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Tag: Seine-Saint-Denis

  • Star Wars Outlaws Is A Crappy Masterpiece

    Star Wars Outlaws Is A Crappy Masterpiece

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    I was staring at a wall. It was an early mission in Ubisoft’s latest behemothic RPG, Star Wars Outlaws, in which I was charged with infiltrating an Empire base to recover some information from a computer, and this wall really caught my attention.

    Screenshot: Ubisoft / Kotaku

    It was a perfect wall. It absolutely captured that late-70s sci-fi aesthetic of dark gray cladding broken up by utilitarian-gray panels covered in dull blinking lights, and I stopped to think about how much work must have gone into that wall. Looking elsewhere on the screen, I was then overwhelmed. This wall was the most bland thing in a vast hanger, where TIE Fighters hung from the ceiling, Stormtroopers wandered in groups below, and even the little white sign with the yellow arrow looked like it was a decade old, meticulously crafted to fit into this universe. I felt sheer astonishment at the achievement of this. Ubisoft, via multiple studios across the whole world, and the work of thousands of deeply talented people, had built this impossibly perfect area for one momentary scene that I was intended to run straight past.

    Except I ran past it three times, because the AI kept fucking up and I was restarted at a checkpoint right before that gray wall over and over.

    Kay stands in front of a planet-set, with rocky mountains against the orange sky.

    Screenshot: Ubisoft / Kotaku

    I’m struggling to capture the dissonance of this moment. This sense of absolute awe, almost unbelieving admiration that it’s even possible to build games at this scale and at this detail, slapped hard around the face by the bewilderingly bad decisions that take place within it all.

    To be excited about a beautifully crafted wall is to set yourself up for an aneurysm when you start to notice the tiny, inflecting details on characters’ faces, or the scrupulous idle animations of a bored guard. Then as I tried to conceive that this same level of care was taking place across thousands of locations in multiple cities over a handful of planets, my genuine thought was: “It’s ridiculous that we mark these games on the same criteria as others.” How can someone look at this, this majesty, and say, “Hmmm, seven out of ten?” And then a guard sees me through a solid hillside and ruins fifteen minutes of painstaking stealth, and I wonder how it can be on sale at all.

    In 2024, we have reached the most deeply peculiar place, where AAA games are feats that humanity would once have recognized as literal wonders, and yet play with the same irritating issues and tedious repetition as we saw in the 90s. This contrast, this dissonance, is absolutely fascinating.

    Flying toward a wreck in space.

    Screenshot: Ubisoft / Kotaku

    Ubisoft strikes me as the leader in this bizarre space. I have, for years, been delighted and bemused by what that company is capable of creating, albeit often not in positive ways. The Assassin’s Creed series routinely builds entire cities, even countries, in authentic detail, to the point where we almost take it for granted. It has always struck me as the most horrendous waste that a game like Assassin’s Creed Odyssey can recreate ancient Greece in such wonderful detail, and then gets thrown away, that entire digital space never used again for anything else. It could be given to the world, offered as a setting for a thousand indie games, reused and recycled as such an achievement deserves. Instead, it’s there for that single game, where we reasonably kvetch about the frustrating details of a broken quest, or at how crowd AI bugs out at crucial moments.

    And this is only to touch on the art and architecture. We’re not even mentioning the fantastic writing, the exquisite voice acting, the sound effects, the musical score, the lighting, the concept art that makes such designs possible, and the direction and leadership that can bring all these disparate parts together. All as a backdrop to my repeating the run across the gantry because a distant AI decided to be triggered by a Nix it couldn’t possibly see, or because that time when I pressed Square it decided to throw a punch instead of trigger a takedown.

    Kay stares at an industrial complex.

    Screenshot: Ubisoft / Kotaku

    I’m old enough to remember a time when we’d lament that a beautifully drawn point-and-click adventure was no fun to play, and be so disappointed that such lovely artistic skill had been the backdrop for illogical puzzles and bad writing. Imagine the camera shot pulling out from that adventure game and revealing the room it’s in, the house that contains that room, the town that house is in, the city that town forms part of, and the country in which that city exists—that gets you close to the scale at which the same issue plagues us 40 years later.

