Newly released dashboard camera footage shows two Los Angeles Police Department officers ignoring an active robbery in order to catch some rare creatures in Pokémon Go. The footage shows how the driver ignored stop signs, sped through quiet residential areas, and drove the wrong way down a one-way road. All this was done to catch a Snorlax and Togetic.
New Pokémon Scarlet And Violet Trailer Features Hot Profs, 4-Player Co-Op, And Lechonk, The Hero We Deserve
In 2022, we reported on then-newly-released court docs that revealed a 2017 incident involving two LAPD officers who drove dangerously and ignored direct orders while playing the hit mobile game, Pokémon Go. Louis Lozano and Eric Mitchell skipped out on their job to catch some rare digital critters and then lied about their actions. The two law enforcement officers had a combined 28 years on the force. After a 2017 investigation revealed what they had done, the two officers were fired. Last year, we didn’t have footage of what happened. Now, six years later, video has finally emerged.
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Thanks to 404 Media’s Jason Koebler, the dashcam footage from that day in 2017 is now publicly available following years of requests. As Koebler notes, the footage proves that the previously mentioned report was accurate. But this new video also reveals more details about what happened and shows just how recklessly the officers acted.
New footage shows LAPD officers trying to catch ‘em all
As seen in an edited version of the three-hour dashcam video put together by 404 Media, the officers can be seen driving quickly in their patrol car. The two tailgate dangerously behind numerous cars, forcing the other drivers to move out of the way. At another point in the video, the police can be seen speeding in a residential area, running a stop sign, and flying over speed bumps.
The police were apparently driving so quickly because they were concerned the Snorlax would despawn after a short timer ran out, saying in the video: “It’s gonna go pink and change into something else.”
After losing the Snorlax, the two officers track down a Togetic and while catching it, talk about Pokémon lore. According to 404 Media, the two cops mentioned that Togetic is Togepi’s evolution and discussed that the creature knows “Hidden Power,” a rare move in the series. Later, Officer Mitchell suggests that Master Ball items are buried in the game’s code and that one day they will be added to the game. He was right, but it would take another six years before the Master Ball would be added to the game.
After finally catching the Togetic, Mitchell can be heard shouting, “Holy crap! Finally!” He adds that the guys back at the station are “going to be so jealous.” Mitchell further celebrated, telling his partner—while the pair reportedly drove the wrong way down a street—that he “got a new high-level Pokémon today.”
A few minutes later Mitchell and Lozano were questioned by a higher-ranking officer, who was confused why the two of them—who were near the area where the robbery occurred—had failed to report in for 40 minutes. Their superior added that it’s “concerning” that they didn’t hear the radio or respond in a “swift manner.”
At this point the two officers decided to lie, and explain that they didn’t hear the radio, claiming they “were not always” in the car when the backup requests were transmitted. However, the video shows that at least one of the two officers was always in the patrol car during the incident. As mentioned, the two were fired in 2017 after an investigation by the LAPD.
Storied RPG developer BioWare is downsizing. The studio announced on August 23 that it will cut 50 roles as it continues production on both Dragon Age: Dreadwolfand Mass Effect 4, telling fans it needed to take a more “agile and focused” approach to game development.
Diablo IV – Bear Bender Build
“In order to meet the needs of our upcoming projects, continue to hold ourselves to the highest standard of quality, and ensure BioWare can continue to thrive in an industry that’s rapidly evolving, we must shift towards a more agile and more focused studio,” wrote BioWare general manager Gary McKay. “It will allow our developers to iterate quickly, unlock more creativity, and form a clear vision of what we’re building before development ramps up.”
Fifty developers at the studio will be laid off as a result of the restructuring, with McKay claiming the changes are necessary to “create exceptional story-driven single-player experiences” moving forward. Those include Dragon Age: Dreadwolf, which at one point was planned to have multiplayer live-service elements and has continued to face seeming delays and departures in top roles, as well as the next Mass Effect game, which despite promising teases appears to be many years away from release.
“If you’re wondering how all of this will impact development of Dragon Age: Dreadwolf, let me be clear that our dedication to the game has never wavered,” McKay wrote. “Our commitment remains steadfast, and we all are working to make this game worthy of the Dragon Age name. We are confident that we’ll have the time needed to ensure Dreadwolf reaches its full potential.”
The latest round of cuts comes shortly after publisher Electronic Arts announced that BioWare’s longstanding sci-fi MMO, Star Wars: The Old Republic, would be outsourced and taken over by a new studio, Broadsword. VentureBeat also reports that BioWare has decided not to renew its contract with Keyword Studios, an in-house contracting company whose employees that were working on BioWare projects recently unionized and have been bargaining on their first contract.
A spokesperson for EA told VentureBeat other work orders had been renewed post-unionization and that it simply failed to arrive at a new agreement with Keyword Studios, meaning work for its onsite QA testers will expire in September.
James Russwurm, a member of the Keywords union embedded with BioWare for several years now, told Kotaku in a phone call that while he’s sad to see the contract not renewed he believes it’s just a cost cutting measure rather than something targeted at the union itself. KWS Edmonton United is still bargaining with Keywords on its first contract and Russwurm was optimistic an agreement could be reached as soon as the end of the year.
The company announced 800 layoffs back in March of this year. In August it posted a quarterly profit of $400 million, up nearly 30 percent from the same time a year prior.
Update 10/4/2023 5:39 p.m. ET: All of the unionized Keywords devs who previoulsy worked at BioWare were laid off at the end of September, Polygon reports. The company cited the lost contract and the employees are currently trying to negotiate over severance.
Something similar happened to bug testers contracted to work at Microsoft in 2016. Despite unionizing and negotiating their first contract, Microsoft eventually canceled its work with the contracting company, which subsquently laid all of the unionized testers off. A union-busting complaint was filed with the NLRB, but legal proceedings moved to slow to get the workers their jobs back.
Update 8/23/2023 2:11 p.m. ET: Added comment from a Keywords Studio contractor.
Using a public copy of the Baldur’s Gate 3 script, one Reddit user discovered the worst decisions you could make when interacting with your companions, whose approval impacts the role-playing game’s story options. From the script, u/sudosussudio picked out 11 decisions that will set you back significantly in your friends’ eyes, including one choice that could piss off Tiefling Karlach forever.
Baldur’s Gate 3’s Karlach Actor On Playing The Beloved Barbarian
Most of BG3’s mean girl options will drain you of around 20 approval points, which you accrue immediately after deciding on an action. These points determine which characters you can romance or engage with more deeply through sidequests, so a 20-point drop could damage your gameplay in the short-term. But, over time, you could recover from it with a handful of smaller, five-to-10 point decisions. According to sudosussudio’s r/BaldursGate3 post, shaming Astarion for biting a Drow girl’s neck (-15 points), giving Shadowheart up to Drow cleric Viconia (-20 points), and telling Gale he can’t see the book about the almost divinely powerful Crown of Karsus artifact (-20 points) make up some of these less consequential bad choices.
Here are other relatively low-tier, low-approval choices:
Preventing Astarion from turning you into his vampire spawn near the end of his romance quest (-15 points)
Leaving Karlach behind and beating demon politician Gortash, her nemesis (-20 points)
Deciding alongside the Emperor Mind Flayer that Jaheira’s old friend Minsc shouldn’t be protected (-20 points in Jaheira’s approval)
Those looking to romance or engage more deeply with the backstories of any character named above should exercise caution about these choices, but there’s no real reason to run scared if you slip up. However, some possibilities are more impossible to move on from. These include:
Meanly informing Karlach that you’ve “had [your] fun” and want to break up (-30 points)
Denying Gale a magic item twice, then saying “I’m not giving you anything. Not now, not ever” (-30 points)
While playing as Astarion, reiterating to Gale that you aren’t a vampire, although he knows you are (-30 points)
Offering Jaheira or Minsc (or both) to Sarevok as sacrifices (-50 points)
Then, the most terrible thing you can do to a BG3 companion doesn’t involve death, magic, or anything otherworldly. It requires only a layperson’s obnoxiousness: after deciding to have sex with Karlach, immediately tell her it was a mistake (-100 points). You shouldn’t try that with any real life companions, either.
A teaser for a Star Wars: Knights of the Old Republic remake coming to PlayStation 5 nearly stole the show at Sony’s September 2021 showcase. But reports surfaced last year that the project was already in trouble. Now Star Wars fans have noticed that Sony recently deleted tweets about the game and has hidden the trailer from its official YouTube channel.
Unboxing The Baldur’s Gate 3 Collector’s Edition
Word that the teaser trailer had been removed from PlayStation’s channel first began to spread on September 28 on the Gaming Leaks and Rumors subreddit. Twitter user Crusader3456 later shared a thread showing that Sony’s tweets about the teaser from the original 2021 PlayStation Showcase had also been deleted. The only official mention left appears to be a single tweet promoting multiple games from the livestream.
