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Tag: Kotaku

  • Genshin Impact Devs Are Making A Space Fantasy RPG With Persona 5-Like Combat

    Genshin Impact Devs Are Making A Space Fantasy RPG With Persona 5-Like Combat

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    Image: HoYoverse

    After seeing Honkai: Star Rail for a few minutes during a live media preview, I mostly liked what I saw. HoYoverse’s “space fantasy” RPG doesn’t reinvent turn-based combat, but the performance was smooth. The fighting animations were among some of the best I’ve seen out of anime games in recent years. The combat’s turn tracker, team combos, type matchups, and battle animations were reminiscent of games like Shin Megami Tensei and Persona 5. But HoYoverse absolutely does not want you to think of it as either of those games. Besides the seeming identity confusion, my conversation with the developer left me without much optimism about racial inclusion in Star Rail’s space fantasy.

    Here’s how Star Rail works: Although you start off with a protagonist character, most of your roster will come out of rolling for wives and husbands through the gacha system. You use them to explore maps filled with enemy encounters (rather than real-time combat like in HoYoverse’s current mainstay Genshin Impact).

    Once you run into an enemy, you’ll start a turn-based battle. Each of your four party members will have two skills. Some will be offensive, while others will be support or healing based. Each attack corresponds with an element, and using elemental type matchups effectively will allow you to break shield bars. Once an enemy is vulnerable, you can use team combination attacks to kick them while they’re down.

    Four characters are engaged in combat.

    Screenshot: HoYoverse / Kotaku

    Despite the relatively simple combat, the game will feature an auto-battle mechanic. This should make it easier to grind daily battles for resources, which is an essential feature some modern gacha use to keep the games alive.

    Star Rail will have a main story campaign and regular sidequests. While it shares similar characters from Honkai Impact 3rd, Fish Ling, a representative from HoYoverse, assured me that there wouldn’t be any story crossover with their incredibly lore-heavy real time action game.

    Driving Honkai: Star Rail’s development was HoYoverse’s desire to diversify its portfolio from the usual action games it’s released, according to Michalel Lin, another representative for the developer. Secondly, HoYoverse felt turn-based combat was conducive to “the story that we want to tell.” Its design philosophy was driven by the desire to make turn-based combat approachable for newcomers.

    Things got murkier, however, when I tried to ask who the target audience is. The Star Rail presentation mentioned that the game would feature different cultures. Remembering how badly Genshin Impact flubbed depicting darker skinned people and Southwest Asians in the Sumeru update, I asked how the developers intended to improve representation in Star Rail. What lessons did they learn from the overseas community?

    “The game is set in a fictional world,” Lin said. “What we do is dependent on how the IP grows. As a combination of cultures in our world, there’s not a specific culture we target. We will continue listening to fans’ feedback, but how the world will be built, we can’t say for certain.”

    A Chinese inspired city in Star Rail.

    Screenshot: HoYoverse

    It’s 2023, and Asian RPGs keep dropping the ball on diversity. This immensely disappointing answer reminded me of Final Fantasy XVI producer Naoki Yoshida’s response as to whether or not that game would include people of color. Their answer was that their world was fantasy, so it couldn’t be held to any diversity standards at all. Star Rail includes characters who are culturally Chinese, so it feels really shitty that its launch characters seem to be even more light-skinned than those in Genshin Impact. Once again, we have to start holding Asian RPGs to higher standards.

    I got similarly vague answers when I asked where Star Rail took its inspiration from. “We think turn based RPGs are very engaging and have an active audience in the market,” Lin said. It took me a couple of minutes to remember that the Persona series has sold 16.8 million units globally and was probably at least one of the games alluded to. When I pressed about the studio’s creative inspiration, Lin told me Star Rail’s team consists of 500 individual developers. Therefore, it would be impossible to narrow down specific influences.

    I can guess why HoYoverse is being so coy about its Persona 5 game set in space. It’s likely because the internet tore into Genshin Impact at launch for its similarities to Breath of the Wild, to the point where the developer had to reassure players that the game was more than a clone. But Star Rail will likely release sometime this year, and people will be able to see the Persona DNA embedded in how the game plays.

    So here’s the honest summary of Star Rail: It’s a space fantasy game that you’ll probably enjoy if you’re a fan of the Persona or Shin Megami Tensei series. Be careful of the gacha system, and don’t hold your breath over improved diversity from what we’ve seen so far.

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    Sisi Jiang

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  • Death Note, Sailor Moon, And Other Classic Animes Are Now Free On YouTube

    Death Note, Sailor Moon, And Other Classic Animes Are Now Free On YouTube

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    Image: Viz Media

    Anime and manga publisher Viz Media just made a handful of really big anime series freely available to watch on YouTube. If you’re looking for a good entry point into some really prolific shows, this is an excellent opportunity to dive into some stone-cold classics.

    The company has uploaded six of the hit shows it owns rights for to YouTube and compiled them into helpful playlists. Death Note, Hunter x Hunter, Inuyasha, Mr. Osomatsu, Naruto, and Sailor Moon are all there, most in their entirety, for your viewing pleasure. Notably, these are the Japanese versions of the shows with English subtitles, so if you’re a person who likes to watch dubbed anime, this might not be what you’re looking for. But if you like to keep it original, there’s a lot to dig into here. I’ve personally always wanted to watch Death Note after hearing about it through cultural osmosis over the years, and even though I tend to prefer dubs, this is too good an opportunity to waste.

    Let’s run down each show:

    Death Note

    Death Note is the shortest anime on the list, with only 37 episodes across its one season. It centers around the titular Death Note, a notebook with the power to kill anyone whose name is written inside. A teenager named Light Yagami finds the book and uses it to kill people he deems immoral and unworthy of life; this string of seemingly unstoppable, random murders eventually draws the attention of L, an eccentric, brilliant detective, leading to an electrifying, supernatural game of cat-and-mouse.

    Hunter x Hunter

    Hunter x Hunter follows Gon Freecss, a boy attempting to follow in his absentee father’s footsteps as a Hunter, heroes who track down rare creatures, seek treasures, and hunt down other people as well. Hunter x Hunter is famous for being near universally lauded by all who watch it, turning them into proselytizing advocates who really, really think you should check it out. The show is one of the lengthier ones Viz has put up on YouTube, with 148 episodes available across its six arcs. But there are a few that are even longer. Such as…

    Inuyasha

    Rumiko Takahashi’s Inuyasha follows the titular half-demon as he joins a high school girl named Kagome Higurashi to recover the shards of a shattered Shikon Jewel. A huge hit on Cartoon Network’s Toonami block back in the day, the show’s seven seasons come in at 197 episodes.

    Mr. Osomatsu

    Mr. Osomatsu goes way back to the sixties, when Fujio Akatsuka’s comedic manga was a cultural phenomenon in Japan. This anime adaptation is much newer, dating from 2015. It’s worth noting that Mr. Osomatsu is the only show Viz has uploaded on YouTube that doesn’t include its entire run. The currently uploaded first two seasons of the animated family comedy show make up 50 out of the series’ 75-episode run.

    Naruto

    At 220 episodes, Naruto is nearly the biggest time sink Viz has put up on YouTube. The five-season show makes up the first Part of Naruto, which follows the titular character as he attends a school to become a ninja. These 220 episodes are followed by Naruto: Shippuden, which is another 500 episodes, and another sequel show called Boruto that follows Naruto’s child. So you’re opening up Pandora’s Box if you decide to sit down and watch this one.

    Sailor Moon

    However, the show with the most episodes in this (initial?) wave of uploads is 1990s bishoujo phenom Sailor Moon, which comes in with a whopping 238 videos across its five seasons. It’s the classic Magical Girl anime, and follows a group of teenagers who turn into superheroes and do superhero shit. She’s the icon. She is the moment. And her show is all readily available to watch on YouTube, free of charge. (The handful of specials and later movies are not currently available, though.)


    If you’re not an anime connoisseur, there’s some really great entry points here, but if you’re a real sicko and have already seen these shows, you now have a real easy way to revisit them. Speaking for myself, I’m about to cue up some Death Note. It’s time I finally checked it out.

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    Kenneth Shepard

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  • Cyberpunk 2077 Gets One Thig Right: Cars Need Buttons

    Cyberpunk 2077 Gets One Thig Right: Cars Need Buttons

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    Screenshot: Cyberpunk 2077

    The world of Cyberpunk 2077 is one where technological innovation has run wild. Its citizens are full of robot parts, can send data with their minds and can literally see other people’s dreams and memories. Yet despite all this, one aspect of everyone’s daily lives is still incredibly quaint (at least by those standards): its cars are full of buttons.

    There’s a big trend in automotive design these days, spurred on by Tesla’s reliance on enormous touchscreens, that cars don’t need buttons. That everything you need to do as a driver (or front-seat passenger), from checking a map to controlling the air conditioning to changing the song on the radio, can and should be performed by tapping through the menus of a big computer screen (or using your voice, though this is usually only helpful for a select few features, depending on the car).

    There’s absolutely not good reason for it. It’s slower, it’s harder and most importantly it’s more dangerous to use a screen while driving than using traditional buttons. Tapping on an ipad is fine when we’re at work or on the couch because that’s what we’re doing. It’s the only thing we’re focused on. Asking us to do that while driving a two-tonne motor vehicle, taking our eyes off the road while hurtling down it at 70 miles an hour, is borderline suicidal. Especially if you keep fucking things up because you’re trying to watch the road and tap on the screen and so keep missing the buttons and moving your seat when you meant to be swapping albums on Spotify.

    (I’ll note here that I’m talking about cars, especially contemporary and upcoming electric vehicles, that put these huge screens front and centre. My 2018 Kia Sorento has a little touchscreen that I just use for Android Auto, with everything else still buttons, and I think that’s fine and a nice balance!)

    You know where a button is in a car. More importantly, you can feel it while driving, meaning you don’t have to take your eyes off the road to use them. Want to turn up the AC? There’s a big round dial for that. Same for the volume. These have their own dedicated space inside the car—they’re not buried inside a menu—and with their own distinct shapes and tactile feel can be found and used instantly.

    This isn’t an “old man yells at cloud” take. It’s an “I’m sick of Silicon Valley influencing people to change things for the sake of them instead of changing things because they’re actually better” take. And I’m of course far from alone here; watch any car review on YouTube and you’ll often see the same complaints, that too many functions, from VW’s awful climate “sliders” to Tesla’s murderous insistence on having your speed only visible in the central screen in some of its cars, are a pointless obstacle to safe and comfortable driving.

    Something (kinda) proven in a Swedish study in 2022, which tested 11 cars of varying age—from a Tesla Model 3 to an ancient Volvo V70—to see which ones had the best “usability”.

    During the tests, drivers were given varying tasks to perform, such as changing radio stations or altering the climate controls. In each instance, the car was driven at 68 mph, and researchers measured the time and distance covered by each car while the tasks were being performed.

    The results? The 2005 Volvo V70 won handily, while the worst-performing vehicle was the MG Marvel R, a modern car which has some buttons on its steering wheel but relegates many other commands to its large central touchscreen. As for the Tesla Model 3, it took over twice as long to perform the same four tasks as the 18-year-old V70.