    Just that opening city in Outlaws, Mirogana, is more than gaming was capable of ten years ago, let alone 40. It, alone, would be enough for an entire game, with plots and missions and characters. And it’s a blip in this game’s mindblowing breadth. I cannot over-express the scale of what’s offered here, and how incongruous it feels that it can all feel so easily dismissed given such fundamental errors. Errors that mean the game attracts headlines like, “Star Wars Outlaws Is Too Simplistic For Its Own Good.” And I get it! I know what the article means! It’s right that its stealth is banal and badly implemented, and yet such a core element of the game. But God damn, why are we able to reasonably call this creation “simplistic”?

    I’ve no idea what the solution can possibly be, but I feel it sits somewhere in a new order of priority. One that involves scaling back the ambition of everything that a large-scale developer knows it can achieve, and re-focuses resources on fixing the absolute basics that it so often cannot. Because the tragedy of a piece of art like Outlaws—or any number of other architectural masterpieces that we see come and go in this industry every month—being able to be sniffed at with a (deserved) 7/10, is too awful.

    Read More: Star Wars Outlaws: The Kotaku Review

    At Gamescom this year, I saw a talk (currently embargoed) about how wind will cause a game’s world to behave differently, and on one level it was incredible stuff, a technological marvel. But on another, it’s going to offer absolutely nothing if that game’s basic loops are dreary, or if the enemy AI is going to endlessly run into beautifully rendered walls. It could end up being a 7/10 game with technologically astounding wind.

    And so I come back to that wall. And I thank everyone involved in making it so special, the artists who spent so long ensuring it felt authentic, and the level designers who placed it, and the people responsible for collision detection who ensured I couldn’t walk through it, and the people who coded the Snowdrop engine so it could exist at all, and the producers who encouraged the developers who implemented it, and every single person who was in some way responsible for making me that wall to momentarily stare at. And I wish I hadn’t had to sneak past it quite so many times.

    .

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    John Walker

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  • Canceled Ubisoft Sequel Was Inspired By Wind Waker, Elden Ring

    Canceled Ubisoft Sequel Was Inspired By Wind Waker, Elden Ring

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    The sequel to Immortals: Fenyx Rising (2020’s open-world, Greek-inspired adventure game) was cancelled in July 2023, and we’re just now learning exactly what that game was meant to entail—and how much of a break from tradition it was planned to be for Ubisoft.

    According to Axios’ Stephen Totilo, who broke the news on August 21, the sequel (codenamed Oxygen) was an ambitious one that would combine features of two distinct, beloved games: FromSoftware’s action RPG Elden Ring and Nintendo’s The Legend of Zelda: The Wind Waker. Anonymous sources familiar with the game’s development spoke to Totilo, painting a detailed picture of a “vast game set across a fictionalized version of the Polynesian archipelago, made primarily by Ubisoft’s Quebec studio but developed alongside Polynesian consultants.”

    Read More: Assassin’s Creed Publisher Axes Sequel To BotW-Like That Was Pretty Good

     “The goal was also to make a game very different from the rest of the Ubisoft portfolio,” a source told Axios. Instead of the typical Ubisoft map overwhelmingly dotted with icons, Immortals 2 would have far less map markers, and require players “to search harder to figure out where to go, by tracking animals, following the wind, or navigating via the position of stars in the in-game sky,” alleged a source. The core inspiration for this change? Elden Ring.

    The sequel would reportedly also be very different from the original Immortals, with more realistic graphics, the abandonment of the first game’s narrator, fewer puzzles, and a “more malleable story in which player choice is significant.” According to Axios’ sources, the player’s character would try and “curry favor with various Polynesian gods” that would give them special elemental powers and the ability to shape-shift. They’d gain new tattoos on their body based on the narrative choices they’d make in game, all of which is rooted deeply in Polynesian cultural traditions and the notion of mana, or the belief that there’s a supernatural force flowing through humans, animals, plants, and more. A player’s decisions would affect the various islands on which Immortals 2 would have been set.

