ReportWire

Tag: Kotaku

  • Overwatch 2 Patch Makes One Tank’s Ultimate Terrifyingly Busted

    Overwatch 2 Patch Makes One Tank’s Ultimate Terrifyingly Busted

    [ad_1]

    When Overwatch introduced mad scientist tank Sigma back in 2019, he was immediately a powerful shakeup of the meta. His placeable shield was more flexible than Reinhardt or Orisa’s, and his primary rock-throwing weapon did can do damage and disrupt in equal measure. On top of this, his ultimate ability, Gravitic Flux, which lifts enemies within its radius off the ground, slams them down, and cuts their health by half its base health, is still one of the most powerful ones in the game. For some reason, with Overwatch 2’s mid-season patch, Blizzard decided that Sigma’s ultimate needed a huge buff. Naturally, it’s now very broken.

    Gravitic Flux is an area-of-effect ability signified by a dark circle on the ground that appears as its cast. There’s a darker center within this circle, and before this patch, a character had to be in the circle’s line of sight to be caught in the telekinetic slam. This is why characters like Mei or Lifeweaver were able to counter this ultimate by building an Ice Wall or Tree of Life that blocked teammates from being caught in the attack. This new patch removes that requirement, so now, if you’re in the circle at all, Sigma is giving you uppies. However, as some players have discovered, taking out the line of sight requirement means it can work through walls, even if Sigma can’t see those enemies.

    Blizzard explicitly notes that this change was made because there’s a lot of counterplay against the Gravitic Flux, so perhaps this was the intention. But now all I can think about is how Sigma’s suddenly made for stealthy plays. Is your enemy team sitting on the payload in Dorado? Go into one of the buildings surrounding it and cast Gravitic Flux just on the edge of the room. You’re bound to catch at least one of them by surprise. This shit’s busted.

    The full patch notes for Overwatch 2’s mid-season update are as follows:

    COMPETITIVE PLAY UPDATES

    Demotion Protection Modifier

    • The Demotion Protection modifier has been moved from below the Rank Progress bar into the bar itself to improve visibility when a player is in a Demotion Protection state.
    • When Demotion Protection occurs, you will not be told when your progress is below that skill division’s range. If you lose your Demotion match, the Skill Rank adjustment will show only the adjustment from that match, instead of the net total of that match and the adjustment of the previous match.

    New – Pressure Competitive Modifier

    • This rank modifier appears for players who are at the far ends of the overall skill distribution.
    • For players who are very high ranked (like Champion), this modifier will show when you don’t earn as much progress from winning a match or drop more progress for losing a match.
    • For players who are very low ranked (like low Bronze), this modifier will show when you earn more progress for winning a match or drop less progress for losing a match.

    Developer comments: This new modifier was added to show how our highest and lowest-skill players are being pushed toward a more average Rank. Competitive Play already calculates this Modifier to your Skill Rank adjustment, but it wasn’t visible until now. Very high or very low-ranked players will see this Modifier after every match while they continue to maintain a Rank at the outer limits of the ranked spectrum. Climbing to the highest skill tiers like Grand Masters or Champions is not intended to be easy, and overcoming Pressure to reach the top is no longer a hidden challenge that players must face.

    Grouping Restrictions

    The Skill Tier legend was updated to show the changes to grouping restrictions that were applied in a previous update. The grouping restriction changes we applied are the following:

    • Grand Master can now group within 3 divisions to be considered a narrow group.
    • Champion can now group within 1 division to be considered a narrow group.

    Developer comment: While the Season 10 changes to grouping up with friends have contributed to a large improvement in match quality for most players, we’re still looking to reduce queue times for players and groups, especially for higher ranks.

    MATCHMAKING UPDATES

    • When a player is currently on a loss streak, the matchmaker will try to avoid putting the player on a team that is statistically calculated to have a lower chance of winning.

    Developer comments: Loss streaks never feel good. Before each match, we make a prediction about which team will win the game, based on the information we have about the players on both teams. This is how modifiers such as Consolation, Reversal, Uphill Battle, and Expected give or take additional Rank Progress after each Competitive Play match. Since most matches will have a team that has a slightly higher chance of winning, placing a player on the team with the higher chance who is currently on a losing streak is aimed at helping them have a fair chance of breaking that streak. While this won’t guarantee they’ll win, it does provide a helping advantage.

    HERO UPDATES

    • Armor health has been reverted to provide a flat damage reduction of 5 per projectile, up to a maximum of 50% damage reduction.
    • Out-of-combat health regeneration changed from 20 health per second to 10 health per second + 5% of maximum health.

    Developer comment: Armor is being reverted to its original functionality to better resistance rapid fire damage and shotgun-type weapons. Out- of- combat health regeneration has been a positive but subtle addition to the game, but had a much smaller impact for tank heroes due to their massive health pools, so we’re adjusting it to heal for a percentage of maximum health.

    TANKS

    Role Passive

    • Tanks now have 25% damage reduction against critical headshot damage.
    • Knockback resistance increased from 30% to 50%

    Developer Comment: Although armor health will now be more effective in some of the more difficult matchups, it will also be losing potency against the typically slower, higher damage instances. To help reduce the feeling of tanks being taken out too quickly by high bursts of damage, the role-wide passive now provides improved defense against critical headshot damage.

    JUNKER QUEEN

    Developer Comment: Junker Queen being able to activate Commanding Shout while swinging her axe or during her Ultimate ability will make it more responsive for when an additional burst of health or movement speed is needed.

    Commanding Shout

    • Can now be activated while using other abilities.
    • Cooldown reduced from 14 to 12 seconds.

    SIGMA

    Developer Comment: Similar to how Graviton Surge functions, Gravitic Flux no longer needs line of sight to affect enemy targets in its area. There are a fair amount of counterplay options to deal with this ultimate so we’re making it more reliable to grab enemy targets within its area of effect.

    Gravitic Flux

    • No longer requires line of sight to the center of the effect.

    WRECKING BALL

    Developer Comment: Wrecking Ball has been performing much better after his recent update and these tuning changes will help his abilities feel more impactful.

    Grappling Claw

    • Impact damage increased from 50 to 60.

    Piledriver

    • Movement lockout duration for enemies increased from 0.5 to 0.75 seconds.

    Minefield

    • Damage increased from 130 to 165.
    • Explosion knockback increased from 5 to 10.

    ZARYA

    Developer Comment: We have been increasing the value of some tank ultimate abilities to account for the increased health pools and it helps to make the decision of when to counter-swap more of an interesting tradeoff. Graviton Surge was still very useful to set up combos with other ultimate abilities but we want to makes sure it’s powerful enough on its own.

    Graviton Surge

    • Radius increased from 6 to 7 meters.
    • Duration increased from 3.5 to 4 seconds

    DAMAGE

    JUNKRAT

    Developer Comment: Junkrat’s weapon has great damage output but is unreliable outside of close range due to its slow projectile speed, which is an intended drawback to its high output. The Season 9 health changes affected Junkrat more than most other heroes since it now requires one more shot to secure an elimination. We’re increasing the damage on direct impacts to return to 2 direct hits for an elimination, without making his combo with Concussion Mine as deadly as before since that one is much easier to execute.

    Frag Launcher

    • Impact damage increased from 40 to 45 (Total damage increased from 120 to 125).

    ECHO

    Developer Comment: While the main benefit of Duplicate is a second health pool and the utility of another hero’s abilities, it was often too difficult to charge an ultimate in the Duplicate time limit so we’re increasing the bonus multiplier slightly.

    Duplicate

    • Ultimate gain multiplier while transformed increased from 4 to 4.5.

    HANZO

    Developer Comment: The Dragonstrike ultimate hasn’t been very effective outside of being used in a combo with other abilities that restrict enemy movement, so we’re increasing its speed to help position it as less of a zoning tool and more likely to deal some damage.

    Speed increased from 12 to 15 meters per second.

    Dragonstrike

    • Speed increased from 12 to 15 meters per second.

    SUPPORT

    BRIGITTE

    Developer Comment: Resetting the Shield Bash cooldown on ultimate activation was too much potential burst damage for Brigitte when the average maximum health of everyone was lower, but it’s much more reasonable now that it won’t be as lethal.

    Rally

    • Now resets Shield Bash cooldown upon activation.

    BUG FIXES

    GENERAL

    • Fixed a bug with Mirrorwatch not generating stats in Game Reports.
    • Fixed a bug with Competitive Progress not incrementing correctly.

    MAPS

    • General bug fixes and improvements were performed on multiple maps.

    Eichenwalde

    • Fixed an area that could cause players to temporarily become stuck.