Screenshot: Sony / Kotaku
It’s possible the highly anticipated KOTOR remake is still alive and this is just some weirdness on the part of Sony’s social media department. It also might be the case that the project, which debuted as a PS5 exclusive, has all but been canceled amid ongoing development issues and massive budget cuts at parent publisher Embracer. Sony and Embracer did not immediately respond to a request for comment.
Bloomberg reported in July 2022 that the developers has spent a significant amount of time and resources on a proof-of-concept demo that failed to past muster at a review meeting. Several senior leads were let go from the project, and the following month development on the KOTOR remake shifted to Saber Interactive in Europe (Aspyr is based in Texas).
Fast-forward a year, and parent company Embracer is instituting cuts across its sprawling portfolio, including canceling games and shutting down entire studios like Volition, after reportedly losing out on a $2 billion investment from Saudi Arabia. Aspyr also announced in June that it would bail on shipping a promised DLC pack for its Star Wars: Knights of the Old Republic 2 remaster on Switch. A fan is now suing.
A successful remake of KOTOR would be a lynchpin project for any publisher, especially as new Star Wars shows flood Disney+ every year. It would also be an incredibly ambitious and challenging endeavor for even the best studio. It’s not yet clear if Embracer has given up hope on the project. Fans certainly still haven’t.
There’s been a lot of attention given to Baldur’s Gate 3’s sex, sexiness, and sexuality since it launched in August. Larian Studios’ Dungeons & Dragons RPG has received both high praise and some criticism for its party of adventurers doing the horizontal tango. It’s received acclaim for its lack of restriction and focus on player expression, as well as accusations that you have to beat some of these characters away with a stick lest they start humping your leg.
But wherever you fall on that spectrum, sex is an important part of Baldur’s Gate 3. It’s an extension of your character’s identity, relationships, and personality. Choosing to engage in various sexual escapades is just as much a part of your story as only experiencing it with one partner through its 100+ hours. We talked with Larian Studios about why sex is a big part of Baldur’s Gate 3, and the lengths it went to ensure its intimate scenes were of the same quality as the rest of the stellar GOTY contender.
The difference between a “game with sex in it” and a “sex game”
Sex in games can be a marketing bullet point, a source of controversy, or feel like a “reward” for completing a quest, but when you have a game built on relationships and choice, sex isn’t just sex. It’s an expression of love, companionship, lust, or an extension of world-building as fantasy elements factor into how people are intimate with one another. For Larian, putting so much sex in their game required a balancing act to decide how best to portray sexual conquest in the context of its world and represent the specific characters taking part.
Jason Latino, the cinematic director behind the RPG, told Kotaku the studio used prestige television as a point of reference, especially shows that contain sex, but don’t centralize it so much that it becomes the sole conversation point.
“A lot of it was talking to Swen [Vincke, Director] and pointing at cable television and streaming references,” Latino said. “American Gods was an oft-repeated touchstone, and there were articles about how that production was trying to push boundaries for sexual content in American television. This defined the tonal boundaries. After this, deciding on what felt right from an interactivity standpoint was the next big milestone. We wanted Baldur’s Gate 3 to be a ‘game with sex in it’ without becoming a ‘sex game.’”
And Latino, who was brought onto the team in 2019, said it was a personal mission to ensure the sex scenes lived up to the rest of the game’s quality standards.
“From the production side of things, Larian has been making RPGs for a while and romance has already been a component of how to make our characters feel three-dimensional on past projects,” he said. “As I was hired to introduce cinematics into that approach, I never wanted to be ‘the guy that made Larian games smaller,’ and had to look at every piece of what the studio had achieved in the past and ensure that cinematics were additive and not subtractive.”
Screenshot: Larian Studios / Sam Greer
But intimacy in Baldur’s Gate 3 goes beyond the conventional ways people have sex. This is a magical world made up of magical people, so it makes sense that sex would be a bit unorthodox. The first sex scene I saw was between my Warlock main character and Gale, The Wizard. Gale believes his life forfeit and his time is limited, and wanted to give me a “perfect” night in his study in Waterdeep. He conjures the room, adorned with books, fancy art, and a magical self-playing piano, with the sun shining over the sea beneath the balcony. Then, he astral projects both of our spirits into a space-like realm, where our souls intertwine with one another. Gale copies himself until my character and the Wizard are essentially having a floating, spinning foursome in a void. It’s intense and expresses a raw, melancholy desperation of Gale’s mindset, but it’s also magical and ethereal.
The scene already looks like it took a chunk of Baldur’s Gate 3’s cinematic budget, but according to Latino, it was scaled back from the team’s original vision to adapt for the technical lift.
“I think it started as constellations shifting to take on the forms of Gale’s descriptions, which was a really cool concept, but in practice would have been extraordinarily difficult to pull off,” Latino said. “From that point we started thinking about it in terms of astral projections, a visual treatment we’d already achieved in the engine already—which then led to us asking how do these projections make love.”
Screenshot: Larian Studios / Kotaku
In this scene, Gale and the player’s spirits are interwoven in a way that is, well, magical. Gale’s multiple forms envelop the avatar, moving on the surface of their skin and also through them, all while suspended in the air. It creates a distinct visual motif not found in other romances that captures the connection between the two characters while feeling distinctly not of this world.
“We wanted to explore meditative and geometric poses as a starting point and iterate from there. Many drawings and animations later we started experimenting with compositions inside our cinematic toolset. I think this is where we developed some of the afterimage-like movements and the multiple limbs. We wanted this to feel like Gale and their partner were really merging into one, new, perfectly harmonious being. It was an intuitive process of different artists escalating one another’s’ ideas.”
Bringing magic to where the magic happens
Gale’s not the only character whose sex scene references Dungeons & Dragons lore. Much to the internet’s delight and dismay, the Druid Halsin can shapeshift into a bear, and Karlach, the Tiefling Barbarian, has side quests tied to cooling the infernal engine in her chest before she can do the deed, lest she burn her partner alive. For Larian, crafting these scenes and using them sparingly, as opposed to every pursuit ending in some magical climax, was a team effort, and writers relied on each other to check them if things got out of hand. According to Associate Lead Writer Chrystal Ding, they wanted to create scenes they hadn’t seen in games before, but the team’s collaborative nature kept everyone grounded, even when writing Druid sex.
“Sometimes it’s clear what scene you’re going to need, and sometimes, it’s having the space to let your imagination do the driving,” Ding said. “We’d always rather let the writers go nuts and reign things in later than try to censor at the outset, and we’re fortunate that the iterative way we work gives us that space to try things out. You can usually tell pretty quickly when you show a draft of a scene to your colleagues whether it’s good-weird or too-much-weird by their reaction, and that’s a really important litmus test of whether an idea is worth pursuing or not.”
The uniqueness of all of the characters was both a challenge and an exciting prospect when it came to writing sex scenes for each potential relationship. Where some RPGs tend to operate on a template of when and how your character might do the nasty, such as the original Mass Effect’s sex scenes almost all taking place just before the final mission, Larian Studios wanted Baldur’s Gate 3’s sex scenes to be unique for each character, and not held to any specific timing or format in the relationship. You can have a romp with Astarion early on in the game’s first act, where some relationships like Shadowheart’s are more of a slow burn.
“If you’re going to conceive of any romantic encounter with these characters, you’re going to try to focus on what makes them unique,” Latino said. “Then it’s up to the [artists] to make sure it feels like a natural progression of the drama, rather than coming off as a gimmick.”
This asymmetry means that not everyone’s sex scenes are equally explicit. Scenes like Minthara’s or Halsin’s show much more than say, Shadowheart’s or Wyll’s, as some of the characters “just want to share a glass of wine or simply be held,” according to Latino . Gale, for example, has two possible sex scenes. One can be the aforementioned astral projection scene, or, if the player insists they don’t need the spectacle, they will simply kiss on a conjured bed, then the scene fades to black.
“We did our best to follow the drama,” he said. “Gale [has a magical means]of love making if the player [desires] spectacle, nuance, and space to ease into the magical imagery. Choosing the non-magical route, there’s not a lot of drama to that. Making just a normal romance scene on the bed with Gale for the sake of [parity] didn’t sit quite right with me, it felt gratuitous.”
Screenshot: Larian Studios / James Whitbrook
To Latino, having different scenes, even if some were more or less safe for work, is part of what makes Baldur’s Gate 3 stand out against contemporaries that just model swap different love interests for similar scenes. Plus, it keeps the player from thinking they know exactly what’s coming as a relationship unfolds.
