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Tag: PlayStation

  • PS5 Slim Disc Drive Comes With Bizarre Online Requirements [Update]

    PS5 Slim Disc Drive Comes With Bizarre Online Requirements [Update]

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    Sony’s forthcoming smaller PlayStation 5 will make the disc drive swappable, allowing owners to remove or connect it as they wish. However, a new leak of the upcoming slim redesign points to an internet connection being required for the Blu-Ray player’s initial setup, igniting fears it will one day become an obsolete solution for playing old PS5 discs.

    The surprise requirement was discovered through a new leak of the PS5 slim’s box as retailers begin stocking the console for its November launch. Shared with Call of Duty news account CharlieIntel, the images show a disclaimer on the box that reads, “Internet connection required to pair Disc Drive and PS5 console upon setup.”

    As the requirement began circulating online, it struck some as unusual and pernicious. “Uhhhh…if this is the case, that is highly concerning and very strange,” tweeted Digital Foundry’s John Linneman. “Hardware connectivity shouldn’t be determined by a server that may not always be available.”

    It’s not immediately clear if the internet connection requirement will truly be a one-time thing needed only the first time the console and disc drive are paired, or if it might be necessary every time the drive is taken off and reattached. One concern is that the requirement could make new PS5s unable to read discs at some point far in the future, if the servers utilized by Sony for the pairing are eventually taken offline. If so, it would be another big blow to video game preservation as the medium goes all-digital.

    Read More: PS5 Slim Is A Lot Smaller Than We Thought

    It’s possible that the requirement is just the company complying with an archaic bit of the Digital Millennium Copyright Act intended to prevent piracy. As pointed out by Lost in Cult CEO Jon Doyle and others, Section 1201 of the law makes it illegal to “circumvent a technological measure that effectively controls access to a copyrighted work.”

    That includes optical drive firmware, and it’s long been a thorn in the side of right to repair advocates. As Wired reported back in 2020, the language has led a lot of older consoles to end up in landfills rather than get resold or re-gifted. Section 1201 was re-examined by the U.S. Copyright office in 2021. While some protections for repair were expanded, it stopped short of adding a full exemption.

    According to Dealabs’ billbil-kun, the slimmer PS5 will officially release on November 8. While the standard model with the disc drive will be $500, the all-digital one will cost $450 with the stand-alone disc drive priced at $80. Sony has confirmed that once all current stock of launch PS5 consoles sells out, the slim models will be the only ones available.

    Update 11/10/2023 4:31: PS5 slims are now out in the wild, including its detachable disc drive. So how exactly does the DRM work? Well in addition to needing to sync it to the console online first before it can be used, it apparently has to be reconnected to the internet everytime the PS5’s database is rebuilt, something players do from time to time to keep the system working well or because an update or reset demands it.

    As the preservation account “Does it play” wrote, “In this scenario, once the service you need to connect to is gone, you can no longer use the disc drive.”

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    Ethan Gach

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  • Spider-Man 2 Is The Fastest-Selling PlayStation Game Ever

    Spider-Man 2 Is The Fastest-Selling PlayStation Game Ever

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    Image: Insomniac Games / Sony

    Sony has proclaimed Spider-Man 2 is the fastest-selling PlayStation Studios game in the company’s history. The PlayStation 5 exclusive sold 2.5 million copies on launch day alone.

    Order Marvel’s Spider-Man 2: Amazon | Best Buy | GameStop

    Released on October 20, Spider-Man 2 is Sony’s first major first-party blockbuster to launch only on the PS5, rather than cross-gen on the PS4, which has over double the install base. With just over 40 million PS5s sold so far, that makes the initial sales success of the web-slinging sequel even more impressive.

    Read More: Spider-Man 2 Dev Hints Insomniac Is Open To A Venom Spin-Off

    Reviews have been glowing so far, including Kotaku’s. Despite some misgivings about bloat and a lack of experiementation, I mostly loved my time with Spider-Man 2. The game currently has a 91 on Metacritic, making it one of the most posivitively recieved of 2023. A post-launch update coming by December is expected to add more features like a new game plus mode.

    The original Spider-Man released in 2018, selling 3.3 million units in three days. That narrowly edged out God of War’s record at the time of 3.1 million in the same period. God of War Ragnarok reclaimed the title of fastest selling PlayStation Studios game last year with 5.1 million sales in its first week. We’ll see if Spider-Man 2‘s 24-hour record leads to even greater sales over that same period.

    Sony is currently aiming to sell 25 milion PS5s in the current fiscal year, which would itself be a record-breaking number of new console sales. It’s no doubt relying on Spider-Man 2 being a “next-gen” exclusive to help drive those sales throughout the holiday season, despite competition from a number of other stellar games this year. A new “slim” model dropping in November might also help, despite an increased price tag for the all-digital version.

    Insomniac Games hasn’t yet revealed if Spider-Man 2 will be getting future DLC or a bigger expansion in the vein of Horizon Forbidden West’s Burning Shores adventure. The studio did say it’s checking fan feedback to the game as it plays around with the possibility of a Venom spin-off.

    Update 10/10/2023 4:27 p.m. ET: Sony announced in its latest quarterly results this week that Spider-Man 2 went on to sell over 5 million copies in its first-full week. That puts it just behind God of War Ragnarok, but it’s a more impressive stat overall since the new game is only on PS5, where as Ragnarok on PS4 as well.

            

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    Ethan Gach

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  • World of Warcraft Classic is becoming its own game — is Fortnite OG next?

    World of Warcraft Classic is becoming its own game — is Fortnite OG next?

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    A couple of significant things happened in the world of online gaming over the first weekend of November. At its BlizzCon convention in California, Blizzard devoted quite a lot of time to World of Warcraft Classic — the nostalgic, retro version of its 19-year-old massively multiplayer game — and revealed surprisingly ambitious plans for Classic’s future. At the same time, Fortnite’s servers were melting under the load of its biggest day ever, which was all down to the launch of Fortnite OG, a special season bringing back the game’s original map and 2018 gameplay.

    All of a sudden, in the proudly impermanent world of online gaming — where change is always good, and if it’s not, never mind, because here comes more change — winding back the clock is big business. It’s a kind of paradox: Because online games are always evolving, a sense of scarcity and intense nostalgia forms around the way they used to be. If you can find a way to bring that feeling back, especially for an audience that’s getting jaded, then you’re on to something.

    Blizzard initially seemed reluctant to get on board with a growing movement in WoW’s community that wanted to go back to the way things were in 2004-2005. It squashed unofficial “vanilla” servers and prevaricated over creating an official alternative for years. In a way, it’s understandable: If you have spent many years of effort on (in your eyes) modernizing and improving your game, why would you want to indulge this rose-tinted exercise? Isn’t World of Warcraft just better now?

    Of course, that’s a value judgment — but what’s undeniable is that WoW is now extremely different from how it used to be. And that’s exactly what makes Classic a viable and interesting, if slightly old-fashioned, alternative. After Classic arrived in 2019, included in a standard WoW subscription, it became a roaring success, partly because of the strong contrast between it and the two unloved expansions (Battle for Azeroth and Shadowlands) it launched between.

    But what’s really fascinating about Classic is where Blizzard is taking it next — because Classic is an online game, and no online game can stand still, even a throwback. It began as a relatively faithful version of the original MMO with smart tweaks: It moved through content patches at an accelerated rate, while locking to a single iteration of game design and balance. Then it bifurcated, with some servers moving forward through classic expansions, while others stayed in the “vanilla” era. This year, it acquired a third track, something completely new that WoW had never had before: a permadeath Hardcore mode, which turned out to be a game-reviving innovation that was quite brilliant in its simplicity.

    From its showing at BlizzCon, Blizzard is doubling down on morphing WoW Classic into its own game. The expansion servers are moving on to Cataclysm, which is probably the point at which “classic” becomes a misnomer: Whatever your feelings about this divisive expansion, its sweeping rewrite of the “old world” questing experience is the point at which original WoW died, and is still represented in the game today. Blizzard is going even further than it has before in tweaking and fixing this expansion for Classic, accelerating leveling, adding quality-of-life features, and throwing in new dungeon difficulties and loot.

    World of Wacraft Classic’s Season of Discovery seeds the well-explored world of Azeroth with secrets.
    Image: Blizzard Entertainment

    But that isn’t even the headline. Blizzard — drawing inspiration from sister series Diablo, as it did for the Hardcore mode — is also introducing a fourth track to the WoW Classic servers that seasonally remixes the original “vanilla” game. Season of Discovery, which launches on Nov. 30, seeds entirely new content across the original world of Azeroth in the form of Discoveries, which producer Josh Greenfield said at BlizzCon were a way to disrupt the “solved nature” of original WoW and restore a “feeling of adventure and exploration.” It also offers a Rune Engraving system that endows classes with entirely new abilities, even allowing them to switch archetypes (you’ll be able to create a tank Warlock or a healer Mage, to name a couple).

    The game is furthermore being broken up into level-banded phases — the initial level cap will be only 25 — and interpolated with all-new endgames, one for each phase. The first of these reworks the classic leveling dungeon Blackfathom Deeps as a 10-player raid, but Blizzard is also teasing adding unfinished or cut content, and even all-new dungeons, to Season of Discovery. It’s not just a new way to think about classic WoW — it’s a new approach to structuring MMOs, borrowing liberally from across the online gaming landscape. It’s pretty exciting.

    That Blizzard is going to all this effort shows that WoW Classic is working both for the business and for the WoW community. It also demonstrates that for an online gaming nostalgia mode to succeed in the long term, it needs to evolve away from being an emulation or restoration of a bygone experience, and become a (sort of) fresh game in its own right. (Or, in Classic’s case, four games.)

    The sleepy town plaza of Tilted Towers in Fortnite, with no players

    Tilted Towers has returned in Fortnite OG.
    Image: Epic Games

    Currently, Epic has no plans to keep Fortnite OG going past its current monthlong season, which sprints through six seasons of the game’s Chapter 1 in a matter of weeks instead of months. The branding clearly allows for OG to return and revisit later chapters, but given the enormous surge in interest, Epic would be foolish not to be considering ways to keep some of these new or returning players in the fold permanently.

    It’s true that WoW and Fortnite are very different games with, crucially, different business models. Splitting the game’s audience might be more of a worry for Epic than it is for Blizzard, which is presumably happy as long as all those players stay within the one subscription-paying bucket. But WoW has proven that a big online game — especially one with a history — can support a family of sub-communities enjoying different flavors of the same game. Indeed, that might be the healthiest way forward for a game of that sort, certainly one approaching its 20th anniversary.

    More importantly, perhaps, what WoW Classic and Fortnite OG demonstrate is that the history of online games doesn’t have to be consigned to the scrapheap of memory. There’s a genuine hunger from players to turn back the clock, which, when met by an inventive studio that understands what was special about what it created but is willing to take some risks with it, can create something vibrant and sustainable in the long term — a kind of multiverse of paths not taken for your favorite old multiplayer games. What’s next, Vault of Glass in modern Destiny 2? Sign me up.

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    Oli Welsh

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  • ‘Precious Cargo’ item and weapon locations in Modern Warfare 3

    ‘Precious Cargo’ item and weapon locations in Modern Warfare 3

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    “Precious Cargo” is the second mission in Modern Warfare 3. Several of the main campaign missions have collectible items and weapons to find. This gear doesn’t carry over between missions, but, once you’ve collected it, you can change your loadout both during the mission and any time you replay it.

    Our Modern Warfare 3 guide will show you all of the weapon locations and item locations in “Precious Cargo.”

    All ‘Precious Cargo’ weapon and item locations in MW3

    Graphic: Jeffrey Parkin | Sources: Sledgehammer Games/Activision

    There are 21 weapons and items to find in the “Precious Cargo” mission.

    1. MTZ-556

    Call of Duty: Modern Warfare 3 screenshot with the MTZ-556 location marked.

    Image: Sledgehammer Games/Activision

    You’ll find the MTZ-556 assault rifle in the Shadow Company shipping container just east of the starting location.

    2. Silenced WSP Swarm

    You’ll find the Silenced WSP Swarm SMG in the same shipping container as the MTZ-556 above.

    3. Recon Drone

    Call of Duty: Modern Warfare 3 screenshot with the Recon Drone location marked.

    Image: Sledgehammer Games/Activision

    Back outside, turn to the right. A little east of the container, you’ll find an open container with the Recon Drone field upgrade inside.

    4. Silenced Rival-9

    Call of Duty: Modern Warfare 3 screenshot with the Silenced Rival-9 location marked.

    Image: Sledgehammer Games/Activision

    Hop onto the boxes just to the right of the Recon Drone’s container. Climb up to find another orange crate with the Silenced Rival-9 SMG inside.