    Samoa

    • Fixed a spot on the map that players could become temporarily stuck in.

    Shambali

    • Fixed a location where players could become stuck for a period of time.

    HEROES

    Mercy

    • Vengeance Skin – Fixed a bug with the feathers on the skin not being properly aligned.

    Venture

    • Fixed a bug with Tectonic Shock that counted turrets and other non-player targets as valid for the Excavation Annihilation challenge.
    • Fixed an issue that could occur with Burrow where Venture could remain burrowed above the ground.

    [ad_2]

    Kenneth Shepard

    Source link

  • Sony Names PlayStation’s New Bosses

    Sony Names PlayStation’s New Bosses

    [ad_1]

    Image: Sony

    Sony has named existing company veterans Hermen Hulst and Hideaki Nishino as the new heads of PlayStation. Hulst will take over and run a new Studio Business Group while Nishino is in charge of the Platform Business Group. The division of roles replaces former CEO of Sony Interactive Entertainment Jim Ryan, who retired earlier this year, and comes as Sony searches for its next PlayStation 5 blockbusters amid cost-cutting and cancellations.

    “Sony Interactive Entertainment is a dynamic and growing business that delivers incredible entertainment experiences through the connection of content and technology,” interim SIE CEO Hiroki Totoki said in a press release. “These two leaders will have clear responsibilities and will manage strategic direction to ensure the focus remains on deepening engagement with existing PlayStation users and expanding experiences to new audiences.” Both will continue reporting to Totoki who is also Sony’s President, COO and CFO.

    Originally the head of Guerrilla Games, maker of Killzone and Horizon Zero Dawn, Hulst was promoted to head of PlayStation Studios in 2019 following the departure of Shawn Layden. He’s responsible for overseeing Sony’s first-party game development, including hits like Spider-Man 2 and God of War Ragnarök. Nishino was previously in charge of PlayStation platform technology and experiences, which he will continue to lead, in addition to now being in charge of third-party relations and commercial operations. Both men take over their new roles on June 1.

    Read More: What Hacked Files Tell Us About The Studio Behind Spider-Man 2

    Ryan announced he was stepping down from PlayStation after decades with the company last fall. Earlier this year, Sony announced a series of cost-cutting measures, including hundreds of layoffs and project cancellations at its studios, and the closure of London Studio. The changes come as big-budget game makers try to negotiate spiraling development costs and a stagnating console gaming market. Sony’s big annual spring PlayStation Showcase is rumored to be happening later this month, though the company previously confirmed that no major new sequels were planned to release in the current fiscal year.

    “I am thrilled to lead the Studio business group and continue to build on our success with PlayStation 5, while preparing for the future,” Hulst said in a press release. “The video game industry is one of the largest entertainment industries in the world and has been built on the marriage of content and technology, and I look forward to continuing to push the boundaries of play and entertainment.”

    [ad_2]

    Ethan Gach

    Source link

  • The Buck Stops With Phil Spencer, 1000xRESIST Is A Must-Play, And More Gaming Opinions For The Week

    The Buck Stops With Phil Spencer, 1000xRESIST Is A Must-Play, And More Gaming Opinions For The Week

    [ad_1]

    Image: Bethesda Softworks

    Earlier this week, Xbox announced that it would be shuttering several studios it had attained as part of its $7.5 billion purchase of Bethesda, including Arkane Austin, Tango Gameworks, Alpha Dog Games, and Roundhouse Studios, the last of which is being absorbed into another team. Collectively, the studios’ produced games like Dishonored, Prey, Redfall, Mighty Doom, Hi-Fi Rush, and more. These studios, and some of the more innovative titles that they developed, seemed at one point to be the future of Xbox’s floundering brand. After a downturn in many of Xbox’s large key franchises due to mismanagement, the shifting priorities of its audience, and the Xbox’s dwindling image across the world, titles like the ones these teams were developing seemed like the start of a promising new era for Xbox, one that might be marked by more creative, sustainably made games that weren’t designed to bleed its audience dry. – Moises Taveras Read More

    [ad_2]

    Kotaku Staff

    Source link

  • GameStop Wants You To Start Trading In Your Valuable Pokémon Cards

    GameStop Wants You To Start Trading In Your Valuable Pokémon Cards

    [ad_1]

    Photo: Heritage Auctions / Bloomberg (Getty Images)

    The market for high-end collectibles like rare Pokémon cards has exploded in recent years, and GameStop seems to want a piece of it. The gaming retailer told some store managers this week that it would begin testing buying Professional Sports Authenticator (PSA) graded trading cards later this month as it flails around for a new business strategy while its meme stock shenanigans continue.

    “Exciting news,” read an internal message shared over on the GameStop subreddit yesterday. “We are happy to announce that we are officially getting into Graded Collectibles. Starting tomorrow, all associates will have access to the Main Menu Learning Course around accepting PSA Graded Collectibles (Just Trading Cards for now).” The company said the program’s rollout would begin next week in just 258 stores to start, including some located in Texas where GameStop is headquartered.

    It’s not clear yet how the program will work, if GameStop plans to resell the cards in-store, or what the limit will be on the prices it can pay. Some self-identified employees on the subreddit have speculated that the stores will only be allowed to buy collectibles graded PSA 8 and above. Still, the prices for those can run from, say, $50 for a Raging Bolt Ex from the recent Temporal Forces Pokémon set to over $29,000 for a rarer Charizard from the original base set.

    The backbone of GameStop’s business once upon a time was used video games. After players completed a new release, they could sell it back to the company for a fraction of the MSRP, which GameStop would then turn around and sell to a new player for almost the full cost of the new version of the game. This “circle of life” propelled GameStop to huge profits in the early 2010s, but has fallen apart as the majority of game purchases have gone digital.

    More recently, the company has doubled down on branded merchandise and collectibles like Funko-Pops and statues of video game characters to make up the shortfall. Despite raking in $1 billion thanks to a meme-fueled stock bonanza, GameStop’s pivots to cryptocurrency, PC gaming gear, and even TVs hasn’t yielded a new path forward for its ailing business. All along the way, GameStop employees have born the brunt the company’s excesses, failings, and resulting cuts.

    It’s unclear if GameStop’s longstanding reputation for poor trade-in deals will extend to its new collectibles program. “10% market price take it or leave it,” joked one person on Reddit. “5% market price cash, 10% market price in store credit, and they sell them at 500% market price.”

              

    [ad_2]

    Ethan Gach

    Source link

  • After Buying Up Studios, Xbox Says It Doesn’t Have The Resources To Run Them

    After Buying Up Studios, Xbox Says It Doesn’t Have The Resources To Run Them

    [ad_1]

    After shutting down multiple Bethesda studios, Xbox and Bethesda leadership held a town hall meeting with staff to discuss the closures, explaining that the company’s studios had been spread too thin and that it wanted to focus on fewer projects moving forward.

    On May 7, Xbox announced that it was closing three studios—Tango Gameworks (Hi-Fi Rush), Arkane Austin (Redfall), and Alpha Dog Games (Mighty Doom)—with a fourth support studio, Roundhouse Studios, being absorbed by the team behind Elder Scrolls Online. According to a new report, on May 8, in the aftermath of these surprising shutdowns, Xbox President Matt Booty and Zenimax head Jill Braff held a large meeting with staff and laid out the reasoning behind the cuts.

    As reported by Bloomberg, during the meeting Booty praised Hi-Fi Rush, but wouldn’t go into specific details on why the studio behind the colorful action game had been shut down.

    Speaking more broadly about the closings, Booty reportedly explained that Xbox and Bethesda’s studios had become spread too thin, like “peanut butter on bread,” and that team leaders felt understaffed. The idea being that by closing studios, Xbox would free up resources elsewhere within the company. Booty also told staff at the meeting that Akrane Austin’s closing had nothing to do with Redfall flopping with fans and critics.

    Reportedly both Tango and Arkane Austin had pitched games to work on next, including a Hi-Fi Rush sequel and possibly a new Dishonored or similar single-player immersive sim-like game. Those likely won’t happen.

    Braff allegedly said that she hoped the closing of some studios would allow Bethesda/Zenimax to focus on fewer projects in the future.

    “It’s hard to support nine studios all across the world with a lean central team with an ever-growing plate of things to do,” she said, according to a recording Bloomberg reviewed. “I think we were about to topple over.”

    Tango and Arkane were trying to hire more people while pitching new games, and both Braff and Booty reportedly suggested that the long, expensive road those teams faced before being able to release something new was the main reason for closing the studios, implying that it was just bad timing as Microsoft looks to trim down costs and overhead. It’s reported that more cuts are likely for Xbox, according to people who spoke to Bloomberg.