    According to Axios, part of the reason Immortals 2 was canned was so that Ubisoft could focus on established IP like Assassin’s Creed Red. The first Immortals game was reportedly developed in just over a year, but the sequel was taking longer because of its ambitious scope and its comparatively small dev team. Apparently, however, “several playable hours were available in an internal demo” by spring 2023, and Ubisoft was “at a juncture about whether to fund full development or nix the project.”

    We know Ubisoft ultimately decided to can it, but as Kotaku’s Ethan Gach pointed out in July 2023, Immortals: Fenyx Rising was “pretty good,” and the idea of a more expansive sequel that abandoned some of the tired markers of a Ubisoft game sounds exciting. Oh well, guess we’ll just get more Assassin’s Creed games instead. 

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    Alyssa Mercante

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  • Video Games And TikTok Are To Blame For French Riots, Says Prez

    Video Games And TikTok Are To Blame For French Riots, Says Prez

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    French President Emmanuel Macron has a few theories as to why riots have spread across France in the wake of the fatal police shooting of a 17-year-old delivery driver: TikTok, Snapchat, and video games, mostly.

    The teenager was shot on Tuesday, June 27 in the Paris suburb of Nanterre during a traffic check, according to the Associated Press. Nahel, who has only been identified by his first name, died at the scene, and his untimely death exacerbated rising tensions between French police and the residents of the Nanterre neighborhood and beyond.

    Videos shared online over the last few days of riots show police firing tear gas at crowds and protestors lighting cars on fire, burning garbage, and looting. AP reports that as of Friday, 875 arrests were made within the last few days (a third of the arrests for one of these days were reportedly “young people”), with Macron refusing to declare a state of emergency and instead sending 40,000 more officers into the streets.

    Macron said that social media networks are playing a “considerable role” in fueling the ongoing unrest, and he pointed to both Snapchat and TikTok as examples. He laid out plans to work with tech companies to remove “the most sensitive content” shared, saying that he expects “a spirit of responsibility from these platforms.” And French police are reportedly looking into the identities of those who post rallying cries to continue the protests on social media.

    “Violence has devastating consequences, and we have zero tolerance for content that promotes or incites hatred or violent behavior on any part of Snapchat,” a Snapchat spokesperson told AP. “We proactively moderate this type of content and when we find it, we remove it and take appropriate action. We do allow content that is factually reporting on the situation.”

    French president thinks video games are contributing to the riots

    But Macron doesn’t just think it’s those dang phone apps that are to blame for the ongoing protests—he also turned his attention towards video games. “We sometimes have the feeling that some of them are living out, in the streets, the video games that have intoxicated them,” he said. It’s not, of course, police brutality, an increase in housing and income inequality, or the fact that race policy in France is just “be colorblind.” (Nahel was Arab.)

    Protests centered around police brutality are not new in France: Citizens protested the 2020 police killing of George Floyd en masse, and in 2005, riots broke out after two young boys died while running away from police in the Clichy-sous-Bois commune in Paris. During the 2005 riots, former Prime Minister Dominique de Villepin declared a state of emergency.

    Using video games as a scapegoat for violence is not new—they’ve been lampooned as the cause of mass shootings since the 1999 Columbine massacre, and Fox News trotted out the excuse after the 2022 Buffalo, New York mass-shooting. But scientific research does not point to a connection between the two.

    As psychologist Dr. Rachel Kowert told Kotaku in June 2022, “We’ve been studying [the connection] for 20 years, and there’s been no consistent findings that would suggest at all that they’re in any way directly linked, whereas we have a whole wealth of research linking, like pure delinquency, and low frustration tolerance, and previous exposure to violence, and all of these things that are very well established in the research as predictors of violent behavior, but we ignore that because those are confusing societal problems.”

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    Alyssa Mercante

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