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Tag: Kotaku

  • Red Dead Redemption’s PS Plus Delisting Is Another Bad Omen For Digital Libraries

    Red Dead Redemption’s PS Plus Delisting Is Another Bad Omen For Digital Libraries

    The protagonist of Red Dead Redemption aims a revolver.

    Image: Rockstar / Kotaku

    If you’ve held off on building up a digital library of games, the original Red Dead Redemption is here to remind you that you might not be missing out after all. Rockstar’s 2010 open world Western was just removed from PS Now/Plus after six years. And as the industry moves to include more subscription and streaming services, it’s not likely to get any better.

    As first spotted by Twitter news account @videotech_, the original Red Dead Redemption evaporated from Sony’s PlayStation streaming titles under PS Plus. First included in 2016 as part of the formerly-named PS Now service, Red Dead is notable for having never received a remaster, despite the celebration it and its zombified expansion earned. Sony’s streaming service remained the only way to play the game on PlayStation consoles after the PS3. Gamers will now have to hunt down a disc for a compatible Xbox console or dive into the waters of emulation to enjoy John Marston’s debut story.

    Playing the original Red Dead Redemption via backwards compatibility on Xbox is perhaps the most direct and best way to play it currently. The game received an enhanced update on Microsoft’s console a few years ago, upping the resolution to 4K on Xbox Series X and 1440p on Series S. That said, hopefully you’ve got access to a good physical copy if you don’t want the digital version, which is still only available in Xbox’s storefront (who could blame you at this point?). With an initial release date of 2010, scratches might be the least of your concern given how susceptible aging DVDs are to disc rot.

    GTA Series Videos

    For those willing to roll up their sleeves with a totally legal copy of the game, RPCS3 offers a path to emulating the experience on PC. For everyone else, this is a reminder that hanging onto the games you like is sometimes worth it. While we’d like to hope these digital services we pay into every month will keep these games accessible, today iss a reminder that such hopes can be dashed real fast.

    It’s almost as if these services are more about ongoing profit streams than legacy preservation. Hmm.

     

    Claire Jackson

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  • Twitch Star Amouranth Says ‘I’m Free’, Is Seeking ‘Legal And Emotional Counsel’

    Twitch Star Amouranth Says ‘I’m Free’, Is Seeking ‘Legal And Emotional Counsel’

    Amouranth

    Screenshot: Twitch

    Streamer and content creator Kaitlyn Siragusa, aka Amouranth, has recorded a video for the first time since the events of Sunday evening—when she first revealed that she was in an abusive relationship with her husband—to update fans on what has been happening, saying she’s “happy that I’m free”.

    Content warning: abuse

    “I want to talk to you guys about the situation”, she begins, addressing the events of Sunday night in which she broadcast abusive phone calls and messages left by her husband. “Thank you everyone who has been super kind and supportive lately, over the past few days I’ve had lots of people reach out to show concern, that means a lot”.

    Explaining why she hasn’t been online since, due to “everything going on”, she says:

    As for the husband situation, as some of you probably saw the other night he called me during a stream and I disappeared for like two hours. Then I finally unmuted about an hour and a half into the call, and I apologise if that was hard to watch for people, I didn’t really know what else to do…

    She says “that was actually the first time he’s ever heard himself on a recording”, adding he had been recorded during other abusive calls but had never agreed to previous attempts to make him listen to himself.

    “I think when he heard himself on that call it really sunk in how much of an asshole he really is…[laughs]…it’s like, you never even realised, idiot?”

    Amouranth says her husband is away “getting help”, and that “As of today I have access to all my accounts and finances again”, while she is also “seeking legal and emotional counsel”.

    Repeatedly appreciative throughout the video of the love and support she has received since Sunday evening (including offers of legal support), she says “I didn’t think that many people would give a shit, to be honest, it’s kind of crazy”, then adds “even haters are like ‘damn, I fuckin’ hate Amouranth, but you know what, I hope she’s OK’, that’s so nice.”

    She also takes time to address the actions of “her cameraman”, who she says is now her “former cameraman”, explaining:

    Some people though seem to be using the situation for personal gain and clout, which is less moving [than the messages of support]. Unfortunately my former cameraman seems to be one of those people.

    Amouranth says that over the TwitchCon weekend (October 7-9) he “made the situation more explosive than it needed to be” in an attempt to “create a scene”, and that his actions inflamed tensions between Amouranth and her husband that helped lead to the events of Sunday evening. She also accuses him of encouraging “people to show up at my door who I don’t know, like what the fuck”.

    In detailing the strained relationship between herself and her husband, Amouranth says that the abuse had been taking place for years, but would come and go in cycles, and that previous attempts to explain her situation to the police had been unsuccessful because they wouldn’t do anything unless she had been physically harmed.

    Later in the hour-long stream, while reading some viewer comments aloud, one fan says “I thought you were a girlboss”, to which she replies “No, I was a girl employee, now I can be a girlboss”. She also says there have been many times in her career at events and streams where “I just wanted to go home and play Pokémon”, but had continued streaming because she “was afraid of confrontation” with her husband.

    She also comments that she’s now looking forward to actually being able to “have friends again”, get some sleep, watch TV and be able to “wear some clothes”. The stream ends with Amouranth saying it’s time for a “new chapter” in her career, though she’s going to first “take some time to process things, spend some time with my animals, feel like a human again”.

    The full video is below, though note it doesn’t start until around 33 minutes in (and again, a content warning for mentions of abuse):

    Luke Plunkett

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  • Capcom Apologizes For Resident Evil Village PC Update Breaking The Game

    Capcom Apologizes For Resident Evil Village PC Update Breaking The Game

    An edited screenshot shows Resident Evil Village's Old Hag smile creepily into the camera.

    Image: Capcom / Kotaku

    If you went to get your ass yeeted by Lady Dimitrescu this past weekend only to have Resident Evil Village crash instead, you’re not alone. A recent update to the PC version triggered a bug that’s crashing the game for many PC players on Steam.

    Earlier today, Capcom made a post on the official Resident Evil Twitter account apologizing for the inconvenience of the crashes and stating that it is currently working on a fix. Players on Steam report that, upon starting Village, they are greeted with a message saying their data is “incompatible” followed by a recommendation to restart the game, essentially locking them out.

    More: Resident Evil Village Will Let You Play As The Big Vampire Lady Herself Later This Year

    Kotaku reached out to Capcom for comment.

    In a Steam forum post, player FluffyQuack speculated that the reason ViIlage is now crashing on PCs is thanks to newly added code that checks the game for modifications / anomalies and ceases to run when any are found. The flawed update comes just ahead of the launch of its next major DLC, dubbed the Winters’ Expansion. Among other additions, the Winters’ Expansion, which launches next week, will add a new single-player episode and augment the score attack-style battle mode called “The Mercenaries” with four new playable characters, including the now slightly-more-diminutive Lady D, Heisenberg, and boulder-punching aficionado Chris Redfield.

    While players await a fix from Capcom, FluffyQuack already workshopped a makeshift workaround that seems to allow the base game to run again, with the caveat of not being able to use any of its DLC.

    The Winters’ Expansion updates will launch on October 28 and be available both separately, and as a bundle with the original game known as Resident Evil Village Gold Edition.

    Isaiah Colbert

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  • Corsair Apologizes After Rep Calls YouTuber’s Review Comments ‘Bullshit’

    Corsair Apologizes After Rep Calls YouTuber’s Review Comments ‘Bullshit’

    Gamer's Nexus

    Screenshot: YouTube

    Corsair has publicly apologised after a “member of staff” was found last week to have called sections of reviews of the latest RTX 4090 graphics card—made by both Gamers Nexus and Guru3D—”total bullshit”.

    The drama arose last week when the hugely-popular hardware channel Gamers Nexus posted a review (and some benchmarks) of the NVIDIA GeForce RTX 4090 Founders Edition. In that video, they say plugging in only three of the card’s four cables (in case your PSU for whatever reason only had room for three 8-pin connections) would lock you to 100% performance, and that only by plugging in all four would you be allowed to overclock the card. Guru3D’s review says much the same thing.

    Not long after, Discord comments left by a Corsair staffer went viral. They called both Gamers Nexus and Guru3D’s claims “total bullshit” and “misinformation”, while also saying both users and “the press” were both “confused” about the card’s power and overclocking claims. The full comments, as shared by Gamers Nexus, read:

    QUESTION: Has anyone else seen the misinformation about the sense pins and the magical 600W unlock from anyone other than GamersNexus and Guru3D or is it just those two sites? I need to throw Nvidia a couple links showing them how confused user… and the press… are about their smart sense pins.