    It’s also reported that ever since the massive $69 billion Activision Blizzard acquisition in 2023, Microsoft leaders have been ramping up their scrutiny of the Xbox division. The Verge reported on Wednesday that executives at Microsoft and Xbox had discussed not adding Call of Duty games to Game Pass, and raising the price of Game Pass Ultimate. However, nothing is concrete yet.

    Microsoft’s leaders taking a bigger interest in Xbox might help explain why Booty and others are looking to cut costs. Either way, it’s likely more folks at Xbox will lose their jobs in the future.

    .

    [ad_2]

    Zack Zwiezen

    Source link

  • ‘A Fucking Gut Stab’: Game Industry Reacts To Shocking New Studio Closures

    ‘A Fucking Gut Stab’: Game Industry Reacts To Shocking New Studio Closures

    [ad_1]

    One of the worst years for cancellations, cuts, and closures in the history of the video game industry has just claimed its next victims, including Arkane Austin and Tango Gameworks. Developers and fans alike are in disbelief. “Great teams are sunsetting before our eyes again, and it’s a fucking gut stab,” wrote Dinga Bakaba, director at Arkane Austin sister-studio, Arkane Lyon.

    Set up in 2006, Arkane Austin helped develop the acclaimed 2012 whale-oil-punk immersive sim Dishonored, before leading development on 2017’s haunting sci-fi shooter Prey. Tango Gameworks, meanwhile, was founded in 2010 and is best known for making the Evil Within series of survival horror games, before bestowing a collective breath of fresh air on the video game industry last year with the colorful rhythm hack and slash platformer Hi-Fi Rush. Microsoft shut down both studios today, as well as other Bethesda subsidiaries Roundhouse Games and Alpha Dog Games, citing a need to focus on “high-impact” “priority games.”

    “This is absolutely terrible,” tweeted Bakaba, co-creative director at the remaining Arkane studio, in the wake of the news. “Permission to be human: to any executive reading this, friendly reminder that video games are an entertainment/cultural industry, and your business as a corporation is to take care of your artists/entertainers and help them create value for you.”

    The Deathloop co-director at the Microsoft-owned studio continued:

    Don’t throw us into gold fever gambits, don’t use us as strawmen for miscalculations/blind spots, don’t make our work environments darwinist jungles. You say we make you proud when we make a good game. Make us proud when times are tough. We know you can, we seen it before.

    For now, great teams are sunsetting before our eyes again, and it’s a fucking gut stab. Lyon is safe, but please be tactful and discerning about all this, and respect affected folks’ voice and leave it room to be heard, it’s their story to tell, their feelings to express.

    Inside baseball, but if I read ‘immersive sim curse’ from the community, especially from a fellow dev, I swear to God… Please, let’s talk about the *real* challenges instead of rehashing irrational anxieties of the past. Even more inside baseball, but with a very, very wide range, as a wise and sorely missed man said: “Please Stop.”

    Harvey Smith, co-director on Redfall at Arkane Austin, called today’s new “terrible,” adding that the team there had been through a lot together. Bloomberg previously reported that the vampire shooter’s troubled development grew out of a push by top Bethesda leadership to make a live-service game, a decision that ultimately led to sky-high attrition and multiple delays. “Your talent will lift you up, and I will do anything I can to help,” tweeted Smith. John Johanas, game director at Tango Gameworks, was also at a loss. “So this is how it ends…” he wrote. “Unfortunately I don’t quite have the words…But at least thank you to everyone who supported us.”

    Back when Microsoft acquired Bethesda in 2021, its burgeoning Game Pass model seemed like a potentially great fit for Arkane Studios, whose creatively ambitious projects didn’t always seem to find the audiences they deserved. If Bethesda would never greenlight a Prey 2, maybe a deep-pocketed tech giant would see it as as a worthwhile addition to its Netflix-like subscription gaming library. If nothing else, the newly acquired teams would have no shortage of other holes to fill in Xbox’s struggling first-party lineup.

    Adam Boyes, co-CEO at Iron Galaxy Studios, juxtaposed today’s carnage with Microsoft’s bottom line in a tweet screencapping the company’s recently announced quarterly profits of roughly $20 billion. “It hurts dude… it hurts,” wrote back Rich Lambert, head of ZeniMax Online Studios. “Angry. Frustrated. Shocked. Furious. Speechless. Dumbfounded. Perplexed,” wrote Alistair Hatch, another long-time veteran of Bethesda. “I have so much love for the studios affected. The people that made those teams were incredible, hard working, dedicated, and talented.”

    People from other Microsoft-owned studios and outside the company have also been horrified by the news. “We took a lot of inspiration from both Evil Within and Evil Within 2 when developing Alan Wake 2,” tweeted Remedy Entertainment game director Kyle Rowley. “They are both excellent horror games and I’m very sad we will not get to see a continuation of the franchise from Tango Gameworks. “Why do I still do this?” tweeted Obsidian Entertainment communications director Mikey Dowling.

    “Arkane did solid work and had a highly talented and motivated staff,” Mike Wikan, the former Retro Studios developer who led design on Metroid Prime, wrote on LinkedIn. “Companies need to understand that burning your Creative Production Studios to the ground is NOT the path to profitability.”

             

    [ad_2]

    Ethan Gach

    Source link

  • Mastering Stellar Blade’s Combat, Starting Strong In Another Crab’s Treasure, And More Tips For The Week

    Mastering Stellar Blade’s Combat, Starting Strong In Another Crab’s Treasure, And More Tips For The Week

    [ad_1]

    Screenshot: Shift Up / Claire Jackson / Kotaku

    Stellar Blade, the Nier: Auotmata-ish PS5 character action game, has a bunch of chests to unlock that give you all kinds of sweet rewards, from healing items to gold to crafting resources. Many of these chests require that you input a sequence of buttons in an allotted time limit, while others need a passcode to open. There’s one in Xion, the game’s main hub world, that’s like this, demanding a passcode before unlocking. It’s called Aaron’s Locker and, truth be told, you may already have what you need to get the chest opened. – Levi Winslow Read More

    [ad_2]

    Kotaku Staff

    Source link

  • The Best, Freakiest Little Guys From Star Wars

    The Best, Freakiest Little Guys From Star Wars

    [ad_1]

    Image: Lucasfilm / Disney / Kotaku

    The Star Wars universe is massive, filled with hundreds of books, games, TV shows, and more. And let’s not forget the movies, which started all of this wild nonsense back in 1978 with A New Hope. Throughout all of Star Wars, from all the fan fighting over Last Jedi to people going wild over Grogu, one thing has remained true: The galaxy is filled with freaky little guys.

    When Star Wars Jedi: Survivor landed from EA and Respawn last year, the internet fell head over heels for Turgle, a frog man that is a perfect example of a freaky little guy.

    What is a freaky little guy? Well, it’s an alien that doesn’t have to necessarily be a male, they just need to be a bit freaky. A little weird. An oddball, if you will. The kind of character that shows up and you think to yourself, “What a freaky little dude, huh?” There’s really no specific definition or criteria. It’s more of a vibe they put out rather than a checklist of requirements that need to be met. Based on those vibes, we’ve collected this list of the 10 freakiest little guys in all of Star Wars.

    [ad_2]

    Zack Zwiezen

    Source link

  • Farm Folks CEO On Boob Physics: ‘We Don’t Want To Attract Nasty People’ [Update]

    Farm Folks CEO On Boob Physics: ‘We Don’t Want To Attract Nasty People’ [Update]

    [ad_1]

    On April 29, an in-development farm sim from Crytivo called Farm Folks shared a now-deleted post about breast jiggle physics on its official X/Twitter account that kickstarted a firestorm, emboldened gaming’s baddest actors, and wreaked havoc in the game’s official Discord. The team behind the studio has since apologized, but the aftermath lingers, leaving confusion and doubt about the company’s true intentions in its wake.

    I spoke to the CEO of Crytivo, Alex Koshelkov, about the post, jiggle physics, bad actors, and more, to try and paint a clearer picture.

    The Farm Folks breast physics controversy

    The post in question, shared to Farm Folks’ more than 28,000 followers on X/Twitter and beyond, featured a paneled video of three versions of one of Farm Folks’ femme-presenting characters walking, with three different percentages displayed on each panel. The text accompanying the post read: “Alright, folks, it’s time for some serious game development talk! We’re tinkering with character physics in Farm Folks. Burning question: which version has the perfect breast jiggle physics?”

    The percentages (30, 50, and 90) indicated the level of jiggle physics applied to the character. The official Farm Folks account replied to its own post, asking fans if they wanted to see “what 150% looks like.”