    5. Heartbeat Sensor

    Call of Duty: Modern Warfare 3 screenshot with the Heartbeat Sensor location marked.

    Image: Sledgehammer Games/Activision

    Head back to the first container and turn south to find another Shadow Company container. Inside, you’ll find the Heartbeat Sensor field upgrade.

    6. Silenced Expedite 12

    Call of Duty: Modern Warfare 3 screenshot with the Silenced Expedite 12 location marked.

    Image: Sledgehammer Games/Activision

    From the Heartbeat Sensor, head south and take the first left. Turn right immediately and you’ll find the Silenced Expedite 12 shotgun in a crate on the second row of shipping containers.

    7. 556 Icarus

    Call of Duty: Modern Warfare 3 screenshot with the 556 Icarus location marked.

    Image: Sledgehammer Games/Activision

    Head east along the bottom of the map and watch for a small building on your left. Get past the guards and you’ll find the 556 Icarus light machine gun in a crate in the northwest corner.

    8. Snapshot Pulse

    In the northwest corner of the same room, you’ll find the Snapshot Pulse field upgrade.

    9. PILA

    Call of Duty: Modern Warfare 3 screenshot with the PILA location marked.

    Image: Sledgehammer Games/Activision

    Back outside, look for a ladder on the south-facing wall. Climb to the roof to find the PILA launcher.

    10. Munitions Box

    Call of Duty: Modern Warfare 3 screenshot with the Munitions Box location marked.

    Image: Sledgehammer Games/Activision

    Keep heading east across the bottom of the map to reach the tower — where you’ll find the manifest for this mission’s objective. On the ground floor, head into the garage to the southeast to find the Munitions Box field upgrade.

    11. RPK

    Call of Duty: Modern Warfare 3 screenshot with the RPK location marked.

    Image: Sledgehammer Games/Activision

    Continue up the tower to the third floor. In the room across from the Harbormaster’s Office, you’ll find a crate against the window with the RPK light machine gun inside.

    12. Pulemyot 762

    Call of Duty: Modern Warfare 3 screenshot with the Pulemyot 762 location marked.

    Image: Sledgehammer Games/Activision

    Inside the Harbormaster’s Office, there’s a hallway leading to the southwest. Head through it to find a crate with the Pulemyot 762 light machine gun.

    13. Explosive Victus XMR

    Call of Duty: Modern Warfare 3 screenshot with the Explosive Victus XMR location marked.

    Image: Sledgehammer Games/Activision

    Continue up the stairs to the roof and take a left to find the Explosive Victus XMR sniper rifle (and a good perch to clear out some baddies).

    14. Silenced ISO Hemlock

    Call of Duty: Modern Warfare 3 screenshot with the Silenced ISO Hemlock location marked.

    Image: Sledgehammer Games/Activision

    From the roof, look to the northeast and you’ll find another building standing on its own. The Silenced ISO Hemlock assault rifle is in the crate inside.

    15. Signal 50

    Call of Duty: Modern Warfare 3 screenshot with the Signal 50 location marked.

    Image: Sledgehammer Games/Activision

    From that building start working back to the west. A little to the north, you’ll pass by one of the automated gantries. Climb up it to the catwalk on the northern side (not quite the very top of the gantry) to find the Signal 50 sniper rifle.

    16. Hybrid STB 556

    Call of Duty: Modern Warfare 3 screenshot with the Hybrid STB 556 location marked.

    Image: Sledgehammer Games/Activision

    Drop off the gantry heading southwest and you’ll find another small building. Head to the room on the north side to find the Hybrid STB 556 assault rifle.

    17. BAS-B

    Call of Duty: Modern Warfare 3 screenshot with the BAS-B location marked.

    Image: Sledgehammer Games/Activision

    Exit the building and climb onto the shipping containers heading west. You’ll find the BAS-B in an orange crate on the top of the northern edge of the stacks of shipping containers.

    18. GS Magna

    Call of Duty: Modern Warfare 3 screenshot with the GS Magna location marked.

    Image: Sledgehammer Games/Activision

    Continue along the tops of the shipping container heading west. Just before you reach the edge of the map, look for a small open area on the ground. You’ll find the GS Magna handgun in a small orange crate.

    19. Incendiary Bryson 800

    Call of Duty: Modern Warfare 3 screenshot with the Incendiary Bryson 800 location marked.

    Image: Sledgehammer Games/Activision

    When you first board the ship, cut to the north (port) side as you work forward. Stay on the deck level and take the first door on the left that you come to. You’ll find the Incendiary Bryson 800 shotgun in a small room there.

    20. RGL-80

    Call of Duty: Modern Warfare 3 screenshot with the RGL-80 location marked.

    Image: Sledgehammer Games/Activision

    Keep heading east toward the bridge. When you enter, take the first door on the left to find a crate with the RGL-80 launcher inside.

    21. KVD Enforcer

    Call of Duty: Modern Warfare 3 screenshot with the KVD Enforcer location marked.

    Image: Sledgehammer Games/Activision

    A little further into the ship, you’ll find the Control Room with the GPS trackers on a long table. Go through the first door on the left to find the KVD Enforcer sniper rifle.


    For more Modern Warfare 3 guides, see how to earn the Back in the Field trophy and the A Shot Blocked achievement, or check out our walkthrough for “Deep Cover.” If you’re jumping into multiplayer when it goes live, check our guides on the best Striker loadout, best MCW loadout, and best AMR9 loadout.

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    Jeffrey Parkin

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  • When does Modern Warfare 3 multiplayer and Zombies release?

    When does Modern Warfare 3 multiplayer and Zombies release?

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    Modern Warfare 3 will soon see the release of its multiplayer and Zombies modes, following an open multiplayer beta and early access campaign period (for those who pre-ordered the game digitally).

    Though Modern Warfare 3 formally launches on Nov. 10, multiplayer and Zombies will start to roll out at various times starting on Nov. 9, depending on your region and platform. Here’s when you’ll see Modern Warfare 3 release in your time zone, and what to expect from the full Modern Warfare 3 release.


    When does MW3 multiplayer and Zombies release on PC?

    Image: Activision

    Modern Warfare 3 releases at 9 p.m. PST on Thursday, Nov. 9, on Windows PC according to an Activision blog post. Here’s when Modern Warfare 3 multiplayer and Zombies launches in your timezone:

    • 9 p.m. PST on Nov. 9 for the West Coast of North America
    • 12 a.m. EST on Nov. 10 for the East Coast of North America
    • 5 a.m. GMT on Nov. 10 for the U.K.
    • 6 a.m. CEST on Nov. 10 for west mainland Europe
    • 2 p.m. JST on Nov. 10 for Japan

    Modern Warfare 3 is playable on Steam and Battle.net, but not the Epic Games Store.


    When does MW3 multiplayer and Zombies release on PlayStation and Xbox?

    On consoles, Modern Warfare 3 rolls out on regional basis, starting at midnight on Nov. 10 in New Zealand (3 a.m. PST on Nov. 9). According to an Activision blog post, Modern Warfare 3 will “fully live worldwide” on PlayStation and Xbox by 10 p.m. PST on Thursday, Nov. 9. Here’s when Modern Warfare 3 multiplayer and Zombies will be live by in your timezone:

    • 10 p.m. PST on Nov. 9 for the West Coast of North America
    • 1 a.m. EST on Nov. 10 for the East Coast of North America
    • 6 a.m. GMT on Nov. 10 for the U.K.
    • 7 a.m. CEST on Nov. 10 for west mainland Europe
    • 3 p.m. JST on Nov. 10 for Japan

    Modern Warfare 3 is cross-gen, and will be playable on PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S. Despite recent approval for Microsoft’s acquisition of Activision, which publishes Call of Duty: Modern Warfare 3, the shooter will not launch day one on Game Pass.


    What to expect from the full release of MW3?

    When Modern Warfare 3 goes live globally on Nov. 10, here’s some of what you can expect:

    • Across both the standard multiplayer and the Zombies mode, the Modern Warfare 3 pre-reason allows you to progress through 55 levels of Military Ranks, unlocking new loadout items along the way.
    • You’ll be able to complete daily and weekly challenges, in addition to challenges related to weapons, operators, calling cards, and the armory.
    • If you picked up the premium Vault Edition of Modern Warfare 3, you’ll get access to your Nemesis Operator skins and FATE weapon vaults.

    A graphic shows the campaign rewards for Modern Warfare 3.

    Image: Activision

    • Completing all 15 missions of Modern Warfare 3 campaign will grant you various rewards for use in multiplayer, including four operators, four calling cards, and one weapon blueprint. You can see some in the graphic above, but Activision has all of the details here.
    • Modern Warfare 3 season 1 will start at an unspecified date in early December, and will introduce three new core 6v6 maps plus integration with Call of Duty: Warzone.

    If you plan on jumping into the multiplayer when it goes live, check our guides on the best Striker loadout, best MCW loadout, and best AMR9 loadout.

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    Ari Notis

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  • The genre mashup Thirsty Suitors was a ‘refuge’ for its developers

    The genre mashup Thirsty Suitors was a ‘refuge’ for its developers

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    After nearly three years in development, Outerloop Games and Annapurna Interactive’s Thirsty Suitors was released on Nov. 2. From the beginning, the Outerloop Games team knew a few things: They wanted to make a game about relationships, and they wanted it to reflect the lived experience of its developers in telling an immigrant story. So much of the game was built out from there to create the wholly unique, genre-bending Thirsty Suitors — a game that blends its story up with cooking games, turn-based battles, and skateboarding.

    What you get is a video game that goes beyond its individual labels. In the lead-up to Thirsty Suitors’ Nov. 2 release date, Polygon spoke to Outerloop Games co-founder/Thirsty Suitors director Chandana Ekanayake and narrative designer Meghna Jayanth about the complex, “more is more” game that explores both trauma and joy while player-character Jala kickflips her way through her hometown.

    Image: Outerloop Games/Annapurna Interactive

    [Ed. note: This story has been edited for length and clarity.]

    Polygon: Thirsty Suitors is so many different things — turn-based fighting, cooking, romance. It’s an immigrant story, a skateboarding game. How did you pull all these elements together?

    Chandana Ekanayake: Where do I start? It starts with the theme and the stories we wanted to tell, and everything else stemmed from there. We wanted to do an immigrant story, because a lot of the folks on the team are — it’s a fully remote team made a lot of immigrants.

    That’s where we started. And then we knew we wanted to do a game about relationships. The battle system came out of that, like, how do we balance this argument personified into this battle, plus the writing, the dialogue back-and-forth. So from that, the story came through, throughout just a lot of iteration. Then we added the cooking — it was always gonna be a big part of it, because culturally it’s significant to be able to talk through things while cooking. And then skating was just something that made sense after — I don’t know, it just came about.

    Meghna Jayanth: I think skating began as a loading screen. There’s so much creativity on the team; it was really just a loading screen that people loved. And then we built it. Working as the narrative designer, week after week, I would come back and be like, Oh, it’s been two weeks. I haven’t checked in on this. Oh, we’re making a minigame. There’s a little bit of exuberance and creativity on the team.

    I think we pulled all of that in. Eka loves to call this a “baby Yakuza,” which I really love as a description. There’s really a sense of joyful abundance, like we’re presenting you with all of these delightful things to do, but hopefully it has some focus as well.

    With regard to skateboarding, it comes into the story as well. It’s the same with cooking. Did those parts grow throughout production? Or was it intended to be like that from the start?

    Ekanayake: It grew through production, but we also knew the narrative was the focus of the game. We wanted all these — and this is where the “baby Yakuza” comparison is — disparate game mechanics to weave in and out through the narrative. That came through iteration.

    The skate park became how Jala and Tyler bond, by doing her a bunch of these favors and trying to figure out what’s going on in the skate park. Cooking was also a way to bond with your parents and figure things out, because Jala hadn’t talked to them in years. You probably noticed that the stuff you cook at home, while there are great emotional beats, it also means you can use in battle too, as items.

    Jayanth: A lot of it comes down to the fact that we were able to work on this for about three years. We had an opportunity to figure out what the heart of the story was, what those themes were, and then play around with the narrative and mechanics and really iterate and have the time for that to develop. Big story ideas could change until eight, nine months before we shipped. We edited and significantly changed almost all the content in the game just before we went into voice recording. It’s an amazing opportunity to be able to develop ideas in that way, which you don’t often get given the production cycles of the games industry.

    Ekanayake: That was intentional because we knew the game was going to be so different. We needed time to figure it out. There’s 19 actors for 21 speaking characters in the game. Once we cast, Meghna was like, Oh, I’m going to write to this actor now because of how they deliver the lines. That was unexpected, different from what we actually envisioned on paper. It was a really fun process.

