Sony is currently running a pretty awesome sale for a number of its first-party games, particularly those in the action genre. Whether you’re looking to check out Nathan Drake’s swan song in Uncharted 4, Sam Porter Bridges’ strange trip through the apocalypse in Death Stranding, or Kratos’ dramatic shift into sad dad mode in 2018’s God of War, there’s a ton here to check out.
Most of these deals are for PS4 versions, many of which you can upgrade to the PS5 version either for free or at a small cost. All of these deals run from now until April 1, 2024.
We also threw in a list of action-adjacent games you may wish to check out as well.
Once you’ve assembled all your troops, it’s time to configure the marching order for the parade. Hit L2 to start arranging them. Different assemblies will influence the difficulty of the upcoming parade sequence across three performances. The higher the difficulty, the better the reward—and and the boost toyour relationship levels with Tifa and Aerith.
If you choose security officers across the whole lineup, you’ll get the easiest parade sequences for all three performances. The difficulty levels will change in real time as you adjust the soldiers. So you can pick something that’s more balanced. But the most challenging and rewarding lineup consists of two grenadiers, two riot troopers, and one flame trooper.
The parade sequence isn’t easy, especially considering all the running around you have to do to gather up your troops. While you may miss out on a chance to improve your relationship with Tifa and Aerith if you don’t perform well the first time, you can always go back to the parade sequence by selecting Chapter 4 from the chapter select after finishing the game.
It was a rather big week in gaming, this last one in February—mostly because we got Final Fantasy 7: Rebirth, and everyone came out of the woodwork to spout their hottest take and spiciest opinion about the Square Enix RPG. Is Cid redeemed? Is Aerith a goat lady? Is jank good?
It wasn’t all FF7 all the time: We also had some things to say about third-person shooter Helldivers 2, this week, because we’re a well-rounded bunch. Click through to see our most opinionated stories of the week.
2024’s most anticipated game is finally here, and the further adventures of Cloud Strife and his besties has launched on PS5. Final Fantasy VII Rebirthexpands and enhances the middle section of the 1997 classic, and there’s a big, beautiful world to see. If you’re looking to spend a few dozen hours in Square Enix’s…
It can be tough figuring out how to manage everything Persona 3 Reload throws at you. Between school life, social life, and fighting demonic shadows during the Dark Hour, your time in Gekkoukan High School is hectic, to say the least. So whether you’re returning to Persona 3 or playing it for the first time via the brand-new remake, here are some tips for how to get the most out of every day on the game’s calendar. — Kenneth Shepard
It’s Valentine’s Day, which means love is in the air. Maybe you have someone to squeeze, or maybe you’re holding on to an unrequested crush. And to be clear, we’re talking about video game characters. Because let’s be honest, for some of us who have been playing video games since we were kids, game characters helped us figure out what kind of people we liked and what we wanted to see in romance. So we want to know: Who is your biggest video game crush?
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This could be somebody you actually were able to romance in a game, so we expect to get a lot of BioWare characters in the responses (and we see you, Garrus lovers, you are so valid). But it could also extend to characters you don’t get to smooch. Maybe it’s a protagonist whose charisma you couldn’t help but love, like Nathan Drake. It could even be the antagonist of a game, because none of us are above loving a villain and if Minthara in Baldur’s Gate 3 showed us anything, it’s that you can fix people if you put in enough effort.
In the spirit of the season of love, we want to hear your stories about what characters you can’t help but have heart eyes for. What is it about them that you can’t help but be attracted to? Whether it’s their brains, their brawn, or just some sexy character design, we want to know everything!
As for me? One of my earliest crushes was Fang from Final Fantasy XIII, who remains an important part of my queer awakening. My current crush that I can’t help swooning over is Kafka from Honkai: Star Rail. But the most enduring video game crush of mine has to be Edelgard von Hresvelg from Fire Emblem: Three Houses. I still return to a mid-game save on my Switch from time to time, just to have tea with her.
Image: Kotaku / Xbox / Thomas Mucha / Lukasz Pawel Szczepanski (Shutterstock)
Over the February 3 weekend, reports from different outlets and insiders claimed that a number of big, Xbox exclusives—like Starfield and Gears of War—could possibly end up on PlayStation 5 in the near future. Once the news spread around the internet, the most Xbox-pilled users and creators began theorizing, denying, mourning, and ranting to those within their Church Of Xbox circle and beyond. Then, Xbox boss Phil Spencer posted a vague statement, seemingly confirming something was happening but the faithful would have to wait until next week to hear what. Perhaps he thought this would calm the masses. It didn’t. Instead, for some devoted Xbox fans, it was confirmation that the brand they worshiped was leaving them behind. And they aren’t taking it well (though some remain pretty chill about the prospect of Starfield coming to PS5). – Zack Zwiezen Read More
This week we’re going back to school,collecting Pals, and being reborn—that’s a lot of stuff to do without some tips. Palworld, the breakout hit from developer PocketPair, got a handful of major bug fixes that will make your creature-collecting a lot easier. And Atlus’ recent Persona 3 Reloadrelease means you’ll want to make sure you’re a Grade A student and a damn good friend—luckily we’re here to help you with all of that. The week also saw the surprise-debut of a Final Fantasy 7 Rebirth demo, and with progress carrying over to the main game, you’ll want to make sure you do everything you can with Sephiroth and company.
