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Tag: Role-playing video games

  • Todd Howard On Fallout 76 Crossplay And Cross-Progression

    Todd Howard On Fallout 76 Crossplay And Cross-Progression

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

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

    Kinda Funny

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

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

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

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

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

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

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

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

    .

    Zack Zwiezen

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  • ‘Fallout but in Excel’ Lets You Visit the Wasteland While Your Boss Thinks You’re Working

    ‘Fallout but in Excel’ Lets You Visit the Wasteland While Your Boss Thinks You’re Working

    Image: Bethesda/Excel

    If you thought that Excel spreadsheets were just for mind-numbing office work, think again. A gaming hobbyist has created an Excel-based RPG game that he based on the popular post-apocalyptic game Fallout. It’s the end of the world, all over again.

    How do you turn spreadsheet software into a video game? Don’t ask me because I have less than zero idea. That said, the game’s creator, YouTuber “Dynamic Pear,” has offered a quick tutorial on how to use his weird, makeshift game that was developed via everybody’s least favorite office software.

    On his website, “Pear” gives a brief description of the game’s story like so:

    It is the 145th year of the second age. Life in Mercer is unrecognisable to that which came earlier – The bombs saw to that. Humanity may never fully recover…Adventure beckons once more, and you are ready to answer its call!

    The YouTuber explains that his game has two components: “Mapping and Questing” and “Battling.” You can move through the various areas of the bombed-out RPG environment…

    Image for article titled 'Fallout but in Excel' Lets You Visit the Wasteland While Your Boss Thinks You're Working

    Screenshot: YouTube/Dynamic Pear

    …or you can duel with the various characters you encounter along the way.

    Image for article titled 'Fallout but in Excel' Lets You Visit the Wasteland While Your Boss Thinks You're Working

    Screenshot: YouTube/Dynamic Pear

    The website also offers more details about the various quirks of the gameplay and includes a link where you can download the game.

    The inspiration behind this creation, Fallout, is a popular post-apocalyptic video game that takes place after a nuclear war. The first version of it was originally released in 1997 and was playable on Mac, Windows, and MS-DOS. It was originally spawned by a previous 1988 game, dubbed Wasteland. Since then, there have been four sequels and a number of spinoffs. But the big reason we’re seeing this now is that the Amazon Prime Video TV series based on the games has exploded in popularity and inspired people to head back to the experiences that started it all. In this case, someone made a new experience just for you.

    Anyway, if you’re looking to make your workday slightly more interesting and you don’t have access to the Eggman Game, my suggestion would be to check out Dynamic Pear’s interesting creation. It’s probably the most fun you’ll ever have with spreadsheets.

    Lucas Ropek

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

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

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

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

    My annoying quest to get a backpack

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

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

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

    Screenshot: Bethesda

    Why the backpack isn’t in the Morgantown Airport

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

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

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

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

    How to unlock and craft the backpack in Fallout 76

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

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

    Screenshot: Bethesda / Fallout Wiki / Kotaku

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

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

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

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

     .

    Zack Zwiezen

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

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

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

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

    Kotaku Staff

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  • Destiny Might Have Lost Its Chance to Become a TV Show

    Destiny Might Have Lost Its Chance to Become a TV Show

    There’s a lot of video games set to get TV or film adaptations in the next few years, and even more that seem like they’d be ripe for the picking. Bungie’s Destiny franchise seemed like a viable candidate, especially after the studio was acquired by PlayStation in 2022, but it sounds like any plans to bring the games to a new medium are have currently been dashed.

    According to Forbes’ Paul Tassi earlier in the week, Bungie was reportedly “tossing around” ideas for an animated Destiny series on Netflix before things fell apart.. Allegedly, this was in development prior to the aforementioned PlayStation acquisition, during which Sony said it would help Bungie “nurture the IP they have in a multi-dimensional manner.” (For extra context, this statement was made a few weeks before the Uncharted movie released and became a decent box-office success.) In regards to why it didn’t go forward, Tassi wasn’t sure, though he did say it just may not have gone farther than the scripting phase.

    Destiny 2: Is There Any Way A Destiny Show Is Still Happening At This Point?

    Before Sony bought Bungie, the developer brought on Derrick Tsai as its transmedia head. Tsai was a producer and director at Riot who helped pave the way for Arcane to get made and become a hit over at Netflix. He departed around this time last year, after which the studio hired Warner Bros. alum Gabriel VanHuss to serve as the Destiny’s head of linear media. VanHuss holds that position to this day, and his duties involve expanding the franchise in TV, comics (which it’s previously done), movies, and so on. It’s hard to know where this hypothetical show currently stands: Bungie’s currently focused on the Final Shape expansion dropping in June, its new Marathon game, and still reeling from its highly publicized layoffs (to say nothing of possibly working on Destiny 3). According to Tassi, if the hypothetical show isn’t fully dead, it’s not coming “anytime remotely soon.”

    The idea of Destiny getting a TV show seemed like a cool idea two years ago, but it’s a little more dicey now. Bungie’s hoping to turn things around for both Destiny 2 and the company at large with Final Shape, and revealing a TV show weeks after the expansion drops could easily take things from “we’re so back” to “oh, it’s over” in a heartbeat. The series certainly has the potential to thrive in other mediums, but it’ll unfortunately have to be a waiting game until the smoke clears around The Final Shape.

    [via Eurogamer]


    Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

    Justin Carter

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  • 8 Things We Liked, and 2 We Didn’t, About Fallout

    8 Things We Liked, and 2 We Didn’t, About Fallout

    Image: Prime Video

    Throughout its first season, Fallout tees up what seemingly are a bunch of mysteries that are either not connected at all or by the loosest of threads—why is the Ghoul so fascinated when he learns Lucy’s full name? What’s going on with dwellers from Vault 31? How did Moldaver make her way from the pre-war days to lead the New California Republic, and just what did she need from Wilzig the Enclave defector? What really happened to Lucy’s mom, and will she be able to save her dad? Will Maximus be able to make his way back to Lucy—and away from the Brotherhood once and for all?

    All this smashes together in the finale (appropriately called “The Beginning”) to reveal that actually everything is much messier, more personal, and interconnected than anyone thought. As Lucy comes face to face with what was always her goal from the moment she left Vault 33, we and she alike get to learn, thanks to a flashback to Cooper’s perspective, that it was Vault-Tec itself, spearheading a conglomerate of multiple pro-war companies, that fired the first bombs that set off the apocalypse, ensuring their products would be used. Also, along the way, Vault-Tec froze all of its managers—from the lowest assistants to the highest bosses—to control the world that came after the fallout and ensure that capital remains in their own hands. And not only that, we’ve met a bunch of those Vault-Tec staffers throughout the season, like Betty, and of course, Hank himself—revealed as the assistant to Cooper’s wife, Henry, in pre-war times.

    It does a lot to make clear the way the show views Fallout’s world, while once again putting all three of the main characters together, if not ideologically or geographically, in just how related to all this mess they each are.

    Okay so maybe don’t hit Kyle McLachlan with the CG-deaging-ray but still, in spite of that, it all works!

    James Whitbrook

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

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

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

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

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

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

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

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

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

    Ethan Gach

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  • More Final Fantasy 7 Rebirth & Dragon’s Dogma 2 Tips, You’re Welcome

    More Final Fantasy 7 Rebirth & Dragon’s Dogma 2 Tips, You’re Welcome

    Screenshot: Sony / Shift Up / Kotaku

    The Stellar Blade demo has been out since March 29, and if you manage to beat it, your save data will carry over to the full game when it launches as a PlayStation 5 exclusive on April 26. One thing I was curious about was the “Skin Suit,” an outfit for protagonist Eve that basically has her traversing the world in the nude and makes the game way more challenging. Surprisingly, at least in the demo, it’s an incredibly easy thing to unlock, so since I just learned how to get it, I figured I’d teach you how to get it, too. Sharing is caring, after all. – Levi Winslow Read More

    Kotaku Staff

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  • Pokémon’s All-Pervading Positivity: How The Euro Championships Spread Infectious Joy

    Pokémon’s All-Pervading Positivity: How The Euro Championships Spread Infectious Joy

    The feeling of being somewhere overwhelmingly positive is unusual. In 2024, it seems ever-more likely that even the most upbeat of events would be coated in a veneer of cynicism, if not outright skepticism. But at the Pokémon Europe International Championships (EUIC), every person I spoke to was bubbling with unadulterated happiness just to be there. And for all of them, without exception, it was a love for Pokémon that was driving this preternatural positivity.