    Jayanth: We actually did a lot of rewriting on the fly in the sessions, too. It’s nice to be in those, because there’s a lot of very specific cultural context. Even the actors, we were really deliberate about making sure the actors matched the backgrounds of our characters. Even within that, there’s so much you could pick from someone. I’m from Bengaluru down south, and you could go down the street and meet somebody with a completely different sort of context.

    We did seven weeks of VO straight. We had a brief break in the middle so we could go outside.

    Jala works out with her aunt on a set of big tires

    Image: Outerloop Games/Annapurna Interactive

    Ekanayake: It’s fully remote, right? The team is spread across seven cities, four continents. We have folks in LA in the studio, folks in Vancouver and New York and Toronto. It was a really fun process. The biggest dramatic thing was our lead, who played Jala, Farah Merani, was very pregnant. It was a running clock to finish. She has, like, a third of the lines in the whole game. So her bag was packed in LA at the studio, ready to go. We finished and a week later she gave birth. It was that close

    Jayanth: We wrapped on a Thursday or Friday, and the following Tuesday, she was giving birth, which is amazing. We did have a little bit of a backup plan, which I’m so glad we didn’t have to institute, where maybe Aruni [a fantasy version of Jala’s sister, who is Jala’s inner voice] takes over Jala if we don’t get through those lines.

    Since we’re talking about production, let’s talk about what it was like for you to work on this game. You’ve both talked about how having a good, healthy production is important — to have people who are taken care of and treated well. Why is that important to you?

    Ekanayake: Mostly because we’ve had the opposite experience. This is my 25th year in games. I’ve worked on a lot of projects — bigger teams, smaller teams.

    Part of starting the studio fully remote six, almost seven, years ago was part of that, to be able to work-life balance a little better. We’re made up of a third brand-new folks who’ve never worked on games, a third somewhere in between, and then the rest are olds, like myself. We wanted to have a variety of experience and also get folks that have never worked on games some experience as well, because I think that’s important.

    That’s the great thing we can do remotely; people don’t have to move their whole lives for a job. We finished the game in almost three and a half years. The last two and half years have been fully four days a week. We started this during the pandemic, so people are going through all sorts of things, and we didn’t want the work to be another thing that was weighing on folks, while going through some hard times and trying to make the schedule work. The great thing is we control how big the game is. There’s no need to make it a certain size, which allowed us to have a flexible schedule. So people aren’t burnt out at the end of it.

    Jayanth: I’m not a manager, but it’s just been really wonderful to work with a team where all these production processes really work. We hit all of our internal deadlines, which is wild to me. I’m not sure that has ever happened.

    Ekanayake: We did extend the game a little bit just to try to figure out a launch window, which is so hard this year.

    Jayanth: We kind of built this game a little bit as a sense of refuge for us, particularly for marginalized folks and queer folks. It felt really important that we were doing that during the pandemic as well. Getting to work on this colorful, joyful world was a really nice escape for I think a lot of us on the team from what was going on outside. I think it’s really important to be able to do that while not burning yourself out. I do think that it’s a really important model in the industry, that there are alternative ways that we can do these things. We don’t want to be making these supposedly joyful games but burning people out and destroying them in the back end. At the end of the day, it is just a video game. I know we’re out here to sell this game and we want people to play it, and we’re really proud of it, but it is just a video game at the end of the day. And I think keeping that perspective is super important.

    Meghna, I know you’ve spoken a lot about capitalism and colonialism in games. Does Thirsty Suitors subvert that tendency of the games industry? It sounds like that influence goes beyond the game, but in studio practices as well. But in-game, all of the different layers of community building really stood out to me.

    Jayanth: What we really wanted to do with it was just kind of create a bit of a balance. I think you want a certain amount of familiarity and familiar mechanics, especially when you’re innovating on content and themes. I talked about this at my talk at NYU just last week, as well. In some ways, I feel like maybe the most radical thing that we are doing here is allowing the protagonist to inhabit this queer brown woman joyfully. It’s a sad thing that that’s still deeply unusual in the industry, but I do think that really pushes back against the narrative of who’s playing games, and also whose humanity is interesting to play, and what kind of fantasies — to open up the space for the different kinds of power fantasies that we can explore in games.

    I keep joking with my friends, whenever I’m explaining this to non-gamers, I’m like, “All right, the power fantasy of Thirsty Suitors is you get to speak up to your parents, tell them how you feel, and they listen and learn and grow. And the final boss is your maternal grandmother!” It’s about the fantasy of breaking cycles of generational trauma, which is very real, very human. And, yes, they’re very specific, but I think these are all really universal ideas.

    One of the things that actually we probably haven’t talked about that much that we did want to include is that this game was sort of set in the ’90s and Jala is in her mid-20s. She has a bit of a millennial vibe, because, I guess, we are — but we really wanted to have that idea of, she’s speaking up to her parents and the older generation, but also kind of being challenged on some of her bullshit by the kids at the skate park, who are way more radical in a way. Personally, I think Jala is a lot less radical than I am, which is fine, too. With the skate park, we get to challenge some of those narratives as well. Hopefully it feels more like being in conversation rather than preaching to anyone. It’s that feeling of being challenged and having accountability, and that being OK, and learning and growing and healing. All of which I think are wonderful things for us to model right now in the world.

    Ekanayake: Yeah, and also, it’s not just about Black and brown trauma, right? There’s the joys of the experience and the fantasies of it too. That’s pretty radical too, I think, for most game stories that come out these days. That was definitely intentional.

    I’m really into saying goodnight to Jala’s dad every night. It’s so sweet. I have been looking forward to Jala going home, and I wonder what they’re going to watch.

    Jayanth: I’m going to reveal a little secret. Some of the things you watch are actually Eka’s kids’ basketball games that he taped. It adds an extra layer of cuteness.

    Ekanayake: I think we have the history of Washington wines as read by one of the folks that helped us on VO. And then we have the history of trains.

    Jayanth: I think there’s a Cold War documentary, because all dads are obsessed with the Cold War.

    A massive version of Jala’s dad holds her in his hand

    Image: Outerloop Games/Annapurna Interactive

    I got that one last night, and I was like, Yep, yep.

    Jayanth: Getting to put this gentle brown dad in the game was just so lovely for us. And I think it was actually quite late in the process that we really found that cycle of, like, cooking in the morning, going to the skate park, to wandering downtown and then coming back home. That kind of cycle that started feeling really good for us, where players have some idea of what to expect — and another way I think that we are respectful of players is the game is about six to nine hours in total, which I love as a length. And also, the chapters are 40-minute-to-an-hour chunks, which is, I think, a respectful amount of time in someone’s day. There’s a really deliberate effort to put a whole narrative arc in that so that it feels satisfying without demanding too much of your time.

    Ekanayake: Yeah, we just want a little bit of your time. Not all of it.

    The game is also very funny, but has an earnest emotional core with Jala’s family and culture. How do you pull that off?

    Ekanayake: Being honest with ourselves, and taking that stuff seriously — just trying to find the truth in it and play with it, but also, we’re sincere about it.

    Jayanth: All of us care. In some ways, Nicole, it’s a little bit terrifying. It does feel really exposing. We’re so much less interested in ironic distance and with appearing cool. We all just really wanted to make something really human. There’s elements of writing and story there. But I also think it’s completely the animation, the light, everything, to the way that camera angles are framed. And of course the voice acting as well, which just adds just a huge layer of humanity back in there. But I hope it feels a little bit like real life. And hopefully there’s enough humor in there that we can pull off a few of the the sincere moments. I won’t deny that I would be extremely delighted if we made people cry. [laughs]

    Ekanayake: We found that through the beginning of the project. The first thing we built was the Sergio battle. And tonally, it was a lot meaner. Jala was a lot meaner to Sergio.

    Jayanth: Sergio was actually fully toxically masculine in what I consider to be an unacceptable way. But people liked him. [laughs]

    Ekanayake: People really liked him and felt bad for him. So Meghna reworked the dialogue, and that’s where we really found the tone for the game.

    Jayanth: That’s something that was really great that we got a chance to respond to. In doing that playtesting early, we found that, Oh, actually, people want much more to make friends with this person. Each of these suitors, we’re actually spending a significant amount of time in the game with them. People want to love them. And so instead of kind of trying to push against that, we just incorporated that into our storytelling.

    Initially, we had a design where you could choose to make up with the characters, or you could choose to basically be enemies as well, or it could be based on narrative choices. But I think as we went on, the game just turned into one about reconciliation and healing. And so none of the characters you meet are on unremittingly evil in any way. They’re certainly flawed, and I like some of them more than others, but they’re all just human beings attempting to make sense of life, basically.

    Ekanayake: Meghna and I are both are older game developers, and I think the later we get into our career and projects, especially on this one, we let the game tell us what it wants to be through the course of development. There’s this risky and scary but really exciting part of it where it’s just like, We think we know what we’re gonna build, but leave enough room for some magic to happen and for the game to figure itself out. That really happened on this project. It doesn’t always happen, but I think being open to it really worked out for us on this project.

    Tyler, a punk skateboarder, stands next to a bear mascot in an abandoned theme park

    Image: Outerloop Games/Annapurna Interactive

    I want to talk a little about music too. It feels like 1990s hip-hop with South Asian influence. What was your approach to creating music that matched the vibe of Thirsty Suitors?

    Ekanayake: For the exes battles, we were kind of thinking about ’90s music videos, when music videos were a big deal. We’re looking at the theatrical, over-the-top aspect of the spaces and those videos and trying to find a piece of music to match each of the characters and themes. So like everything else, just lots of time and iteration.

    Jayanth: I love the vocals in it, which are just so beautiful. It was wonderful for us to have some Tamil in the vocals. I would say that’s really unusual in games, but this year we’ve come out alongside Venba.

    You can really see there’s a lot of ’90s hip-hop meets anime meets South Asia. It’s a “more is more” aesthetic.

    Ekanayake: Because of the fantastical spaces and the surreal nature of some of the battles, we were able to really push the music to fit those colors and themes, too.

    Jayanth: I’ve been secretly sneaking our playlist onto my party playlist and everybody’s like, Oh, that’s really good. Hopefully you see some of that joy. And that’s what it’s been like working on this. Every single person has just put so much love into it. Every single day, when [Thirsty Suitors composer Ramsey Kharroubi] drops a track or [animator Aung Zaw Oo] does a new piece of animation, or a new piece of writing goes in, it just reignites the inspiration for each one of us.

    Ekanayake: It’s a 15-person team, so everyone has something significant that they can contribute at this scale. Everyone can point to something in the game and go, “I did that.” That’s what I like about this scale we’re at, too.

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    Nicole Carpenter

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  • Kachow! Lightning McQueen is racing into Rocket League

    Kachow! Lightning McQueen is racing into Rocket League

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    A collaboration between Rocket League, the video game where you play soccer but as a car, and Disney and Pixar’s Cars franchise is such an obvious match that it’s strange it took till now to happen. But better late than never, and now Lightning McQueen himself is racing into Rocket League. Kachow!

    The Lightning McQueen cosmetic bundle hits the game on Nov. 7. The McQueen car body will be the very first in the game to come with dynamic expression. This means that the Lightning McQueen car’s eyes will move and blink and change depending on what’s going on in the game. He wouldn’t be lightning without that cocky smile, after all!

    There are also three new decals to mix up Lightning’s look: the classic racetrack red, the spruced up shiny deep crimson, and a Dinoco Blue fit. There are also new wheels to choose from, including the iconic whitewall wheels promoted by Radiator Springs residents Luigi and Guido.

    The bundle also includes a Ka-chow Goal Explosion, a Lightning McQueen Player Banner. and a “Life Is A Highway” Player Anthem by Rascal Flatts. It’ll be available for 2500 credits.

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    Petrana Radulovic

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  • PlayStation Is Losing The Reason Its Share Button Exists

    PlayStation Is Losing The Reason Its Share Button Exists

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    Image: Dimitrios Kambouris / Sony / Kotaku (Getty Images)

    PlayStation 5 is ditching its integration with Twitter, the social media platform recently rebranded as “X” after Elon Musk bought it for $44 billion and then promptly crashed it into a brick wall like a dad coming home from a mid-life crisis bender in his brand-new Ferrari. Nintendo Switch will soon be the only gaming console you can still tweet from.

    Sony announced the change in a new notification to PS5 users today. “As of November 13, 2023, interaction with X (formerly known as Twitter) will no longer function on PlayStation 5 and PlayStation 4 consoles,” the company wrote. “This includes the ability to view any content published on X on PS5/PS4, and the ability to post and view content, trophies, and other gameplay related activities on X directly from PS5/PS4 (or line an X account to do so).”

    Twitter was one of three main social media platforms alongside Facebook and YouTube that the PS4 directly connected to when its new sharing feature first debuted back in 2013. There was an entirely new button on the DualShock 4 dedicated just to capturing images and quickly flinging them across the internet. The ease with which secrets, spoilers, exploits, glitches, and all kinds of other gameplay discoveries could be instantly shared completely changed how people played games and talked about them.

