ReportWire

Tag: Kotaku

  • Upcoming Game Delays Release To Avoid ‘Busy’ February

    Upcoming Game Delays Release To Avoid ‘Busy’ February

    [ad_1]

    The Thaumaturge, an upcoming narrative-focused, turn-based RPG, was planned to launch in just a few days on February 20. However, the game has now been delayed until March as the developers and publishers hope to avoid a “busy” February and give the game more “breathing room.”

    As we warned late last year, the first few months of 2024 have been stacked with popular video game releases. This is bad news for folks hoping they could catch up on their 2023 backlog in what is usually a quiet time for the game industry, as the first weeks of 2024 have already delivered hits like Palworld, Helldivers 2, Prince of Persia: The Lost Crown, Like a Dragon: Infinite Wealth, Tekken 8, and Suicide Squad: Kill the Justice League. And the rest of February isn’t empty, with games like Pacific Drive, Final Fantasy VII Rebirth, Star Wars Dark Forces remastered, and Skull and Bones all launching before March 1. As a result of this packed start to the year, The Thaumaturge is going to wait for the dust to settle a bit.

    On February 12, developer Fool’s Theory and publisher 11 Bit Studios announced on Twitter and explained in a press release that even though The Thaumaturge is already in the hands of some critics, it was going to be delayed until March 4 in order to avoid all this chaos.

    “Taking February’s busy launch period into account and the opening for a better release window,” the two companies said in a statement, “we’ve decided to take this opportunity to give more breathing room so it receives the attention we believe it deserves. We want you to have enough time to enjoy the game in full, and we feel that the current release window is not the perfect moment for it.”

    While folks who have been waiting to play the game are probably a bit sad that they have to wait about two weeks longer, it’s a smart move to get away from so many big and small hit games and try to find a bit of a gap in the release schedule to give your game a better chance to find an audience, as well as the attention of over-worked critics and content creators. We’ll have to wait and see if the move pays off.

    The Thaumaturge, an isometric RPG set in 1905 in an alternate-universe Poland filled with magical powers and tough choices, will now arrive on PC, PS5, and Xbox Series X/S on March 4.

    .

    [ad_2]

    Zack Zwiezen

    Source link

  • FF7 Rebirth, Xbox Drama, And More Of This Week’s Hottest Takes

    FF7 Rebirth, Xbox Drama, And More Of This Week’s Hottest Takes

    [ad_1]

    Image: Kotaku / Xbox / Thomas Mucha / Lukasz Pawel Szczepanski (Shutterstock)

    Over the February 3 weekend, reports from different outlets and insiders claimed that a number of big, Xbox exclusives—like Starfield and Gears of Warcould possibly end up on PlayStation 5 in the near future. Once the news spread around the internet, the most Xbox-pilled users and creators began theorizing, denying, mourning, and ranting to those within their Church Of Xbox circle and beyond. Then, Xbox boss Phil Spencer posted a vague statement, seemingly confirming something was happening but the faithful would have to wait until next week to hear what. Perhaps he thought this would calm the masses. It didn’t. Instead, for some devoted Xbox fans, it was confirmation that the brand they worshiped was leaving them behind. And they aren’t taking it well (though some remain pretty chill about the prospect of Starfield coming to PS5). – Zack Zwiezen Read More

    [ad_2]

    Kotaku Staff

    Source link

  • Palworld, Persona 3 Reload, And More Of The Week’s Essential Game Tips

    Palworld, Persona 3 Reload, And More Of The Week’s Essential Game Tips

    [ad_1]

    Image: Pocketpair, Pocketpair, Activison, Square Enix, Screenshot: Atlus / Kotaku, Square Enix, Pocketpair / Claire Jackson / Kotaku

    This week we’re going back to school, collecting Pals, and being reborn—that’s a lot of stuff to do without some tips. Palworld, the breakout hit from developer PocketPair, got a handful of major bug fixes that will make your creature-collecting a lot easier. And Atlus’ recent Persona 3 Reload release means you’ll want to make sure you’re a Grade A student and a damn good friend—luckily we’re here to help you with all of that. The week also saw the surprise-debut of a Final Fantasy 7 Rebirth demo, and with progress carrying over to the main game, you’ll want to make sure you do everything you can with Sephiroth and company.

    That’s why we’ve gathered the biggest, best, and most helpful Kotaku tips of the week, all in one spot. You’re welcome.

    [ad_2]

    Kotaku Staff

    Source link

  • Subnautica 2 Devs Quickly Clarify That, No, It’s Not A Live-Service Thing

    Subnautica 2 Devs Quickly Clarify That, No, It’s Not A Live-Service Thing

    [ad_1]

    Video game publisher Krafton released a report that seemed to imply underwater survival sim Subnautica 2 would be a multiplayer-focused live-service game, which disappointed and frustrated many fans. But now the devs have quickly clarified that no, this isn’t the case and instead the game is going to just receive regular updates during early access, like the original Subnautica.

    Over the last year or so “live service” has become a nasty term, one which gamers seem more and more disgusted by, even if it seems a lot of studios and publishers are betting the farm on these so-called “forever” games being the future. So it’s not surprising that some people panicked when it appeared that Subnautica 2—a sequel to the popular, single-player story-driven underwater survival game from 2018—looked to be another live-service thing.

    As reported by IGN, a February 8 financial report from Krafton caught the attention of folks when it mentioned that the upcoming Subnautica 2 was being designed using the “Games as a Service” model. Folks quickly assumed the worst: that this was a live-service game that would feature battle passes and seasons and all that stuff. It didn’t help that the report also claimed the sequel was going to be multiplayer-focused, a big departure from the first game. Quickly, people got out their pitchforks and began yelling that yet another franchise was being ruined by live-service shenanigans. But thankfully for those concerned players, that’s not the case.

    Subnautica 2 devs set the record straight

    Shortly after the report went public and news spread of Subnautica 2 being a live-service game, the developers—Unknown Worlds—stepped in and clarified in a blog post that it isn’t that kind of game.

    “In reference to ‘Games-as-a-Service,’ we simply plan to continually update the game for many years to come, just like the previous two Subnautica games,” explained the devs. “Think our Early Access update model, expanded. No season passes. No battle passes. No subscription.”

    The studio also claimed the game isn’t “multiplayer-focused.” Instead, co-op is “optional” and folks will be able to experience the full game by themselves.

    Finally, the devs also explained that Subnautica 2’s early access launch isn’t planned for 2024 and that they will share more info “later this year.”

    “Thanks for keeping an eye out for any news about our progress on the next game,” the devs added. “We’re so excited to show you what we’ve been working on and hope that you love it as much as we do.”

    While it might seem like a lot of folks overreacted, the reality is that with reports of so many live-service games in development and after so many have failed to stick around or turn out well, a lot of gamers are jumpy about games-as-a-service and live-service “forever” games.

    I expect—in an effort to avoid these situations—we will see some studios try to come up with a new term for games that just get occasional updates and patches, but which have no other “live” elements, like battle passes or seasons. For now, you can all relax. Subnautica 2 isn’t going to be a live-service thing like Suicide Squad.

    [ad_2]

    Zack Zwiezen

    Source link

  • Halo Season 2’s First Episode Hits Harder Than A Gravity Hammer

    Halo Season 2’s First Episode Hits Harder Than A Gravity Hammer

    [ad_1]

    The team behind the polarizing Halo TV series on Paramount+ really wants to change your mind in season two. In the lead up to the latest season’s debut, everyone from producer Kiki Wolfkill to new showrunner David Wiener and even Master Chief himself (Pablo Schreiber) have told us this is a new angle, not necessarily a “reset” but certainly a reevaluation. The team’s attempts to rejig the series based on the iconic first-person shooter franchise are obvious just moments into “Sanctuary,” the first episode in season two.

    Is it a good episode? I’d say yes. It’s even a good Halo adaptation, though a few of the first season’s problems linger. But overall, “Sanctuary” is exactly what it needs to be—a reintroduction to Master Chief and his team of Spartans, a reminder of the stakes, and a readjustment that looks to set the series on a stronger course. Let’s get into it.

