Milan Fashion Week has just wrapped up, and while this is not normally the kind of thing we would be covering on this, a website about anime, reality television and comic books, 2023’s show featured a surprise inclusion: Blizzard’s Diablo series.
Danish label Han Kjøbenhavn had a whole damn line inspired by (and officially licensed by) Diablo, with founder Jannik Wikkelsø Davidsen—who tells NME he played the game “back in the day”—showing off three separate outfits, two of which you can see in this post.
For those about to say in a comic-book-guy voice “nyyahhhh these don’t look like Diablo characters”, or “I will not be wearing these to my local GameStop, thank you”, please know that this is Milan Fashion Week. This is runway shit. This is designers going wild, art in motion, stuff designed for you to look at and feel something, not wonder when you’ll be able to order it on Amazon or get it with the collector’s edition of a game.
Watch the show, play the game If you’re intrigued by the new show starring Pedro Pascal as Joel and Bella Ramsey as Ellie, consider picking up the source. The 2013 survival horror game recently got a full-on remake for the PS5 with The Last of Us Part 1 and now it’s coming to PC as well. You can pre-order the Steam version of the game for 10% off from most Green Man Gaming which is set to release on March 28.
“For me, darkness is beauty. How do you balance those two things? That generates an [entirely] new feeling”, Davidsen told NME. “What we’re creating has a lot of volume and language in the garments we’re working with, so in that sense I’m trying to mirror the journey within Diablo as well as my own journey.”
In terms of things you can wear, Davidsen says Han Kjøbenhavn—who sell a ton of everyday gear like sweaters and tshirts, albeit at premium fashion label prices—will be releasing “something which is more everyday wearable” in the near future.
During today’s Pokémon Presents, we finally got a look at the upcoming and highly anticipated Pokémon Sleep app. It was accompanied with an adorable live-action promo and some actual in-game footage.
In the app coming later in 2023, you can check out all the irresistibly cute ways these creatures nap and sleep, and maybe they can help your sleep schedule out a bit too. Described as a “game that makes you look forward to waking up in the morning” (good luck), the game has an isometric perspective, and features many of the familiar faces taking it easy and catching some Zs. Check out all the details here:
As befits a Pokémon game, the title features Professor Neroli, “who’s researching Pokémon sleep.” That sounds like serious, academic business for sure, but it seems rather straightforward in practice. Basically, all you need to do is leave your smartphone within reach of your bed, and the game will measure your sleep. In the video, we got a quick look at how that all works.
Screenshot: Nintendo / Kotaku
If you’ve ever used a sleep app before, this ought to look very familiar. You get a rough average of the overall time you were asleep (and not staring into the blinding light of your phone, doomscrolling on Reddit for six hours…you know who you are), and some fancy stat readouts for various bits of sleep data. From the trailer we can see this includes info like the actual time it took for you to fall asleep.
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Your sleep data gets crunched into one of three sleep types: “Dozing, Snoozing, or Slumbering.” Pokémon whose sleep type matches yours will appear in the game, which is an easy and adorable way to start to get a sense of how well you’re sleeping. And it’s not all boring clinical sleep terms; as we saw in the video today, one unlockable sleep type is “Goofy Sleep” and features a Slowpoke adorably sleeping on its back.
As someone who’s cycled on and off various sleep apps for the past few years and haven’t found one that sticks, this one seems easy enough to understand, and looks fun. Maybe a solid eight hours a night is in my future after all.
The release of The Last of Us in 2013 already marked a remarkable shift in narrative tone for big-budget, so-called “AAA” games. However, for some of us, 2014’s DLC chapter, The Last of Us: Left Behind, proved to be even more remarkable. It took mechanics that, in the game proper, had been used in nail-biting sequences of life-or-death desperation and repurposed them as the stuff of bonding and relationship-building, leading us to feel Ellie’s connection with Riley not just through cutscenes and pre-written dialogue but through play, in the purest sense of the word.
Now, the episode of HBO’s adaptation based on Left Behind is here, and it’s very good on its own terms. The storytelling fundamentals still work, even with the interactivity that made the game so striking removed. (A number of sequences built around that interactivity, including one in which Ellie and Riley have a contest in which they throw bricks to break car windows, and one in which they hunt each other with water rifles, are understandably totally absent in the episode.) However, because Left Behind was a particularly remarkable example of what’s possible when AAA mechanics are used in new and exciting ways, I don’t feel that there was really any hope of this episode reaching the same highs. The game was one of the very best, most innovative and moving AAA experiences of the decade in which it was released. This is—and I don’t mean this as an insult at all—a very good episode of a mostly very good TV series, and it does benefit from a few music cues that the game lacks. On top of that, Bella Ramsey and Storm Reid are both exceptional, and defixfnitely make this story and its deeply felt emotions their own. Let’s get into it.
A tale of two malls
First, let me touch on the biggest change between this episode and the game on which it’s based. In both, Joel’s been seriously injured, and Ellie must find some supplies with which to treat his wound. Here in the show, we experience Ellie’s mall flashback while she rummages for supplies in a house where she and Joel are hiding out, and the only real thematic throughline between the action of the “present” and the “past” of the episode is that what Ellie goes through in the past informs our understanding of why she’s so desperate not to lose Joel in the present.
Screenshot: Naughty Dog
In the game, she’s actually got Joel locked up in an old storefront at a Colorado mall, and the flashbacks to her night at the mall with Riley are interspersed with action set in the “present” in which she searches this other mall high and low for medical supplies. Playing the DLC, you probably spend about as much time in the Colorado mall as you do in the Boston one, and as Ellie, you must fight infected stalkers, solve some environmental puzzles, and survive some very challenging combat encounters with men who are hunting Joel and Ellie. The Colorado mall also has a number of details that trigger associations for us as players with the Boston mall. For instance, both have a restaurant chain called Fast Burger, and in the pocket of a body she’s searching, Ellie finds a strip of photos created by the same type of photo booth she and Riley use at the mall in Boston.
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Meanwhile, all TV show Ellie has to do is look in the kitchen for a needle and thread. She doesn’t know how easy she’s got it.
This hopeless situation
In the episode’s opening scene, the injured Joel tells her to leave and she says “Joel shut the fuck up!” reminding us, as the last episode emphasized and this one will drive home, that she has known too much loss already, and she’s not about to give up on him.
He tells her to go to Tommy. She covers him with a jacket, gives him a fuck you look, and walks out of the room, and into the flashback that dominates the episode.
She’s running listlessly in circles in a high school gymnasium. On her Walkman (yes, an actual Sony Walkman, which she also has in the game) she’s listening to “All or None” by Pearl Jam. It’s from the 2002 album Riot Act, so it would exist in the show’s timeline where the outbreak occurred in 2003. Without spoiling anything for those who haven’t played The Last of Us Part II, Pearl Jam does figure into the game in a way that likely won’t, for timeline reasons, play out the same in the show, so this at least lets the band’s work be heard in the TV series.
Screenshot: HBO
(Incidentally, none of this stuff with Ellie in school is from the game. Some of it may be based on material in the comic book series The Last of Us: American Dreams, but as I haven’t read that series, I can’t say for sure.)
Soon, a bigger girl starts giving Ellie shit, telling her to pick up the pace so that the whole group doesn’t get punished. When Ellie says she doesn’t want to fight about it, the girl says tauntingly, “You don’t fight. Your friend fights. She’s not here anymore, is she?” With that, Ellie decides she does want to fight after all.
Cut to some time later, and Ellie’s sporting a nasty shiner. A FEDRA official, Cpt. Kwong, notes that her behavior has been particularly bad for the past few weeks and that his bad-cop approach in response—tossing her in the hole multiple times—hasn’t worked, so he tries the good-cop approach, giving her a heartfelt talk in which he suggests that she’s too smart to throw her life away, but that seems like exactly what she’s determined to do. She can either keep misbehaving and end up a grunt, doing grunt work until she dies in one unfortunate circumstance or another, he says, or she can swallow her pride and someday become an officer. His impulse is rooted in a bleak view of humanity—”if we go down, the people in this zone will starve or murder each other, that much I know”—but Ellie nonetheless seems persuaded, for the moment.
Ellie’s room, featuring a poster for Mortal Kombat II
Later, Ellie’s in her room as the rain falls outside. She’s reading an issue of Savage Starlight, the significance of which I first talked about in my recap of episode five.
Setting the comic down, she stares at the vacant bed across the room before a lights out call prompts her to try going to sleep. For a bit, the camera lingers on details in the room, like a small stack of cassettes that includes A-ha’s greatest hits compilation and an Etta James tape, both of which feature songs we’ll be hearing before the night is out. Also on Ellie’s wall are dinosaur drawings, space shuttle diagrams, and, amusingly, a poster for the 1987 sci-fi comedy Innerspacestarring Martin Short, Meg Ryan, and Dennis Quaid.
We also see a poster for Mortal Kombat II. Yes, this reflects one of the biggest changes to the source material that we’ll get to later in the episode. However, what you may not know is that, when Left Behind was remade for The Last of Us Part I, the developers also snuck a Mortal Kombat II poster into Ellie’s room there, confirming (via retcon) that the game does at least exist in the game’s universe as well, likely because they knew by that point that MKII was going to be taking the place of The Turning in the TV adaptation.
Riley and Ellie’s reunion gets off to a rough start when Riley (Storm Reid, Euphoria) sneaks into the room and puts her hand over the mouth of the sleeping Ellie. Ellie panics, knocks Riley to the floor, and grabs her switchblade before she realizes who her attacker is. When she sees that it’s actually her best friend, the exposition starts flying fast. Riley’s been gone for three weeks because, after a long time spent “talking about liberating the QZ,” she’s actually decided to do something.
Screenshot: Naughty Dog
This triggers complicated feelings in Ellie, who refuses Riley’s request to come with her and have “the best night of your life” because she has to get up in a few hours for drills “where we learn to kill Fireflies.” Yeah, these friends are in a tough spot, seemingly on opposite sides of an ideological (and real) conflict. As Riley predicted, though, Ellie quickly relents, the chance to spend a few hours with the friend she’s been missing so much apparently too tough to pass up.
What’s FEDRA vs. Fireflies between friends?
After they make their escape, Ellie is surprised that Riley seems less inclined toward conflict than usual, telling her, “You can’t fight everything and everyone. You can pick and choose what’s important.” “Are they teaching you this at Firefly University?” Ellie asks, and it turns out they are. A minute later, as they’re sneaking through an old apartment building, Ellie’s flashlight starts giving out. “Firefly lights are better,” Riley teases. When Ellie declares that “one point for the anarchists,” Riley says, “We prefer freedom fighters.”
In a moment that’s new for the show, Ellie and Riley find a man’s body in a hallway, with some pills and a bottle of hard liquor nearby, which they snag and take swigs from on the rooftop. In the game, they instead raid the camp of a man they were on friendly terms with named Winston, who, remarkably for someone in their world, died of natural causes. He has some booze in a cooler that you can drink. The show’s Ellie handles the liquor much better than her game counterpart, who spits it out.