    Total bullshit and they don’t even realize it. Yes. The adapter has two sense wires. Yes. The card works with only one sense wire attached. It’s because it’s a 450W card. It’s not because it has the ability to be ‘unlocked’ requiring the second sense wire.

    The card simply doesn’t know. It’s not intelligent in that way. It only looks for one sense pin.

    In a follow-up video, Gamers Nexus addresses those “bullshit” claims:

    EVGA Left At the Right Time: NVIDIA RTX 4090 Founders Deep-Dive (Schlieren, 12-Pin, & Pressure)

    While the staffer’s comments weren’t exactly professional, a company rep talking shit in private about members of the media is, as we’d all wager, nothing new. What got Corsair to publicly have to walk this one back, however, was the fact that…Gamers Nexus and Guru3D were right. To a point—their claims only apply to Nvidia’s own 4090 cables, not those made by third parties like ASUS or Corsair, which may explain the confusion here—but technically correct is still correct.

    Prompting Corsair to issue an official apology on the company’s social media, which goes so far as to call the staffer’s comments an “outburst”:

    It has come to our attention that a member of Corsair staff recently made inflammatory and incorrect comments regarding Gamers Nexus and Guru3D’s understanding of the Nvidia RTX 4090 power connector.

    These comments do not represent Corsair as a company, and we regret both the form and content of the individual’s outburst.

    We’ve worked with both Gamers Nexus and Guru3D for many years and hold both in high regard in terms of their professional conduct and technical abilities.

    We apologize unreservedly for the improper conduct of our employee and will be taking steps internally to remind our team of the high standards we have for them when interacting with the media and end-users.

    For their part, Gamers Nexus have accepted the apology, and are ready to “move forward”:

    While Guru3D’s EIC Hilbert Hagedoorn says “Guys, it’s the web; everybody has opinions. He was wrong, apologizes for that, and for me, that’s the end of this story.”

    It’s very funny to me that these companies keep taking shots at Gamers Nexus when their videos keep turning out to be entirely accurate! If you’re more technically-minded and would like a more detailed explanation for what exactly led to all this—it really is a small detail in the grander scheme of things—the best run-down I’ve found is here.

    Luke Plunkett

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  • Bayonetta’s Original Voice Actress: ‘I Urge People To Boycott This Game’ Over ‘Insulting’ Pay Offer

    Bayonetta’s Original Voice Actress: ‘I Urge People To Boycott This Game’ Over ‘Insulting’ Pay Offer

    Bayonetta from Bayonetta 3, reaches out to the camera.

    Screenshot: PlatinumGames / Nintendo

    Early in October, Japanese developer PlatinumGames, known for its action titles, told Game Informer that upcoming Switch exclusive Bayonetta 3 would not see voice actress Hellena Taylor reprise her iconic sultry role as the protagonist. Instead, Bayonetta’s english VA would now be Jennifer Hale, one of the industry’s most ubiquitous voice actresses who is known for roles like Commander Shepard. At the time, Platinum claimed that the replacement was due to “various overlapping circumstances” that made it “difficult” for Hellena to play Bayonetta once again. Over a week later, Taylor has gone on to social media to dispute Platinum’s account, suggesting that the studio wasn’t entirely being transparent about what actually happened.

    Rather than losing out on the role because Hale was the better performer, or due to something like scheduling conflicts, Taylor claims that it was over pay. In a series of videos, Taylor goes on to say that Platinum apparently only offered her $4,000 for the entirety of the performance, which based on the trailers appeared to show the leading VA voicing multiple versions of the same character. For Taylor, who spent years studying her craft and has undeniably created one of the most memorable performances in the entire medium, the offer was considered insulting.

    “We held auditions to cast the new voice of Bayonetta and offered the role to Jennifer Hale, whom we felt was a good match for the character,” game director Yusuke Miyata told Game Informer at the time. “I understand the concerns some fans have about the voice change at this point in the series, but Jennifer’s performance was way beyond what we could have imagined. I’m confident that her portrayal of Bayonetta will exceed our fans’ expectations.” According to Game Informer’s story, the publication found Hale’s performance virtually indistinguishable from that of Taylor.

    But Taylor called the entire situation, while legal, “immoral.”

    “Sometimes think I’m not very much like Bayonetta at all,” Taylor said in a video, in reference to her decision to speak up about what’s going on. “But I guess I am a little bit more like Bayonetta than I thought.

    “I understand that boycotting this game is a personal choice, and there are those who won’t, she continued. “And that’s fine. But if you’re someone who cares about people, who cares about the world around you, who cares about who gets hurt with these financial decisions? Then I urge you to boycott this game.”

    Taylor was originally cast in for the bullet time witch role in the acclaimed action game 2009, and reprised her role for the series in 2014’s follow-up. The series is widely considered one of Nintendo’s best modern franchises.

    “I decided to do it to stand up in solidarity with people all over the world who do not get paid properly for their talents,” Taylor went on to say, likely partially in reference to a wider movement within voice acting right now that has seen major roles get replaced as the performers vie for better pay via unions.

    “Fat cats cream off the top and leave us the crumbs,” she said, before noting that her inability to get a living wage from the industry has led her to suffer depression and anxiety. As she tells it, after being lowballed, she wrote to Hideki Kamiya, executive director on the game, to plead her case. She claims that he acknowledged her importance to the role and how much it would mean to fans. But the offer still apparently ended up being $4,000.

    “I worried that I was going to be on the streets,” she said of the larger inability to be paid a living wage. “That terrified me so much that once I was suicidal. I am not afraid of the non-disclosure agreement. I can’t even afford to run a car. What are they going to do, take my clothes? Good luck to them.”

    Nintendo, Bayonetta 3‘s publisher, and Taylor did not immediately respond to a request for comment. And while PlatinumGames hasn’t made an official statement on the matter, Kamiya himself did appear to respond on Twitter.

    “Sad and deplorable about the attitude of untruth,” he wrote. “That’s what all I can tell now.”

    But more glaringly, he ended the note by typing, “By the way, BEWARE OF MY RULES.” As far as anyone can tell, this seems to be in reference to Twitter usage, where infamously, Kamiya is said to block people left and right. To wit, his header image is just a series of posts where he warns “insects,” especially those of foreign languages such as English, that he has or will block them. And his pinned Twitter post is a series of “rules,” which, if broken, he warns people will lead to a block. “MY BLOCK BUTTON IS BIGGER THAN EVER,” it reads.

    Sure enough, people and even publications who report on the Bayonetta 3 voice acting situation right now appear to be getting hit with the ban hammer by Kamiya. Meanwhile, other voice actors are chiming in with their anecdotes and experiences. Sean Chiplock, who voiced Revali in Breath of the Wild, another Nintendo-published game, claims he was only given around 2,000 to 3,000 dollars for his role as it was based on the number of hours in the studio. But he noted this pay was largely because he was voicing three different characters, not one.

    “Bayonetta always stands up for those who have less power, and stands up for what is right,” Taylor said in her videos. “And in doing this, you stand with her,” she said of player’s potential decision to boycott the game. In the videos, Taylor also wished Hale, the new Bayonetta, all the best. But she still had harsh words to say about what taking on Bayonetta’s role would mean to her.

    “But she has no right to say she is the voice of Bayonetta, I created that voice,” Taylor said. “She has no right to sign merchandise as Bayonetta, any more than I have the right to sign as Eva Green even though I was her parent on video game The Golden Compass. That betrayal is hers, and hers alone. They’ll probably try and do a spin-off with Jeanne. Don’t buy that either.”

    The final video Taylor shared was directed entirely at Nintendo, PlatinumGames, and “fat cats” in general. It was a retelling of Lazarus the beggar, from the bible, and a larger critique on the morals that come with emphasizing money over people.

    Bayonetta 3 will release for the Nintendo Switch on October 28th.

    Patricia Hernandez

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  • Scorn Is True To Giger’s Work, But Needs More Dicks

    Scorn Is True To Giger’s Work, But Needs More Dicks

    A biomechanical body lays down with a glowing stomach.

    Image: Ebb Software

    Scorn is a rough game so far. It’s slow, send you down winding labyrinths with little guidance, offers zero narrative comforts (at least early on), and is set in a dramatically uncomfortable and grotesque world clearly inspired by the works of Swiss artist HR Giger. I’ve found it to be an unfun, painful experience. But if I’m being honest, I think the discomfort is the point. And in that, Scorn might be a successful game.