    April’s EUIC was, according to some who have been attending the championships for years, the largest ever. Official figures suggest over 10,000 people attended the three-day event in London’s ExCel Center, 4,500 of them competitors in the various fields, from the card game to the video games. And yet, despite such huge numbers of people, it all felt undeniably lovely. There were no reports of incidents, no flipped tables, and a pervading feeling of calm throughout. As a world-leading misanthrope, sporting a heavy cold, I was fascinated to feel this way. I was determined to find out why.

    Photo: Kotaku

    Cultivating an atmosphere

    “I just love Pokémon!” says one splendid lady I meet, dressed as Gothorita, accompanied by her daughter (cosplaying Gothita), and a childhood friend dressed up, appropriately, as trainer Caitlin. The three of them are here spectating, despite often playing the trading card game (TCG) at their local Geek Retreat. “It’s like my childhood,” Gothorita adds.

    This is the central sentiment among so many people I spoke to. So many people citing Pokémon as the special factor, the colorful exuberance of a child-focused franchise overriding the more aggressive cultures associated with video games and TCGs. Magic: The Gathering meet-ups, say, are unquestionably fantastic spaces, but the nature of the base game doesn’t exude a sense of family-first. Here, everyone has to at least tacitly acknowledge they’re gathering because of a shared passion for the cartoon electric mouse and his magical friends.

    I plopped myself down next to two guys who’d just finished a day-one round of what the locals call “VGC,” meaning battling teams in Pokémon Scarlet and Violet. The winner of the match was Simon Van der Borght, known in Pokémon circles as Shmon, a sometimes-commentator and judge for the events. The Belgian player, dressed in a spectacularly garish Pokémon-emblazoned jacket, bubbled with excitement about the event. Shmon enthused about the EUIC, talking about how it’s grown in scale over the years, and about how many friends he’s made through attending and competing. “It really makes me happy!” he declared. I asked him about his first time playing competitively, and he used a term that I’d hear again and again over the event. “Immediately I fell in love with the atmosphere.”

    “The atmosphere” was almost everyone’s first answer when I asked why they were enjoying their time here. It’s an intangible thing, hard to qualify or pin down, but I think it captures senses of safety, comfort, and positivity. There’s an idea that things aren’t wrong here, that no matter what waits outside the enormous convention center, in here we’re good. We’re good people, doing a fun thing, with no judgment. “It makes my heart flutter to see these people!” Shmon declares, “and even when they’re not doing well, still enjoy their time with Pokémon! This community is so strong and so nice to each other that I really love coming back time and time again.”

    Three cosplayers, as Gothita, Gothorita and Caitlin.

    Photo: Kotaku

    The community is lovely!

    Speaking of people who’ve come back time and again, I grabbed a chance to chat with the man behind legendary Pokémon site Serebii—Joe Merrick—as well as long-time Pokémon commentator and YouTuber Ross Gilbert, better known as PTCGRadio. Both have been attending the EUIC since it started, since they were in “the event room of a theme park” as Gilbert puts it. “You’re talking 150 people total in the room, and it’s very much a school trip kind of atmosphere. Yeah, everyone’s having fun, but it’s very quiet. Whereas here, it’s a celebration. You walk around the room, there’s people trading, people drawing, there’s people playing side events…”

    Merrick and Gilbert are no strangers to controversy, and to the far more toxic nature of online communities. Serebii receives an inconceivable amount of negativity and vitriol, with new Twitter storms brewing every other day. But both say that here, in person, there’s none of that. “It’s indicative of the Pokémon community in general,” says Merrick. “Yeah, I mean, it gets a lot of hate online, because—you know—people are negative online, and [so] people say, ‘Oh this community is terrible.’ But when you’re actually in a room with the actual community, the community is lovely!”

    Both are overwhelmed by the growth of the event. 2023’s EUIC had approximately 1,500 playing in the TCG Masters event (there are also Junior and Senior divisions), whereas this year that number was closer to 2,700. We speculate over whether the spike in interest in the cards in 2021, caused by the imperfect storm of global covid lockdowns and Jake Paul paying $5 million for a Pokémon card, has now led to this growth in interest in playing the game itself. Ross adds, “[So] there’s more people every year that are like, ‘I fancy going to a regional… Oh look, EUIC’s in London this year…”

    Merrick points out that there are also many reasons to come along to the event if you’re not competing. “You’ve got the Activity Zone, you’ve got the festival stalls, they’ve even got a challenge on how fast you can beat Red in Pokémon Red and Blue. It’s stuff like that that’s going to bring people in. It’s going to make people realize, you know what, Pokémon is cool!”

    “They’ve got a bunch of random consoles where you can go and play all the games, even Pokkén Tournament,” interjects Gilbert. “They’ve got a quiet room for people who are having a bit of a stressful day, to go chill out in. They’re constantly thinking and acting on how they can make this better for every different type of Pokémon fan.”

    The vast numbers of people battling in TCG.

    Photo: Kotaku

    Making friends and influencer people

    One of the many extra events put on was the Battle Labs, where Pokémon Professors helped people new to either the video game or the card game learn how to play. Standing in line for the TCG lab, I spoke to Aoife, who’d traveled over from the West of Ireland to accompany her partner who was competing. Through Pokémon, her partner had formed a group of 12 friends who would all play together, sometimes booking giant Airbnbs for them and their partners to holiday together. Her partner, Sean, had wanted to try competing at a larger event, so they’d traveled over for the EUIC, leaving Aoife to entertain herself. “I’m here on my own,” she told me, “but I don’t feel nervous at all. Everyone here is just so nice, and the atmosphere is lovely, because everyone’s into the same thing.”

    I spoke to Aoife on day two of the event, and she compared—with a laugh—leaving Sean to compete in the Swiss rounds (where players are paired up against others with the same win/loss ratio) with dropping him off at daycare. “I am able to go around and do my own thing, I’ve done lots of activities. This event is amazing.”

    That sense of feeling safe was echoed when I spoke to Instagram influencer Poke Girl Rach. We mused on the family-first nature of the place, and how the shared fondness for Pokémon breaks down so many social barriers. “It’s my favorite thing to come to events. You just know you’re surrounded by like-minded people,” she explained. “It’s a really good atmosphere, a super-warm atmosphere.” Rachel Gunn got started on Instagram during the covid lockdowns, describing herself at the time as “a bit lonely.” Driven by a desire to connect with people, she began sharing her lifelong passion for Pokémon, including a sizable plush collection, and grew a community while continuing with her career in finance. Those communities have become such a pivotal part of her life that friends made within them came to her wedding. As we chatted, she was planning for the community meet-ups that were arranged for this event. “I’ve a massive friend group now,” she tells me, before we get distracted talking about the merch we picked up in the pop-up Pokémon Center.

    The Pokemon Center, with press buying merch.

    Photo: Kotaku

    Pokémon is for everyone

    Wandering the floor, I bumped into YouTuber PokeDean. “Crazy,” he said when I asked if he was having a good time. “Every time I come to EUIC it seems to be getting bigger and bigger. The atmosphere today is absolutely incredible.” Not competing this year (“I took part last year and I got humiliated.”), Dean had come along just as a spectator for 2024. Given the YouTuber is about to launch a physical store with his business partner PokiChloe, I wondered how he could possibly have the time. “It’s only because I really love the atmosphere here. I love getting to meet a lot of like-minded people, seeing some amazing players take part.”