    Screenshot: Crytivo / Kotaku

    The responses were less than positive, clearly charged by the culture war currently raging in games that’s seen a fifty-something former Blizzard employee rallying people against community managers, Pokemon GO changes, a narrative design company, and the perceived censoring of Shift Up’s new action RPG Stellar Blade. Members of the Farm Folks Discord took to the chat to demand clarity about the social post, wondering if it was fueled by misogynistic attitudes in games or was just very, very tone deaf. Bad actors flooded the comments on X/Twitter, and some bled into the Discord, as well.

    After being tagged, Crytivo founder Alex Koshelkov joined the conversation, writing, “Sorry guys, I was going through morning calls. Let me check what’s happening here and I’ll respond.” He went back and forth with a few people, with some questioning Koshelkov’s alleged ignorance regarding the GG2.0 movement. He apologized several times.

    One apology posted by Koshelkov in the Farm Folks' Discord.

    Screenshot: Discord / Kotaku

    “I’m not pretending; I’m explaining the reasoning behind this,” Koshelkov wrote in one apology. “Our goal is not to over-sexualize our characters; it’s the opposite. The goal is to achieve realistic physics and reactions to the world. We have ragdolls, we have inverse kinematics, hair moves with wind, and so on. It just felt natural to have tasteful breast movement on the character.”

    Koshlekov promised that the original post would be deleted and an apology would be shared in its wake. That apology said that the team “crossed a line” and was “inappropriate” in its portrayal of in-game jiggle physics. It was jumped on by Mark Kern, the aforementioned former Blizzard employee.

    Kern posted a statement on X/Twitter saying that “you should never apologize to cancel pigs” because “they were never your customers. They don’t buy games/comics. They will ask for more and will even blast you for your apology. They want to hurt you, and an apology only emboldens them to do more. You lose sales. Your real customers hate you for caving. You leave money on the table. You have an obscure indie game and it’s hard to stand out. You literally missed your chance to get 10x the support and visibility by doing this. It’s not too late @FarmFolksGame. If you delete the apology and put the jiggle physics back in, and tell them to pound sand, you can still rocket your game to marketing success.”

    His post was one of many lamenting Farm Folks’ decision to apologize for the post.

    A Farm Folks character stands in a forest.

    Image: Crytivo

    Farm Folks CEO on backlash, boob physics, and bad actors

    I didn’t expect Koshlekov to respond to my request for comment, let alone talk to me via Discord video call for over an hour about Farm Folks, his dislike of “cozy game” labels, the game’s purposefully cheeky content (which you can see in some of its older social media posts), and American politics. (Koshlekov is originally from Turkmenistan.)

    “The wording was silly,” he said when I asked about the original post, the response to which he said was “overwhelming” and “unfortunate” because “the internet is almost a one-sided court” where “no matter what we say, it doesn’t matter.”

    “The original idea was—yeah we spiced it up with a joke, which was the problem—but the general idea was to make sure that we’re doing [breast physics] right…because our game is very immersive. It’s not that we’re fixated on women’s parts…our entire character body is full of technology…to me, breast movement was not controversial since it’s human biology.”

    A Farm Folks character model stands naked holding a card that says "Costume Design" over their genitals.

    Farm Folks’ social media presence has historically been somewhat cheeky.
    Image: Crytivo / Farm Folks on X

    Koshlekov insisted that “he wasn’t even following” the Stellar Blade discourse. “I learned more about it recently, so that’s why we really wouldn’t gaslight [and pretend we didn’t know].” He then talked at length about how Farm Folks wasn’t just a cozy game, that it has elements of immersive sims, PvP and PvE modes, and was overall “a bit more mature” than other games in the genre.

    “We’re apologizing for the wording…and there’s people saying ‘you guys shouldn’t apologize, not cool, you should stand up to the crowd.’ No, we fucked up. We’re happy to apologize.”

    But the bouncy boobs will stay in some capacity: “Regarding elegant, tasteful [breast physics] implementation, I still think that we’re going to do it.”

    More than once in our conversation, Koshlekov referred to “both sides,” suggesting that there were bad actors involved on either end of the spectrum. I asked if he wanted Farm Folks to court the kind of players that joined the Discord in bad faith, or those who believe that boobies should be bouncing at 150% physics. This was his response, edited for brevity and clarity:

    We don’t want vulgarity. Because like, it can be fun. It can be a little bit goofy, it can be meme-y, but we’re not gonna go after, like over-sexualization goofiness in the ways like Conan Exiles, where you can like modify penises and things like that. We’ve listened to our community, we heard that sometimes we talk about, like, implementing, like, that jiggle physics, right? Which, again, like, we obviously have tons of settings for any kind of physics, like the body parts, just like we can, we can do it with soft spots like the butt, we can do it with chest, shoulders. Anything’s like we’re just assigning it—it just makes it immersive.

    But to answer your question—No, we don’t want to attract nasty people, we don’t want those. We will have some limits—like as much as we want to give it, but it’s so controversial—I want the player to choose how they want their character to look. Like, if you want, for example, the breast to have a little more movement or not. But like again, it’s not going to be like you scroll [the physics slider] up and then this is just like all over the place, and it’s like, goofy…We are definitely not tailoring our game for little kids…We want to spice it up for people to have action, to have fun.”

    Here, he digressed into talking about GTA and the team’s plans for PvP elements before asking my opinion on the issue. I told him that I had been the subject of a harassment campaign since early March. I said that I felt not pigeonholing his game in the cozy genre was smart, before bringing it back to the discourse, and the harassment that has often followed suit.

    “The issue is political…some groups of people don’t agree with this, and some groups of people have no limits,” he said. “I think we’re in the crossfire, and the question goes to if [the post] was intentional or not—like, no, not really…We’re not using any kind of gross tactics where it’s enraging our community. That’s stupid, right? I’ve been hearing a little bit about the, I don’t really know the game name, the Blade game, I’ve seen the screenshots [of protagonist Eve’s outfits and body] and they’re crazy to me…it’s not even almost fitting to the game.”

    I asked how he felt about some people, Kern included, saying that Farm Folks will miss out on support from because of its apology.

    “Fuck that. I don’t care what he thinks,” Koshlekov replied. “I’m apologizing for structuring it badly…if we were to rewind the times, we would skip that.” He confirmed that some of his Discord responses were formulated really quickly, and there were some language barrier issues because of the swiftness in which they were written. “But I don’t want to use that as justifications, if we fucked up with that, we fucked up that.”

    “We don’t want to be a part of [the culture war]. We don’t want [Kern] to give us any recommendations, we prefer to evaluate it from what we consider human character…we want to be sincere with our fans and do good…we don’t want to get into that kind of dirt,” he said. “I see this as the biggest problem in the United States [Farm Folks’ 20-person team is based in Dallas, Texas, nine of which are women], all the people are very divided. There’s two camps and everybody’s throwing stones at each other. I’m more on the side of like, we need to—it sounds a little bit silly—but I think it’s about uniting and finding a language between each other.”

    “The goal is for players to properly represent themselves in the game. We’re not aiming for over-exaggerations,” Koshlekov insisted. “The goal is to make it very elegant and very sensitive to women and their bodies…You have to be a very poor person to kind of sexualize this…like the internet is full of sex right now. There’s some crazy things that you can find, if you’re having problems with our characters, like, look for help. Maybe go and date a woman or something like that. Because this is not our goal, we don’t want to attract people that are attracted to only these body parts.”

    Though Koshlekov toed the “both sides” line, he did make it clear that the goal of Farm Folks is to “be diverse.”

    “I’m not afraid of that word. I know those guys can pick it up and start shaking it like crazy like monkeys in a zoo, but we are after diverse gameplay. Everybody’s welcome. Doesn’t matter what your gender or your preference is, everybody’s welcome.”

    I felt more than a little bit of whiplash while talking to Koshlekov—in one breath he’d say something like “everyone is welcome” and in another he’d bemoan the existence of radicals on both sides. He told me he was talking to me with an open heart, but made a comment about the press twisting words. In our over hour-long conversation, he spoke about saving bugs in his house, how young I looked (thanks Botox), and Turkmenistan politics. But ultimately, it felt like he was open to having a discussion and against bad actors using Farm Folks as a battleground for their culture war, even if he was hesitant to make sweeping, politically charged statements.

    Only time will tell.


    Not long after we concluded our interview, I was told that one person who was speaking out against the boob physics post was kicked from the Farm Folks Discord, ostensibly after asking about past Kickstarter campaigns. “We’re not banning anyone if they have questions or constructive criticism,” Koshlekov said in a Discord DM.