“I’m proud of the amount of romance we offer as well as the variety,” he said. “The asymmetry is part of that, too. Games tend to templatize in order to protect from scope creep and after the pattern recognition of the player kicks in, it all feels a bit prepackaged or less special sometimes. We never wanted people to feel like ‘oh, a cutscene started, I can put my controller down,’ which I think we achieved through asymmetry. The player never knows what’s going to happen when they click on an NPC or one of their companions. It feels more alive this way.”
As for what didn’t make it into the game, Latino said the team’s iterative process meant that most ideas for romance scenes are inBaldur’s Gate 3 in one form or another, as the team would have rather changed something than cut it out entirely if it could elevate a love story. He also said every romance scene was “executed as intended” in the final game. So scenes like the one with the druid sex workers in a Baldur’s Gate brothel, which is portrayed solely through narration over a black screen, is exactly how the team envisioned it.
“Honestly, we adapt and transform ideas until they work more often than not,” he said. “It’s all about iteration and doing justice to the characters and the player’s journey with those characters. If something was cut, it would have been before it reached the cinematic team, which often means writing decided it wasn’t the right fit for the story.”
Baldur’s Gate 3 makes sex special for everyone
Writing and animating sex scenes for different romance routes is one thing, accounting for the myriad of created characters these scenes had to fit was a whole other beast of. The RPG’s character creator lets you make a hero from one of 11 different races, each with different body types and heights. The game ran into some trouble with this early on, with some animations not accounting for short races like a dwarf (the issue’s since been patched), but as far as the actual sex scenes go, Larian’s animation team was operating on the assumption that every romance would be pursued by characters as small as a Halfling and as large as a Dragonborn.
This was a major challenge for the performance capture team, which, on top of voice acting, worked in a mo-cap studio to help the team animate scenes. According to Performance Director Greg Lidstone, intimate scenes came later in motion capture sessions so everyone had a better understanding of the process before diving into the romance stuff. And each scene had to be mo-capped twice to account for whether or not the player would be playing a tall or short character.
Screenshot: Larian Studios / Kale Ryder
“Obviously, we knew the height of the partner, so we always had to play it relative to Astarion, Karlach or whoever was required,” Lidstone said. “Sometimes complicated physical movement would be given to the companion as we knew their height, but we had to make sure the player was an equal participant, so it comes down to adjusting contact points and camera placement.”
While the choreography could be elaborate, it turns out that mo-capping and animating a sex scene in and of itself isn’t the hardest part of portraying intimacy in Baldur’s Gate 3. Even when they’re taller or shorter, most characters have the same broad form to work with and animate around—AKA, their parts are in the same spots. According to Lidstone, the hardest thing about animating romantic encounters is far more PG.
“Kissing was actually the most difficult, in my opinion, as we had to consider snouts, horns and beards as well as height,” he said. “I think for a lot of people, that first kiss is key. It’s the culmination of the relationship and would cheapen the player experience to cut away from it. The player has invested time and emotion to get here and they want that payoff to their commitment, and we certainly didn’t want to let them down.”
Screenshot: Larian Studios / Ty Galiz-Rowe
With all these factors involved, it might have been easier for Larian to restrict your romance options, but Baldur’s Gate 3 lets you pursue anyone as anyone. For Larian, this was an extension of the expressive freedom of its character creator, and said the additional work it took to accommodate for different player identities was “energy well spent,” according to Latino.
“The promise of our character creator is more than just picking a class and appearance, it’s also a way for the player to tell us what kind of adventure they want to have,” Lidstone said. “While we want that experience to be flavored by those decisions, we never want them to feel like they made a bad decision or that their choices shut them out of anything. It’s really as simple as that.”
How intimacy coordinators helped elevate sex in Baldur’s Gate 3
Because Baldur’s Gate 3’s sex scenes are as elaborate as they are, Larian brought in intimacy coordinators to help with the process. Intimacy coordinators act as a coach between the development team and the actors to ensure everyone is comfortable and communicating while shooting intimate scenes. This line of work is commonplace in movies and television, and is gaining traction in gaming—Half Mermaid Productions used an intimacy coordinator for the 2022 mystery game Immortality.
According to Lidstone, conversations about bringing on intimacy coordinators began as it became clear how off-the-wall some of the romance scenes would be. While it was a new experience both for the team and for the coordinators, Lidstone said the coordinators provided insight he and his team needed to create the most comfortable environment for everyone involved. This included talking to actors to build rapport and trust and to discuss boundaries, as well as suggestions for “complicated blocking” on the set.
“I certainly hope to keep my mocap volume a safe and joyful space to work, but when dealing with heightened emotions and sexuality it’s a definite benefit to have a person trained to ensure the actors and the rest of the team have support,” Lidstone said. “Everyone has their own relationship to sex and sexuality and for us, it just made sense to keep everyone emotionally and physically safe while recording.”
Lidstone hopes more dev teams will use intimacy coordinators in the future.
“Over the last few years, attitudes toward sex have evolved and intimacy coordination as a specialty is a reflection of that shift,” Lidstone said. “Games have been exploring romance and sexuality for a while now and it’s wonderful to have new tools and support to navigate this space. Actors do their best work when they feel comfortable and it’s just right for us to meet those needs.”
Screenshot: Larian Studios / Kotaku
Baldur’s Gate 3’s intimacy coordinators helped create accommodations for a particularly challenging sex scene: the one with Haarlep, the devil Raphael’s incubus, which can occur near the end of the game. The encounter between the player and the shapeshifter has the incubus take the form of Raphael himself, or, if the player wishes, a feminine version of him, and climbing on top and gyrating on them as they lie on their back in one of the most straightforward sex scenes in the whole game.
“It’s very physical and probably closest to a traditional live-action sex scene and required the most discussion beforehand,” Lidstone said. “We ensured the set was closed, that everyone understood what the goals were, and that we all felt comfortable with what we were doing.”
Meanwhile, some of the sillier moments, such as the Halsin bear scene, weren’t quite as intense for the actors, even as ridiculous as the moment is on paper.
“The bear scene is an interesting one as in its final form it is pretty surprising, but on set it’s not a very extreme set of moves for the actors,” Lidstone said. “There were certainly raised eyebrows, but everyone on set was extremely professional and leaned into the absurdity of the moment.”
While some scenes like the Incubus are grounded in a very literal perception of sex, some magical things are too other-wordly to do on a motion capture stage. In Gale’s astral projection scene, all of the points where he and his paramour were floating in the air were keyframed. As talented as Baldur’s Gate 3’s actors are, they can’t split themselves into copies of themselves and grow multiple limbs.
“We didn’t do any wire work or anything to approximate those zero-gravity moments, it was just good old-fashioned animation,” Latino said. “When you get actors on a set, you want to be sure you’re going to use all that data. But with the projection sequence we knew it would be a very iterative process, so we approached it as an exploration of poses, layering in motion where needed and throwing out bits that didn’t work.”
Sex is there if you want it, but can be hidden if you don’t
Between bear sex, astral projection sex, burning engine sex, and every other variation, Baldur’s Gate 3’s approach to intimacy is more explicit than most AAA games get. Because of this, the team at Larian wanted to to give players the chance to adjust the experience if they weren’t feeling up to seeing it. This extends to the character customization screens and if you take off your character’s underwear in the game world.
“Ratings boards are very clear about their guidelines, so there was never a fear of accidentally crossing any boundaries with them,” Latino said. “We also took steps to add content features where nudity could be hidden and sexual content could be skipped so this allowed us to trust that our players would make the right decisions for themselves about what they wanted from our M-rated game. For me there wasn’t much stress or hesitation about it.”
The only time ratings boards became an issue was during Baldur’s Gate 3’s early access period, which only included one full-blown sex scene in the form of Minthara. It’s one of the most explicit in the game, and that was done on purpose—it had to broadly represent the kinds of scenes players could expect in the final game.
“The stress I did experience was getting the first romance scene out for ratings because we were in the middle of our push to release Early Access,” Latino said. “I wanted more time to experiment artistically but we needed to make a scene for submission that would be representative of our portrayal of sexual content in the final version of the game.”
Screenshot: Larian Studios / Kotaku
All the extra work has made sex in Baldur’s Gate 3 one of the biggest discussion points surrounding an expansive, often overwhelming RPG. Whether it involves Druids transforming into animals or a Wizard wrapping himself around your soul, Baldur’s Gate 3’s sex scenes manage to capture a grounded humanity in how people connect. Yes, sex can form a deep connection, but it can also be silly, awkward, and transient. You can argue the tadpole-infected camp is full of a bunch of overly-horny weirdos, but even when the approval mechanics undermine them, they’re all just trying to get by, and most of them would like to do that with someone by their side and in their bed. Or, you know, floating in an ethereal void.