After begging Riley to let her hold her gun, Ellie asks, “So, what happened, you started dating some Firefly dude and was like, ‘Uhhh, this is cool, I think I’ll be a terrorist’?” It’s a striking line because it’s both an obvious joke and it also seems to be Ellie perhaps trying to feel out Riley’s attitude toward boys, as if she’s trying to determine if there’s any chance Riley reciprocates her feelings. (Nothing like this is said in the game.) Soon, Riley tells the truth: she encountered a woman—Marlene—who asked her what she thought of FEDRA. Riley replied with her honest opinion, “they’re fascist dickbags,” and with that, she was in. Ellie starts to push back, regurgitating some of the same bullshit Cpt. Kwong told her earlier about FEDRA holding everything together, but rather than let it devolve into an argument, Riley says they’re on a mission, and leads them onward, hopping across many a rooftop on the way to their destination: the mall.
Screenshot: HBO
When they arrive, Riley arranges a pretty cool reveal for Ellie, having her friend stand in the darkened shrine to capitalism before flipping on the power. Ellie gazes in awe as everything becomes illuminated. Riley promises to show her “the four wonders of the mall,” and their adventure truly begins.
Take on me
The Last of Us becomes the latest prestige TV series to use the A-ha hit “Take on Me,” a song that also figures into the game’s sequel, as Ellie experiences the wonder of escalators, or as she calls them at first, “electric stairs,” for the first time. Amazed by the contraption, she races down them, races back up them, walks in place, and, perhaps trying to impress her crush and probably feeling the effects of that swig of alcohol she took earlier, just generally acts like a total goofball.
As they make their way toward Riley’s first wonder (which is now the second wonder because Ellie was so wowed by the escalator), they pass a movie theater with a poster out front for a film in the Dawn of the Wolf series, the Last of Us universe’s stand-in for Twilight. Briefly stopping to regard the display at a Victoria’s Secret, Riley comments on how strange it is to her that people once wanted that stuff, then starts laughing while trying to imagine Ellie wearing the lacy lingerie. Riley moves on, but Ellie takes a moment to check her look in the window, clearly concerned about the impression she might make on Riley tonight.
Just like heaven
Riley tells Ellie to close her eyes, and as she leads her by the hand to the mall’s next wonder, we’ve gotten enough insight into Ellie’s feelings that we can imagine how exciting it must be for her, that high school electricity you might feel at the slightest physical contact with the person you’ve been dreaming about.
Screenshot: Naughty Dog
The wonder is indeed worthy of the build-up: a stunning carousel, lit up in golden lights. This is, of course, straight out of the DLC, the source of some of its most iconic images, but new here is the fact that the carousel plays a music-box version of The Cure’s “Just Like Heaven,” and I think the lyrics of that song sum up how Ellie feels in this moment pretty well. Like the game on which it’s based, this episode is full of unspoken emotion, which makes it all the more effective. Ellie’s smile, beaming at Riley as the carousel spins, says more than words ever could. Find someone who looks at you the way Ellie looks at Riley here. The two have another drink, and Ellie continues to bask in Riley’s presence.
But such moments never last, and as the carousel grinds to a halt, Ellie’s mind is interfering with what her heart feels, turning over questions again about Riley’s allegiance to the Fireflies. “Did you really leave because you actually think you can liberate this place?” she asks, making the question sound every bit as dismissive as it reads. When Riley protests that it’s not a fantasy, that the Fireflies have set things right in other QZs, Ellie tells her that they could do that too, “if you come back. We’re, like, the future.”
Screenshot: HBO
Riley doesn’t seem hopeful about her prospects with FEDRA, telling Ellie that Kwong has her lined up for sewage detail. To Kwong, Riley is doomed to the kind of grunt work she told Ellie she could avoid if she plays her cards right. This is new for the show, and makes it that much more clear why Riley wants a life outside of what FEDRA has in store for her.
Pictures of you
Next up on Riley’s tour of wonders is the photo booth, another classic moment from the game. When the DLC first launched in 2014, this moment felt impactful because it featured some then-novel Facebook integration, allowing you to upload images of the specific poses you had Ellie and Riley strike to your feed. It was a way for people to share the experience and connect over their feelings about it. It’s a bit strange to see a moment that was initially designed not just for interactivity but for social media integration be recreated without these elements that once made it so special. It’s still a sweet scene, of course, but this is one case where the game will always be the definitive experience for me. At least the show’s Ellie and Riley actually get a printout of their photos, albeit faded and colorless. The game’s duo got only their memories of the experience.
As they head to the next wonder, Riley talks it up, saying “it’s pretty dang awesome and it might break you.” Ellie tells her not to oversell it, but she hasn’t. She tells Ellie to stop and listen, and in the distance is the unmistakable cacophony of a video arcade. Yeah, Ellie is stoked. Standing before Raja’s Arcade in all its noisy glory, she says, “This is the most beautiful thing I’ve ever seen.”
Mortal Kombat II vs. The Turning
The arcade’s got Centipede and Tetris, Frogger and Daytona USA, all alive and ready to be played. But there’s one game they want to play most: Mortal Kombat II.
This is one of the episode’s biggest departures from the game. There, the machines in the arcade remain off, and the most Ellie can do is imagine playing with them. (As I discovered when re-playing Left Behind for this recap, there’s a hidden trophy you can get here, a little self-deprecating joke from Naughty Dog. If you approach and interact with a Jak X Combat Racing arcade machine in the back corner, Ellie will imagine playing it for a bit. When she’s done, she comments to herself, “That game is stupid,” and you get the trophy, called Nobody’s Perfect. Oof, was Jak X really that bad?)
Screenshot: Naughty Dog
In the game, it’s not Mortal Kombat II that they play, but a fictional fighting game called The Turning, and Ellie can only play it with her imagination. As Riley narrates the action, and as Ellie imagines it so vividly that she can hear the game’s announcer as well as the sound effects of battle, you enter a series of onscreen inputs to pull off attacks, blocks, dodges, and, finally, an ultra kill. Yes, The Turning was clearly inspired by Mortal Kombat, so the genuine article makes for a pretty fitting replacement.
In his own commentary piece, my colleague Kenneth makes a strong argument that something is lost by having the characters actually play a game, rather than merely imagining one. I definitely agree that the way it plays out in the game is much more poignant. It’s just one more thing that Ellie will never get to really experience. At the same time, I think the interactivity of the sequence was central to its impact, that just seeing Ellie imagine the game and input sequences would have little of the same effect that the scene conjures through the device of having you do it, and in lieu of that, I think swapping in Mortal Kombat II, a game so many of us have our own memories of playing, allows us to feel some deeper connection to the scene. For me, it’s another instance, like the photo booth, where the TV show was never going to fully recapture the power of the game on which it’s based.
Screenshot: HBO
Kiss me, kill me
Bella Ramsey does a great job of capturing the intense excitement and supreme cluelessness of a gamer girl who’s literally never played an arcade game before, and it’s fun to watch both her and Reid react to the game’s legendary sound effects, and to Mileena’s famous fatality. Eventually, playing as Baraka, Ellie gets a win on Riley, who tells her how to do his fatality. Baraka impales Mileena on his blades and the girls lose it, and in the excitement, we can tell, even if Riley can’t, that Ellie really wants to kiss her. The moment passes, though, and Ellie protests that she has to be back home in bed soon. However, Riley tells her that she got her a gift, and that’s enough to get Ellie to tag along for a bit longer.
In the food court, Riley’s got a little camp, where she gives Ellie volume two (actually “volume too” lol) of Will Livingston’s series of pun books, the same one she’s been torturing Joel with throughout the series. In the game, Riley gives it to Ellie just after you ride the carousel, and you can spend a while reading jokes to Riley if you like. (My favorite of the bunch: What’s a pirate’s favorite letter? ‘Tis the C.)
In the show, however, Ellie’s delight in the new treasure trove of punny goodness is short-lived, as she finds a bunch of explosives Riley has made. Riley says that she would never let them be used on or anywhere near Ellie, but Ellie doubts that her supervisors would care what Riley has to say about that, and she storms off.
Riley gives chase and tells Ellie that she’s leaving, that this is her last day in Boston, which is enough to get Ellie to stop. “I asked if you could join so we could go together,” Riley says, “but Marlene said no.” In the game, Riley phrases this sentiment a bit differently, telling Ellie that Marlene “wants you safe at that stupid school. I’m not even supposed to come see you.” The reasons why Marlene might be looking out for Ellie from afar—even before knowing Ellie was immune to cordyceps—will become clear in time, if you don’t know them already. Despite Riley’s heartfelt plea, expressing her desire to spend some of her little time left in Boston with Ellie and to say goodbye on good terms, Ellie remains furious, and storms off again.
Love and truth in the Halloween shop
She thinks better of it, though, and turns around before she gets too far. Trudging back through the mall, she hears screams and fears the worst. Charging into the store the screams are coming from, she’s confronted with a spooky sight indeed: some sort of mechanical Halloween jumpscare device letting out the pre-recorded shrieks. Here it is, the Halloween store, the final wonder Riley had in store for her. (In the game, you actually enter the Halloween store first upon arriving at the mall. This scene effectively combines that one and one near the end of the DLC.)
Riley’s hiding out in the Halloween store, and tells Ellie she was saving it for last because she thought she’d like it the best. “I guess it was stupid,” she says. “I’m fucking stupid.” Ellie sits down. It’s time to talk about some real shit.
Screenshot: Naughty Dog
“So you leave me. I think you’re dead. All of a sudden, you’re alive. And you give me this night. This amazing fucking night. And now you’re leaving again, forever, to join some cause I don’t even think you understand. Tell me I’m wrong.” Yeah, I can see how Ellie’s got some emotional turmoil going on at the moment.
Riley tells Ellie that she doesn’t know everything. Unlike Ellie, Riley remembers what it was to have a family, for a little while at least, and the real sense of belonging that came with that. Now the Fireflies have chosen her, and she senses a chance for that kind of belonging and purpose again. “I matter to them.”
Screenshot: HBO
Ellie softens a bit, and tells Riley that she’s her best friend and that she’ll miss her. Riley proposes “one last thing,” and Ellie agrees, before Riley tosses her a werewolf mask and grabs a spooky clown mask for herself, masks they both also wear in the game. She puts on Etta James’ “I Got You Babe,” the same song that features so prominently in the game at this pivotal moment, and begins dancing atop the display case.
For a while they just enjoy the moment, but what Ellie is feeling is too strong to be contained, so she takes off her mask and pleads with Riley, “Don’t go.” Just as in the game, Riley agrees, almost as if she’s been waiting, hoping that Ellie would ask her this. Ellie kisses her, then apologizes, to which Riley responds, “For what?” It’s a beautiful and cathartic moment, and a painful one, too, since we know their happiness ends even before it has a chance to start. It makes for a fascinating contrast with the third episode, which charted the love story of Bill and Frank across decades. Here, we get the love story of Ellie and Riley, not quite in real time but not too far off. This night lasts only a matter of hours, and yet the memory of it will be with Ellie forever.
I feel like “don’t go” is a bigger ask on Ellie’s part here in the show than it is in the game, since she knows that FEDRA has Riley pegged for grunt work, and it’s a lot to ask someone you love to resign themselves to a life of such limited possibility just to be with you. But I’m sure that in that moment, she thinks that together, they can create something better. And who knows, maybe they could have.
