlap is at the core of The Last of Us, and while David is clearly deranged, the debate over whether Joel’s violence is a manifestation of love rages on.

    Ellie, behind bars and bruised, says "Ellie is the little girl that broke your fucking finger" in an image from the game The Last of Us.

    Screenshot: Naughty Dog

    David, plainly a man who is used to having people respond to his charisma, makes the mistake of thinking that Ellie might be seduced by him as well, when, in both the game and the show, he puts his hand on the bars of the cage and makes it clearer still that his ideas about her are, to put it mildly, inappropriate. It’s a deeply sad moment to me, the realization that even in this world where society as we know it has collapsed, Ellie, like most women in our world at one time or another, in one way or another, still has to deal with the threat and the supreme bullshit of predatory men. Both versions punish David for his arrogance and delusion, as Ellie, briefly playing along, takes his hand and then snaps something in it before finally telling David her name. Tell the others, she says, that “Ellie is the little girl that broke your fucking finger!”

    Here the game begins to employ the effective device of having us switch back and forth between Joel and Ellie at intervals, as Joel heads into town to find her, killing plenty of David’s men along the way while a blizzard gathers strength, raising the sense of drama and letting you pick off your prey in the low visibility. Yes, of course he’s doing it for her sake, to protect her, to help her, but by now, it also feels very much like he’s doing it because he doesn’t know what he would do without her. Of course historically, games once relied too often on putting underdeveloped women in peril and just focusing on the men who had to rescue them, but The Last of Us earns this setup by humanizing them both, by developing their connection, and by presenting their relationship as one of mutual care and benefit. By now, Ellie has taken care of Joel and saved his life about as much as he’s done for her.

    The show also now switches back to Joel’s perspective, showing him heading into town and finding Ellie’s stuff, not to mention human bodies strung up on meathooks. Better hurry, Joel.

    The trick up Ellie’s sleeve

    In both versions, David (with James’ help, in the show) hauls Ellie out of the cage to cut her up into “little pieces,” since she didn’t take him up on his excellent offer. Just as they’re about to start cleaving, however, she announces that she’s infected, prompting David to roll up her sleeve and reveal the wound on her arm. David says it can’t be real, James says it looks pretty fucking real to him, and that’s the last thing he’ll ever say, as Ellie takes advantage of their moment of hesitation to sink a meat cleaver into James’ neck and dash out of the room.

    Ellie looks bloody and shaken as a building burns behind her in HBO's The Last of Us.

    Screenshot: HBO

    Here, the game becomes a kind of boss fight, as Ellie must sneak around the restaurant and stealthily attack David while a fire begins to spread. In the show, his ego more evidently implodes as the restaurant, his church, burns down around him. It’s a breakdown on multiple levels, with this deluded, awful, terrifying man shouting “You don’t know how good I am!” In both cases, it’s up to Ellie to protect herself, to defeat this supremely shitty, predatory man, whose intentions to inflict sexual violence on Ellie, implied but still clear in the game, are made much more explicit in the show. And in both cases, it’s immensely cathartic and satisfying to see her finally kill him, and not just kill him but stab him again and again until she herself is a blood-spattered survivor, a horror movie final girl. But part of what gives the final girl trope its awful potency is that the kinds of sexualized violence these women so often fight against can’t be killed by killing just one bad man. It’s a threat we all face, all the time. Ellie survives, of course, but the stare she gives in the wake of it, the way she reacts at first when Joel approaches her, suggests that she’s forever changed by the experience. Ellie is all of us.

    It’s okay, baby girl

    Joel shows up just after her fight is won, and as subtle a detail as it is, the fact that in the show, just like in the game, he calls her “baby girl” in the wake of the horror she’s just endured is tender and very meaningful. It tells us that there’s no longer any pretense of division or obligation between them, of Joel doing this just as a job, of her just being cargo.

    By putting both characters in such desperate circumstances, and then having them finally come back together in the end, this episode and this stretch of the game are the cementing of the connection between Joel and Ellie that the story needs before it heads into its final chapter. That’s next week, when we’ll finally settle the discourse about whether or not Joel’s actions are justified once and for all. See you then.

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    Carolyn Petit

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  • RIP Tom Sizemore, 1961-2023

    RIP Tom Sizemore, 1961-2023

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    Photo: Jim Smeal (Getty Images)

    Veteran actor Tom Sizemore has died at the age of 61.

    As Rolling Stone report, Sizemore was “found unconscious after suffering a brain aneurysm from a stroke at his Los Angeles home in the early morning of Feb. 19″. Having been kept alive on a ventilator for the past two weeks, his family made the decision over the weekend to “remove him from life support”, and he subsequently “passed away peacefully in his sleep”.

    Sizemore, an actor you almost repeatedly saw described as “troubled” over the course of his career (he had long-standing drug problems and in 2003 spent seven months in prison on domestic abuse charges), was one of the most memorable stars of the 90s, owning every second he appeared on the screen in everything from Heat to True Romance to Saving Private Ryan.

    For me, I can just never get his “very upset undercover agent” Point Break character out of my head. I will, even today, say the line “YOU THINK I LIKE THESE CLOTHES?!?!” every time I’m forced to put on a tie. Incredibly, the dude is only in this movie for like a minute. Point Break goes for two hours! And here I am saying it’s one of his most iconic performances. That’s what Tom Sizemore would do to a movie.

    Tom Sizemore in Point Break

    As you’d already know, this being a video game website, Sizemore was also famous for his role as Sonny Forelli in Grand Theft Auto: Vice City.

    The game opens with Sizemore’s performance. He’s miles away from where the game’s actually set, you will barely see his face and yet he’s entrusted with setting up the whole damn thing, tone and all, and he absolutely nails it. Even when you can tell the parts where he’s just reading off a script with little idea of the context or what’s coming, it’s still good.

    Sonny Forelli (GTA Vice City Definitive Edition) GTA Character Stories (GTA TRILOGY 2021)

    His WHERE’S THE GODDAMNED MONEY phone calls are also excellent:

    Gta Vice City – Sonny shouting at Tommy

    Here’s some behind the scenes footage of the game’s voice cast—and man, what a cast—in which Sizemore makes a brief appearance:

    GTA Vice City – Behind the Scenes (Voice Over Session)

    In a statement following his passing, Grand Theft Auto developers Rockstar Games point out that Sizemore’s “effortless cool and phenomenal character work” had been “an inspiration to all of us” years before Vice City.

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    Luke Plunkett

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  • Town Using $20K Of Covid Relief Cash On TMNT Manhole Covers

    Town Using $20K Of Covid Relief Cash On TMNT Manhole Covers

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    Photo: Paul Natkin (Getty Images)

    Northampton, Massachusets officials have greenlit a plan to create and install four Teenage Mutant Ninja Turtle-themed manhole covers to celebrate the fact that the massive franchise was originally created there. And to pay for it, the town is using funds intended to help rebuild towns and businesses affected by the Covid-19 pandemic.