A giant batch of new Final Fantasy VII Rebirth interviews and previews just dropped to kickoff Tokyo Game Show 2023 and the sequel is sounding more promising than ever. Here’s everything we’re learning from Square Enix’s latest marketing bonanza around the upcoming timed PlayStation 5 exclusive.
HD-2D, The Unique Retro-Inspired Art Style, Took Off In 2022
The new round of hands-on impressions come from two demos, one taking place during the Nibelheim incident flashback that sees Cloud fighting alongside Sephiroth, and another showing off open-world exploration around the outskirts of Junon, the sea-side military city with a giant gun mounted on it. Writers at IGN, Polygon, GameSpot, andmore came away impressed by how the sequel expands on Final Fantasy VII Remake’s world and mechanics, though many are still eager to find out more about how Rebirth will deviate from the original 1997 PlayStation game’s story.
“As with the previous game, we have strived for the right balance between old and new scenes in Final Fantasy VII Rebirth, but we also tried to take on more new challenges than we did in Final Fantasy VII Remake with some of the new scenes,” producer Yoshinori Kitase told the PlayStation Blog last week. “I am confident these new scenes will be wildly enjoyable for fans and newcomers alike.” Time will tell. For now, here are a bunch of interesting new details going around in today’s previews.
At 150GB, Rebirth is huge, but you won’t be swapping between two discs
Image: Square Enix
Director Naoki Hamaguchi confirmed to Game Informer that the total size of the game on PS5 is 150GB, with 100GB on the first disc and 50GB on the second. Unlike the PS1 version, however, players won’t be swapping discs midway through. Instead, they’ll download the whole thing at once and then be able to play the entire game with either disc inserted.
The game ends after the Forgotten City
Image: Square Enix
Creative director Tetsuya Nomura also confirmed to Game Informer that Rebirth will go up to and include the end of the Forgotten Capital, known as the City of Ancients in the original game. That’s where Aerith dies in the 1997 version, but given how the remake trilogy is messing with the canon, anything could happen this time around.
You can go on monster hunts
Image: Square Enix
Like Final Fantasy XII, XV, and XVI, Rebirth will have special enemy hunts out in the sequel’s much more expansive, semi-open world. According to Polygon, players will encounter extra difficult monster variants while exploring that can be defeated in specific ways to earn extra rewards. Hopefully the game uses this to showcase some deep cuts from Final Fantasy VII’s bestiary.
Synergy Skills and Abilities are like combo techniques from Chrono Trigger
Image: Square Enix
Revealed in the most recent State of Play trailer, party members this time around will have an extra slate of attacks called Synergy Skills. These open up while blocking and allow multiple characters to work together, like Cloud knocking Barrett’s gun fire into nearby enemies. Synergy Abilities are even stronger, andGameSpot likens them to Chrono Trigger’s combo techniques. They basically combine multiple characters’ limit breaks into an extra powerful finisher.
There’s crafting
Image: Square Enix
Fortunately, it doesn’t look too menacing. Players can pick up random materials while out in the world and use them to make phoenix downs and other recovery items. It’s not clear how extensive the system will be, but it probably beats running back to town when you run out of potions.
Sephiroth is playable
Image: Square Enix
Players could command Sephiroth for a short bit during the original game’s Nibelheim flashback, and the new demos confirm that’s the case in Rebirth as well. There’s apparently even an extended sequence where he and Cloud team up to fight through enemy hordes, with players able to control the super SOLDIER as he unleashes hell with his giant Masamune blade.
Vincent is not, but he’ll still fight with you
Image: Square Enix
Teased during the latest trailer, IGN confirms the former Turk turned shapeshifting gunslinger can’t be controlled but he’ll still accompany players in the late part of the game as Red XIII did near the end of Remake. Nomura hinted to Game Informer that Vincent may join the player’s party for real by the final game in the trilogy.
Nobody’s seen Cid yet
Image: Square Enix
The cigarette-smoking, curse-spewing pilot was absent from the latest round of demos. That doesn’t mean he won’t be in the game at all. In the 1997 version’s timeline, Cid joins the crew long before they make it to the City of Ancients. Rebirth has a ton of ground to cover, however. Either Cid is being held back for a later reveal or his content has been moved to a later part of the trilogy’s story.
Cloud can swim
Players can get some laps in around Junon if they want, the demos confirmed. Whether there will be anything to discover or fight in the water remains to be seen. Will the spikey-haired punk get an alternate speedo costume? He’d better.
The Junon dolphin is back
Swimming will also be crucial for one of the most memorable scenes from the early part of Final Fantasy VII: riding a dolphin to the upper layer of the Junon military base. Simply called Mr. Dolphin in the original, he looks great in 4K and his return shows Square Enix isn’t shying away from the 1997 version’s absurd mini-games.
Here’s Red XIII riding a chocobo
I can’t believe this is real.
You can pet the baby chocobo chicks
Chocobo breeding returns in Rebirth, complete with blue, green, and golden chocobos. But there are also chocobo chicks, they are adorable, and Cloud can pet them. It’s a beautiful Kodak moment before he hauls them off to the Gold Saucer racetrack.
Zack will get an entire episode to himself
Image: Square Enix
Cloud’s First Class SOLDIER friend had a very minor role in the 1997 game but it expanded significantly in subsequent adaptations and spin-offs, most notably Final Fantasy VII: Crisis Core. Kitase told IGN that the black-haired swordsman will be getting a lot more facetime in Rebirth. “There will be a new episode with Zack, that will contain even more of him than the Remake,” he said. “I’m not able to say much more than this as I would like for players to play and experience this with it in their own hands.”
It’s beautiful when video games break. It can also be incredibly fun for players, and a nightmare for developers in charge of making sure everything keeps humming along without issue. Over the weekend, Destiny 2 players discovered a wonderful glitch that let them craft god-like weapons and tear through challenging end-game missions with ease. Days later, Bungie is still trying to put the genie back in the bottle.
Diablo IV’s Strongholds Are A Great Way To Level Up This Season
Destiny 2 is a sci-fi MMO shooter built around collecting rare, magical guns and using them to complete cosmic gauntlets with ever-increasing efficiency and grace. This “grind” can at times feel like running on a treadmill, and Bungie spends a ton of time and resources trying to calibrate the variations in speed and incline to make it challenging and rewarding rather than tedious. Balancing the game’s hundreds of weapons is a big part of that, with minute changes to perk descriptions or numerical values leaving huge marks on the overall shape and trajectory of the experience.
Destiny 2’s bizarre weapon crafting glitch
On September 15, a new crafting glitch started making the rounds on social media and various Destiny 2 subreddits. It effectively allows players to create a new weapon with any set of perks they want by slowing down the game and swapping screens quickly. On PC, players put the framerate down to 30fps to increase the window of time to pull off the exploit, while console owners initiated massive file installs in the background to create a similar amount of lag. The result was the ability to create bows that fire grenades and auto rifles that shoot shotgun shells, each with mixes of some of the most powerful perks from standard legendary ones like Chill Clip to unique Exotic perks from guns like the Dead Messenger grenade launcher and Osteo Striga submachine gun.
These broken builds quickly started proliferating in various modes. In dungeons and raids it allowed players to clear encounters and demolish bosses in record time. In competitive PvP like Trials of Osiris, however, it gave players incredibly unfair advantages, and made it easy to essentially glitch your way into some of Destiny 2’s most coveted accomplishments—like flawlessly going through an entire Trials run (without losing). Many in the community assumed Bungie would roll back the game to remove the glitch and anything players had gained from using it. Instead, the studio gave players its blessing to have fun while it worked on a fix.
“We’re aware of an issue that allows specific weapon perks to be crafted into other legendary weapons and are investigating a fix, which will result in these weapons being reset in the future,” the studio announced on Twitter on September 15. “We currently don’t have any plans to disable Trials of Osiris due to this issue.”
How Bungie is fixing the Destiny 2 weapon-crafting bug
Instead of banning players who gained in-game rewards or achievements using the exploit, Bungie revealed the next day that it would work on deploying two fixes. The first would be a server-side update to disable players from using any crafted weapons. The second would reset the “illegal” weapons back to their defaults.
“This is a complex issue, and as a result of testing, our original timeline for a server-side fix has been extended,” Bungie tweeted on September 17. It disabled the Osteo Striga, Revision Zero, Dead Man’s Tale, Dead Messenger, Vexcalibur, and Exotic class glaives, but over 72 hours later is still working on the second half of the fix to bring everything back online. “Please refrain from asking your local Destiny 2 triage developers how their weekend was,” Joe Blackburn, the game’s director, joked on Monday.