    Developed by Ebb Software and out yesterday on PC and Xbox—I’m on PC—Scorn has been in development since 2014. After a failed Kickstarter campaign and a since-ditched plan to release the game in two installments, it reappeared on Kickstarter in 2017 to successfully secure its funding and is now available to play. It bills itself as “an atmospheric first-person horror adventure game set in a nightmarish universe of odd forms and somber tapestry” and also takes inspiration from Heideggeran philosophy.

    I’ll let you, the reader, deal with the philosophical angle, as that’s not my specialty and I have no desire to comment on Martin Heidegger’s work or how it applies to this game. I approach Scorn from the perspective of someone who is deeply moved by the works of HR Giger; I often appreciate art that is unfun, difficult, and, either intentionally or not, abrasive. I am not an expert on Giger’s biography or his intentions behind his work, but I know how I’ve responded to his art. And it’s with that which I approach this game.

    Scorn

    Scorn, in the five hours I’ve spent with it, appeals to me because it imparts so much friction on the player. I am not necessarily having a good time, but am nonetheless being pulled down the corridors of this macabre plodfest, more adventure game than first-person shooter, because of how deeply the extremely Giger-esque art hits me.

    As a trans woman who’s spent most of her life closeted, I’ve found HR Giger’s work viscerally communicates an ambience of doomed sex, sexuality, and physical forms, a general sense of unease and confusion that resonates with how I’ve seen the world for most of my life. His images provide meditative spaces that are much more cerebral and in tune with my feelings of the world than the more simplistic, gore-for-gore’s-sake utility Hollywood has often reduced it to. It’s why I’m drawn to this game. And while Scorn ain’t for everyone (not for most, probably), so far it is managing to mirror what I get out of Giger’s art by refusing to bend to “AAA” gaming expectations of being easy to play and understand.

    There’s no hand-holding. No map. No objective marker. The HUD elements are confusing (to a fault, actually), and the puzzles take a bit of time to wrap your head around. You can’t jump. You can’t crouch. Invisible walls are everywhere, making Scorn feel more like a museum. The first “weapon” you get is nearly useless against the early enemies, and once you finally acquire a firearm, it is woefully inaccurate. This game has one of the worst cases of “where-the-fuck-am-I-supposed-to-go-now-itis” I’ve experienced in years. And yet, I want to continue playing it ‘til the end.

    Scorn succeeds at communicating, at utilizing, what I love about HR Giger’s work in two key ways. But it fails in a third, perhaps fatal one.

    Its first success comes in nailing the confusion and surrealism. I don’t know what anything will do. As the gamer, I feel frustrated by that. But as myself, Claire, I am delighted by being so lost and forced into a place of unknowing.

    The way it tends to play out is you come across strange rooms and devices whose purposes are unclear. You try to activate these in some way, using either the weird objects you pick up or by mashing the A button, only to be frustrated when the animation plays out to no effect. You then stomp around the corridors and touch gross things over and over until you finally figure out where you’re supposed to go or what piece of filth interacts with what pulsing organelle.

    Gif: Ebb Software / Kotaku

    This is undoubtedly annoying, but I’d argue that, in the spirit of Giger, this is how it should be. If this game assigned random lore words and catchphrases to objects and spaces around you, or otherwise made itself more friendly, it would corrupt the natural flow of bizarre bullshit that you have to manage. The protagonist (thus far) is silent, leaving my own thoughts to narrate what I’m experiencing. Scorn becomes very personal in this vacuum of character and voice.

    A game that so directly pulls from Giger should be inherently surrealist and confusing. That said, many of these puzzles are of the kind that we’ve seen before in other games. What makes them work, for me at least, brings me to Scorn’s second key success so far: It brings the “mechanical” of the “biomechanical” source material to life. Seeing this kind of art style bend and slither through my manipulations conveys a sense of movement that Giger’s still works typically do not.

    Combined, these two strengths grant me a game experience similar to what I experience when lost in a Giger piece. Had it played more smoothly, more gently, it would have been far more Prometheus than “Brain Salad Surgery.” Scorn, on its own, is no “Brain Salad Surgery,” “Necronom IV,” or “Birth Machine,” but I find it, as a video game, to be resonant with what I go to those works for.

    Read More: When Disgustingly Sexual Art & Adventure Games Came Together

    Scorn’s ultimate failing, in my opinion, has little to do with its clunkiness as a game. Sure, the protagonist walks way too slowly (get used to holding down “sprint”) and you really ought to turn off motion blur and crank up the FoV by at least a notch or two. Also, the game is suffering from a kind of stutter I’m starting to notice more and more of in Unreal Engine games. These are all valid reasons for players to bounce off this game.

    But for me, its key failing is the art design’s almost shocking (given the source material’s) lack of engagement with human sexuality. I think Scorn could’ve stood to learn more from the eroticism of Giger’s work. There’s gory body horror here for sure, but the watering down of its erotic motifs deprives Scorn’s art of the sense of humanity, as twisted and warped as it may appear, present in Giger.

    I understand why this is likely the case. Any game that followed HR Giger’s depictions of distorted genitalia, of monstrous penises and vaginas, would likely land in Adults Only territory. There is enough “inserting,” phallic imagery, and yawning openings to hint in the right directions, but Scorn suffers for not going all the way.

    Strange architecture hints at sexuality in a screenshot from Scorn.

    Scenes like this one should be more explicitly erotic.
    Screenshot: Ebb Software / Kotaku

    Frankly, more penises and vulvas and body parts would make this game much better. The fingerprints of Giger-esque biomechanical sexuality are there in the design of its various tunnels and rising phallic objects, but lack the clear details of actual human anatomy. In this one key way Scorn is almost like a radio-friendly version of an otherwise explicit song. To be fair, I don’t know if I trust a modern video game to work with such themes tastefully in the first place, but the mashup of horror, confusion, and eroticism is a major appeal of this art style for me and it’s a shame to see it so, well, neutered in Scorn. Raw, hauntingly surrealist eroticism is what so often draws me to Giger, and its omission here saps the game of potential vitality.

    Scorn is not a fun game. It’s confusing and painful to play. It’s like listening to Dillinger Escape Plan in reverse. But for those reasons, I will continue plodding through these corridors so long as the sloppy combat doesn’t sour the experience too much.

     

    Claire Jackson

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  • No Man’s Sky Update Made Player Inventories ‘Unrecognizable’

    No Man’s Sky Update Made Player Inventories ‘Unrecognizable’

    Spaceships do battle in a procedurally generated universe.

    Image: Hello Games

    Last week’s comprehensive update to No Man’s Sky brought with it a host of changes. Some made the game far more malleable and approachable, while others, like tweaks to inventory mechanics, have been the subject of controversy within the community. Seemingly in response to the backlash, Hello Games appears to be making some adjustments to how the inventory works in the game’s experimental PC build.

    No Man’s Sky’s “Waypoint” update brought with it a sudden change to the game’s inventory system. Naturally, the term “inventorygate” has developed in response. The result has been the usual rush of memes, review bombs, since-locked Reddit threads with gamers arguing over whether the game is “ruined” or not. Those upset over the changes have a point, however: The updated inventory layout limits players to three tech upgrade slots, capping potential power levels below what they were pre-update. However, the game’s October 10 experimental build added additional upgrade slots, suggesting the devs are looking to address the playerbase’s fairly widespread outrage.

    An experimental update, however, might not be enough to quell the frustration many have aired. Steam reviews alone have taken a recent trend toward a “Mixed” status, with many specifically calling out the inventory changes. “The most recent update essentially deleted dozens of hours of grinding,” reads one Steam review. “With the new 4.0 update my inventories are unrecognizable and after all the grind time I have spent it all seems useless,” reads another.

    The backlash hasn’t been universal, though. While many are “complaining that they worked 100+ hours for upgrades that are now functionally useless,” as one Reddit thread puts it, others have found that the tweaks and restrictions bring more balance and challenge to the game. The negative responses do appear to be the loudest, however, and it’s uncertain if those have influenced Hello Games’ decision to expand the slots in the experimental build.

    The experimental build patch notes on Steam note that Hello Games has added “additional free technology slots,” both for players newly updating their game to the Waypoint version and folks who already have existing saves. You can access No Man’s Sky’s experimental build by right-clicking on the game in your Steam library, selecting “Properties,” navigating to “Betas,” entering the password “3xperimental”, and choosing the “Experimental” build.