    Image for article titled Cyberpunk 2077 Gets One Thig Right: Cars Need Buttons

    Image: Vi Bilägare

    Image for article titled Cyberpunk 2077 Gets One Thig Right: Cars Need Buttons

    Image: Vi Bilägare

    Which is my very long-winded way of getting around to saying that, having just spent a lot of time playing Cyberpunk 2077 (more on that in the weeks to come), I really appreciate the fact its cars are full of buttons! Every car you get into, there’s buttons all over the place. In front of you, next to you, all over the dash, all over the centre console. And it looks amazing. There’s an aesthetic reason for that, of course, as lead vehicle artist on the game Jakub Przybolewski explains:

    We looked at car designs from the 1980s and 1990s, as cars manufactured during that time had a very minimalist look – doing so much without overdoing anything. They’re simple, easy to recognise, and carry a timeless look. For the world of 2077, this was a perfect place to start.

    So the fact 2077’s cars are full of buttons is partly down to the fact that, like so much other stuff in the game’s world, they’re extrapolations of classic sci-fi art, drawn in the decades before today’s touchscreens had been invented.

    But then, plenty of other stuff in the game has been made ultra-futuristic. Many of 2077’s data transfers are done digitally via people’s brains, and nearly every computer you interact with has a big clean touchscreen, not a clunky old 80s monitor.

    Given that, I like to think the buttons all over the interiors of the game’s cars aren’t just there as a visual throwback (and a very good-looking one at that), but as a future realisation that, shit, as technologically depraved as 2077’s world has become, even they know a dumb idea when they see one, and they’ve reverted to the fact cars are much cooler—and easier to use—if they’re full of buttons.

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    Luke Plunkett

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  • Report: City-Builder Taken Off Steam After Fan Goes Rogue [Update]

    Report: City-Builder Taken Off Steam After Fan Goes Rogue [Update]

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    Screenshot: Workers & Resources: Soviet Republic

    Workers & Resources: Soviet Republic is a city-builder that has a particular focus on how urban planning worked alongside the communist economies of Eastern Europe during the Cold War. It’s not for everyone, then, but it certainly has its fans.

    Sadly those fans are now the only ones able to play the game, because it is now unable to be purchased by anyone else after a DMCA takedown reportedly got the game removed from Steam’s marketplace.

    In a post made by the game’s developers, Slovakian studio 3Division, it’s claimed that a player, “once a respected member of our community”, has gone rogue and begun attacking the game’s online presence, trying to get everything from trailers to the game’s website taken down.

    Why? It’s alleged that this player had written a guide on a way to play the game more realistically, and that while the developers had already been working on a game mode that did just that, they had agreed to add him to the game’s credits as a goodwill gesture given his prominence in the community.

    3Division say this player then, having been told they wouldn’t added to the credits until after this new mode had been completed and released, “started to abuse the YouTube report system issuing copyright strikes to one of our most helpful influencers”, and that as a result of this behaviour they withdrew their offer to officially thank him.

    In response to this, it’s claimed the player then reported the game’s website and had it taken down (the link now directs back to 3Division’s main company page), then began reporting other official YouTube videos from the studio as well. Matters have now escalated to the point where the game itself has been taken off Steam due to a DMCA request, and the player is “now claiming that they own the rights to the [realistic] game mode”. For what it’s worth, 3Division say they are “are working to resolve the issue”.

    UPDATE 4:55am ET, February 17: 3Division’s Peter Adamcik says the fan in question is a lawyer, and tells Kotaku:

    It is very disturbing. First, the individual with law knowledge think he can better secure his rights than some other players. Another aspect why we would afraid to put him into credits would be that other players would get angry about it because his ideas was definitively not new. It seems like he just abuse the fact he is attorney at law – he will definitively handle the suit cheaper than us, so he think he may get anything he wanted from us because we will not go for costly suit. But legally he not have any ground under his foot to stay on and we will probably fight to the end! According to our opinion he is at big risk also – reputation, financial damage, also what he is doing is not with ethic either) If the game stays banned this will result into a enormous financial damage (aside from suit cost) for us and also for Valve…

    Another aspect what is very sad is that, DMCA mechanics just not works, seems like anybody can claim anything, the service provider is just forced to remove the content and in general not ask or nor the considering if the claims are real. Signed lawyer seems enough and everybody get fear from long and costly suits, content is then removed.

    This is Sad!

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    Luke Plunkett

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  • What People Get Wrong When They Think About Video Game AI

    What People Get Wrong When They Think About Video Game AI

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    Last year, AI generated art finally broke through the mainstream—but not without significant public controversy. The rampant art theft required to build an AI’s dataset and the resulting forgeries eventually led to a class action lawsuit against AI generators. Yet that hasn’t stopped developers from using the technology to generate images, narrative, music and voice acting for their commercial video games. Some game developers see the technology as the future, but caution against over-selling its benefits and present capabilities.

    AI has been making headlines lately for the wrong reasons. Netflix Japan was blasted by professional artists for using AI to make background art—while leaving the human painter uncredited. Around mid-February, gaming and anime voice actors spoke out about the “pirate” websites that hosted AI versions of their voices without their consent. AI seems to be everywhere. One procedurally generated game has already sold millions of copies.

    The promise of user-generated gaming experiences

    A few years ago, Ubisoft Toronto, known for games like Far Cry 6 and Tom Clancy’s Splinter Cell, was not only using AI in its development process—it created an entire design system that heavily relied on procedural generation. “In the future — potentially as soon as 2032 — the process of making digital nouns beautifully will be fully automated,” Ubisoft director Clint Hocking wrote in a Polygon op-ed that claimed that within a decade, players would use AI prompts to build their games. Think “a side-scroller where I am an ostrich in a tuxedo trying to escape a robot uprising,” as Hocking put it. This futuristic vision of games would work in the same way you might tell AI image generator Midjourney to produce new images based on text descriptions.

    Despite the eyebrow-raising boldness of his claim, the industry has already seen some strides. Watch Dogs: Legion, Ubisoft’s open world action-adventure game, seemed impressive for what it was: A blockbuster title that randomly generated NPCs in every playthrough and promised to allow players to “play as anyone.” While reviewers did encounter “repetitive loops” in the quest system, Legion seemed like a solid first step in the future of procedurally generated gameplay.

    “10 years [to create an AI game] is insane, as it takes 5 to 10 years to make a standard AAA game,” said Raj Patel, former product manager on Watch Dogs: Legion. He was wary of how designing non-linear games incurred an additional layer of labor-intensive complexity. He told Kotaku over messages that he didn’t think that AI games could be “wholly original, bespoke, [and] from scratch with the same quality” as existing AAA games. “There is certainly potential [in machine generated games], but Star Citizen has been in development for 10 years so far,” he said of a space sim MMO that boasts of procedurally generated planets. The game has raised nearly $400 million, but has not been released since it was first announced in 2010.

    If Ubisoft’s forays into NFTs and web3 are any indication, the company has been quick to jump on trends that sound buzzy to investors. But that didn’t mean that they were necessarily pushing the technology forward.

    Game designer and AI researcher Younès Rabii felt that integrating AI with these expensive processes was more about “hype” than a technological inevitability. “There’s always a 15 to 20 year gap between what academia has produced in terms of [AI] advances and what the industry actually uses,” Rabii told Kotaku over Zoom. They had strong feelings about how Watch Dogs: Legion seemed to fall short in being the public face of what AI games could be. “This is because it’s way too long to train [developers] to use [advanced AI]. It’s not worth the risk. It doesn’t bring enough money to the table.” Ubisoft told investors that the game’s predecessors have sold around ten million each, but never publicly released the sales data for Legion beyond its launch period. They felt that Ubisoft had taken the risk with Legion as a marketing hook. “It’s not that interesting… they have a series of simple nouns and properties, and they behave according to it.”

    DedSec member shoots at a car while on a motorbike.

    Image: Ubisoft

    Reviewers seemed to agree with him. One critic noted that “there’s not much of a human element” to the Londoners in the game, and that they “don’t meaningfully interact with each other.” Another struggled with “repetitive” missions. Kotaku panned the campaign for being “empty and soulless,” but praised the more interesting DLC for ditching the procedurally generated recruitment altogether.

    Hocking himself admitted in a Washington Post interview that “reinventing open world design” during Legion’s development had been “uncertain,” “difficult,” and “scary. Being able to play as any character in the game was an idea that Ubisoft had never experimented with before.” Human designers had to manually account for every single possibility that the players could choose—it wasn’t a computer that could understand how human players would emotionally respond to randomly generated scenarios. Hocking had been much less optimistic about the possibility of creating a gameplay experience that didn’t feel entirely samey. “There isn’t infinite diversity,” Hocking said in the interview. “You’re still going to encounter, ‘Oh, yeah. I recognize that voice. I recognize that person. Or, this is one of the people who has the technician fighting style. They fight in a certain way, [similar to] that other person.’ But it still blurs the lines quite a bit.”

    Artificial intelligence has always been a part of game development

    Florence Smith Nicholls, story tech at the award-winning indie studio behind Mutazione, also had a more muted perspective of AI. They told Kotaku over video call that AI was already being used extensively in AAA development, like in Fortnite. “When people [say] it’s going to completely revolutionize gaming, it feels kind of similar to what we’ve had with discussions around NFTs and the blockchain.” They pointed to the chess playing program Deep Blue as an example of artificial intelligence in gaming.

    A Fortnite concert.

    Screenshot: Epic Games

    Mostly, though, we’ve seen a wide range of applications for AI in games when it comes to automation–but how we define such a thing can get confusing for the average person. Because of popular generators such as Midjourney and Chat GPT, most people associate them with neural networks that create text or images based on a dataset that it scrapes from the internet. Researchers have very broad definitions of AI. “If you showed someone Google Maps in 1990 and showed that you could plot a route between any two points on the planet… that would be considered a hard AI problem,” said Cook. “Now people just think of that as something that your phone does. It’s the same thing in games. As [technology] becomes more normal, they no longer look like AI to us.”

    “We talk about AI when it doesn’t work,” said Alan Zucoconi, a director of AI game development at the University of London. “When it works, it’s invisible and seamless.” He acknowledged that artists and programmers don’t see eye-to-eye on the technology. “There is friction [with AI], especially for artists… Those same artists are using AI every day, they just don’t call it AI,” said Zucconi. “Tools like the select all regions tool in Photoshop, smudging colors… tools we take for granted are not seen as AI… so I find it very fascinating when people think that these are something new. It’s not.”

    “The real utility [of AI] in the short term is helping with more discrete tasks in the process of producing work,” Patel wrote, recounting his experiences with working on Ubisoft games. “In one game, we had AI testing the open world… It would log the framerate and any clipping issues. The machines would be left running moving through the world and note areas where things had issues. That helped us find areas to check without having real people have to do that otherwise tedious work. Real people could focus on checking, verifying, and figuring out details.” Rather than risking whether or not a player might be able to tell if something was AI-generated, “[AI] let our QA staff not do the tedious parts and focus their time more efficiently on problem areas.”

    Automated development often sounds incredibly sinister when coming out of the mouth of a gaming executive who doesn’t sound adequately troubled about the plight of crunching developers. But testing has been automated for years, and QA professionals are calling for studios to ditch fully manual testing. Despite the popular image of QA as low-skilled work, AI experience is often a necessary prerequisite to being a games tester, because automated testing is often a key aspect of a studio’s workflow. And it’s not just testing—automation is a shipped feature of AAA video games too.

    Mike Cook is an AI researcher and game designer at King’s College London. He told Kotaku over a Zoom call that games such as Minecraft are procedurally generated by AI, and blockbuster games such as Assassin’s Creed makes use of AI for certain mechanics. “When your character places their hands and legs in unusual places to climb up the side of a building, that’s not a handmade animation,” he said. “There’s an AI that’s helping figure out where your body’s limbs should go to make it look normal.” He noted that online matchmaking and improving connectivity were both aspects of games that were supported by AI.