Bungie even leaned into the chaos with a Ted Lasso TikTok meme encouraging everyone to go ahead and “live.” In response, the top comment reads, “The biggest glitch in Destiny’s history and Bungie is letting us have…..fun?”
Word of the loot party clearly spread, because Destiny 2’s concurrent player spiked over the weekend on Steam. Where it had been peeking around 80,000 in the last few weeks, it cracked 100,000, a number usually reserved for seasonal updates. While the glitch has likely sent the team into crisis mode and no doubt ruined several developers’ weekends, the unexpected bonanza has also been a bright spot for a game that’s been caught in a bit of a malaise as its pivotal The Final Shape expansion arrives ahead of Destiny 2’s 10-year anniversary. The integrity of the game and its loot chase may have been fundamentally undermined, but at least for the moment anyway, players had a blast.
Elder Scrolls VI won’t be coming to PS5 whenever it finally debuts. Though you might’ve already filed this news under “well, duh,” it’s now clear as day courtesy of official documentation from Microsoft.
This Stylish Noir-Punk Side-Scroller Is Like Celeste With Guns
Originally announced at E3 2018 (which Bethesda’s own Todd Howard thinks was perhaps a tad too early), The Elder Scrolls VI will mark the first single-player entry in the fabled Elder Scrolls series of big-ass open-world RPG romps since the undying colossal success that was 2011’s Skyrim. News on the TES6 front has otherwise been very quiet, and Bethesda only just released its other epic, long-in-development RPG, the space-themed Starfield. New reporting from Axios’ Stephen Totilo, however, makes it clear that TES6 will be an Xbox and PC exclusive.
The Elder Scrolls VI targets a 2026 release
PlayStation-owning fans of Bethesda jams have been holding out hope that despite Microsoft’s purchase of Bethesda in 2020, Elder Scrolls VI might still come to a Sony machine. CEO of Microsoft gaming Phil Spencer has said as recently as September 6 that the company considers exclusives on a “case-by-case basis” and that it “wants to make sure that [its] games are available in so many different places.”
As per a post on X (formerly Twitter) from Stephen Totilo of Axios, Microsoft’s communications during the FTC case concerning its controversial Activision merger spelled out that The Elder Scrolls VI is coming to Xbox and PC only. In a Microsoft-confidential chart that saw release due to the legal proceedings, The Elder Scrolls VI clearly has a big ol’ red X in the “Released on PlayStation?” column.
The same chart indicates that The Elder Scrolls VI is aiming for a 2026 or later release date. Given the size and scope of Bethesda games, they do take a long time to make. After The Elder Scrolls VI, Bethesda is expected to release Fallout 5.
So, sorry PlayStation Skyrim fans. But, hey, at least you got a head start on Baldur’s Gate 3. And given TES6’s likely release window, at least you’ll have enough time to save up for an Xbox or gaming-worthy PC? Hey, don’t look at me. I’m just the messenger.
Play it on: PS5, PS4, Xbox Series X/S, Xbox One, Switch, Windows (Steam Deck: YMMV) Current goal: Bring some game history to life (and survive the damn bird)
“Wait,” I hear you saying. “You’re playing something called The Making of Karateka? That sounds like a documentary, not a game!” Well, my friend, it’s both!
Karateka is a hugely influential and important game from 1984, designed by Jordan Mechner, who would go on to create the original Prince of Persia, among other well-regarded games. This new release from prestige emulation studio Digital Eclipse lets you play Mechner’s classic, of course—multiple versions of it, in fact, as it was released for numerous platforms in the ‘80s. But it aims to do more than that. Through interviews, archival materials, and other supplements, it aims to contextualize Karateka within the larger scope of game history, providing insight into what makes it significant, and why we should still appreciate it today.
I often lament that game history—even from as recently as 40 years ago—is so often overlooked and erased, as many people playing and writing about games today simply lack a real awareness of or interest in the age of Atari and Apple IIc. It’s very important to me that it not be forgotten, and that the games of that era continue to be recognized for both their significance to the medium’s development and for the playability and enjoyment they can still offer today. I haven’t even fired up The Making of Karateka yet, but if Digital Eclipse’s recent release, Atari 50, is any indication, this one will also do a wonderful job of illuminating an important piece of game history.
The studio is calling this the first in its Gold Master series. I very much hope that it’s successful enough to be merely the first of many. Game preservation guru Frank Cifaldi recently said on Twitter, “If the world is to take video games seriously as an art form, we must be able to support products like this.” I strongly agree. — Carolyn Petit
Friends, the Final Fantasy VII Rebirth hype train has left Midgar station and is barreling toward us at a fever pitch in the run-up to the RPG’s PlayStation 5 release date of February 29, 2024. Y’all see that new trailer? If you haven’t, you’ve probably at least heard fans squealing about the first look at Vincent Valentine, Zack not being dead like he’s supposed to be, and several other cool moments. All that’s well and good, but there’s one moment in the trailer we are not talking about enough. And we should be, because the best character in all of Final Fantasy VII is coming back in Rebirth: Andrea Rhodea, the king of the Honeybee Inn.
I Didn’t Play Final Fantasy XVI ‘Right,’ And That’s OK
Andrea is one of the best additions in Final Fantasy VII Remake’s new spin on an old story. He’s the owner and lead dancer of the Honeybee Inn, which was a brothel in the original 1997 Final Fantasy VII. In Remake the Honeybee Inn is a lavish nightclub, complete with extravagant dance routines, stunning costumes based on the titular bug, and a hunky pansexual king running the place.
The changes worked on a few fronts. It made the Honeybee Inn a more memorable touchstone of Cloud and Aerith’s time in the Wall Market rather than a weird, uncomfortable detour tinged with gay panic. Now it’s a celebratory moment about the freedom of expression and breaking down gender norms. The updated scene let Cloud dress in drag without shame and felt like a real queer space in a game that was otherwise willing to assume Cloud was involved with a woman as long as they were in each other’s proximity. Sure, Cloud and Aerith are just passing through, but it was a meaningful moment for Final Fantasy VII’s larger world to show that queer people and places exist.
Even as a person who doesn’t love Final Fantasy VII Remake for a lot of reasons we won’t get into—don’t get me started on my lack of faith in Square to pull off an Evangelion-style meta-commentary after nearly every extended universe it’s done in Final Fantasy has undermined the source material in some way—the Honeybee Inn scene remains an all-time great moment for me in the series. It’s joyful to watch unfold, and Andrea is one of the most captivating characters for as little screentime as he gets.
Given that he’s a side character and pretty tied to a specific location the party is departing at the end of Final Fantasy VII Remake, I didn’t think we’d see Andrea again in Rebirth, or the third game that will wrap up this revamped story. But it looks like we’re heading to the Gold Saucer in Rebirth, and Andrea is about to dance his ass off once again.
And look at this king fucking go. He was a charismatic dancer in Remake, even when saddled with a newbie dance partner like Cloud. Whenever I heard a catchy pop song back in 2020 (say, anything from Lady Gaga’s “Chromatica”) images of Andrea and Cloud dancing immediately entered my mind, like an old screensaver or music video. So I’m sure the new choreography he and his crew are working on in Rebirth will stamp itself onto any pop album I listen to in 2024.
Square Enix
I really loved Dion and his gay relationship in Final Fantasy XVI, but because of a few disappointing decisions Square Enix made with the character, I still left that game a bit saddened by its apparent hesitance to showcase his love story with the same confidence as it did his straight counterparts’. Fresh off Remake’s Andrea, an incredibly proud queer man in the Final Fantasy universe, Dion’s treatment felt like two steps forward and one step back. I don’t expect Andrea will play a huge role in Rebirth, but I’m very glad to see he’s back, killing it on the stage, and looking fine as hell in white.
Final Fantasy VII Rebirth continues after the eventsof Final Fantasy VII Remake, which took the first major section of 1997’s classic RPG Final Fantasy VII and translated it into an action-RPG. Remake’s storyline also changed up some details, both big and small, to create what appears to be a new timeline that is both separate from but somehow connected to that of the original game and its many spin-offs.
PlayStation / Square Enix
Today’s trailer for the upcoming Rebirth shows this new sequel will continue to shake things up, depicting Zack from Crisis Core carrying Cloud into a city, something that doesn’t happen in the original game. (Also…Cloud riding a Segway?)
Interesting stuff! Anyway, the new trailer looks cool, so you might be excited to pre-order the game ahead of its February 29, 2024 debut. About that. The standard edition of the game will cost $69.99, and the “deluxe” will be $99.99. But the biggest, most expensive version of Final Fantasy VII Rebirth is the collector’s edition…and it costs more than a Nintendo Switch.