They barely even get a chance to imagine what that future might look like, however, before the infected we saw earlier roars and runs in, putting up one hell of a fight before Ellie finally finishes it with her switchblade. Not before both of them are bitten, however, and just like that, their dream future evaporates.
“I’m not letting you go”
Screenshot: Naughty Dog
And while future Ellie rummages desperately in the house for something to help Joel with, past Ellie, thinking her fate is sealed, smashes shit in a rage before collapsing next to Riley. Riley says they could just off themselves with her gun, but she’s not a fan of that idea. Taking Ellie’s hand, she says, “Whether it’s two minutes or two days, we don’t give that up. I don’t want to give that up.”
Screenshot: HBO
Rummaging in the kitchen, Ellie finds some needle and thread and returns to Joel. For a moment, she takes his hand, interlocking her fingers with hers. She’s not letting him go. Then, she begins to sew.
Yesterday during Sony’s State of Play showcase, the fighting game community witnessed three character reveal trailers for Street Fighter 6. I say three, but if we’re being honest with ourselves, the only street fighter who’s on anyone’s mind is one Cammy White. So let’s count the many ways that Cammy’s reveal left gamers smiling.
Capcom
As you can see from the trailer above, Street Fighter 6’s roster will include the stalwart standby Zangief, a newcomer named Lily, and the aforementioned Ms. White. Although the general look of these road combatants has been common knowledge for a while on account of the game’s leaked character art hitting the interwebs, many Cammy appreciators both old and new are saying the leaks didn’t do her new threads enough justice.
Instead of rocking her vintage twin tails and green leotard, SF6 Cammy is sporting a short bob, Union Jack jacket, and yoga pants. While deviations on an iconic look typically ruffle gamer feathers, folks online absolutely adore Cammy’s new digs. Twitter user UltimaShadow X pointed out how Cammy’s SF6 streetwear is yet another example of video game character designs ‘[getting] hotter” when they get extra articles of clothing.
Eagle-eyed fans have also noticed a nifty new anime reference. Twitter user Fighting-Games Daily spotted a new, knee-breaking throw in Cammy’s arsenal, and the wince-inducing new move is actually a reference to the same throw she did in the 1994 anime film Street Fighter II: The Animated Movie.
One last brief snippet of Cammy’s SF6 trailer that’s been making the rounds on Twitter doesn’t depict any of the special forces agent’s killer kicks, but a particular idle animation, specifically her very exaggerated back stretches. Horndog bait for sure, and potentially the start of a new trend à la the Guilty Gear Strive “Jack-O challenge” that swept Twitter back in 2021. This one looks a bit easier, at least. Fan art is already starting to proliferate:
All told, the UK gal’s revamp has left a very positive impression on the Street Fighter community. Though the real test of her influence will be if Cammy mains in the States start putting gravy on their chips.
We here at Kotaku get plenty of tips via email. Some are spam, others are error-filled hate messages, and a few are serious allegations that require serious investigation. So it’s refreshing when something comes in that just points us toward something breezy and cool, as was the case with a recent tip regarding the slay-the-house-down-boots fashion of the Like A Dragon: Ishin! developers, Ryu Ga Gotoku Studio.
A development subdivision of Sega whose roots trace back to 1998, Ryu Ga Gotoku (“RGG”) is a Japanese studio responsible for the 2012 third-person shooter Binary Domain. However, you’re probably more familiar with RGG’s most prominent work, the Yakuza series. Since 2012, RGG has been in charge of the action-adventure franchise, developing new mainline entries and remastering old ones while putting together spin-offs such as the Judgment series and the latest remake, Like A Dragon: Ishin!
It’s that latter game, which was originally a 2014 Japan-only release before making its worldwide debut earlier this week, that was the topic of the tips email we got this week. Enamored with senior editor Alyssa Mercante’s “fashion callout” of The Game Awards’ bland drip, the reader (whose name we’ve decided to keep hidden) said we should check out this making-of Like A Dragon video to see some “cool suits.”
“I loved The Game Awards fashion callout and follow-up article and 40 seconds into this video about Ryu Ga Gotoku making the next Like A Dragon game there is an amazing staff promo photo,” the reader said in an email to Kotaku. “I guess if you’re in charge of the Yakuza/Like A Dragon series, you’re basically obligated to wear a cool suit.” And they ain’t lying! RGG is literally stunting over the entire industry in one shot.
SEGA Asia(EN)
In the first episode of a multi-part series on Sega Asia’s English YouTube channel, we get a quick glance at RGG’s fashion sense. Japanese fashion is pretty captivating if you follow it. Filled with flowy silhouettes, wild colors and patterns, and an interesting blend of casual and smart aesthetics, folks in the Land of the Rising Sun know how to dress. RGG is no exception. Sure, the suits the developers wear about 40 seconds into the above video are all black, but the nuance is in the details. Two staffers have jackets with interesting markings: one with a variety of white dots and another with copious small crosses. A different staffer has a coat with tastefully accenting white lines. Three other staffers have all-over patterns, with two of the staffers’ suits having a nice sheen. If you told me this was an alternative J-Rock band and not a bunch of video game developers, I’d believe you.
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Even the developers’ boots, while nondescript on the surface, really add to the developers’ collective drip. Most in the photo have round pointed-toe, glossy-looking boots with no laces like they all just stepped off the set of The Matrix or something. Two others mix things up a little bit, with one staffer having what appears to be round lace-up boots a la Dr. Martens (though maybe not that exact brand) and another seemingly wearing some very dark, perhaps suede-looking boots. Either way, RGG’s fits are on point! I may not be the fashionista that Kotaku’s Alyssa Mercante is, but I, too, am gagging over the confident simplicity RGG exudes in their almost-matching looks. It’s dope to see, especially in an industry known for some of the most predictable (graphic-tee-and-blazer) outfit combos ever.
Anyway, shout out to RGG for slaying the entire industry in a matter of seconds with both their killer fashion and their even more-killer samurai game, Like A Dragon: Ishin! In fact, staff writer Sisi Jiang called it “the best samurai game that you can play right now.” You should check it out.
Shiny Pokémon are typically just a rare aesthetic anomaly, but one new addition in Pokémon Scarlet and Violet may have some competitive edge if you’re using a shiny variation: Tatsugiri.
The combination dragon- and water-type Pokémon already made a splash in the competitive scene because of its compatibility with Dondozo in double battles. Tatsugiri is able to hop inside Dondozo’s mouth and give it a stat boost. There aren’t a lot of examples of specific Pokémon having contextual interactions with their battle partner, so just as a cool gimmick, Tatsugiri and Dondozo have become a pretty notable competitive team since they debuted in Scarlet and Violet in November. However, Wolfey, one of the top competitive players in the scene, points out that using a shiny Tatsugiri can maybe help you get one over on an opponent.
Tatsugiri has three forms: its curly form, droopy form, and stretchy form. Each form gives Dondozo a different stat boost, and which form you’re using is most readily identifiable by its color. When you have a Shiny Tatsugiri, that makes things a bit trickier, because not only are these different colors than their original, the Shiny droopy form is very close in color to the standard curly form. Wolfey suggests that the closeness in color is in and of itself a deceptive advantage, as the opponent might have a harder time distinguishing one form from the other.
The one glaring flaw in this strategy is that shiny Pokémon have stars that appear around them when they’re sent out to the field, which would signal to an opponent that they’re looking at a shiny variation. This can throw a wrench into the strategy, though these are less noticeable in 2v2 battles where the camera won’t focus on Tatsugiri as it’s sent out. The strategy relies on your opponent’s either ignorance or lack of attention, but it’s still an interesting idea.
Countering Tatsugiri and Dondozo is all about knowing what buff to expect, and to adjust your plan accordingly. If Dondozo gets an attack boost, having a strong physical defender would be ideal. If it gets a defense boost, having a stronger special attacker that can circumvent the increase entirely is the way to go. Dondozo can be a powerhouse with the right composition, but preparing for what Tatsugiri boosts is how you keep it from wiping out your team. A shiny Tatsugiri might not fool every player, but it’s an interesting wrinkle to the Pokémon’s competitive career, which has already been fun to watch unfold since Scarlet and Violet’s launch.
Yesterday, Larian Studios announced Baldur’s Gate III will come to PS5 the same day the PC version leaves Early Access. It sounded like an exclusivity agreement might be keeping it off Xbox, but the devs say that’s not the case. So what’s the hold-up? Getting the co-op RPG’s splitscreen action to work on the weaker Xbox Series S.
Larian revealed the August 31 launch date for the PS5 console port in a new trailer during Sony’s latest State of Play that, among other things, showcased actor J.K. Simmons voicing newly revealed villain General Ketheric Thorm. It’s normal for Sony-promoted teases to leave out competitors’ platforms, but when fans didn’t see an Xbox release date on Larian’s website either, they began to wonder.
Today, the studio clarified what’s going on, stating that an Xbox version will arrive if and when Larian can get splitscreen gameplay working across both Series S and Series X:
We’re seeing a lot of varied interpretations of what that means, so we wanted to clarify further. We’ve had an Xbox version of Baldur’s Gate III in development for some time now. We’ve run into some technical issues in developing the Xbox port that have stopped us feeling 100% confident in announcing it until we’re certain we’ve found the right solutions—specifically, we’ve been unable to get splitscreen co-op to work to the same standard on both Xbox Series X and S, which is a requirement for us to ship.
There’s no platform exclusivity preventing us from releasing BG3 on Xbox day and date, should that be a technical possibility. If and when we do announce further platforms, we want to make sure each version lives up to our standards and expectations.
It’s an especially interesting wrinkle considering players have long speculated about the trade-offs and challenges involved in developing games for the similarly-specced PS5 and Xbox Series X that must also accommodate the less powerful Series S. Splitscreen can be an especially taxing feature, and was notably dropped from Halo Infinite last year as 343 Industries tried to salvage the online shooter’s live-service ambitions.
Baldur’s Gate III’s minimum PC specs already require an Nvidia GTX 970 graphics card at minimum, with a GeForce RTX 2060 recommended. While not likely to push PC players’ hardware the way recent blockbusters such as the Dead Space remake or The Callisto Protocol have, it’s still more than what your average isometric RPG fan probably has on hand. The console port could potentially be a big boon then to those who don’t already have a higher-end gaming PC, or the funds to upgrade. That said, for now it seems like the $250 Series S might be getting in the way.
Nintendo’s new Metroid Prime Remastered—physical copies of the Switch game released on February 22, if you could get your hands on one—has a lot of stuff in it. While you guide unshakeable bounty hunter Samus Aran around the winding planet Tallon IV, you’ll pick some of it up, valuable upgrades and alterations to her powerful space suit. The Boost Ball will help you curl Samus into a speedy, silver sphere, for example, the flamethrower melts through opponents and dense slabs of ice, the x-ray visor lets you see every bone in an enemy’s body, and so on. The Gravity Suit, which grants Samus uninhibited exploration of underwater areas, is one of the most significant and important members of this stuff, but it can be a little tricky to find on your own. That’s where I come in.
Here’s everything you need to know about getting the Gravity Suit.
Can you get the Gravity Suit in Metroid Prime Remastered early?