    Given just how much animosity I see whenever I read Pokémon discourse online, the sheer scale of derision as every new announcement is greeted by fury from long-time fans, I’m so struck by these repeated refrains of how differently this community expresses itself in real life. I wonder if a large part of the online animosity comes from those who have forgotten that Pokémon is…well, it’s primarily for children. On purpose. As in, it’s deliberately, by careful planning and design, for children, and then also accessible to adults.

    Serebii’s Joe Merrick agrees. “Pokémon, in times past, people would age out of it. But a lot of people, they’ve grown up, they like it, but they have wanted it to grow up with them. So, if they want this edgy, dark reboot, set in a dystopian Kalos—that’s not gonna happen. Let’s face it: Pokémon is a kids’ game. That’s how they continue getting people in, because you’re not having people age out any more. People just need to understand, it’s for everyone. Not just for them.”

    I mention Aoife, taking part in the Pokémon Labs to learn to play the TCG, because she wanted to better understand her partner’s passion. “Something like that is absolutely brilliant,” says YouTuber Ross Gilbert. “You can come here with no interest in competitive TCG, VG, GO, or Unite, and you’ll find stuff to do all weekend.

    So where do these two old hats (a term they were less than enamored with) see the tournaments heading? “Bigger,” they both say at the same time. Between them they begin speculating whether the event will eventually take over both halves of the enormous ExCel arena, or if it will entirely outgrow the building, perhaps have to look at spaces the size of London’s O2 arena.

    Even this black heart…

    Over the weekend, I spoke to families where at least one member was being dragged along by others, but seemed to be having a great time despite it. I spoke to female competitors who were there on their own, but didn’t feel intimidated or concerned at all. I saw extraordinary diversity—by age, race, gender identity. I saw huge groups of friends gathering in corridors to celebrate victories, impromptu card trading groups breaking out in dining areas, and kids freaking out to see Pikachu come dancing by.

    Sick as a dog, there on my own without anyone else I already knew, and a life-long misanthrope, the event weaved its magic on me too. I spent ages chatting with delightful strangers, added new friends on socials, and almost missed my three-hour coach ride home because of how comfortable I felt in this crowd of ten-thousand people. It’s always a pleasure to remember that online misery rarely translates to the real world, but even better when that real world is so utterly delightful.

    John Walker

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  • FF7 Rebirth Combat Tricks, Dragon’s Dogma 2 Dragonsplague Help, And More Of The Week’s Tips

    FF7 Rebirth Combat Tricks, Dragon’s Dogma 2 Dragonsplague Help, And More Of The Week’s Tips

    Screenshot: Blizzard Entertainment / Kotaku, Kotaku / Square Enix, Square Enix / Claire Jackson / Kotaku, Square Enix / Kotaku, Square Enix / Claire Jackson / Kotaku, Image: Epic Games / Kotaku, ConcernedApe, Pocketpair, Square Enix / Claire Jackson / Kotaku, Capcom / Kotaku

    Whether you’re trying to deal with the obnoxious son of the late Shinra president and his pesky pet or just learn a cool new trick to help you tackle Final Fantasy VII Rebirth’s battles, we’ve got you covered this week. We’ve also got the lowdown on how to rank up your Fortnite Festival pass without playing the game, and lots more tips and guides for you in the pages ahead.

    Kotaku Staff

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  • So You Want To Play The Original Final Fantasy VII?

    So You Want To Play The Original Final Fantasy VII?

    Final Fantasy VII Rebirth came out in February 2024. Perhaps you’ve recently finished the game and are now in search of something new to play. Whether you’ve played the original or not, there is never a wrong time to play the original Final Fantasy VII.

    And if you’re new to the world of Cloud and co. and are curious about 2020’s Final Fantasy VII Remake and this year’s Rebirth, but haven’t played the original, you may be wondering if you have to play the 1997 classic before jumping in.

    While Remake probably won’t leave FF7 newcomers out in the cold, both Remake and Rebirth are very much in dialogue with the original game—sometimes so directly that this current remake project really does feel like a giant meta exercise.

    Read More: I’m Convinced FF7 Rebirth Is A Sequel To The Original

    Here I’ll lay out some essential considerations to make when diving back into this essential epic of gaming history, whether it’s your first time or not.

    Captured on Switch.
    Screenshot: Square Enix / Claire Jackson / Kotaku

    Which version?

    The original Final Fantasy VII isn’t terribly hard to source. If you have a modern console such as a Nintendo Switch, PS5, Xbox Series X/S or even last generation machines like the PS4 and Xbox One, you can easily grab a copy from each platform’s respective stores. This version has smoother-looking polygons than the original PlayStation release, but the pre-rendered backgrounds are largely untouched. It also features great quality-of-life features, such as a 3x speed toggle, the ability to avoid random encounters, and a setting that instantly heals characters to max health and raises their Limit Break status. And while the English translation was improved, it still features some of FF7’s awkward phrasing as a result of its famously rushed origins. It even defaults to naming Aerith “Aeris” like the original English version did in 1997.

    Is it Aerith or Aeris?

    In the Japanese version of FF7, the character we know as Aerith was named “Earisu,” which should translate to “Aerith.” FF7 had a notoriously rushed English translation, resulting in some bad grammar, odd turns of phrase, and the strange use of words like “wastrel” and “mosey.” One of these translation casualties was Aerith’s name, which appeared as “Aeris” in the 1997 version.
     
    Modern versions of the original FF7, however, have kept this mistranslation. Since you can change every main character’s name in FF7, you are free to kill the S and add a TH if you’re so inclined. For me, as someone who played the game when it came out, seeing “Aeris” on the screen takes me back to those happy memories.

    FF7 is also available on Steam. However, the Steam version, unlike the console iterations, does not include the aforementioned quality-of-life features such as the ability to avoid random encounters. The Steam version, however, can be modded. So if you want to change out the in-game character models, swap out the old music with the updated tracks from Remake, add FFVIII’s Triple Triad, and so much more, the PC version is very fun to tinker with—especially if you’ve played this game to death.

    What about Ever Crisis?

    In 2023, Square Enix released Final Fantasy VII: Ever Crisis for mobile platforms and Windows. It contains a colossal amount of lore from FF7’s expanded universe, including recreations of scenes from the original game with slightly more modern versions of the polygonal models from FF7. While you can experience the original narrative through this app, I highly recommend playing the original instead as Ever Crisis is loaded with microtransactions and very much wants you to spend lots of money. Check it out after finishing the original game, if you’re curious.

    If you have an original copy of FF7, all PS3 models will play original PlayStation discs, so if you have one of those lying around, too, you’re good to go. That said, if you do have an original copy of Final Fantasy VII, do yourself a favor and hunt down an old PSX (and a CRT TV!) to enjoy this game like it’s 1997. Note that the original contains a bug that makes it impossible to raise your party’s magic defense. Modern re-releases of the game have fixed this.

    Important ‘config’ settings

    As a game from 1997, Final Fantasy VII has far fewer settings than most modern AAA games. That said, while in game, you can select “Config” from the menu to alter a few choice elements of the game.

    A screenshot of FF7's menu system shows configuration options.

    Screenshot: Square Enix / Claire Jackson / Kotaku

    One of the most fun is the ability to alter the color of the text boxes and menus. The default blue is a classic, but it can be fun to change up the color over the course of the game. I like to change it after each major story beat, but you can also change it across different game saves if you want.

    There’s also a handy Cursor setting. This affects the behavior of your cursor during battles. When set to “Initial,” the cursor will reset to the top choice on each character’s turn. “Memory,” however, will return the cursor to the last combat option you selected per character. This is handy if you plan on using the same spell or item multiple turns in a row. And it’ll make combat a little faster for characters you’ll almost always use spells with, such as Aeris/th.

    What’s going on with the ATB settings?

    FF7 uses an active turn-based combat system called Active Time Battle. On “Active” setting, you’ll choose your attacks and actions on your turn once the time gauge fills up, but time never pauses. If you’re new to FF7, this can make boss fights in particular feel more stressful as combat won’t stop as you’re digging through menus for items or spells.