    The pandemic (which is still a thing, even if a lot of people are trying to pretend otherwise) devastated cities and businesses across the United States starting in March 2020. So in 2021, congress passed the American Rescue Plan Act of 2021 aka ARPA. This was a nearly $2 trillion economic stimulus package that was designed to help the country recover faster from the various effects of the pandemic as well as to try to deal with the ongoing recession. After barely passing in congress, President Biden signed it on March 11, 2021. As a result, Northampton, Massachusets received $4 million that the town and its officials could put toward its Covid-19 recovery efforts.

    And that’s, I guess, how we ended up here: With a city spending $20,000 on TMNT-themed manhole covers.

    WCVB

    As reported by WCVB, the four manhole covers will be located along Main Street and each one will represent a different turtle. This isn’t just a random choice, as the city was the original home of Mirage Studios, the place where the TMNT franchise was born. Since their creation in 1984, the turtles have expanded beyond comics into movies, cartoons, games, toys, you name it. So, I get it. TMNT is a big deal to the town. But it still seems odd.

    According to the city’s breakdown of where all the ARPA money is going, the idea behind the custom manhole covers is to “invigorate downtown arts” via a “public art tribute to the Northampton-born Teenage Mutant Ninja Turtles.” That’s all well and good and checking the list of other grants, it’s clear more important projects are getting far more resources from the city. But I can’t help but wonder if that $20,000 could be better spent on helping more people directly. Or creating a tribute to a far superior show, Disney’s Gargoyles.

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    Zack Zwiezen

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  • That ‘AI-Generated’ Anime Is A Slap In The Face To Pro Animators

    That ‘AI-Generated’ Anime Is A Slap In The Face To Pro Animators

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    Screenshot: Corridor Digital / Kotaku

    Recently, “AI” machine-learning technologies have been creeping their way into artistic fields in both entertaining and harmful ways. While some AI content creators are just making videos for harmless fun, others, like the creators of a recent AI-generated anime short, wrongfully believe they’ve democratized the animation industry when they’ve really just come up with a more technologically demanding method of plagiarizing other artists.

    Earlier this week, Corridor Digital, a Los Angeles-based production studio that creates pop culture YouTube videos, uploaded a video called “Anime Rock, Paper, Scissors.” Written and directed by Niko Pueringer and Sam Gorski, it revolves around two twins vying for the throne left vacant by their recently deceased father. Their battlefield? A game of rock, paper, “twin blade.” By leveraging the machine-learning text-to-image model Stable Diffusion, Corridor Digital gave camera footage filmed in front of a green screen a dramatic anime-like appearance. It’s basically AI-assisted rotoscoping. You can watch the video below.

    Corridor Digital

    Read More: Netflix’s AI Anime Gets Roasted For Crediting Artist As ‘Human’

    “It’s part of our humanity to try and visualize things that don’t exist. Like, let’s talk about traditional 2D animation. Cartoons, the most creatively liberating medium, is also the least democratized. It takes incredibly skilled people drawing every single frame of your movie to make it happen,” Pueringer said in a separate YouTube video, titled “Did We Just Change Animation Forever?” “But I think we came up with a new way to animate. A way to turn reality into a cartoon and it’s one more step toward true creative freedom where we can easily create anything we want.”

    In a pinned comment underneath, Pueringer wrote that their AI-driven animation production technique isn’t meant to replace human animators but as a means to bring visual ideas to life without the “near-insurmountable mountain of work” that a large animation studio with a large budget would need to get the job done.

    “Imagine one person, or a few friends, bringing their crazy ideas to life. Imagine if a traditional animator could automatically have their drawings inked and colored. Imagine eliminating the uncanny valley on CGI faces. These tools have the potential to do that. We’re trying to figure out how, and sharing our journey. If we want community-controlled AI tools, we need to develop them as a community, otherwise, they become proprietary tools locked behind a company,” Pueringer wrote.

    In an email with Kotaku, Peuringer said that although someone can train an AI model to learn the styles of many artists, it’s incorrect to assume that is the technology’s sole use case.

    “Through this experiment, we’re figuring out how we can use [our] own art with these tools to speed up the process. ‘Anime Rock, Paper, Scissors’ is the first step in our experiments [in] figuring out how any of this works in the first place,” Pueringer said.

    Feeding an AI model data isn’t creating art

    Despite how appealing the AI behind ‘Anime Rock, Paper, Scissors’ may seem to Corridor Digital’s fans, the group’s AI-powered anime is yet another harmful innovation in the animation industry because it steals from real artists in ways that seem little different than the prospect of other machine-learning technologies copying and selling actors’ voices without consent.

    Unlike the breathtaking Dragon Ball Z fan film, Dragon Ball: Legends—which took the indie studio Studio Stray Dog four years to make—Corridor Digital’s attempt at recreating the passion and energy displayed in early-aughts anime comes off as violently hokey and embarrassing because it’s a soulless recreation of animation techniques haphazardly strewn together without any technical skill or artistic merit.

    Despite acknowledging the fact that anime is about tying visual language to a story through stylized metaphors and art direction, Pueringer revealed that Anime Rock, Paper, Scissors’ visual style was made by feeding their Stable Diffusion AI model background art and character images they took from the early aughts fantasy anime film Vampire Hunter D: Bloodlust.

    “We tried to grab frames of like different people, some face shots, some torso shots, full body shots, hands, hair, even some abstract things like flowers because, with all these different objects—with each picture effectively being a different object and a different character—when we train the model, it’s not going to learn any single subject. Instead, it’s going to learn the style in which all of these subjects were drawn,” Pueringer said.

    Ultimately, Corridor Digital’s trained model shat out a TikTok filter-looking mess in which over-the-top shadow effects constantly clipped through character models, despite their technologies’ best attempts to prevent any kind of uncanny valley flickering you’d see in an anime-filtered Snapchat video. Claiming that you understand the visual language that anime studios strive to portray while blatantly copying the art style of anime studio Madhouse’s work literally frame by frame isn’t a “democratization” of anime creation. That’s just being a hack.

    Corridor Crew

    While many of Corridor Digital’s YouTube commenters see Anime Rock, Paper, Scissors as a means to make content creation more accessible, others viewers thought the video was an insult to human animators.

    “This just seems like a way for tech guys to force their way into the artist’s circle while simultaneously stealing actual artists’ work to use for their ai to learn off of. They should show this to the actual animators that visit them, I wonder how they’d react,” YouTube commentator SouperRussian wrote in response to Corridor Digital’s “Did We Just Change Animation Forever?” video.