    Update 05/02/2024 at 5:30 p.m. EST: After several posts of Koshlekov’s were sent to me in which he stated that one of the above quotes misrepresented him, I reached out via Discord DM and asked what he felt was misrepresented. Below is the complete quote from our original conversation, unedited, as well as his statement.

    To the politics where it’s like there’s almost no way of winning any of them right, but like I don’t really want to win any of them. In a way—If you don’t understand and if you’re being radical about it is there’s not much we can do about that but the message with the game to like the fans that would like to enjoy the game, so the goal is to properly represent themselves in the game. We’re not aiming for like over-exaggerations, we want to be delicate and elegant with this, right, so we want to have it like some immersive elements in our games, but we’re not for some goofy disrespectful things like over-exaggerating things that can offend, and as I told my team I was like even like offending or hurting like five people in our, in our community base, we have no problems apologizing for that, right like, so we will try to tailor towards everyone it’s like they call it as our weaknesses is like ‘all you guys tailored towards your fan base,’ it’s like no, it’s like we are making a game, we want to make sure that like everybody likes it, you know, it’s like, of course, there’s a little bit of people, as you mentioned on both sides, like no matter what we do, but the goal is to make it very elegant and very sensitive to to women to their bodies. And if, again, I just feel like, like, of course, it doesn’t need to be over-exaggerated, but it can potentially exist in the game. [AM: Yeah] At the same time, we have no problems, like disabling it, but I feel like that’s a little bit of loss in the way that like, again, I don’t think that there’s any kind of sexual emotions attached to them. Right? Like, it’s just like, you have to be a very, very poor person to, to kind of sexualize that was like, like, like. The internet is full of sex right now. Like, there’s some crazy things that you can find, then if you are having problem with our characters, like, I feel like that’s, like, look for help. [Both laugh] Like, I think like maybe go and go date the woman or some things like or something like that. Because it’s like, this is not our goals. Like we don’t want to attract people that, like, are attracted to only these body parts. And we wanted to make it immersive and nice and kind of, because it’s hard for me to use word ‘realistic’ because, like, people will call us like ‘your game is not realistic’. But it’s style. Stylistically realistic. [AM: Yeah] Right. And always, like we’re paying attention to little details like realism, but it’s stylized, you know, it’s like so it’s still we’re trying to do realistic, right, like, character is reacting things. So like, they’re gonna get cold, they’re going to get warm, you have to wear cold, cold, cold jackets during the winter, like snow pants and everything is like we’re paying a lot of attention. And it’s just like, this particular piece, people are just like, get very attracted to it was like, in a ways like I still want to treat it as, we clearly fucked up with the message right? Like, but like I feel like having the mechanic like that, as you said as well as like, I think it’s okay, as long as it’s like, tastefully implemented. [AM: Yeah]. Without any craziness.

    Kolshekov’s statement, sent via Discord DM:

    “Hi Alyssa, I strongly believe that this sentence was taken out of a context to support a specific narrative and goal. I believe it’s part of a larger context where you and I agreed that having a breast physics in the game is acceptable. The quote that you shared was my response to people that are offended by the breast movement in the game. I’m clarifying what I meant since it seems it was taken out of bigger context and I probably didn’t choose the best words to express it. I didn’t intend to hurt anyone or call names, but it’s being interpreted this way now.”

    [ad_2]

    Alyssa Mercante

    Source link

  • Dragon’s Dogma 2, One Month Later

    Dragon’s Dogma 2, One Month Later

    [ad_1]

    Fans of the original Dragon’s Dogma never dreamed the wonky fantasy RPG might get a sequel. Over a decade later, Capcom delivered a successor that improved on the flaws of the first without shaving off the sharp edges that earned it a cult following to begin with.

    Weeks after it launched, Dragon’s Dogma 2 hasn’t just sold well, it’s been the perfect breeding ground for fun discoveries and strange player tales. It’s also been a lightning rod for debate, despite being one of the highest rated games of 2024. Here are the ups, downs, and everything in-between since Dragon’s Dogma 2’s launched on March 22.


    Fans freak out over Dragon’s Dogma 2’s microtransactions

    Screenshot: Valve / Kotaku

    The game’s Steam page displays all the things you can buy with real money, many of which are included in the Deluxe Edition. They include camping kits, Wakestones, Portcrystals, and other in-game items that save time and impact gameplay. Reviewers of the game point out that most of the resources are earned easily enough just by playing, but for some players the mere existence of the option to buy them feels like a corrupting influence. The paid item for changing characters’ appearances gets modded into the game on day one.

    Steam reviews are a mess

    While early reviews were glowing, the game gets slammed on Steam. With a less than 40 percent positive rating in its first day, PC players complain about poor optimization. Performance issues range from glacial framerates in some areas to occasional freezes and crashes. A Capcom rep tells IGN ahead of release that it’s aware of CPU issues and is looking into them.

    Players discover the horrors of Dragonsplague

    Dragon’s Dogma 2’s NPC companions, called Pawns, are vulnerable to a mysterious illness called Dragonsplague. If left untreated long enough, it triggers a deadly transformation that can wipe out cities. “One of the pawns nukes the entire village because of Dragonsplague and I had no inkling at all that they had caught it,” one player reports. “No voice lines, no comments of staying away from them, no glowing red eyes. My save is now just fucked because of this mechanic.”

    One of the surest ways to spot the illness is if Pawns start acting rudely. Players listen carefully for any signs of bad manners, while some kill their companions before ever sleeping over at an Inn. The easiest way to do that is throwing Pawns into the bodies of water inhabited by Brine, misty creatures that kill everything they touch. As a result, players start hurling NPCs off cliffs en masse.

    A Pawn pyramid scheme creates free money

    A screenshot shows a Pawn farming scheme.

    Screenshot: Valve / Kotaku

    Dragon’s Dogma 2’s economy is all over the place, with things like Ox cart rides between cities being relatively cheap, while haircuts cost hundreds, and rooms at Inns can cost thousands. Fortunately, players figure out an exploit for quick cash involving sending Pawns out on quests online for things like killing monsters.

    By setting the quest rewards for 10,000, other players can hire the Pawn and collect the bounty. While the first player has to pay it out to send the Pawn on the quest in the first place, an endless number of other players can rent the Pawn to snag the reward. The result is that Dragon’s Dogma 2’s Rift dimension becomes flooded with free Pawn money.

    Dragon’s Dogma 2’s first patch adds do-overs

    One of the weirdest things about Capcom’s RPG ends up being the fact that there’s only one save file that constantly gets updated. Players can’t even start their game over from the beginning until Dragon’s Dogma 2’s first patch on March 29. The update also adds more graphics options for console, makes it easier to get a house earlier in the game, and changes the number of Art of Metamorphosises that can be purchased from 2 to 99.

    Capcom takes pity on unwanted Pawns

    A player by the name of MrFoxer on the Dragon’s Dogma subreddit notes that Capcom appears to be manufacturing artificial players to rent out Pawns if nobody real is doing it. “You can tell whether an actual player rented your pawn by attempting to view their profile while looking at your pawn’s report,” they write. “If the option is greyed out, it’s a ‘fake player.’” Some fans are crestfallen. “Well thats nice but also kinda sad since no one wants to actually use our Pawn,” one writes. “Oof, 99% of my rents are greyed out,” writes another. “Feels bad, but never mind.”

    The server-hopping companions continue to be one of Dragon’s Dogma 2’s most fascinating playgrounds. Pawns who are rented out for real start returning to their players with rotten food as fans try to devise ways to warn one another about possible Dragonsplauge afflictions. Other players prank one another by sending Pawns back with forged Ferristones as gifts.

    The worst NPC in the land

    It's Always Sunny gang hates Martin.

    Image: Capcom / FX / Kotaku

    Meet Martin, the human magistrate from Vernworth that everyone hates. He’s hard to find, breaks quests, and is just an all-around sack of griffon turds. Players can kill him after finding him in Melve yelling at Ulrika for treason and they do.

    A one-hit kill “Unmaking Arrow” is a godsend

    Survival can be tough in Dragon’s Dogma 2. Massive mythical creatures stalk you at every turn. But none of them can stand up to the Unmaking Arrow, an item so powerful Capcom autosaves the game after you use it. At least one player managed to circumvent this save-scumming safeguard using cheat engine tools and proceeded to kill everything they came across. Regular fans debate the best vocations in the game. Many believe it’s obviously Mystic Spearhand or Magick Archer while others claim the base Thief and Sorcerer roles remain superior.