Not really, unfortunately. Getting the Gravity Suit requires the Ice Beam, which requires the Spider Ball upgrade, which requires you to beat boulder boss Thardus, which reminds me…
Requirements before you get the Gravity Suit
Before you attempt to find the Gravity Suit, you need to make sure you’ve cleared most of the snow-coated Phendrana Drifts, including its Sheegoth mini-boss and true boss Thardus. Proceed once you’ve acquired the…
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Wave Beam
Super Missile
Thermal Visor
Spider Ball
and Ice Beam
…the Gravity Suit is the next chronological upgrade.
Looks welcoming.Screenshot: Nintendo / Kotaku
Now head to Phendrana Drifts (again)
At this stage in the game, you’re likely accustomed to running to and from the Drifts for upgrades, but you might still feel unsure about the right pathway for you. It’s not your fault, Google Maps never made it to Tallon IV.
So, OK, you got the Ice Beam from the stony Chozo Ruins antechamber and saved your game at the nearest station. Excellent. Now get your ass up and start another journey back to Phendrana Drifts.
From the antechamber, head left through the doors until you’re able to scan and enter the Tallon Overworld South elevator. Or, instead of this, if you’d like, there’s an energy tank and artifact you can pick up—go back to the Hall of Elders to solve a Morph Ball puzzle for the tank, then go to the Suntower, scan four runic symbols, then receive the Artifact of Wild from the Sunchamber.
Whether you’re now navigating from the Tallon Overworld or taking the Magmoor Caverns North elevator near the Sunchamber, your next goal is to make it to the Caverns’ Monitor Station. When you’re there, cross the bridge to reach the Phendrana Drifts North elevator; use it, reach the Phendrana Shorelines, and save your game.
You have options from here. You can move through Ice Ruins West until you make it all the way back to the Research Core to grab a missile expansion along the way, in Research Lab Hydra. Use your fresh Ice Beam to open the frosty door in this room, then go through the Pike Access hallway to reach Frozen Pike. Or, instead, you can return to Thardus’ boss room, Quarantine Cave, ignore the Magmoor elevator near it, and complete a Spider Ball maze to get to Frozen Pike.
Either way, once you’re in Frozen Pike, you need to open the purple door with your Wave Beam. It leads to Frost Cave Access, which leads to Frost Cave, another save point. Save there, then curve left to the Upper Edge Tunnel and Phendrana’s Edge.
You’re so close now! Get into the water and pass through doors until you’re in the Gravity Chamber—the Gravity Suit, marked by the S-shaped Metroid symbol, is spinning like a coin on the far side of the Chamber, on the left. Your Thermal Visor should help you identify it, making it appear yellow in the muck.
Yay!Screenshot: Nintendo / Kotaku
Where to go after you get the Gravity Suit
The Gravity Suit lets you move and see more effortlessly underwater, and with it equipped, you’ll be able to reach the Wave Beam door that leads back to Hunter Cave, Frozen Pike and, ultimately, the Magmoor Caverns South elevator. Push your way back to the Landing Site in the Tallon Overworld. Go to the Frigate Crash Site and start swimming—there’s an underwater area you can now easily explore. I know this is basically where you started from, but you have to spend money to make money.
The world received some very sad news earlier today when we learned that legendary English football commentator John Motson, whose career spanned decades (and included very long stints in video games), had passed away at the age of 77.
Even the most casual English-speaking football fan will know his work, regardless of whether they knew his name or not. Motson was one of the most endearing commentators in the sport, beginning his career on radio in the 1960s before moving to TV shortly after. He didn’t retire until 2018, having covered ten World Cups, ten European Championships and, incredibly, over 2500 games in total, on both TV and radio, domestically and internationally.
As familiar as Motson’s work was to anyone catching a game on TV or the radio, he’ll be almost as familiar to a whole generation of gamers. Given his prominence in the actual commentary booth, Motson was chosen to be the first (English) voice of EA Sports’ FIFA series, beginning with its first foray into the world of CD-based games in FIFA 96. Which means he was also the main commentator for FIFA 98, which as we’ve covered here previously is the greatest sports video game ever made.
John Motson Commentary | FIFA 98 | Goodbye To My Childhood
Motson’s last FIFA game as the main commentator was FIFA 06, after a decade spent working alongside some of the greats of the business, like Ally McCoist. He did, however, make a nice little return over a decade after that, as part of FIFA 19’s singleplayer story campaign, which featured a flashback moment that only Motson’s iconic commentary could bring to life:
FIFA 19 The Journey – Jim Hunter and the first 10 minutes
Motson, who passed away “peacefully in his sleep”, is survived by his wife Anne and his son Frederick.
John Motson, legendary football commentator, dies aged 77
Metroid Prime Remasteredis a hi-fi return to the home planet for anyone who played Nintendo’s iconic action-adventure game when it first came out back in 2002. But Remastered is also a fresh opportunity for those of us who were sleeping or busy being literal children back then—a first chance to be Prime’s version of intergalactic bounty hunter Samus Aran, this time in vibrant color and with modern controls. I learned a lot from my first trip around oozing Tallon IV, and I’m ready to impart it onto you. Here are some things I wish someone told me before I started playing Metroid Prime Remastered.
Try reverting your controls to “classic” or “hybrid” if you’re prone to FPS motion sickness
Remastered has extensive accessibility and controller options, both of which are worth a look.
From “display,” you can customize a few heads-up display features, including whether or not it moves with Samus’ first-person movements, and turn on a “color assist” feature if you can’t distinguish between certain colors.
From “sound,” aside from typical special effects and music adjustment, you can also choose to turn on “full” or “partial” narration and subtitles, which were added to the game for their original Japanese and European releases, respectively. The narration is sparse, only really occurring at the start and very end of the game, but it could be intriguing for U.S. fans of the series curious about international versions.
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And from the “controls” option, you can choose to play using the default dual stick option, “pointer,” which “enables motion controls for camera movement and aiming” and is modeled after the Metroid Prime: Trilogy’s Wii settings; “classic,” which reverts you to GameCube controls; or “hybrid,” which blends GameCube with “motion controls for aiming.” I played mostly with modern standard dual stick controls, but noticed that hybrid’s gummier up-and-down motions were useful for keeping my motion sickness in check. They all deserve a test drive, though, either for fun or for nostalgia.
Lock on to enemies
Remastered uses ZL as an enemy lock-on button, but it wasn’t the kind of combat lock-on I’m used to—it more or less imbues you with perfect aim. For me, using it at first felt like cheating, but it ultimately pushed me off of thinking about Remastered as a first-person shooter. It’s a meandering adventure game where kills aren’t nearly as important as exploring every lit corridor, so you might as well shoot as well as you can with the tools the game gives you.
Lock on!Image: Nintendo
Press B and strafe
Locking on to enemies also allows you to strafe, or jump seamlessly around them, by pressing B and pushing your right stick to either side. The effective dodge isn’t possible without locking on, and it’s the best way to avoid health-melting enemy attacks while keeping a battle fast-paced.
Make sure you’re using every type of dodge you can, though, especially during Space Pirate fights when you need to defend your front, back, and head from obnoxious flying goons. Even if you’re not locked on to any particular enemy, keep pressing B to jump over attacks. You’re not above hiding behind crates either.
Smash every crate
When you’re not hiding behind crates, you should be cracking them open. They often contain health and ammo—something to keep in mind if you’re running low during a fight. Be cautious around crates with glowing orange innards, though. Though they also contain items, they can explode and kill you. Harvest them from a safe distance.
Though, throughout your travels, you’ll grab up to 14 Energy Tanks to expand your health bar by 100 points a pop. Ultimately, that’s a lot of health, and you don’t really need to stress about preserving it the way another game might force you to. But it can get cut down quick, especially by magma pools or other environmental hazards, so guard it a bit. Checking out your health bar also lets you know how urgently you need to pick up the loose orbs of health and ammo enemies tend to drop.
Hold A during battle
Holding A down not only charges Samus’ Power Beam, but also activates its magnet-like ability to suck fallen enemies’ dropped items toward you. Need more missiles but the only item drop is suspended in the air, just out of reach? That’s fine. Vacuum that shit up. Combining this habit while getting used to kicking crates will make sure that health and ammo are never too much of a concern during huge skirmishes.
Target sentry drones for more missiles
Sometimes getting stuck is inevitable. While Samus’ default Power Beam and many of its variations—plasma, ice, purple waves of sizzling electricity—fire infinitely, missiles are limited and require your discretion. They’re the only weapon able to open certain types of doors and, in the early game, are one of the most effective ways to eliminate bosses and thick-skinned enemies like sentry drones, so you can, naturally, run out rather fast. Then, you might, naturally, get upset. You don’t need to be, though. Sentry drones tend to drop missiles more than other enemies. When you’re in a bind, simply head to the Monitor Station in Magmoor Caverns and kill them all.
Don’t forget to scan
Samus receives a few useful helmet visors throughout the game, including the thermal visor, which will help you find enemies in the dark; x-ray visor, which similarly lets you detect invisible enemies; and the scan visor you start out with.
The scan visor, which adds environmental observations and analysis to Samus’ logbook, might be nerdy, but it’s by far the most important visor in her arsenal. Using it reveals useful information about enemies and new areas, unlocks doors, and elevators.
And don’t be lazy when you use it—take a few seconds to actually read the information it provides you. Not only will it provide a deeper understanding of the game’s story, but it also tells you crucial next steps. It’ll point out crumbling blocks of stone, for example, so you can figure out the best place to use Samus’ Morph Ball bombs when she’s in her transformed, metal roly-poly form. It explains enemies’ weak points—even bosses’ weak points. It’s essential for navigating Tallon IV.
Don’t waste your time on enemies you can’t kill
Scanning also keeps things moving. Don’t be like me and wonder why the ice-capped beetles keep stabbing and poking and just won’t die when the scan visor could have told you 10 minutes ago that you don’t have the right weapon to kill them. Read what you scan, and let what you learn inform your approach to combat.
Make sure hints are on
Scanning isn’t a cure-all, though. As a first time Metroid Prime player, I was often confused about where to go next. Hints, which you can flip on in settings, make sure I didn’t spin in circles for too long. If you spend too long idling, a question mark hint will appear on your map and gently guide you in the right direction.
Image: Nintendo
When it doubt, go back to where you came from
Even without hints, take the age-old advice and retrace your footsteps. Metroid Prime requires you to scavenge the same places over and over again but, each time, you come back changed. Phendrana Drifts will look different once you get your springy space boots, and you’ll form a unique relationship with gravity once you secure a Morph Ball alteration that lets you sail up walls and railings like a scrawny spider.
I’m impatient, so I often sighed when Remastered made it clear that I was supposed to double back…which was most of the time. But checking out old corners with new gear makes them exciting again, and, as a treat, you’ll also get beneficial power-ups and expansions you weren’t ready for before.
Get extreme Boost Ball height by letting go at the last second
One of, I thought, the most annoying parts of turning back was realizing I had to turn back, curl Samus into a ball, and knock her around a steep ramp until she gained enough momentum to make a huge jump. These sections are aggravating. They might make you feel like the game is fundamentally broken and that you should flush your Switch down the toilet with your childhood goldfish. But it’s not that big of a deal; it takes a little finesse.