    Limitations and ethical challenges of AI and procedural generation

    Despite the possibilities, Nicholls said that procedurally generated content was only really useful for “very specific tasks.” They cited examples such as changing the weather or generating foliage in Fortnite. AI would need to be able to handle several different tasks in order to be considered a game-changing force in development.

    However, they had concerns about which developers would benefit from extensive automation. They pointed out that in the case of art outsourcing (the practice in which studios pay cheaper studios to create low-level assets), the “main” studios were doing more “intellectual work” such as design. They thought that AI could similarly create an underclass of artists whose work is less valued.

    Sneha Deo, an AI ethicist from Microsoft, draws the connection more overtly. “I would say a lot of the undercutting of [tech labor] value that happens today is due to differences in the value of currency.” It’s cheaper to hire developers from a country with a less powerful currency, rather than paying developers from the U.S. or western Europe. She also attributed the devaluation of human labor to the last mile effect. “Humans trick themselves into thinking if a machine can do it, then the [labor] that the humans are adding to it isn’t as valuable because most of it is automated.” So even if AI created new ‘AI design’ jobs, those jobs might not necessarily pay a reasonable amount.

    While he’s normally exuberant about the possibilities of machine learning, Zucconi seemed uncomfortable when asked about whether or not AI would devalue the labor of voice actors. When directly pressed about the possibility of paying actors for using their voices in AI (as Hocking raises in his op-ed), he said: “Licensing voices is probably going to happen. We’re very close to having that technology… I’m hopeful that this is a good future because it means that people can have more work opportunities.” The ability to commercially profit from one’s own “likeness” is enshrined in state publicity laws. Celebrities have been licensing their likeness to third parties for years—the most famous recent example being Donald Trump’s embarrassing foray into NFTs.

    Jane Shepherd from the Mass Effect games.

    Jennifer Hale, voice actor for female Shepherd, tweeted that AI voices created without consent were “harming voice actors,”
    Screenshot: Electronic Arts

    Despite his optimism, it seemed that professional voice actors felt differently. Voice actors for popular franchises such as Cowboy Bebop and Mass Effect both spoke out against AI versions of their voices being falsified and used without consent. Some bad actors had even used AI-generated voices to dox people. It’s reminiscent of how decades ago, Jet Li turned down a role for The Matrix because he was concerned about Warner Bros. reusing his motion-captured movements after he collected his last check.

    “I think what matters is not any specific deal,” Cook said in regards to compensation and AI-generated art. “I don’t know if licenses are better than labor. What does matter is that the people who are actually doing this job are the ones that get to decide what should be happening,” he said. “And the problem is that in most of these creative jobs, the power dynamic isn’t there to allow people to have that voice.” He also noted that it was easy for artists to accidentally sign away their rights in perpetuity.

    Unlike blockchain technology, developers can see clear benefits to adopting automation more broadly in game development. One indie developer told Games Industry that AI development could help smaller studios stay competitive. Failure rates are incredibly high, especially for developers who don’t have massive AAA-sized budgets. No Man’s Sky used machine-generated content to create expansive worlds, only to have a disastrous launch–and it took five years for the game to eventually become a success story.

    Deo saw AI as one method of bridging the resource gap between the global north and south. “What’s the rightness or wrongness around using these models to generate art or narrative or text if that’s not your strength? I think about game design as this collaborative process that favors people who already have strong networks,” she said over Zoom video. “[These people] can tap their friends or their networks to come in and do that manual work, [which] is democratized by the replacement of human labor by AI art.”

    AI dungeon generates a fantasy campaign.

    Image: Latitude

    Deo acknowledged that AI art could undercut junior artists who were trying to break into the industry, but thought that it wasn’t an ethical quandary that should rest on independent creators. “It’s not a black and white thing. I think at larger studios, that’s a place where there’s an ethical issue of: ‘How does this undercut labor that’s already undervalued?”

    It was a convenient way to think about AI in a positive light. But AAA games like Fortnite have already taken “inspiration” from indie games such as Among Us. That was just for a game mode. It didn’t feel like a logical leap to think that big studios could borrow development methods too.

    Could machine-generated games be fun?

    And there’s another major stakeholder that’s critical to the success of AI games: the players. Right now, the average person still thinks that “human” and “machine” generated art have inherent differences. “There’s a sense of difficulty in knowing the authorship of certain artwork,” said Nicholls. While games are often attributed to leads in more public-facing roles, they are products of entire teams–and AI only complicates the idea of authorship. Especially when generators such as Midjourney are raising legal and ethical questions on who owns the art that the machine produces. “I wonder if now there’s more unease around AI because people fear that they won’t be able to tell if something is AI generated or not.” Before AI became a prominent image-making tool, it would be reasonable to assume that any painting had some kind of human element. Now, even Bungie community moderators struggle to differentiate between AI and human art.

    But Cook thinks that these machines we call “video games” contain a complexity that can only be built by humans. “Maybe it’s possible for AI to generate games but the games that left an impact on us… they’re boundary breaking. Concept breaking. Those are things we can’t necessarily predict with enough data or computer power… If we wanted infinite Grand Theft Auto campaigns or Star Trek episodes, then they would start to feel samey.”

    Nevertheless, games such as Minecraft and No Man’s Sky are immensely popular. Although the popular image of artificial intelligence is associated with perfection, that’s not what Cook thinks that gamers necessarily want.

    “Players like to be surprised. They actually like it when the AI breaks…Some of the most memorable things that people pull out of these AI systems is when they’ve gone wrong a bit. But I think something that’s really important is that they like to be able to share and talk about these things,” he said. “Although Minecraft or Spelunky 2 has an infinite number of levels and worlds in it, that infinity isn’t really important. What’s important is the one world that you have, or the one thing that you shared with other people. So in the Valheim world, the Valheim world generator is not important. What’s important is the server that you built with your friends.“

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    Sisi Jiang

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  • Two More Online Shooters Are Winding Up, But In The Best Ways Possible

    Two More Online Shooters Are Winding Up, But In The Best Ways Possible

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    Image: Natural Selection 2

    So many online games have shut down so far in 2023 that we’ve already had to do a roundup, and it’s only February. Which means loads more are going to meet similar fates over the next 10 months, and the next two to meet their demise are Natural Selection 2 and Spellbreak.

    The developers of Natural Selection 2, which has been running for 10 years, announced earlier today they would be ceasing “active development” on the game, but not fully shutting down. Instead, while they move onto other projects they’ll be leaving the lights on (emphasis mine):

    10 years since its official release and over 117 updates later, active development of Natural Selection 2 has ended.

    Our team and this community have provided many years of passion and support for this game. Over the years we had the opportunity to meet and collaborate with so many of you whether at an expo, live tournament, Discord or playing on a server. We thank you for your support and commitment to NS2 and know that this game would not have been the same without you. Now it’s time to look to the future and continue on to other projects within the company.

    While we won’t be actively working on NS2, we will still continue to host matched play servers so that community members will be able to play games on-demand with other players or bots.

    Although this isn’t goodbye, we still would like to say a very heartfelt thank you to you, our community and to all of those that worked with us on Natural Selection 2 over the years.

    Much love and appreciation,

    The UWE NS2 Team

    While it’s always sad for fans when a game winds up like this, a lot of them just want to be able to still play the thing, so it’s nice to see developers Unknown Worlds leaving some servers up for people to enjoy.

    As for Spellbreak, we knew its end had been coming as far back as June 2022, but it finally came today, with the game being delisted on Steam. That’s the bad news, though; the good news is that the game will live on, as the developers have “created a standalone version where players can host their own servers, play with their friends, and explore the game-space at their own pace.”

    That’s great! That’s even better than leaving some servers up, because as John Carmack said last week, it’s the absolute best case scenario for when official support for an online game winds up. By releasing the game into the winds, and freeing it from the constraints of shopfronts and online platforms, fans can keep playing it for as long as there are fans, and even when there aren’t anymore, the game can still be preserved for future generations.

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    Luke Plunkett

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  • Japanese Museum Reunites Gamers With Their Lost Retro Games

    Japanese Museum Reunites Gamers With Their Lost Retro Games

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    Photo: Yukawanet

    Do you ever wish you could reacquire the games you once had? And not just copies of the same ones, but the very discs or cartridges you used? Well, the Named Cassette Museum in Tokyo is making that very thing a reality for many gamers: reuniting those who once wrote their names, addresses, or other personal identifying information on Famicom cassettes (and those from other consoles) with their old games.

    For Junji Seki, the director of the Named Cassette Museum, collecting Famicom cassettes started out as a hobby. But whereas many collectors might not be too thrilled about discovering a potentially valuable game with someone’s name scrawled on it, Seki saw a different kind of value: Reuniting folks with the very cartridges that they once lost and learning the story behind them. Seki started the museum in 2015, all to document the history of these individual Famicom cassettes and to bring some happiness into the lives of gamers who had long lost (and likely given up hope of finding) their old games.

    The museum has a few requirements if you spot a cassette you think was once yours: You must let the director deliver the game by hand, you must buy it (for a price of your choice), and you must let the museum document the story on its website to learn a bit about the history, how the cassette might’ve been lost, and any particular memories of the game.

    Read More: Someone Is Selling Nearly Every Console Ever Made On eBay For 1 Million Dollars

    It’s not just personal stories. In a translated interview with Mirai-idea.jp, Seki says that , personally marked-up games tell a story about the time they were acquired and used. “If you look at [a] cassette“that says ‘110 yen,’ it’s probably when the 3 percent consumption tax was introduced” in 1989. Seki is also interested in deciphering what certain handwriting might mean, why certain letters are capitalized and others aren’t.

    A gold cartridge encased in glass shows the name Teresa written on it in marker.

    Seki doesn’t just collect games either. As the president of game studio Happymeal, he’s also a developer. And the experience of the Named Cassette Museum directly inspires the games he makes. One such game, Ise-Shima Mystery Guide: Fake Black Pearl (which received a Japan-only release on the Nintendo Switch) is “a reproduction of the atmosphere of the Famicom era,” according to a translation from Seki.

    As someone who once had many physical games that are now long lost to time, the idea of once again getting to see or hold such relics of days gone is pretty exciting; collecting old games can become a pricey endeavor, but when it tells the story of the gamer who once enjoyed the worlds contained inside the plastic and the tech, well it’s hard to put a price on that. And when you consider the wide expanse of streaming and on-demand gaming services like Game Pass and PlayStation Plus, efforts to save our physical connections with games we love and grew up with are even more important.

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    Claire Jackson

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  • In 1999 Nintendo Had A Real-Life Wrestling Match Starring Mario And Pikachu

    In 1999 Nintendo Had A Real-Life Wrestling Match Starring Mario And Pikachu

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    Back in 1999, around the time of the release of the original Super Smash Bros. on the N64, Nintendo had a big idea. To help promote the game they would go to Vegas, set up a wrestling ring, get a bunch of actors to wear Nintendo character costumes and have them go at it.

    So they did just that. The event, known as Slamfest ‘99, wasn’t just performed in front of a live crowd, it was also streamed online—in 1999!—and then available to watch for a few months afterwards as well. You would think that would mean that some footage of the stunt has survived, but somehow no, it hasn’t, and so for a few years now a group of “fans and archivists” from the Lost Media Wiki have been scouring the internet looking for some.