    Read More: I Thought Aerith Had Goat Ears

    The “Recommended” setting is a little confusing. While characters are casting spells, using Limit Breaks, or using a summon, time will pause if you are looking through the spell or item list.

    When set to “Wait,” time will pause anytime you’re looking through your spells or items.

    Cloud casts Bolt on Reno.

    Captured on Switch.
    Screenshot: Square Enix / Claire Jackson / Kotaku

    Brand new players should try out Wait and Recommended. Active, however, can make the combat feel much speedier, especially if you increase the battle speed in the config menu.

    General gameplay tips

    FF7 is an old-school RPG from the ‘90s. Its story, characters, and soundtrack may be timeless, but many of its gameplay elements might seem cryptic or archaic by today’s standards. Here are a few things to keep in mind while saving the planet with your buddies.

    Combat positioning and defending

    While you can’t move your characters freely around the battlefield during combat, there are two non-obvious “rows” for combat positioning. If a character’s portrait in the menu screen is on the left-most side, they’re at the “Front,” where they’ll enjoy a boost in attack power at the cost of lower defense.

    When a character portrait is on the right-most side, they’re in the “Rear,” where they’ll see lower melee attack damage but will enjoy a higher defense. Notably, however, some weapons, like Barret’s gun-arms, are “Long range weapons,” meaning they’ll do the same damage whether the character is in the Front or Rear. You can check a weapon’s range by hovering over it in the “Item” menu.

    Don’t miss out on Yuffie and Vincent!

    Unlike the other party members, our materia thief and mystery coffin-sleeper won’t just naturally join your party as you progress through the main story. To recruit Yuffie, you’ll need to venture into the forests outside of Junon and encounter her in a battle. Once you defeat her, you’ll have a cute dialogue exchange. Pick the following options to get Yuffie to join you: “Not Interested,” “…petrified,” “Wait a second!” “…that’s right,” and “…let’s hurry on.” Don’t use the save point in this area, as it will take you out of the field screen and Yuffie will vanish.
     
    You’ll be able to recruit Vincent when you return to Nibelheim. You’ll find a safe on the second floor of the Shinra Manor. The code is Right 36, Left 10, Right 59, Right 97. Prepare for a tough fight after opening the safe. Then go down to the basement and enter the room on your left when heading toward the lab/study area where Sephiroth had his little revelatory meltdown.

    You can either change order in the menu by selecting “Order,” or during combat by hitting left on the d-pad during a character’s turn and selecting “Change.”

    Captured on Switch.
    Gif: Square Enix / Claire Jackson / Kotaku

    You can also command a character to defend, thus mitigating damage by half, by hitting right on the d-pad during a character’s turn and selecting “Defend.”

    Save as often as you possibly can

    FF7 was released in the era before autosave became standard. Be sure to save, preferably in a new slot, every single time you see a save point or step out into the field. If you die, you’ll go back to your last save point so it’s very easy to lose hours of progress.

    Field screen, battle screen, menu screen, over world: Learn the lingo

    In FF7 you’ll cycle through four main screens. The “field screen” is any environment with a pre-rendered background where you’ll explore and chat with NPCs. The “battle screen” is where combat happens, a 3D environment signaled by a loud splash sound. The over world is a 3D-rendering of the planet where you’ll travel from town to town; you can save the game at any time while in the over world. Finally, there’s the menu screen, which you activate by pressing the top face button on a controller. You’ll manage all of your character’s equipment there.

    Your health and MP won’t regenerate at these save points unless you use a Tent, which is only usable at save points or out in the world map.

    Be strategic with Limit Breaks (but don’t be too shy with them)

    You can actually hold on to Limit Breaks—powerful signature attacks and abilities each character possesses—across battles. Once the gauge fills up, it will remain available for that character until you use it. A filled Limit Break gauge, however, will lock you out of using your basic attack.

    Captured on Switch.
    Gif: Square Enix / Claire Jackson / Kotaku

    It’s not a bad idea to hold on to Limit Breaks if you know a boss fight is around the corner. Once you’re in combat, feel free to use those more powerful moves. The original FF7 doesn’t have a stagger system like Remake and Rebirth do, so there’s no point holding onto those Limit Breaks unless you’re saving them for a boss battle.

    You can unlock new Limit Breaks early on

    Each character has four levels of Limit Breaks, with each level offering two unique abilities. You’ll unlock each level’s second Limit Break ability by using the first one a certain number of times. For example, you’ll unlock Cloud’s Cross-Slash after using Braver eight times. Gaining a new Limit Break level requires you to defeat a certain number of enemies. Cloud’s level-two limit break, for example, requires you to defeat 120 enemies with him.

    There’s a great opportunity early on in the game to get Cloud, Barret, and Tifa’s second level-one Limit Break abilities. While you’re heading to the Sector 5 reactor, after jumping off the train, run toward the screen. You’ll have to travel through a few screens but eventually you’ll arrive at a scene with two guards who’ll attack you when you approach.

    A dialog box allows the character to stay and fight or run.

    Captured on Switch.
    Screenshot: Square Enix / Claire Jackson / Kotaku

    From here you can engage in several battles by choosing “Stay here” after each battle. If you’re playing a modern version of the game with “God Mode” (activated by pushing both thumbsticks in on the controller), and 3x speed (activated by pushing the left thumbstick in), you can treat this series of battles as an XP farm and a Limit Break farm by spamming Limit Breaks in each battle.

    Always check your inventory for new weapons, armor, accessories, and materia

    FF7 was made in 1997, so it doesn’t have a menu that’ll badger you with flashing indicators whenever you pick up something new. While you’ll usually be notified of receiving a new item after picking it up in the field or as a reward after a battle, it’s very easy to forget you’ve done so. It’s a good idea to check your inventory frequently to make sure your characters are using the best possible equipment.

    Always check shops for new materia and equipment

    FF7 wants you to be on the lookout for new materia and items. You can get plenty of Gil from random encounters, so farming for cash isn’t too hard. But be sure to check in with anyone who’s selling things to see if they have something special that could give you an edge in the battles to come.

    Don’t forget about the ‘Select Button’

    A statue of an angel stands ominously.

    Captured on Switch.
    Screenshot: Square Enix / Claire Jackson / Kotaku

    While most modern controllers have long since done away with Start and Select buttons, modern versions of FF7 retain the “Select button” feature, bound to the “-” button on Switch, the “View” button on Xbox (the one with two squares), or the left side of the touchpad on a PS4/5 controller.

    This will activate a pointer that hovers over your character while exploring the world, accompanied by red arrows to indicate doors and green arrows to indicate ladders. It’s a quick way to figure out what’s available to you if you’re lost. During combat, this will add a second menu that tells you the names of enemies when targeting them as well as relevant combat info if you’ve used the Sense materia on a target.

    Modern versions of FF7 don’t totally make combat irrelevant

    You might’ve heard that the modern versions of FF7 found on PS5, Xbox Series consoles, and Switch let you just focus on the story. Sadly, that’s only partially true.

    If you just want to experience the story and not engage in any combat, you might be better off just watching a no-commentary Let’s Play or something. Current versions of FF7 still require you to engage in combat and do some character leveling and speccing. I don’t find this to be a bad thing as this is a game, after all.

    However, the added features, such as speeding up the game, giving your characters max health instantly, and skipping random encounters, do make the experience of Final Fantasy VII a bit easier to manage. Here’s how these features work and how you can best make use of them:

    God Mode doesn’t make you completely invincible

    A game over screen for Final Fantasy VII shows its game over screen as a torn film strip.

    Captured on Switch.
    Screenshot: Square Enix / Claire Jackson / Kotaku

    This tip concerns all versions of FF7 which allow you to speed up the game, turn off random encounters, and activate “God Mode” by pushing both thumbsticks in. While it usually works just fine for random encounters, it’s not going to save you from bosses you’re not appropriately leveled and equipped for.

    Although this mode will instantly regenerate your HP back to its highest value after every hit you take, if you get hit with damage that’s higher than your maximum HP, you will still die. When you consider that many bosses have attacks that hit all party members for large amounts of damage, that means you very much can reach a game over screen even with “God Mode” turned on.