    A comparison image of different builds of No Man's Sky show off updated inventory slots.

    Pictured: Above is the more limited inventory of the current build. Below reveals the expanded slots in the experimental version.
    Image: Hello Games / Kotaku

    The changes are clearly visible on a brand-new save I created to test with. As expected, the regular, stable, build of the game only provides three possible technology slots at the top. Updating to the experimental build, however, doubles the slots on the top row. Further updates to the beta branch since October 10 also fix other issues many had with unlocking inventory slots and navigating the menu overall.

    Though these changes have yet to be merged into No Man’s Sky’s stable build, there is no indication yet as to when or if these will be made permanent. Kotaku has reached out to Hello Games for comment.

    Claire Jackson

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  • Massive Madden 23 Patch Tries Addressing Backlash, Still Leaves Fans Fuming

    Massive Madden 23 Patch Tries Addressing Backlash, Still Leaves Fans Fuming

    John Madden celebrates on the box art for Madden 23.

    Image: EA

    EA’s “most polished” Madden in years continues to walk a rough road. Madden 23 received its massive October title update on Thursday, and with it a lot of welcome tweaks to underlying gameplay. But despite a bevy of bug fixes, many fans still feel like EA isn’t been honest about the current underwhelming state of the game and what they see as the prioritization of microtransaction gambling over making sure regular modes are glitch-free.

    “Today may have saved Madden 23,” Madden YouTuber Zirktober tweeted yesterday shortly after the October patch notes were published online. By the end of the day, players had discovered a major bug. Upgrading any of the game’s “Most Feared Monsters” players would automatically lock players out of Madden Ultimate Team, the game’s highly monetized competitive online mode.

    “Do not upgrade any Most Feared Monster Maker players as it can lock your account out of Ultimate Team,” EA announced that evening. “We are currently working on fixing this issue and unlocking any players impacted.” A few hours later the bug was fixed and players could use the upgrades again without fear of being locked out, though EA still seemed unclear on the precise source of the issue. “We have disabled chemistry options on Monster Makers for the time being as we are investigating an issue,” it tweeted.

    While the interruption ultimately ended up being just momentary, it was still a perfect encapsulation of the rollercoaster ride fans have been on since Madden 23 launched back in August. Initial reviews were mostly positive, followed by a harsher assessment by some players, including a few NFL pros. Content creators rallied around a brief “pack strike” to protest the high price and piss-poor odds of getting great players out of Madden Ultimate Team’s card packs. By the beginning of October, some wondered if Madden 23 could still be saved, or if it might end up being remembered as one of the worst iterations of the annualized money maker in several years.

    First, the good news. Madden 23’s October Title update does address some core complaints in recent weeks. A recalibrated slider seems to be addressing the maddening number of super-human interceptions players were previously witnessing. A disconnect issue leading to lots of lost progress in Franchise mode was also seemingly fixed. CPU teams should no longer randomly end negotiations with players. Some players got new face scans. And there were plenty of teaks to blocking, catching, and other core gameplay mechanics.

    “While not every issue has been resolved today, more fixes are coming with future updates as we continue to actively work to bring you the best possible experience. We value and appreciate your feedback,” EA wrote. “Our team is consistently taking it into consideration and working on delivering updates all season long.”

    This Is Popular Stranger

    But the story with Madden is never as simple as one of total disaster or complete redemption. The title update also claimed to add the Jets’ new alternate black helmets, but several players have been getting glitched white versions instead. Franchise mode is also still a mixed bag. While some players report finally being able to progress in their seasons after previously hitting a wall of crashes and disconnects, others are still encountering the dreaded draft loop bug that sends them back to the beginning of a season whenever they finish a game.

    Another particular sore spot remains Madden 23’s field passes, a battle pass system similar to the one free-to-play game Apex Legends added just this year. Its three tiers—Season, Competitive, and Fear—have given players issues ever since launch. Even now, they don’t always track players’ stats correctly, meaning players don’t get rewarded for completing an objective when they should. As YouTuber This Is Popular Stranger points out, just getting a pass open can be a chore, with some players still getting flooded with error messages when they try to access it. And then there are the missing rewards.

    Some players weren’t getting rewards for House Rules matches, while others weren’t getting Trophy Packs for winning season-length Super Bowls. Coins, used to buy packs without spending real money, also went missing. EA acknowledged the issues at the end of last month, but players are still waiting to hear how it will be addressed. Meanwhile, Solo Battles, a main objective for collecting other rewards, were broken for a week, leaving many players to miss out. It’s a big problem for a game in which the only alternative is to shell out money on randomized card packs.

    “I wonder if EA just doesn’t realize what a HUGE issue broken rewards is,” Madden streamer Kmac tweeted earlier this week. “It’s been THREE WEEKS now and they’re just dropping new promos like nothing is wrong. There’s no incentive to play Madden. No one can afford the new cards dropping.”

    It’s the stinginess of the card packs—the backbone of Madden’s most popular online mode—paired with the lack of acknowledgement of ongoing bugs and lost rewards that’s continuing to foment discontent within the community.

    “A lot of people were like, ‘Is the Pack Strike over?’ ‘The content’s really good, it felt like things were better this morning’—it’s absolutely not [over],” Popular Stranger said during his recent title update video. “The bundles do look better but we ain’t buying them. I hope you guys aren’t as well.”

    A player who goes by iowaopoly on Twitter has been tracking pack and stat reroll odds since launch, and continues to believe they are some of the worst in years. That’s despite the card packs themselves historically making billions for EA. It was one of the few publishers to continue posting great profits this year while rivals like Ubisoft and Activision struggled, mostly on the back of microtransactions in series like Madden.

    “The main theme of Madden 23 is stuff just continues to come out broken and super expensive and it takes days or even weeks to get stuff fixed in some way so players can get rewards to get the items or even play the game so it counts for something on progress,” Twitch content creator Rob Lopez told Kotaku. In the meantime, Madden 23 just went on sale. It’s $20 off less than two months after release.

              

    Ethan Gach

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  • After 20 Years Of Development, Dwarf Fortress Is Getting A Proper Tutorial

    After 20 Years Of Development, Dwarf Fortress Is Getting A Proper Tutorial

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    Image: Dwarf Fortress

    Dwarf Fortress, a game that has been around forever and will be around forever, has never been the most welcoming experience for the average, curious player. Something its developers have finally decided to work on for the game’s upcoming Steam release.

    Writing on the game’s store page, co-creator Zach Adams says:

    Dwarf Fortress has the well-earned title of being one of the most torturous games to learn. There is a lot going on, even after we changed all the ridiculous keyboard commands and replaced the Matrix-like interface with some understandable, and awesome, pixel art. It still needs something. Something to ease the need to head straight to a wiki just to understand what’s going on. The answer is the tutorial of course.

    Zach shared some screenshots of the new tutorial in action, showing stuff like initial greetings and guides to basics like woodcutting and stockpiling your resources:

    Image for article titled After 20 Years Of Development, Dwarf Fortress Is Getting A Proper Tutorial

    Image: Dwarf Fortress

    Image for article titled After 20 Years Of Development, Dwarf Fortress Is Getting A Proper Tutorial

    Image: Dwarf Fortress

    Image for article titled After 20 Years Of Development, Dwarf Fortress Is Getting A Proper Tutorial

    Image: Dwarf Fortress

    “To make the tutorial all it can be, we found the ultimate play tester: my wife Annie”, Zach says. “There are a lot of base-building games out there now, enough to make Dwarf Fortress easier to get into. She doesn’t play any of them. The closest she gets to DF is Overcooked 2. After one failed attempt with the original, the latest version of the tutorial allowed her to get good enough at the game to tunnel under a bog and drown her fortress.”

    The Adams brothers first started working on Dwarf Fortress in 2002, so why only get around to this now? The upcoming re-release of the game on Steam seems as good an excuse as any, of course, since dropping the game on Valve’s shopfront—which will also bring stuff like much-improved visuals—will be exposing the game to a potentially huge audience of new and curious players.

    “Our aim is to make this level of play achievable by anyone”, Zach writes. “We want the world to be able to lose this game and have fun doing it.”

    The Steam version of Dwarf Fortress doesn’t yet have an official release date, though fans digging through SteamDB think it’ll be coming sometime in early 2023.

    Luke Plunkett

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  • Xenoblade Chronicles 3 Is A Genius JRPG Vision That Began 25 Years Ago

    Xenoblade Chronicles 3 Is A Genius JRPG Vision That Began 25 Years Ago

    Tetsuya Takahashi has a story to tell.