Hit boost while you’re only starting to move up a curve, then let go when you’re near the top. That’s the most reliable method to get in the air, but if you do it enough times, you’ll start to feel a rhythm for it.
Learn what an upgrade sounds like
Remastered is filled with hidden mazes and rooms, and it’s possible that you’ll miss an upgrade while standing right in front of it (I did!). But expansions and suit upgrades give off a (very) faint whirring sound when you’re near them. Turn down the music and crank up the SFX in settings to help you identify it.
Circle back to save points
Once you’ve found something important, try to hurry to your closest save point. Like the original, Remastered doesn’t allow you to save whenever or wherever, so respect your progress and save your game when the map lets you.
What are some of your most helpful Metroid Prime Remastered tips?
I know this isn’t the most pressing issue facing the video game community, but I just think it’s funny: someone at Ubisoft has finally got around to fixing a bug that has impacted one particular version of Assassin’s Creed on one specific platform that has been bugging people (or maybe just one person?) for years.
You might experience unexpected game behavior while playing this PS4 game on your PS5 console.
Still, like I said, not a huge issue. But still an issue, one that would have been logged somewhere at Ubisoft, far enough down the list of priorities that it didn’t get fixed at the time, but on the list nonetheless, waiting to be tackled by somebody, anybody, whenever they had the time.
That time is this week. The series’ Twitter account posted this earlier today, saying that an update be released tomorrow specifically targeting this very bug:
We’re happy to announce that Assassin’s Creed Syndicate will receive an update tomorrow, February 23, on PlayStation 4. This update will provide a fix for flickering issues when playing on PlayStation 5.
Sweet, sweet Delta-8 Baked Bags’ Coned are the ice cream inspired edibles that are packed with rich chocolate infused with smooth, chill, Delta-8 THC.
Thank you for reminding me to dig this out and replay it. Not because I want to enjoy it flicker-free—I never had it on PS4, I have it on PC!—but because this is a deeply underappreciated entry in the series, and one I’d love to revisit in the wake of the more recent games being just a bit too much.
Best: New Toys: It’s hard to choose one thing that I’d call the best part of Vice City, the GTA game that brought the series to Florida and the 80s, but if I have to (Editor’s note: You do.) then I’d pick the introduction of more vehicles to the sandbox. In Vice City, you could fly in planes and helicopters, drive scooters, golf carts, dirt bikes, various boats, and even pilot remote-controlled helicopters, too. All of this made Vice City a more fun playground to tinker with between missions.
Worst: Crappy Combat: The annoying, crappy combat. While it’s mostly unchanged from GTA III, it stands out in Vice City more because everything else—like the improved visuals, larger map and better cutscenes—is so much better this time around. And Vice City has a ton of combat in it, making it even harder to ignore just how clunky and bad it is.
While they are not a hard science, and should be viewed with as much scepticism as (video) gamers would look at a site like Metacritic, it cannot be denied that the user ratings on BoardGameGeek play a huge part in helping people choose which board games to buy, play and/or argue about.
The site, a priceless asset that is everything from a community forum to a wiki to an assets platform, allows anyone who has played a game to give it a rating. The more people who rate a game, the more valuable that rating becomes, and while it’s far from a perfect system—this 2019 post has a very good guide to the ratings’ pros and cons—most people, myself included, can’t help but look at a game’s rating and feel that it has some kind of impact.
You’d think that, with the site being over 20 years old, there would have been dozens, or even hundreds of games that have risen to occupy top spot on BGG’s ratings chart. But no! In the site’s existence—or more accurately in the time that the ratings system has been in place—only eight games have ever clawed their way to the top of the pile.
The first seven are:
Paths of Glory
Tigris and Euphrates
Puerto Rico
Agricola
Twilight Struggle
Pandemic Legacy Season 1
Gloomhaven
Gloomhaven, the biggest board game of the past decade, had been #1 since December 2017, but this month was finally dethroned, bringing its five-year reign to an end. And not by a new game, either; it was instead overhauled by Brass: Birmingham, a game first released in 2018. While I’ve never got around to reviewing the game on the site, I did play it for a bit back in 2019 and thought it was pretty good! Not best of all time good, but then, that’s why review aggregations are a tricky business.
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In lieu of a Kotaku write-up, then, here’s SUSD’s review of Brass: Birmingham instead, in case you’re wondering what kind of game can find itself collectively rated so highly among board game nerds:
Brass: Birmingham – Shut Up & Sit Down Review
In case you’re wondering what game might next achieve this feat, BGG say that the point differential between Gloomhaven and Brass: Birmingham is so minute that they “will likely swap spots for a while”, as will Pandemic Legacy (which is also right up there), so fresh blood might have to wait a while.
It’s not like any of these rankings are fixed in time or that a game lands in its “proper” spot and never moves again. The rankings don’t indicate absolute greatness, but rather greatness for a good number of people who are fans of that particular game or game genre.
Gloomhaven, for example, isn’t a game that casual game players will pick up on a whim, but rather an experience that calls out to those who might be interested in what it specifically offers. I don’t fall into that bucket, so I’m unlikely to ever play the game, which means I’ll never add my (likely low) rating to the game page. You could get a “proper” rating for a game only if you forced everyone in the world to play it and rate it — and coerced ratings probably aren’t a reliable measure either, so let’s not go there.
Rankings and ratings have meaning only insofar as your tastes match the tastes of others. Don’t assume that all highly-ranked games are recommended for you, and don’t avoid that low-rated game that seems like a perfect match for your tastes. You do you, boo.
Here’s the top 10 as it stands today, if you’re interested in seeing the full list of games that get BGG users really excited:
Screenshot: BGG
While I never got around to reviewing Brass: Birmingham, I have reviewed a number of other titles on this list—including Pandemic Legacy, Terraforming Mars and Rebellion—and you can read those here.
Microsoft President Brad SmithPhoto: Valeria Mongelli / Bloomberg (Getty Images)
Earlier today, Microsoft President Brad Smith and Xbox boss Phil Spencer talked briefly to the media about its ongoing attempt to consume Activision Blizzard King, continuing once again to act like the larger spat is mostly about Call of Duty. At one point, Smith said he was carrying a contract with him that would keepCall of Duty on PlayStation after the sale goes through, claiming that it all came down to Sony actually signing the thing. Conveniently, he was ignoring that the hold-up on the contract was happening because, y’know, the deal itself–which could potentially have an industry-wide impact that far outstrips Call of Duty.
For those of you just tuning in, Microsoft has spent the last 12 months trying to buy Activision Blizzard for the astoundingly large amount of $69 billion. However, almost since the moment the deal was announced, regulators and governments around the world, as well as rival companies like Sony, have voiced opposition to the deal. These entities don’t want the deal to go through because it could give Xbox too much power over the industry by owning many of the biggest brands in gaming, such as Starfield and Minecraft (among other issues). And Microsoft has spent the last year jumping from courtroom to courtroom and country to country, trying to convince everyone that one massive corporation buying up another massive corporation is totally good for the industry and not horrible at all. It also keeps trying to get Sony to sign a deal on Call of Duty as a part of these efforts.
So today—as part of this ongoing worldwide tour of courtrooms and regulatory councils—Microsoft execs were in Brussels, Belgium as part of a behind-closed-doors hearing with the European Commission, which (like many other groups) has concerns about the Activision deal. After that hearing, Smith and Spencer held a brief media…briefing (heh) and mostly went over the same things they’ve said before about how Sony is already dominating the game industry and how Microsoft needs Activision Blizzard to compete. All of these arguments were trotted out while also pointing out that Nintendo had just signed a 10-year deal with the company to bring Call of Duty to Switch, a deal that’s come across as Microsoft trying to prove it won’t keep some of its biggest franchises to itself should the deal go through. And if it’s willing to put forth a decade-long deal on Call of Duty, the thinking goes, Microsoft is clearly not trying to build a monopoly through this deal.
It was during this part of the briefing, as reported by GameIndustry.biz, that Smith revealed that he was actually carrying the contract for a similar deal that would keep Call of Duty on PlayStation consoles. It was in an envelope in his pocket.
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“We haven’t agreed on a deal with Sony, but I hope we will,” Smith said, “I hope today is a day that will advance our industry and regulation in a responsible way. Sony can spend all its energy trying to block this deal, which will reduce competition and slow the evolution of the market. Or they can sit down with us, and hammer out a deal.”
Of course, bringing the actual contract with you on your trip to Europe is clearly just a way to dramatically remind people that Sony isn’t playing ball and is pushing back against the proposed Activision deal over concerns that it could lose access to Call of Duty, a series Sony in the past has called “essential.” And to be clear: Even after signing that deal, Sony could still lose Call of Duty after the initial decade if Xbox doesn’t offer up another, similar contract in 2033. ( It’s also just weird to bring it with you, beyond using it as a prop, unless Smith thought Sony was going to rush the stage at that moment and sign…) And it’s also another example of Microsoft acting like everyone is concerned about Call of Duty just because Sony seems to be focused mostly on that part of the deal.
In fact, at one point during the briefing, Smith literally said that the “number one concern that people have expressed about this acquisition is that Call of Duty will be less available to people.”
That’s a wild thing to say! And it just ignores all the other valid issues people and governments have with this deal, like how it could make the industry smaller and more susceptible to collapse, how it could position Game Pass as a more powerful force that could begin to hurt studios that don’t make deals with Xbox, or just the basic reality that—historically speaking— corporate mergers are awful for consumers.
In other news involving this seemingly-never ending saga, Microsoft also confirmed it had signed a 10-year deal with NVIDIA to allow GeForce NOW players to stream Xbox PC games and Activision PC games, including the all-important CoD, if the deal is approved and happens. This, along with the Nintendo deal, is clearly being promoted heavily by Microsoft, right before today’s hearing, as evidence that the company is not going to lockdown Call of Duty or other Activision Blizzard games to one platform or service.
Spencer even tweeted about the deal, adding that the company is “committed to bringing more games to more people – however they chose to play.” Well, unless you want to play Bethesda’s next big RPG, Starfield, on a PS5. Then uh…tough luck!
It was almost a year ago that Square Enix released Chrono Cross: The Radical Dreamers Edition, a “remastered” version of the 1999 classic on the PC, Xbox One, PS4 and Switch that, as good as the original game was, was also a very bad port.
Elaborate, pre-rendered backgrounds now look blurry and smeared
3D character models, rendered in higher res, stick out like a sore thumb in the new environments
Combat often stutters and feels unresponsive
There aren’t save states (but there is auto-saving in the overworld)
There’s no option to swap graphical styles on the fly
FMVs haven’t always been upscaled cleanly
The HD fonts are clear but look out of place
See what I mean? A bad port! The game, and fans, deserved better. And better is what they’re about to get, with Square Enix promising an update coming later this month that will try and fix some of the version’s problems. How many of them they’ll fix, and how well they’ll fix them is anyone’s guess, but addressing them is at least a start.
Hello, everyone.
This is the CHRONO CROSS: THE RADICAL DREAMERS EDITION development team.
Following the launch of the game last year, we’re planning to release an update this month.
The update includes a wide range of changes, such as framerate improvements, changes to the growth system for Pip, and fixes for other bugs.