    Image for article titled In 1999 Nintendo Had A Real-Life Wrestling Match Starring Mario And Pikachu

    Here’s how one of that team, bozo_ssb, describes their efforts:

    Despite the live broadcast, and despite it being available to be rewatched in RealPlayer for several months afterward, no video footage of Slamfest ‘99 is known to survive anywhere on the modern-day internet – it’s completely lost. With little evidence of the event even occurring, it has languished in extreme obscurity for over two decades, even among hardcore Nintendo fans. Since May 2020, a group of fans and archivists from the Lost Media Wiki have been actively searching for the lost broadcast footage (of which I’m a member).

    The bad news is they still haven’t found any. The good news is that they have now found something. The LMW team managed to track down Ed Espinoza, who was the producer for Slamfest ‘99, and Ed was kind enough to share a bunch of photos he took on the day so that the world could get a fresh look at Mario punching Donkey Kong in the tit.

    Image for article titled In 1999 Nintendo Had A Real-Life Wrestling Match Starring Mario And Pikachu

    While no footage has survived, some eyewitness accounts have, which LMW have catalogued here:

    Mario and Donkey would start the match. Donkey Kong, being much larger than our favorite plumber, quickly took Mario out. Yoshi came in and got his revenge on the gorilla. Pikachu would come in for the monkey only to be knocked down by Yoshi’s lethal tail. Then, before anyone knew it, Mario went crazy. He wiped out Donkey Kong, Pikachu, and his own teammate, Yoshi. Ultimately, the match would end in a crash which knocked out everyone resulting in a draw. “Everyone’s a winner!” the announcer yelled – Zelda64

    Mario and Yoshi were on one team, Donkey Kong and Pikachu were on the other. It was quite funny to see the life-size mascots bouncing around a wrestling ring. Mario went on a crazed rampage hitting everyone in sight, and instead of Yoshi, Donkey Kong accidentally hit himself with his ‘mallet of doom.’ And in the most heated moment, all four mascot smashed into each other in the center of the ring, and all fell to the mat. That’s right, in true Nintendo fashion, it was a draw…and everyone is a winner! – Nintendorks

    Even the ref got in on the act, biting Pikachu’s ear and declaring that it tasted ‘like chicken’. Mario shocked us with his low blow antics and Kong knocked himself out with his own magic hammer, but they all wound up best of friends at the end, the match being declared an honourable draw – N64 Magazine

    We’ve shared a few of the images here, but here’s a link to the whole gallery, which is fascinating not just for the images from the bout itself, but also for the shots of the wrestlers warming up out of costume. And fun fact: there’s a good chance this whole stunt was just a chance for Nintendo to get their money’s worth out of those costumes, since they’re the same ones featured in the classic “Happy Together” Smash commercial:

    Super Smash Bros Commercial (N64)

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    Luke Plunkett

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  • The Best Games To Play With A Partner To Save And End Relationships

    The Best Games To Play With A Partner To Save And End Relationships

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    Portal 2 – Full Co-op Trailer

    Both Portal games are always a joy to rediscover, even if you’ve already played them countless times. Portal 2’s co-op campaign, Cooperative Testing Initiative, is no different. It’s a fantastic series of puzzles along five official testing courses, each with its own number of testing chambers, that lose none of the mainline Portal puzzles’ charms. Instead, the sequel’s co-op campaign deftly weaves in two-player gameplay mechanics in increasingly complex ways. Each course focuses on a specific testing mechanic, all seen in Portal 2, but reimagined with co-op play in mind.

    Portal is also an excellent choice because it’s so approachable. It doesn’t take too long to get the hang of the movement and physics, so even if your partner (or you!) isn’t a “Gamer,” they can still have a ton of fun with this pickup.

    You can play local or online co-op, as well. It’s available on PC and Nintendo Switch (and PlayStation 3 and Xbox 360, if you’ve still got those plugged in).

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    Lisa Marie Segarra

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  • Bungie Accidentally Showcases AI-Generated Destiny Image, Asks For Help Spotting Them

    Bungie Accidentally Showcases AI-Generated Destiny Image, Asks For Help Spotting Them

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    Screenshot: Bungie Community Creations

    You can joke about fingers all you want, but the reason AI-generated imagery is perceived as a threat and not just an idle curiosity is its ability to pass for actual, human-created artwork. On the extreme end of the scale that’s a threat to accurate news reporting, and on the more harmless end it’s making life difficult for the community managers of popular video games.

    Like Destiny, a game that, thanks to its huge and devoted playerbase, regularly shouts out the creators among that crowd by highlighting their movies and artwork. Sadly last week one of those artworks turned out to be an AI-generated image:

    Upon being showcased and instantly called out as an AI-generated image by fans, the person uploading it (“hebb”) is quoted as saying “Woah, I just thought the picture was really neat so I posted on the creations page. I’ll take the post down”. At time of posting the image has not been taken down, and can still be viewed here.

    It’s not the most alarming example of this, I know, but Bungie’s response is interesting because it highlights the struggles that people involved in curating and using artwork are currently facing the world over, whether they work for a video games studio or in an international newsroom. In a blog post called “There’s Nothing Artificial About This Week’s Picks”, Bungie say:

    Artificial Intelligence (A.I.) Art

    Last week, an A.I. art submission was mistakenly featured in our blog. The process of choosing these involves a team effort and with this technology being so new, we don’t have a foolproof way of knowing what submissions are A.I. art.

    We want to keep this celebration of our community for those that work hard to bring their creative selves to the forefront when creating works that the Traveler would find joy in. Because of this, we will not knowingly ever feature A.I. art submissions as a potential #Destiny2AOTW or #Destiny2MOTW winner. That being said, this is still new. We ask for grace if we mistakenly feature a submission generated by A.I., and a respectful heads up should it ever happen again in the future. Appreciate the assist!

    While there’s no definitive guide—especially in cases where the vast majority of a piece is conjured by AI then touched by in PhotoShop—there are already plenty of tips out there for spotting AI-generated imagery that go beyond the obvious, like (as in this image’s case) “counting fingers”. As this Wired guide points out, some other key tells—for now, at least!—are dead, lifeless eyes, misshaped ears, a lack of composition and general acts of weirdness, like someone’s hair extending out of their collarbone, or jewellery/accessories that smoosh into each other.

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    Luke Plunkett

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  • The 23 Best PS2 Games

    The 23 Best PS2 Games

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    Photo: Kotaku

    It’s the best-selling home video game console of all time. So yeah, the PlayStation 2 has some good games. But which of them are the best?

    We’ve put this list (which is not in any kind of order or ranking) together based on a couple of considerations. Firstly, the list includes our own personal favorites from the time, of course. But also, given the fact we’ve got some perspective on the PS2 now, we wanted to acknowledge some special games that defined the PS2 experience, the kinds of games that we maybe only ever got because of the combination of the console’s place in time and its market dominance.

    Before we begin, though, please remember to spare us your sob stories. If your favourite PS2 game isn’t here, chin up. Just because we didn’t dig a game—or didn’t think it was good or weird enough to make a list called THE BEST, or felt it was more deserving of going on another platform’s list (Rez, Resident Evil 4, etc)—doesn’t make your own feelings on it somehow invalid!

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    Luke Plunkett

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  • Rihanna’s Halftime Show Looked Like A Smash Bros. Stage

    Rihanna’s Halftime Show Looked Like A Smash Bros. Stage

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    Look, you probably saw the show and noticed it straight anyway regardless, but just in case you didn’t, here are a bunch of people all making the same joke: that Rihanna’s halftime performance at the Super Bowl tonight looked just like a Smash Bros. stage.

    To be fair, it’s not really a joke. More a case of just stating the clearly obvious. All that was missing some some backup dancer getting punched into space.

    In case you want to read more about the performance itself—one of the all-time great Super Bowl halftime shows—The AV Club have some coverage you can check out:

    As a musician, Rihanna’s greatest strength—the thing that most sets her apart from her peers—has always been her catalog. Other artists may be better singers or dancers, but, besides Mariah Carey, no living artist has more number-one hits than Rihanna. It makes sense that Team Rih would try to cram as many of these songs into her 13-minute Super Bowl Halftime Show set as possible—unfortunately, the trip down memory lane came at the expense of other kinds of showmanship.

    Rihanna opened the set high above the field, standing on one of many eye-popping floating stages, powering through her anthemic “Bitch Better Have My Money.” This was easily the best moment of her performance, and the stage stunned visually. Plenty of other artists have recently taken to the sky during their time at the Super Bowl, but none used the space in such a deliberate way. Rih flashed a smirk with all the cockiness we’ve come to expect from someone who’s dubbed herself “Bad Girl Riri”—a welcome reminder of what we’ve missed in the past seven years without a Rihanna album.

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    Luke Plunkett

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  • ‘Mario Rap’ Makes Comeback In Super Mario Bros. Movie Super Bowl Commercial

    ‘Mario Rap’ Makes Comeback In Super Mario Bros. Movie Super Bowl Commercial

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    Another new trailer for the upcoming Super Mario Bros. movie has been released today, part of the onslaught of expensive and lengthy Super Bowl commercials, and while that’s usually enough to rot the brains of even the most online among us, I can assure you, this one is fantastic.

    Unlike every previous trailer, which are actual trailers featuring snippets from the movie, this is a new take on the Mario Rap, the classic intro from the Super Mario Bros. Super Show, the live-action series that ran from 1989-1991.

    Here, in case you need a refresher, is the original:

    Super Mario Brothers Super Show Intro

    And here is the 2023 version:

    Super Mario Bros. Plumbing Commercial

    I haven’t called that number because I’m not the in the US, but that website is indeed up and running, and is everything you would hope it would be from a struggling small business servicing the Brooklyn and Queens areas. There’s excessive animation, broken image links, a careers page (still under construction, sadly) and even a novelty mouse cursor.

    UPDATE: Hahahaha the number works:

    Best of all, though, are the testimonials, including one from Spike, who is actually the brothers’ boss, and who is making an appearance in the movie (he’ll be played by comedian Sebastian Maniscalco).

    Image for article titled 'Mario Rap' Makes Comeback In Super Mario Bros. Movie Super Bowl Commercial

    Screenshot: Illumination


    READ MORE:

    Image for article titled 'Mario Rap' Makes Comeback In Super Mario Bros. Movie Super Bowl Commercial

    Screenshot: Illumination

    It’s weird that one of the things people have been most interested about as far as the upcoming Super Mario Bros. movie is concerned is how everyone sounds. I mean, we know who the cast is, have known that forever, but what we haven’t known is the extent to which each actor was going to ham it up.

    It’s why everyone has been so obsessed with Chris Pratt’s Mario, and why Jack Black seems perfect as Bowser because…he’s done that voice 1000 times and he was born for the role. One major voice we haven’t heard yet, though, is Seth Rogen’s Donkey Kong, and it was also one that could have gone in any number of directions.

    READ MORE

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    Luke Plunkett

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  • The Last Of Us Episode 5 Recap: The Saga Of Henry And Sam

    The Last Of Us Episode 5 Recap: The Saga Of Henry And Sam

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    Screenshot: HBO / Kotaku

    Episode five of HBO’s The Last of Us marks the midpoint of our nine-episode journey. That’s right, we’re halfway there, and Ellie and Joel are definitely living on a prayer. Look, I’m sorry for the bad Bon Jovi reference but man, this episode is The Last of Us at its most relentlessly bleak. I needed to do something to lighten the mood for myself, and unlike Ellie, I don’t have a book of awful jokes handy. At least this episode also features what I consider the most effective subtle nod to the game in the entire season. We’ll get to that in a bit.