    Players debate the game’s friction

    Dragon’s Dogma 2 limits fast travel, doesn’t let you fully restore health unless you’re in town or have camping equipment, and severely limits the amount of junk you can carry in your inventory. The consensus is that the fantasy RPG is friction-heavy compared to other open world games like modern Assassin’s Creed titles, but less unanimous is whether that’s always a good thing or occasionally masks genuine shortcomings. The resulting conversation is inconclusive but enlightening.

    A second major patch nerfs Dragonsplague

    After untold death and destruction, the development team decides to dial back Dragon’s Dogma 2’s Pawn disease. In addition to being more noticeable, the sickness is also less frequent. The April 25 update also reduces how much NPCs banter during quests and removes old treasure chests from players’ maps, in addition to other fixes. What it doesn’t do is markedly improve performance on PC.

    Capcom shareholders get an unexpected payout

    Dragon’s Dogma 2 sells 2.5 million copies in its first 10 days where the first game took a whole month just to sell less than half that amount. That brings the franchise’s lifetime total sales up to 10 million, pushing it well past the cult status it had previously enjoyed for years. “Dragons Dogma 2 was released in the fourth quarter and has performed favorably,” Capcom announced in a revision to its earnings forecast. It increased its projected dividend per company share by $.03. Not enough to afford a night in Bakbattahl but enough that the company also increases salaries for new graduate hires.

              

    [ad_2]

    Ethan Gach

    Source link

  • Todd Howard On Fallout 76 Crossplay And Cross-Progression

    Todd Howard On Fallout 76 Crossplay And Cross-Progression

    [ad_1]

    Fallout 76, Bethesda’s MMORPG set in the Fallout universe, is probably more popular today than ever thanks to Amazon’s new TV series. So it makes sense that in a recent interview, Bethesda executive producer Todd Howard was asked about Fallout 76 and crossplay. And while the ability for PC and console players to mingle sounds off the table, Howard at least seemed more positive about cross-progression.

    Since the launch of the Fallout TV show earlier this month, all of the Fallout games have exploded in popularity. This includes the black sheep of the family, Fallout 76. The online-only spin-off is seeing more players than ever across all platforms. And as thousands of new players rush into the open-world post-apocalyptic MMORPG, they might expect—like most games in 2024—that Fallout 76 would support crossplay or, at least, cross-progression. However, if you play on Xbox you can’t play with PC players or PlayStation gamers, and all your progress is tied to that platform, too. And while crossplay seems unlikely, Todd Howard seems more open to a future where cross-progression is a thing in Fallout 76.

    Kinda Funny

    On the April 29 episode of Kinda Funny’s Gamecast, Howard talked about the Fallout franchise and the future of crossplay in Fallout 76.

    “We keep looking into it, but [Fallout 76] wasn’t designed that way from the beginning. So obviously we get into server and database silos,” said Howard.

    When asked about crossplay or cross-progression, he offered Bethesda’s opinions on the features that have become standard in 2024.

    “Here’s what I would say, which is for us the the more the important thing is cross-progression than cross-play—and we do separate them—we’d love to have it all, sure. It’s something we are looking at but I will say it’s quite—the way that [Fallout 76] architected from the beginning—a technical lift. Not saying we are or aren’t doing anything, we are looking at it and seeing where that’s going to impact people.”

    He continued: “I think going forward in the world we want to be in, I think it’s it’s very important and something that you know in our future games that we’re going to be really, really mindful about to make sure—in particular the progression—that where you pick up a game you’re able no matter what screen you’re on you’re able to just keep going with your character and what you were doing.”

    Funnily enough, Howard did suggest that if employees are annoyed by something in their games—like no crossplay—it becomes a higher priority for them and they fix it.

    “When we can’t pick it up and [make progression,] it does move it up the stack internally.”

    So we just need some folks at Bethesda to get annoyed about Fallout 76‘s lack of cross-saves, I guess!

    .

    [ad_2]

    Zack Zwiezen

    Source link

  • The Best Mario Kart 8 Builds, Surviving And Thriving In Fallout 76, And More Tips For The Week

    The Best Mario Kart 8 Builds, Surviving And Thriving In Fallout 76, And More Tips For The Week

    [ad_1]

    Gif: Square Enix / Claire Jackson / Kotaku

    I love destroying things. The physical destruction of objects can be funny and cathartic. Thankfully, Final Fantasy VII Rebirth lets me indulge my desires for destruction in a limited but fun way. While in Costa del Sol, you can hop on a “wheelie,” the game’s in-world equivalent of a Segway vehicle, and smash it into restaurant tables, seats, barrels, and other property. Fun! Better still, you can earn some neat items for riding around on a wheelie, and finding ways to weave some destruction into your travels can liven up the otherwise pretty boring process of gliding around on your own personal transporter device. – Claire Jackson Read More

    [ad_2]

    Kotaku Staff

    Source link

  • Manor Lords Players Can’t Get Families To Stop Being Homeless

    Manor Lords Players Can’t Get Families To Stop Being Homeless

    [ad_1]

    As its name suggests, Manor Lords is a city builder about managing a medieval village. You help it grow, fight off bandits, and eventually take part in larger military campaigns. But none of it amounts to a hill of beans if you can’t get families to move in and help your society grow, and some players seem to be struggling on that front. “I have houses, the homeless people won’t take them,” one player wrote in the Discord. “Approval is NOT the issue here. I was at 90% before the homeless people arrived.”

    The most-wishlisted game on Steam ahead of its Early Access launch today, Manor Lords has exploded to over 150,000 concurrent players without even including all of those playing through Game Pass PC. That pushed it ahead of Helldivers 2 in terms of total current players and made it the top seller on Steam in front of Counter-Strike 2. All good news for the developers at Slavic Magic and their publisher, Hooded Horse, and all of it apparently contributing to a record number of unhoused peasants.

    Screenshot: Slavic Magic / Hooded Horse

    Players start off with just a few groups of villagers, some basic resources, and a single ox. At first they work in camps to harvest resources and make lumber. Eventually they are supposed to move from the camps into homes players have built with them, leading to a virtuous cycle of industrious workers, expanding villages, and satisfied populaces. Except that some players can’t seem to get their serfs to oblige. It sounds frustrating, but also hilarious.

    “So I’ve build my first couple of houses but families don’t move in,” wrote one player on Steam. “Instead, I still get the homeless warnings…” Some are wondering if it’s a bug. “I ALWAYS have 5 people who are constantly homeless, despite me having more than enough burgage plots I can’t do anything about it,” wrote a player on the Manor Lords subreddit. “I swear to god I encountered some bug, my 5 original families do not move into the built burgage’s, but any new family that comes to town has moved in, so now I have 4 families moved in and 5 homeless, even though I HAVE enough burgage and half is empty,” a third wrote on Discord.

    Screenshot shows players talking about homelessness on Discord and Reddit

    Screenshot: Reddit / Discord / Kotaku

    So what’s going on here? Are there gremlins in the Manor Lords Early Access code, or do players just need a few days to figure out the nuances of the realism-driven management sim? “We’ve seen the same reports,” Hooded Horse spokesperson Joe Robinson told Kotaku in an email. “While on the surface they can appear to be the same top-level issue, there are a few things that could be going on. Some are by design, but others are connected to known bugs that are already being addressed.”

    One current cause of homelessness is a known bug that prevents burnt-down homes from being rebuilt. Another more devilish glitch is that upgrading the starting family camps will cause them to never move to nearby burgage plots until you demolish the camps. Finally, even if you solve the homelessness issue, the corresponding negative modifier can keep hanging around for a bit. “We’re investigating a possible bug where the malus outstays its welcome, so we’re not sure on that one,” Robinson said.

    This is just the first day of Manor Lords’ Early Access journey as player feedback helps Slavic Magic deliver on the ambitious promise of its medieval strategy game. I’m sure players will discover even weirder bugs and idiosyncrasies as they try to unravel what makes Manor Lords tick and I can’t wait to find out what they are.

    .

    [ad_2]

    Ethan Gach

    Source link

  • Nintendo Forcing Garry’s Mod To Delete 20 Years’ Worth Of Content

    Nintendo Forcing Garry’s Mod To Delete 20 Years’ Worth Of Content

    [ad_1]

    Garry’s Mod, a popular 2006 sandbox game that emerged from the modding scene around Valve’s Source software, has recently been issued takedown notices by Nintendo. As a result, Facepunch Studios, the developers of Garry’s Mod, are in the process of removing about 20 years’ worth of Nintendo-related content from the game.

    In an update to Garry’s Mod’s Steam page, the developers stated, “Some of you may have noticed that certain Nintendo related workshop items have recently been taken down. This is not a mistake, the takedowns came from Nintendo.”