What’s included in the Collector’s Edition of FF7 Rebirth?
•Final Fantasy VII Rebirth – Deluxe Edition Art BookMini SoundtrackSteelBook® Case
•Large Collectible Statue Approx. 48cm / 19 inches tall and depicting the iconic antagonist Sephiroth in highly detailed sculpting. The wing can be detached.
•Moogle Trio Summoning Materia (DLC) A summoning materia that can call “Moogle Trio” in the game.
•Magic Pot Summoning Materia (DLC) A summoning materia that can call “Magic Pot” in the game.
•Accessory: Reclaimant Choker (DLC) A choker with an effect of restoring HP when an enemy is defeated.
•Armor: Orchid Bracelet (DLC) A bracelet that gives courage to traverse an expanding world.
•Armor: Midgar Bangle Mk. II (DLC) A bracelet worn by travelers leaving Midgar.
So, does all of this sound like it’s worth $350? For some, the answer is probably yes. For others, a solid maybe. And for many out there, like me, the answer is a strong “nope.”
Personally, the prospect of a $350 edition of a video game makes me roll my eyes so hard they fall out of my head and I have to scramble around on the floor for a few minutes to pick them back up. But I’m also not a person who cares much for statues or collectibles. At the very least it’s nice that Square Enix is including a physical copy of the game in this pricey package!
Final Fantasy VII Rebirth launches on February 29, 2024 exclusively on PlayStation 5. The base game costs $70. The deluxe edition is $100. And as mentioned, the Collector’s Edition, at $350, costs more than an Xbox Series S.
Today Sony held another State of Play event, showing off upcoming titles for PlayStation 5 and PlayStation 4. Today’s event featured expansions for Resident Evil 4 and Tales of Arise, another look at a very funny walking simulator, and one epic, mega huge trailer for Final Fantasy VII Rebirth, which will launch on two (count ‘em) discs on February 29 of next year.
I Didn’t Play Final Fantasy XVI ‘Right,’ And That’s OK
Let’s get into it.
Baby Steps
Devolver Digital / GameSpot Trailers
You know, sometimes you just wake up in a mud puddle in the forest and need to figure out how to walk. Well if you’re lucky or something and haven’t experienced that in reality, then Baby Steps looks like a solid simulation of such an experience. Try to walk, fall down, talk to yourself, rinse and repeat.
Ghostbusters: Rise of the Ghost Lord
Sony Pictures Virtual Reality / PlayStation
PS VR2 will be seeing some cooperative ghost-capturing action soon with Ghostbusters: Rise of the Ghost Lord.
Resident Evil 4 Remake VR mode
Capcom / PlayStation
Ready to play Resident Evil 4 yet again? PS VR2 will soon be home to a VR mode for Resident Evil 4, featuring the reimagined gory violence of this classic, undying entry in the legendary horror series.
Resident Evil 4: Separate Ways
Capcom
Starring Ada Wong, Resident Evil 4 will see an expansion by way of Separate Ways, which will tell a parallel story to the main events of RE4. It releases on September 21, 2023.
Avatar: Frontiers of Pandora
Ubisoft / PlayStation
James Cameron’s brightly colored fantasy world is coming to the land of video games by way of a first-person adventure adaptation (though you’ll get to ride some flying creatures in third-person, it seems). Like in the movies, those pesky humans are out to destroy the serene and lush environments of Pandora. It’s up to you to stop ‘em.
Ghostrunner 2
One More Level / IGN
Ghostrunner 2 will be arriving on PS5 on October 26. You can download a free demo of this fast-paced run-and-slash game today.
Deep Earth Collection PS5 plates and controller colors
PlayStation
If you’ve been looking for some new colors for your PS5, there are some on the way with Volcanic Red, Cobalt Blue, and Sterling Silver.
Helldivers II
Arrowhead Game Studios / IGN
In a close look at Helldivers II gameplay, today’s State of Play showed off the cooperative nature of this third-person shooter. With four players taking on some beastly lookin’ aliens, this looks like a pretty good excuse to round up some friends to devastate some alien wildlife.
Marvel’s Spider-Man 2
Insomniac / PlayStation
Today we got a closer look at the open-world environment of Spider-Man2. Not only will you have Manhattan Island, but also Brooklyn, and Queens—also known as the best borough.
Tales of Arise: Beyond the Dawn
Bandai Namco / PlayStation
Tales of Arise will see a new DLC expansion hit PS5 on November 9, 2023.
Honkai Star Rail
miHoYo / PlayStation
Featuring eye-pleasing combat and some slick anime style, Honkai Star Rail launches for PS5 on October 11, 2023.
Foamstars
Square Enix / PlayStation
This Splatoon-like trades ink for foam and features specific characters similar to that of a hero shooter. The open beta launches in late September.
Final Fantasy VII Rebirth
Square Enix / PlaySttaion
Anticipation is at a fever pitch for the continuation of Final Fantasy VII’s remake project. Today’s trailer showed off some classic environments and scenarios from the original game, as well as some wildly unexpected twists (what’s with Zack carrying Cloud into Midgar?). We also saw some vehicular travel including an, uh, Segway? There’s a ton of stuff packed into this trailer, so you can bet we’ll be watching it several times over. And then some more.
Final Fantasy VII Rebirth launches on February 29, 2024.
And that was it for today’s brief but very cool State of Play event. Now, I’m gonna go daydream some more about Final Fantasy VII.
In the months (nay, years) leading up to Starfield’s September 6 release, the hype for the Bethesda RPG grew and grew until it was a heretofore unseen beast, a giant Kaiju of expectation that threatened to take down Sony, upend 2023’s GOTY race, and suck up all of gamers’ precious free time.
Head of Xbox Creator Experience Sarah Bond joined in on the fun, calling Starfield “one of the most important RPGs ever made.” Bethesda head Pete Hines said it took him well over 100 hours to properly start Starfield. All of the hype whipped Xbox fans into a frenzy, and indirectly fueled the flickering flames of the console wars. Starfield’s scope, its potential, even made the then-unreleased game a talking point in the FTC trial regarding Microsoft’s purchase of Activision-Blizzard.
Then, after a few days in what Bethesda dubbed “early access,” available to deep-pocketed players who shelled out big bucks for one of several premium editions, Starfield launched. It is surprisingly not buggy, and jam-packed with side-quests that offer a steady drip of serotonin. But it’s woefully inaccessible, its UI is daunting, and it is, ultimately, just a new Bethesda game. There’s nothing wrong with that, but it’s a stark reminder that hype trains are just marketing tools in a different font. Starfield is a good game, but it is not a groundbreaking one.
Before I got a chance to dive into Starfield, I wondered aloud (and on social media) if the game would occupy a similar space in my life that Skyrim has held on more than one occasion. Skyrim never floored me and never lingered after I powered off my console, unlike Marvel’s Spider-Man’s version of Manhattan, or story beats in Mass Effect 2. But every time I dropped back into Skyrim, I fell into the same satisfying loop, emerging from a lengthy play session a little dazed, uncertain of the time, blinking to reaccustom my eyes to the real world outside of its pixels.
Every time I jumped into Skyrim I’d go off searching for some tucked-away relic or NPC in need of help and end up climbing to the top of a peak I saw in the distance, or scurrying through caves like a little gamer Gollum, furiously lining my pockets with shiny objects. I’d “just one more side-quest” myself into the wee hours of the morning, surreptitiously pulling tokes from a pre-roll resting on the table in front of me. No matter what I did, whether it was becoming a vampire or participating in a drinking competition, I was never blown away or taken aback by what Skyrim unfurled before me—I was, however, hooked.
I’m about 20 hours into Starfield and can safely say it is exactly like Skyrim in space. The steady serotonin drip of overhearing a conversation, marking the quest associated with that conversation on my map, completing it, then going back to the list and selecting the next thing is unparalleled. It is the kind of game that completionists salivate over, the kind that I find myself longing to return to and get lost in during my workday, on the train home, while finishing off a workout.
After progressing the main campaign a bit, I violently veered into side-quest territory, spending nearly four hours straight on the Blade Runner-esque planet Neon. I joined a gang, I helped Starfield’s version of Björk recover her music, I tried to console a grief-stricken widow in the shadow of a fish corpse. I paid for VIP lounge access at a bar, helped squash a squabble over a robot that had been vandalized, and rented a room in a hotel just to say I did. Starfield has hooked me in a way that only Bethesda games can, because it is so thoroughly a Bethesda game with a shinier coat of paint.