    Many workers within the animation industry hate it

    Unlike many of Corridor Digital’s social media fans, fellow YouTuber animator Ross O’Donovan thinks Corridor Digital’s AI anime is walking on thin ice with professional animators. O’Donovan advised Corridor Digital to find “a first aid kit” to prepare for the discourse that would transpire should it talk to an actual group of animation industry professionals. He specifically suggested Corridor Digital sit down with folks like the team behind Netfllix’s Castlevania series to hear what they think about the creation process of Anime Rock, Paper, Scissors.

    Turns out Corridor won’t need to hit Castlevania director Samuel Deats’ line, because he’s already made his opinion known to the public. Deats disagreed with Corridor Digital’s claim that their AI tool was “one step toward true creative freedom,” that would democratize the animation industry. Instead, Deats tweeted that Corridor Digital are just “lazy thieves spitting on an entire art form.”

    “When AI dudes say ‘democratize’ they just mean ‘steal’ and ‘exploit,’” Deats replied in a Twitter thread.

    Deats wasn’t alone in his sentiments toward Corridor Digital’s advocacy for machine learning models in the animation industry. “This absolutely sucks, hope this helps,” Toonami co-creator Jason DeMarco wrote in a tweet. Ralph Bakshi, the legendary underground animator behind Fritz the Cat and the 1978 Lord of the Rings animated film didn’t dignify Corridor Digital’s claim with a response. Instead, Bakshi simply replied “no comment” in response to a tweet cheerleading Corridor Digital’s “incredible” AI-powered anime.

    Despite the online backlash Corridor Digital received from folks within the animation industry, Pueringer believes that Anime Rock, Paper, Scissors isn’t any less ethical than the other pop culture-related YouTube videos they’ve uploaded to their channel “to tell their story.”

    In a post on the r/Corridor subreddit, Peuringer noted that while sudden change can be a scary thing, “especially if it feels like your passion or livelihood is on the line,” Corridor Digital is exploring the use cases of their AI model as a means to “help shine a light into the fog for everyone” wanting to bring their imaginations to life.

    “I see potential for tools like these to let an animator let this process propagate their ink and color easily across [an] entire shot, for example. It’s potential like that that gets me excited about this tech, and why we do these experiments in the first place,” Pueringer told Kotaku.

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    Isaiah Colbert

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  • Pathfinder Developer Bans AI Art, Takes A Hard Stance

    Pathfinder Developer Bans AI Art, Takes A Hard Stance

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    Image: Paizo

    Between games, art, and even journalism, a lot of industries are dealing with the rise of artificial intelligence removing the human element of creative works. As people have begun using AI and algorithms to create art rather than hiring workers to do it, companies are making hard stances about whether or not they’ll allow work made by these means to be used on their projects. This includes table-top developer Paizo, which has taken a hard stance against AI art being used as art and writing prompts with its products.

    In a post on its website, the Pathfinder and Starfinder developer says it is adding new language to its contracts that will require any work submitted to the company to have been created by a person and not an AI. The statement makes it clear it believes AI art and writing are a “serious threat” to the livelihood of its creative partners and workers, and it wants a human touch in all its products moving forward. This extends to products on the community content marketplace for both Pathfinder and Starfinder.

    “Our customers expect a human touch to our releases, and so long as the ethical and legal circumstances surrounding these programs remains murky and undefined, we are unwilling to associate our brands with the technology in any way.

    Stated plainly—when you buy a Paizo product, you can be sure that it is the work of human professionals who have spent years honing their craft to produce the best work we can. Paizo will not use AI-generated ‘creative’ work of any kind for the foreseeable future.

    We thank the human artists and writers who have been so integral to our success in the past, and we look forward to working with them for many years to come.”

    Paizo and its employees have been central to conversations around labor in the tabletop space, with the studio having formed the first tabletop union back in 2021. The United Paizo Workers allied with the Communications Workers of America, which has had a hand in much of the unionization efforts within the video game industry over at Activision Blizzard.

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    Kenneth Shepard

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  • Detective Pikachu Sequel Inches Closer To Being Real

    Detective Pikachu Sequel Inches Closer To Being Real

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    Neo-noir comedy Pokémon: Detective Pikachu came out in 2019, and it was surprisingly good. In the era of risk-averse studios rebooting and remaking everything under the sun, a sequel seemed inevitable. Sure enough, one was already in development when the first debuted. No one’s heard about it since. Until today.

    Deadline reports that Portlandia co-creator Jonathan Krisel is currently in “negotiations” to direct. Progress! Chris Galletta, the writer behind 2013 indie dramedy The Kings of Summer, is reportedly attached for the screenplay. Ryan Reynolds, who voiced Pikachu in the first movie, hasn’t said anything publicly about it, but will have “some part to play in the upcoming sequel,” according to Deadline’s sources.

    Pokémon: Detective Pikachu was adapted from the 3DS game of the same name and told the story of a budding Pokémon trainer and a crime-solving Pikachu that try to unravel a vast pharmaceutical conspiracy. It takes place in a near-future world where computer animated Pokémon mingle alongside humans in ways both bizarre, mundane, and often funny. The film was lighthearted but not overly saccharine, and went on to post $433.2 million at the box office on a $150 million budget. So four years later, it’s not clear what the holdup is.

    Legendary Entertainment, the film production company behind it, teased a sequel in early 2019 claiming 22 Jump Street writer Oren Uziel was signed on for the screenplay. Then in 2021, Justice Smith, who played Pikachu’s human side-kick, ominously told fans, “I think we have to just kind of bury our hopes.” Things seemed bleak. Last month, Polygon finally asked Legendary what was going on, and the firm claimed the project hadn’t been killed. Now at least we know they weren’t entirely full of it.

    In addition to his work on Portlandia, an offbeat sketch comedy show about early 2010s hipsters, Krisel also co-created Baskets, a dramedy about a professional clown played by Zach Galifianakis. Both shows would no doubt have been improved by the inclusion of Pokémon.

    The Detective Pikachu 2 game is also still in the works. Who knows which one will end up seeing first.

                      

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    Ethan Gach

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  • One Of The Best Metroids Ever Finally Comes To The Nintendo Switch

    One Of The Best Metroids Ever Finally Comes To The Nintendo Switch

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    I wasn’t sure if we’d ever see the day, but after years of waiting, the top hits from the Game Boy Advance are steadily trickling onto the Nintendo Switch. Metroid Fusion joins the Switch Online Expansion Pack library next Wednesday, perfectly timed for everyone who just beat Metroid Prime Remastered and is still itching to shoot through some creepy underground test facilities.