    At the end of episode four, Joel and Ellie were being held at gunpoint by two characters who players of the game likely immediately recognized as Henry and Sam. (If you need to catch up, you can find my recap of that episode here.) As episode five begins, we flash back a little while to meet these new characters and learn about what’s driven them into such desperate circumstances.

    The Fall of Kansas City FEDRA

    At first glance, this episode’s beginning seems like one of pure jubilation. Chants of “freedom!” are heard rising from a crowd that’s celebrating in the streets. But almost immediately, we’re shown the grim side of this happy occasion, with FEDRA officers being executed at point-blank or publicly hoisted into the air by the neck as they twitch with their final struggles for life. An armored vehicle the people have reclaimed roams the streets blasting the message, “Collaborators, surrender now and you will receive a fair trial.” Hmm, yes, somehow I don’t believe you. Maybe it’s the fact that you’re dragging a body behind you that’s stuffed with so many blades it looks like a pincushion, I’m not sure.

    As the armored vehicle passes, we see Henry and Sam lurking in the shadows. Henry (Lamar Johnson, The Hate U Give) uses ASL to communicate with his brother, cluing us in to a significant change from the game: Here, Sam is deaf. (Sam is wonderfully played here by young actor Keivonn Woodard, who is also deaf.) In this brief exchange, you can already sense Henry trying to put on a brave face for his much younger brother. The two sneak away unseen by the patrolling resistance which, as we learned in last week’s episode, is hell-bent on finding them.

    Kathleen (Melanie Lynskey) interrogates a group of "collaborators" while the heavily armed Perry (Jeffrey Pierce) stands nearby in a scene from HBO's The Last of Us.

    Screenshot: HBO / Kotaku

    In fact, even as the celebration rages on, Kathleen (Melanie Lynskey), the resistance’s leader, is working, interrogating a group of “collaborators”—civilians who worked with FEDRA before it fell—about Henry’s whereabouts. Lynskey remains chilling in the role, coating her comments in a tone that, on the surface, sounds reasonable and kind, but is so transparently cold and ruthless underneath. “Lucky for you, I’m not FEDRA,” she tells them, saying that if they cooperate, they’ll be put on trial, be found guilty of course, and then have to do some time, “easy.” She’s got her commando assistant Perry (Jeffrey Pierce, who voices Joel’s brother Tommy in the games) by her side, his silent presence lending her words an added threat of danger. Finally someone cracks and tells her that Henry and Sam are with Edelstein, the doctor we saw Kathleen interrogate in last week’s episode.

    A moment later, she orders her men to go door-to-door until her prey is found. When Perry shows some hesitation and advises against this plan, we see that she can turn her condescending ruthlessness on him, too. “He’s not my seventh priority, Perry,” she says. “Is that what he is to you?” I’m starting to feel like the way she prioritizes finding Henry above all other concerns may backfire on her in some way. Remember last week, when Perry showed her the ominous, quivering sinkhole in the building, and rather than dealing with it in any real way, she told him to just seal the building off and remain focused on finding Henry? Yeah, I’ve got a bad feeling about this.

    Perry asks if they’re really putting the arrested collaborators on trial. Of course they’re not. “When you’re done, burn the bodies. It’s faster,” she says, the way you might ask someone to pick up some milk from the grocery store on the way home.

    Henry and Sam stay with Edelstein

    Henry and Sam meet up with Edelstein, who takes them into the same cramped attic space we saw Kathleen investigate in last week’s episode. Here, it’s not yet covered with Sam’s drawings, as Henry and the doctor discuss their very limited food supply and total lack of ammunition for their guns. Everything that transpires here has an undercurrent of dread for us, since we already know that Edelstein soon gets captured and executed by Kathleen.

    Sam, who can’t hear what they’re saying, sits in the corner, drawing on his little magnetic sketch pad. Edelstein seems like a kind and thoughtful man, showing genuine concern for Sam’s well-being. “He’s scared because you’re scared,” he advises Henry.

    Henry holds a magnetic sketchpad on which Sam has drawn himself as a masked superhero in HBO's The Last of Us.

    Screenshot: HBO / Kotaku

    Henry goes to comfort his little brother, who has drawn a masked superhero on his pad. “Super Sam,” Henry signs. Sam is understandably afraid, and Henry tries to reassure him that they’re safe here. “There is one problem, though,” he says. “This place? Is ugly.” He then breaks out the big bag of art supplies that Sam uses to decorate the space. It’s an endearing moment, with Henry creating for his younger brother an alternate reality in which the only real problem facing them is the drabness of their surroundings, and not the army hunting them right outside.

    The birth of Super Sam

    We skip ahead ten days, to find the attic filled with images of Super Sam blasting evil FEDRA officers and flying protectively over the city. But now, a real problem is bearing down on them: they’re almost out of food, and Sam is hungry. Edelstein’s been gone a whole day, and their hopes rest on him returning with some. We already know he’s not coming back. And yet right out the window, Henry can see resistance officers scouring the city, making leaving a dangerous proposition. They’re in a tight spot.

    Finally, Henry has to face the fact that Edelstein isn’t returning. He tells Sam that he’s studied the patterns of the resistance patrols and can guide them to safety. When Sam asks if they killed Edelstein, Henry is honest and says they probably did. Sam clings to Henry for a long time after that. He’s a child growing up in a world in which nothing is ever safe or assured. He must be terrified.

    A child's drawing showing a superhero zapping a cop-like figure in HBO's The Last of Us.

    Screenshot: HBO / Kotaku

    As he holds his brother and looks at the art decorating the walls, Henry has a flash of inspiration. He tells Sam to close his eyes, and paints a red mask on his face, just like the one Sam’s alter ego sports in all the drawings. Seeing it reflected in his brother’s knife, Sam nods with satisfaction. He’s ready to face the world.

    They don’t get far, though. Just as they’re about to leave the building, a gunfight breaks out outside. It’s Joel and Ellie’s unceremonious arrival in Kansas City, and Henry observes as Joel kills the hunters attacking him. We see the wheels in his head turning. “New plan,” he tells his brother.

    Meeting Joel and Ellie

    Now we come back to the moment that concluded episode four, when the paths of these two duos intersect. Henry’s obviously been keeping an eye on Joel since earlier in the day, and he’s tracked him and Ellie to the apartment building where they’ve crashed for the night.

    Joel isn’t exactly thrilled about waking up to the reality of being held at gunpoint, but soon they agree to a tentative truce, and Henry introduces himself as “the most wanted man in Kansas City.”

    Over a quiet meal, Ellie asks Sam how old he is, and with Henry acting as an interpreter between them, he responds that he’s eight. (In the game, Sam is closer to Ellie’s age of 14, but him being younger here makes me even more sympathetic to how overwhelming and terrifying his experience of the world must be.) Joel, being Joel, says dryly that they successfully ate together and didn’t kill each other, so they should call it a win and move on. But Henry has a card up his sleeve. “I’m betting that y’all came up here to get a view of the city and plan a way out,” he says. “And when the sun’s up, I’ll show you one.”

    “Welcome to Killa City”

    The next morning, Henry provides Joel (and us) with some additional context for what went down in Kansas City. Looking out at the city, Joel is struck by the lack of FEDRA, especially since he’d always heard that KC FEDRA ruled with an iron fist. Henry confirms the rumors. “Raped and tortured and murdered people for 20 years,” he says. So if Henry wasn’t part of this monstrous FEDRA, Joel wonders, what, then, was he? When Henry replies that he was something even worse, “a collaborator,” Joel protests and says he doesn’t work with rats. Henry insists that today, he doesn’t have much choice, “‘cause I live here and you don’t.” They need each other, Henry argues. Only he knows where to go, and only Joel has the capacity for violence to get them out alive.

    This is all quite different from the game, in which Henry and Sam weren’t native to Pittsburgh (where the game’s version of this storyline takes place), but had just come there from Hartford, Connecticut in search of supplies. They had no connection to the resistance that had risen up in Pittsburgh, but just happened to be people who could help Joel and Ellie get out of the city. In both stories, though, Sam lets us see new sides of Ellie by giving her a fellow kid to geek out with and play with, and having another duo traveling with them for a while illuminates Joel’s growing attachment to Ellie and his sense of himself as her protector, no longer just out of obligation but increasingly out of genuine care and concern.

    As the two talk, the sound of kids laughing can be heard nearby. Ellie is showing Sam her tattered book of jokes, and a genuine smile stretches across Henry’s face. “Haven’t heard that in a long time,” he says, mirroring a moment from the game in which Ellie and Sam playfully eat blueberries together and Henry says it’s been a long time since he saw Sam crack a smile.

    Perhaps counterintuitively, I find these moments of fleeting happiness among the most devastating in both the game and the show, because I know how things end for Henry and Sam. Their fate is so awful, so bleak, that it makes me think back to Ellie’s question to Joel in episode four: “If you don’t think there’s hope for the world, why bother going on?” I’m once again glad that the TV series at least offered us the reprieve of Bill and Frank, giving us one vision of lives lived well and with meaning, to temper how relentlessly hopeless it all gets for a while.

    Henry’s plan

    Henry sketches a map of the area showing how Kathleen’s forces have the area on lock. Still, there is a way out, he insists. Sam sits nearby sketching, but Henry doesn’t want him left out of the conversation. “How do we get across?” he signs at his brother. Sam writes intently on his pad for a moment, then holds it up. “TUNNELS.” It’s a great plan, but there’s a huge catch. Kansas City may seem strangely lacking in Infected, but there’s a reason for that. “FEDRA drove them underground 15 years ago,” Henry says. He insists, though, that FEDRA cleaned out the tunnels three years ago. Just what that means or how exactly they did that remains ominously unspoken, almost as if the show’s writers want to plant a seed in our minds about it. Nah, I’m sure it won’t come up again. Henry admits that the plan is “dicey-as-fuck,” but it’s also the only plan they’ve got.

    A child's drawing of two men in tactical gear with rifles, reading "Danny Ish Our Protectors" is taped to a wall in HBO's The Last of Us.

    Screenshot: HBO / Kotaku

    As they head down into the tunnels, Joel tells Ellie to get her gun out, and it looks like Ellie has to suppress a smile as he’s finally fully shifted from relentlessly denying her a gun to asking her to be ready to use one. However, the tunnels do indeed appear empty, vastly, surprisingly empty, stretching hollowly before them as far as the eye can see. Joel stays on guard but nothing is stirring in these subterranean passageways, and at last they come to a place that looks quite different, where the walls are decorated with the kinds of colorful drawings you might see at a preschool. Passing through a door, they find an abandoned place where people—adults and children—clearly once lived. Amidst all the details—the toys, the posted signs laying out rules, all the other signs of life—one thing stands out: a child’s drawing of two smiling men in body armor, with rifles, labeled “our protectors,” Danny and Ish. And here’s where we come to the episode’s great little nod to the game.

    Who is Ish?

    First, a little background. In the game, Joel and Ellie’s journey with Henry and Sam briefly takes them along a beach where you can enter a battered old boat and find a note. (Considering that this is near Pittsburgh, that probably makes about as much sense as the beginning of episode two being set “10 miles west of Boston.”) The note is signed by someone named Ish (perhaps a reference to Moby Dick’s sea-faring narrator Ishmael) and details how, after spending some time at sea to hide from the outbreak, he eventually found himself running low on supplies and his boat in disrepair, and returned to shore to take his chances with humanity again.

    An old boat rests on a beach in the game The Last of Us.