    Mark Cerny discusses the share button at the PS4's reveal.

    It won’t be impossible to keep sharing game moments to social media when Twitter integration ends later this month, but it’s another reminder that the current internet is dying. YouTube is a pain and Facebook is, well, Facebook. Neither facilitate the constantly updating wire service-like feed Twitter once embodied. The best way to get images of your PS5 and PS4 now is to have them automatically sync with Sony’s dedicated PlayStation app. From there you can repost them to one of Twitter’s many new clones, make a video on TikTok, or send them to your favorite Discord server.

    Read More: PS4’s Share Button Was So Great Everyone Copied It

    Microsoft bailed on Twitter back in April, shortly after Musk announced he would start charging companies to have access to the platform’s API, the tool needed to make two programs work together. The tech billionaire accused the trillion dollar tech company of stealing Twitter’s idea to train its AI products. In the months since, celebrities, brands, and average users have all continued to abandon the dying platform. It lost roughly 13 percent of its users from a year ago, half its ad revenue, and is now apparently worth over $20 billion less than what Musk originally paid for it.

                

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    Ethan Gach

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  • Overwatch 2’s Mauga always had two guns — but it took time to get them ‘just right’

    Overwatch 2’s Mauga always had two guns — but it took time to get them ‘just right’

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    Blizzard revealed the latest hero to join the ever-growing roster of its shooter Overwatch 2 at Blizzcon 2023. During an interview at the convention, Polygon got more details about Mauga, what players can expect from him, and the process of creating a new tank.

    “Mauga is a damaged-based tank, and how he sustains himself and his team is through damage,” said lead hero designer Alec Dawson. He was designed based on his weapons, with his abilities centered around doing as much damage as possible. The designers hope this focus on damage will make him more appealing to new players.

    The team wanted to ensure his abilities felt good when using both chain guns, but they also wanted to make sure players couldn’t “wipe people out immediately.” To combat that, Mauga has a big spread on both of his guns. At the same time, this makes him a threat in close quarters. “You don’t want to play with Mauga up close unless you know you’re going to take him out,” said Dawson.

    Mauga’s Overrun charging ability makes him virtually unstoppable, even against sleep darts. “He uses it to get where he wants to go,” said Dawson. For a nice cherry on top, whenever Mauga directly hits an opponent while using Overrun, he’ll slam them to the ground, stunning them while other nearby opponents will be sent flying.

    Image: Blizzard Entertainment

    Mauga’s ultimate, Cage Fight, creates a zone that traps opponents and blocks healing from the outside of it. What makes his ultimate even more dangerous is that Cage Fight stays active even if Mauga dies. Support hero Lifeweaver can pull Mauga out of the ultimate, but the enemy players will still be trapped inside until the ability runs out.

    Even though he’s a tank, Mauga can do more damage than some DPS heroes, said Dawson. To counter that, opposing teams can attack Mauga while he’s reloading or has burned through his abilities. “He’s such a big body that he really needs support. He needs a high healing output to keep him up at times.”

    When it came to creating Mauga, the dev team worked closely with a culture consultant team to ensure the studio displayed him in a way that would be respectful to the Samoan community. “We worked with a traditional tattoo artist from the Samoan culture to guide us. We tried to get as authentic as possible and as close to real as our engines could handle. And it turned out great,” said hero design producer Kenny Hudson.

    Tank fighter Mauga stretches out his chest and flexes, his yelling face upturned towards the sky

    Image: Blizzard Entertainment

    When Mauga was first being tested, the team originally had one iteration where his right gun only dealt critical damage to enemies in the air to help tanks fight flying-based heroes. As time went on, the team scrapped that, and now the right gun deals critical damage whenever an enemy is set on fire first with his left gun. But the idea to have him use two big guns was something the dev team always intended to do. “We always kinda knew that he was going to be a tank with two big main guns, and we wanted to make them just as important and just as useful to players as the other one. We didn’t want one to outshine the other,” said Hudson.

    One of the challenges the dev team faced was making the visual cues noticeable to players when Mauga uses his Cardiac Overdrive ability, which allows Mauga and his team members to heal whenever they damage an opponent. So the dev team revisited an old idea where Roadhog’s ability would heal everyone around him. This helped them find the “sweet spot” of not overwhelming the player with too much going on screen. “We don’t like throwing things away. Even if it doesn’t work out for a certain hero, it can come back later on for another one,” said senior test analyst Foster Elmendorf. To help further prove their point, Elmendorf explained how Mauga’s ultimate was originally D.va’s, which involved her making “a dome of lasers.”

    The team has been working on Mauga for some time. Originally, he was supposed to be released in season 2 instead of Ramattra, “but the team really wanted to take some more time to get the kit just right,” said Dawson. Pushing Mauga back allowed the dev team to polish him up and ensure his abilities played smoothly with one another.

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    Luis Joshua Gutierrez

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  • Overwatch 2’s new tank hero leaks ahead of BlizzCon 2023 reveal

    Overwatch 2’s new tank hero leaks ahead of BlizzCon 2023 reveal

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    A new hero is coming to Overwatch 2 next month. Mauga, the game’s next tank-class hero, will join the Overwatch roster with season 8 and will be the game’s 39th playable character, according to a post on the Nintendo Switch eShop news channel.

    Blizzard plans to officially reveal the next Overwatch 2 hero at BlizzCon 2023, which starts Friday, but a first look at Mauga and his abilities have leaked ahead of that.

    Overwatch 2 players can get their hands on Mauga earlier than December, however — this weekend, in fact, thanks to a free trial weekend for Blizzard’s game. Mauga will be playable from Friday, Nov. 3 through Sunday, Nov. 5 as part of a sneak peek at season 8 of Overwatch 2.

    Image: Blizzard Entertainment

    Blizzard describes Mauga as a “powerful brawling Tank Hero who will tear through the competition with his incendiary and volatile chainguns.” Maugau’s kit is designed “to bash through the front lines and brawl his opponents in close-quarter combat, by wielding two powerful chainguns that can either be fire individually or in unison,” Blizzard says.

    One of Mauga’s chainguns is nicknamed “Gunny” and can burn his opponents with incendiary charges when they take enough damage. The other gun is known as “Cha-Cha,” which can deal critical hits. Mauga’s Berserker passive ability, Blizzard says, will grant him temporary health whenever he deals critical damage.

    Mauga’s front line-breaking power is called Overrun, “a charging ability that cannot be stopped by any crowd control abilities,” Blizzard says, meaning counters like Ana’s Sleep Dart or Sigma’s Accretion. Overrun “stomps into opponents, dealing a powerful knockback.” Another ability, Cardiac Overdrive, creates an aura that reduces incoming damage, “allowing allies to heal themselves while dealing damage.”

    Mauga’s ultimate ability, Cage Fight, “traps nearby opponents in a cylindrical fighting ring” with a barrier that “blocks enemy incoming damage or healing from the outside.”

    Blizzard says Mauga will be officially released on Dec. 5, when season 8 of Overwatch 2 goes live.

    Overwatch 2’s 39th playable hero shouldn’t be a surprise to players who have been paying close attention to the game for the past few years. Mauga made a guest appearance in the 2019 Overwatch comic What You Left Behind, which revealed the tank-class character as a former Talon ally of Baptiste. Mauga hails from Samoa, a location that Blizzard recently mined for a new Control map for Overwatch 2. That map offered hints that Mauga would soon appear in the game, in the form of one of his colorful shirts hanging in a room.

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    Michael McWhertor

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  • Cult Stash locations and puzzle solutions in Alan Wake 2

    Cult Stash locations and puzzle solutions in Alan Wake 2

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    Every Cult Stash you open in Alan Wake 2 will grant you helpful rewards. Like Lunch Boxes and Nursery Rhymes, finding Cult Stashes is an optional pursuit while you’re in control of Saga around Bright Falls and the surrounding areas as she investigates the Cult of the Tree.

    In this Alan Wake 2 guide, we’ll show you where you can find Cult Stash locations, how to solve every Cult Stash you find, and what rewards you’ll get from every Cult Stash you open.

    Note: This guide is in progress. We’ll add more Cult Stashes as we find them.


    Cult Stash locations in Cauldron Lake

    There are a total of five Cult Stash locations in the Cauldron Lake area, but you’ll only be able to get four of them during your first adventure in the area. These Cult Stashes come with a variety of supplies, but one of them in the Cauldron Lake area comes with an inventory expansion, which is definitely something you’ll want to have sooner rather than later.

    If you miss any of these stashes on your first trip, you will be able to grab them later on in the game.

    Cauldron Lake Cult Stash #1 (“Confused? Follow the Steps”)

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The first cult stash is just south of the Murder Site and general store (where you get the shotgun) on the map. In front of the long, rectangular trailer, you’ll find a heavy box with a lock on it.

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    On top of the box, you’ll find a taped piece of paper, which reads: “Confused? Follow the steps! Wash hands, take chicken out of fridge, take a nap.”

    The note is directing you toward the trailer. If you go inside the trailer and look at the bathroom sink, the fridge, and then the bed in the bedroom, you’ll see three symbols in order:

    1. Two triangles with their points touching at an angle
    2. Two triangles with their points touching that are vertical
    3. Horizontal elevator “open door” buttons

    (These symbols don’t have names, so if our descriptions are tough to follow, run through the house in the order we listed above to check for yourself.)

    Head to the lock on the chest and input the three symbols we’ve listed above. Once in the right order, the chest will pop open and you’ll be rewarded with some handgun ammo and a trauma pad.


    Cauldron Lake Cult Stash #2

    A map of Cauldron Lake showing the location of a Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    You won’t be able to access this Cult Stash until after you’ve defeated Nightingale — the game’s first boss — and woken up on the shore with a mysterious companion.

    Once you’re headed back toward the Witch’s Sign and the Overlap, hang to your right and you’ll find a ton of gnarly tree limbs scattered along a shore area. It doesn’t really look like you can adventure any further, but if you walk up to the biggest tree blocking your way, Saga will climb under it.

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once on the other side of the big tree, make your way through the narrow path until you reach another Cult Stash. This lock is the simplest to open by far. Activate it and some lights will flash in an order. Hit the buttons in the same order that the lock just showed you — like Simon Says — and it’ll pop open.

    This is a pretty great stash to find, as it includes some shotgun ammo, a propane tank, a hand flare, and most importantly, an inventory expansion.


    Cauldron Lake Cult Stash #3 (“Rock Rock Tree”)

    A map of Cauldron Lake showing the location of a Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once you’ve removed the flooding from Cauldron Lake and you’re able to get down by the river, you’ll find another Cult Stash just south of the Private Cabin, in a little ravine that leads out to the lake itself.

    The Cult Stash is on a shelf next to the cabin, and simply says “Rock, Rock, Tree. Are you bright enough?

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    This one is a little tricky, as you’ll need to do some minor math and hunt around for the code. If you’re just looking for the code, here you go: 658.

    The gist is that there are two numbers written on a rock down by the river (to the south) that say 7 and -2. Then there’s a tree to the left of the box with a 6 and a +2 on it. And then there’s another rock to the right of the box with 3 and +3. If you do the math on this, that means you’re dealing with 5, 6, and 8.

    The cache doesn’t specify which rock is first, so we just had to try both to figure out the order.

    You’ll get a propane tank and a first aid kit for your trouble.


    Cauldron Lake Cult Stash #4

    A map of Cauldron Lake showing the location of a Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Just west of the Witch Sign, next to the tent icon in the Crow’s Foot Hills on the map, you’ll find another stash. Depending on how you approach it, you’ll likely see the golden arrows before you see the box itself.

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The box just has a picture of a lightbulb on it. If you look at the trees from the west (looking east, toward where your car and the parking lot is) with your flashlight, you’ll see a bunch of arrows leading you to the right (or south, on the map). Follow these arrows and you’ll eventually find some keys on a mound of dirt.

    Pick up the Streamside Stash Key and bring it back to the stash to unlock it and earn a hand flare, some shotgun ammo, and a trauma pad.


    Cult Stash locations in Watery

    There are a total of eight Cult Stash locations in Watery, which you’ll be able to head to as Saga once you complete the first Alan gameplay section. These Cult Stashes come with a variety of supplies — as usual — but one of them in Watery is how you’ll unlock the Crossbow, which is a powerful long-range weapon for Saga.

    If you miss any of these stashes on your first trip to Watery, you will be able to grab them later on in the game.

    Watery Cult Stash #1

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    North of downtown Watery, just after you meet the Taken Throwers for the first time, you’ll find yourself on a winding trail up into the woods. Keep going until you’re able to turn right and head back the way you came along a small ridge — if you make it to the rest shack with the generator, you’ve gone too far, and if you find a nursery rhyme, you didn’t go far enough.