    The update continues, “Honestly, this is fair enough. This is Nintendo’s content and what they allow and don’t allow is up to them. They don’t want you playing with that stuff in Garry’s Mod – that’s their decision, we have to respect that and take down as much as we can.”

    Despite Nintendo’s litigious nature, not to mention its fierce protectiveness over its brand image and that of its mascots, the notice from Nintendo comes as a bit of a shock. As the update goes on to note, Nintendo content has been hosted on Garry’s Mod for close to 20 years. Models of countless Nintendo mascots like Mario have been ported over to the Source engine for the enjoyment of anyone playing Garry’s Mod since the very beginning. It’s strange for Nintendo to suddenly come out of the blue and enforce a takedown of this much content, especially since the flexibility of the Source engine in Garry’s Mod was a large part of the appeal behind the game, which was popularized in the early 2010s by a slew of gaming Youtube personalities playing multiplayer social-deduction games in Garry’s Mod such as Prop Hunt and Trouble In Terrorist Town. Of course, you could also argue that Facepunch was, at times, a little too lenient about what they allowed on Garry’s Mod, making sense of Nintendo’s decision to take action after all this time.

    Nintendo-themed add-ons seem to have begun getting taken down a few months ago, though Facepunch didn’t publicly divulge that the company had issued the takedowns until earlier today. The process has been “ongoing” since then, and the developers are still working to remove all of it, which is an understandably Herculean task.

    It’s so much, in fact, that at the very end of the update, Facepunch jokes that, “If you want to help us by deleting your Nintendo related uploads and never uploading them again, that would help us a lot.”

    [ad_2]

    Moises Taveras

    Source link

  • My Dumb Quest To Get A Backpack In Fallout 76 (And How To Avoid It)

    My Dumb Quest To Get A Backpack In Fallout 76 (And How To Avoid It)

    [ad_1]

    When I started playing Fallout 76 in 2018 there were no backpacks. So I never thought about it. But when I learned from a random comment that backpacks had been added after that point and had been in the game for years, I felt stupid for never crafting one. And then I went to collect the recipe for a pack and felt even dumber. Let me help you avoid this situation.

    Yes, like many players, I’ve returned to the irradiated online wasteland of Fallout 76. I had started feeling the itch for my on-again-off-again MMO months before the Fallout show. But I resisted. However, after watching the entirety of Amazon’s excellent live-action series based on the post-apocalyptic RPG franchise, it was too hard to stop myself from re-installing Bethesda’s online version of Fallout. As is often the case, I spent a chunk of my time in Fallout 76 trying to figure out more ways to carry all the random junk needed to build structures and craft items in the game.

    My annoying quest to get a backpack

    During a random perusal of the Fallout 76 subreddit, I discovered that backpacks had been added to the game in a past update. And they let you carry more stuff. I was intrigued! I also felt like a dummy. A moment later, I did a quick Google search and found a Reddit post and a couple of guides explaining how to get a backpack. Seemed simple enough. So I booted up Fallout 76 and headed to the Morgantown Airport.

    According to Reddit, the blueprint for crafting the useful pack was upstairs in the airport in an area you visit in the early hours of Fallout 76. I had been here years ago, but never came back since making my original character. During the 2019 Wild Appalachia update, Bethesda added the backpack blueprint in this early game area. Makes sense, as many new players will stumble upon it.

    However, for players who have been journeying through the game for years already, you could easily miss it as you’d have no need to return to the airport. So back I went. I fought my way through the enemies inside and found the chest upstairs and discovered… no blueprint.

    Screenshot: Bethesda

    Why the backpack isn’t in the Morgantown Airport

    At that moment I had a thought, the same one that I have many times in Fallout 76: “Hmmm, did I do something wrong or is the game just broken?”

    So I booted up Fallout 76 again, joined a new world, quickly fought my way up through the airport and…no backpack in the chest. Again. This time I checked the web for anyone else experiencing this bug and many others were complaining that, yes, the backpack wasn’t in the airport. 

    Turns out Bethesda actually moved where the blueprint spawns to a different area a few months ago, a spot that new players will encounter even earlier in their opening hours of Fallout 76.

    I felt dumber than ever. But now, let me help you get a backpack—which is very useful—and help you avoid this silly series of events.

    How to unlock and craft the backpack in Fallout 76

    To get a backpack now (in April 2024) you need to head to the Overseer’s Camp located south of Fallout 76 near the Wayward bar. It’s near a river just north of Green County Lodge and is located in a chest marked as the Overseer’s cache.

    A screenshot of Fallout 76's map shows the location of the camp.

    Screenshot: Bethesda / Fallout Wiki / Kotaku

    Loot the plans and then check your inventory—you should be able to activate or “learn” the recipe. At that point, assuming you have the materials, you can now craft a backpack at an armor bench. You’ll need one piece of cloth, one piece of leather and a piece of steel. As you level up you can craft better versions of the pack that hold even more weight.

    If you are a new player who started playing in the last few weeks, you likely already picked up the plans for the backpack after visiting the Overseer’s Camp.

    If you can’t craft a pack, check the “Notes” section of your inventory and make sure you’ve activated the backpack plan. Just keep in mind you can’t use a backpack while wearing power armor in Fallout 76.

    Now, this is how you get a small backpack. If you want a larger backpack that can hold even more, you’ll need to complete the Order of the Tadpole questline, which isn’t too tricky but will take some time.

     .

    [ad_2]

    Zack Zwiezen

    Source link

  • Tomb Raider 3 Update Secretly Nukes Lara Croft Pinups

    Tomb Raider 3 Update Secretly Nukes Lara Croft Pinups

    [ad_1]

    Image: Aspyr / Crystal Dynamics

    Well, this is weird. Pinups of Lara Croft appear to have gone missing in Tomb Raider I-III Remastered following a patch earlier this month to fix a bunch of bugs. Whether intentional or not, some fans are now calling it out as heavy-handed censorship of retro classics.

    Publisher Aspyr released the game’s second update on April 11 and mentioned a litany of changes, but nothing about up-scaled posters of Lara Croft being removed from the locker room in the Sleeping with the Fishes level for Tomb Raider III: The Lost Artefact. Though they still appear when playing with the original graphics settings on, where they look like pixelated postcards, the walls they’re on are now blank when players switch to the remastered graphics settings.

    Their removal was first noticed on the Tomb Raider subreddit, before the discovery began trickling out to other corners of the internet last week. “I thought it was bullshit, but nope, Crystal Dynamics played the OG fans. They censored out the pictures in the update,” tweeted one person. “Updates should never be used to retroactively censor games, it’s a form of theft. Any company that engages in this bait & switch behavior should go bankrupt,” tweeted another. To be clear, the original versions of the posters are still available in the games when played in the 1990s mode.

    A warning at the start of the remastered collection informs players that Crystal Dynamics, the studio behind the original games, chose to retain offensive stereotypes and imagery to “acknowledge its harmful impact” rather than erase those parts of the series’ legacy. Neither Crystal Dynamics nor Aspyr seemed to have a problem with the pinups previously. In fact, they were promoted as one of “ten remastered details you might have missed” a week after the collection’s launch.

    Shortly after the latest patch removed the posters, NexusMods user Dario108 uploaded a mod to restore them in the PC version of the game. Timur Gagiev, the maker of popular open-source port OpenLara, who ended up working for Aspyr on the remasters, retweeted Dario’s link to the mod without saying anything further. Some took this as a sign that the change was intentional despite some potential disagreement behind the scenes.

    Aspyr and Gagiev did not immediately respond to requests for comment.

    .

    [ad_2]

    Ethan Gach

    Source link

  • Fallout-Esque Games You Should Play, Nintendo Switch Secrets, And More

    Fallout-Esque Games You Should Play, Nintendo Switch Secrets, And More

    [ad_1]

    Photo: Kyle Barr / Gizmodo, Image: 4A Games / WB / Ubisoft / Kotaku, Bungie, Arrowhead Studios, Square Enix / Claire Jackson / Kotaku, Bungie, Bethesda, Square Enix, Screenshot: Square Enix / Claire Jackson / Kotaku, Square Enix / Kotaku

    If you loved the Fallout TV series and want to dive into a game that’s like it, but not too like it, we curated a list for you. We’ve also got some hidden Nintendo Switch secrets to make the most of the handheld console, lingering Final Fantasy 7 Rebirth help, and yeah, we’re back into Destiny 2. Read on for the major tips of the week.