    Metroid Fusion sees bounty hunter Samus Aran charged with investigating an explosion in the Biologic Space Laboratories station on a dark and stormy planet, only this time she’s infected by the X Parasite and rocking a new teal suit to compensate. Oh, and she’s being hunted, Terminator style, by a relentless clone of herself, called the SA-X. On the upside, she can absorb additional parasites to restore health, ammunition, and gain new abilities. The 2002 GBA release is one of the most linear in the series, but what it lacks in open-ended exploration it more than makes up for with cool boss encounters, good storytelling, and an incredibly eerie vibe.

    Prior to 2023, Nintendo had made trying to revisit Metroid’s past a huge pain in the ass. If you didn’t have a Wii U or the ambassador’s program on the 3DS, there was no way to access Metroid Fusion. This was particularly frustrating since 2021’s Metroid Dread is a direct sequel. In the span of just a couple weeks, however, Nintendo has finally brought both Fusion and another classic, Metroid Prime, to the Switch. It now contains:

    • Metroid
    • Metroid II: Return of Samus
    • Super Metroid
    • Metroid Fusion
    • Metroid Prime
    • Metroid Dread

    Not too shabby, especially considering that the GBA’s Metroid: Zero Mission, a remake of the first game, and Metroid Prime 2 and 3 also now appear destined to eventually get added. The only Metroid Switch owners aren’t likely to get their hands on any time soon is Metroid: Samus Returns, the 2017 3DS remake of II. In fact, most 3DS games seem unlikely to ever make the jump to a modern platform. Is there a Metroid I’m forgetting? Nope, can’t think of any others.

    I only have one gripe: I wish the Switch Online games could also be purchased separately like in the old days of the Virtual Console. While Sony has been slow to add PlayStation 1 classics to PS Plus, the ones that have arrived are also sold separately, letting you hone in on the exact ones you want and not rely on an indefinite paid subscription for access. Maybe Switch (or the Switch 2) will get there one day. Baby steps I guess. For now, inject the Parasite X directly into my eyeballs like it’s 2002 all over again.

         

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    Ethan Gach

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  • Why Are Video Games So Afraid Of Everyday Life?

    Why Are Video Games So Afraid Of Everyday Life?

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    Screenshot: Sega | Kotaku

    Go look through your Steam Library, flick across the spines of your PlayStation collection or gaze up at the shelf with all your Xbox games on it and tally for yourself: how many games are there set in the world you live in?

    I’m not talking about Call of Duty, which puts dates and names on contemporary places but could be set anywhere. I’m not talking about a racing or sports game, which intricately model exactly one aspect of the entire human experience, at the expense of infinitely countless others.

    I’m talking about a video game that lets you do a lot of the stuff you already do, or at least can do, on a daily basis. After you’re done adding those games up, you probably won’t find many. You might not find any at all.

    Let me explain where I’m going with this. I was playing Yakuza Kiwami 2 the other day, part of a long-running series that is believed to be inherently Japanese, when I realised one of the things that resonated most with me wasn’t very Japanese at all.

    Yakuza is inherently urban. Most of your time spent interacting with a Yakuza game isn’t spent smashing bikes into a man’s face, it’s spent approximating the same stuff anyone who lives and/or works in a modern urban environment does every day. You’re just…walking around. Popping into a convenience store to buy a drink. Trying out the new fast food place on the corner (every new Yakuza game, set 1-2 years after the last, always has a new place to try). Catching a cab because it’s raining and you can’t be bothered walking four blocks. Running into people you know on the street (or not running into them, see previous cab comment).

    These are global, human experiences because they’re built around one of the few things billions of people around the world have in common: consumer capitalism. Yakuza is set in Japan but the bulk of its action—ritual and ancient combat on the grounds of a hallowed clan headquarters aside, maybe—could be taking place anywhere and it would be much the same game. Anywhere people live, eat and shop within close proximity, from Manila to Melbourne, Brussels to Bangkok would work just as well.

    A big part of Yakuza’s appeal is the intimacy of its place, the availability of so much stuff in such a relatively small area, the way you start to recognise certain buildings, know your way around back alleys. The fact almost everywhere you visit is a store—a bar, a takeout, a restaurant, a clothing retailer—is, on the one hand, kinda depressing! That so much of our love for Kamurocho is built on commerce, and that I dismissed other genres above for only doing one thing when Yakuza is, when you strip it down to the studs, spending most of its time also doing just one thing (buying stuff).

    On the other hand that’s a gross simplification, because it’s not our fault the world is like this, we’re just living in it. And buying a refreshing soda from a vending machine, going to the arcade, buying a new bandana or sitting down to enjoy a nice meal might all be “commerce” in the broadest sense of the world, but they’re also very different types of nice things, satisfying very different needs and urges.

    Importantly, what sets these Yakuza activities apart from other “real world” games like Madden or Gran Turismo or Life is Strange is that fact that they’re everyday things. We do them, all the time, just like the guy on screen. Which sounds boring as hell, but is in fact I think one of the biggest reasons people love Yakuza, and its main playable characters, so damn much.

    Image for article titled Why Are Video Games So Afraid Of Everyday Life?

    Kazuma Kiryu is an exceptional man, of course, who can hurl signs into crowds of armed men, leap over barricades like Superman and even cheat death. But he’s also the most relatable protagonist in video games, because when he’s not doing that stuff we’re in control of him as he sits down to slurp a bowl of ramen, buy a packet of smokes or get weirdly frustrated at a UFO catcher machine.

    I do that! We do that! And having the player control Kiryu’s most mundane activities—playing out in a world that’s a recreation of our own, not a fantasy or alternate timeline or fictional take—is the best, because they’re doing a wonderful job of fleshing the character out. Making him fallible, human, a guy who has to kill time and run errands and eat normal food, just like us.

    This revelation got me thinking about two things. Firstly, about how if you could move the Yakuza formula to another city, I’d love to see a London edition/take, complete with Greggs, pints, nice suits and the city’s iconic cabs. The characters and cutscenes would write themselves:

    Yes, I know this is set a very long time ago, I just really like this scene and think it’s basically a Tom Hardy-driven Yakuza cutscene

    Secondly, it was weird that I was having to fantasise about a different game doing this, since almost no other video game series is letting us do everyday things in a digital version of our own world. There are open world games (Yakuza is definitely not an open world game) with some stores and pastimes, sure, but they’re not as integral to the experience, or as densely-packed. They’re also often caricatures of cities (see: GTA V), with little resemblance to Yakuza’s faithful recreations of a modern urban environments, down to the magazine racks on convenience store shelves. And games like Animal Crossing and Stardew Valley may encourage players to engage in the mundane, but they’re set in idyllic locations, and digging up turnips is not something people living in modern cities are doing every day.