    It began in 1998, with the release of Xenogears. It began in 2002, with the release of Xenosaga Episode I. It began in 2010, with the release of Xenoblade Chronicles. It ended in 2022, with the release of Xenoblade Chronicles 3.

    In all likelihood, it will begin again. Takahashi, like so many artists, compulsively retreads the same ground in nearly everything he creates, and there’s no reason to suspect Xenoblade 3 will be his last project. But the game nevertheless represents a major milestone in the director’s decades-long career—the first time one of his outsized, idiosyncratic, multi-game sci-fi RPG projects was fully realized and brought to its natural, intended conclusion. That’s not just speculation: in a statement made shortly after the game’s release, Takahashi personally described Xenoblade 3 as the end of the overarching narrative that began with the original Xenoblade Chronicles. The series may very well continue, he says, but this particular arc will not.

    Crucially, in this same statement, he refers to Xenoblade 3 as a “culmination.” In context, this can be taken to mean a culmination of the ideas and mechanics conceived in Xenoblade and Xenoblade 2, but I see Xenoblade 3 as something much grander. I suspect he does, too.

    Read More: From Xenogears To Xenoblade: The History Of Monolith Soft

    Every game Takahashi directs for the remainder of his career will inevitably be compared to Xenogears. Chalk this up to a few factors. The first, and most obvious, is that he can’t stop remaking it. Though the 1998 PlayStation game never received any direct sequels or spin-offs, Takahashi has borrowed heavily from it in every game he’s helmed since. The second is that Xenogears is one of the greatest and most ambitious games ever made, far beyond the scope of most JRPGs before or since, with a knotty, complex plot that openly incorporates elements of, among other things, Gnosticism, Jewish mysticism, and 20th-century psychoanalysis.

    But most compelling of all—the foremost reason Xenogears has always functioned and will continue functioning as the skeleton key to Takahashi’s work—is the fact that it’s unfinished. The game’s precarious development cycle is, by this point, a legend unto itself, an inextricable meta-framework that clarifies and enriches the unevenness of the text.

    In brief: Xenogears was huge. Its team was comparatively small, and lacked experience with 3D modeling and level design (unlike most JRPGs of its era, Xenogears boasted fully three-dimensional environments and a dynamic camera system). Ideas got bigger as deadlines got closer, and the developers faced a choice: release the game on one disc and end on a cliffhanger, or finish the story across two discs, with the second somehow shortened. Takahashi, preferring an imperfectly-told story to a half-told one, chose the latter. As a result, the final ~15 hours of the game are presented in a visual novel-adjacent format. Revelatory plot developments and large-scale conflicts are compressed into a patchwork of text crawls, displayed against sparse backdrops that, at times, resemble a stage. Prior to any of its spiritual successors, prior even to its own conclusion, Xenogears begins adapting itself.

    This is all to say that Xenoblade 3, and indeed the entirety of Takahashi’s corpus, cannot exist in a vacuum. His debut project is one that practically begs to be relitigated and reinterpreted. All of his preoccupations are present here, in some form, at ground zero. To really get a handle on what he’s been building toward for the past twenty-odd years—on why Xenoblade 3 is, in its own way, a triumph—we need to perform our due diligence. We need to start with Xenogears.

    (This piece contains spoilers for Xenosaga and Xenoblade Chronicles 3.)

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    The First: Xenogears

    White text on a black background reading "I am Alpha and Omega, the beginning and the end, the first and the last."

    From the opening of Xenogears (and Revelation 22:13).
    Screenshot: Square Enix

    Luckily, Xenogears isn’t actually that complicated. It’s just about love.

    All of Tetsuya Takahashi’s games are about love. Even at their most convoluted, their most esoteric, and, yes, their most cringeworthy (hello, Xenoblade 2), they’re love stories. The man can’t help himself.

    I’m being a bit facetious. Of course Xenogears is complicated, sometimes exhaustingly so—while replaying it in preparation for this piece, I frequently found myself tabbing between a Carl Jung study guide and several different passages from the Nag Hammadi codices—but its density is a means to a relatively clear-cut end. It poses a question, philosophically broad but emotionally precise: what does it mean to love something? To love another person, to love humanity, to love God? After about 60 hours, it arrives at something resembling an answer.

    The circuitous path to that answer begins in the remote pastoral town of Lahan, in the country of Aveh, which has been at war with neighboring country Kislev for 500 years. The scales have tipped in Aveh’s favor due to its widespread usage of “Gears”: giant fighting robots excavated from the ruins beneath the country’s desert. After an Aveh-led black op gone awry embroils unwitting Lahan resident Fei Fong Wong—an amnesiac painter—in this conflict, he eventually stumbles into the discovery that both sides are being puppeteered by a third, far more powerful political entity called Solaris. Elhaym Van Houten (Elly for short), a high-ranking Solarian soldier, repeatedly crosses paths with Fei, and together they learn of a covert plot to resurrect an ancient biological WMD called “Deus” by supplying it with mutated human flesh. More importantly, though, they fall in love.

    These ideas were not Takahashi’s alone. In the early ‘90s, while working at Squaresoft as a graphics artist, he became acquainted with fellow employee Kaori Tanaka (who now works under the pseudonym Soraya Saga). He and Saga shared a number of interests: science fiction, history, literature, religion, philosophy, psychology. Together, they began drafting a story. That story became Xenogears, and their friendship became a marriage.

    A photo of the Final Fantasy VI staff. Takahashi is fifth from the left, and Saga is next to him.
    Photo: Square Enix / Final Fantasy Wiki

    Saga’s contribution to Xenogears cannot be overstated. By all accounts, she was responsible for the two ideas that would eventually form the narrative bedrock of the game proper, those being Fei’s struggles with multiple personality disorder and antagonist Miang Hawwa’s role as a feminine AI. Saga and Takahashi collaborated closely on both outlining and scriptwriting, and though she doesn’t share her husband’s director credit, it would not be an exaggeration to say that, conceptually and ideologically, half of Xenogears belongs to her.

    Once again, it becomes impossible to decouple the circumstances of the game’s production from how it operates as a work of fiction. A story about love, written by two people in love, packed end to end with their mutual obsessions. Its philosophizing takes on an almost conversational quality: the more Xenogears breathlessly divulges its ideas, the easier it is to imagine it as a match of intellectual ping-pong between its creators, the result of years of discussion and debate and scrutiny and affection. The game’s unrelenting determination to see itself through to the end despite its concessions illuminates the compulsion behind it. Takahashi and Saga needed Xenogears to exist; it was their love made manifest. If it resonated with even a single person, that would be more than enough.

    Thankfully, it resonated with plenty of people, because it’s a compelling, provocative game. Xenogears’ cult status is unsurprising: even on the most superficial level, it’s catnip for proper noun recognizers, pulling unabashedly and without hesitation from every imaginable creative stratum and allowing high, low, and pop culture to collide violently in the shifting currents of its ocean-vast design. This is a work as inspired by Jung as it is by Super Dimension Fortress Macross, as evocative of Arthur C. Clarke’s poignant novel Childhood’s End as it is of the Apocryphon of John. Government-operated facilities that turn people into food are called “Soylent Systems,” the quantum supercomputer overseeing all life on the planet is called “Zohar,” one of Fei’s former incarnations is literally named “Lacan.”

    A few figures stand in a dark blue void, with text above them reading, "Of course you don't know. But it is etched in my metempsychotic memory."

    Most of Xenogears’ original English localization team abandoned the project early on because of its esoteric script, leaving translator Richard Honeywood to do much of the work himself.
    Screenshot: Square Enix

    The weight of all these allusions threatens, at times, to break the bank. In isolation, they mean little. A story serving up a mile-high layer cake of intertextuality does not automatically render it intelligent or insightful. Xenogears certainly isn’t lacking in ham-handedness, but its influences are, by and large, only scaffolding, and invoked with utmost sincerity. They’re deftly channeled into our understanding of the world and characters, existing primarily to generate drama. The game is not smart because it references psychoanalytic theory and Gnostic doctrine. It’s smart because it understands how these concepts could meaningfully inform the identities and beliefs of human beings.

    Fei’s splintered personalities and incarnations are an oft-referenced example, and for good reason: they’re patterned after a widely-known psychoanalytic schema (that being Freud’s theory of the id, ego, and superego), and lend themselves well to straightforward interpretation (Fei’s most antagonistic alternate personality is named “Id,” and much of the rest can be inferred). By the game’s end, this configuration has transcended metaphor and become a catalyst for an exceptional character study, realistically curdling Fei’s relationships with others and himself while drawing the curtain back on his most deeply held personal apprehensions. It’s telling that he doesn’t map precisely onto any particular model–these models are not, ultimately, the point.