    Sangheili in the mist

    The episode begins where it should: with the core four that is the Spartan Silver Team—consisting of Schreiber’s John-117, Kai-125 (Kate Kennedy), Riz-028 (Natasha Culzac), and Vannak-134—embedded in a “babysitting” mission on the planet Sanctuary, which is mid-evacuation. They’re pissy, because this is a mission for a team of lesser caliber than them, but they’re clearly being sidelined for a reason.

    From the outset, it’s obvious that season two got a visual upgrade—an early shot of the Spartans camped on top of a mountain looks beautiful, from the striations in the sedimentary rock to the subtle sheen of their Mjolnir armor. It’s like the rework Halo Infinite’s visuals got after the first look at the campaign was met with middling reactions and the memeification of one especially Playdoh-looking brute fans nicknamed Craig.

    As John and Riz run off to help the Marines diplomatically remove the planet’s citizens, we get a chance to see more of Vannak’s personality—he’s removed the emotional inhibitor chip implanted in the Spartans, which Kai and John did last season. Though he remains stoic, and acts affronted when Kai asks him how he feels, he admits that lately, he’s been enjoying watching nature documentaries in his spare time. Just a few moments later, as the team gets word of a missing Marine unit and John rushes off to investigate, Vannak compares Chief’s hesitancy to scale the rock face to the ease with which an ibex could pull off the same thing. If this season just featured Silver Team bantering while coming to terms with their personalities as full-grown adult supersoldiers, I’d give it five stars.

    John wields his gun in a foggy landscape.

    Image: Paramount+ / 343 Industries

    Unlike the video-gamey action we saw in the first episode of season one (which featured first-person views and a HUD almost identical to the one in the Halo games), “Sanctuary” gives us straight-up, no chaser action from the jump—and it’s good. Chief, after scaling the cliff face with his grappling hook (he’s not an ibex), finds himself surrounded by soupy, dense fog. It’s blocking his comms, too, and the team is eager to extract everyone because some Covenant ships have been spotted in orbit.

    John finds the Marines, and what follows is a horror-tinged, action-packed scene that hits all the right notes for live-action Halo. Some of the Marines are yanked into the dense fog by invisible attackers, who are revealed to be cloaked Elites. Kinetic, hand-to-hand combat between John and several of the big baddies ends with him victorious (of course), until we see several energy swords ignite on the horizon, followed by several more. It’s scary, and serves as a reminder that Halo is about humanity fighting against a previously unknown and terrifying alien force. It helps that the scene is set in fog, as the CGI reads much better than in the first season.

    Chief gets back to the evac ship just in time for the team to leave before the Covenant glasses the planet, but he’s clearly shaken up by the ordeal. Not just because the Covenant attack was massive in scope, but because he maybe probably definitely saw Makee (the human-turned-Covenant-sympathizer and his former lover) in the mist before the alien soldiers retreated into it.

    Master Chief unmasked, but not unbothered

    Back on Reach, Silver Team is decompressing from the mission, which resulted in the deaths of all the Marines, save for the one John helped to the evac ship. During their debriefing, Captain Jacob Keyes (Danny Sapani) tells them that these kinds of attacks have been happening across the outer colonies, but he doesn’t seem interested in John’s questions and concerns. As his frustration grows, we get a mid-scene introduction to this season’s new bureaucratic bastard, James Ackerson (Joseph Morgan), who saunters in and takes a seat with the kind of dickish swagger Morgan has perfected (have you seen The Vampire Diaries, c’mon now). He’s here to replace Dr. Catherine Halsey (Natascha McElhone), who faked her own death last season to disappear after causing a bit of a coup.

    Morgan is excellent casting here, an absolute scene-stealer, and a son-of-a-bitch to boot—any scene with him in it is better than half the ones from last season, and I’m sure that’ll be the same going forward. He grounds Silver Team, refusing to deploy them into battle until he can sign off on John’s mental status.

    But then Halo starts to stumble again. Though I adore Bokeem Woodbine and love his portrayal of Spartan-turned-pirate Soren-066, his B-plot feels even more flimsy than last season. It’s hard to shift from the Spartans’ plight against the Covenant and Chief’s grappling with his emotions to really care about a man trying to maintain a hold on his pirate empire—even with all the beautiful things Woodbine does with Soren, from the brilliant way he plays guarded and hyper-aware, like a big cat on the open plains, to the softness clearly hiding behind that modded Mjolnir armor. I find my attention wandering whenever the episode swaps to Soren’s story, though it does seem that he is on a fast-track to getting wrapped up in the main plot—as he goes looking for Halsey to get the bounty on her head (and for a personal vendetta he won’t admit to) but is betrayed and kidnapped by unknown attackers.

    Soren stands in a cave.

    Image: Paramount+ / 343 Industries

    When Halo snaps back to John, I snap back to attention, whether it’s his back-and-forth with Ackerson about what happened on Sanctuary (Ackerson gaslights him) or the desperate moment in which he goes to, basically, a VR escort that he makes take the shape of Cortana (Jen Taylor). The nerds can continue arguing amongst themselves about whether or not John should take his mask off, because Schrieber is so good in this role, and a huge part of that is being able to see emotions play across his face.

    The episode ends with John envisioning Makee (who did appear to die in the last episode of season one) warning him that he “should have stayed with [her]” while a flashback shows Kwan-Ha (Yerin Ha) telling a scary story to Soren’s son, Kessler (Tylan Bailey) in a shadowy cave. “It’s very old, the monster. Older than the light. Older than this rock. Older than your God,” she says. “It knows us. Inside and out. Smells our fear. Sees our secrets. It’s been here. All that time. Waiting.”

    Covenant ships rise from the clouds of an unknown planet. Reach is coming.

    The second episode of Halo season two is available now on Paramount+, review to come soon.

    [ad_2]

    Alyssa Mercante

    Source link

  • Disney Will Develop A ‘New Persistent Universe’ With Epic Games

    Disney Will Develop A ‘New Persistent Universe’ With Epic Games

    [ad_1]

    The Walt Disney Company and Epic Games will collaborate on an all-new games and entertainment universe
    Image: Disney / Epic Games

    Disney is making its biggest push yet into video games. On February 7, the Mouse House and Fortnite creator Epic Games announced plans to create new games and an entertainment universe where consumers can “play, watch, shop and engage with content, characters and stories from Disney, Pixar, Marvel, Star Wars, Avatar and more,” company representatives said in a press release.

    “Our exciting new relationship with Epic Games will bring together Disney’s beloved brands and franchises with the hugely popular Fortnite in a transformational new games and entertainment universe,” said Disney CEO Robert Iger. “This marks Disney’s biggest entry ever into the world of games and offers significant opportunities for growth and expansion. We can’t wait for fans to experience the Disney stories and worlds they love in groundbreaking new ways.”

    “Disney was one of the first companies to believe in the potential of bringing their worlds together with ours in Fortnite, and they use Unreal Engine across their portfolio,” said Epic CEO Tim Sweeney. “Now we’re collaborating on something entirely new to build a persistent, open and interoperable ecosystem that will bring together the Disney and Fortnite communities.”

    Disney x Epic Games

    This isn’t the first time Disney and Epic have collaborated. Fortnite has hosted several Star Wars-themed events over the years, including last year’s Find the Force event honoring the Prequel Trilogy. Back in 2020, Fortnite’s Nexus War with Galactus event based in the Marvel universe drew more than 15.3 million concurrent players, according to the press release announcing the deal.

    While it’s tempting to think of Disney as primarily a producer of movies, TV, and Baby Yoda merch, it’s had a finger in the gaming pie for some time. This little nugget from the press release surprised me a little. “Licensed games from Disney garnered more than 150 award nominations, wins and other accolades in 2023, including multiple Game of the Year nominations for Marvel’s Spider-Man 2. Disney mobile games have 1.5 billion global installs, and to date, nine Disney games franchises have each grossed more than $1 billion in sales.” Who knew?

    Anyway, congratulations to both these desperately cash-strapped companies who so sorely needed a chance to make more money.