That’s why we’ve gathered the biggest, best, and most helpful Kotaku tips of the week, all in one spot. You’re welcome.
Video game publisher Krafton released a report that seemed to imply underwater survival sim Subnautica 2 would be a multiplayer-focused live-service game, which disappointed and frustrated many fans. But now the devs have quickly clarified that no, this isn’t the case and instead the game is going to just receive regular updates during early access, like the original Subnautica.
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Over the last year or so “live service” has become a nasty term, one which gamers seem more and more disgusted by, even if it seems a lot of studios and publishers are betting the farm on these so-called “forever” games being the future. So it’s not surprising that some people panicked when it appeared that Subnautica 2—a sequel to the popular, single-player story-driven underwater survival game from 2018—looked to be another live-service thing.
As reported by IGN, a February 8 financial report from Krafton caught the attention of folks when it mentioned that the upcoming Subnautica 2 was being designed using the “Games as a Service” model. Folks quickly assumed the worst: that this was a live-service game that would feature battle passes and seasons and all that stuff. It didn’t help that the report also claimed the sequel was going to be multiplayer-focused, a big departure from the first game. Quickly, people got out their pitchforks and began yelling that yet another franchise was being ruined by live-service shenanigans. But thankfully for those concerned players, that’s not the case.
Subnautica 2 devs set the record straight
Shortly after the report went public and news spread of Subnautica 2 being a live-service game, the developers—Unknown Worlds—stepped in and clarified in a blog post that it isn’t that kind of game.
“In reference to ‘Games-as-a-Service,’ we simply plan to continually update the game for many years to come, just like the previous two Subnautica games,” explained the devs. “Think our Early Access update model, expanded. No season passes. No battle passes. No subscription.”
The studio also claimed the game isn’t “multiplayer-focused.” Instead, co-op is “optional” and folks will be able to experience the full game by themselves.
Finally, the devs also explained that Subnautica 2’s early access launch isn’t planned for 2024 and that they will share more info “later this year.”
“Thanks for keeping an eye out for any news about our progress on the next game,” the devs added. “We’re so excited to show you what we’ve been working on and hope that you love it as much as we do.”
While it might seem like a lot of folks overreacted, the reality is that with reports of so many live-service games in development and after so many have failed to stick around or turn out well, a lot of gamers are jumpy about games-as-a-service and live-service “forever” games.
I expect—in an effort to avoid these situations—we will see some studios try to come up with a new term for games that just get occasional updates and patches, but which have no other “live” elements, like battle passes or seasons. For now, you can all relax. Subnautica 2 isn’t going to be a live-service thing like Suicide Squad.
Ever since the launch of Final Fantasy VII Remake back in 2020, fans of the original have been wondering how the next installment of Square Enix’s reimagining of the landmark 1997 game would handle the many iconic setpiece moments, reveals, and twists yet to come. The Nibelheim Incident, which centers around Cloud’s consequential return to his hometown five years earlier, has been an especially fertile ground for speculation. The original game and its many spinoffs revisit this mission numerous times to show off the varying perspectives of the key players. It’s an overused analogy, but The Nibelheim Incident is essentially FF7’s equivalent of the Rashomon murder scene.With each slightly different retelling, we inch a little bit closer to the truth.
FF7‘s save-the-world story wasn’t revolutionary in 1997, and it certainly isn’t today. But the palpable sense that something is “off” with Cloud and his mentor-turned-nemesis Sephiroth elevates it into something far more memorable and enduring. For much of the game, the fate of the planet kinda takes a backseat to finding out what the deal is with these guys. At the same time, with Final Fantasy VII Rebirth, the developers at Square Enix face the daunting task of attracting newcomers to the second chapter of a trilogy, those who may primarily know Cloud and Sephiroth as cool badasses with fun hair from the Super Smash Bros. Ultimate roster.
So when I booted up the game at a recent media preview event, I was delighted to see that Chapter 1 of Final Fantasy VII Rebirth immediately begins with Cloud telling his version of what happened at Nibelheim. Rebirth throws you in at the deep end and delivers high stakes right up front—and it’s exactly what longtime fans want and newcomers need.
Sephiroth and Cloud ascend Mt. Nibel as jagged peaks loom ahead.Image: Square Enix
Déjà vu all over again
I’d played a smaller segment of this section at a preview event a few months back, but that slice was more combat- and traversal-focused. True to the original game, the full version of Rebirth’s Nibelheim incident is a slow burn, a cozy evening with friends winding down after the frantic escape from Midgar. Present-day Cloud narrates over this extended interactive sequence where you play as his younger self, and his storytelling is punctuated by interruptions from Barrett, Tifa, and Aerith. Many of these exchanges are taken beat-by-beat from the original game, and it’s nice to see them return here to inject some levity and sense of camaraderie into Cloud’s suspenseful and gloomy story.