Image: Bethesda
Expectation versus reality
There is nothing wrong with Starfield feeling familiar—Bethesda’s formula works, and has for over two decades, so I’m not crucifying Todd Howard for refusing to reinvent the wheel. I am, however, noting that there’s a clear disconnect between calling a game “one of the most important RPGs ever made” and that game then reusing long-existing RPG gameplay mechanics and storytelling techniques throughout.
As Kotaku’s Zack Zweizen points out, Starfield is “still a Bethesda RPG. You can almost feel the ancient bones of Morrowind and Fallout 3 poking through bits of the scenery and menus as you play.” Companions still linger behind NPCs chatting you up, players are still almost always overencumbered, enemies still fall over like action figures when you send a gust of gravity their way that feels almost exactly like Skyrim’s Dragon Shouts.
There’s nothing groundbreaking about Starfield, save for maybe its scope, which is possible largely because of the technological advances that have taken place within the last several years, and are now readily available in consumer-facing products like the Xbox Series X/S and modern PCs.
But as for Starfield bringing new ideas to the genre, or adding anything new to its well-worn formula…it doesn’t. Bethesda has been quietly moving its own role-playing goalposts closer to the more shallow end ever since The Elder Scrolls IV: Oblivion, narrowing the scope of what the player can actually influence, placing you in a world that feels perfectly carved out for you to slot into, its problems cleanly laid out for you to solve. Cian Maher’s quote from an Oblivion piece for TheGamercomes to mind: “I also don’t reckon Skyrim ever managed to carve out a portion of its world and imbue [it] with the necessary narrative significance for a conclusion to not seem like deus ex machina.”
Aside from extensive ship-building mechanics, there aren’t any shiny new gameplay additions in Starfield. Building an outpost is just Fallout base-building, leveling your lockpicking or melee abilities follows similar logic to Skyrim, and there are many eerie similarities to Obsidian’s The Outer Worlds. The most noted difference comes not in an updated role-playing system or deeper NPC interactions, but in gunplay—Starfield improves upon Bethesda’s infamous combat clunkiness, and it’s welcome.
But Starfield feels the same way Fallout 4 did, which felt the same way Skyrim did, and that does not make it “one of the most important RPGs” ever made. It just makes it a good Bethesda game, a game made by a studio that Microsoft spent $7.5 billion to acquire. We’d do well to remember that, both as consumers and critics, going forward.
Are you broke in Baldur’s Gate 3? Do you see a merchant selling something you want but don’t have the gold to purchase? Sure, you could send out your merry band of misfits to do some quests and earn some cash but, my dear reader, have you ever considered larceny instead? Better yet, have you considered bypassing all the risk of pickpocketing to just steal almost everything a merchant has on their person? Well friend, let me introduce you to Knocking a Merchant Out and Taking Their Wares.
The Week In Games: What’s Releasing Beyond Baldur’s Gate 3
Baldur’s Gate 3 has non-lethal attacks. If you have a Charisma-based build, you probably haven’t had to engage with these at all because you just talk your way out of a fight if you’re trying to avoid violence. But did you know you can use these on anyone? Yes, for the low cost of a couple clicks and button presses, you can substitute gutting someone so that the light leaves their eyes for giving them a light bop on the head and knocking them unconscious. This isn’t exclusive to hostile enemies, as you can knock anyone the fuck out in Baldur’s Gate 3 as you please. But if you’re spotted doing this by anyone other than the trader, you’ll end up in a fight. So place some visual blockers like Fog Cloud between you, the trader, and any witnesses before you proceed. Also, keep in mind that if you do this, you won’t be able to trade with the shopkeeper again. So this is best kept to those inhabiting non-hub areas you don’t intend to frequent in the future.
To do this, check your Passives section on the command menu and you’ll find “Toggle Non-Lethal Attacks.” As the option says when you hover over it, this will only work if you’re unarmed or using a melee weapon, so archers and spellcasters should move their equipment around accordingly. Then it’s just a matter of beating them up with melee attacks until they’re knocked out. Then you can loot their unconscious body to get that sweet armor set or weapon you couldn’t afford (or simply did not want to pay for).
Screenshot: Larian Studios / Kotaku
If you’re going through all this trouble to shoplift, why not simply kill the trader? Well, one, because that’s morally reprehensible, and unless you’re doing a Dark Urge playthrough, you should be saving your sword strikes and spells for more worthy foes. But also, if you loot a dead body you’ll have fewer items to pick from as you loot. While testing this method after seeing it on TikTok, I confirmed there were definitely more items to take off an unconscious trader than a dead one. But some folks, like TikTok user @igotjesussandals13 say they’ve had some encounters where they’ve had access to a trader’s entire stock. So your mileage may vary depending on which shopkeeper you smack in the back of the head, but you will at least be able to take more from them than you would from their corpse.
Anyway, violence is never the answer and Kotaku does not endorse fucking up Arron in the Emerald Grove, who is positioned just right that you can initiate combat against him without being spotted by other civilians.
Sorry, it turns out it wasn’t that there was just something irresistible about you. Instead it seems that Baldur’s Gate 3 shipped with a bug that meant all the companions were way hornier than intended.
The Week In Games: What’s Releasing Beyond Baldur’s Gate 3
I thought something felt odd. Having played enough BioWare games over the years to know that all my companions would inevitably find me impossibly alluring at some point, I kind of shrugged when they began throwing themselves at me almost from the off. I figured Baldur’s Gate 3 developers Larian just wanted to get it out of the way, have Gale and Karlach and try to get in my pants sooner rather than later, but it certainly seemed hasty.
It turns out, as discovered by TheGamer, that this wasn’t meant to be the case. A bug slipped through that meant the requirements for companions to be unable to resist your illithid charms were set way too low.
Speaking to the game’s director and Larian boss-guy, Swen Vincke, TheGamer learned that “approval thresholds” were set too low, meaning the buddies you gather into your gang were ready to have special cuddles far sooner than planned. “That’s why they were so horny in the beginning,” explained Vincke.
This has already been fixed for a bunch of the game’s companions, but some still have their libido set to 11, awaiting cold showers in forthcoming patches. Gale was the most affected, as you probably noticed if you played the game, the thirsty wizard ready to make magic happen from the moment he meets you. Vincke told the site that he “wasn’t supposed to be, like, instantly there.”
It’s interesting that Larian has stuck to this being a bug, not a feature, given that being ready to go isn’t exactly abnormal human/tiefling/drow behavior. “It was supposed to simulate how real relationships are,” Vincke told TheGamer, adding that behaving like this would be “problematic” in real life. Well…to some, certainly. But, you know.
It also seems less immediately untoward given Baldur’s Gate 3‘s laudable conversation options to make it clear to your NPC chums that sex isn’t something you’re interested in, even if you do want to roleplay being in love with them.
Even to my old fuddy-duddy British ways, it seems rather quaint, seeing sexual relationships as something only feasible after enough time and approval, as if an instant attraction is so unlikely or impossible. Of course, that’d be kind of weird if it were every companion, as was the case at launch. But this more conservative approach is already going to be in place for many companions for those starting the game today. Sorry, PS5 players.
Baldur’s Gate 3 is an excellent game. The PC version of Larian Studios’ D&D epic will easily be a frontrunner in game of the year discussions come December, and the PlayStation 5 version is a comparable experience, at least if you don’t have a beefy enough PC to run the game well. That said, it definitely has more technical troubles than the PC version, although most of what I’ve come across hasn’t been game-breaking.
Thank You, PS Plus, For Making My Backlog Even Bigger
The biggest culture shock between PC and PS5 is playing with controller, which uses the same control scheme as the one you can use on PC now. Having put over 100 hours into the game on PC with mouse and keyboard, I do find the DualSense is hurting for buttons in a game with this many actions to use and menus to scroll through, but the more time I spend playing Baldur’s Gate 3 with a controller, the quicker my mind instinctively relearns how to pull off my favorite spells, access different features, and navigate Faerûn from the comfort of my couch. Baldur’s Gate 3 still feels most sensible when you can easily point and click on the enemy you want to blow away with your Eldritch Blast, but Larian has done the best it can with the means of input it’s been given.
Combat and movement are serviceable, but I’ve had much more trouble with minute tasks like examining small items in a cluttered environment. In one of the early sidequests in Baldur’s Gate 3’s first act, my party of Mind Flayer tadpole-infected weirdos was looking through a hag’s lair and had to find a specific wand in the villain’s belongings. Combing through a desk covered in trinkets is much easier when you can just click on them, but while using a controller, it took several more button presses to just grab an item off the table. Pressing on the d-pad lets me focus on items in my surroundings and scroll through them like any other menu, but it definitely feels like an accommodation for not having a mouse to just click on things. Luckily, there is a cursor mode that lets you emulate having a mouse, but it’s not quite as precise or snappy. I definitely think anyone who is playing Baldur’s Gate 3 for the first time on console will be more than happy with these tools; I just catch myself experiencing momentary frustration with the adjustment from time to time.