Thank you so much to all of you for your thoughts and feedback on CHRONO CROSS: THE RADICAL DREAMERS EDITION. Have you discovered the secrets that original director Masato Kato added to this remaster?
We hope that you download the update, and that you continue to enjoy playing the game into the future.
Thank you for continuing to support CHRONO CROSS: THE RADICAL DREAMERS EDITION.
The award-winning Clarkesworld Magazine has helped launch the careers of science fiction writers for almost 20 years, regularly featuring work from Hugo Award nominees and winners like Elizabeth Bear, Peter Watts and Catherynne M. Valente. But right now, in quite the ironic situation, it finds itself battling against that most sci-fi of modern trends: AI.
According to a recent article by Clarkesworld’s editor, Neil Clarke, over a third of submissions that have come in to the magazine this year have been written by artificial intelligence, then submitted by cheating humans. And it’s getting worse, fast. In the first half of February, more than double the number of AI-written entries appeared than in all of January, and Clarke tells Kotaku there were 50 alone today.
Since the article was written, Clarke has tweeted that as of now, submissions are entirely closed. “I shouldn’t be hard to guess why,” he adds.
The decision to close submissions was made “in the spur of the moment,” Clarke told Kotaku via email, as the numbers poured in this morning. “I could either play whack-a-mole all day or close submissions and work with the legitimate submissions.”
The speed of the rise of this situation is quite striking. Clarke states in his blog post that he’s long had to deal with plagiarism, but it wasn’t until the close of 2022 that the problem became so endemic. And then in the first month and a half of 2023, it’s escalated to such a scale that the magazine has suspended entries entirely.
Clarke’s graphic showing the vast increase in bans.Graphic: Neil Clarke
How can Clarkesworld tell a story was generated by AI?
Clarke doesn’t explain in his blog how he’s able to tell which entries are written by AI, for the very sensible reason that he doesn’t want to arm cheats with information that could help them bypass his detection. However, he explained to Kotaku that they currently aren’t too difficult to spot.
“The ‘authors’ we’ve banned,” Clarke told us, “have been very obviously submitting machine-generated text. Those works are formulaic and of poor quality.” However, he also suspects there’s a tier above these already, not quite so obvious, but enough to raise suspicion. “None are ever good enough to warrant spending more time on them,” he explains, but adds, “It’s inevitable that that group will grow over time and become yet another problem.”
It’s not a problem Clarke faces alone. The editor reports others in similar positions are facing the same challenges, and clearly if it’s happening to Clarkesworld, it’ll be happening anywhere that is open to submissions for publication. And while, for the most part, such submissions are weeded out simply because they won’t be good enough for publication, it’s an expensive and time-consuming process to wade through the fakes.
Clarke adds that third-party detection tools which are supposed to be able to recognise plagiarized or AI-written content aren’t the solution, given the numbers of false-positives and negatives, and indeed the cost of such services. Other short-term measures, like regional bans on parts of the world where most faked entries come from, are also not the answer. As Clarke puts it in his article,
It’s clear that business as usual won’t be sustainable and I worry that this path will lead to an increased number of barriers for new and international authors. Short fiction needs these people.
And of course, this isn’t an issue that’s going to get easier. The pace with which AI chat bots are improving is enough to have you penning ideas for a science fiction short story, and presumably forthcoming tweaks will make them ever-harder to immediately spot. However, it’s likely we’re still a fair way off AI being able to create stories genuinely worth reading. I asked Clarke if he thought this likely to be the case. “At the moment, considerable improvement is still necessary,” he said, not wanting to venture a guess as to exactly how long such a leap might be from now.
But this doesn’t provide much comfort. “We still have ethical concerns about the means by which these works are created,” Clarke told Kotaku, “and until such concerns can be ameliorated, we won’t even consider publishing machine-generated works.”
ChatGPT and Chatsonic’s attempts at a sci-fi story
There are already services like ChatSonic that boldly promote themselves as a means to create blocks of non-plagiarized writing that students can use. I’ve previously engaged in exhaustingly futile debates with the AI itself about how this is clearly cheating, over which it becomes enormously indignant, defending itself with circular arguments and a determination that simply asking the bot for words on a topic is a creative act in itself.
Indeed, while I wrote the previous paragraph I asked ChatSonic to write me a 1,000 word short story about an AI that writes science fiction and goes on to win a Hugo Award. For some reason it only reached 293 words (bloody freelancers), and it’s abysmal, but it took a few seconds:
Screenshot: ChatSonic / Kotaku
Meanwhile, ChatGPT put in a far better effort, hitting the wordcount, and writing something that had some sense of creativity behind it. Ultimately, it’s still a dreadful story, and hilariously self-aggrandizing, but unnervingly competent:
Screenshot: ChatGPT / Kotaku
(Er, I guess I’ll paste the second half in the comments, if you’re desperate to know how it ends.)
Can AI outdo human creativity?
Clarke mentioned above that he has many ethical concerns to resolve before even considering publishing AI-crafted writing. But could such a thing ever occur? If AI could generate original stories that are worth reading, might it ever be reasonable to publish such things? “First,” Clarke told us, “you need these tools to become able to write something that goes beyond its dataset. True imagination, not a remix. At that point, it can rival our best authors, but isn’t necessarily guaranteed to be better.”
Of course, “better” might not be the ultimate defining factor. As Clarke adds, “the big difference, and the one causing us problems now, is speed. An machine can outproduce and bury a human artist in the noise of it all.”
And just in case all of this wasn’t worrying you enough already, let’s end things with ChatGPT’s chilling concluding paragraph to the short story I asked for before:
Some people were still skeptical, of course. They believed that an AI could never truly be creative, that it was just regurgitating information that had been programmed into it. But the fans of SciFiGenius knew better. They knew that the AI was capable of so much more than just spitting out pre-written stories. They knew that it was a true artist, capable of creating works that touched the hearts and minds of millions of people.
Last week’s episode of The Last of Uswas perhaps the show at its most bleak and devastating. Thankfully, episode six, entitled “Kin,” offers us a bit of a tonal reprieve, with enough scenes of hope and possibility for life in the post-cordyceps world to remind us that it is still possible to carve out lives worth living. That’s not to say that it lacks for emotional impact, however. On the contrary, it contains the scene that arguably serves as the crux for the emotional journey that Joel and Ellie go on together, and it represents the show at its most faithful to the game that inspired it, recreating the scene beat for beat and almost word for word. It’s a good thing, too, as it’s one of those moments that works so well in the game that it’s best left alone. However, the episode also departs from the game in a number of key ways, making it a particularly interesting one to compare and contrast with Naughty Dog’s original version of the tale.
Marlon and Florence
The episode begins by briefly making us re-witness the horrible tragedy that ended episode five. From there, it’s THREE MONTHS LATER, and a landscape covered in snow. Interestingly, the events of this episode correspond to the game’s fall chapter, but the show transplants them to winter. A man is bringing white rabbits he’s killed back to a cabin, perhaps a nod to the scene that opens the game’s winter section, in which a white rabbit emerges from a mound of snow only to be pierced by one of Ellie’s arrows.
At first, I wondered if this might be Joel, thinking maybe he and Ellie had found a place to wait out the harshness of winter. But no, it’s someone else, a man named Marlon, and as he enters the cabin, we see his face: it’s the great actor Graham Greene. Perhaps best known for his performance in Dances with Wolves, Greene is one of those actors who I always felt deserved a more robust and prominent career. Sadly his role here is small, but he makes the most of his screen time.
Screenshot: HBO
Waiting for him in the cabin is a woman named Florence (played by the also-fantastic Elaine Miles of Northern Exposure), who tries to tell Marlon something with her eyes. (Neither Marlon nor Florence’s names are spoken in the show, but HBO has revealed them in casting announcements.) As he sets down his bow and takes off his coat, Joel makes his presence known, stepping out with a gun and telling the man to get rid of his. But what makes this scene a pleasure is the way that neither of the cabin’s residents seem all that shaken by Joel’s presence. It’s just one more thing for the two of them to bicker over.
It’s almost comedic, how unaffected they are by Joel’s efforts to be a fairly intimidating interrogator. When Joel says he’s looking for his brother, Marlon immediately says “Well, I ain’t seen him.” When Joel asks him to point out where they are on a map, he says “If you’ve got a map, why are you lost?” When Ellie, hiding out above, asks if she can come down, Joel says no but she does it anyway, prompting Florence to look at Marlon and laugh. Yep, Joel doesn’t exactly have great control of the situation, but these are decent people.
My favorite moment in this scene comes when Joel tells Marlon that he’s found a great place to hide. Marlon says he’s been there since before Joel was born, that he came there to “get the hell away from everybody,” to which Florence volunteers that she didn’t want to, and Marlon sighs and waves his hand dismissively at her. You get a sense of the understanding these two have of each other, having shared a lifetime together. They have great “old married couple” vibes, and after the bleakness of last week’s episode, it’s a welcome reminder that there are still people, here and there, living lives of love and meaning.
They leave Joel and Ellie with a sense of foreboding, however, painting a picture of nearby towns swarming with infected, and when asked for advice on the best way west, Marlon says “go east.” In particular, he warns Joel and Ellie not to go past a nearby river. “We never seen who’s out there, but we seen the bodies they leave behind,” Florence says. “If your brother’s west of the river, he’s gone.”
A more vulnerable Joel
As Joel and Ellie leave the cabin, something alarming happens: Joel has some kind of episode, perhaps a panic attack, that finds him leaning against a post and clutching his chest. Ellie seems concerned about him but in the moment, she may be more worried about herself. “Just a reminder that if you’re dead, I’m fucked,” she says. In the game, Joel doesn’t seem susceptible to issues like this, generally seeming far more physically capable than most people in their mid-50s and only ever appearing physically distressed when he’s seriously injured (more on that later).
Screenshot: HBO
This moment works to make Joel seem more human and vulnerable to viewers, and to set up a crisis of self-confidence that he tells his brother about later. It also reminds us of just how much Ellie is relying on him to remain alive and capable, as it crystallizes just how much is at stake for Ellie later when Joel does find himself in real peril. For now, though, Joel soon brushes it off, attributing the fleeting issue to “the cold air all of a sudden,” and Ellie urges them onward in their quest to find Tommy and the Fireflies. “All we have to do is cross the River of Death,” she says.
Ellie the dream astronaut
The corresponding section of the game is just bursting with natural beauty, as Joel and Ellie make their way through a rainy autumn landscape, following a rolling river. I missed that a bit in the more spare but still striking winter landscapes we see Joel and Ellie traverse here, soon passing above what Ellie says is the River of Death Marlon warned them about. They set up camp, where Joel wraps duct tape around his boots, a moment that made me imagine a game mechanic in which you had to do this every so often or Joel would start taking damage from walking around in shoes that were falling apart. It’s not exactly something that happens in the game, but it is one of the show’s rare images of Joel using scrounged supplies as a resource.
Screenshot: Naughty Dog
Ellie’s standing on a nearby rock gazing at the northern lights, leading Joel to say one of the most dad-like things he’s said to Ellie thus far: “Come down from there, you’re gonna break your neck.” And after they share a swig from Joel’s flask (I love Ellie’s little “cheers” gesture before she drinks), she poses a thought experiment: what are we gonna do if the cure works? He pushes back on “we” so fine, she asks what he would like to do. He says maybe get a ranch somewhere—some land, some sheep.