    This ethos is just as apparent in the game’s broader strokes. There’s a moment relatively early on in Xenogears when one of its major characters, Margie, gives the rest of the party a guided tour through a cathedral in her hometown. Margie is a spiritual leader by blood, and acts as something of a foil to her more literal-minded companions. She draws their attention to two enormous statues near the cathedral’s altar, each depicting an angel with only one wing. This blemish, she says, is by design. “God could have created humans perfectly, but then, humans would not have helped each other,” she explains. “So that is what these great single-winged angels symbolize… in order to fly, they are dependent on one another.”

    Here the game generously offers us its thesis, and the thesis of more or less every Xeno game, on a silver platter. It suggests that divinity and weakness coexist symbiotically in human beings, and bridges that gap with a call to mutual aid. It asserts that people can find God in their own mortal lives, that helping and loving one another is the strongest possible application of faith.

    Statues of two one-winged angels stand facing each other.

    The visual motif of two one-winged angels recurs throughout Xenogears.
    Screenshot: Square Enix

    That Xenogears has such a defined thesis at all is indicative of its thoughtfulness. The game is in active conversation with its influences; its conclusions are its own. Its primary antagonist, Krelian, is a pure Gnostic, regarding humans as deficient and taking drastic action in service of transcending the Demiurge (the aforementioned Deus, which functions as a conduit to a higher plane of existence). Fei rejects this. He knows he doesn’t need God to feel whole. He just needs Elly.

    Fei and Elly are the beginning and the end. Their love is the grounding force behind every arcane reference, every serpentine plot thread. An artist and a soldier, adrift on opposite sides of a centuries-long war, find one another, and in doing so, find providence. The majority of Xenogears’ grandest thematic gestures—most of which would become Takahashi staples—orbit this relationship in some form. Spirituality, class warfare, familial trauma, systems of control, cycles of rebirth, lives as a resource, desire for community—all are addressed, explored, and embodied on an intimate, human level. It feels honest. Occasionally, it even feels adult.

    It’s equally exciting and frustrating that most of these ideas only really hit full tilt in the game’s truncated final third. Disc 2 of Xenogears is one of the most texturally bewildering stretches of any video game I’ve ever played, lofty in its aims and deeply moving in its dedication but so clearly a mere trace of all it was originally conceived to be. As incredible as it often is, it aches to be more. Fans and detractors alike have opined that the game would be a paradigm-shattering masterpiece had it been fully realized, lamenting all the quests they’d never get to see and dungeons they’d never get to explore. Personally, I’m not so sure. Xenogears left me wanting, yes, but would filling in its gaps dilute the white-hot nitro burst of creative energy fueling its final hours? Would a “complete” Xenogears feel as raw, as authentic? Would Takahashi still be remaking it?

    A figure sits in a chair lit by a spotlight in an otherwise dark space. Onscreen are the words, "In those dreams, I loved one woman...No matter the day, No matter the era...That did not change...Nor did her name..."

    A scene from the beginning of Xenogears’ second disc. From this point forward, much of the game’s story is presented in this format, save for a few boss battles and dungeons.
    Screenshot: Square Enix

    On one hand, maybe Xenogears needs its abridged disc 2. Its flaws dovetail rather poetically with what the game is trying to say about the virtues of human imperfection. On the other hand, it mostly stops being a video game, which is a shame because Xenogears is a video game for very specific reasons. The aforementioned 3D maps are crucial: this is a world built for tactility, for depth in the most literal sense. World immersion, it would eventually become clear, is one of Takahashi’s guiding principles as a game designer:

    In terms of my own personal goal – my vision of an ideal game – I’d honestly have to say that [Xenoblade Chronicles] is barely 5% of the way there. My goal is to recreate the world itself. I think it’s valuable to develop projects with such lofty goals in mind. […] I know this is a pretty radical idea, but I think the future of [the RPG genre] is world creation that is good enough to be the equivalent of reality.

    -Tetsuya Takahashi, Nintendo Power (March 2012)

    We can see this mentality germinating all the way back in 1998. Xenogears, for all its loquaciousness, wants us to play it. Its environments are beautiful, meticulously constructed dollhouse dioramas that encourage viewing from every angle, and its dungeons, for better or worse, have platforming. This floors me. In an era when even 3D platformers were still figuring out 3D platforming, Takahashi and co. plunked it right in the middle of their madcap anime role-playing game, taking extra care to consider how the areas interlocked in 3D space and what that could communicate about the world to the player. The quality of the platforming (not great) is beside the point. It’s the gesture that counts, and it counts for a lot. It brings us closer to that world. It brings us closer to the characters. We are participants in Xenogears, not observers. Welcome to interactive storytelling.

    Three figures in what look like mech suits stand on a rocky platform jutting out over a chasm.

    Babel Tower, one of Xenogears’ more infamous platforming segments. Note the compass in the corner, which denotes the player’s orientation in 3D space.
    Screenshot: Square Enix

    So we play the video game. We explore the world. We kill the monsters. We pilot the robot. We get the girl. We watch the cutscenes. We fight God (sort of). We win; roll credits. Finished at last, we breathe a deep sigh and begin mulling it all over. Then one final morsel of text fades onto the screen. “XENOGEARS EPISODE V: THE END.”

    What the fuck. V as in 5?

    Xenogears, as it turns out, is even bigger. During the initial planning phase, Takahashi and Saga conceptualized a 6-part timeline stretching from the beginning of the game’s continuity to its end. Part 5 constitutes Xenogears “present day”–in other words, the game itself. Parts 2-4, though not playable, are discussed in great detail. Parts 1 and 6 are practically untouched. At no point are any of these demarcations established in-game. It wouldn’t be clear what “Episode V” meant until the official Xenogears art book, titled Perfect Works, laid it all out two years later.

    Pages from a book show a timeline in glowing yellow with six points marked on it, each one associated with a different paragraph of text summarizing the history and details of that point in time. In the distance, an orange-hued planet or moon is visible.

    From Xenogears: Perfect Works. A visualization of the game’s full timeline.
    Photo: Square Enix / Internet Archive

    Perfect Works—which, even in name, suggests a mythic, tantalizing vision, a towering opus that has yet to be realized—quickly became shorthand for Takahashi’s creative aims. When people realized just how much story he and Saga had wanted to tell, they began applying Perfect Works as a blueprint, wondering aloud if any of his new projects would finally convey it in full. As recently as Xenoblade 3, the speculation persisted: “Is this it? Is he finally doing Perfect Works?”

    The answer is complicated.

    Interlude: Xenosaga and Xenoblade Chronicles

    Two figures sensually embrace against the backdrop of a planet.

    Official art of Xenosaga’s two primary characters, Shion Uzuki and KOS-MOS, by lead character designer Kunihiko Tanaka. Tanaka also designed the characters for Xenogears.
    Illustration: Monolith Soft / Namco / Xenosaga Wiki

    In 1999, Takahashi and several members of the Xenogears development staff split from Square and formed their own studio, Monolith Software, Inc. Their first project, published by Namco and released in 2002, was Xenosaga Episode I: Der Wille zur Macht.

    If the brazen Nietzsche reference in the subtitle wasn’t an obvious enough tip-off, Xenosaga Episode I is every bit as philosophically dense as its predecessor. Another collaboration between Takahashi and Saga, it lifted numerous concepts very directly from Xenogears—most notably the Zohar, and its connection to the “upper domain” of the universe—and recalibrated them for an epic space opera. As a story, it’s intricate, absurd, emotional, and only occasionally dull. As a game, it’s dull slightly more often. I played it some years ago, and was fascinated by it. I have not played its two sequels, Xenosaga Episode II: Jenseits von Gut und Böse (2004) and Xenosaga Episode III: Also sprach Zarathustra (2006). Someday I will, and I’ll be fascinated by them, too.