Rebirth’s take on Nibelheim largely sticks to that of the original FF7. (Mostly.) The reason for Cloud and Sephy’s mission remains the same—they’re sent to investigate a malfunctioning mako reactor at Mt. Nibel, and deal with any monsters along the way. We get a clearer sense of Sephiroth’s renown and celebrity—we’re mostly told, not shown this in the original—as townsfolk breathlessly gossip about him and jostle for photos. As before, you get the chance to control Sephiroth in combat during the climb, and he’s absurdly strong and fun to play.
Ascending Mt. Nibel functions as a light tutorial for Rebirth’s new traversal mechanics, including jumping and climbing. It’s nothing complicated, but it does convey that Mt. Nibel is dangerous enough to require a guide’s assistance better than the original game did. Speaking of guides, we get quite a bit more of young Tifa in this section of Rebirth (Nibelheim is her hometown too, after all), complete with her adorable cowgirl outfit. And there are some very intriguing consequences of that, which I am not going to get into here.
On that note, Chapter 1 of Final Fantasy VII Rebirth is a veritable bonanza of jaw-dropping spoilers for folks who haven’t played the original game. Despite knowing exactly what was coming at certain moments, the impeccable visuals and environmental design blew me away. And, as was the case with Remake, when Rebirth’s soundtrack is firing on all cylinders, it’s the stuff of real-deal goosebumps on your arms. As the flames reach higher and the music shudders like a terrified heart, suddenly I’m 11 years old again, sitting cross-legged on the floor next to my older brother in front of a CRT with a skateboarding sticker on the side, unable to say anything but whoa.
Kalm is a far more charming and intricate city in Rebirth than the original game.Image: Square Enix
A whole new world
After Cloud gives his friends the rundown of what happened with Sephiroth in Nibelheim, we resume the present-tense story in the city of Kalm. And golly, what a glow-up. In 1997’s FF7, the town was little more than an RPG gas station—a place to pick up some potions, cheap equipment, and a quick snooze at the inn. There was never much reason to go back once you’d progressed to other places. This time around, its cobbled streets, overgrown flower boxes, and rabbit-warren layout ooze a tranquil charm that’s worthy of the name.
Cloud and his pals have a new slate of double and triple attacks this time around.Image: Square Enix
You won’t spend too long here in Rebirth either, but it does provide a chance to get acquainted with several new gameplay additions. The most notable of these are party relationships and party level, which allow you to strengthen your bond with your teammates through dialogue choices and optional activities. The original FF7 had a less fleshed-out version of this that culminated in the infamous Gold Saucer date, and it’s nice to see that the devs are finding new ways to let players spend more time with their favorite characters.
The innkeeper at Kalm will introduce you to Queen’s Blood, Rebirth’s answer to card games like Witcher 3‘s Gwent and FF8‘s Triple Triad. I can already tell loads of people are going to be utterly obsessed with this minigame, though I sadly am not one of them. (Happy for you guys, though!) This section also offers a brief rundown of skill trees, weapon upgrades, and item crafting. I remain unconvinced that Final Fantasy 7 needed a crafting system, and I didn’t find much occasion to use it during my demo. I can see how it may be useful for some optional fights later on, but I hope it’s more of a “take it or leave it” mechanic.
But we can’t stay in Kalm for long, and it’s soon time for our merry band of weirdos to hit the road in search of adventures, pocket money, and eventually Sephiroth. Rebirth’s version of the original game’s vast open world is bigger and more beautiful than I’d hoped, with plenty of nooks and crannies to explore. You’ll gain access to both menu-based fast-travel and chocobos pretty much immediately after leaving Kalm, mercifully cutting down on the ponderous backtracking of the 1997 game. Instead of large swaths of empty space for random encounters, now there are small farms, hamlets, and ruins between cities and dungeons. This makes Rebirth’s open world feel like a natural expansion of scope rather than just a concession to the expectations of fans. After hitting up the Chocobo Farm, you’re free to explore for a while, but once you’re ready to return to the main story, a Ghost of Tsushima-esque green Mako trail will appear to nudge you toward your destination. It’s a thoughtful design choice that avoids the immersion-breaking “map game” vibes that have become a bit too commonplace in open-world design.
Holding down the basic attack button for Red XIII will allow him to do a continuous “Sonic spin” attack.Image: Square Enix
Naturally, once you get out into the big wide world, you’re gonna be doing some fighting. Final Fantasy VII Rebirth adds another layer to Remake’s real-time combat system, and I’m still not totally sure how I feel about it. You’ll have more than three party members to choose from at any given time, and each unique duo or trio can team up for a unique special attack. On paper, this sounds like Chrono Trigger, which is terrific. In practice, it kinda feels like one thing too many to keep track of. Remake’s combat had a satisfying cadence of managing cooldowns to pull off magic spells, heals, and special attacks. But in the early hours of Rebirth, even mundane fights have a noticeably stop-start feel to them. I’m hoping to settle into a flow eventually, but I’m also curious if this all might feel better in classic, turn-based mode instead. (Thankfully, it’s an on-the-fly toggle in the full game.) Quibbles aside, I’m still enjoying the heck out of the combat and the demo left me hungry for more. Pro tip: Red XIII’s strangely Sonic Spinball moveset is extremely fun to play.
The big question heading into Rebirth and its unnamed successor is: can it recapture—or even exceed—the magic of the original game? That remains to be seen. But, so far, the first three chapters are a helluva good sign for what’s to come.