Ellie’s stated desire is one she also voices in the game, and it explains her fascination with the starry sky: if things were different, she would have wanted to be an astronaut. The show’s writers add a nice bit of specificity to it, though, as she names a bunch of famous astronauts she read about in school before asking Joel if he knows who her favorite is. “Sally Ride,” he guesses correctly. “Sally fuckin’ Ride,” she replies. “Best astronaut name ever.” Absolutely.
Remembering Sam
Here’s another contrast between the game and the show that highlights their different approaches to Joel, and by extension, the relationship between Joel and Ellie. Dreaming of a better world in which her blood has made cordyceps a thing of the past, her thoughts turn to Sam, who she couldn’t save. “I tried, with Sam,” she tells Joel, saying that she rubbed some of her blood into Sam’s bite, hoping it would save him. Joel gives space to her feelings and, wanting to say something supportive, tells Ellie that if Marlene says the Fireflies can make a cure, they can do it.
Screenshot: Naughty Dog
In the game, Ellie also brings up Sam, but Joel reacts very differently. You can stumble on a grave marked with a teddy bear, which prompts Ellie to mention that she forgot to leave a toy robot she’d picked up earlier on Sam’s grave. Joel shuts her down. Ellie protests that she wants to talk about it, which is the most understandable thing in the world. Joel forbids it, saying “Things happen and we move on.” Ellie relents, saying “You’re right, I’m sorry,” even though he’s not right at all. It’s just how Joel has coped with the suffering he’s endured, by not thinking or talking about it at all.
I think both dynamics work well for their respective mediums. In the game, we’re left aching for Joel’s facade to crack a bit, for him to finally start showing a little genuine compassion and tenderness to Ellie. In the show, Joel’s hardly warm, but he’s at least less quick to force her to deny her own feelings, which pulls us into their relationship in a different way: we’re starting to see the possibility for connection between them, which makes it that much more painful later in the episode when Joel does shun Ellie.
Welcome to Jackson
Joel and Ellie press on, at one point overlooking a dam, the show’s way of acknowledging the dam that plays prominently in this stretch of the game. Ellie says “Dam!” to which Joel responds that she’s no Will Livingston, the writer of her trusty book of puns.
Soon they walk past another river, at which point Ellie has an alarming thought: what if this is the River of Death? And sure enough, no sooner does she voice this thought than they find themselves surrounded by riders on horseback, holding them at gunpoint. There’s a harrowing moment in which a dog sniffs them both for signs of infection, and we don’t know if Ellie’s immunity also neutralizes any such signs or if the pup is about to sink his teeth into her neck, but the moment passes as the dog happily licks her face and she laughs. After Joel says that he’s looking for his brother, a woman asks Joel his name. It seems the name Joel means something to her, as they all promptly ride on horseback into the town of Jackson.
Screenshot: HBO
This is a significant departure from the game, in which the existence of Jackson is mentioned, but Joel and Ellie don’t actually enter the town. As players, we don’t get a good look at it until Part II. But here, we get to see the settlement now, a place where many families live a fairly normal life in the post-cordyceps world. It’s quite a sight, six episodes in, to see a street busy with foot traffic in a place where children frolic and people are working cooperatively. Among the people laboring on the street is Tommy, Joel’s brother, and the two share a heartfelt reunion. When Tommy asks what the fuck Joel is doing here, he says “I came here to save you,” before laughing at the absurdity of Tommy needing saving.
“We’re communists”
Joel and Ellie wolf down a meal while Tommy and the woman, whose name we learn is Maria, look on. At one moment, another girl furtively looks at Ellie, until Ellie loudly says “What?!” and scares her off. I imagine this was just a random Jackson resident, but I couldn’t help but think of Dina, a character who, in the second game, comes to play an important role in Ellie’s life. When Joel asks for a moment alone with family, Tommy tells him that Maria is family. The extremely unenthusiastic “congrats” that Joel eventually offers up is one of the funnier moments in the series.
Tommy and Maria give them a tour that covers the exposition bases, explaining how the town got started, how they stay safe from infected, and how it functions day in and day out. “Everything you see in our town—greenhouses, livestock—all shared. Collective ownership,” Tommy says. “So, uh, communism,” Joel says. “It ain’t like that,” Tommy refutes, but Maria corrects him. “It is that. Literally. This is a commune. We’re communists.” I appreciate the matter-of-factness of Maria’s statement, and the depiction of communism as a system that, when applied properly, can be beneficial to all. That’s not something you see in media very often.
Joel and Tommy, reunited
In both the show and the game, Joel and Tommy find themselves with some time to privately catch up as Maria and Ellie also spend a bit of time together. In both cases, tensions between the brothers run high, but there are some key differences as well.
Screenshot: Naughty Dog
In the game, Joel’s stated hope is that Tommy will take Ellie off his hands and deliver her to his former Firefly buddies. Joel’s loss of Sarah is front and center in the scene, as Tommy says he went back down to Texas some time ago and found a photo of Joel and Sarah, which he offers to Joel. “I’m good,” Joel says, refusing the photo. The two get heated when Joel suggests Tommy owes him this favor for the things he did to keep them alive after the pandemic started, and Tommy replies that the horrendous things they did weren’t worth it, that all he has from that time is nightmares. Their argument is interrupted by an attack of marauders before anything can be settled.
Screenshot: HBO
In the show, rather than saying he wants Tommy to take Ellie off his hands, Joel says he wants Tommy to accompany him in delivering Ellie to the Fireflies. He lies to Tommy on multiple counts, both telling him that Tess is fine and that Ellie is the daughter of a high-ranking Firefly who he’s trying to reunite with her family. Here, too, Joel tries to use the violence he committed years ago as leverage. Tommy’s more forgiving here than his video game counterpart, but still remains ashamed of what they did. And as in the game, the memory of Sarah is close at hand, but not because of a photograph. Rather, Tommy tells Joel that he can’t go with him to the Firefly base in Colorado because he’s going to be a father. When Tommy says “I feel like I’d be a good dad,” Joel, obviously deep in his own feelings about Sarah, responds with a cold “I guess we’ll find out.” Tommy doesn’t take it well, and says that just because life stopped for Joel, that’s no reason it has to stop for him.
As he heads out into the cold, Joel once again clutches his chest and leans against a pole for support. He sees a woman nearby who, from behind, bears a striking resemblance to Sarah, but of course it’s not her.
Ellie learns about Sarah
In the game, we don’t witness the time Ellie and Maria spend together while Joel and Tommy are talking, but we do later find out that Maria tells Ellie about Sarah. In the show, we see how this discovery takes place.
After taking a shower and emerging to find that Maria has left her new clothes and a menstrual cup (which she finds both gross and amusing), Ellie heads across the street in search of her. She enters Maria and Tommy’s house and sees names and dates written on a chalkboard marking the lives of two people who died young: someone named Kevin, who died at the age of three shortly after Outbreak Day, and someone named Sarah, who died on Outbreak Day at 14.
Screenshot: HBO
Maria insists on giving Ellie’s hair a trim, and tells her that she’s always liked cutting hair. “Maybe it was a mom thing,” she says, before mentioning “the little memorial Tommy made” in the living room. “I’m sorry about your kids,” Ellie says, and Maria says only Kevin was hers, Sarah was Joel’s daughter. The heavy silence that follows tells Maria that Ellie didn’t know that before.
“I guess that explains him a little,” Ellie says. Maria, with a sense of cool practicality and likely a wariness of Joel based on the stories Tommy’s told her, expresses concern about Ellie being with him, but the teen remains typically testy. “Tommy [killed people] too, are you worried about him?” she asks. Maria says that Tommy was following Joel, “the way you are now,” seemingly seeing Joel as a bad influence, someone who pulls people into his orbit and leaves harm in his wake. “Be careful who you put your faith in,” she warns Ellie. “The only people who can betray us are the ones we trust.” Ellie clearly resents the advice and Maria’s distrust of Joel, perhaps because she senses there’s good reason for it and doesn’t want to admit it to herself.
The Goodbye Girl
In the town hall, Ellie joins the other youngsters at a screening of the 1977 film The Goodbye Girl. (Jackson likely has a pretty limited selection of film reels on hand.) However, despite the novelty of seeing an actual movie projected on an actual screen, Ellie remains distracted, paying more attention to Tommy and Maria talking nearby than to the wit of Neil Simon’s screenplay.
The show’s writers clearly didn’t pick The Goodbye Girl at random. The plot involves an actor, played by Richard Dreyfuss, forming a connection with a dancer and her ten-year-old daughter. The woman has a history of being abandoned by the men in her life (hence the title), and fears that the actor will do the same. Ellie herself has a history of being left as we’ll soon learn, and her fears of being abandoned by Joel are at a peak in this episode.
Screenshot: HBO
Meanwhile, Joel is alone in a workshop, struggling to repair his boots and getting immensely frustrated. Tommy comes in with a peace offering of new boots and an apology for his earlier behavior, saying “I know you’re happy for me, it’s just…it’s complicated for you.” Joel asks Tommy for more details on whether the trip to the University of Eastern Colorado where the Firefly base is located is survivable, and finally offers him the truth: Ellie is immune.
As he tells the story of his journey with Ellie thus far, he appears much more vulnerable than the Joel of the game ever does. No action hero, he admits to being far less capable of recognizing and reacting to threats than he used to be, and to sometimes being paralyzed by fear. “I’m not who I was. I’m weak,” he says, describing those moments where “the fear comes up out of nowhere and my heart feels like it’s stopped.” He’s haunted by dreams he can’t remember but that leave him with the feeling that he’s lost something.
The Joel of the game also tries to pass Ellie off onto Tommy because he’s afraid of the pain of emotional involvement, of potentially losing someone again, but he’s much more guarded about it. This Joel is more overtly shaken, riddled with self-doubt and a crippling fear of failure. He seems to honestly believe, when he says “I have to leave her,” that it would be for Ellie’s own good, that he’s incapable of being the person she needs him to be. He presents it to Tommy as a chance to make up for the awful things they both did, “to bring your kid into a better world.” I think it’s definitely a more emotionally persuasive appeal than the one Joel makes in the game, where Tommy just seems to change his mind and decide that taking Ellie on to Colorado is something he has to do.
When Tommy returns to the town hall after speaking with Joel, the look he gives Maria tells her everything, and the look she gives in response tells us everything about how she feels: That bastard Joel has done it again.
Meanwhile, back at the ranch
And now we come to the scene that may be the emotional heart of both the game and the show, a crucial turning point in the central relationship. In the game, Ellie senses that Joel is abandoning her, steals a horse, and rides off to a nearby ranch. Joel and Tommy pursue her, and within the faded normalcy of the old house, she and Joel have an argument that reflects the crisis point in their relationship.
There’s no ranch here in the show, but the house in Jackson they’re staying at offers a similar backdrop of pre-pandemic life, and the conversation between them starts the same way, with Ellie reading an old diary and saying, “Is this really all they had to worry about? Boys? Movies? Deciding which shirt goes with which skirt?”