    A cult stash case sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    After passing by some foliage you’ll find yourself on a ridge overlooking the area you just walked through. On the lip of the ridge is a Cult Stash. This has the same Simon Says-style lock as the second Cauldron Lake Cult Stash. Copy the inputs and it’ll pop open, netting you a propane tank and some shotgun ammo.


    Watery Cult Stash #2

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    North of downtown Watery you’ll find a safe room shack with a generator outside. Once you turn it on and save your game, walk outside the safe room and you’ll see another Cult Stash sitting under and awning by the shooting range. If you read the note you’ll see that this Cult Stash is where you can get a Crossbow — if only you could figure out the code…

    A cult stash case sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The code here is 527, and the way you figure it out is actually pretty cute.

    If you look at the crossbow training area to the right of the stash, you’ll see a bunch of targets with numbers on them. The five has one bolt sticking out of it (indicating it’s the first number), the two has two bolts, and the seven has three bolts.

    Input the code and steal the Crossbow for yourself. You can grab all of the bolts out of the aforementioned numbers to get some extra ammo.


    Watery Cult Stash #3 (“Only striped cups”)

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once you make it inside Coffee World, you’ll find another Cult Stash at the foot of the Slow Roaster, the creaky death-trap of a Ferris Wheel.

    A cult stash case sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The code here is 147, and the clue says “only striped cups.”

    If you look up at the Slow Roaster you’ll see that all the Ferris Wheel carriages are numbered and some are striped. You just need to pick the three striped ones and put in their corresponding numbers. You’ll get some shotgun and handgun ammo for your trouble.


    Watery Cult Stash #4 (“What hides behind the smile?”)

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    In Coffee World, in the section of the map sandwiched between the “Coffee World” area (the one south of the Slow Roaster, not the big red sign on the map) and Kalevala Knights Workshop, you’ll find the Huotari Well. And behind the Huotari Well, against the back wall of the area, is another Cult Stash.

    A key sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The clue shows a picture of Drippy — the giant coffee pot mascot for Coffee World — and says “what hides behind the smile.” This sounds cryptic, but it’s actually quite literal. Head back toward the Coffee World area and the main entrance to the park (remember, you entered from the back) and you’ll see the giant, painted Drippy made out of concrete, sitting on a wall. Walk up behind the mascot and weasel your way though a little gate to what looks almost like a tiny garden. You’ll find a key sitting on the ground.

    Grab the Coffee World Stash Key and take it back to the Cult Stash to get some handgun, shotgun, and crossbow ammo.


    Watery Cult Stash #5

    A map of Watery in Alan Wake 2 showing the location of the Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    West of the Watery Lighthouse and its nearby safe room, you’ll find a ledge you can grab up on. Climb up to find a Cult Stash sitting against a rock. Here, you’ll need to shine your flashlight around looking for cult symbols in a particular order. But there are way more symbols here than codes to place into the lock, so you’ll need to narrow it down.

    Saga attempts to open a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The code to the box is:

    1. Two triangles facing down on top of each other
    2. Two triangles facing up on top of each other
    3. Two triangles next to each other facing down

    You can find this pattern for yourself by looking around for the roman numerals above each symbol. These symbols are marked with an I, II, and III respectively.

    You’ll get a propane tank, an arrow, and some pistol ammo for your trouble.


    Watery Cult Stash #6

    A map of Watery in Alan Wake 2 showing the location of the Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once you’ve conquered the Overlap in Watery and made the flooding subside, head back to Saga’s trailer (marked “‘My’ Trailer” on the map) and go to the trailer one just south of it. Head toward the front door, which faces the dock, and you’ll see the Cult Stash hanging out under an awning near the front door.

    Saga find a key for a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    There is no hint on this stash at all, and while you could go into the house and read some emails to figure out where to find the key, we’ll just tell you where it is.

    Facing the stash, walk right and you’ll see a ramp that leads up to a pole. Walk up the ramp and look to your left. Grab the Trailer Park Stash Key off of the electrical box and use it to open the stash.

    You’ll get an arrow, a propane tank, and a trauma pad for your trouble.


    Watery Cult Stash #7 (“Battery 1600 Amps math problem”)

    A map of Watery in Alan Wake 2 showing the location of the Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once the flooding has gone down in Watery, head back into downtown and go down the dock facing to the east, on the farthest edge of town. You’ll find the Cult Stash box sitting next to some other boxes and it’ll have a bit of a math problem for you to solve. Let’s take a look:

    There are 3 batteries (B1, B2, B3) which have a combined charge of 1600 Amps. B2 has 128 Amps more than B3. B1 has two times as much charge as B3. How many Amps does B2 have?

    Saga attempts to open a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The correct answer and code is 496.

    Show our work? Sure! Subtract 128 from 1600, which gives you 1472. Divide that number by four (three different batteries, but we know one of them is double the other, so it counts for two), to get the value of our lowest battery, B3: 368. Multiple B3 by two and you’ll get B1: 736. And add that 128 back to B3 and you get the code and answer to B2: 496. Check your work by adding 368, 736, and 496 back together and you get 1600 Amps exactly. Math!

    You’ll get an arrow, a trauma pad, and shotgun shells for flexing your math skills.


    More Cult Stash locations coming soon!

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    Ryan Gilliam

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  • When does early access to the Modern Warfare 3 campaign start?

    When does early access to the Modern Warfare 3 campaign start?

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    Modern Warfare 3 doesn’t officially launch until Nov. 10, but you can get early access to the campaign up to week beforehand. Hot off the heels of an open beta, it’s your second chance to play part of Modern Warfare 3 earlier than usual — if you’ve paid up, naturally.

    Here’s when Modern Warfare 3 early access starts for the campaign, and what time campaign early access starts in your time zone.


    How to get MW3 campaign early access

    Early access to the Modern Warfare 3 campaign is available to anyone who digitally preorders the game — whether or not it’s the standard edition or the premium “Vault” edition.


    What time does early access to MW3 campaign start on PC, Xbox, and PlayStation?

    On Windows PC, where Modern Warfare 3 is available via Steam and Battle.net, campaign early access begins at 10 a.m. PT on Thursday, Nov. 2, according to an Activision blog post.

    (Update, Nov. 1): Activision clarified in a blog post that Modern Warfare 3 campaign early access will go live on PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S at the same time as Windows PC.

    Here’s what that is in your time zone:

    • 10 a.m. PDT on Nov. 2 for the West Coast of North America
    • 1 p.m. EDT on Nov. 2 for the East Coast of North America
    • 5 p.m. GMT on Nov. 2 for the U.K.
    • 6 a.m. CEST on Nov. 2 for west mainland Europe
    • 2 a.m. JST on Nov. 3 for Japan

    If you’ve pre-ordered, you’ll be able to preload the Modern Warfare 3 campaign starting at 10 a.m. PT on Nov. 1.


    What comes with MW3 campaign early access?

    A direct sequel to 2022’s Call of Duty: Modern Warfare 2, the campaign for Modern Warfare 3 continues the narrative of Captain John Price’s Task Force 141. Early access gets you the whole campaign, too. Like Starfield, Diablo 4, Mortal Kombat, and more big-budget games, Call of Duty is the latest tentpole to offer divergent release dates. In this case, Nov. 2 is for all intents and purposes the Modern Warfare 3 release date.

    Alongside early access to the campaign, Modern Warfare 3 preorders include the Zombie Ghost Operator skin for the game’s multiplayer component, which officially goes live on Nov. 10. If you preorder the pricier Vault Edition, you also get:

    • The Soul Harvester Tracer weapon blueprint
    • The Nemesis Operator pack
    • Two weapon vaults
    • The battle pass for season 1, called Blackcell, plus 30 tier skips

    If you plan on jumping into the multiplayer when it goes live, check our guides on the best Striker loadout, best MCW loadout, and best AMR9 loadout.

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    Ari Notis

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  • I Use My Xbox Series S For Shooters And My PS5 For Everything Else

    I Use My Xbox Series S For Shooters And My PS5 For Everything Else

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    On the frontline of the console wars, it’s difficult to find perspective. Whether you’ve already chosen a side and are deep in the trenches, or you’re just trying to figure out if an Xbox Series X (see on Amazon) or PS5 (see on Amazon) makes a better Christmas gift this year, you’d be hard pressed to find a measured, bipartisan take on the internet. Instead, the seemingly endless battle between Microsoft and Sony is littered with fanboys using Starfield ass mods to “dunk” on each other and CEOs arguing over console exclusives and their perceived value.

    I’m not a console warrior, nor am I a specs girl. I don’t care about framerates or ray tracing all that much; I’m not fussed about the power of processors. I grew up playing PlayStation until my high school boyfriend introduced me to Halo 2, then I bought an Xbox 360 so I could play Halo 3. I currently own a Series S and a PS5, both of which are jammed into a too-small entertainment console in my living room. But there is a distinct delineation between what kind of game I play on each device, and it’s worth discussing: I use my Series S for my competitive shooters, and my PS5 for almost everything else.

    Image: 343 Industries

    The Xbox comp game

    I spend a lot of time playing Overwatch 2 on my Series S, but I also use its rather small storage for Warzone, Apex Legends, and Halo Infinite. These are my core four shooters that I regularly rotate between—I never play those first three on my PS5, even with the console’s extra storage space making it a lot easier to keep (and update) huge games like Call of Duty. There are a few reasons why.

    Read More: Call of Duty: Modern Warfare III Will Bring Back Every OG MWII Multiplayer Map

    As I mentioned, I got an Xbox so I could play Halo 3, which means I cut my teeth in the FPS world using the heftier Xbox controllers. As such, my hands became molded to them, my fingers grew comfortable with their curves. Even with slight variations in their design since the 360 days (like the controversial d-pad change that removed the disc in the Xbox One controller, or the extra button added with the Series X/S model), Microsoft’s controller has felt ergonomically superior for years.

    The setup of the triggers and the joysticks, the way it rumbles, even the sheer heft of its plastic has always made Xbox controllers a more comfortable fit when compared to PlayStation’s DualShock and DualSense, whose symmetrical joysticks give me hand cramps. The size of the PlayStation controllers’ triggers also baffle me, and have historically made my attempts to play anything like Fortnite or Call of Duty rather miserable.

    A custom Xbox Series X/S controller featuring lavender base color, white buttons, and metallic purple D-pad

    My custom Xbox controller I use every night.
    Photo: Microsoft / Alyssa Mercante / Kotaku

    Then there’s the social aspect—I find it a lot easier to invite people to parties and chirp enemy players on Xbox’s interface. As Twitch streamer Jynxzi often shows during his play sessions, it’s easy in games like Rainbow Six Siege and Overwatch 2 to find a player in your match, navigate to their profile, and send them a friend request or, in Jynxzi’s case, an unhinged voice memo. I use this feature often to reach out to players in Overwatch comp who aren’t talking and (mostly) politely request that they swap a character or heal more when playing as Moira. I don’t find those features as simple on PlayStation.

    Of course, my Xbox preference would not exist were it not for Halo 3, the sole reason why I’m a shooter player in the first place. And Halo’s exclusivity to Xbox consoles is a large reason why those same consoles remain my preference for my daily competitive game session. When I have a few bad rounds in Overwatch, I can seamlessly swap to playing some lighthearted matches in Halo Infinite. Everything is right there, at my fingertips.

    But aside from Starfield, an Xbox-exclusive RPG that sucked up a good chunk of my time before proving a bore, if there’s a narrative-focused game, I’m playing it on my PS5.

    Spider-Man and his iron spider legs attack an enemy.

    Image: Insomniac Games

    The PlayStation prestige

    There’s two major reasons why the PS5 is my go-to console for big-budget campaigns: Sony (often exclusively) releases some of the best single player games, and the DualSense’s features make my gaming experience so much better.

    The controller’s groundbreaking haptic feedback system does a lot of impressive stuff. It offers different firing modes based on how far down you pull the trigger in Ratchet & Clank: Rift Apart and adds an extra layer to Prowler Stash puzzles in Marvel’s Spider-Man 2 by requiring you to apply different pressure on each side. And it feels great when it’s not offering more depth and just, literally, vibing—like when I swing through New York City as Miles Morales or ward off scaries in Alan Wake II. Swiping on the touch pad at its center adds even more layers to a gaming experience, and there’s nothing that delights me more than when a phone call emanates from the built-in speaker. And because Sony knows how powerful its DualSense is, all of the studios working on first-party games make the most of it.