    [ad_2]

    Kotaku Staff

    Source link

  • Target Confirms It Will Stop Selling Some Physical Media In Stores, Like Movies

    Target Confirms It Will Stop Selling Some Physical Media In Stores, Like Movies

    [ad_1]

    The future of physical media took another blow as Target confirmed previously reported plans that it would stop offering physical DVDs in store and transition to only carrying a select number of films in brick-and-mortar locations during specific, limited times. However, the retail giant said games would be—for now—unaffected by this change.

    Over the last two years, we’ve seen more and more signs that the era of physical media might be ending. In 2023, Alan Wake II became one of the first AAA games to skip a physical release, and it can only be bought digitally. In 2024, Microsoft confirmed that Senua’s Saga: Hellbade II would also skip a physical release. We also learned earlier this year that Best Buy is winding down support for physical media in its stores and online. Checking the retailer’s site today, I can’t find any movies for sale. (Physical video games are still available.) Also in 2024, Disney shut down its long-running DVD/Bluray movie club. So yeah, if you like buying and owning movies and games, you might be nervous. And more bad news is here.

    On April 18, IGN reported that a Target spokesperson told the outlet that the retailer is “transitioning the limited assortment of DVDs” currently available in some stores to its website, and now asks that customers shop for physical media online.

    DVDs will sometimes be available at Target

    However, physical movies and TV shows might return to stores during the holidays, when Target suggests people are more likely to buy a DVD.

    “Based on our guests’ shopping patterns and broader industry trends, we’re transitioning the limited assortment of DVDs we carry in our stores to Target.com, where guests will continue to find thousands of titles,” the spokesperson told IGN. “Moving forward, we’ll offer select DVDs in stores when they are newly released or during key times throughout the year when they are more popular, like for gift giving during the holidays.”

    IGN was told that this new physical media pivot won’t apply to video games, which will continue to be sold in stores.

    While that might seem like good news, the reality is that if Target is willing to remove DVDs from its stores, then it might one day decide to cut physical games, too. And if that happens at enough retailers, then publishers might become less interested in spending the money on printing physical discs. That could lead us into a future where most big games only ship digitally. That wouldn’t be so bad if digital storefronts weren’t shutting down and old games weren’t being routinely killed by publishers after it’s been decided they are no longer profitable. We are entering a new era and it’s scary, folks. Hold on to your PS2 and Xbox 360 games tightly.

    .

    [ad_2]

    Zack Zwiezen

    Source link

  • Deus Ex Director Says Future Of Immersive Sims Is Multiplayer

    Deus Ex Director Says Future Of Immersive Sims Is Multiplayer

    [ad_1]

    Immersive sims are traditionally thought of as single-player titles. They can be really dense and systems-heavy games in which having even one player introduces an incredible number of variables, as that one player uses the freedom they’re afforded to tackle situations in any number of ways. It takes no small amount of creative ingenuity and coding wizardry to allow for all those possibilities, and that would only be magnified by the presence of another player, or a whole set of other players. Think of titles like System Shock or Prey, for instance, and imagine how injecting another player into these games—which already encourage folks to bend the rules—might completely turn them on their heads, and potentially even break them. Imagine The Legend of Zelda: Tears of the Kingdom with a second Link capable of doing all the things the first could already do. It sounds unwieldy, but the grandfather of the immersive sim thinks this is the logical next step for the genre. I think he’s probably right.

    In an interview with Game Developer, Warren Spector, the acclaimed developer credited with the creation of the immersive sim and landmark titles in the genre like Deus Ex and System Shock, divulged some details about one of his studio’s upcoming games, Thick as Thieves, which aims to marry immersive sim gameplay with a competitive multiplayer angle to break new ground in the genre. The upcoming immersive sim would drop two thieves into a setting not unlike that of Thief: The Dark Project and task them with traipsing through the dark city streets trying to outthief one another. One might embark on a job to steal some highly prized loot while the other waits in the shadows trying to screw them over. Players are also afforded the opportunity to work together, or interact in any number of ways. Spector shared that players can outright avoid each other if they choose to, follow one another, take each other out, or even set aside their momentary differences to work together towards a mutual goal.

    Spector’s studio, OtherSide Entertainment, is also working on making the game’s world react to the actions that players take in it. Accordingly, a large part of the loop of a Thick as Thieves session will include gathering intel from around the city, which can be gained by bribing guards, for example. This kind of interactivity with one another in a live and reactive environment is the “next logical step” for the genre, according to Spector. “Part of the simulation is the human interactions in the world…It’s really a simulation that we drop a set of thieves into.” As part of its live-service offerings, Thick as Thieves will likely release new neighborhoods of the city over time as well as new thieves to promote different play styles, according to OtherSide’s CEO Paul Nerath.

    OtherSide’s design philosophy surrounding Thick as Thieves emerged from a Dungeons & Dragons game that Spector played a number of years ago. The team is trying to successfully recreate the feeling Spector felt playing D&D, specifically the novelty of player-driven storytelling, by empowering players of Thick as Thieves to chart their own story in a live environment. It’s an approach that’s not unlike the kind of stuff Larian Studios received acclaim for in its previous title, Divinity: Original Sin II, which was praised for the open-endedness of its story and how much the world reacted to the player’s actions by the end of the journey.

    The multiplayer angle of Thick as Thieves might also ring familiar to folks who’ve played Arkane’s Deathloop, which allowed players to invade one another’s games as a pivotal character in the narrative. Though Deathloop’s experimentation with this format yielded mixed results, perhaps due to how restrictive the mechanic was, there’s reason to believe that there’s potential in the approach by looking at other titles. Baldur’s Gate 3’s fully functional multiplayer in an otherwise-complicated game suggests as much.

    There might be a lot of roadblocks standing in the way of such a clearly ambitious project, and I’m definitely reserving judgment until I see the game in action, but the concept is promising. Not to suggest that single-player immersive sims have bottomed out, because they absolutely haven’t, but one of the most exciting things about modern games is how much players have been able to use them to tell their own stories. A studio making games that explicitly pick up on that thread and seeing what exciting new things it can yield for the medium is a net positive, in my eyes.

    [ad_2]

    Moises Taveras

    Source link

  • The Best Rocket Launcher In Destiny 2 And How To Get It

    The Best Rocket Launcher In Destiny 2 And How To Get It

    [ad_1]

    Destiny 2 is back on the menu thanks to a brilliant new horde mode called Onslaught. As players return to the sci-fi shooter MMO in droves following the free Into The Light update that’s been showering them with loot, a lot of you are no doubt behind on the latest top gear. Fortunately, Apex Predator is arguably the best legendary rocket launcher in the game and it’s really straightforward to get, making it the perfect piece of loot to grind for ahead of The Final Shape.

    A reprised version of Apex Predator arrived in Destiny 2’s Last Wish raid last year and remains the gold standard in high-damage rocket launchers thanks to brand new perks like Reconstruction and Bait and Switch.

    The first slowly increases reload speed over time while the second provides a damage boost shortly after firing all weapons back to back. Bipod for more ammo and Explosive Light for higher damage and blast radius after picking up an orb of light are also decent perks.

    While some of Destiny 2’s best guns are a pain to get, Apex Predator isn’t one of them. It can drop from any encounter in the Last Wish raid, making it easy to hop in, get to the first checkpoint, and then fight the first boss, Kalli, over and over until you finally get Apex Predator to drop. Here’s a quick guide from Destiny 2 YouTuber Datto on how to complete that encounter:

    If you’re lucky, you’ll get one with some version of the above perks earlier on. If not, however, don’t worry: Apex Predator is also craftable. Unlocking the craftable frame for Apex Predator requires collecting five deepsight versions of the weapon (also known as red borders). That can take a lot longer but it will also allow you to level the solar rocket launcher up and equip enhanced versions of its perks to boost its stats even more. Players can also take part in the recently added Riven Wishes quests to unlock weekly tokens that let them automatically earn one randomly rolled Apex Predator.

    Now, perhaps you’re just getting back into Destiny 2 and really want a great rocket launcher people won’t make fun of you for but all of this sounds like way more work than you were counting on. Good news: Hothead is another decent rocket launcher and it doesn’t require any raiding. You can get one directly from Zavala in The Tower. All you need in order to buy it is to give him three Vanguard Engrams and 25,000 Glimmer.

    Hopefully you land one with Auto-Loading Holster, Explosive Light, Demolitionist, Clown Cartridge, Field Prep, or Vorpal Weapon. Still, if you plan on going hard once Destiny 2’s climactic The Final Shape expansion arrives on June 4, it’s probably worth chasing Apex Predator. It’ll be a great day-one raid weapon and will no doubt serve you well in the expansion’s challenging main campaign.

    [ad_2]

    Ethan Gach

    Source link