    [ad_2]

    Jen Glennon

    Source link

  • Final Fantasy VII Rebirth’s First Three Chapters Rocked My Socks Off

    Final Fantasy VII Rebirth’s First Three Chapters Rocked My Socks Off

    [ad_1]

    Ever since the launch of Final Fantasy VII Remake back in 2020, fans of the original have been wondering how the next installment of Square Enix’s reimagining of the landmark 1997 game would handle the many iconic setpiece moments, reveals, and twists yet to come. The Nibelheim Incident, which centers around Cloud’s consequential return to his hometown five years earlier, has been an especially fertile ground for speculation. The original game and its many spinoffs revisit this mission numerous times to show off the varying perspectives of the key players. It’s an overused analogy, but The Nibelheim Incident is essentially FF7’s equivalent of the Rashomon murder scene. With each slightly different retelling, we inch a little bit closer to the truth.

    FF7‘s save-the-world story wasn’t revolutionary in 1997, and it certainly isn’t today. But the palpable sense that something is “off” with Cloud and his mentor-turned-nemesis Sephiroth elevates it into something far more memorable and enduring. For much of the game, the fate of the planet kinda takes a backseat to finding out what the deal is with these guys. At the same time, with Final Fantasy VII Rebirth, the developers at Square Enix face the daunting task of attracting newcomers to the second chapter of a trilogy, those who may primarily know Cloud and Sephiroth as cool badasses with fun hair from the Super Smash Bros. Ultimate roster.

    So when I booted up the game at a recent media preview event, I was delighted to see that Chapter 1 of Final Fantasy VII Rebirth immediately begins with Cloud telling his version of what happened at Nibelheim. Rebirth throws you in at the deep end and delivers high stakes right up front—and it’s exactly what longtime fans want and newcomers need.

    Pre-order Final Fantasy VII Rebirth: Amazon | Best Buy | Target

    Sephiroth and Cloud ascend Mt. Nibel as jagged peaks loom ahead.
    Image: Square Enix

    Déjà vu all over again

    I’d played a smaller segment of this section at a preview event a few months back, but that slice was more combat- and traversal-focused. True to the original game, the full version of Rebirth’s Nibelheim incident is a slow burn, a cozy evening with friends winding down after the frantic escape from Midgar. Present-day Cloud narrates over this extended interactive sequence where you play as his younger self, and his storytelling is punctuated by interruptions from Barrett, Tifa, and Aerith. Many of these exchanges are taken beat-by-beat from the original game, and it’s nice to see them return here to inject some levity and sense of camaraderie into Cloud’s suspenseful and gloomy story.

    Rebirth’s take on Nibelheim largely sticks to that of the original FF7. (Mostly.) The reason for Cloud and Sephy’s mission remains the same—they’re sent to investigate a malfunctioning mako reactor at Mt. Nibel, and deal with any monsters along the way. We get a clearer sense of Sephiroth’s renown and celebrity—we’re mostly told, not shown this in the original—as townsfolk breathlessly gossip about him and jostle for photos. As before, you get the chance to control Sephiroth in combat during the climb, and he’s absurdly strong and fun to play.

    Ascending Mt. Nibel functions as a light tutorial for Rebirth’s new traversal mechanics, including jumping and climbing. It’s nothing complicated, but it does convey that Mt. Nibel is dangerous enough to require a guide’s assistance better than the original game did. Speaking of guides, we get quite a bit more of young Tifa in this section of Rebirth (Nibelheim is her hometown too, after all), complete with her adorable cowgirl outfit. And there are some very intriguing consequences of that, which I am not going to get into here.

    On that note, Chapter 1 of Final Fantasy VII Rebirth is a veritable bonanza of jaw-dropping spoilers for folks who haven’t played the original game. Despite knowing exactly what was coming at certain moments, the impeccable visuals and environmental design blew me away. And, as was the case with Remake, when Rebirth’s soundtrack is firing on all cylinders, it’s the stuff of real-deal goosebumps on your arms. As the flames reach higher and the music shudders like a terrified heart, suddenly I’m 11 years old again, sitting cross-legged on the floor next to my older brother in front of a CRT with a skateboarding sticker on the side, unable to say anything but whoa.

    Kalm is a far more charming and intricate city in Rebirth than the original game.

    Kalm is a far more charming and intricate city in Rebirth than the original game.
    Image: Square Enix

    A whole new world

    After Cloud gives his friends the rundown of what happened with Sephiroth in Nibelheim, we resume the present-tense story in the city of Kalm. And golly, what a glow-up. In 1997’s FF7, the town was little more than an RPG gas station—a place to pick up some potions, cheap equipment, and a quick snooze at the inn. There was never much reason to go back once you’d progressed to other places. This time around, its cobbled streets, overgrown flower boxes, and rabbit-warren layout ooze a tranquil charm that’s worthy of the name.

    Cloud and his pals have a new slate of double and triple attacks this time around.

    Cloud and his pals have a new slate of double and triple attacks this time around.
    Image: Square Enix

    You won’t spend too long here in Rebirth either, but it does provide a chance to get acquainted with several new gameplay additions. The most notable of these are party relationships and party level, which allow you to strengthen your bond with your teammates through dialogue choices and optional activities. The original FF7 had a less fleshed-out version of this that culminated in the infamous Gold Saucer date, and it’s nice to see that the devs are finding new ways to let players spend more time with their favorite characters.

    The innkeeper at Kalm will introduce you to Queen’s Blood, Rebirth’s answer to card games like Witcher 3‘s Gwent and FF8‘s Triple Triad. I can already tell loads of people are going to be utterly obsessed with this minigame, though I sadly am not one of them. (Happy for you guys, though!) This section also offers a brief rundown of skill trees, weapon upgrades, and item crafting. I remain unconvinced that Final Fantasy 7 needed a crafting system, and I didn’t find much occasion to use it during my demo. I can see how it may be useful for some optional fights later on, but I hope it’s more of a “take it or leave it” mechanic.

    But we can’t stay in Kalm for long, and it’s soon time for our merry band of weirdos to hit the road in search of adventures, pocket money, and eventually Sephiroth. Rebirth’s version of the original game’s vast open world is bigger and more beautiful than I’d hoped, with plenty of nooks and crannies to explore. You’ll gain access to both menu-based fast-travel and chocobos pretty much immediately after leaving Kalm, mercifully cutting down on the ponderous backtracking of the 1997 game. Instead of large swaths of empty space for random encounters, now there are small farms, hamlets, and ruins between cities and dungeons. This makes Rebirth’s open world feel like a natural expansion of scope rather than just a concession to the expectations of fans. After hitting up the Chocobo Farm, you’re free to explore for a while, but once you’re ready to return to the main story, a Ghost of Tsushima-esque green Mako trail will appear to nudge you toward your destination. It’s a thoughtful design choice that avoids the immersion-breaking “map game” vibes that have become a bit too commonplace in open-world design.

    Holding down the basic attack button for Red XIII will allow him to do a continuous "Sonic spin" attack.

    Holding down the basic attack button for Red XIII will allow him to do a continuous “Sonic spin” attack.
    Image: Square Enix

    Naturally, once you get out into the big wide world, you’re gonna be doing some fighting. Final Fantasy VII Rebirth adds another layer to Remake’s real-time combat system, and I’m still not totally sure how I feel about it. You’ll have more than three party members to choose from at any given time, and each unique duo or trio can team up for a unique special attack. On paper, this sounds like Chrono Trigger, which is terrific. In practice, it kinda feels like one thing too many to keep track of. Remake’s combat had a satisfying cadence of managing cooldowns to pull off magic spells, heals, and special attacks. But in the early hours of Rebirth, even mundane fights have a noticeably stop-start feel to them. I’m hoping to settle into a flow eventually, but I’m also curious if this all might feel better in classic, turn-based mode instead. (Thankfully, it’s an on-the-fly toggle in the full game.) Quibbles aside, I’m still enjoying the heck out of the combat and the demo left me hungry for more. Pro tip: Red XIII’s strangely Sonic Spinball moveset is extremely fun to play.

    The big question heading into Rebirth and its unnamed successor is: can it recapture—or even exceed—the magic of the original game? That remains to be seen. But, so far, the first three chapters are a helluva good sign for what’s to come.


    Final Fantasy VII Rebirth launches February 29 on PlayStation 5.