    Read More: How To Get More Out Of Your $200 PS5 DualSense Edge Controller

    Those first-party titles are, by and large, some of the most polished modern gaming experiences you can get. Whether it’s God of War: Ragnarök or Horizon Forbidden West, Sony’s games are akin to Hollywood blockbusters or fine-tuned supercars—they’re written like ancient epics, acted by icons, and so often without the jankiness that can scar new releases. Whether or not that makes them demonstrably better than other games is not the conversation here, but it is undeniable that they feel like they’re worth $70, especially when you have all the power of the DualSense in your palms.

    Of course, the PS5’s storage size is a key element—though I may not care about frames per second, I do love that I can have Skyrim, Star Wars Jedi: Survivor, Elden Ring, Spider-Man 2, and Alan Wake II stored on there and regularly updated without having to uninstall anything.

    Without realizing it, I’ve trained myself to boot up my PS5 when I’m in the mood for a lengthy, relaxed night of gaming that involves scouring worlds for hard-to-find objects or taking on daunting bosses, or power up my Xbox Series S when I want to shoot shit and yell into my headset. The consoles have become intrinsically linked with those different play styles, to such an extreme that, when I tried to play last year’s Call of Duty Modern Warfare II on PS5, I almost immediately shut it off and swapped back to Warzone on my Series S instead.


    If you have both consoles, when do you play each and why?

    See the Xbox Series X on Amazon

    See the PS5 on Amazon

     

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    Alyssa Mercante

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  • All the ways Insomniac Games is teasing the next Spider-Man game in Spider-Man 2

    All the ways Insomniac Games is teasing the next Spider-Man game in Spider-Man 2

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    Marvel comics, TV shows, and especially movies seem to have a requirement to emphasize the “what’s next” of it all, where the end of everything is also a tease for something else. Well, folks, Insomniac Games took that assignment, ran with it, and took a few extra laps just for good measure.

    Spider-Man 2, the triumphant sequel of one of the best games of 2018, is packed with teases and Easter eggs, all of which could be spun off into new games, half-sequels, or the ultimate finale of Spider-Man 3. We’ve got evil brothers hidden in plain sight, a mysterious bartender rendered in PlayStation 1-style graphics, and more symbiote threats than we initially thought. Let’s tuck into it.

    [Ed. note: This post contains major spoilers for Marvel’s Spider-Man 2. If you haven’t beaten the campaign of the PlayStation 5 game and cleared every side mission, you will probably be spoiled by something in here.]

    Spider-Man 2 sequel teases

    Image: Insomniac Games/Sony Interactive Entertainment via Polygon

    There are a lot of teases for the future of Insomniac’s Marvel games, and several of them come at the very end of side missions or are a bit obscure if you’re not a comics reader.

    Otto’s plan for the final chapter

    Doc Ock looks at his manifesto in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via ScereBro PSNU/YouTube

    In one of the post-credits scenes for Spider-Man 2, Norman Osborn visits his old frenemy Otto Octavius. Otto is, of course, imprisoned in the Raft penitentiary because of all those crimes he committed as Doctor Octopus back in the first game.

    Norman wants Otto to tell him the identity of the Spider-Mans so that he can seek revenge against them for putting Harry in a coma. Otto, who used to be lab partners with Norman but now hates his guts, revels in Osborn’s suffering and refuses to help, and he just keeps working on his manifesto. When Norman asks what Octavius is writing, he simply responds, “The final chapter,” as he limps toward the camera.

    The tease here is really just that Otto is clearly going to be back in some capacity in a potential Spider-Man 3. Although with his physical condition worsening (it’s established in Marvel’s Spider-Man that Otto has some kind of degenerative brain disorder that’s causing him to lose his fine motor skills), it’s unclear whether he’ll be fighting on the front lines or playing the role of master tactician.

    Miles, meet Cindy and Albert Moon

    Miles Morales meets Cindy Moon in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via Dan Allen Gaming/YouTube

    After Miles’ mom, Rio, spends the entire game asking him to meet her new boyfriend, Miles finally opens the door to meet Albert in one of the post-credits scenes. But Albert isn’t really the tease here, as it’s quickly revealed that Albert has brought his daughter Cindy with him to the family dinner.

    Cindy Moon is better known as Silk, yet another Spider-person who fights baddies and protects New York. In some versions she has a rather traumatic upbringing and isn’t particularly close with her father. Insomniac is clearly looking to twist this origin, although we’re not quite sure how just yet.

    Norman wants the ‘G-Serum’

    Norman shouts about needing G-Serum in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via Dan Allen Gaming/YouTube

    After the Spider-Mans and MJ defeat him, Venom reverts back to Harry, who, as we said earlier, is in a coma. In a fit of rage over his son’s condition, Norman calls someone to ask for the G-Serum.

    Now, it’s never explicitly stated, but this is about as on the nose as you can get for a Green Goblin tease. In the moment, it seems like Norman wants the G-Serum for Harry, but we have no doubt it’ll end up in the disgraced former mayor eventually.

    Wait, isn’t that Knull’s symbol?

    A symbiote meteor hangs from symbiote tendrils in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via Zanar Aesthetics/YouTube

    During the campaign, it’s revealed that the symbiote came to Earth via a meteor, and that meteor has a big, red spiral on the front of it, which is most often associated with Knull, aka the King in Black, the tyrant god of symbiotes.

    Interestingly, the game never mentions Knull by name, or even really alludes to an additional cosmic presence outside of the meteor itself, which Miles, Pete, and MJ destroy at the end of the story. This could be just a nod to comics fans, but it could also be a seed that might blossom into a full symbiote invasion led by the king himself.

    Cletus Kasady is in possession of a symbiote

    Cletus Kasady holds up a symbiote in a glass vial in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via HD Playground/YouTube

    Peter works to take down a cult called The Flame over the course of Spider-Man 2, And in the final quest, Insomniac reveals the cult’s leader to be none other than Cletus Kasady, everyone’s favorite serial murderer.

    Cletus is the symbiote host for Carnage, the red-tinged symbiote villain who has given both Venom and Peter a lot of trouble over the years. With Kasady uncaptured at the end of Spider-Man 2 and in possession of a healthy symbiote, the rise of Carnage is all but assured.

    The Chameleon is thriving in NYC

    Chameleon holds up a martini glass in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via GameClips/YouTube

    After chasing down all of Kraven’s drones, the two Spider-Mans eventually stumble upon a beautiful penthouse apartment with a secret basement. Turns out this place belongs to Chameleon, a master of disguise. (Fun fact: He was the first villain Spider-Man ever faced in the original comics.) Oh, and the Chameleon is also Kraven’s brother.

    As the Spider-Mans swing away from the apartment, we see a man in disguise looking toward the rooftops, indicating that the Chameleon was watching as the heroes ransacked his apartment. Chameleon has clearly been set up in the city for a while, and this tease seems to indicate that he’ll appear in a Spider-Man sequel.

    Miguel O’Hara and the Bar with No Name

    Delilah tends bar in the Bar With No Name in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via PerfectParadox/YouTube

    Once you’ve collected all the Spider-Bots in the game, you’ll get a signal that leads you to an alleyway. When you get there, a portal opens, and you see a bartender named Delilah standing behind a bar. Delilah is the operator of the Bar With No Name, a secret bar for villains in the Marvel universe. After a cryptic chat, she opens a box and steals all the Spider-Bots you spent so long collecting. She then name-drops Miguel (O’Hara) before shutting the portal.

    This is a weird little Easter egg that doesn’t exactly have a clear tease. But with the nature of the Spider-Bots all being based on Spider-Man characters and villains from other universes, and Delilah’s style being that of a PlayStation 1 game, this seems to be teasing a multiversal story or some kind of crossover. It’s very unclear what this could be leading to or what it has to do with Miguel O’Hara, aka Spider-Man 2099.

    Spider-Man no more?

    Miles encourages Peter in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via DVESF/YouTube

    Pete hangs up his tights at the end of Spider-Man 2, letting Miles handle the city while the original Spider-Man gets a well-earned break. But this seems more like a Spidey-hiatus than full-on Spidey-retirement. We’d wager we’ll see a decent time skip between Spider-Man 2 and Spider-Man 3, and that Pete will be married and potentially a father before he dons the suit again.

    Are we getting another half-sequel?

    Spider-Man shocking an enemy lying on the ground in Spider-Man: Miles Morales

    Marvel’s Spider-Man: Miles Morales (2020)
    Image: Insomniac Games/Sony Interactive Entertainment

    Spider-Man: Miles Morales was a big hit with fans, and took the massive, sprawling Marvel’s Spider-Man and condensed it down to just a handful of hours. It told a great little tale, introduced us more completely to Miles as a hero, and, crucially, did a lot of legwork to set up Spider-Man 2.

    Based on the reception of Miles Morales, it seems extremely unlikely that we won’t see another half-sequel that bridges the gap between Spider-Man 2 and Spider-Man 3. The real question, then, is who that half-sequel will be about. We have a handful of ideas on that.

    Venom

    Venom is the clear candidate for a spinoff game. Not only is he briefly playable in Spider-Man 2 already (we’re not game designers, but we have to imagine at least some of that hard dev work will transfer over to a new game), but it seems like Insomniac’s developers have at least thought about it.

    In a recent interview, Spider-Man 2’s narrative director, Jon Paquette, told Insider that the team is waiting to see how fans react and what they want before committing to any spinoffs. This was in direct response to a question about a Venom game, so most people (ourselves included) are taking this as at least soft confirmation that Insomniac is toying with a Venom spinoff, and that the answer basically amounts to “we’re not not making a Venom game (*wink*).”

    But you may be asking yourself, “Wait, isn’t Harry in a coma, and wasn’t the Venom symbiote destroyed?” The answer to both of those questions is technically yes, but there’s a Venom-sized “but” that follows. Spider-Man 2 very clearly establishes that symbiotes remain inactive inside the host even after they’ve separated themselves from the original parasite.

    Just like how Mister Negative was able to harness Pete’s latent symbiote to turn him into Anti-Venom, it seems very easy to explain how someone with a very powerful connection to their symbiote (like Harry) could have their alter ego reawaken despite the host symbiote being “dead.” This could be especially fun with Harry’s current predicament, as it means we could spend the first bit of a Venom game piloting around a comatose Harry, wreaking havoc and getting into scrapes with Miles.

    Silk

    Silk is another strong possibility for a spinoff, as it’s essentially the same setup that led from Spider-Man into Miles Morales. However, Miles plays a major role in the first Spider-Man before getting any powers. All we see of Cindy is the back of her head, and we learn nothing about her character in Spider-Man 2.

    With Silk just being a blink-and-you’ll-miss-it tease, it seems much more likely that she’ll feature heavily in whatever half-sequel we end up getting before being playable in Spider-Man 3.

    Miles Morales 2

    Our final guess for a half-sequel is just a straight-up sequel to Miles Morales. This makes some sense, but is also just boring in comparison to the other two options — no offense to Miles, but we already have two full games where we can play as him whenever we want!

    Still, a Miles sequel would allow Insomniac to explore a New York where Miles is the only Spider-Man, and even bring Cindy in as his trainee. This would be a poetic handoff after the tutelage Miles received from Peter in Miles Morales and Spider-Man 2, and a great setup for a third game. I mean, who doesn’t want to hear Pete refer to himself as Silk’s “Spider-Grandpa”?

    But a Miles Morales sequel in that fashion is still retread ground, and Insomniac seems hell-bent on delivering new experiences each time it puts out a Spidey product.

    So where does that leave Spider-Man 3?

    Spider-Man and Wraith make plans to take down Cletus Kasady in Spider-Man 2

    Image: Insomniac Games/Sony Interactive Entertainment via Polygon

    Insomniac Games has clearly left itself a lot of wiggle room when it comes to the future of its Spider-Man. Will Carnage show up in Spider-Man 3, or will he take center stage in a Venom game? Is that Miguel teaser an offhand tease of another spinoff we don’t know about, or just another side activity in a sequel that’s probably five years off? We don’t know the answers to either of those questions, and it’s entirely possible that Insomniac doesn’t have them 100% pinned down yet, either.

    So what do we know for sure about the next game? Well, Norman’s Green Goblin will be a pretty big deal. That’s a very safe bet — the free space on all your Spider-Man 3 bingo cards at home. We also know that Otto will play some kind of role as well, likely as a third party warring against both Green Goblin and Spider-Man.

    And we know we’ll have no shortage of heroes for us to embody, with Miles, Cindy, Peter, and (probably) Harry all on the bench and ready to take on whatever Insomniac has in store for New York.

    We’re still at least two or three years (and a whole-ass Wolverine game) away from learning what’s next for Insomniac’s New York. But the studio has certainly given us plenty to ponder in our time away from the web-head and his crew of friends and enemies.