Final Fantasy VII Rebirth launches February 29 on PlayStation 5.
In the fall of 2001, an unprecedented incident shook the world—the first Gyakuten Saiban (or Ace Attorney) game launched in Japan for Game Boy Advance. You played as greenhorn attorney Ryūichi Naruhodō (later translated to Phoenix Wright) as he bluffed through legal cases by exploiting testimonial contradictions, presenting tenuous evidence, and shouting a bunch. Capcom would release two more games in the series for the Game Boy Advance exclusively for Japanese audiences.
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In 2005, Ace Attorney made its global debut via the Nintendo DS console. English-speaking audiences got a visually updated and expanded version of the first game, which began an ongoing cycle of remasters. With each one, the Ace Attorney fan base has grown exponentially. As of September 2023, the franchise has sold more than 10 million units.
Part detective story, part courtroom drama, the world of Ace Attorney is more exaggerated and silly than our own. It’s also earnest, idealistic, and absurdly funny. But humor is a notoriously tricky thing to translate. Even so, the series’s wholesome goofiness has won over fans around the world, thanks in no small part to the stellar efforts of Capcom’s localization team.
“Simply by being kinder to one another, the world of the English Ace Attorney games became a very different one from ours indeed,” says longtime localization team member Janet Hsu.
This month, another batch of Ace Attorney games are getting a fresh coat of paint. Apollo Justice: Ace Attorney Trilogy, compiles the series’ fourth through sixth games: Apollo Justice, Dual Destinies, and Spirit of Justice. Ahead of the launch, Hsu spoke with Kotaku to reflect upon their time working on the series, its sprawling cast of loveable weirdos, and its growing popularity.
Hsu, who uses they/them pronouns, joined the franchise in 2005 and has been part of the localization team for every game since 2007’s Justice for All. They entered the localization world by chance, and when they joined Capcom nearly 20 years ago, the division was just starting out. At that time, games often tried to obscure their Japanese origins to make things more palatable to English-speaking audiences. For example, while the Japanese version of Ace Attorney takes place in modern Japan, the 2005 localization team set it in Los Angeles, without altering culturally specific references like food and architecture. Over time, it’s become a version of Los Angeles where Japanese culture has blossomed, and is now affectionately known as Japanifornia by fans of the series.
Screenshot: Capcom
But that’s far from the only example of the English localization team’s impact on the series’ identity. Each localization choice has had a far-reaching ripple effect throughout the franchise. Since Naruhodo was renamed Phoenix in the 2005 English translation, Hsu says that Greek naming motif also carried over to sequel protagonists Athena and Apollo.
“With the main character of the first trilogy being named after a legendary bird, we had to go big for Apollo as well. Apollo is a god connected with the sun and truth, which fits his personality well. Similarly, Athena was also chosen for her god status and connection to justice, wisdom, and fighting spirit,” Hsu explains.
Japanese pop culture and media has become far more popular overseas in the years since the games in this collection debuted. “Had this trilogy been localized into English today, the localization might be slightly different, but I assumed people would only become more and more familiar with Japanese culture,” Hsu says.
In that spirit, some elements of the games just never made sense to localize, because there wasn’t a suitable equivalent. “I frequently used the word “yokai,” and the demon Tenma Taro remained Tenma Taro in the localization of The Monstrous Turnabout,” Hsu says of the fifth installment of the series, 2013’s Dual Destinies. “I didn’t try to turn the rakugo storyteller aspect into a more Western idea of a stand-up comedian, for example.”
Screenshot: Capcom
Unsurprisingly, jokes are especially difficult to localize. In the original text, Ace Attorney games (likemanyJapaneseseries) often use the phrase “yare, yare” or “good grief” as a punchline. “With a well-placed ‘yare, yare,’ the heavy lifting of the humor in the punchline is done by the reader,” says Hsu of the original Japanese script. Conversely, English audiences expect more obvious jokes. For that reason, “most yare, yare’ lines are translated into a snarky, sarcastic remark in English because of this difference in language and culture.” says Hsu.
Hsu also takes advantage of the flexibility found in non-Japanese languages to add nuance to dialogue. For example, Spirit of Justice features an English-original quirk where the Khura’in judge says “Peace!” instead of “Silence!” According to Hsu, “It’s fun to add a little more flavor to a specific character or to show that things are done a little differently in Khura’in.”
Screenshot: Capcom
Although the English translation of Apollo JusticeTrilogy has been unaltered, numerous new translations were completed for the 2024 release, including French, German, Korean, and Simplified and Traditional Chinese. Hsu oversaw every new translation alongside Chester Lee, Capcom’s Asian Languages Lead. In addition to localizing, Hsu took an active role in guiding the game’s asset upgrades and aesthetics.
“Because I worked on the original DS and 3DS versions, I was able to help make decisions on how to expand things for the new 16:9 console experience,” says Hsu. They considered trimming the game picture in certain places, as they had with 2021’s Great Ace Attorney Chronicles, but this would’ve resulted in some odd imagery, like Simon Blackquill’s pet bird, Taka, having his head just out of frame. Like many recent Capcom titles, such as Dragon’s Dogma 2, Street Fighter 6, and Exoprimal,Apollo Justice Trilogy uses the powerful RE Engine. Hsu and the programmers worked together to utilize this engine in a way that that kept the experience intact.