    Pre-order Final Fantasy VII Rebirth: Amazon | Best Buy | Target

    [ad_2]

    Jen Glennon

    Source link

  • Ace Attorney Dev Talks Apollo Justice, Japanifornia, And The Series’ Future

    Ace Attorney Dev Talks Apollo Justice, Japanifornia, And The Series’ Future

    [ad_1]

    In the fall of 2001, an unprecedented incident shook the world—the first Gyakuten Saiban (or Ace Attorney) game launched in Japan for Game Boy Advance. You played as greenhorn attorney Ryūichi Naruhodō (later translated to Phoenix Wright) as he bluffed through legal cases by exploiting testimonial contradictions, presenting tenuous evidence, and shouting a bunch. Capcom would release two more games in the series for the Game Boy Advance exclusively for Japanese audiences.

    In 2005, Ace Attorney made its global debut via the Nintendo DS console. English-speaking audiences got a visually updated and expanded version of the first game, which began an ongoing cycle of remasters. With each one, the Ace Attorney fan base has grown exponentially. As of September 2023, the franchise has sold more than 10 million units.

    Part detective story, part courtroom drama, the world of Ace Attorney is more exaggerated and silly than our own. It’s also earnest, idealistic, and absurdly funny. But humor is a notoriously tricky thing to translate. Even so, the series’s wholesome goofiness has won over fans around the world, thanks in no small part to the stellar efforts of Capcom’s localization team.

    “Simply by being kinder to one another, the world of the English Ace Attorney games became a very different one from ours indeed,” says longtime localization team member Janet Hsu.

    This month, another batch of Ace Attorney games are getting a fresh coat of paint. Apollo Justice: Ace Attorney Trilogy, compiles the series’ fourth through sixth games: Apollo Justice, Dual Destinies, and Spirit of Justice. Ahead of the launch, Hsu spoke with Kotaku to reflect upon their time working on the series, its sprawling cast of loveable weirdos, and its growing popularity.

    [ad_2]

    Just Lunning

    Source link

  • Conscientious Objector Jailed After Being Outed As PUBG Player

    Conscientious Objector Jailed After Being Outed As PUBG Player

    [ad_1]

    Photo: FOTOKITA (Shutterstock)

    The Supreme Court of Korea has ruled that a South Korean man must serve one year and six months in prison after he refused the country’s mandatory military service. He had argued he was a conscientious objector, but a lower court dismissed this partially because he loves playing PlayerUnknown’s Battlegrounds.

    Released in 2017, PUBG was one of the first and most popular battle royale shooters around. It still holds the record for most concurrent players on Steam at over 3 million. (Not even the recent mega-hit Palworld could top that number.) While other games—like Fortnite and Call of Duty: Warzone—have usurped its status as the top battle royale title, it still regularly appears on Steam’s most-played games list and still has a very large community. That includes one man in South Korea who looking to avoid mandatory military service.

    In November 2018, an unnamed South Korean man was charged with violating the nation’s Military Service Act, which compels all able-bodied men in the country to serve in the military for at least 18 months. As reported by The Korea Herald (and spotted by Gamesradar) the man initially told the court he refused to enlist based on his personal beliefs against war.

    In the verdict handed down in 2018—and upheld by the Supreme Court on February 4—the court said the defendant had “not put any effort into spreading or realizing what he says is his ideological belief.” The court also pointed to the man’s love of PUBG as further evidence he wasn’t against war and violence.

    “The defendant admitted that he frequently enjoyed playing the game ‘Battlegrounds,’ which is about killing characters with guns in a virtual reality,” the court added, as reported by The Korea Herald. “The video game is different from reality. But the fact that the defendant—who says he is rejecting military service based on his beliefs to oppose violence and war—enjoys such games makes the court question whether his conscientious objection is authentic.”

    According to investigators, he refused to join the military due to “rampant unfair orders” and because it regularly disregards human rights. The court disagreed and now the Supreme Court of Korea has confirmed the original ruling. The defendant will now be forced to serve 18 months in prison—the same amount of time he would have had to serve in the military.

    .

    [ad_2]

    Zack Zwiezen

    Source link

  • Persona 3, Silent Hill, And More Of The Week’s Hottest Takes

    Persona 3, Silent Hill, And More Of The Week’s Hottest Takes

    [ad_1]

    Image: Bandai Namco Entertainment

    Tekken 8 has been out since January 26 for PC, PlayStation 5, and Xbox Series X/S. While you might be tempted to jump straight into its online matches, which you’re not prepared for—trust me—you should check out the game’s story mode first. Not only does it introduce you to many of Tekken 8‘s characters and themes, but it also sets up a bombastic, relentlessly over-the-top narrative about breaking the chains that hold us back. And it’s a great way to acclimate yourself to some of the game’s new mechanics. This is a story mode you shouldn’t miss. – Levi Winslow Read More

    [ad_2]

    Kotaku Staff

    Source link

  • Palworld, Persona 3 Reload, And More Of This Week’s Best Tips

    Palworld, Persona 3 Reload, And More Of This Week’s Best Tips

    [ad_1]

    Image: Pocketpair

    As an expansive survival game, Palworld has a variety of stats you can increase as you level up, leading to different strengths and weaknesses over the course of your character’s life. As is customary for many games like this, you can usually alter, or “respec,” these stats later on. Palworld lets you do this by way of “Memory Wiping Medicine,” which you can craft with the right items. – Claire Jackson Read More

    [ad_2]

    Kotaku Staff

    Source link

  • Suicide Squad: Kill The Justice League: The Kotaku Review

    Suicide Squad: Kill The Justice League: The Kotaku Review

    [ad_1]

    After years of trailers, delays, controversy, and leaks, Rocksteady’s big, live-service, open-world, villain-themed, DC third-person looter shooter—Suicide Squad: Kill The Justice League—is finally out (for real). The narrative that has formed around this game over the last few years has grown as large and epic as a superhero movie. Some folks want Suicide Squad to crash and burn. Others want it to succeed, hoping Rocksteady has built something amazing, a game worth their money and time. Sadly, as with many modern superhero films, the ending to this saga is anticlimactic and won’t appease either folks hungry for blood or hopeful for fun. Instead, what we have here is something decidedly middle-of-the-road.

    Suicide Squad: Kill The Justice League is not only developed by Rocksteady, the makers of the popular Arkham games, but also set in that same universe. The game takes place a few years after the end of Arkham Knight. Batman faked his death, joined up with the Justice League, and headed over to Metropolis to be super pals with Wonder Woman, Superman, Flash, and Green Lantern. Things were going well, until Brainiac and his alien minions arrived, mind-controlled all of them—except Wonder Woman—and turned the powerful heroes against their own planet. Now, it’s up to Harley Quinn, Captain Boomerang, King Shark, and Deadshot—DC supervillains with bombs implanted in their heads—to save the world by, well, as the game’s name implies, killing the Justice League.

    While the Suicide Squad’s story never truly surprised me or broke any new ground in the superhero genre, it’s still a well-written comic book adventure with enough twists and turns to keep you hooked. It also helps that every character in the game, even those barely involved in the action, are fleshed out, with their own goals, flaws, personalities, and feelings.

    WB Games / Gamespot

    As you might expect, Harley, Deadshot, King Shark, and Boomerang get the biggest spotlight. Rocksteady has done a fantastic job not just visually capturing these characters with some of the best-looking faces I’ve seen this generation, but also making them feel distinct. Each character in the squad also has their own arc and they all intertwine throughout the game so that by the end I was totally on board with these loser misfits coming together to save the day. It also helps that their dialogue—both in the game’s gorgeous cutscenes and out in the open world during gameplay—is peppered with solid jokes and genuine moments of reflection and growth.

    But boy howdy, is this game talkative! I lost count of the number of times when up to three different conversations were happening all at once, sometimes overlapping each other or completely blocking out important or interesting lore. To the game’s credit, I didn’t hear many repeated chats, but sadly, I also missed a lot of stuff because while the squad was chatting about one thing, I’d shoot a drone and trigger a conversation about something else, ending the one that was already happening. Still, even overlapping dialogue isn’t too bad. What is bad is almost everything else between the dialogue and cutscenes.