    Xenosaga’s fate was much the same as Xenogears’, this time stretched out over several installments. It was first envisioned as a six-game arc—as good an indication as any that, yes, this was Perfect Works 2.0—but complications stemming from Episode I’s rushed development resulted in that number being halved. Takahashi and Saga wrote the script for Episode I. For Episode II, they wrote a draft, which was then drastically altered by the rest of the team to accommodate a tighter scope. By Episode III, Takahashi was only working on the series in a supervisory capacity, while Saga had stepped down altogether. To date, Episode II remains her last scriptwriting contribution to a mainline Xeno game. (She would, however, help write the 2004 mobile spinoff Xenosaga: Pied Piper and the unrelated 2008 Monolith Soft game Soma Bringer. She also contributed to Xenoblade 2 as a guest artist, designing the character Yuuou (which, for some reason, was translated into English as “Gorg”).) Though Episode III was critically well-received, its lackluster sales left Monolith Soft’s future uncertain.

    There’s a great deal to be said and written about Xenosaga’s own status as a compromised work, and how it applies its uniquely heady, off-the-wall ideas (Jesus Christ—as in Of Nazareth—is an actual character in these games, chunky PS2 graphics and all). For now, these considerations fall outside my purview. Just know that it’s big, messy, beautiful, and at least 60% Xenogears.

    The shapes of two colossal figures loom, shrouded in clouds and difficult to make out, against a blue sky.

    Concept art for Xenoblade Chronicles, featuring the titans Bionis and Mechonis, the bodies of which comprise the game’s overworld.
    Illustration: Monolith Soft / Nintendo

    Monolith Soft was bought by Nintendo in 2007. Xenoblade Chronicles, Takahashi’s next major project, released in 2010. At that time, it was by far the most “complete” game he’d ever directed: a sprawling JRPG with a self-contained story, polished to a high sheen from start to finish, featuring colorful, well-rounded characters and an energetic real-time battle system. Everything about its design and presentation straddled the line between old and new. Originally, it was localized only in Europe, in 2011. Thousands of people, me included, wrote letters to Nintendo urging them to release it in North America. In April of 2012, they did. It’s my favorite game of all time.

    Over the following five years Xenoblade spawned two sequels, the first one spiritual. Xenoblade Chronicles X, released in 2014, is perhaps the best example yet of Takahashi’s interest in world design, purposefully eliding much of its story in favor of giving players nearly unrestricted access to a gargantuan map. It’s the only Xenoblade game thus far to feature controllable mechs, and for that alone, it gets the gold star.

    Xenoblade Chronicles 2 (2017) would be one of the worst games in history if it wasn’t one of the best. Its design is a queasy fractal of systems within systems; its aesthetics simultaneously evoke the imaginative whimsy of SNES JRPGs and the screaming-loud numerical bacchanalia of contemporary mobile gachas. At times, it’s agonizing. At others, it’s delightful. Eventually, it trips headfirst into saying something really interesting. I like it, because I like weird stuff. Your mileage may vary.

    It also marked the series’ transition to something unexpectedly complex. Prior to its release, Takahashi said that the game, as with X, would be a separate continuity, à la new mainline Final Fantasy entries. This was a bald-faced and hilarious lie. The final act of Xenoblade 2 established a cosmic, millennia-spanning throughline between itself and the original Xenoblade, jettisoning lore fragments in a thousand different directions and leaving the series wide open to further exploration.

    Xenoblade was never meant to be a multi-game project. It wasn’t meant to be Perfect Works. And then, suddenly, it seemingly was. One can only assume that Takahashi used the first game’s success as an excuse to dig his heels in. This was to be his new outlet. Maybe, this time, he could finally bring it home.

    On February 9th, 2022, Nintendo announced Xenoblade Chronicles 3.

    The Last: Xenoblade Chronicles 3

    Six young figures stand facing us. Above them is the text Xenoblade 3.

    The cast of Xenoblade 3, illustrated by lead character designer Masatsugu Saito to commemorate the game’s launch.
    Illustration: Monolith Soft / Nintendo / Masatsugu Saito

    Immediately, the game looked familiar.

    There were the designs, for one. Xenoblade 3’s ponytailed protagonist Noah bore a not-not-striking resemblance to Fei, and one of the first revealed villains, Consul D, was nearly the spitting image of Xenogears’ Grahf.

    But these similarities were only skin deep. The game’s story, even with the scant information provided in the reveal trailer, was far more enticing. It supposedly concerned two nations, Agnus and Keves, locked in an eons-long war for reasons long forgotten. (Pop quiz: what other Takahashi game features two warring countries whose names begin with the letters A and K? You have five minutes.) Its central party was to be composed of two groups of three characters each—three from Agnus and three from Keves. Noah would lead the Kevesi group. The Agnian group would be led by a girl named Mio. It didn’t take an accredited Takahashi scholar to predict that Noah and Mio were probably going to fall in love.

    They did, of course. I just wasn’t prepared for how much.

    Not unlike Xenogears, Xenoblade 3 features an early scene that defines its goals more succinctly than I ever could. In the aftermath of an intense battle, the two groups of characters—still enemies at this point in the story—sit down and, understanding that they’re bound by circumstance and have no choice but to cooperate, introduce themselves to one another. They go around in a circle, say their names, and talk about their interests. It’s so sweet and so remarkably simple, and the simplicity feels like the point. Here are six people whose lives have been defined, in every imaginable way, by conflict. When the stakes suddenly change, words are all that are left. Aggression yields almost immediately to emotional honesty.

    Figures gather around a campfire in dusky light.

    The newly minted friend group makes camp for the first time.
    Screenshot: Monolith Soft / Nintendo

    Emotional honesty is vital in Xenoblade 3, which takes place in a deeply dishonest world. Every facet of it is designed to disallow growth and discourage connection. People aren’t born, they’re made. They live ten years at most, fighting the entire time. If they don’t fight, they die. After they die, their physical forms are reconstituted and their memories are wiped, and then they do it all over again. All in service of a war that, it’s soon revealed, is a farce orchestrated by an organization called Moebius, members of which draw sustenance from the bodies of dead soldiers and preside over human encampments like petty tyrants. They do this so they can live forever, because to be mortal is to invite change, and nothing is more frightening than change.

    As always, love is the antidote. The operatic, time-transcending romance between Noah and Mio, echoing that of Fei and Elly, functions as a microcosmic distillation of the plot’s overarching conflicts. As “off-seers”—soldiers tasked with mourning the lives of their fallen comrades—they’re acutely attuned to cultural memory, or lack thereof. Together, they realize that uncertainty is preferable to stagnation, and that imperfection begets improvement. They see a hideous, mangled variation of their relationship in the characters N and M, who relinquished their humanity in favor of eternity, and decide to do better. Indifference becomes their greatest enemy. If the world prevents their union, then so be it: they’ll remake the world. Why wouldn’t they? Their love is stronger. Any system obfuscating it has no reason to exist.

    The game’s definition of “love” extends far beyond just this central couple. Xenoblade 3 distributes dialogue fairly evenly among its main cast, and exhibits on average the highest quality of character writing in the series—a considerable improvement over the already wonderfully grounded Xenoblade. (Xenoblade 2 is Xenoblade 2.) A great deal of thought is put into particular frictions of even minor conversations, and before long, a friend group organically takes shape. Having painted a vivid picture of its unjust, overbearing world, Xenoblade 3 contends that nothing is more restorative than companionship. X-ray its story and you’ll find the skeleton of a road movie.

    A young man and a young woman look up at the camera while the man brandishes a blade.

    Noah and Mio, power couple.
    Screenshot: Monolith Soft / Nintendo

    Companionship is, in fact, what much of the game’s design is predicated on. Its quest structure is boldly, confidently ridiculous: instead of simply talking to NPCs to get sidequests, players instead need to “overhear” NPCs voicing concerns, and then convene at a “rest spot” (usually either a campsite or a restaurant) so that the party can talk these concerns over at length, each member offering a distinct perspective. Only upon completion of this entire process, which often takes several minutes, is the quest made available. From a utilitarian standpoint, this is cumbersome. It adds several unnecessary steps to what should be a rudimentary and straightforward action. From a chilling-with-your-homies standpoint, it’s perfect. It speaks to Xenoblade 3’s desire to cram as much characterization as possible into every square inch of both playable and non-playable space. The game desperately wants us to understand these people, given what limited time they have.

    Zoom out a bit and you’ll see this philosophy applied everywhere. The battle system functions as its own sort of interaction, with each character having the option to use any other character’s class at any time–a mechanic introduced following a scene where the entire party trades compliments. The brilliant “affinity chart,” which tracks every named character in the game and their relationships with one another, returns from the first Xenoblade. And many of these characters are folded into the main cast via “hero quests,” extended side stories focusing on notable NPCs with uniquely fraught connections to the war. Free them from Moebius’ control and they’ll join your party as optional seventh members, opening the floodgates to yet more conversation and further deepening the player characters’ involvement in the communities—and world—they inhabit.