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    Ryan Gilliam

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  • How scary is Alan Wake 2? Let’s talk jump scares

    How scary is Alan Wake 2? Let’s talk jump scares

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    It only took a couple of minutes for Alan Wake 2 to make me jump. From the very beginning, Remedy Entertainment’s new sci-fi thriller has a lot of scares to offer — and I’m talking about classic jump scares, not just the moody atmosphere that pervades the entire Twin Peaks-esque setting. I didn’t expect this game to be as scary as it is, so let me issue a warning: Alan Wake 2 is freakin’ creepy, y’all!

    [Ed. note: This article contains minor spoilers for Alan Wake 2.]

    First things first: Horror is subjective, what scares me might not scare you, blah blah blah. You’re here because you want to know about the jump scares, so let’s get to it.

    Image: Remedy Entertainment/Epic Games Publishing

    Alan Wake 2 kicks off with a very creepy scene, not least because you have absolutely no clue what’s going on. You start playing as a heavyset older white man who doesn’t look anything like Alan Wake and looks even less like Saga Anderson, the Black female FBI agent who’s the co-protagonist of Alan Wake 2. I guess I left out the most important part which is that this guy is naked. And he is trudging — and later, running — through a gloomy, foggy forest.

    Perhaps the creepiest part to me was that Alan Wake 2 wouldn’t let me look at this guy’s face. I kept trying to turn the camera around to see him, but he kept turning away from me, like the guy in the corner at the end of Blair Witch. Turns out, that’s how the Alan Wake 2 camera works with almost every playable character — but in this opening scene, it’s even more restrictive against showing you the character’s face, probably to delay the reveal of this man’s identity. He turns out to be Robert Nightingale, the FBI agent who had it out for Alan Wake in the first game.

    While poor naked Nightingale runs through the woods, you’ll get your first of several jump scares. Complete with flashing lights (the game does open with a seizure warning) and super-loud music stings, you’ll see a flash of Alan Wake’s face, lit up like he’s holding a flashlight next to it for dramatic effect or something. Alan’s face is not scary in a vacuum, obviously, but the loud noise and flashing lights are jump-inducing. Those moments of surprise will keep happening as Nightingale keeps on meandering through the woods, his journey culminating in his gruesome death at the hands of a death cult.

    FBI agent Saga Anderson follows her partner Alex Casey down a steep forest path in Alan Wake 2, with a beautiful sunset in the background

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    That death cult — and the murder of Nightingale — is what you’ll be investigating once you take on the role of Saga Anderson, whose story is where the game jumps to next. Saga’s sections involve exploring the exact same creepy woods, but unlike with Nightingale, there aren’t jump scares for Saga. Of course, that didn’t stop me from thinking there would be.

    You won’t get another big scare until you get to the town morgue. This is when the game introduces the central mechanic for its supernatural enemies: If you’re standing in a lit area, they can’t see you. But if you tread into the darkness — as you must do, periodically, to escape or strafe around these opponents — they’ll be able to see you, grab you, and kill you instantly.

    Personally, I find the fight scenes to be less scary than wandering around the woods in the dark between the altercations. The world of Alan Wake 2 is so bizarre that you just never know what to expect. But once I can actually see an enemy, even if they look scary or unusual, I’m fine — I just need a pistol in my hand, because apparently bullets still work on supernatural entities (thank goodness?).

    My usual tips for making a video game less scary might not be very effective in Alan Wake 2. There isn’t much you can do about a basic jump scare of a big face suddenly filling your screen, accompanied by a loud noise. But there are still some options if you want to play this (amazing, thrilling) game and not be quite as stressed out by it. I recommend turning off the orchestral score, while leaving the dialogue and sound effects on; the score is beautiful, but it also does a lot to heighten the game’s tense moments. Do remember to turn the music back on when you feel calm again so that you don’t miss out on the many original songs in the game, though.

    My other big tip? Just take your headphones off entirely, as needed. I turned on the subtitle option that includes character names, since Alan Wake 2 involves a lot of unnerving voiceover from unpictured characters. If you’re feeling overstimulated, you can always just read the game for a little bit, using the subtitles and character markers as a guide. I usually would only do this for a few seconds before recovering, resetting, and wanting to head back into the full audio immersion of the world.

    As somebody who’s made it through plenty of great horror movies and scary games, despite my irritation at the way my body reacts to horror, you’ve got this. Alan Wake 2 is absolutely worth experiencing, so give it your best go.

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    Maddy Myers

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  • PSA: PS5 Alan Wake 2 Players Should Be Using This One Unique Feature/Setting

    PSA: PS5 Alan Wake 2 Players Should Be Using This One Unique Feature/Setting

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    Alan Wake 2 on PS5 takes advantage of the Dualsense controller’s haptics, similar to all games. It gets the haptic triggers for shooting and the usual even rumble for effects. However, the game also includes an extra setting I have never encountered before that all players should use.

    This setting can be found in the Audio section called Dialogue Vibration Intensity, and it is set to off by default. What it does is that character dialogue, whether in cutscenes or just surrounding chatter while in towns, will cause the Dualsense to vibrate.

    Image Source: Remedy Entertainment via Twinfinite

    What’s neat is that this makes it like you are feeling the base of a character’s voice. While it allows you to change this on a scale from 0-100, I completely recommend cranking it up to the max; you won’t regret it.

    The serious edge to any voice in the game is heightened to an extra degree, making watching the live-action scenes much more engaging. It’s truly a shame this is only available on PS5, but players should be taking advantage of it. Though I can be love-hate with the adaptive triggers, this is one setting I would never turn off on any game.

    The best way to pair this setting is with a nice headset so you hear the audio right in your ears as it tingles against your fingertips, pulling you into the narrative.

    As things ramp up in the story, there’s nothing better than feeling the (almost) literal weight of the words in your hands. I’m shocked Remedy Entertainment hasn’t been making more noise about this awesome feature. With any luck, it will catch on. Though, I would just as easily settle for enjoying Control 2, or the Max Payne remake with it as an option.

    Considering it’s been a 13-year break between games in the Alan Wake series, it is very nice to see Remedy doing all they can to make this entry feel like a perfect evolution.

    About the author

    Cameron Waldrop

    Cameron is a freelance writer for Twinfinite and regularly covers battle royales like Fortnite and Apex Legends. He started writing for Twinfinite in late 2019 and has reviewed many great games. While he loves a good shooter, his heart will always belong to JRPGs.

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    Cameron Waldrop

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  • Spooky new Battlefield mode lets you 3D print a bunch of terrifying naked dudes

    Spooky new Battlefield mode lets you 3D print a bunch of terrifying naked dudes

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    Battlefield 2042 is enjoying a small resurgence as it nears its two-year anniversary, thanks to a recent free weekend, a sale, and multiple updates from the developer. The game’s new season will hopefully maintain players’ renewed interest in DICE’s futuristic military shooter — particularly the new mode that lets you deploy and fight against hordes of 3D-printed synthetic soldiers who run around naked and smash enemies’ heads in with hammers.

    Season 6’s of Battlefield 2042 will introduce a new limited time mode called Killswitch, a 12v12 game type that lets players print out waves of Geists — the aforementioned buck-naked ’bots — that can be deployed in combat. They’re effectively (fast) zombies who sprint at the opposing team and try to bludgeon them to death, as seen in the trailer above.

    Geists are printed at Forges in Killswitch’s maps (Redacted, Manifest, Hourglass and Spearhead), and teams will battle for control of those Forges while they simultaneously attempt to capture locations called AOS nodes.

    How did these synthetic soldiers, who are not canonically zombies, find their way into Battlefield fiction? According to DICE and publisher Electronic Arts, a secret R&D lab off the coast of Scotland is the victim of an AI run amok. That artificial intelligence has taken over and created the Geist, glowing-eyed bad guys who are programmed to kill. Sure, I buy that.

    While zombies may be something of a tired trope (and prominently associated with more popular modern military first-person shooters), it’s fun to see DICE and developer Ripple Effect experiment with Battlefield while new leadership rethinks EA’s approach to the franchise.

    Killswitch is playable as part of Battlefield 2042’s Dark Protocol event, which runs Oct. 31 to Nov. 14. Players who take part in Killswitch matches can earn Ribbons that can be cashed in for free cosmetic rewards, like weapon and vehicle skins.

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    Michael McWhertor

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  • How to get the Hang Ten trophy in Spider-Man 2

    How to get the Hang Ten trophy in Spider-Man 2

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    Hang Ten is one of the more difficult trophies to pull off in Spider-Man 2. A puzzling aerial challenge, completing this trophy requires you to perform 30 individual tricks while in the air.

    In this guide, we’ll cover everything you need to know about how to earn the Hang Ten trophy, including suit upgrades, locations and techniques.

    How to prepare for the Hang Ten trophy

    Image: Insomniac Game/Sony Interactive Entertainment via Polygon

    There are a few upgrades that make the Hang Ten trophy much easier to complete. First off, in the Shared skill tree, you can both the Spider-Jump and Spider-Dash upgrades in the middle tree, as two parallel skills near the end.

    Spider-Jump boosts you into the air when you press L1 + X, and Spider-Dash is a horizontal dash which you can activate with L1 + Triangle. When you’re running out of momentum in the air, these skills can be triggered to buy you more time, allowing you to pull off extra stunts and build your combo.

    The caveat with these upgrades is that they have a cooldown timer, which can get in the way of success. We recommend investing in the Aerial Escapades upgrade, too, which is right after both skills in the same tree. Aerial Escapades allows you to replenish your Spider-Jump and Spider-Dash cooldowns quicker by performing tricks in the air, creating a feedback loop that allows you to maintain an airborne state.

    A menu shows the Active Spider skill in Spider Man 2 on PS5.

    Image: Insomniac Game/Sony Interactive Entertainment via Polygon

    You can also buff these skills with the Suit Tech Traversal upgrade Active Spider, which boosts the height of Spider-Jump and the distance of Spider-Dash. While this upgrade isn’t essential to completing the trophy, it might help if you are still struggling.

    How to get the Hang Ten trophy in Spider-Man 2

    You can attempt the trophy anywhere, though we recommend using the coastal edges of Manhattan. When you’re in the middle of the city, you might find yourself accidentally slamming into buildings and other obstacles, negating your success. The one thing to be wary of along the coast are the bridges, of course, which can get in the way due to their varying heights.

    Once you’ve found a good spot with a long, clear line of buildings to your right or left side, you’re ready to start your attempt.

    Spider Man swings above the FDR in Manhattan in Spider Man 2 on PS5.

    Image: Insomniac Game/Sony Interactive Entertainment via Polygon

    You can either climb up a tall building or jump up from the ground, but in both cases, start with a huge swing and boost out of it by tapping X at the height of your momentum. Once you’re at a decent altitude and peeling through the air, hold the Square button and jostle the left stick in all directions to string together a variety of tricks. The combo multiplier will only increase when you switch between tricks, so don’t hold anything for long — just keep activating new tricks in order to juice the multiplier all the way to 30.

    When you begin to fall, and it gets a bit sketchy, use your Spider-Jump and Spider-Dash skills to avoid hitting the ground by pressing L1 + Triangle or L1 + X. If you chose to upgrade the Aerial Escapades skill, you’ll find that as you complete tricks in quick succession, you’ll earn back your Spider-Jump and Spider-Dash, creating a sustainable loop of momentum. Your mileage may vary, but this should ensure you don’t run out of steam, and before long, you will have put together a 30 trick combo. Keep going as long as you can just to be safe, and then hit the ground gracefully to pop the trophy.


    For more Spider-Man 2 trophies, see where to find Big Apple Ballers Stadium (for the Home Run! trophy), Aunt May’s Grave (for the You Know What To Do trophy), or the science trophy (for the Just Let Go trophy). You can also learn the best way to get the maddening Soar trophy.

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    Sarah Thwaites

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  • It’s True – Final Fantasy VII is a Tough Sell in 2023

    It’s True – Final Fantasy VII is a Tough Sell in 2023

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    Once upon a time, you’d be hard-pressed to find anybody with anything close to a serious love of games who hadn’t played Final Fantasy VII. Flash forward 26 years though, and that isn’t quite the case.

    Still, you’ll frequently see it hailed as one of the best games of all time even today. For many, Final Fantasy VII is a lifelong love affair. So long as these folks are still around touting the game’s many virtues there will always be a younger generation of gamers who’ll want to see what all the fuss is about.

    But how do you go about introducing them to a game that looks and plays so remarkedly different from those they’d be used to playing?

    If you were to ask Final Fantasy VII Rebirth Director Naoki Hamaguchi, he’d probably tell you to just wait for this upcoming game — the second in a proposed trilogy that began with 2020’s Final Fantasy VII Remake.

    Image Source: Square Enix

    In a recent interview with GadgetMatch at the Thailand Game Show 2023, Hamaguchi explained how he wants to make a game that’s accessible precisely for those people whose experience with the world of Final Fantasy VII might extend only so far as knowing the names of its main characters.