    Over and over and over…

    Suicide Squad’s main campaign features a strong and impressive intro that quickly establishes the “heroes,” explains how the team’s boss—Amanda Waller—controls them, and sets up the stakes of the invasion. This confident and perfectly paced first few hours instantly won me over. However, once the game opens up more and lets you loose in its digital city, things quickly go downhill. Do you like guarding locations, shooting crystals, or saving people? Well, I hope so, because that’s basically all this game is outside of the intro and a few boss fights.

    The structure of Suicide Squad goes like this: You watch a cool cutscene, learn what the next step is in the plan to save the world, and then do a type of mission that you’ve already done before but maybe in a new location or with some new enemies. Maybe. Repeat that for about 15 to 20 hours depending on how much of the game’s side content you check out. (Though, be warned, all the side content in this game beyond Riddler challenges are the same types of missions you do in the main campaign.)

    It’s a credit to Suicide Squad’s fantastic and satisfying combat that during most of these missions, I wasn’t bored out of my mind. But I’d be lying if I said I was having fun guarding the same plants or destroying the same crystals over and over and over again. At one point, I was tasked with escorting a slow-moving vehicle through a dangerous area. Normally, escort missions aren’t anything to celebrate, but it was a completely new type of mission, after 10 hours of play. I was pumped! And then that same type of mission popped back up multiple times afterward. (And yeah, escort missions still suck.)

    Worse, Rocksteady seems to understand how boring this might be, so some missions add annoying modifiers that force players to complete missions in specific ways. The problem is that sometimes these mods—like enemies only dying to grenades—didn’t fit with my character’s build. While you can switch between all four playable villains at any point in the open world when playing solo, during missions you are stuck with whoever you started the mission as. This made some missions extremely frustrating.

    It’s a shame because, as I said, the combat in this game is awesome. Top-notch shit. Guns feel dangerous and loud. Blasting purple alien monsters with a sniper rifle that sets them and nearby baddies on fire remained fun even after I did it 200 times. Also, shout-out to the shotguns in this game. They destroy enemies and feel incredible. I also enjoyed how mobile each squad member is, even the big tank-like character King Shark. Zipping around as a giant shark with a chaingun or flying around with a jetpack as Deadshot during big firefights is fun, even if I’m doing the same missions I’ve done a number of times before.

    Screenshot: WB Games / Kotaku

    There’s also a lot to dig into with the game’s combat system. There are elemental afflictions, various stats that can be modded, perks that can be unlocked, attributes to improve, ways to earn back your shield, ways to counter enemy attacks using precisely timed special moves, and a host of other things to keep in mind during and outside of fights. At times it can feel overwhelming and I imagine most players will pick a few strong guns, upgrade them when needed, and do fine. But for folks who like to really get into a game and craft perfect builds with tons of synergy, Suicide Squad provides more than enough options.

    Funnily enough, for the most part, at least, you can ignore that Suicide Squad is a live-service, always-online shooter. I played through the entire game solo and, with one exception, didn’t run into any server disconnects. The game also doesn’t bang you over the head with messages telling you to “Hop Online And Play With Pals,” or lock any content behind having a clan or playing with others. For a long time, it felt to me like a decent-enough game with some live-service stuff I could engage with if I wanted to, but that didn’t really interfere with my experience at all.

    Then I reached the end of the game, and things changed.

    Suicide Squad hides its true identity until the end

    Before the credits even rolled, as the game built toward a climactic encounter with Brainiac, I was told that, actually, there are 13 Brainiacs across the multiverse and I’ll need to kill all of them to save the day. To do this, players will need to engage in Suicide Squad’s endgame which consists of repeated missions and boss fights that award you a currency that lets you challenge new Brainiacs in different universes. When you arrive, guess what? You have to do a few more of those same missions you’ve been doing for hours and hours already before you get to fight Brainiac. Oh, and the final fight against Brainiac (spoilers) is a reskinned boss fight from earlier in the game against Flash. Womp womp. Credits roll.

    Instead of ending on a triumphant note with our squad proving they are more than just dirtbags, Suicide Squad ends by going, “You need to play for months and months to truly finish your mission. Get ready to play even more of the same shit over and over again, too.” It robs the game of a dramatic, satisfying ending and reveals its true nature to all: This is a forever game. A live-service shooter. WB and Rocksteady want you to play this game for a long time, all the while hoping you buy up skins and battle passes to make this extremely expensive bet pay off. It’s an extremely sour note to end the game on.

    A screenshot shows Deadshot shooting purple aliens.

    Screenshot: WB Games / Kotaku

    Sure, the combat is some of the best third-person shooter action I’ve played in years. And the story, cutscenes, and writing are as compelling as anything in the Arkham games.

    Yet, unfortunately, Suicide Squad just had to be something bigger than another 12-15 hour single-player adventure. It had to be a live-service video game that could support months or even years of content. The game does a good job of hiding this fact for a large chunk of its runtime, but by the end, it’s laid bare and impossible to ignore. That’s assuming you even reach the end and don’t get bored by the same six missions being copied and pasted around the city to pad things out and make Suicide Squad feel bigger than it really is.

    In the end, Suicide Squad is just…okay. Fine. Not amazing. Not a trainwreck. Folks wanting this game to be a complete disaster will be disappointed to discover a totally fine shooter that only succumbs to live-service corruption at the end. And for folks wanting something they can play for years, well, I hope you like shooting purple crystals over and over.

    Suicide Squad is a poster child for the kind of games that live between great and awful. While that might be enough for some, I can’t imagine the devs who worked hard on Suicide Squad (or publisher WB, who footed the bill for the game) wanted it all to end with what amounts to a shrug emoji. Yet, here we are. At least the shotguns are cool.

    .

    [ad_2]

    Zack Zwiezen

    Source link

  • The Last Of Us Part II Actor Says Fans Threatened Her Son

    The Last Of Us Part II Actor Says Fans Threatened Her Son

    [ad_1]

    Screenshot: Naughty Dog / Kotaku

    Anyone who was on the internet around the release of The Last of Us Part II knows it was a bad time. But while we, as fans and writers, saw the vitriolic backlash unfold in real-time, it was far worse for the creative team who was directly targeted by it. Laura Bailey, who played the secret second protagonist Abby, has opened up about her experience with harassment during the game’s release cycle, and how some disgruntled fans threatened her son, who was two years old at the time, because they didn’t like her character.

    Image for article titled The Last Of Us Part II Actor Says Fans Threatened Her Son

    If you haven’t played The Last of Us Part II, Abby kills Joel, the protagonist of the first game, as part of a years-long revenge plot for the death of her father. A subset of fans famously lashed out about this, viewing it as a “betrayal” of sorts by developer Naughty Dog. This backlash extended to the cast of the game, including Bailey. In the documentary Grounded II: The Making of The Last of Us Part II that premiered on February 2, Bailey tearfully spoke about death threats that she received.

    Some of these messages were passed along to proper channels to ensure that Bailey wasn’t in any immediate danger, and among them were threats directed at her son, who was born during Part II’s development. In a segment of the documentary focused on the backlash surrounding leaked cutscenes ahead of launch, Bailey says this taught her to “keep a distance” from the public.

    Bailey talked publicly about the online abuse she received around the launch of The Last of Us Part II back in 2020, and even posted screenshots of some of what was sent her way. This included one message that was directed at her son and parents. This level of harassment has become so commonplace in the video game industry, and public-facing women in the space are most often the target. Just earlier this year, Spider-Man 2 face model Stephanie Tyler Jones had to speak out against people stalking her by leaving voicemails at her day job and making her feel “unsafe.”

    Seeing how people treated Bailey for playing a character she didn’t write naturally makes me worry about how The Last of Us fans will react to Kaitlyn Dever, who will play Abby in the HBO Max live-action adaptation, once the golf club comes down. A lot of people have jokingly said she needs to get off social media now, but looking at how awful the response was to Bailey, maybe it’s worthwhile advice.

    The Grounded II documentary presents a behind-the-scenes look at The Last of Us Part II’s development and includes a soft confirmation that Naughty Dog has a concept in mind for a third game.