    Persona, maybe? Though it provides the illusion of freedom and choice, in reality its hamstrung by a limited set of locations and a strict schedule it keeps the player on. So no. Sleeping Dogs? It has some denser areas, designed to be played as a pedestrian, but still nothing on the scale of Yakuza’s daily distractions. The Sims? It’s either the best or worst example possible, and would need a whole other article to unpack, so in the interests of keeping this brief I’m going to say “no” here as well (though I will entertain arguments to the counter!)

    I guess all I want to say here is that video games don’t always have to be about escapism. Or at least don’t always have to be about escapism. Sometimes the most boring, everyday actions can be the most meaningful in a game, because if you want us to truly relate to a playable character, one of the best ways to do that isn’t to pull off some superhuman shit every five minutes, but to just…let us take them out for a nice little snack and a walk down the street.

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    Luke Plunkett

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  • Wo Long: Fallen Dynasty: The Kotaku Review

    Wo Long: Fallen Dynasty: The Kotaku Review

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    The term “Soulslike” generates a specific kind of game in the mind. It conjures something that’s hard as hell, with fearsome bosses to beat, intricate levels to explore, tight combat to experience, and a world rife with enough lore to fill several tomes. You may call games in the genre alluring, unforgettable, and sometimes super cheap, but if there’s one word you likely wouldn’t use to describe Soulslikes, it’s “approachable.” Until now. Team Ninja’s Wo Long: Fallen Dynasty is a terrific game, one that excels in so many of the ways we’ve come to expect from great Soulslikes. It has brutal, pulse-pounding combat, a haunting world, and some memorable bosses. And the fact that it manages to deliver on all of this without compromise, while also being the most accessible Soulslike to date, is nothing short of a marvel. In other words, next to Nioh 2, Wo Long: Fallen Dynasty might be my fave Soulslike.

    Wo Long is the latest Soulslike from action game aficionados Team Ninja, whose previous efforts in the genre comprise the Nioh franchise. Set in 184 AD during the Later Han Dynasty, the game tasks you with stamping out the Yellow Turban Rebellion, a peasant revolt that sought to disrupt ancient China. However, weaved into this mythically fictionalized retelling of the historical events of the Three Kingdoms period is an even greater threat than the poor, emboldened to rise up by some bad dude. Nah, it’s a mystical drug called Elixir that’s corrupting the lands, poisoning the people, and raising the dead.

    This is what you, a nameless militia soldier you customize through Wo Long’s impressively robust character creator, are actually fighting against: Not just the brainwashed poor, but also the grotesquely transformed, as the power-hungry jerks who take Elixir either die and come back as zombies or have their bodies forever changed with new limbs and animalistic features. In narrative and environmental terms, Wo Long is a lot like Nioh 2, but in ancient China with a dash of Bloodborne horror, and that’s dope.

    In Team Ninja’s Nioh 2 follow-up, a captivating, dying world

    Wo Long: Fallen Dynasty Fengxi Boss Battle

    It’s telling that development producer Masaki Yamagiwa cited Bloodborne as “a new form of motivation” that inspired Wo Long, because the world is lathered in similar Lovecraftian imagery. It takes its time in reaching the depths of depravity, however, with the game steadily building on the horror as the story’s stakes ramp up. You start at the tail end of a fiery onslaught on the Yellow Turban Rebellion, the environment a desecrated mess of ransacked homes and burnt trees. After battling a few Yellow Turban lackeys here and a possessed rendition of Tony the Tiger there, you’ll encounter the first of many two-stage bosses, Zhang Liang, who ingests an Elixir ball and grows a snake-like arm covered in blood-filled crystals. It’s a haunting, 1v1 battle on a moonlit, flower-covered field as Liang swings his now-deformed left arm in the hopes of crushing you to death so that darkness reigns. Things only get grosser as you slash your way through each distinctly detailed locale.

    This isn’t an open-world game, though. There isn’t as much freedom here as in something like Elden Ring. Instead, Wo Long’s level structure is more reminiscent of Team Ninja’s Nioh 2 and Stranger of Paradise: Final Fantasy Origin. As the narrative unfolds, you’re taken (via lore-filled loading screen) to the subsequent location. Sometimes this is the lavish Mt. Tianzhushan, with its vibrant pink-colored leaves, lush bushes, and glistening waterways. Other times, it’s the devastated Guandu, crumbling to pieces as veins protrude from the array of suspended buildings. All the while you’re set on a fairly linear path, with a few available shortcuts to make backtracking less frustrating: ladders to reach an upper level, a bundle of wood that acts as a stepping stone, and so on. In its world design, Wo Long is focused and intimate, hooking you in with little details like rotting produce in abandoned villages and decaying bodies pierced on the battlefield, visual elements that breathe life into an otherwise desperate, dying world.

    There’s an oddly captivating quality to that desperation, one that helps drive home the game’s broad view of humanity: We are power hungry. If it serves us, we will do what is necessary to get power. Wo Long explores that and the sacrifices people will make to achieve power in an on-the-nose but nonetheless enthralling way. Through Elixir, the drug that essentially unlocks the host’s unstoppable inner demon in exchange for their life, an ultimate big-bad can pull the strings while everyone lusts after the thing he’s in full control of. There’s political intrigue as warlords like Cao Cao and Sun Jian debate the best strategy to put an end to the war, while Elixir stealths its way through the ranks because of fools too weak-willed to maintain vigilance in the face of power. There’s even romance and heartbreak, as characters profress their unyielding love for each other just before taking their last breath in the icy ground. It’s dire, but it speaks to just how destructive power is when chased by the corrupt.

    Wo Long is the most accessible Soulslike I’ve played

    A Wo Long: Fallen Dynasty image showing the player character stabbing a demon soldier in the chest.

    Probably can’t even feel it, hyped up on all that Elixir.
    Image: Team Ninja

    I’ve made the comparison that Wo Long is Nioh 2 but in ancient China a few times in my impressions of the game, but now having played through the whole thing, it feels even more applicable. If you’re at all familiar with the Nioh series, Wo Long will feel like coming home. That’s not to say that all the same pictures are hung in the same spaces or that all the same furniture is placed in the same rooms. There are some notable differences that set these two Team Ninja games apart, particularly when it comes to combat and difficulty. Wo Long is significantly faster in its animations, meaning the pace of engagements is much quicker here than what you see in the Nioh games.

    This might make for a more challenging experience, but because Wo Long demands and rewards aggression, the increase in speed is a boon for anyone who wants to treat these games as a sort of hack-and-slash adventure. By relentlessly attacking an enemy, you raise your spirit gauge while diminishing your opponent’s. Think of this dual-colored bar at the bottom of the health gauge as being similar to Sekiro: Shadows Die Twice’s posture meter. Completely drain an enemy’s spirit and you’ll open them up for a devastating fatal strike which, in most cases, kills in one hit and, in all instances, lowers their morale ranking.