    Hamguchi recognizes that “FF7 is a difficult title to get into today”. And, as much as it might pain those who still hold the game in such (deservedly) high esteem, he’s right.

    In a way, I’m one of those people. As an impressionable youth, I was a dyed-in-the-wool Nintendo fanboy. None of that spiky-haired guy on the motorcycle thanks, I’m with the fairy kid on the horse. By the time I finally tried FFVII out for myself, it was already several years old, and even then I remember it feeling too slow and graphically dated compared to the games I was playing on GameCube.

    As a far more tribally-averse adult, I regret missing out on PlayStation classics like the Final Fantasy and Metal Gear Solid series. So, after picking up the game for next to nothing in a Steam sale, I finally played through Final Fantasy VII to completion during lockdown.

    Cloud and Barret boss fight in Final Fantasy VII
    Image Source: Square Enix via Twinfinite

    Truth be told, it was an underwhelming experience. The cinematic splendor that was so highly touted upon release is obviously not going to be anywhere near as impressive by modern standards. The party mechanics are still solid JRPG fare, but I’m otherwise in the camp who would argue that the age of turn-based, randomized battle encounters is largely best left in the past.

    And look, I grew up loving exactly this kind of game. But the world has moved on. Our expectations have changed. The pace of life has changed. Demands on our attention have changed. Ain’t nobody got time for drawn-out encounters with the same enemies over and over and again while trying to figure out where to go next.

    Yet, as somebody who has the capability of putting the game into some kind of historical context, I was still able to get plenty out of the experience. There’s still loads to love, least of all the immaculate vibes conjured by the game’s polygonal early 3D, the lived-in environments shot through with cyberpunk neon-lighting, and of course the all-timer Nobuo Uematsu score. I don’t regret playing it at all.

    But would a younger gamer raised on Roblox, Fortnite, Minecraft, and the like be able — let alone willing — to stick with the game to extract these more timeless aspects? Unlikely.

    Cloud and Tifa boss battle in Final Fantasy VII Remake
    Image Source: Square Enix

    This isn’t some old man shouting at clouds thing either; it’s just a fact. Any young gamer who is curious enough to seek out and try games a quarter of a century old deserves kudos. But let’s be real: we’ve all sat ourselves down to watch an old ‘classic’ film and come away with a sense of “Was that it?”

    Few pieces of media are truly timeless in a manner that doesn’t require some kind of contextualisation. Those interested in cinema or the novel might enroll in a film studies or literature course to learn more about the medium, its techniques, and its history. As a much younger medium, we still haven’t quite established a similar framework for video games.

    Naturally, we can’t, nor do we want to, just shrug our shoulders and let the great games of yesteryear become ever more out of reach. One solution is to rerelease the games on modern hardware, which Square Enix has at least done quite admirably in recent years. For quite a few years, if you wanted to play FF7, you’d have to scour eBay for an overpriced copy. But now, you can pick up the game on every modern platform at a very reasonable cost.

    There are also a plethora of options you can tweak to make the game more palatable by modern standards. However, there’s a strong argument to be made that doing such things as turning off random encounters and enabling faster-paced battles somewhat radically alters the game’s specific magic sauce, and not necessarily for the better.

    That, though, is an argument that you can take to any number of extremes. Are you really properly experiencing Final Fantasy VII unless you’re playing it on the original hardware on a CRT television?

    Final Fantasy VII Remake key art
    Image Source: Square Enix

    Yes, Final Fantasy VII had enjoyable gameplay for its time, but what people really fell in love with was its world and the characters that inhabited it. If that’s the most important thing, then how could it not be argued that a full remake offers the best way to introduce new players to it?

    A couple of years after I finished my playthrough of the original Final Fantasy VII, I’ve just polished off Remake in time for the February 2024 release of Rebirth. It was everything I wanted but didn’t get from my years-after-the-fact playthrough of the original. I gasped at the stunning views of Midgar, felt my heart sink as Shinra executed its evil plans, and welled up at the sight of Aerith handing Cloud a flower.

    After all these years, I can finally say that Final Fantasy VII is in my greatest games of all time list; maybe not for the original game itself, but definitely for its masterfully crafted world, characters, and story. At this point, does it matter that it’s not the exact same one that so many others put in theirs?

    About the author

    James Crosby

    James is a freelance writer for Twinfinite, typically covering new releases and live service titles. He has been writing about MMOs since 2015, and has published a book about Star Wars Galaxies.

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    James Crosby

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  • Spider-Man 2 is now the PS5’s definitive technical showpiece

    Spider-Man 2 is now the PS5’s definitive technical showpiece

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    Marvel’s Spider-Man 2 is finally here, and on the cusp of the PlayStation 5’s third birthday, assumes the throne as the console’s most technically impressive game to date.

    I said effectively the same thing last fall about God of War Ragnarök, but in this line of work, there’s always something on the horizon that has the potential to make you look foolish in retrospect. (And hey, I did say that Ragnarök could be the PS5’s most technically impressive game yet — back then. A lot can change in 11 months!)

    Insomniac Games has brought to bear all of its experience developing for the PS5 — this is the studio’s fourth project for the platform, following 2021’s Ratchet & Clank: Rift Apart — in delivering an open-world superhero adventure that makes the most of the console’s hardware. It’s the first entry in the franchise built specifically for this system. The two previous games were 2018’s Marvel’s Spider-Man, which debuted on PlayStation 4, and 2020’s PS5 launch title Marvel’s Spider-Man: Miles Morales, which was a cross-generation game, so it had to be designed in a way that would allow it to run on PS4 as well as PS5.

    In Rift Apart, which debuted exclusively on PS5, Insomniac showed what it could do when it didn’t have to worry about supporting older hardware: dimension-hopping action that relied on the PS5’s speedy SSD. The studio has built upon that work with Spider-Man 2, making even better use of the SSD to allow for instantaneous fast travel and other remarkable transitions. And the Spider-Mans’ hometown of New York City — three boroughs of which are now available, with Queens and Brooklyn lying across the East River from Manhattan — looks as amazing as our two heroes, rendered with real-time ray tracing in every graphics mode.

    You may be wondering about those modes, and about which one is the best option. There’s a lot on offer, but the long and short of it is that you’ll get a great experience at all times.

    Spider-Man 2’s graphics modes, explained

    Insomniac’s terrific hair strand system is rendered in a somewhat fuzzy way in Spider-Man 2’s Performance mode, as you can see in this screenshot featuring Black Cat. The strands would be clearer and more finely detailed in the Fidelity mode.
    Image: Insomniac Games/Sony Interactive Entertainment via Polygon

    There are two ways to play Spider-Man 2: Fidelity mode and Performance mode. You’ll find them under the “Graphics” area of the settings menu’s Visual section, and unlike in many other games, you’ll also find detailed descriptions of each mode and the associated options.

    As you’d expect, the image quality and resolution are at their highest in Fidelity mode, which has a frame rate target of 30 frames per second (and is the default setting). The Performance mode makes trade-offs in resolution and other areas to target 60 fps. Both options use dynamic resolution scaling, adjusting the amount of pixels being rendered in order to hit the frame rate in question.

    Neither mode can quite maintain a flawless locked frame rate. Playing the game’s intro sequence in Performance mode, for instance, I noticed some minor hitching during Sandman’s attack in Lower Manhattan as the screen filled up with billowing dust clouds. But across 15 or so hours with the game thus far, I’ve only run into a few instances of this issue, lasting for a couple of seconds at most.

    The Fidelity mode operates in a resolution range from 2160p — i.e., native 4K — down to 1440p, and scales the output to 4K using Insomniac’s temporal injection technique for anti-aliasing, according to the studio. That lower end, 1440p, is where the Performance mode tops out; the average resolution there fluctuates between 1080p and 1440p.

    a golden hour scene from Spider-Man 2 of Peter Parker’s Spider-Man perched atop a building looking across the East River at Manhattan, with the sun above the game’s version of the Freedom Tower

    Spider-Man 2’s ray-traced reflections do a beautiful job of accurately representing the choppy surface of the East River. (Captured in Fidelity mode.)
    Image: Insomniac Games/Sony Interactive Entertainment via Polygon

    Either way, ray-traced lighting — in the form of reflections (including on water surfaces) and window interiors — is always on in Spider-Man 2. It’s just that in Performance mode, ray-tracing effects are “simplified for some use cases,” according to the game. This is a major development, ensuring a cohesive look no matter how you decide to play; combined with the increased level of detail in the game world, there’s an unmistakable upgrade over the visuals in the previous Spider-Man titles.

    Spider-Man 2 also supports 120 Hz output — a feature that Insomniac added to Rift Apart in a post-launch patch — so you’ll have more visual options if your PS5 is hooked up to a 120 Hz panel. Enabling this setting allows the Fidelity mode to run at a target of 40 fps instead of 30 fps, and the improvement in fluidity and input latency is palpable. It’s a great middle ground between the Performance mode and the standard Fidelity mode, delivering the image quality and clarity of the latter setting at a frame rate that feels more responsive. It’s the way to go if you’re lucky enough to be playing on a 120 Hz display like my LG C1 television. The only drawback is that at 40 fps, the resolution (understandably) can drop a bit further, with the average ending up somewhere between 1296p and 4K, according to Insomniac.

    The third setting for the visuals in Spider-Man 2 is for variable refresh rate (VRR), which can be used with both graphics modes. It further complicates the picture with two options: “smoothed” and “uncapped.” The former setting keeps the frame rate cap in place (30 fps or 60 fps, depending on the chosen mode) and helps maintain it by smoothing out any drops below the target. The latter setting is for people who want the most responsive possible experience: It unlocks the frame rate, allowing the game to run from 40-60 fps in Fidelity mode and 60-90 fps in Performance mode. (With frame rate prioritized over resolution here, the pixel count can fall as low as 1152p in Fidelity mode and 1008p in Performance mode, but no instances of resolution drops stood out as offensive to my eyes.)

    Which Spider-Man 2 graphics mode is better, Fidelity or Performance?

    In this scene of Peter Parker’s Spider-Man looking down toward the streets of Midtown Manhattan at dusk, note the increased level of detail in the Fidelity mode (left). There’s more traffic on the roads. Lampposts are visible from this high vantage point, but they’re missing in the Performance mode (right) — as are minor elements such as air conditioning vents on rooftops. But the ray-traced reflections in the windows of the building that Peter is perched on? They look pretty much identical across both graphics modes.
    Image: Insomniac Games/Sony Interactive Entertainment via Polygon and Image: Insomniac Games/Sony Interactive Entertainment via Polygon

    I’ve played Spider-Man 2 in both graphics modes over multiple hours, and I don’t believe there’s an obvious winner here. Granted, I’ve spent the vast majority of my time in Fidelity mode playing with the 120 Hz option enabled. It still feels great at 30 fps, but the ability to get an additional 10 fps — or more, if using VRR with an uncapped frame rate — while keeping all the visual bells and whistles is a meaningful benefit.

    If you aren’t playing on a 120 Hz panel, I would lean toward Performance mode. The visual compromises — both in terms of clarity (due to the reduced resolution) and in terms of the game world’s level of detail and density — are notable, but they aren’t severe enough to make a gigantic difference in image quality.

    Sure, there are fewer cars and pedestrians on the streets of New York, and the strands of hair on the characters’ heads are less detailed. But this is where the steadfast presence of ray tracing across both graphics modes makes all the difference: Even with its lower-quality ray-tracing effects, the Performance mode upholds the game’s overall visual presentation. And anyway, how much will you really notice the shortcomings when Miles or Peter is flying high above the city at something like 100 mph? I’m already at the point where the combat encounters are getting difficult, and I appreciate Performance mode’s increased responsiveness in those sequences.

    a Spider-Man 2 screenshot of Miles Morales’ Spider-Man standing on top of a building across the street from the Guggenheim Museum

    Image: Insomniac Games/Sony Interactive Entertainment via Polygon

    It’s worth noting that you do kind of have to make a choice and stick with it during a session. While I often swapped between the two options in Horizon Forbidden West, exploring the environment in quality mode and switching into performance mode for combat sequences, Spider-Man 2 forces you to restart from a checkpoint when changing the graphics mode. (I imagine the developers have a good reason for this, but it’s a strange hang-up, since the game appears to switch seamlessly into Fidelity mode as soon as you enter the photo mode.)

    Spider-Man 2’s array of graphics options can be confusing, even overwhelming. The great thing is that if you don’t want to worry about the various modes, you can just leave the defaults in place and be secure in the knowledge that you’ll have a terrific-looking and smooth-playing experience regardless of the settings. Insomniac Games has utilized the PS5’s hardware to its fullest extent — that is, until its upcoming Wolverine game, when the studio will surely find ways to top itself again.

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    Samit Sarkar

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