As for the series’ future, Hsu says, “I would love to see more Ace Attorney content in any form. We’ve had an anime, a live-action movie, multiple stage plays, orchestra concerts, and so much more in addition to the games,” says Hsu.
With the Apollo Justice: Ace Attorney Trilogy, fans can now play every mainline Ace Attorney game on modern consoles. However, the spin-off games starring Prosecutor Miles Edgeworth have been left in the dust. Only the first one, Ace Attorney Investigations: Miles Edgeworth, is officially available and translated.
Hsu, like many fans, hopes this will change someday soon: “Of course I want it [an official Ace Attorney Investigations 2 translation] to happen! Hopefully, before I grow old and have to retire!”
Apollo Justice: Ace Attorney Trilogy is out now on Nintendo Switch, PlayStation, Xbox, and PC.
Tekken 8 has been out since January 26 for PC, PlayStation 5, and Xbox Series X/S. While you might be tempted to jump straight into its online matches, which you’re not prepared for—trust me—you should check out the game’s story mode first. Not only does it introduce you to many ofTekken 8‘s characters and themes, but it also sets up a bombastic, relentlessly over-the-top narrative about breaking the chains that hold us back. And it’s a great way to acclimate yourself to some of the game’s new mechanics. This is a story mode you shouldn’t miss. – Levi Winslow Read More
As an expansive survival game, Palworld has a variety of stats you can increase as you level up, leading to different strengths and weaknesses over the course of your character’s life. As is customary for many games like this, you can usually alter, or “respec,” these stats later on. Palworld lets you do this by way of “Memory Wiping Medicine,” which you can craft with the right items. – Claire Jackson Read More
Video game publisher Activision Blizzard has been embroiled in controversy within the last few years, from allegations that a culture of sexual harassment was allowed to thrive to reports of union-busting by management. But in January 2024, when a new lawsuit was filed against the Call of Duty and Overwatch publisher, many were shocked to read what it was in reference to: A 57-year-old former ActiBlizz exec alleged that he left the company because of ageism. According to the lawsuit, then-CEO Bobby Kotick said that the company’s problem was that there were “too many old white guys” working there.
Though race and gender traditionally get more attention in calls for a more diverse game industry—one where whiteness and maleness remain the norm—age discrimination is a hot-button issue as well. According to a 2019 survey from the International Game Developers Association, only 9% of game developers are 50 years old or older. As the people behind iconic, genre-defining games approach and surpass middle age, how do their peers treat them? Have they noticed a shift in the way developers work, or how games are made?
I sat down with Gears of War designer Cliff Bleszinksi on one call and Ultima Underworld creator Warren Spector, Apogee Software founder Scott Miller, and Nightdive Studios head of business development Larry Kuperman on another, to chat about navigating the game world after spending decades in it.
Photo: Mark Davis (Getty Images)
The demands of game development
“I’m gonna go on record saying I think I’m the oldest person who isn’t running stuff or on the business side,” Spector, who is 68, proclaims early on in the conversation. He’s referencing the phenomenon by which former developers transition to the business side of game dev, which many chalk up to the intense demands of video game development cycles.
Spector started in the board game world before moving to digital games in 1989, Miller (who pioneered gaming’s episodic release format) shipped his first in ‘85, Kuperman has been involved in games since 2001, and Bleszinski joined Epic Games in ‘92. Of the four, Spector is the only one solely working on the development side, while the rest are now mostly focused on the business end or, in Bleszinski’s case, out of games almost entirely.
I ask if the volatility and demands of the industry, which has seen more than 6,000 layoffs in the first month of 2024 alone, are why companies can’t or won’t retain older talent. “Some people find an ever-changing environment invigorating,” Spector suggests. “That’s one of the reasons I’ve lasted this long…things change so rapidly that you’re constantly acquiring not only new knowledge but new skills.”
But he acknowledges how competitive and tough the games industry can be. “The difficulty of the work, the low pay, drives even young developers away,” he points out while suggesting that, in his experience, the average “lifespan” of a programmer is about five to seven years due to the intense nature of their work.
“There’s a certain type of developer that’s a kind of self-flagellating monk that lives for that [intense] work ethic,” Bleszinski says during our conversation. “And then there’s a certain amount of peer pressure where you have deadlines and then someone goes home at six o’clock at night to their family, and then the other people are still at their desks—they don’t say it, but deep down they’re thinking, ‘I’m gonna be here until midnight, fuck that guy.’ A lot of that comes from the top…my producer on Gears, Rod Ferguson, I believe is one of the best in the business, but he lives for the work. He’s just an absolute workaholic.”
With crunch becoming an increasingly popular issue within the industry, and workers campaigning for union protections and a better work/life balance, can studios expect their developers to work the way they once did?
“The industry thrives on hungry game developers that are just happy to get an okay salary and free Mountain Dew and Doritos,” Bleszinski says. “If crunch is enforced, they’ll do it, but they’re gonna be very resentful towards the company…plus you get to a certain age where you hit the point where you’re like, ‘fuck you, pay me’.”