    This morale ranking system is a vital component—the backbone if you will—of Wo Long’s understanding of difficulty within the Soulslike genre. When you play these masocore-like games, you’re sometimes relegated to farming for experience points to increase your level high enough to deal with whatever foe that’s putting you in a quick grave. You could switch up your build. Maybe try out a new armor or weapon. But the only way to really grow stronger in most Soulslikes is to accrue enough XP to buff yourself. That’s all true in Wo Long, too. However, exploring ancient China and raising battle flags, this game’s version of Dark Souls’ bonfires, is another way to become more powerful because planting flags increases your morale.

    Similar to God of War’s power level system, upping your morale ranking in Wo Long increases your damage resistance. So, if you encounter an enemy with a morale rank that’s higher than yours, you can bet your ass is in for a beating. But if you pull up on a sucker with a lower morale rank than yours, well, it’s likely curtains of them. And it’s not just battle flags that affect your morale, as raising the smaller marking flags dotted across the map establishes the floor (the invisible fortitude rank) that your ceiling (the morale rank) can never drop below. In this way, scouring the map is not only encouraged as a means to find new goons to fight and loot to collect. It’s almost required to make it through the game. It’s through this morale ranking system that Wo Long’s accessibility begins to shine.

    The morale ranking system makes up just one prong of Wo Long’s approach to accessibility. The other comes in the form of reinforcements, which you can call upon at the various battle flags you’ve planted. This is a blessing because so often, Soulslikes are largely these individual affairs with obtuse multiplayer offerings. There’s multiplayer here, too, but in an expansion to Nioh 2‘s benevolent grave summoning mechanic, Wo Long lets you call up an NPC homie whenever you want, so long as you have the required tiger seal item to do so. (The consumable is pretty easy to come by, found on dead enemies and in random chests around the maps.)

    You could always use a partner or two on the battlefield

    Here’s A Soulslike That Anyone Could Play, Probably

    Through summoning, you can fight alongside a plethora of historical figures, such as general Sun Ce and warlord Liu Bei, while tackling the game’s many difficult and unpredictable enemies. The best part, though, is you don’t always have to summon; Wo Long will, more often than not, start you with an ally already in tow as part of the game’s mesmerizing narrative. So, you’ll roll up to, say, Guigugou Valley in Ji Province, ready to battle with warrior brothers Guan Yu and Zhang Fei at your side. You can heal your reinforcements when they go down in combat and they never leave your company unless you decide to whisk them away with a different consumable item. Team Ninja understands that Soulslikes are, at times, far too punishing for the laygamer, and this inspiring reinforcement mechanic seeks to remedy that difficulty.

    It’s these two elements, the morale ranking system and the summoning of reinforcements, that make Wo Long the most accessible Soulslike I’ve played in…maybe ever. Sure, there are no real accessibility options for adjusting things like damage taken and enemy visibility. Features like those seen in The Last of Us Part I and Rachel & Clank: Rift Apart would go a long way to opening up the genre to an even wider audience. However, just by implementing some design choices that both encourage exploration and galvanize the idea of seeking help, Wo Long makes it evident that developers can create their punishing games without wholly gatekeeping the experience. Hell, when I was getting bodied throughout my time with Wo Long, I just summoned a comrade or two and all of a sudden, I felt empowered to take ancient China head-on. If this is the power of friendship, then Soulslikes need way more of it.

    Don’t get it twisted, this is still a very hard Soulslike

    A Wo Long: Fallen Dynasty image showing the player character fending against famed soldier Lu Bu.

    Now this is an asshole.
    Image: Team Ninja

    With all of that said, Wo Long is still a hard-ass Soulslike. There are a plethora of grunts that have no problem showing you the casket to rest your head in, and they’ll do it with the quickness if you’re not careful. On top of difficult jerks, the world itself is out to get you as you can take massive damage after a fall and can be reduced to a single health point when taking an unfortunate dip in the water. But nowhere is the challenge more pronounced than in the intimidating boss encounters, fights with screen-filling demons like a malformed, tentacled cow or terrifying soldiers such as helmsman Lu Bu.

    It’s these moments that feel like familiar territory for Soulslike players, those who associate grueling difficulty with the genre. And they are very challenging skirmishes that demand attention, skill, and patience, lest you get clapped in one hit. But again, thanks to the morale ranking system and summoning reinforcements, these engagements aren’t as insurmountable as they may first appear. The enemy might be obsessed with power, but strong friendships can’t be easily broken. That’s the penultimate lesson I took away from Wo Long.

    That’s what I hope developers in the genre and players of these games take away, as well. Sometimes, you need help to take down an army, especially one with demons and evildoers high on performance-enhancing drugs. Doing it yourself is possible, as shown in something like Bloodborne. But as 1986’s The Legend of Zelda put it, “It’s dangerous to go alone.” So, why not take some reinforcements with you? You’ll be grateful you did.

     

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    Levi Winslow

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  • There Is No Saving Cyberpunk 2077

    There Is No Saving Cyberpunk 2077

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    Were it almost any other game from almost any other studio, Cyberpunk 2077’s disastrous launch would have condemned it to the sales bins of history. Big AAA releases dropping with some bugs is one thing; big AAA releases being taken off the PlayStation Store because they were so broken is something else entirely.

    Even then, though, in the depths of the game’s nadir, I could see something in the distance, past all the anger and frustration of the moment. So much of the negativity seemed to be coming not from a place of true revulsion, but disappointment, of people’s expectations of Cyberpunk 2077 being “The Witcher 3, with cars” being fumbled.

    That spot on the horizon, as tiny as it was, nevertheless had shape and form. It was hope. Big games simply cannot be allowed to die, so even then, as Cyberpunk was on the receiving end of an unprecedented backlash, I could see where this story was headed. The world loves nothing more than a bad game’s redemption arc—see No Man’s Sky for a similar example of the genre—and as bad as Cyberpunk had been at release, surely CD Projekt Red, after spending all that time and money to make the game, would eventually spend enough time and money to fix it?

    Image for article titled There Is No Saving Cyberpunk 2077

    Screenshot: Cyberpunk 2077 | Kotaku

    As time did its thing and moved ever onwards, that spot on the periphery would get bigger, until one day it would displace the negative vibes around the game entirely. One day, Cyberpunk 2077 would be good. Could be good. Please, Cyberpunk 2077, you could hear being said louder by the day, be good.