    [ad_2]

    Kenneth Shepard

    Source link

  • Legendary Industry Veterans Get Candid On Ageism In Gaming

    Legendary Industry Veterans Get Candid On Ageism In Gaming

    [ad_1]

    Video game publisher Activision Blizzard has been embroiled in controversy within the last few years, from allegations that a culture of sexual harassment was allowed to thrive to reports of union-busting by management. But in January 2024, when a new lawsuit was filed against the Call of Duty and Overwatch publisher, many were shocked to read what it was in reference to: A 57-year-old former ActiBlizz exec alleged that he left the company because of ageism. According to the lawsuit, then-CEO Bobby Kotick said that the company’s problem was that there were “too many old white guys” working there.

    Though race and gender traditionally get more attention in calls for a more diverse game industry—one where whiteness and maleness remain the norm—age discrimination is a hot-button issue as well. According to a 2019 survey from the International Game Developers Association, only 9% of game developers are 50 years old or older. As the people behind iconic, genre-defining games approach and surpass middle age, how do their peers treat them? Have they noticed a shift in the way developers work, or how games are made?

    I sat down with Gears of War designer Cliff Bleszinksi on one call and Ultima Underworld creator Warren Spector, Apogee Software founder Scott Miller, and Nightdive Studios head of business development Larry Kuperman on another, to chat about navigating the game world after spending decades in it.

    Photo: Mark Davis (Getty Images)

    The demands of game development

    “I’m gonna go on record saying I think I’m the oldest person who isn’t running stuff or on the business side,” Spector, who is 68, proclaims early on in the conversation. He’s referencing the phenomenon by which former developers transition to the business side of game dev, which many chalk up to the intense demands of video game development cycles.

    Spector started in the board game world before moving to digital games in 1989, Miller (who pioneered gaming’s episodic release format) shipped his first in ‘85, Kuperman has been involved in games since 2001, and Bleszinski joined Epic Games in ‘92. Of the four, Spector is the only one solely working on the development side, while the rest are now mostly focused on the business end or, in Bleszinski’s case, out of games almost entirely.

    I ask if the volatility and demands of the industry, which has seen more than 6,000 layoffs in the first month of 2024 alone, are why companies can’t or won’t retain older talent. “Some people find an ever-changing environment invigorating,” Spector suggests. “That’s one of the reasons I’ve lasted this long…things change so rapidly that you’re constantly acquiring not only new knowledge but new skills.”

    But he acknowledges how competitive and tough the games industry can be. “The difficulty of the work, the low pay, drives even young developers away,” he points out while suggesting that, in his experience, the average “lifespan” of a programmer is about five to seven years due to the intense nature of their work.

    “There’s a certain type of developer that’s a kind of self-flagellating monk that lives for that [intense] work ethic,” Bleszinski says during our conversation. “And then there’s a certain amount of peer pressure where you have deadlines and then someone goes home at six o’clock at night to their family, and then the other people are still at their desks—they don’t say it, but deep down they’re thinking, ‘I’m gonna be here until midnight, fuck that guy.’ A lot of that comes from the top…my producer on Gears, Rod Ferguson, I believe is one of the best in the business, but he lives for the work. He’s just an absolute workaholic.”

    With crunch becoming an increasingly popular issue within the industry, and workers campaigning for union protections and a better work/life balance, can studios expect their developers to work the way they once did?

    “The industry thrives on hungry game developers that are just happy to get an okay salary and free Mountain Dew and Doritos,” Bleszinski says. “If crunch is enforced, they’ll do it, but they’re gonna be very resentful towards the company…plus you get to a certain age where you hit the point where you’re like, ‘fuck you, pay me’.”

    A neon-lit screenshot from Turbo Overkill.

    Image: Apogee Entertainment

    The promise of indies, the problem of layoffs

    Though Spector, Miller, and Kuperman don’t hesitate to disagree on the topics we cover (they playfully throw barbs about the validity of the games-as-a-service business model), they wholeheartedly agree on one thing: The nuts and bolts of game development have dramatically shifted since they started their careers, and much of that shift can be attributed to the availability and approachability of today’s game engines.

    “We used to have to create engines from scratch, and that limited access,” Spector points out. “Now, youngsters right out of school, in their garage, can actually make games without learning Assembly, like Richard Garriot [the creator of the Ultima series] had to. So I think that’s a large reason why you don’t see as many older developers, because the youngsters are using those available tools.”

    Miller, who is still “deeply involved” in making games, concurs: “We’re in the era now where two people can do what 20 people did back in the ‘90s.” He brings up last year’s action game, Turbo Overkill, which Apogee published. “95% of that game was made by one guy. We helped him up with the music and voiceover, but this is a game that would’ve taken 25 to 30 people back in the ‘90s. It’s just a remarkable piece of work.”

    And for them, in today’s game economy, innovation like that can only be found at indie studios. “I like being at the indie level,” Miller says. “I think we can all agree on that,” Kuperman chimes in. “There’s just so much innovation going on at the indie level that you’re not seeing at the big boy level because it’s too costly to take a risk,” Miller suggests.

    What about those “big boy” studios, and the thousands of layoffs they’ve doled out in the last month alone? How do industry mainstays feel about the layoffs, and the future of the industry? For Spector, there’s no fear in gaming’s future, just apprehension towards those leading it: “It sounds like [companies] just over-hired during the early days of the pandemic, and it’s bad management that’s resulting in overstaffing. That doesn’t mean there’s a fundamental flaw. It means we have some bad managers at the top of companies.”

    Kuperman steps in, pointing out that “Scott [Miller] has been kinda leading the way in hiring back up people from kindred companies.” Miller reiterated Spector’s talking points, suggesting that “games suddenly were selling 30 to 50% better than normal” during covid, and studios went on a hiring spree.

    The conversation circles back around, once again, to the promise and allure of indie studios in the modern financial climate. “I don’t have 150 or 200 employees to lay off…but the layoffs are coming at Mega Corp,” Kuperman says. “And in the meantime, there are lots of indie developers that are not only thriving, but are looking to scale up.”

    Variety

    Ageism and diversity in the video game industry

    Though we laugh a bit about how we all came together—thanks to Bobby Kotick (himself a 61-year-old man) allegedly partaking in ageism—the tone does get somewhat serious when discussing the issue of age discrimination. Miller and Spector deny facing any sort of ageism during their decades in the industry, but Kuperman has a personal anecdote that’s stayed with him for years.

    After working remotely for GameStop for two years as a business development manager, he was let go at 57 years old. “There I was, with a great resume, you know, successful in games, I had worked with every major company, my client list went from Activision to Zenimax…I sent out my resume, my applications to all of these companies that I had worked with—they all knew what I could do and my capabilities. And they all turned me down,” Kuperman recalls. “And the one that was the most offensive—I won’t say who it was—but they took the time to explain to me that I was not a ‘cultural fit.’ I got this explanation that I was not a cultural fit while I was working from home wearing a Ramones T-shirt. I knew what they meant, right? That I was not gonna fit in with their twenty- and thirty-somethings.”

    Bleszinski believes older members of the industry are still in it either because they didn’t get “fuck you” money or because they genuinely love what they do—from our convo, it’s clear that his time churning out AAA games left him somewhat jaded. “Talking about ageism—once a person gets married and has kids and whatnot, you know, they’re going to put in their eight hours and they’re gonna go the fuck home,” Bleszinski says. “I tell people, get ‘fuck you’ money, and then get the fuck out.”

    Spector, Miller, and Kuperman are all now indie darlings, so their experience is vastly different from Bleszinski’s, who had to be the face of a massive AAA franchise while still actively working on it. But all of them still agree that game development can often feel like a young person’s, well, game. Part of that has to do with the demands of the work, sure, but there’s an accessibility problem, as well.

    “My twitch skills are not what they used to be,” Spector points out. “People don’t believe me that there are physical changes in your body as you get older. But there are, and I am physically not able to work the kinds of hours I used to. I am physically not able to keep up with 12-year-olds, 34-year-olds [referencing my age] playing games anymore. So I need to find a somewhat different role in development, and I’m lucky enough that I’ve been able to carve out a different role. But a lot of people might just say, ‘I don’t want to do that anymore’ and self-select out.”