    So what should you use this mode for? It’s great for grinding random encounters as low-level monsters are unlikely to kill you with this mode on. It’s also an easy way to reset your health and MP like the blue benches do in FF7 Rebirth. Also, if you just unlocked a new Limit Break and want to try it out right away, it’s very handy for that as well.

    Red XIII and Aeris/th walk through Sihinra HQ.

    Captured on Switch.
    Screenshot: Square Enix / Claire Jackson / Kotaku

    Skipping too many random encounters will leave you dramatically underleveled

    Pressing in the right thumbstick on modern versions of FF7 will cancel out all random encounters. Sometimes this is a nice change of pace, but you should use it intentionally. Don’t leave it on all the time. FF7’s bosses were designed with the understanding that players would go through multiple random encounters, hence upping their level over the course of the game, not just from pivotal fights. Random encounters are also a solid way to slowly build up enough Gil to buy items, weapons, armor, and materia.

    Sometimes it’s nice to give yourself a break and avoid random encounters, but be sure to dedicate time to engaging in them to make sure you’re properly leveled.

    Speeding up the game can make it harder

    Sequences like this one are much harder when the game is running at 3x speed.
    Screenshot: Square Enix / Claire Jackson / Kotaku

    I like to treat the 3x speed option as a kind of sprint button. It’s even bound to the left thumbstick like most sprint commands in modern games. 3x speed is a great way to speed up complex fight animations, climbing ladders, or traversing the open world. That said, certain mini-games and sequences like capturing a chocobo during a battle are made much harder when you have to keep up with the game running at three times its intended pace.


    Aeris/th asks Cloud if he remembers her.

    Captured on Switch.
    Screenshot: Square Enix / Claire Jackson / Kotaku

    FF7 is a classic video game. It’s an excellent RPG featuring a wonderful and dynamic tale, set in a vivid world that fuses science fiction and fantasy, brought to life by genuinely interesting combinations of 2D and 3D graphics, and set to one of the greatest soundtracks of all time—and not just in video games, I genuinely mean of all time. It’s a game that should be on your list to play whether it’s your first time, seventh time, or 777th time.

    Claire Jackson

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  • Dragon’s Dogma 2 Players Really Want To Kiss Their Pawns

    Dragon’s Dogma 2 Players Really Want To Kiss Their Pawns

    Dragon’s Dogma 2, Capcom’s latest high-fantasy action role-playing game, lets you romance all sorts of non-player characters. From a city leader to a town fool, a brothel host to a young blacksmith, there’s plenty of love in the air between you as the Arisen and the game’s many NPCs. You can’t romance the Pawns, though, a disappointing fact for the many players begging to date their loyal servants.

    Read More: Everybody (Rightfully) Hates This Dragon’s Dogma 2 NPC

    In Dragon’s Dogma 2, you can raise your affinity level with just about everyone you come in contact with. Doing things for the characters you meet makes them like you more, which raises their bond with you for the game’s romance system. Save an elf’s sister from a rampaging ogre? That elf will become smitten with you and may ask you out on a date—eventually. Give an herbalist a bouquet of flowers? Similarly, that herbalist will grow an affection toward you. Unfortunately, Pawns, the game’s (mostly) obedient retainers that you create or hire, aren’t part of this love equation. No matter what you do, traveling with them far and wide or showering them with gifts, they will never be romanceable. Though such actions do raise their affinity level with you, some players still want a fling with their faithful retainers.

    “Why can’t we romance our pawns,” asked redditor floopydoop90 in a post on r/DragonsDogma that’s slowly gaining some traction. “We spent every second together. They greet us after a rest in our beds. We create them with an incredible robust character creator. There can be beneficial combat or support buffs from having romanced your pawn. Bigger heals, stronger attacks when done together.”

    “Are pawns romanceable now?” asked redditor Talia_Rosethorn in r/DragonsDogma with a video of their main Pawn blushing when they speak. “My girl is showing symptoms of max affinity and there are barely any posts about it so far.”

    “Spent 50k changing hairstyles and hair colours and now my main pawn blushes when we talk,” said redditor Infamous_Touch2339 with an image of their main Pawn blushing just like Talia_Rosethorn’s did. “Is there a hidden romance with pawns?”

    Much like in the 2012 game, you can’t romance Pawns in Dragon’s Dogma 2. There isn’t an explicit reason, though the theory is you can’t date them because their only goal is to help you, the Arisen, reclaim what is rightfully yours, and it would maybe be a bit weird for the game to let you date someone who lacks any soul or will of their own. Still, that hasn’t stopped one redditor from arguing there are hints that the Arisen and their Pawns aren’t keeping things strictly platonic.

    “Players are always alone with their main pawns at their own houses, sleep at the same time, and most likely sleep on the same bed, plus main pawns sometimes blush before and after sleep,” theorized redditor TianAnMen_8964 in a lengthy post on r/Dragons Dogma. “I think the hinting here is crystal clear. Of course you can still think the opposite in your head canon, but I don’t think you can [deny] the hints. And yes, I would like a pawn romance update, how did you know?”

    Read More: Dragon’s Dogma 2 Players Are Freaking Out Over This Mysterious Contagion

    I wondered this same thing when I awoke to my main Pawn hovering over me in bed one time, his cheeks flushed as he talked about loving the “quiet moments” he shared with me. It’s kinda weird, though, because my Pawn is modeled after my cat, and I certainly wouldn’t wanna date or sleep with my cat no matter how much he saves my ass from dragon griffin attacks. We’re just monster-slaying partners. Nothing more. I’m merely The Arisen, after all, not The Bachelor.

     

    Levi Winslow

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  • Dragon’s Dogma 2 Is Great, The New South Park Game Isn’t, And More Of The Week’s Gaming Opinions

    Dragon’s Dogma 2 Is Great, The New South Park Game Isn’t, And More Of The Week’s Gaming Opinions

    Image: Square Enix

    I’m filling in some gaps in my RPG history. I’ve been playing series like Final Fantasy since I was a kid, but there are countless other landmark RPGs I’ve rarely touched, including the fantasy RPG Mana series, which splintered off of Final Fantasy Adventure in 1991. The only installment in the long-running franchise I’ve played, in fact, is Children of Mana on the Nintendo DS, which I loved! Nonetheless, I’m on a journey to right my wrongs, so when I was presented with the chance to see the first mainline Mana game since 2006 at PAX East last week, I had to check it out for myself. – Moises Taveras Read More

    Kotaku Staff

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  • Destiny 2 Players Convince Bungie To Change Into The Light Weapon Rollout

    Destiny 2 Players Convince Bungie To Change Into The Light Weapon Rollout

    Late last year, it was reported that Destiny 2’s upcoming expansion, The Final Shape, was getting delayed amidst struggles and layoffs at Bungie. The expansion, which was initially supposed to release by February, was then officially pushed back to June, leaving a tremendous gap of time between what was supposed to be the end of last year’s expansion and the eventual conclusion of Destiny 2’s ongoing saga. In light of this gap, Bungie has planned a pseudo-season of content, billed as Destiny 2: Into the Light, which is bringing new maps, modes, and weapons when it launches on April 9.

    Into the Light’s weapons are of particular note, as they make up what Bungie has dubbed the “BRAVE arsenal,” a collection of beloved older weapons that have been renewed and enhanced for the current state of the game. When they were first unveiled in the second of three planned developer streams earlier this week, however, they were met with both excitement and a hint of hesitation. The latter was due to the fact that Bungie announced it would release half of the BRAVE arsenal at launch, followed by a protracted weekly rollout for the other half of the armory. Per the initial plan, players who started playing Into the Light at launch wouldn’t be able to get their hands on the full arsenal for a full six weeks.