Image: Apogee Entertainment
The promise of indies, the problem of layoffs
Though Spector, Miller, and Kuperman don’t hesitate to disagree on the topics we cover (they playfully throw barbs about the validity of the games-as-a-service business model), they wholeheartedly agree on one thing: The nuts and bolts of game development have dramatically shifted since they started their careers, and much of that shift can be attributed to the availability and approachability of today’s game engines.
“We used to have to create engines from scratch, and that limited access,” Spector points out. “Now, youngsters right out of school, in their garage, can actually make games without learning Assembly, like Richard Garriot [the creator of the Ultima series] had to. So I think that’s a large reason why you don’t see as many older developers, because the youngsters are using those available tools.”
Miller, who is still “deeply involved” in making games, concurs: “We’re in the era now where two people can do what 20 people did back in the ‘90s.” He brings up last year’s action game, Turbo Overkill, which Apogee published. “95% of that game was made by one guy. We helped him up with the music and voiceover, but this is a game that would’ve taken 25 to 30 people back in the ‘90s. It’s just a remarkable piece of work.”
And for them, in today’s game economy, innovation like that can only be found at indie studios. “I like being at the indie level,” Miller says. “I think we can all agree on that,” Kuperman chimes in. “There’s just so much innovation going on at the indie level that you’re not seeing at the big boy level because it’s too costly to take a risk,” Miller suggests.
What about those “big boy” studios, and the thousands of layoffs they’ve doled out in the last month alone? How do industry mainstays feel about the layoffs, and the future of the industry? For Spector, there’s no fear in gaming’s future, just apprehension towards those leading it: “It sounds like [companies] just over-hired during the early days of the pandemic, and it’s bad management that’s resulting in overstaffing. That doesn’t mean there’s a fundamental flaw. It means we have some bad managers at the top of companies.”
Kuperman steps in, pointing out that “Scott [Miller] has been kinda leading the way in hiring back up people from kindred companies.” Miller reiterated Spector’s talking points, suggesting that “games suddenly were selling 30 to 50% better than normal” during covid, and studios went on a hiring spree.
The conversation circles back around, once again, to the promise and allure of indie studios in the modern financial climate. “I don’t have 150 or 200 employees to lay off…but the layoffs are coming at Mega Corp,” Kuperman says. “And in the meantime, there are lots of indie developers that are not only thriving, but are looking to scale up.”
Variety
Ageism and diversity in the video game industry
Though we laugh a bit about how we all came together—thanks to Bobby Kotick (himself a 61-year-old man) allegedly partaking in ageism—the tone does get somewhat serious when discussing the issue of age discrimination. Miller and Spector deny facing any sort of ageism during their decades in the industry, but Kuperman has a personal anecdote that’s stayed with him for years.
After working remotely for GameStop for two years as a business development manager, he was let go at 57 years old. “There I was, with a great resume, you know, successful in games, I had worked with every major company, my client list went from Activision to Zenimax…I sent out my resume, my applications to all of these companies that I had worked with—they all knew what I could do and my capabilities. And they all turned me down,” Kuperman recalls. “And the one that was the most offensive—I won’t say who it was—but they took the time to explain to me that I was not a ‘cultural fit.’ I got this explanation that I was not a cultural fit while I was working from home wearing a Ramones T-shirt. I knew what they meant, right? That I was not gonna fit in with their twenty- and thirty-somethings.”
Bleszinski believes older members of the industry are still in it either because they didn’t get “fuck you” money or because they genuinely love what they do—from our convo, it’s clear that his time churning out AAA games left him somewhat jaded. “Talking about ageism—once a person gets married and has kids and whatnot, you know, they’re going to put in their eight hours and they’re gonna go the fuck home,” Bleszinski says. “I tell people, get ‘fuck you’ money, and then get the fuck out.”
Spector, Miller, and Kuperman are all now indie darlings, so their experience is vastly different from Bleszinski’s, who had to be the face of a massive AAA franchise while still actively working on it. But all of them still agree that game development can often feel like a young person’s, well, game. Part of that has to do with the demands of the work, sure, but there’s an accessibility problem, as well.
“My twitch skills are not what they used to be,” Spector points out. “People don’t believe me that there are physical changes in your body as you get older. But there are, and I am physically not able to work the kinds of hours I used to. I am physically not able to keep up with 12-year-olds, 34-year-olds [referencing my age] playing games anymore. So I need to find a somewhat different role in development, and I’m lucky enough that I’ve been able to carve out a different role. But a lot of people might just say, ‘I don’t want to do that anymore’ and self-select out.”
Image: Naughty Dog
“The thing is, for me, my vision,” Kuperman says. He struggles with contrast in games, and can get frustrated when he can’t see important features like doors. “But I’m lucky because [my studio] NightDive is now part of Atari, so I now have support mechanisms that I didn’t have before.”
But how does the industry, as a whole, do when it comes to accessibility and diversity?
“It’s not just age and it’s not just physical—divergent thinking is not very well-supported,” Spector says. “Every way you can think about diversity, we do a bad job…we don’t get a lot of resumes from older developers or people who think differently or people of color…that’s an area where I think younger developers are going to have to lead the charge.”