    The Last of Us accessibility mode turns characters red and blue to denote who is an enemy and who isn't.

    Image: Naughty Dog

    “The thing is, for me, my vision,” Kuperman says. He struggles with contrast in games, and can get frustrated when he can’t see important features like doors. “But I’m lucky because [my studio] NightDive is now part of Atari, so I now have support mechanisms that I didn’t have before.”

    But how does the industry, as a whole, do when it comes to accessibility and diversity?

    “It’s not just age and it’s not just physical—divergent thinking is not very well-supported,” Spector says. “Every way you can think about diversity, we do a bad job…we don’t get a lot of resumes from older developers or people who think differently or people of color…that’s an area where I think younger developers are going to have to lead the charge.”

    He continues. “I’m only speaking for myself but, I like the past when I was able to work until three in the morning and sleep under my desk and drive home and have no idea how I got home. I kind of miss those days of comradery in the foxhole. Younger developers don’t wanna do that, and it’s a good thing ‘cause I can’t do it anymore. So it’s good that they’re thinking that way…the world has changed for the better.”

    [ad_2]

    Alyssa Mercante

    Source link

  • NFL’s Kelce Brothers Want To Bring Back Your Fave Childhood Game

    NFL’s Kelce Brothers Want To Bring Back Your Fave Childhood Game

    [ad_1]

    Omnipresent brothers, Travis and Jason Kelce (who are NFL players, commercial stars, SNL hosts, podcasters, and members of Taylor Swift’s inner circle) are looking to add a game development feather to their caps—specifically, they want to reboot ‘90s classics Backyard Football and Backyard Baseball. Whether or not you’re a member of the Kansas City Chiefs Kingdom, a birds (Philadelphia Eagles) loyalist, or a Swiftie, you can’t deny that this is a great idea.

    On the January 31 episode of their New Heights podcast, Travis asked his brother Jason if he remembered Backyard Football, which debuted two years after the first game in the Humongous Entertainment-developed (and Atari published) franchise, Backyard Baseball. The premise is simple: neighborhood kids get together and create teams to play pick-up versions of baseball, football, and soccer. Players take on the role of manager, selecting the teams and making in-game decisions in either quick play matches or an entire season’s worth of games. For many of us, it was a seminal part of our childhood gaming experiences—for me specifically, I still spout off some of the sayings squawked by the in-game baseball announcer, Vinnie the Gooch.

    Jason Kelce also fondly remembers Backyard Football—so much so he wants to reboot the damn thing. “I don’t even know if I want to mention this, I’ve secretly been looking into seeing if anybody holds the rights to Backyard Football and Backyard Baseball, ‘cause I want to buy it and get this going again—that was the best game ever.” Kelce then suggests that the game would be perfect on mobile, and he’s not wrong—it certainly didn’t require all that much processing power.

    The Kelce brothers are certified geniuses if they reboot the Backyard franchise—and it’s not just because those games are awesome and tons of people would be on-board for the nostalgia alone. Specifically, the genius behind rebooting the franchise lies in later versions of the games: both Backyard Baseball 2011 and Backyard Football 2002 (and Backyard Soccer: MLS Edition, which I loved), added professional athletes to the neighborhood kid mix, animated to fit the art style of the games. That meant you got to play alongside a big-headed Derek Jeter or Brett Favre, who rubbed elbows with schoolyard icons like Pablo Sanchez and the Weber twins.

    Imagine a modern version of that, with a little cartoon Travis Kelce doing the swag surf? I’m so down. As spotted by IGN and corroborated by Kotaku, American legal information site Justia states that the Backyard Sports trademark is owned by Day 6 Sports Group, who developed the last games in the franchise back in 2015. The Day 6 Sports Group website link is a dead-end, and its Twitter account hasn’t been active since May 4, 2015.

    Kelce bros, get to work.

    [ad_2]

    Alyssa Mercante

    Source link

  • Everything We Saw At Sony’s January State Of Play

    Everything We Saw At Sony’s January State Of Play

    [ad_1]

    Screenshot: PlayStation / Square Enix

    Were you bummed Final Fantasy VII Rebirth didn’t make an appearance? Well you’re not alone. Good news, though! On February 6, 2024, we’ll be treated to yet another State of Play showing, this time with a closer look at the upcoming second chapter of the Final Fantasy VII remake project.


    And that wraps everything we saw at tonight’s State of Play. Which games are you most excited about?

    [ad_2]

    Claire Jackson

    Source link

  • Pokimane Leaves Twitch After A Decade With The Streaming Platform [Updated]

    Pokimane Leaves Twitch After A Decade With The Streaming Platform [Updated]

    [ad_1]

    Updated, 01/31/24, 2:00 p.m. ET: After announcing her departure from Twitch, Imane “Pokimane” Anys posted on X/Twitter that her first-ever YouTube broadcast will occur on February 1 at 12 p.m. PT.

    It’s a streamer showdown between some of Twitch and YouTube’s most popular creators, including Ludwig and Pokimane (repping Team Red) and TinaKitten and Ryan Higa (repping Team Purple). The five-on-five brawl will see the streamers playing Codenames, League of Legends, and Valorant, with each winner getting 100 gifted subscriptions.

    In addition to announcing the YouTube broadcast, as reported by Dexerto, Pokimane also released a new episode of her podcast in which she went into detail about her reasons for leaving Twitch. In it, she voices many issues with Twitch’s conduct in recent years, saying at one point, “I personally am done with Twitch’s messy behavior in the sense that I’m not done with Twitch, but I’m done with, like, being emotionally invested in the changes that this company is doing.”

    “Moving forward, I’m going to try streaming on other platforms,” she said, citing YouTube, Tiktok, and Instagram. “I just want to be able to partake in different platforms and things either as I see fit or as I find excitement in doing it.”

    The original story follows below.


    One of Twitch’s most popular ladies won’t be streaming exclusively on the platform where she first became a star anymore. Calling it “the end of an era,” Imane “Pokimane” Anys announced her departure from the Amazon-owned site in an X/Twitter post on January 30. Accompanying the tweet was an official promotional image of the Twitch app featuring her face, an indication of just how closely she’s been associated with the site in the past.

    Pokimane has been streaming since at least 2012. She officially created her Twitch channel in 2014 and in the decade since, she’s amassed some 9.3 million followers. Her personality is effervescent and she’s known for her great sense of humor. Her tenure on the platform has not been without controversy, of course; in November of 2023 she embarked on a cookie apology tour after calling one viewer who complained about the price of a snack she had launched a “broke boy.” Still, Pokimane has grown to become one of the faces of Twitch. Now, though, she’s saying her goodbyes and departing for greener pastures.

    “Twitch has been my home for a decade,” Pokémon said. “But it’s time to say thank you for all the memories and love during my League, Fortnite, & Among Us days.”

    The Amazon-owned company hopped into Pokimane’s mentions to congratulate her on the “incredible journey” she’s had these last 10 years, saying everyone’s proud of everything she’s accomplished while looking forward to seeing what she does next in her career. According to a Dexerto report, Pokimane explained that she’s not resigning a contract with Twitch because it’s “messy,” citing her desire to no longer be “emotionally invested in the changes” the company undergoes around things like artistic nudity. Basically, Pokimane just wants to have fun as a content creator, and as a result, she’s opting to take her talents everywhere instead of locking them to Twitch exclusively. You should expect to see her streaming on Instagram, TikTok, and YouTube now.

    Kotaku has reached out to Pokimane for comment.

    We’ve had hints that this was coming for a little over a year now. Back in September 2022, Pokimane said that Twitch wasn’t “creatively fulfilling” any more, specifying that her intention was to stream less and use other platforms more. It seems she’s making good on this intention, as she hasn’t streamed on Twitch in about four days, but has been more active on other social channels.

     



    [ad_2]

    Levi Winslow

    Source link

  • Spec Ops: The Line Removed From Steam Due To Expiring Licenses

    Spec Ops: The Line Removed From Steam Due To Expiring Licenses

    [ad_1]

    Earlier today, players noticed that Spec Ops: The Line was no longer available to purchase on Steam, leading many to fear that the acclaimed third-person shooter had been quietly delisted without warning. Sadly, 2K has since confirmed that is the case, and the publisher has also explained why it pulled the landmark shooter.