    If there’s one thing I’ve learned from being in and around the Destiny 2 community for years now, it’s that you should do as little as possible to stand in the way of players and their loot. Fans of the game were none too pleased about the drip feed of weapons, especially considering how many of those weapons are fan favorites whose value deprecated over the years. Crucially, earlier access to the full arsenal would grant players more time to grind them in Into the Light’s new PvE Onslaught mode and earn special variants that are only available for a limited time. On Bungie’s originally intended schedule, this time would be cut dramatically short for the weapons releasing later. Countless players made their concerns and complaints known to Bungie, which despite its missteps is often open to feedback and fairly quick to respond to it, and the team is now (sort of) reversing course.

    A thread on the Destiny 2 Team Twitter account (which shares insights and feedback directly from the developers) responded to fans’ concerns yesterday and announced that Bungie would be tweaking the planned weapon rollout. Rather than six weeks, the schedule has now been cut to three weeks, meaning the team will be dropping two weapons a week after launch. On this timeline, players will now be able to get the entire BRAVE arsenal by the end of April, rather than late May. Though it doesn’t completely eliminate the “timegating” that many players are calling out, the decision is largely a step in the right direction.

    Further down the thread, Bungie outlines many of the ways in which it is making sure that players can get guaranteed god rolls and limited variants of the BRAVE arsenal. According to Bungie, “weapon drop rates during Destiny 2: Into the Light will be among our highest in Destiny’s history, even harkening back to the days of Season of Opulence,” ensuring that folks who spend any time playing Destiny 2 during the next few months will be able to get their hands on the much-desired weapons.

    The entirety of the thread is worth a read if you’re curious about the various pathways to earn loot throughout Into the Light, but the message is clear: you will be able to get the BRAVE weapons no matter what.

    Moises Taveras

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  • Stardew Valley, Final Fantasy 7 Rebirth, And More Essential Tips Of The Week

    Stardew Valley, Final Fantasy 7 Rebirth, And More Essential Tips Of The Week

    Image: Atlus

    Of all the creatures and enemies you expect to encounter in Unicorn Overlord, a goat isn’t on that list. Yet goats abound in Vanillaware’s tactics RPG, at least on Albion, an island kingdom that players reach late in the game. These goats are friendly, and produce milk. But befriending these animals and actually getting them to produce Goat Milk is a task that Unicorn Overlord doesn’t explain to you. So, if you are pursuing certain quests, you’ll need some sooner or later. So, here’s exactly how you can get Goat Milk in Unicorn Overlord. – Willa Rowe Read More

    Kotaku Staff

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  • Stardew Valley’s Big Patch, An Apex Legends Hack, And More Of The Week’s Gaming News

    Stardew Valley’s Big Patch, An Apex Legends Hack, And More Of The Week’s Gaming News

    Image: ConcernedApe, Blizzard Entertainment, Larian Studios, Respawn, Concerned Ape, Insomniac Games / Marvel / Hasbro / Scopely / Kotaku, Flying Wild Hog, Screenshot: Morgpie / Twitch / Kotaku, Larian Studios / Kotaku

    This week, one of the biggest stories in gaming involved updates to an eight-year-old game. Yes, Stardew Valley developer ConcernedApe trickled out a series of details about the game’s latest patch that had fans hanging on every word in anticipation. We’ve got all the facts for you about this game-changing update, as well as a report on Overwatch 2‘s once-vaunted story missions, a story on the motivations behind an Apex Legends hack, and more.

    Kotaku Staff

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  • Dragon’s Dogma 2: The Kotaku Review

    Dragon’s Dogma 2: The Kotaku Review

    I can’t believe Dragon’s Dogma 2 exists.

    I can’t even believe the first Dragon’s Dogma exists. The game was already out of step with best practices for open-world RPG design when it released back in 2012, and its choices feel only more radical with age: oblique fast-travel mechanics, circuitous questlines that are almost as easy to fail as they are to miss entirely, staunch insistence on not allowing players direct control over the majority of their adventuring party.

    Buy Dragon’s Dogma 2: Amazon | Best Buy | Humble Bundle

    It bore all the hallmarks of a passion project, and it was. Director Hideaki Itsuno, having helmed three entries in the Devil May Cry series (which completely upended and revolutionized action game paradigms), had finally been given the green light—and the requisite technology—to direct the sprawling, systems-heavy action RPG he’d been conceptualizing since the turn of the millennium. The final result was uneven, occasionally overwhelming, and replete with concepts clearly intended for a project with a larger scope. It was also—in spite of and often because of its jaggedness—astonishingly rich. Acclimating myself to the singular rhythms of Dragon’s Dogma, unspooling its structure and glimpsing the inventiveness of its byzantine design, is one of the most rewarding experiences I’ve ever had with a game.

    Twelve years later, the existence of Dragon’s Dogma 2 provokes a simple question: can you make Dragon’s Dogma now? Much ado has been made about Capcom’s latest supposedly being a truer realization of Itsuno’s original vision. What does that vision look like, in an era where open-world games are still largely defined by painless fast travel and quests structured like tax return forms? How do you “modernize” a design that, by its very nature, resists modern design?

    In short, you don’t. My impression coming away from Dragon’s Dogma 2 is that, throughout the past decade of seismic triple-A releases, Itsuno has been holed up in an underground bunker somewhere, scrupulously taking notes–not on his contemporaries, but on Dragon’s Dogma. Dragon’s Dogma 2 is a game unburdened by any influence save that of its own predecessor; it is, on every level, a supremely confident melding of ideas; it contains at least a little bit of everything I’ve ever loved about video games.

    Screenshot: Capcom


    Pawn Stars

    The premise here is wonderfully straightforward (and immediately recognizable to anyone familiar with the first Dragon’s Dogma): since time immemorial, a vicious dragon has wreaked devastation on the land of Vermund, personally choosing one warrior per generation to oppose it. This warrior, dubbed the “Arisen,” is able to command “pawns,” humanoid beings with no wills of their own whose only purpose is to aid the Arisen’s dragonslaying efforts by whatever means possible. Much of the game’s drama is derived from its decrypting of these roles, and of the hierarchies of power—both political and cosmic—separating them.

    The pawn system is why Dragon’s Dogma was made. When Itsuno first pitched the project, it was under the working title “BBS RPG”—a reference to bulletin board systems, pre-World Wide Web servers that facilitated software exchange and personal communication between users. In essence, he wanted to bottle the strange, murky sensation of early Internet forum browsing, of forging relationships with people who you can only perceive as text on a screen. So he created the pawns.

    Players can have up to three pawns in their party at a time, though one of these slots will always be occupied by their “main pawn,” one they design and assign a role to themselves. The remaining two are “hired” from other players via an asynchronous online system (not unlike a modern BBS). Pawns can be influenced, but they cannot be directly controlled, by yourself or anyone else.

    Dragon’s Dogma 2 is, very purposefully, single-player. Forging connections with your pawns despite your inherent distance from them is key to everything the game is doing. These video game characters in the truest sense, narratively and metanarratively stripped of agency and existing in a state of constant, near-total deference to the player. Every facet of their implementation underscores this tension: the more attached to them you become (and the more they learn from your behavior and begin acting on their own), the more ambiguous your sway over them feels. Are you their commander, or their equal?

    When I made my main pawn in the first Dragon’s Dogma—a nasty, sullen, five-foot-nothing goblin man named Skroat—it was as a joke. I wasn’t too sure how pawns were supposed to work, and figured it would be pretty funny to have a hideous little butler following me around everywhere. When I remade Skroat in Dragon’s Dogma 2, it was with barely a shred of irony. Watching him emerge from the aether in crisp 4K, weathered green skin glistening in the sunlight, was like meeting a childhood friend at the airport. Something had shifted almost imperceptibly in the thirty-odd hours I spent on my first playthrough of Dragon’s Dogma, and I finished the game accompanied not by a manservant, but a trusted ally.