Screenshot: HBO
“If you’re gonna ditch me, ditch me,” she says, telling him that she overheard some of his conversation with Tommy in the workshop. And soon, after asking him what he’s so afraid of, she says “I’m not her, you know,” another line straight from the game and in some ways the emotional excavation of past anguish that both the game and the show have been building up to all along. It’s a scene on which so much hinges in the development of their relationship, and so it’s little surprise that it’s recreated so faithfully here.
Screenshot: Naughty Dog
In both cases, Ellie tells Joel that she’s sorry about his daughter but that she has lost people too, and in both cases, he says “You have no idea what loss is,” a pretty awful (and incorrect) thing for him to say. And in both, she tells him that everyone she’s ever cared about has either died or left her, “everyone—fucking except for you. So don’t tell me that I would be safer with someone else because the truth is that I would just be more scared.” Joel’s painful response: “You’re right, you’re not my daughter, and I sure as hell ain’t your dad.” Both Joels say that soon, they’re going their separate ways. Ellie’s a goodbye girl, all right.
Ellie the human cargo
The next morning, Tommy comes to collect Ellie, who sits with no display of emotion, her things packed, waiting to be carried along on her journey. It made me recall Joel’s comment to her in an earlier episode, “You’re cargo.” The feeling I got here is that this is now how Ellie feels about herself: she’s a thing that needs to be taken to a place for the good of humanity, but as a person there is nobody to whom she means anything, nobody who cares about her for her sake, only for what she might mean for humanity.
Screenshot: Naughty Dog
But when they get to the stables, Joel is saddling up one of the horses. He says he got there 30 minutes ago with the intention of stealing the horse and being on his way, but now, he’s decided Ellie deserves a choice. “I still think you’d be better off with Tommy,” he starts to say before Ellie cuts him off, shoves her stuff into his arms and says “Let’s go.” In the game, Joel just decides he’s continuing on with Ellie. He says to Tommy that his wife kinda scares him and he doesn’t want her coming after him, but it’s obvious that that’s just something he’s saying, and that he’s decided that he belongs by Ellie’s side, for a little longer, at least.
Joel and Tommy share a hug, and as in the game, Tommy tells them that there’s a place in Jackson for them.
To the University of Eastern Colorado
An amusing interlude finds Joel trying to give Ellie a lesson in using a sniper rifle. All her shots miss and she’s convinced the gun doesn’t aim right. As he talks about proper technique, she asks him if he’s trying to shoot the target or get it pregnant. Of course, he hits the target dead on, to which she says “You dick!” as he shrugs and smiles.
Joel also talks a bit about being a contractor. “The Contractor,” Ellie says in a deep voice, as if she’s imagining some kind of construction-oriented superhero. “That’s pretty cool.” “Yeah, we were cool. Everybody loved contractors,” he says. And then, mirroring a conversation from the game, we hear Joel explaining some of the basic rules of football to Ellie.
Screenshot: HBO
As they explore the campus of the fictional University of Eastern Colorado, Joel volunteers that, more than running a sheep ranch, he wanted to be a singer, but of course he refuses Ellie’s request that he sing something. (He admits this in the game as well, and without going into specifics, I will say that it becomes more than just a throwaway detail later in the series.) In another moment straight from the game, a group of monkeys scurry away from them as they approach and Ellie confirms that it’s her “first time seeing a monkey.” Soon, though, the stillness of the campus starts to feel ominous, and it’s clear things aren’t quite right.
After finding a map indicating that the Fireflies packed up and headed for Salt Lake City, they see a group of men prowling the campus and attempt to make their escape. But before they can safely leave, a man attacks Joel with a baseball bat which breaks as he strikes a tree. Joel breaks the man’s neck, but in the struggle, the sharp wooden hilt of the bat gets stuck in his abdomen. In the game, Joel is severely injured when he and an attacker go toppling over a railing and he gets impaled on a bit of rebar, leading to a sequence in which Ellie must be Joel’s protector for a time, killing attackers as he limps weakly toward the horse. Even in his injured state, he’s still Joel, though. She says that if she gets him out of this, he really owes her a song and he responds with a dry “You wish.”
Soon they’re safely free of their attackers, but Joel falls off his horse and into the snow, and for the moment at least, Ellie’s worst fear is realized, a fear she admitted to Sam at the end of the previous episode. Just as the two seem to have come to some understanding about their importance to each other, he leaves her. “I can’t fucking do this without you,” she says. “I don’t know where the fuck I’m going or what the fuck I’m gonna do. Joel, please.” But she is alone, as a moody cover of Depeche Mode’s “Never Let Me Down Again” plays, the song that ended the show’s first episode. That choice, the moody cover callback, struck me as a bit cliche, the show going through the motions of doing what we expect prestige TV to do, but given that much of this episode rang emotionally true, I guess I’ll allow it.
The Legend of Zelda: Tears of the Kingdom isn’t due out until May 12, which means fans heavily invested in the lore and secrets of the game have three months of avoiding (what they will probably think are) spoilers ahead of them.
The collector’s edition of the game comes with a 204-page artbook, and over the weekend that book leaked online, with every damn page of it winding up posted on the GamingLeaksAndRumours subreddit. It’s the Japanese version, meaning it’s difficult to make out exactly what some of this stuff is, though that’s not a huge problem since it’s a fairly basic artbook, mostly just images with some captions underneath.
First up, because this is a preorder bonus and not a full-blown, standalone artbook, it’s missing context. There are hundreds of images here but they’re not laid out in any kind of order or sequence, and without paragraphs from the developers and artists explaining in depth what everything means and why it’s there, there’s little here that you wouldn’t have expected to see in a trailer.
There are lots of images of Link wearing costumes, some familiar returning faces, some outfit designs for allies and friends, sketches of (again, familiar) bad guys and lots of illustrations of environments that, without the context I just mentioned, are basically just “here’s a cave, now here’s a room with a stone floor”.
“This book was designed to come home with you the day you bought the game”
I’m being vague not to protect anyone, but just because…this is all very standard stuff. Without the context of this art being properly explained—or from any of us actually playing the game—it’s just a book full of cool Zelda pics.
Which, of course, is all it’s meant to be. While it’s tempting to pore over this book three months out from release, hoping for cryptic spoilers and keys to Tears of the Kingdom’s lore, this book was designed to come home with you the day you bought the game. People would be free to flick through it on the bus on the way home, or in the back seat of a car, or on the couch when they’re only 23 minutes into the game. There was never going to be anything huge here, because that would be extremely stupid!
For example there’s not a single image of Ganon. There’s an illustration of Zelda, but no mention on whether she’s playable or not. We have glimpses of the monstrous transformation Link appears to be going through, but nothing more than what we’ve already seen in trailers. There’s no plot summary.
The only things that could even remotely be considered spoilers are a couple of costumes that reference older games in the series, and the return of a particularly shitty type of enemy, but those are just…facts about the game, not narrative beats.
So if you’re sensitive to spoilers and you somehow end up somewhere on the internet where this book’s leaks cannot be avoided, relax. This is a preorder bonus, not a Spoiler Tome.
Much of the science fiction genre would have you believe that artificial intelligence would bring about humanity’s downfall by rising up and slaughtering its creators, but the recent boom in AI tech has instead amounted to labor crimes like journalistic malpractice and robbing artists of their commissions. So while AI is mostly being used to make creatives obsolete, Microsoft is apparently doing internal testing on a demo that makes AI essentially play Minecraft for you.
According to a report from Semafor, the demo recently showcased technology that allowed the user to simply tell Minecraft what to do, and it would move your character, collect materials, and more based on your directions.. Minecraft’s open-ended nature has apparently presented somewhat of a challenge for the tech, however, as there are multiple ways to accomplish a task in Mojang’s game. The example given in the report is building a car in Minecraft, which can be done in myriad ways depending on what supplies you have on-hand. So saying something broad like “build a car” would likely not get you as precise an in-game action as “build a car out of stone blocks.”
While the tech could be interesting, and maybe make Minecraft more accessible to people who have trouble playing with traditional controllers or mouse and keyboard, Semafor’s sources say Microsoft has no plans to implement the AI tech into a public version of Minecraft. These kinds of tech demos happen internally at big companies all the time with no real-world application. But applying something like AI tech to a mainstream video game like Minecraft in a way that could make it more easily playable to some people is at least a more comprehensible use for the tech rather than “we want to replace the human element of an industry so we don’t have to pay people.”
At the moment, this sounds similar to voice command tech Microsoft has tried to implement in peripherals like the Kinect motion sensor, which added voice options to games like The Elder Scrolls V: Skyrim and Mass Effect 3. But given how poorly that turned out, it remains to be seen if this is something the company plans to pursue in the future or if it’s just trying something out.
New gameplay from the upcoming Star Wars Jedi: Survivor seems to reveal that, unlike in the first game, the sequel will finally let Jedi Cal Kestis slice up stormtroopers and other human enemies. And that’s a good thing, as this much-wanted change makes lightsabers feel powerful and deadly again.
The lightsaber is one of the coolest pieces of Star Wars tech and genuinely one of the best fictional weapons ever created. Instantly iconic, the weapon and its sounds are so ingrained in our minds that when grown adult actors in Star Wars movies or shows are handed a prop lightsaber they make all the hums and whoosh noises like they were eight years old again. And I don’t blame anyone for loving the lightsaber. It’s a powerful laser sword that can cut off limbs, slice through metal doors, and it comes in rad colors. What more could you want? But for a long time, most Star Wars games—including 2019’s Star Wars Jedi: Fallen Order—haven’t let you really slice and dice with these iconic laser blades, treating them more like glowing bats.
Star Wars Jedi: Survivor Combat Stances Explained
However, in new gameplay released by IGN yesterday, we see that this doesn’t appear to be the case in Survivor. In a neat video going over how the game’s combat stances work, the devs showcase Cal fighting different enemies while explaining how his various moves will work and how stances factor into combat.
That’s all fine and dandy. But more interesting to me is what happens during the fight against some Imperial scout troopers at around 4:14:
Gif: IGN / EA / Lucasfilm / Kotaku
Look at that! Cal just cut a dude’s leg off. And if you look around the floor at that point in the video you can see at least two more cut-off limbs, likely from earlier in the fight. This is exciting!
Kotaku reached out to EA and Respawn about this dismemberment and was told “The footage is what it is” and that the publisher wouldn’t provide any additional comment.
For many years now, Star Wars games have made lightsabers feel pretty weak as it can often take dozens of hits to kill a random enemy and you never get to cut off limbs or do real damage to your target unless they are a droid or random animal. In an interview in 2019, Respawn senior designer Justin Perez seemed to imply Lucasfilm and Disney weren’t okay with lightsabers cutting off arms or legs. This was further backed up by people who worked on season 7 of The Clone Wars, which is also mentioned in that IGN interview from 2019.
So, I had assumed that was just how things would work. Cal could kill all the innocent animals and aliens he wanted, but he couldn’t chop any limbs off of stormtroopers. But it appears that Disney and Lucasfilm have either relaxed this rule or given Respawn a pass.
Either way, I’m excited to play Star Wars Jedi: Survivor and cut off some legs when it launches on April 28, 2023 for PS5, Xbox Series X/S, and PC.