    Ish’s boat on the beach near Pittsburgh, which, yeah, probably doesn’t make a lot of sense.
    Screenshot: Naughty Dog / Kotaku

    From there, you head into nearby sewers, where you can find a small area where Ish lived alone for some time after coming ashore. A note of his you can find there mentions that he met some people who had kids with them and who did not want to shoot him on sight. “Shocking I know,” he comments. The encounter puts the idea in his head that maybe it’s better for him to try trusting other people than it is to continue living alone. “What’s the point of surviving if you don’t have someone to laugh at your corny jokes?” his note reads, a question that cuts to the heart of The Last of Us’ themes. “Tomorrow, I’m going in search of them.”

    Soon, you come to a place that’s very much like the one the party finds in the TV series, where Ish lived with other adults and children. In fact, the very same drawing of Ish and another adult named Danny that we see in the show is seen here in the game. Unfortunately, environmental clues also tell us that at some point, infected did get into the settlement, and the results were tragic, with another adult named Kyle and a few children getting trapped in a room by infected, and Kyle killing the children himself to spare them an even worse fate. Another note that you can find in the suburbs upon leaving the sewers reveals that he and a woman named Susan got out, but it’s excruciating to read. “She lost her children,” it says, “and I have no clue what to say to her.”

    It concludes with Ish writing that every part of his being wants to give up, but he just can’t. “I’ve seen that we’re still capable of good. We can make it. I have to stay strong… for her.” What happened to him after that remains unknown.

    Very often, I feel that Easter eggs are kind of exclusionary. They wink and nod to those people who are in the know, letting those viewers perhaps feel smug about picking up on cool details that fly over the rest of the audience’s heads. This drawing on the wall, though, works either way, I think. If you haven’t played the game, it offers some insight into what life was like here in this underground settlement at one time, and if you do know it from the game, it opens up a whole other narrative to you. A tragedy nested within a tragedy. Right about now, The Last of Us just feels like tragedies all the way down.

    Savage Starlight

    Sam finds a copy of a Savage Starlight comic, which in the game serves as a collectible Joel can find throughout and give to Ellie. Ellie is immediately stoked at Sam’s find, and the two of them bond over their shared enthusiasm for the series, trading details about which issues they each have. One particularly sweet moment sees Ellie quoting the hero’s catchphrase of “Endure and survive” and Sam teaching it to her in ASL. God, I want these kids to make it. (Around this same stretch of the game, Ellie will occasionally say “Endure and survive” after Joel has finished taking out a group of enemies and it seems like the two are safe for the time being.)

    A screenshot from the game The Last of Us shows Joel looking on as Sam stands in a soccer goal holding a ball and Ellie faces him.

    Ellie and Sam play soccer in the game in a moment referenced in the show.
    Screenshot: Naughty Dog / Kotaku

    Other moments here are direct nods to the game, like one when Ellie and Sam play soccer using a makeshift goal painted on the wall. However, a conversation between Joel and Henry that sheds further light on his connection to Kathleen is totally new. Joel apologizes for having called Henry a rat before, saying that if Henry did what he did for Sam’s sake, he understands. Henry finally tells Joel exactly what it is he did do, and why. He paints a picture of a great man, one who “was never afraid, never selfish, and he was always forgiving.” He’s clearly talking about Kathleen’s brother, who he wanted to follow, and would have followed, if only.

    “But Sam, he got sick. Leukemia.” And wouldn’t you know it, FEDRA had control of the very limited supply of the only drug that could treat him. So he made a deal, and gave FEDRA what they wanted. He’s still wracked with guilt about it, but the world presented him with an impossible choice that he never should have had to make in the first place. Rather than offer any words of comfort or understanding, though, Joel just says “We’ve waited long enough.” It’s time to move on.

    Kathleen and Michael

    We find Kathleen standing in her childhood bedroom, in a clearly abandoned house. And as she tells Perry about her brother—who we learn here was named Michael—and how he’d always comfort her during thunderstorms when they were kids, all I could think was, “Oh my god, shut up.” She’s the type of person who’s so convinced that her pain and suffering matter so much more than everyone else’s, that hunting down Henry is good and righteous because he took her brother from her, even though he only did it because it was the only way to save his own brother. Of course her pain and grief are real, but the extremes she’s going to in her pursuit of Henry make me lose all sympathy for her. She’s an egomaniac.

    In fact, even her own brother’s wishes don’t matter to her, much as she might pretend to be honoring his life or his memory in this act. “He was so beautiful,” she says about Michael. “I’m not. I never was.” She knows Michael would want her to forgive Henry. He outright told her that when FEDRA had him locked up right before they killed him. But her pain is just too important to her for her to do that. And Perry is happy to validate her worst impulses. “Your brother was a great man. We all loved him,” he says. “But he didn’t change anything. You did. We’re with you.” Thanks, Perry. Big help. I’m sure that won’t encourage Kathleen to do something even more selfish and reckless than all the things she’s already done.

    Sniper on the street

    Joel and the gang emerge outside of Kathleen’s territory in a suburban neighborhood that seems safe at first glance, and the mood is relatively light as Ellie begins does her best Joel impression and encourages Henry and Sam to come with them to Wyoming. (In the game, Henry and Sam are already planning to track down the Fireflies, but here, they just want to get out of Kansas City for starters.) The calm is broken, however, when a sniper bullet strikes the ground near them and they dash behind a wrecked car for cover, plunging us into a sequence that owes a lot to the game.

    Joel stands facing old, dirty, overgrown houses on a grass-covered street in the game The Last of Us.

    The Pittsburgh suburbs section leading up to the sniper encounter is perhaps the game at its most ruinously beautiful.
    Screenshot: Naughty Dog / Kotaku

    Sniper bullets continue to rain down on them, and just as in the game, Joel opts to sneak around and try to come at the sniper from behind. In the game, though, what you find in the sniper’s perch is a young man with a knife, prompting a grisly button-mashing sequence in which you ultimately turn the blade on the man and stab him with it repeatedly. Here, Joel finds an older man, one of Kathleen’s faithful, who refuses Joel’s plea to just drop the gun, instead cementing his own death by turning the gun on Joel. Just then, Kathleen’s voice crackles over a radio. “Hold them where they are,” she says. “We’re almost there.”

    “It ends the way it ends”

    In the game, the one repurposed Humvee the Pittsburgh resistance claimed from FEDRA soon arrives, but here, Kathleen’s forces are much more well-equipped, and a number of vehicles are soon barreling down on Ellie, Henry, and Sam. Just as in the game, Joel provides cover with the sniper rifle, and here he takes out the driver of the truck leading the charge, sending it careening into a nearby house where it promptly explodes.

    Read More: HBO’s The Last Of Us Just Nailed One Of The Game’s Best Moments

    Still, Kathleen’s forces close in. Perry sends men after Joel, and Kathleen begins to address Henry, revealing that her hypocrisy and self-importance know no bounds. “I know why you did what you did,” she says, “but did you ever stop to think that maybe [Sam] was supposed to die?” When Henry protests that Sam is just a kid, she replies that kids die “all the time.” That may be true, but it doesn’t change the fact that by her moral calculus, Sam’s life should have been totally disregarded, while Michael’s life should have been prioritized above all. In one truly staggering moment of cognitive dissonance, she says “You think the whole world revolves around him?” as if she isn’t acting like the whole world revolves around her quest for vengeance.

    Finally, Henry emerges. “It ends the way it ends,” Kathleen says as she raises her gun to kill him. This calls for a deus ex machina, baby!

    Something wicked this way bloats

    Just then, the truck nearby teeters and falls as the earth beneath it yawns open, and an absolute tidal wave of speedy infected rise up out of it, a kind of cosmic retribution for Kathleen’s hubris. (A mob of infected also bear down on the group during this sequence in the game, but it’s nothing like this.) Huh, I guess FEDRA didn’t really deal with the infected problem after all, they just tried to brush it aside. Showrunner Craig Mazin knows a thing or two about writing stories where institutions do that, I guess, having worked on Chernobyl as well.

    A hefty, menacing infected stands against a backdrop of flaming wreckage.

    Screenshot: HBO / Kotaku

    Suddenly Kathleen’s considerable show of force feels quite impotent, as the assault rifles have little effect in stemming the tide of death. Joel does the best he can to cover his allies amidst the chaos, but Ellie gets separated from Henry and Sam and climbs into an old SUV. Just then, a guttural growl unlike any sound we’ve heard an infected make thus far is heard, and a very different beast emerges from the sinkhole, a formidable, fungus-encrusted chonker of an infected called a bloater, a boss-type enemy from the game. Kathleen’s forces don’t have any of the molotov cocktails or nail bombs I usually use to take these bad boys down, so I think they’re pretty much fucked.

    Read More: What Was That Giant Infected In Episode 5 Of The Last Of Us?

    Perry peppers the thing with bullets but they clearly have little effect aside from making it mad. As it bears down on him, he urges Kathleen to get to cover, then turns to face his fate, which is having his head ripped clean off in a death consistent with one of the game’s most horrifying death animations.

    Meanwhile, Ellie has a guest in her little SUV sanctuary: a creepy infected who was also a teenage girl before getting turned. Ellie heads out onto the street where she sees Henry and Sam pinned down by infected under a nearby car. With Joel’s help and a few stabs of her trusty switchblade—her signature weapon in the game—she gets them out and they make a run for it. Kathleen stops them yet again, but her success is short-lived, as a young infected—who I think but I’m not certain is the same one that chased Ellie out of the vehicle a moment before—leaps on her and absolutely shreds her to bits. It ends the way it ends.

    As Joel leads them away from the chaos, we see the mob of infected, including the bloater, lurching its way back toward Kansas City. Nice going, Kathleen. Great job.

    “I’m scared of ending up alone”

    Joel and the gang have found shelter in an old motel for the night. In the game, there’s a nice moment here where Henry presses Joel for details about the time Joel and his brother Tommy rode Harley-Davidsons on a cross-country trip. That detail’s been omitted from the show, but the general arc of how things play out here is pretty similar.

    “You think they’ll be okay?” Henry asks about the kids as they read Savage Starlight together in the next room, and Joel, in his own taciturn way, offers a kind of comfort to Henry, as a fellow protector of a young charge. It’s easier when you’re a kid, he says. “You don’t have anybody else relying on you. That’s the hard part.” Then comes a bit of playful meta-dialogue as Joel says, “What’s that comic book say? ‘Endure and survive’?” “Endure and survive,” Henry says. Then, after a moment: “That shit’s redundant.” “Yeah, it’s not great,” Joel agrees.

    And now, as Ellie jokingly predicted earlier, Joel does indeed invite Henry and Sam to join them on the trip to Wyoming. It’s another one of those seemingly pleasant, hopeful moments that I find all the more painful because we’ll never get to see what might have come to pass if only the world they lived in were a little less dangerous and cruel. “Yeah, I think it’d be nice for Sam to have a friend,” Henry says. “New day, new start.” Okay, writers. Now you’re deliberately twisting the knife, jeeze.

    Ellie reads something Sam has written on his sketchpad in HBO's The Last of Us.

    Screenshot: HBO / Kotaku

    Though Henry urges Sam to get some sleep, he and Ellie stay up for a bit, Ellie doing different voices as she reads Savage Starlight aloud. But Sam is preoccupied. “Are you ever scared?” he writes on his pad, a question he effectively asks her aloud in the game. (“How is it that you’re never scared?”) Just like in the game, Ellie first jokes that she’s afraid of scorpions, before admitting that what really scares her is the possibility of ending up alone.