    OG Skroat and Skroat reforged.
    Screenshot: Capcom / Kotaku

    Such is the magic of the pawn system: the game recognizes that your investment in your pawns is predicated on a delicate balance between how much they do and don’t obey you. When they follow your orders in battle, retrieve treasure for you, and help guide you toward quest destinations (often utilizing knowledge gleaned from their own Arisen’s travels), they feel like teammates. When they run off on their own into packs of wolves, pick so many berries that they become overburdened, and spout phrases as thuddingly obvious as “Different combinations of materials result in different creations!”, they feel like people. In Dragon’s Dogma 2, there’s a far greater emphasis on them conversing amongst themselves, enhancing the illusion (and the tension) even further. This is a world that decenters you, even when it’s supposedly meant to serve you.


    Sweet Surrender

    Dragon’s Dogma 2’s key ingredient is that it resists you at nearly every turn. Not because it’s challenging (it is, though that’s never the point), but because it insists that you meet it on its own terms. Navigating Dragon’s Dogma 2 takes effort more often than it takes skill. The game applies an intuitive and consistent logic to its world, eases you into understanding it, and then sets you free, trusting that when you do encounter resistance, you’ll rise to the occasion.

    The most conspicuous (and publicized) example is its limited pool of traversal options. As in the first game, the (exceedingly few) fast travel points on the map can only be warped to via the use of “ferrystones,” single-use consumables that are very rare and expensive. Even rarer are “portcrystals,” which let players create fast-travel points of their own. Across my entire playthrough, I found three.

    When setting out for the day, you have several choices. Often, you’ll opt for the most obvious one, and huff it on foot. There’s a lot of walking in Dragon’s Dogma 2, and usually, after reaching your destination, you’ll need to walk back. It’s a deliberate, time-consuming process, and I wouldn’t change a thing about it. Both Dragon’s Dogma games are, for me, perhaps the closest this medium has ever come to palpating the feeling of being on a hike. Environments are rarely wide open, and there’s a strong emphasis here on dense, tiered level design. The game is epic not necessarily in scale but in sheer volume; it plots its sinuous mountain roads with subatomic care, seeding a little more familiarity each time you cross them. Even now, having played Dragon’s Dogma 2 only one (and a half) time(s), I can close my eyes and picture the routes between several of its landmarks with almost perfect clarity.

    Buy Dragon’s Dogma 2: Amazon | Best Buy | Humble Bundle

    Welcome to Dragon’s Dogma 2 – Presented by Ian McShane

    Sometimes, you’ll have other options. If (and that’s a big if) there’s a portcrystal at your destination, you can warp there, provided you have a ferrystone. If (another big if) your destination is along an oxcart route, you can toss the driver a few gold to hitch a ride, and once aboard, either doze off (which, after a fade to black, skips you straight to the end of the journey) or just watch the wilderness roll by. (Staying awake makes oxcart trips excruciatingly slow. I can’t believe it’s even an option. I love it so much.)

    Each method carries its own set of risks, and every decision you make cascades into a series of progressively more interesting decisions. For instance, if you walk, you’ll need to bear equipment load in mind, and potentially pack camping kits (which are very heavy) in case you don’t reach your destination before sunset (nighttime is pitch-dark and extremely difficult to navigate; additionally, your maximum health depletes the longer you stay awake). Oxcarts may seem like the obvious choice, but there’s always a chance that you’ll be ambushed along the road–sometimes by monsters ferocious enough to destroy the cart entirely, leaving you stranded in the middle of potentially unmapped territory.

    None of this is guaranteed to happen, but there’s always a chance it could. Occasionally, it can be frustrating, not because it’s unfair, but because you understand that you should have known better. The game is frictive in ways that warrant consideration instead of force. As limited (and generally meaningless) as “immersion” is as a barometer for a game’s quality, it feels apt here: Dragon’s Dogma 2’s mechanical tapestry organically, almost invisibly places you in a gameplay loop encompassing every possible stage of adventure. Preparation, navigation, combat, resource management, and, most vitally, rest.


    Sidewinding

    I adore the combat system in Dragon’s Dogma 2, which is designed by one of the most talented action-game development teams in the world. Each of its classes (“vocations”) wields a different weapon, and each weapon is a precision-tuned character action moveset in its own right. I love that the weapons all have wholly distinct “shapes” to their movements, so striking and memorable that they could easily be drawn on paper. Thief is a rough, acutely-angled zigzag. Warrior is a hard press of the pen, and then a bold, arcing stroke upward just as the ink is about to bleed through the page. Mystic Spearhand is a series of sweeping loops with a perfectly straight line puncturing their center. Magick Archer is a spiral, starting from the outside and honing into a gradually shrinking field of fixed points. And so on.

    Combat is also, somehow, the least important part of the game. It’s far from the least interesting part of the game, and you’ll certainly be doing a lot of it, but the developers clearly didn’t want it to be your primary mode of engagement with their world. Where elsewhere Dragon’s Dogma 2’s systems are granular and unpredictable, combat is extremely straightforward. There are health bars, but no visible numbers outside of menus. Weapon skills, magic(k), and sprinting all draw from the same resource. Changing vocations is breezy and automatically reallocates stats. The game’s closest cousins aren’t contemporary RPGs, but Capcom arcade beat ’em ups: I was reminded at turns of Black Tiger, Dungeons & Dragons: Shadow over Mystara, and especially Magic Sword. The action is razor-sharp, responsive, malleable, and perfect. It’s the work of someone who, by his own admission, played turn-based games as a student and wished that all the battles could be replaced by Street Fighter II. But it’s not what Dragon’s Dogma 2 is about.

    Image for article titled Dragon's Dogma 2: The Kotaku Review

    Screenshot: Capcom

    Dragon’s Dogma 2 is about quests. Specifically, it’s about quest design. It’s about talking to dozens of characters and, over time, intuiting how the lattices of their stories connect and overlap. A choice in one corner of the world might somehow trickle down to another. One of the first suggestions you’re given upon arriving in Vernworth—Vermund’s royal capital, and the game’s central hub—is to ingratiate yourself to the city’s citizens and help them with their problems.

    I remember the precise moment I began to comprehend the (frankly paralyzing) complexity of the original Dragon’s Dogma’s quest design. As a result of cramming a lot of big ideas into a comparatively small space, the game frontloads a tsunami of sidequests in its opening half hour. “Okay,” I thought, “I’ve played RPGs before. I know how this works. I’ll save these for later.” So I ignored most of them and progressed the campaign. As soon as I hit the next major beat, I got a string of notifications indicating that I’d failed about five quests. Apparently, the game was already hard at work shuffling pieces around in the background, and now there were vast portions of it I’d never get to see. I was baffled, and expressed as much to the friend I was on call with at the time, a longtime fan of Dragon’s Dogma who had been watching me play. “Yeah,” they responded. “What, did you think this was some sort of video game?”

    There’s no directly equivalent moment in Dragon’s Dogma 2—the game has far more space to acclimate players to its structure—but its design philosophy is largely identical. This is not, in fact, just some sort of video game. It demands that you recalibrate your comfort level almost immediately.

    "Conviction is the human will that reaches its greatest power." Honoré de Balzac

    Screenshot: Capcom

    There are no NPC quest indicators, for one. You won’t know if a character—any character, of the hundreds wandering around the game’s world—has work for you until either you speak with them or they flag you down. Quests in Dragon’s Dogma 2 are always very specifically requests—NPCs may inform you of rumors they’ve heard or mysterious places they’ve discovered. But unless they’re explicitly asking for your help, you’ll have to remember the information yourself. Quest waypoints follow the same logic (again, that logic, that crystalline, airtight logic that girds every inch of this wonderful game): if a questgiver doesn’t know the location of the item they’re asking you to retrieve, they won’t mark it on your map for you, because how could they? One quest, a personal favorite, involved an NPC running up to me and asking me if I could help him find his lost orb. Okay man, no problem. I’ll find your orb. QUEST ACCEPTED: Find The Orb. I opened the map; no markers. Good luck!

    There’s always, always a wrinkle, always something complicating a task that initially seems straightforward. Even the simplest quests have some lasting, tangible effect—maybe a shopkeeper you helped out gives you a permanent discount, or maybe a monster-culling quest ends with someone being banished from their village for their failure to protect it. The world constantly shifts under your feet, changing around you (but not always for you). Frequently, quests string directly into one another. Sometimes, the completion of one makes another possible, but you won’t realize how for ten or twenty more hours. On multiple occasions in my playthroughs, sidequests directly affected how events unfolded in the main quest (on that note, there are no clear demarcations between the two in the quest log; they are, as far as the game is concerned, equally important).