    That world (called “Aionios,” derived from Greek “aionioß,” meaning “without beginning or end”) is especially noteworthy, because worlds are Takahashi’s bread and butter, and ever since the original Xenoblade he’s taken a particular interest in their decline. Even sans impending doomsday scenarios, the settings of all three games in the series exist in varying states of sustained putrefaction. Xenoblade and Xenoblade 2 both take place on the bodies of massive living creatures that, due either to inadequate sustenance or resource mismanagement, are dying. 3, which merges the settings of its two predecessors, is a colossal graveyard, its landscapes littered with these creatures’ ancient, petrified remains. Strange explosions dubbed “annihilation events’’ frequently atomize large swaths of terrain without warning, gradually eating away at what little is left. Aionios’s denizens all intuitively understand that it’s dying, if not already dead. They’ve just been conditioned to accept it.

    A dilapidated, overgrown stone tower stands in a forest-y ruin.

    Maktha Wildwood, one of the more discernibly corroded regions of Aionios.
    Screenshot: Monolith Soft / Nintendo

    It seems only natural that climate anxiety would eventually take root in Takahashi’s fiction, preoccupied as he is with notions of environmental hostility. His worlds are in active contention with their populations, usually as a result of humanity’s severe technological overreach. In Xenogears, this comes as a shock. In the Xenoblade series, it’s a given. Even when characters know little about their respective world histories, they know these worlds are impermanent and that their decay is accelerating. The challenge, then, is one of overcoming apathy.

    Apathy as moral failure, and the subsequent effects of failure on the human psyche, were embodied in Grahf, one of Xenogears’ recurring villains (and yet another incarnation of Fei). Grahf’s inability to protect his loved ones resulted in a despair so overwhelming that he elected to be its agent rather than its victim. Xenoblade 3 iterates on this with the character N, a former incarnation of Noah, whose cruel disposition stems from his reluctance to acknowledge the impermanence of life–his own, and that of his partner. He fought back against Moebius, failed, and then sided with them, because in his cowardice he couldn’t bear failing again. For N, love is a corrupting force, not a healing one; it can be weaponized like anything else. He’s the most emotionally resonant antagonist the Xenoblade series has yet seen, and the dialectic between him and Noah—who tells him, to his face, that he’s full of shit—is a tidy summation of ideas Takahashi has toyed with for decades.

    Xenoblade 3 is chock full of familiar gestures, taken to their logical extremes and amplified to a fever pitch. It’s loud, bright, and relentlessly earnest, and it packs more than a little revolutionary spirit. Closely examine even its gloomiest moments and you’ll find traces of celebration, of both its forebears and of itself. Gameplay is sharpened to a keen edge, level geometry is beautifully constructed, the plot is meaty, and the romance hits like a freight train. Seeing it all unfold with so much verve, knowing about all the curtailed projects that preceded it, is moving. Xenoblade Chronicles came more or less out of nowhere; Monolith Soft’s post-Xenosaga future was anyone’s guess, given Episode III’s underwhelming performance. Twelve years later, Xenoblade is a distinguished franchise, its ambition budding with each installment. Takahashi, with the aid of his peers, finally pulled it off.

    And so, as is tradition, that timeworn rallying cry: “Perfect Works?”

    Xenoblade 3 is superb. It is not, however, Perfect Works.

    At least, it isn’t Xenogears. This seems to be the underlying assumption behind every piece of Perfect Works-related speculation: at the end of the day, people just want Xenogears, or at least something narratively identical but with all the names switched around. I can’t blame them, especially when Xenoblade 3 very intentionally teases out these reactions. Thematically, the two games overlap quite a bit, and Xenoblade 3 is indeed a culmination in a more general—and, I’d argue, more meaningful—sense. But it can’t be Xenogears. It doesn’t have enough ideas, and the ideas it does have aren’t interesting enough.

    In all fairness, the same can be said for most games that aren’t Xenogears.

    Speaking to Satoru Iwata in 2010 about the first Xenoblade, Takahashi said the following:

    When you’re young, you’re brimming with creative energy after all, and it is a path everyone goes through. Among young game creators today, there is no shortage of people with the same approach I had, making games solely for those players who will understand what you are trying to achieve. I think that this sort of game is necessary in the video game industry.

    But now, when I ask myself if I still have that drive, which was in a sense rash and reckless, the answer is of course that I don’t. At the same time, I now have a better view of the overall shape of things, and I feel that my creative range has increased. Recently, especially since becoming a father of two, I’ve been thinking more and more about how to make a game that will be enjoyed by a large number of players and that will strike a chord with them.

    -Tetsuya Takahashi, “Iwata Asks: Xenoblade Chronicles

    Admittedly, this gnaws at me. Takahashi’s overt admission that his new work lacks the hyperspecificity and unchecked passion of Xenogears and Xenosaga calls into question the value of Xenoblade as a product of personal expression. It also prompts me to re-evaluate my own relationship with it. Again: Xenoblade Chronicles is my favorite game. My love for it was (and is) owed in no small part to my perception of it as a thoughtful artistic gesture, in addition to its merits as both a video game and a work of fiction. It affected me in a very particular way at a very particular point in my life; maybe, if it were released now, my feelings would differ. In any case, putting it in conversation with its progenitor, I’m confronted with the realization that it may itself be compromised. Not in the literal, conspicuous way that Xenogears is, but in the subtler, more cynical way that so much art beholden to capital is. Mass appeal, tempering of difficult ideas, and diminished creative breadth.

    To an extent, I’m sure this is true, because this is how creating in corporatized spaces works. With video games’ maturation into a lucrative global enterprise, risk-taking projects with the ideological heft of Xenogears have become rarer, at least from developers as high-profile as Square. Xenoblade and its sequels are bankrolled by Nintendo, one of the most recognizable corporate media entities in the world. Conclusions vis-à-vis limited artistic freedom are easy to draw.

    But Tetsuya Takahashi is also a human being. Human beings change. At the time of the above quote, Xenogears was over a decade old. This year, it turned 24. Takahashi notes that since its release, he’d become a father, and consequently viewed the shift in his priorities as liberating. Retooling his interests for a wider audience was, in his view, a new and refreshing way to approach game development. If I’m being charitable, it sounds like a personal choice. And I want to be charitable, because I love these games, and because I believe this interpretation is supported by the text.

    Though the series may lack Xenogears’ rougher edges, Takahashi’s fingerprints are still here, and they’re not particularly hard to find. The weapon wielded by Xenoblade’s protagonist explicitly references Leibniz’s Monadology; Xenoblade 2 is a frenzied riff on Plato’s allegory of the cave; all three organize their heroes and villains around Gnostic concepts. More importantly, though, they are—as with Xenogears—anchored by the thoughts and actions of people, and are concerned chiefly with the importance of community amid systems that discourage it.

    Xenoblade 3 is a culmination because it’s Takahashi’s most potent love story yet. Its sincerity is all-encompassing. As I played it, three things became clear: one, that it’s a game written by a real human being with real human interests, not an automaton who has dedicated his career to clinical self-imitation. Takahashi understands better than anyone that truly “remaking” Xenogears means excavating the pathos from its core and refining it even further. (Fittingly, the most formally congruent scenes between Xenogears and Xenoblade 3 are montages in which two lovers repeatedly reconnect throughout thousands of years of history.) Two, that he is thinking very candidly about death, and what it really means to surrender oneself—and one’s family—to the future’s unknowns. And three, that this is, on a purely emotional level, the game he’s always wanted to make. Perfect Works, which largely fails to account for the emotional underpinnings of Takahashi’s work, is not a sufficient blueprint. Xenoblade 3 is similar in the ways that matter most, and different only inasmuch as its creator has changed.

    Two hands reach for each other against the backdrop of a sun's intensely bright light.

    Screenshot: Monolith Soft / Nintendo

    In its final moments, the game pulls a crafty narrative trick. Having asserted that overinvestment in the present stymies acceptance of the future, it implicitly incriminates players who don’t want its story to end. The broader connotations of this, intentional or not, are not lost on me. Tetsuya Takahashi will probably never make another Xenogears. If he does, it may not even be on purpose. Instead, he’s making something new, something informed by but not derivative of his past. Xenoblade 3 is a culmination, not a retread. It looks forward, not backward.

    It is, as with everything Takahashi has made, a creation myth.

    Cole Kronman

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