    Developed by Yager and released back in 2012, Spec Ops: The Line was a reboot of the lesser-known Spec Ops franchise. Like those past games, The Line was a third-person military shooter. However, the 2012 reboot garnered critical acclaim at launch thanks to its narrative which depicted a solider in the deserts of Dubai slowly losing his grip on reality, offering a meta-critical take on the way some military shooters glorify the horrors of war. While it didn’t sell as many copies as 2K would have liked, the game has gone on to become a cult favorite among shooter fans. And now, it’s no longer on Steam.

    On January 29, folks began to notice that Spec Ops: The Line had been removed from Steam and other storefronts, like Fanatical. People wondered if 2K had delisted the game, possibly due to expiring licensing rights on some music featured in it. And that seems to be the case, according to a 2K spokesperson.

    “Spec Ops: The Line will no longer be available on online storefronts, as several partnership licenses related to the game are expiring,” explained 2K in a statement sent over to Kotaku. No specific licenses were named, but among the noteworthy music tracks included in the game are Jimi Hendrix’s performance of “The Star-Spangled Banner” and “Rooster” by Alice in Chains. 

    The publisher assured players that owners of the game will still be able to download and replay Spec Ops: The Line “uninterrupted” but it will no longer be easy to buy a digital copy moving forward. Currently, the game is still for sale on GoG, but the above statement seems to indicate that will change soon.

    “2K would like to thank our community of players who have supported the game, and we look forward to bringing you more offerings from our label throughout this year and beyond,” said 2K in its statement.

    While there had been talks of a sequel for years, it seems 2K isn’t even willing to tease that and instead is just letting Spec Ops: The Line fade away like a mirage in the desert. It’s just one more game—on an ever-growing list—that will be harder to play as the years go by.

    .

    [ad_2]

    Zack Zwiezen

    Source link

  • If Publishers Want To Charge Players For Early Access, The Servers Have To Work

    If Publishers Want To Charge Players For Early Access, The Servers Have To Work

    [ad_1]

    Last year, we saw the rise of video game publishers offering a few days of early access to big AAA games for a price. This year, it’s only going to get worse as it seems every large game publisher is holding games hostage and charging players a ransom fee to play a few days early. But what happens when you pay $80, $90, $100, or even more for a game and early access to it and don’t actually get to play the game? Well, we’re seeing that play out with WB Games and Rocksteady’s Suicide Squad: Kill The Justice League. 

    After numerous delays, Rocksteady—the developer behind the Arkham games—finally (sort of) launched its next big title, Suicide Squad. But unlike the Batman games it previously developed, this new game is a live-service (yes it is) co-op looter shooter starring iconic villains like Harley Quinn. As a result, a lot of Batman fans were disappointed by the game’s reveal and things have only gotten worse with each delay, leak, gameplay trailer, and preview. And now, the game is out for folks who paid $100 (plus tax) on the game’s special edition, a version of the game that comes with some extra goodies and one significant “perk”: three-day early access. Yet, for most of January 29, players have been unable to play the game they spent all that money on.

    Technically, players in some time zones who purchased the game’s $100 deluxe edition were supposed to be able to start playing Suicide Squad today. That hasn’t been the case, though, because of a bug that meant some players booted up the game and discovered the entire campaign was already completed. Oops! In response, Rocksteady yanked the servers down and, because the game doesn’t have an offline mode (yet), that made it unplayable.

    Sure, the deluxe edition comes with some extra cosmetics and a free one-time-use token that lets you upgrade a battle pass to its premium version. But checking Twitter and elsewhere, it’s clear that most players bought the fancy version because they wanted to play the game early. And now they can’t.

    Normally, I’d say: Hey, games are hard to make and servers are complicated things to run, so let’s cut everyone some slack while they figure things out. Not this time though.

    Sorry, but if you treat early access to a video game as a premium marketing point—something you will advertise endlessly and hype up for weeks—you have to deliver that experience. Yes, I know there’s a blurb at the bottom of the store listing that says they can’t guarantee you’ll get to play 72 hours of early access. I know. But that doesn’t change the fact that WB happily took all of these players’ $100 pre-orders and won’t be able to provide them with what they wanted: early access.

    And there’s no way to fix that. If the servers are still down for most of tomorrow, players might—at best—get 24 hours of early access. WB isn’t going to delay the game for everyone else by two days to make sure the folks who paid more get to play “early.” They just get screwed and maybe learn a lesson: Don’t pay these publisher ransom fees to play something early.

    You aren’t actually playing games “early”

    Remember that these games, like Starfield and Mortal Kombat 1, aren’t actually being launched early for folks who pay extra. The game went through all the certifications, testing, checks and other hoops needed to launch a game on consoles. That’s the only way WB can sell you Suicide Squad on the Xbox Store or PSN. So all of these games are (assuming the servers are up) ready to launch for everyone. All the publisher is doing is delaying the game for a few days for the folks who aren’t willing to pay an extra fee on top of the standard $70 asking price.

    I know the argument that some people make is that this is a choice. If some people are willing to pay the money, why not let them? Because we shouldn’t let companies get away with being evil, greedy assholes just because someone out there is willing to go “Okay, sure, I’ll pay.” You think the world is a bad place now? Imagine if corporations could do whatever they want as long as someone, anyone, was willing to pay.

    So yeah, I get it. The market supports this. People will pay. Blah blah blah. But hopefully, what today has shown is that paying for early access is for suckers, especially for online-only titles. You pay more for a possibly less stable and more broken version of a game and the publisher can’t even guarantee you that you’ll actually get to play whatever you paid for early at all.

    Hopefully you can. And if not well, tough luck and enjoy your extra digital hats or whatever, I guess. Is that worth $100? I’m not so sure.

    .



    [ad_2]

    Zack Zwiezen

    Source link

  • Blizzard Dev Uses Company Perk To Get A Decade Of WoW Time Before Being Laid Off

    Blizzard Dev Uses Company Perk To Get A Decade Of WoW Time Before Being Laid Off

    [ad_1]

    Last week, Microsoft laid off 1900 video game workers across its various studios. This included cuts at recently acquired Activision Blizzard. And one employee, before being laid off, used a Blizzard company perk to walk away with nearly 10 years of World of Warcraft subscription codes.

    The video game industry’s terrible 2023, which saw thousands of people laid off across multiple companies, has continued into 2024. As of January 29, according to Kotaku’s layoff tracker, nearly 6,000 cuts have been made at places like Unity, Riot, Bethesda, Twitch, Discord, and Activision Blizzard. One developer at Blizzard realized what was happening and took advantage of a company perk before losing access.

    As spotted by PC Gamer, on January 25, the same day the layoffs at Blizzard happened, former product lead Adam Holisky tweeted that once he “realized what was happening” and that he was one of the nearly 2,000 people losing their jobs that day, he made sure to “jump into Keyring and use all the 1-year [pre-paid World of Warcraft] subscription codes” he had yet to activate.

    He then shared a screenshot that shows that he doesn’t have to pay for his World of Warcraft subscription until October 14, 2033. That’s one hell of a parting gift and beats a watch or pizza party, that’s for sure.

    “Free game time is a well-known employee benefit,” Holisky added on Twitter. “I just never used all the codes I got over the years. It’s nothing sketchy or immoral.”

    I reached out to Holisky and he explained to me that Keyring is an internal system at Blizzard where employees can access digital game codes that they “earned for whatever reason.”

    He clarified that he had stockpiled these one-year codes while working at Blizzard for nearly five years. Another employee who was laid off at the company tried a similar tactic, but it seems so many others were trying to get their codes before getting laid off that they all crashed the Keyring service.

    So Holisky was like Indiana Jones sliding under the door and grabbing his hat at the last second, except the stone door is horrible layoffs causing 1,900 people to be out of work and the hat is a decade of key codes. And while a decade of WoW subscription time is a nice prize, I assume most folks would rather have a job instead.

    .



    [ad_2]

    Zack Zwiezen

    Source link