    In late 2022, it looked like that moment had arrived. Alongside renewed interest in Cyberpunk 2077 in the wake of its excellent anime spin-off, the game won Steam’s ‘Labor of Love’ award—basically its “most improved” prize—with Valve recognising:

    This game has been out for a while. The team is well past the debut of their creative baby, but being the good parents they are, these devs continue to nurture and support their creation. This game, to this day, is still getting new content after all these years.

    We were now free, two years after the game’s nightmarish release, to convince ourselves that this was no longer the same game it had been at launch. Two years of work had righted the ship, given people what they wanted. Cyberpunk 2077 was good now.

    But was it? I, along with most of you, had played it in 2020 and thought it was terrible. How much could really have changed since then? With a bunch of time to kill on a recent vacation, and to address my own simmering curiosity over the shape the game was in, I spent a few weeks working my way through Cyberpunk 2077, front to back.

    IS CYBERPUNK 2077 GOOD NOW?

    That’s a complicated question! But it’s why we’re here, now, in March 2023. What I found was that yes, over the past two years and change a bunch of technical improvements have been made. And when I say improvements, I say it like a battlefield medic would, in that “sawing a man’s legs off” is an improvement over “dying”. My first encounter with the game in December 2020 had lasted for around 10 hours, and for that entire time, even with a relatively new PC, Cyberpunk 2077 ran like trash. So bad it was distracting me from the game itself.

    Now it runs great. With DLSS working its black magic and a bunch of patches under its belt, Cyberpunk 2077 is a game reborn on my PC—the exact same PC I had played it on in 2020—with even my modest rig able to run it in 4K, ray-tracing enabled, without skipping a beat. A smoother framerate also made the game’s sluggish shooting and driving sections slightly more tolerable, and best of all everything looked fantastic. So far, so good.

    Cyberpunk’s countless and often mission-breaking bugs also seemed far less frequent. There are some still there, ones I think are just part of the way the game was built, like how cars don’t appear in the world so much as they’re dropped, still rocking on their suspension as your character first spots them. Or how police chases simply do not work. Pedestrians still walk and stand through one another, like they’re re-enacting the end of Watchmen. But there are a lot less of these, and I didn’t run into any of the formerly huge issues—like cars and bikes catapulting off the screen—so again, progress.

    If bugs and weird glitches were your primary hangup, then sure, Cyberpunk 2077 is “good now”. This technical triage didn’t really matter to me, though. I’m a Battlefield 2042 veteran, I am used to finding pleasure amidst uncooperative polygons. What their taming did at least allow, though, was the opportunity to stop worrying about them, and focus on the game itself. Not what I had wanted it to be, or expected it to be in a post-Witcher 3 world, not what its calamitous launch had prevented it from seemingly ever being. Just me, a smooth framerate and the entirety of Cyberpunk 2077 ahead of me.

    What follows is not a review. We did that already.

    CYBERPUNK 2077, PART I

    OK, I have SOME THINGS I need to say that will sound review-like. I played through 85 hours of Cyberpunk 2077, much of it over my vacation, I need to talk about this with someone.

    I started this whole endeavour thinking I’d be writing about one game, Cyberpunk 2077, but I ended up playing two very different ones over those hours. So different, in fact, that I’ve had to basically write this whole piece twice, since so much of my first draft would eventually end up in the bin.

    The first Cyberpunk 2077 I played was how I imagine—actually, how I know after looking at Steam achievement statistics showing how few players had completed important sidequests—most people’s time with the game went. You aren’t led through the main storyline so much as you’re shoved, bombarded from the outset with urgent phonecalls, frantic messages, cutscenes where you’re coughing up blood, directions to travel here, have a shootout there, and before you know it you’re at the endgame wondering why you’ve barely scratched the surface of Cyberpunk’s world, cast or myriad of RPG systems.

    Writing about this Cyberpunk as I went, my notes used the word “dogshit” a lot. The main storyline is the very worst of Cyberpunk. It doubles down on the game’s failed attempts to be an explosive FPS, shines its brightest lights on Night City’s dullest characters and moves so fast that Cyberpunk’s elaborate endings mean nothing because you haven’t had the time or space to give a shit about anyone affected.

    My conclusion to this piece, as the credits rolled, was that Cyberpunk 2077 was unsalvageable. Its problems were too fundamental, the scathing reviews from 2020 justified in their damnation.

    Image for article titled There Is No Saving Cyberpunk 2077

    Screenshot: Cyberpunk 2077 | Kotaku

    CYBERPUNK 2077, PART II

    But then something weird happened. Instead of being dumped back at my lair in some kind of overpowered postgame, I found myself reloaded back to a checkpoint just before the final mission. There was no real endgame here (the storylines as they wrap up rule that out), just a soft reboot, presumably so players could jump straight back into those final hours and make different choices, enough to unlock one of the game’s four other endings.

    Here, with the main quests all but resolved and my need to see a final cutscene already satisfied, another Cyberpunk 2077 unfurled in front of me. This Cyberpunk was full of unresolved sidequests, only now I had the time and space to resolve them. The game finally had time to breathe. It took its foot off the gas, stopped harassing me to sort out Keanu Reeves’ problems and began slowly serving me the game’s most memorable quests, most with meaningful consequence, each one taking me on a tour of previously-unseen corners of the game’s lavish world and giving me a newfound appreciation for its scale and detail.

    I met all my favourite Night City residents in this second Cyberpunk, and I think it’s easily the best way to meet them. To be able to savour each little adventure at its own pace, instead of having them crammed in between main quests. In this second game, where I was no longer following a Keanu Reeves-led narrative laced with international intrigue but free to just be a guy doing murderous odd jobs around town, Cyberpunk felt so much closer to what I had expected from it back in 2020. A game about exploration, being a handyman, uncovering unforgettable little stories with sticky moral quandaries. The Witcher 3 with cars, basically.

    My conclusion after this second Cyberpunk wrapped, after I’d rinsed it of every substantial (and less so) sidequest on the board, is…well, it’s what you’re reading now. My reflections of a game that is still broken in so many ways, and forgettable in many others, but which is also more than that, so much more than most people who (rightfully and understandably!) bounced off the main storyline in 2020 and never looked back will ever know.

    It’s almost as though Cyberpunk’s main problem isnt with its various components themselves, so much as the urgency and order they’re thrown at you. Playing Cyberpunk 2077 as CD Projekt Red designed it is like going to a fancy restaurant and having the steak thrown at your face before you’ve even looked at the menu. Then getting your delicious entrée served 90 minutes later. The food is good, sure! But that wasn’t the best way to eat it.