    And so often, there’s an element of patience. Of rest. That town is safe for now, but follow up on it “later.” You helped the little girl put together a bouquet of flowers, check in on her in “a few days.” Royal masquerades are held “sometimes,” and you need to attend one of them. When Dragon’s Dogma 2 asks you to wait, it means it. Each in-game day feels impactful, even when it’s only because there’s less time between you and your next objective. Every decision matters, even and especially when that decision is just being. Buying townsfolk a round of ale at the tavern. Warming yourself by a campfire with your pawns. Standing silently atop a griffin’s back as it soars through the air, granting you both a brief reprieve from battle.

    Watching Dragon’s Dogma 2 spin its web is immensely rewarding. I won’t pretend all of its systems are novel, but its greatest strength is its resolute belief that every decision it’s making is the correct one. It is a shockingly confident, personal work. I’d call it a contender for game of the generation, but what would be the point? Dragon’s Dogma 2 doesn’t demand comparison. It merely shows up, works its magic, and takes a bow.

    Crucially, my experience with the game is incomplete, and everyone else’s will be, too. It’s built for replayability, but it’s also built for collective mapping and interpretation. I can’t begin to comprehend on my own how many variables and alternative outcomes are at play here, especially given the game’s intentionally restrictive save options (one save slot, limited manual saving; when you make a decision, you need to stand by it). One particular mechanic I don’t believe I saw at all: “dragonsplague,” a disease pawns can contract as they pass through various game worlds that, supposedly, has cataclysmic effects if left unattended. I still don’t know what dragonsplague does, because I played Dragon’s Dogma 2 pre-release, and not many of the available pawns were player-made. (Big ups, though, to the few people who did hire Skroat. He and I both appreciated it.)

    A couple days from now, the game will release, the floodgates will open, and the bulletin board system will begin firing on all cylinders. The Dragon’s Dogma 2 I played will not be the Dragon’s Dogma 2 you play. Let’s talk about it.

    Buy Dragon’s Dogma 2: Amazon | Best Buy | Humble Bundle

    Cole Kronman

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  • The Last Stardew Valley 1.6 Patch Note Is Here

    The Last Stardew Valley 1.6 Patch Note Is Here

    It is the eve before Stardew Valley’s 1.6 update drops and developer ConcernedApe has delivered us one last sneak peek by way of patch notes. In case you’ve missed the last week of chaos, Stardew Valley’s developer has been releasing spoiler-free teases of what’s to come in the forthcoming update and the community has been absolutely eating it up. The changes have ranged from the obscure to the subject of countless fan theories, and span the gamut of bugs and glitches, to long overdue corrections and fixing game mechanics. Over the weekend, they even teased that players will now be able to chug mayonnaise just for the hell of it. All hell’s broken loose in Pelican Town apparently.

    ConcernedApe’s final tease is now out ahead of the patch’s drop tomorrow, and it’s perhaps the most substantial new addition announced yet.

    Stardew’s 1.6 update will, among too many additions and fixes to count, introduce a new farm type to the game: the meadowlands farm. The new farmland will, according to ConcernedApe, consist of “chewy blue grass that animals love” making it ripe for grazing right off the bat. Stardew has seven other farm types as of update 1.5, and each lends itself to a particular playstyle, be it combat, harvesting, fishing, or just enjoying multiplayer lobbies with some of your friends.

    The patch note seems to indicate the latest farm type will be especially good for players who prioritize farming in Stardew Valley. Farm types have benefits beyond just layouts, and the new meadowlands farm is no different. Players who opt to start a new meadowlands farm will begin their game with a coop and two chickens, saving them the time and money that procuring all three often costs. It’s perhaps safe to say that the new farm type is a bit more beginner-friendly, as it will cut out some of the more tedious tasks from the early game.

    This last patch note follows in the footsteps of those behind it, painting the picture of an update meant to transition Stardew into a new phase of its life. The game, which has been supported more than I think anyone could have reasonably imagined when it first came out in 2016TK YEAR, has had a tremendous lifetime filled with new content and changes, and 1.6 appears like a tidy way to tie a bow on things. Most of the changes that have been announced are granular, but the kind of stuff that diehard Stardew aficionados have been clamoring for. Just look at the replies to each one of ConcernedApe’s announcements and you’ll see hundreds, if not thousands, of people losing it over changes that hardly feel impactful from the outside looking in. They’re the kind of crowd-pleasing fixes I can imagine addressing in order to make the community happy one last time for the foreseeable future.

    Coming years after the last significant content arrived in Stardew—and sandwiched between it and ConcernedApe’s next game, Haunted Chocolatier—the 1.6 update was supposed to have been a more straightforward update for modders before it transformed into a tiny expansion. In the time since its initial announcement, ConcernedApe has spent more time talking about the fresh content made for 1.6, such as an entirely new festival and accompanying dialogue, than discussing its original intent. Even the teases over the last week have had nothing to do with mods. Instead, they’ve felt like a fun repartee between the developer and the huge community his game has accrued over the years, as well as an assurance that he’s coming through on some long standing promises before moving on to the next big thing for a good while.

    To be clear, I don’t believe Stardew is going anywhere, and the console and mobile versions still need the 1.6 update to be ported over in the near future, but this update feels like the last big one fans are going to get for a while as ConcernedApe refocuses on getting Haunted Chocolatier out the door. If these zany patches are anything to go by, it’s definitely going out with a bang.

    Moises Taveras

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  • Fallout’s TV Show is Made By Fans, but Not for Only Fans

    Fallout’s TV Show is Made By Fans, but Not for Only Fans

    Image: Prime Video

    Adapting any well-known property is always going to be a big feat, especially when it comes to video games. It’s one thing to adapt a comic or TV show, it’s another thing to adapt a series of games, which come with a greater degree of self-expression. You can please some fans, but you can’t please all of the fans, as we’ve seen with basically every game-to-TV/film adaptation within the last five years.

    Talking to T3, Westworld co-creator Jonathan Nolan said as such about the upcoming Fallout show. Like many, he came into the series with Fallout 3 all the way back in 2008, which he said consumed roughly a year of his life back in the day. At the time, he would’ve been working on quite a few projects, and he was frank in saying the RPG “almost derailed my entire career.” Fallout fans have been divided on the series for some time (see early reactions to Fallout 76), and Nolan similarly it was impossible for the show to please the whole community. 

    “It’s a fool’s errand,” he said. “You’ve got to make yourself happy.” with Fallout, he continued, was for everyone to “come into this trying to make the show that you want to make.” Considering previous interviews, it doesn’t sound like this show is going to wildly diverge from those games, but they are going to have their own spin on series staples that’ll likely rankle longtime lovers. Between this and his Batman work, he called it a “rare and unbelievable thing…to take something that you love and get a chance to play in that universe, to create your own version.”

    No doubt he’d like for it to be a big multi-season hit like Westworld and Person of Interest, but he sounded honest in saying he was “very happy” with how this series has turned out. We’ll find out whether he should be happy when all eight episodes of Fallout will hit Prime Video on April 11.


    Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

    Justin Carter

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  • All The Unicorn Overlord And FF7 Rebirth Tips You Need

    All The Unicorn Overlord And FF7 Rebirth Tips You Need

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

    We get it, you’re probably very into Final Fantasy 7 Rebirth and Unicorn Overlord this week. So are we. And if you’re stuck on a tricky boss fight, unsure of who to take out on a date, or want to finish that capture quest, we’ve got you covered.

    We’ve got guides on the games to play after finishing Unicorn Overlord and how to level fast in that very same game. We’ve also got tips for getting all those Cactuar Caper locations, and how not to suck at one of FF7 Rebirth’s mini games. Scroll through for all the best tips that came out of this week.

    Kotaku Staff

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