Screenshot: Larian Studios / Kotaku
While playing with a controller has been an adjustment, I’ve noticed some general technical issues on PlayStation 5 that haven’t been game-breaking, but have at the very least represented a noticeable dip in performance and fidelity compared to the game’s PC counterpart. Each issue has been small on its own terms, but over time they’ve compounded to have a noticeable impact. There are some graphical troubles like texture pop-in, and elements like certain characters’ faces are just presented at a reduced level of detail. I’ve especially noticed this during some sidequests, in which even characters you get some lengthy face time with just don’t look as great as they do on PC. In that same quest with the hag, I saved a girl named Mayrina from the witch’s clutches, and had some lengthy conversations with her in which it was clear the detail on her face and hair had been scaled back a bit for PlayStation 5. These kinds of accommodations are pretty standard, and in return, Baldur’s Gate 3 runs at a pretty solid 60fps in its performance mode, though if you want something with a little bit more fidelity at the expense of framerate, that option exists as well.
The more questionable issues have been less about general technical performance and more about a higher frequency of bugs than I experienced when playing Baldur’s Gate 3 on PC. The first was strange sound mixing in the final act. I loaded a save to play through Baldur’s Gate 3’s endgame and during some of the big climactic moments, the music was muted, and the sound effects of spells casting and swords swinging were delayed or nonexistent. It wasn’t a regular occurrence, but it was drastic enough that the entire vibe of the section was off.
Sound mixing is a weird technical flub, but it doesn’t derail the Baldur’s Gate 3 experience on PlayStation 5. The strangest, unfortunately regularly-occurring glitch I ran into was in choosing dialogue. As I jumped around saves throughout my Baldur’s Gate 3 run, I ran into a few moments where the dialogue options were broken in a way I couldn’t overcome with a dice roll. A few times I would be engaging in a conversation (luckily nothing that could devolve into hostility) and instead of giving me several options to pick a response, I’d be met with only one option: “1. Continue.” Choosing this apparently counts for a dialogue option that should be showing up, but is hidden by a bug. Every instance this has happened to me has been a minor interaction and if I reloaded a save it would (sometimes) fix the issue, but if it persists into life-changing decisions or relationship-altering moments, this could fundamentally undermine the Baldur’s Gate 3 experience. I spoke with some folks who apparently encountered this glitch sparingly on PC, but I never saw it myself, then experienced it a handful of times in rapid succession in just a few hours of playing on PlayStation 5.
Screenshot: Larian Studios / Kotaku
Whether or not you experience video game bugs, especially in a game with as many systems as Baldur’s Gate 3, is often about luck. I had a relatively painless experience playing Baldur’s Gate 3 on PC, and yet Larian was able to deploy a patch that fixed over 1000 bugs, the majority of which I’d never seen. I can’t say for sure if running into these issues on PS5 is just a poor dice roll on my part or speaks to some bugs being more prominent in this console port, but I’ve at least told Larian Studios about this specific issue, because its prevalence in my PS5 playtime is probably the biggest caveat as to whether or not I’d recommend playing Baldur’s Gate 3 on the system.
All that being said, it is a relief to finally be able to play Baldur’s Gate 3 from my couch. I’m still chipping away at my second playthrough, and being able to sit back and relax a bit as I work my way through all the quests and stories I missed the first time around is a real treat. But more than that, I’m looking forward to more people getting to experience this game. Its rougher edges on PlayStation 5 are most likely at the forefront of my mind because I’ve spent so much time playing on my decent PC, but if you were worried the console version was going to be a subpar experience, you won’t find that here.
Though you still can’t play it, Bethesda’s massive spacefarer role-playing game Starfield recently beat out one of 2023’s biggest games, D&D RPG Baldur’s Gate 3,as a Steam top seller, GamesRadar first noticed.
The Week In Games: What’s Releasing Beyond Baldur’s Gate 3
Starfield, out in Early Access on August 31 and globally on September 6, has successfully dragged its 1,000 explorable planets and eager players’ mounting expectations to the number-one spot on the U.S. Top Sellers chart. It’s also the number one seller for a huge number of additional countries, including Australia, Switzerland, Norway, and Germany.
Most other counties, though, are concerned with neither Bethesda’s big space game nor Larian Studios’ big Dungeons & Dragons game. China, Denmark, Spain, Poland, and many others are still downloading free-to-play multiplayer first-person shooter Counter Strike: Global Offensive, which was initially released in 2012, more than anything else, making it the current worldwide top seller. CS:GO has been assuming different rankings on the Top Sellers chart for 577 weeks, or the full 11 years of its existence. How is there still anyone left who hasn’t picked it up already?
We’ll have to wait a bit longer to find out if Starfield has that kind of longevity, too. Director Todd Howard certainly hopes so, telling GQ in a recent interview, “[Starfield] takes [Bethesda’s oeuvre] all to a level that we weren’t sure even that we could do. This type of game is still unique. When it clicked, and we could play it, we realized we had missed it. No one still does this.”
“We don’t get many of these in our careers—we don’t get many shots,” he said.
Baldur’s Gate 3 has plenty of nooks and crannies to explore to find hidden areas and loot, and sometimes you’ll need to have certain spells or characters on hand to access those tucked-away places. One example of this is Feather Fall, which, on the surface, allows your team to jump long distances without having to worry about taking fall damage. However, if you know where to use it, you can find some hidden secrets within Baldur’s Gate 3’s world.
11 Minutes With Baldur’s Gate 3’s Character Creator
Who can learn Feather Fall?
As a spell, Feather Fall is mostly restricted to the magic users in your party, but certain Rogue and Fighter subclasses can also learn the spell through leveling up. Bard, Sorcerer, and Wizard can learn it normally, or you can teach it to the Rogue subclass Arcane Trickster, or Fighter subclass Eldritch Knight.
Screenshot: Larian Studios / Kotaku
If you don’t have anyone who knows the spell on-hand, you can also cast it by using the Scroll of Feather Fall, which is an item you can buy from Arron, the merchant at the Emerald Grove in Act 1. It’s good this item is accessible early, because one of the best uses of Feather Fall is found in the game’s early hours.
What secrets can I access with Feather Fall?
An early place to use Feather Fall is in the Blighted Village in Act 1. While passing through this area, you’ll find a well across from the fast travel point that you can descend down to find an underground cave system. Here you can fight some powerful enemies, though do be aware if you have arachnophobia that they are mostly giant spiders that can teleport. However, you’ll also find a seemingly endless chasm that, if you simply jump down, you’ll fall to your death. But if you cast Feather Fall, you can gracefully reach the bottom and end up in the Underdark.
Screenshot: Larian Studios / Kotaku
You can reach this area normally by progressing the main plot, but unless you go out of your way to find this particular spot, you’ll miss it on your way to your next destination. This section of the Underdark features some high-level enemies like powerful minotaurs and the Bulette boss fight, but also has a camp area where you can find some good loot. It’ll be tough getting there, but it’s one example of how using spells outside of a combat context can open up new paths within Baldur’s Gate 3.
Baldur’s Gate 3’s newest update addresses over 1,000 bugs. That’s not a typo, the 2GB patch is extensive and fixes issues big and small, from combat glitches to short characters not being able to smooch with their taller lovers. But on top of that, it’s making it easier to avoid an unwanted romance with Gale, the charming Wizard companion with whom several players have been accidentally stumbling into a loving relationship.
11 Minutes With Baldur’s Gate 3’s Character Creator
The issue apparently stemmed from the backend coding of an early scene with our Wizard friend. He teaches the player how to manipulate the Weave, a magical force within the Dungeons & Dragons fiction that he is especially attuned to. If you choose to play it that way, it can be a pretty sensual moment and there’s even some magical, telepathic flirting thrown in for good measure.
However, some dialogue options in this scene and those leading up to it that could be misconstrued as platonic, despite being recognized by the game as romantic. Now, Larian Studios is making some tweaks to this scene to let players choose something nicer than telling him to fuck off but maybe not quite as forward as “imagine kissing Gale while he’s looking into your mind’s eye.”
Made it less ambiguous that you’re starting a romance with Gale when choosing certain dialogue options.
During Gale’s spell-teaching scene, you now have the option to picture a future with Gale that falls somewhere in between kissing him and kicking him in the head.
As a Gale romancer, it was funny finding out other players were dealing with this issue because I thought my relationship with him was the most natural thing in the world. But I did run into an issue where the game, for some reason, thought I had initiated some kind of romance with Karlach, as I had an option to “break up” with her after solidifying my relationship with Gale via Gale’s astral projection space sex.