    In the game, when Ellie asks Sam what he’s scared of, he brings up infected. “What if the people are still inside?” he asks, and it’s the first time that the game directly engages with a terrifying idea that the show brings up early on: whether the person an infected once was remains somehow present and aware, even as they lose all control over their body. The game’s Ellie dismisses the idea, saying “that person is not in there anymore.” Her counterpart in the show, however, seems a bit more troubled by the idea.

    The game’s Sam keeps his bite a secret, but in the show, after asking Ellie, “If you turn into a monster, is it still you inside?” he lifts the leg of his jeans to show her the nasty wound. Ellie here does something strange and sweet and hopeless: she cuts her own hand to draw blood and press it into the bite, telling Sam, “My blood is medicine.” If only it were that simple.

    What happens the next morning is so awful, I don’t even want to bring myself to write it. If you’re reading this recap, you probably know, and if you don’t, I think you can guess.

    Image for article titled The Last Of Us Episode 5 Recap: The Saga Of Henry And Sam

    Screenshot: HBO

    As they bury the bodies near the motel, Ellie sets Sam’s sketchpad atop his grave. On it, she’s written the words “I’m sorry.” She’s withdrawn and just wants to leave. You have to wonder if she isn’t starting to give up on the world herself. Meanwhile, as he looks at the message she’s written, Joel seems, if anything, more committed to Ellie than ever. Something in his face suggests that he wants to spare her an existence made up of this kind of relentless suffering. He collects his gear, picks up the sniper rifle (new weapon unlocked!), and they head west.

    As I said above, I find this week’s episode excruciating, so miserable in its outcome that in retrospect, even the few bright spots make it more agonizing. I don’t know about you but good lord, after all this, I sure hope these two catch a bit of a break soon.

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    Carolyn Petit

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  • HBO’s The Last Of Us Show Just Nailed One Of The Game’s Best Moments

    HBO’s The Last Of Us Show Just Nailed One Of The Game’s Best Moments

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    Image: HBO / Kotaku

    It seems I was too quick to judge HBO’s The Last of Us. While the first four episodes certainly kept my attention as well-written and delightfully-shot prestige television, I had been a little let down as the adaptive process of turning the game into a show has, so far, left out the recreation of specific, memorable action sequences from the game. Well, with “Endure and Survive,” the fifth episode of the first (but not the last) season of The Last of Us, the show has revealed that it’s more than capable of adapting the action of the video game, and in some cases, just might be doing a better job with it.

    Adapted from the hit PlayStation 3 title of the same name, The Last of Us’ gripping, character-driven plot exists alongside tense, deadly, moment-by-moment combat encounters. The player, as Joel, must overcome both hostile humans and infected with a combination of stealth, firearms, and crudely improvised weapons. For its first four episodes, HBO’s adaptation has, mostly, prioritized the story elements, choosing in some cases not to recreate memorable action sequences or feature unique, crafted props of the kind we’ve seen in the game. It makes sense for television to focus on the actors and the story, but until now I’ve found the show to be missing that key action ingredient I’ve loved so well, not just from seeing the game, but from playing it.

    Read More: The Last of Us Show Might Be Better If It Worked More Like The Game

    There’s a reason The Last of Us appears on our list of the best action games you can play this year. With a slower cadence than what you find in something like Naughty Dog’s other recent series, Uncharted, and an emphasis on survival, The Last of Us as a game injects tight, intense, action sequences throughout the narrative, reminding you that, however much things might feel under your control during the narrative downtime, you’re never actually safe in its deadly world.. The action sequences are when the rug has been pulled out from under you and you must deal with a situation in the here and the now. Mess up, and someone’s dying.

    Our action game list highlighted the sequel, Part II, as being a bit more flexible, with more options for how you approach and respond to various situations. But the sequel follows what the first game already did so well: Moments where, forgive the cliche, all hell breaks loose and you must respond. Immediately. It’s stress-inducing action for sure, but damn, is it a thrill.

    Read More: 16 Of The Best Action Games You Can Play In 2023

    While I would’ve certainly traded the first game’s “upside-down” shootout sequence in the “Bill’s Town” level for the beautiful story of Bill and Frank we got in episode three of the show, I was beginning to worry that HBO’s TV adaptation would continue to leave out other, more explosive sequences rather than attempt to translate the immediacy of the game’s action to the screen. But here we are with episode five’s suburban sniper sequence. This gripping scene not only translates the game’s action particularly well, but does so with a narrative revision that makes the carnage even more intense.

    Joel hangs upside down in a garage while aiming a gun at infected enemies.

    Screenshot: Sony / Kotaku

    Read More: The Last of Us Fans Are Creating Amazing Bill And Frank Fan Art

    Just like in the game, Joel and Ellie have teamed up with Henry and Sam. But this time, Henry and Sam’s situation is a bit more urgent. Kathleen, the leader of a revolutionary force, obsessively wants to see Henry die for his role in her brother’s death. Like the game, Joel, Ellie, Henry, and Sam must travel down an abandoned suburban street, moving from car to car to avoid getting shot by a sniper overlooking the area.

    The TV show does depart a touch from this scenario as it exists in the game. To start, Joel isn’t faced with additional hostile forces on his approach to the sniper’s nest. And it becomes clear once Joel deals with the sniper that this individual belongs to the revolutionaries in Kansas City (the game’s parallel version of these events takes place in Pittsburgh and doesn’t feature Kathleen or any of the revolutionaries introduced in episode four). This is one of the improvements the show makes over the original game, something its sequel also worked harder to achieve: lending faces, complicated motivations, and identities to the antagonists.

    Read More: The Last of Us Episode 4 Recap: A Return To The Familiar

    But we need to talk about the sound design in the sniper sequence first. Though the show has caught my ear before (a particularly unnerving-yet-satisfying ambient music swell as Joel, Ellie, and Tess ascend the stairs in episode two’s museum is one such example), I am unhealthily obsessed with the gunshots in this scene. The exacting and penetrating strike of the sniper rifle’s shot is chased by a split second of silence that could swallow the universe, followed up with a timeless whisper of air and sensually percussive hits on the bodies and windows of cars. Satisfying bangs funneled into powerful clangs, sharp shatters of glass…heavy metal bands will spend their entire careers trying to deliver something so sonically beautiful and destructive at the same time. This is bliss.

    The sounds are loveable as special effects and creations on their own, but the effect really drew me in with an intimacy of the kind I’ve felt in video games—and in particular, the one this show is based on. The scene that mirrors this one in the video game is one example, but the latter half of The Last of Us Part II also has a similar sniper scenario. Cover-to-cover movement with the threat of violence pressing you back is successfully brought to life on screen. But we’re not done yet.

    Pedro Pascal as Joel holds a sniper rifle in HBO's The Last of Us.

    Screenshot: HBO

    Like in the game, Joel eventually gets to the top of the sniper’s nest, eliminates the shooter and must then get behind the scope as hostile human forces march forward. In the show, the personality-less mob of foes is replaced by new-character Kathleen on her quest for revenge, with her forces in tow. Joel must make several needle-threading shots, one of which is recreated from the game: Hitting the driver of a hostile vehicle, with the camera going behind the scope of the rifle itself. And yes, like the game, that car crashes into a house…a house which has a surprise in store.

    Read More: Who Are Kathleen and Perry In HBO’s The Last of Us?

    The TV show’s vehicle veers off and crashes to the right side. It crashes on the left in the game; this mirror image of recreated scenes seems to be a common element of the show. Joel and Sarah are flipped in their position on the couch in the opening episode; Joel’s “I am sure you will figure that out” line of dialogue to Ellie asking what the hell she’s supposed to do while he naps in the first episode sees the couch he lays on flipped to the other side of the room.

    And while a cluster of infected does ultimately flood the street in the game as well, it’s quite different in the show. Here, the emergence of a horde of infected from underground serves as the payoff to some wonderful foreshadowing in the previous episode and earlier scenes in this one, where we learn that FEDRA had previously chased all the infected underground as a way to “fix” the problem. It’s clear that this is something that will resurface to cause a problem. And in this scene, once you see that truck fall into the house…you know what’s coming, and that the hubris that led Kathleen to go to such extremes will soon claim its price.

    Melanie Lynskey as Kathleen stands with fiery wreckage behind her in a scene from HBO's The Last of Us.

    Screenshot: HBO

    Shattering the calm insanity of Kathleen’s myopic quest for vengeance, the fallen truck and the chorus of screams and roars from the mob of infected it unleashes is a powerful release, snapping us out of the daze of trying to follow Kathleen’s justification for cruelty. We’re barely given time to digest the contours of her bloodlust as the infected’s long-buried rage drowns out all, the great equalizer that considers no one safe and needs no justification for its wrath and violence. At the end of this scene, I felt the instinctual urge to put down the controller and take a breath. Except there was no controller.

    Episode five’s sniper scenario doesn’t just adapt a key action sequence of the game, it makes it better. The pacing is tighter, more intense. The narrative wrapping pulls you into what’s at stake in a far more satisfying way, and it earns its zombie mob scene. This is the kind of game sequence adaptation I’ve been waiting for in HBO’s show, and it did not disappoint. Until next time, I’m gonna go see if Whole Foods has crow on sale.

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    Claire Jackson

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  • What Was That Giant Infected In The Last Of Us Episode 5?

    What Was That Giant Infected In The Last Of Us Episode 5?

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    Image: HBO

    If you just finished watching episode five of HBO’s The Last of Us, you might be wondering just what that giant infected was that the show made a big deal about but didn’t actually bother to explain. Well friends, what you saw is colloquially called a bloater by characters like Joel and Ellie, and it’s a focal point of certain enemy encounters in The Last of Us games. But you wouldn’t know that based on what the show’s actually portrayed so far. So let’s talk about why these big baddies are so impactful to game fans.

    What is a bloater?

    A bloater is considered to be one of the end stages of infection for victims of the cordyceps fungus ravaging the world of The Last of Us. Unlike the more common clickers, people who have reached bloater stage are pretty much entirely encased in the fungus that grows from out of an infected’s head. This happens when the victim’s been infected for years and has somehow managed to “survive” that long. As Joel mentions in episode two, most infected only live around a month or so, but clickers and bloaters have been infected so long that the fungus has desecrated their eyes and they have to use echolocation to navigate. Clickers are more abundant, but if an infected lives long enough to become a bloater, its hulking frame and exploding pus sacks—oh yes, it has exploding pus sacks that it throws at Joel and Ellie—make it far more dangerous.

    A bloater is seen charging at Joel in a dilapidated building.

    How do bloaters work in The Last of Us games?

    Bloaters appear as mini-bosses at multiple points throughout both The Last of Us and its sequel. Originally, the enemy made its debut in Bill’s fortified town, but because the show took a very different approach to that story in episode three, the bloater didn’t debut until the Kansas City episodes. A bloater is an especially powerful enemy that, if it grabs you, will take you out in one hit. Perry’s death, in which the bloater tears his head from his body, is an homage to a death animation in the games in which a bloater can grab Joel or Ellie and do exactly that. The games do a hard cut to black before showing the extent of the damage, but still show enough to give a sense of just how gruesome the death will be. Shoutout to HBO for shooting that scene from a distance so we didn’t have to see Perry’s execution in excruciating detail.

    Unlike clickers, bloaters aren’t susceptible to a stealth kill with a shiv or Ellie’s switchblade, so you have to take them out the old-fashioned way with bullets and molotov cocktails. Both games have a few bloaters you can stealth past, though, allowing you to avoid fighting them entirely. But if you can’t manage that, you’ll inevitably use up quite a bit of your supplies taking them out.

    Read more: The Big Ways The Last Of Us Show Changes The Game’s Lore

    Are bloaters an infected’s final form?