He continues. “I’m only speaking for myself but, I like the past when I was able to work until three in the morning and sleep under my desk and drive home and have no idea how I got home. I kind of miss those days of comradery in the foxhole. Younger developers don’t wanna do that, and it’s a good thing ‘cause I can’t do it anymore. So it’s good that they’re thinking that way…the world has changed for the better.”
Were you bummed Final Fantasy VII Rebirth didn’t make an appearance? Well you’re not alone. Good news, though! On February 6, 2024, we’ll be treated to yet another State of Play showing, this time with a closer look at the upcoming second chapter of the Final Fantasy VII remake project.
And that wraps everything we saw at tonight’s State of Play. Which games are you most excited about?
It’s time for a second trip to Seattle in The Last of Us Part IIRemastered. Originally shipped in 2020, Part II amps up the scope of the series, as well as the violence. The result is a dynamic, stealthy survival horror romp that takes place decades after a world-ending pandemic. It can be a tough game to play, and Remastered also includes a new roguelike mode for those who want an even greater challenge. – Ari Notis Read More
Ubisoft Montpellier’s 2.5D side-scrolling Metroidvania Prince of Persia: The Lost Crown is finally out on Nintendo Switch, PC, PlayStation 4/5, Xbox One, and Xbox Series X/S. It’s a long, challenging action-platforming game with lots of tough bosses and intricate puzzles. Here are a handful of essential tips to make your journey a bit easier.
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The Lost Crown follows the young Sargon, the newest member of the warrior clan known as The Immortals. He’s tasked with tracking down the kidnapped Prince Ghassan, who’s been dragged off to the cursed city of Mount Qaf. The game has plenty of paths to unblock, collectibles to find, and equipment to unlock. It’s easy to get lost or stuck, but I’ve got you covered.
Throw Your Chakram Often
About an hour or two into the game, you’ll unlock a new weapon: a bow. This weapon doubles as a throwable chakram that serves several functions, including calling down platforms and opening gates. The double-edged weapon can also be used in combat as a projectile that gets faster and stronger every time you parry it. More than that, though, you can use the chakram to reach those elusive resource caches without having to pull off a complex platforming feat. Be sure to use that chakram often, as it’ll make collecting stuff a little less frustrating.
Upgrade Your Gear Regularly
The fiery blacksmith—and absolute goddess—Kaheva opens up her forge to you not long after you reach the hub area of The Haven. But she’s not the only shopkeeper who can improve your equipment. While Kaheva can buff the damage of your bow and swords, The Mage, an elderly woman who operates an equipment shop in The Haven, can increase the number of health flasks you can hold and improve the potency of their healing. On top of that, both shopkeepers can power up the status effects of your Amulets, equippable pieces of gear that provide benefits such as increasing your melee damage at low health or reducing the damage of environmental hazards. It’s worth coming back to The Haven to upgrade your gear as often as possible. These bosses don’t play around, so you’ll need all the buffs you can get. Trust me.
Don’t Forget The Swordmaster
Speaking of The Haven, another person you should visit regularly is the swordmaster Artaban. Artaban is Sargon’s trainer throughout the story, teaching you effective ways to dispatch your foes in fights. You should also do his combat challenges to get Time Crystals, one of the currencies used for buying wares and upgrading gear. The challenges themselves are simple, and with enough practice and patience, will help you become more comfortable using all of Sargon’s abilities to kick serious ass.
Take Images Of Memorable Spots
With The Eye of the Wanderer, a true innovation within the Metroidvania genre, you can take screenshots that show up as icons on the mini-map, which helps make backtracking easier. Instead of trying to memorize where something is, you can use the upgradable resource known as Memory Shards to snap a quick photo to remember the spot. And when you’re finished with the image, you can delete the screenshot to free up space for more photos. Just hold down on the D-pad and snap away. Your brain will thank you for it.
Make Sure To Finish Those Side Quests
As you explore Mount Qaf, you’ll come across characters in need of help. It might be deciphering an ancient text or finding an old woman’s children. Either way, these side quests reward you with some good stuff, from currencies to use at the various shopkeepers to resources to upgrade your gear. Depending on the complexity and length of the objective, you might even get a Soma Petal, which increases your max health when you’ve collected four of them. Be a good Immortal and help some people out. It’ll be worth your while.
Take Advantage Of Guided Mode In The Settings
You’re presented with two game modes when you start: Exploration and Guided. Exploration mode is the default setting, giving you little direction for story quests and side errands on the mini-map. With Guided mode, you get much more assistance as the mini-map populates icons for mission objectives, doors and paths, and the upgrades you’ve unlocked. guessing game. You’ll still get lost, so don’t worry about that. Guided mode will just make it so you don’t stay lost. You can toggle this setting at any time—you’re not locked into what you chose at the beginning of your playthrough.
Tweak The Difficulty To Your Preferred Playstyle
The Lost Crown is a masterful example of accessibility in video games. In the extensive settings menu, you can make parries easier, extend the invulnerability you receive while dodging, skip challenging platforming sections, show markers for interactive elements in the world, and so much more. This game really lets you customize the experience to your liking, so you should do that. There’s bound to be a setting here that will give you the kind of Metroidvania experience you’re looking for.