    Everyone who has ever said “just try the side missions, they’re better” in the time since Cyberpunk 2077’s launch, and sounded like a copium addict at the height of a trip, turned out to be right on the money. I’m sorry for ever doubting you. Some of these auxiliary quests are good, but many of them are excellent. A mayoral candidate having a little IT problem is a highlight, as is the tragic and unforgettable case of a cop’s missing nephew and a cattle farm. Claire’s tale of loss and revenge is handled with the utmost care. Judy’s evolution from peripheral quest-giver to her beautiful finale was a joy to play through, and Kerry’s mid-life crisis resolves in possibly the most cathartic moment of the whole game. These stories are well-written, deeply interesting and many of the best ones don’t even need you to shoot anything.

    I could go on and on here, and kinda want to, but I’ve wasted enough of your time with my thoughts on a game that’s now over two years old, and was written about, at length, maybe more than any other video game in history. Thank you for sticking with me this long.

    IT’S STILL CYBERPUNK 2077

    Technical fixes aside—and they make a difference!—this is still Cyberpunk 2077. The good stuff was good in 2020, the bad stuff was bad in 2020, and they will forever be that way because you can’t save a game by patching in a new character arc (or any character arc) for Johnny Silverhand, or turn some dials and suddenly make the entire first-person shooting experience feel even remotely exciting.

    I feel like I did everything I was supposed to do here, everything the zeitgeist and the blip on the horizon said I should do when it came to this game. I played it in 2020, bounced, then gave it time—time it may not have deserved if it was any other game from any other studio—to clean itself up. I revisited it to play the game this was supposed to be.

    It’s not that game, of course. The “Cyberpunk can be saved” narrative is as delusional here as it is for so many other big-budget failures, when success had seemed assured but for whatever reason never arrived (of course Cyberpunk 2077 will always be, if nothing else, a financial success). Bugs and fundamental shortcomings in the game’s structure are two very different things. One can be patched, and mostly has been. The other, we’re stuck with forever.

    Image for article titled There Is No Saving Cyberpunk 2077

    Screenshot: Cyberpunk 2077 | Kotaku

    And that’s OK? I’m OK with it, at least. There was so much anger and frustration tangled up in this game’s launch, all fed as much on people’s expectations as much as the reality of the game that was on offer before us. This was the next game from The Witcher 3 guys, it cost so much money to make, it took so long to make, it released so many incredible (and, turns out, quite fanciful) trailers, blah blah blah.

    All this led to a consensus that the game was both busted and a huge disappointment. Now? Now it’s still a little busted and still disappointing in most of the same ways. There are still huge holes in this game, with shortcomings it will never overcome, but decoupled from the Bad Vibes of its 2020 launch I found myself free in 2023 to just fire up Cyberpunk 2077 and play what was in front of me.

    What I found was a game that, when given the chance, could be more than just a trainwreck of a launch. It could also, with a bit of work and a bit more patience, be something truly special. And that was enough of a redemption arc for me.

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    Luke Plunkett

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  • Gorgeous Pokémon, Anime Sneakers Are Too Good For Nike

    Gorgeous Pokémon, Anime Sneakers Are Too Good For Nike

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    While Nike likes to dabble in the out-and-out nerd market sometimes, from Doraemon to Hello Kitty, for the most part the company likes to keep its collabs subtle, and has not worked with Nintendo for a long time. Meaning it will likely never officially release shoes this nice.

    The sneakers you’re seeing in this gallery are all the work of artist Andrew Chiou, who has been doing the rounds on shoe blogs this week for his recent Pokémon work, but that stuff is just scratching the surface. Using Dunks and Jordans as his canvas, Chiou has painted (or at least designed) a ton of custom sneakers lately based on everything from Dragon Ball to Sailor Moon, sometimes for customers, and sometimes as one-offs for celebrities and athletes.

    These are a pair of “What The” Super Mario concepts (“What The” sneakers are Nike’s special lines where designs get wild):

    Here are some Pokémon ones he released earlier this week, featuring Scyther, Bulbasaur, Shiny Gyarados and Dragonite:

    This is a pair of Sailor Moon concepts, again on a pair of Dunks, which with their retro styling and clean panel design makes them ideal to sketch out themes like this:

    This pair of Dragon Ball Dunks, based on Vegeta, aren’t a mock-up, these have actually been painted up on a real pair:

    I am in love with the colourway on these Snorlax Jordan IVs:

    And finally, just to break up the monotony of Dunks and Jordan IVs, here’s a Venusaur mocked up over a pair of very lovely CDG x Nike ACG Mowabbs (scroll through to see the all-cream colourway of the original shoes, an all-timer for the silhouette):

    If you want to see more of Chiou’s stuff, you can find more shoe designs—both mockups and actual custom sneaker paintjobs—at his Instagram page.

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    Luke Plunkett

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  • Activision Accused Of Illegally Firing QA Testers Over Remote Work Protest

    Activision Accused Of Illegally Firing QA Testers Over Remote Work Protest

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    Photo: Bloomberg (Getty Images)

    The Communications Workers of America (CWA) have today filed charges against publisher Activision—a company with a long track record of alleged union-busting—claiming the publisher violated several workplace laws in relation to the firing of two QA testers.

    The charges are related to Activision’s recent decision to begin forcing workers back into the office, which has been met with resistance across the company’s workforce. The CWA say that “numerous workers protested the [return to office] plan citing cost of living concerns and the impact it would have on their co-workers who might be forced out of their jobs”.

    “Two QA testers expressed their outrage using strong language. In response, management set up disciplinary meetings where both workers were fired.”

    The CWA argue that “the use of outbursts and strong language in the context of concerted activity by employees was protected by the National Labor Relations Board” until as recently as 2020, before the Trump administration “systematically rolled back workers’ rights, including modifying the standard for determining whether employees have been lawfully disciplined or discharged after making offensive statements, which ultimately limits free speech rights for employees.”

    Activision disagrees. “We don’t allow employees to use profane or abusive language against each other,” a spokesperson for the company, Joseph Christinat, told Kotaku. “We’re disappointed the CWA advocates this type of behavior.”

    The charges have been filed against Activision CEO Bobby Kotick directly, and allege that the firings—which took place on February 17—were made “in response to [the employee’s] engagement in protected, concerted and union activity”. The CWA also allege that Activision “improperly denied a request to have a coworker witness the disciplinary meeting which preceded the termination of [their] employment”.

    “For far too long, Activision has gotten away with treating its employees, especially QA testers, like disposable work horses. Firing two employees for joining with their co-workers to express concern around hasty return to office policies is retaliation, point blank,” CWA Secretary-Treasurer Sara Steffens says. “When faced with unfair treatment by unscrupulous employers like Activision, workers should have the right to express themselves.”

    Update 3/1/2023 9:08 a.m. ET: Added comment from Activision.

                  

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    Luke Plunkett

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