    In theory, a standard infected will either survive long enough to become a bloater, or they’ll die and the cordyceps fungus will continue to grow out of their bodies and into the environment around them. In episode one, Tess and Joel stumble upon a dead infected which was pretty much grown into the wall in the Boston quarantine zone. However, as The Last of Us Part II illustrates, environmental factors can influence how the cordyceps evolves at different stages of infection.

    The Last of Us Part II takes place primarily in Seattle, and while there, Ellie faces a different variation of late-stage infection called shamblers. Similar to bloaters, these infected are covered head to toe in the cordyceps fungus, but rather than slinging fungal explosives at the player, Shamblers spray acid from their bodies and explode when killed. Though the reason for this divergence in infection is never confirmed, the player can find notes around Seattle that theorize it was due to the rain and moisture in the city. This seems reasonable enough, but shamblers also appear in Part II’s late-game Santa Barbara sections. This might just be an example of gameplay getting in the way of worldbuilding, but whatever the case, there are other possible fates for an infected beyond turning into a bloater…though we might not see them in the show until the upcoming second season.

    A model of the Rat King is shown against a black background.

    The most advanced form of infection The Last of Us has shown was in an infamous boss fight in Part II with an entity called the Rat King. This was the culmination of multiple infected growing into each other to create one giant, vicious beast in the lower floors of a Seattle hospital, which was the city’s infection ground zero. This phenomenon has only been seen once in the series so far, and occurred in such specific circumstances that it seems incredibly rare in the world of The Last of Us.


    While the bloater is a rarity in The Last of Us’ universe, every time they appear in the games it’s an impactful moment. The bloater’s first appearance in HBO’s show was pretty major, but we’ll have to wait and see if anyone actually bothers to explain why it was significant in a future episode.

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    Kenneth Shepard

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  • Someone Please Help This Witcher 3 Fan Who’s Being Haunted By A Hammer

    Someone Please Help This Witcher 3 Fan Who’s Being Haunted By A Hammer

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    Screenshot: PaschalisG16

    When most of us experience a glitch, we can soothe our woes by simply reloading our game, or perhaps looking up a solution online. But PaschalisG16 has already tried that, and much more. No matter what this Witcher 3: Wild Hunt player does, though, their Geralt is walking around with a floating hammer stuck between his legs.

    It goes everywhere Geralt goes. Cutscene? Hammer. Tearing down a monster? Hammer. And so PaschalisG16 ended up making a Reddit thread asking what the hell was going on and more importantly, could anyone lend a helping hand? You can probably guess what happened next: an endless array of dick jokes. Oh no. Perhaps the funniest thing about it is that, buried under dozens and dozens of replies like “Tis the most mighty of all the man-mallets” and “Giggity” is the OP once more, to zero effect, pleading for people to stay on topic.

    “Does anyone wanna actually help? It’s not THAT funny,” PaschalisG16 wrote, if you scrolled down far enough to see it.

    Speaking to Kotaku, PaschalisG16 admits that the oddly persistent hammer is not that big of a deal but that “my OCD makes me hate it a little bit,” so they want to get rid of it even though it doesn’t affect gameplay at all. In fact, PaschalisG16 has gone ahead and done things like saving Dandelion from the soldiers in Novigrad with the hammer in tow. What makes this entire ordeal so amusing is just how pervasive the damn hammer has ended up being. They’ve started a new game. They’ve reloaded a new save. The hammer won’t go away. Worse, replies reveal that other players are suffering the same fate as well.

    The issue isn’t new, based on various internet threads over the years from baffled players who, much like the top picture suggests, always end up stripping Geralt naked in an effort to delete the hammer. Reading the troubleshooting is kind of hilarious: Yes, Geralt has tried meditating the hammer away. No, your suggestion isn’t going to work.

    “Unfortunately, I could not play with him when I realized that [the hammer] was with me now forever,” reads one thread from almost four years ago. “This destroyed the atmosphere of the game, constantly following me, I could not take my eyes off [the hammer] almost all the time. I could not forget this, I began to go crazy with this hammer,” they recounted, clearly traumatized by the whole thing.

    While in-game meditating didn’t get rid of the pesky hammer, embodying its teachings did, in a roundabout way.

    “However, the time has come, and I calmed down,” the 2019 hammer sufferer went on to say, before sharing a picture of the hammer, Geralt, and Ciri sitting around a campfire like a happy family. They’d accepted their fate and were now sharing what was the equivalent of a photo album dedicated to the hammer. “I was able to complete the game, one of the DLCS. Now this is my new bro, companion, like Roach. I realized that there was no point in paying attention to him and continuing to play as if nothing had happened. And it’s good that I was able to come to this, because the game deserves passing.”

    But, uh, seriously, if anyone knows how to fix this, can you hit PaschalisG16 up?

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    Patricia Hernandez

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  • 16 Years After Release, Team Fortress 2 Is Getting A Major Update

    16 Years After Release, Team Fortress 2 Is Getting A Major Update

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    Image: Valve

    I know it is still available and being played, but Team Fortress 2 can at times feel like a game from a different age. Partly because it is, but also because it’s so old—and has gone so long without a major update—that you’d be forgiven for thinking it was on its last legs. But no!

    The game’s website—which charmingly hasn’t appeared to have been updated since the game’s launch—hummed into life today, posting a news blog called “Attention, Steam Workshop Creators!”. It says that not only will the game be getting a “a full-on update-sized update” later this year, with “with items, maps, taunts, unusual effects, war paints and who knows what else?!”, but that the update will also include some contributions from the game’s community as well.

    Steam Workshop Creators, can we have your attention please. The following message is so urgent, so time-sensitive, we made the executive decision to skip TikTok and Twitter entirely and break the glass on the most bleeding-edge communication technology available.

    Welcome to the future. Welcome… to a “blog-post”.

    “Wow!” you’re probably thinking. “I forgot how hard reading is!” Yeah, it’s scary how fast you lose that. Don’t worry, we’ll be brief:

    The last few Team Fortress summer events have only been item updates. But this year, we’re planning on shipping a full-on update-sized update — with items, maps, taunts, unusual effects, war paints and who knows what else?! Which means we need Steam Workshop content! YOUR Steam Workshop content!

    So get to work! (Or back to work, if you were already working but got distracted when the entire internet simultaneously found out about this state-of-the-art blog-post.) Make sure to get your submissions into the Steam Workshop by May 1st, so they can be considered for this as-yet-unnamed, un-themed, but still very exciting summer-situated (but not summer-themed) (unless you wanted to develop summer-themed stuff) update.

    This is the first good news the game’s community have had for a while, since over the last few years the only things outsiders have heard about Team Fortress 2 has been the enormous issues the game has had with bots, and the userbase’s subsequent protests about it.

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    Luke Plunkett

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  • Sony Accuses Microsoft Of ‘Harassment’ In Court Battle

    Sony Accuses Microsoft Of ‘Harassment’ In Court Battle

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    Screenshot: Phoenix Wright (PS4)

    Microsoft’s struggles to get its proposed $69 billion purchase of Activision Blizzard over the line aren’t just playing out at government watchdogs and in the public eye, but in courtrooms as well. And in one of those battlegrounds, Microsoft is making demands of its rival Sony that the latter say constitute “obvious harassment”.

    Via Axios’ newsletter, a series of court documents have been filed over the last couple of weeks detailing some of the legal skirmishes currently playing out between Microsoft, who want to complete the blockbuster deal, and Sony, who are one of a number of companies and organisations who absolutely do not want this to happen.

    These particular filings are about Sony’s attempts to fight the proposed sale, and that as part of their defence Microsoft is entitled to “discovery”, which is basically just letting them get hold of a load of documents and emails from certain Sony executives. Both companies have been haggling over the number of executives this will include and the scope of the discovery for ages, but things took a turn earlier this month when Microsoft accused Sony of first stalling, and then not providing all the information they might need:

    Sony Interactive Entertainment (“SIE”)—whose gaming business has dwarfed Xbox’s for 20 years—is not an ordinary third party in this action. At great expense and over an extended period, SIE has deployed delegations of executives, large teams of outside lawyers, and highpriced economists to persuade regulators here and around the world to block Microsoft Corp.’s

    (“Microsoft’s”) proposed acquisition of Activision Blizzard King. SIE’s efforts are paying off: The FTC’s complaint in this action is chock-full of allegations about the effects the deal will have on SIE’s business. This case is as much about SIE as it is about Xbox and Activision. Timely discovery from SIE is therefore critical to Microsoft’s defense.

    Though SIE’s motion for an extension of time complains about the breadth of the subpoena and the length of the extensions already granted for it to respond to that subpoena, Microsoft already told SIE it would consent to a fourth extension of time to negotiate issues related to the scope of the subpoena’s requests. But Microsoft believes that court intervention is required now on one issue: whether SIE will collect and produce documents from certain custodians.

    In response, Sony said that they hadn’t supplied all the information Microsoft were requesting because they were being asked for way too much, including things like access to internal performance reviews, something Sony say “is obvious harassment”, and that “even in employment cases courts require a specific showing of relevance before requiring production of personnel files.”

    Judge D. Michael Chappell has agreed with Sony, saying the company “has demonstrated good cause for the requested relief” and agreeing that the scope and depth of Microsoft’s requests had gone too far.

    All of which is only mildly interesting, I know, but I bring this up mostly so we can just link to both Microsoft and Sony’s motions, which are full of some incredible self-owns, like Microsoft saying PlayStation’s success “has dwarfed Xbox’s for 20 years”, along with some very funny wordage in Sony’s filing, like the way they say Microsoft’s subpoena was, like, “truly massive”.

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    Luke Plunkett

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  • Japan’s Nintendo Direct Had A Very Nice Surprise

    Japan’s Nintendo Direct Had A Very Nice Surprise

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    Image: Spike Chunsoft

    Sometimes, the games announced or showcased on a Nintendo Direct are the same in the West as they are in Japan. Other times it’s not until you circle back around and check out the Japanese video that you realise it contained news of a new Summer Vacation game.

    The Boku no Natsuyasumi series, which has been running in Japan for decades, are basically a bunch of games where you play as a kid and get to enjoy a leisurely few weeks of your summer vacation wandering around a town, catching bugs and just generally soaking up the vibes.

    The main games in the series had never been released in the West until last year, when Shin chan: Me and the Professor on Summer Vacation: The Endless Seven-Day Journey dropped on Switch and PC. As I said at the time, that was a bit of a bummer because the license slapped over the top of the experience kinda ruined the whole thing.

    action button reviews boku no natsuyasumi

    So maybe it’s little surprise that while no mention was made of this game on the Western Nintendo Direct whatsover, the Japanese show had a trailer for Natsu-Mon: 20th Century Summer Vacation, a brand new game written and designed by Boku no Natsuyasumi series creator Kaz Ayabe, and developed by his studio Millennium Kitchen.

    Seemingly going back to the series’ roots, it takes us back to a time that looks like the 80s or early 90s, and has us playing as a 10-year-old, on holidays, doing all the stuff I said above: climbing trees, chatting with locals, spotting bugs, doing some dancing.

    なつもん! 20世紀の夏休み [Nintendo Direct 2023.2.9]

    Will this come to the West? Who knows! I said at the end of my Shin-Chan blog that “I can only hope this one sells enough, or at least attracts enough attention, to convince someone to release some of the older games in English as well”, but that applies just as much to new games as well!

    Natsu-Mon: 20th Century Summer Vacation will be out on the Switch this Summer.

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    Luke Plunkett

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