Always, Always, Always Buy The Area Maps From Fariba
Fariba has extensive knowledge of the cursed city, and she’ll often have maps on her for sale. These maps reveal everything you need to know about that given area, including potential secrets and unexplored spots. Her location varies, and she’s usually a bit of a pain to find, often holed up in some room gated behind a complex platforming section. But picking up the area map from her will save you time in the long run. The best part? Unlike some of the other shopkeepers whose wares can be a bit more expensive, Fariba sells her services for just 50 Time Crystals. That’s a bargain in my book.
Don’t Do Much Backtracking Till You Get The Last Power
The Lost Crown is predicated on returning to areas you’ve previously visited with new powers, so it’s tempting to backtrack once you’ve acquired a new time-bending ability. But take it from me, you should wait until you’ve gotten the very last power, the Fabric of Time. You don’t get it until about three-fourths of the way through the story, but waiting to get this grappling hook of sorts will save you time and frustration. Before this point, a majority of your backtracking will be blocked by floating hooks that require the Fabric of Time to reach. There’s no clever way to get around these sections without it, so you might as well wait. Besides, by the time you unlock it, you’ll be so OP not even the toughest boss could stop you.
And there you go, nine tips to help you bend time and survive death in Prince of Persia: The Lost Crown. Although I’ve beaten the story, I’ve still got plenty of collectibles to find and side quests to finish. So, good luck in Mount Qaf. Prince Ghassan needs us both.
Thursday’s Xbox showcase included some big games that I can’t wait to play. But if you tuned it right when the action started you might have missed the best part of the show: a series of fun pop-up facts and trivia about various Xbox-owned studios.
On January 18, Xbox posted its latest Developer Direct, showing off gameplay from a few big titles coming to Xbox and PC later this year and letting the people making these games talk about them in detail. (Hey, Geoff, take note.) It was a solid showcase and that new Indiana Jones game looks wonderful. But perhaps my favorite part of the event happened before all the trailers and gameplay. During a countdown before the Developer Direct started, Xbox flashed numerous fun facts about studios like MachineGames, Oxide, and Obsidian Entertainment.
I didn’t see a lot of people talking about these neat little pieces of trivia, so I wanted to take a moment and highlight some of them so we can all enjoy them after the fact. I love stuff like this. I also lovedPop-Up Videoon VH1 back in the day. Anyway, to the facts!
In 2019, Capcom blew our minds with a brutal remake of 1998’s Resident Evil 2, this time with a new camera perspective, modern graphics, and the return of two classic horror protagonists: Leon S. Kennedy and Claire Redfield. Starting on January 16, you’ll be able to download this incredible remake as a part of your PlayStation Plus Premium and Extra subscriptions. – Claire Jackson Read More
Image: Ubisoft, Atlus, Rockstar Games, Mundfish / Shedworks / Nintendo / Claire Jackson / Kotaku, Screenshot: Remedy Games / Kotaku
If you’re stuck on a tricky boss fight or a challenging puzzle, or just want to make the most of your time with a new release, we’ve got you covered. Here are some of the tips we found most helpful this week.
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Massive Entertainment’s upcoming open-world Star Wars game, Outlaws,is coming to PC, PlayStation 5, and Xbox Series X/S sometime in 2024. The game doesn’t follow Jedi and deal with The Force, but instead will give us a look into the seedier side of life in the Star Wars universe as it follows the exploits of a smuggler and scoundrel in an open-world format encompassing multiple planets. Let’s take a look at everything we know about the next trek to a galaxy far, far away. – Kenneth Shepard Read More
Persona 3 Reload, the from-the-ground-up remake of Atlus’ beloved PlayStation 2 role-playing game, is coming out on February 2. But while the 2006 classic is getting a modern retouching very soon, it won’t include everything added to the original in the updated Persona 3 Portable and Persona 3 FES editions, the former of which is on Game Pass right now for Xbox and PC. So if you want to play one of the best additions to the base game, you still have a chance before Persona 3 Portable leaves Game Pass on January 14. – Kenneth Shepard Read More
If you’ve been playing Grand Theft Auto V or GTA Online via Game Pass lately, you might need to pony up and buy a copy to sustain your criminal enterprise. Rockstar’s crime saga is expected to leave Xbox Game Pass in about two weeks. – Claire Jackson Read More
Image: Mundfish / Shedworks / Nintendo / Claire Jackson / Kotaku
Happy new year! This week the Kotaku weekend guide returns with a brisk list of games for your consideration. Maybe some of these you hadn’t considered playing before, or perhaps others have been sitting on your backlog. In that case, consider this your reminder to get working on that stubborn list of yours. – Claire Jackson Read More
If you’ve been eyeing (or playing) Alan Wake II lately but haven’t yet played any of the other titles in Remedy Games’ growing “Remedyverse” of connected stories, then you might want to take a look at the Epic Games Store right now. During its “Developer Spotlight” sale, Alan Wake Remastered, Alan Wake American Nightmare, Control, and both the standard and deluxe versions of Alan Wake II are all available for some pretty generous discounts. – Claire Jackson Read More