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Tag: The Witcher 3

  • Cyberpunk Just Broke Witcher 3 Record As Devs Work On Sequel

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    Cyberpunk 2077 is keeping the lights on CD Projekt Red. The Polish studio confirmed the 2020 RPG is now its main source of revenue as the rags-to-riches blockbuster reaches 35 million sales before The Witcher 3 did.

    CDPR revealed the new milestone in its latest earnings report. “That’s a better result than The Witcher 3 was able to achieve in the same post-release time frame,” CFO Piotr Nielubowicz said. That make it now the company’s “main source of income” as it staffs up on Cyberpunk 2, whose development is split between teams in Warsaw and Boston.

    While about half of the company remains focused on shipping The Witcher 4, CDPR plans to have over 300 developers working on the sci-fi sequel by the end of 2027, suggesting that year will mark an inflexion point as the studio pivots to the full production on the latter. At least if everything goes according to plan.

    While Cyberpunk is still almost half short of The Witcher 3’s 60 million all-time sales, its new record is impressive for a game whose launch was one of the most high-profile disasters in recent gaming history. Despite praise for the PC version, the console port, especially on last-gen consoles, led to viral bug montages, fan revolts, and investor freakouts.

    It’s not every day a game that was once pulled off of PSN by Sony becomes a company’s main cash cow. Much of that turnaround is owed to a series of massive patches and 2023’s fantastic Phantom Liberty expansion.

    It’s no doubt also helped by a great Switch 2 port that arrived back in June. The five-year-old game runs great on Nintendo’s new hardware and gives millions of new players a chance to experience V’s tour through heaven and hell in Night City for them selves. Or anyone who played it years ago but still needs to go back and get the good ending. Thanks god for cross-save!

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    Ethan Gach

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  • Zelda: Tears Of The Kingdom And Everything Else That Blew Me Away: Ethan Gach’s Top 10 Games Of 2023

    Zelda: Tears Of The Kingdom And Everything Else That Blew Me Away: Ethan Gach’s Top 10 Games Of 2023

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    I love the idea of annual top 10 lists until it comes time to actually make one. Then my perpetually indecisive brain freaks out about whether the game I spent 100 hours playing was actually any good, the tension between an interesting game and a fun one, and the cries of all the games I never finished or even got around to starting, still begging for my attention.

    I spent 2023 tracking some of the best new games that came out every month, attempting to at least try as many of them as I could while also measuring how my feelings changed about them as the year went on. And I ended up playing a bunch of them while still not getting around to what no doubt would have been strong personal GOTY contenders.

    With a not-so-short short list assembled by early December, the task then becomes figuring out which games I actually thought were the best. I’ve worked hard to convince myself over the years that the process is more art than science. Inevitably I tally up the perceived merits and flaws of a game and then try to compare the vague calculations, an exercise that always ends in a mix of conflicted self-doubt and second-guessing.

    Eventually I silence the internal dissent and retreat into a more abstract sense of what feels right. Recently this has meant giving in more to my personal tastes and subjectivity, championing the games I love rather than the ones I feel I ought to like, and praising them for the one or two things they do very well instead of letting all the smaller things they don’t do so well hold them back. This doesn’t impose any more order on the chaos of comparing a roguelite loot shooter to a visual novel adventure, but it does give me fewer pangs of guilt when I eventually settle on rating one above the other.

    Here, in alphabetical order, are the top 10 games that moved me the most in 2023.


    Armored Core VI: Fires of Rubicon

    Screenshot: FromSoftware / Kotaku

    I’ve always understood and appreciated the Soulsborne formula and its many flavors on an intellectual level, but Armored Core VI was the game that finally made me feel and love the initial hopelessness and eventual satisfaction that comes from mastering a FromSoftware game. The mech shooter is razor sharp and ultra polished when it comes to zipping around environments and engaging in moment-to-moment combat. You actually feel yourself becoming more in-sync with the custom robot’s strengths and limitations the more you play, each successive boss fight pushing you to come to a deeper understanding of what’s important and what’s just noise. I spent several nights trying to beat Balteus. I don’t regret any of them. And I remain blown away by Armored Core VI’s vibes-based storytelling and branching new game plus mode. Its economical arcade design rewards you for every additional minute you put into it and doesn’t waste time on anything superfluous.

    Baldur’s Gate 3

    Lae'zel looks out at the city of Baldur's Gate.

    Screenshot: Larian Studios

    Sometimes superfluous is good, though. In fact, sometimes it can be transcendent. The promise of a dozen roads not taken in a video game pays off in making the one you did walk feel unique, unlikely, and unmistakably yours. I love that Baldur’s Gate 3 contains entire games’ worth of conversations, interactions, and outcomes I will never experience. It makes the small journey I have been on feel that much more intimate and personal. None of this would matter, of course, if Baldur’s Gate 3 was not well written, painstakingly choreographed, and expertly voice acted. It’s a dense RPG full of gear and skills to manage alongside quests and boss fights to navigate, and all of it, no matter how it plays out, feels like it was meant to happen that way. It’s the new gold standard for role-playing video games.

    Chants of Sennaar

    A temple is shown in red and blue.

    Screenshot: Rundisc

    I don’t normally like language-based games. (Ironic considering I’m a writer.) I despise crossword puzzles. The inherent fluidity and ambiguousness of language mashed up with the rigid constraints of a game almost always leave me feeling underwhelmed and frustrated. I was shocked, then, to find out just how much I enjoyed Chants of Sennaar, a puzzle adventure about deciphering unknown languages between various factions in a Tower of Babel that oozes highly saturated yellows, blues, and reds. What I appreciated most was how quickly context and intuition helped whittle down possible solutions to problems, making limited communication gratifyingly achievable even when there was no foundation to begin building on. Rather than punish you for the shifty and slippery nature of language, Chants of Sennaar allows those elements to color your overall experience and interpretation of the game without blocking your moment-to-moment progress.

    Cocoon

    A moth-like creature walks by pods.

    Screenshot: Geometric Interactive

    Cocoon feels like it was chiseled from a rock over thousands of years. Everything unessential has been methodically removed. All that’s left is a seamless sequence of puzzles gently nudging you toward new discoveries and brain-twisting realizations. Remnants of conventional game design like screen icons and boss fight deaths have been elegantly eradicated. Evocative musical queues punctuate each new milestone on your journey. And the rules governing its world are supremely simple but always manage to combine into solutions that feel just outside the realm of possibility. Cocoon is probably one of the best puzzle adventures ever made.

    Cyberpunk 2077: Phantom Liberty

    V rides a motorcycle through a blockade.

    Image: CD Projekt Red

    I finished Cyberpunk 2077 for the first time last year. Despite some fantastic missions and an overwhelmingly intricate open world, it left little impression on me. That seemed a symptom of the underlying structure of the game rather than anything that could be patched out with new abilities or a more impressive sci-fi open world simulation. Night City felt fundamentally alienating to me, and none of the individual characters, story arcs, or RPG progressions managed to pull me out of that feeling of malaise. That is, until Phantom Liberty and the game’s 2.0 update in 2023. The culmination of every new addition, from takedown animations and parrying bullets with katanas to jacked-up car chases and an entire subway system, is an open-world RPG that passes some imaginary threshold from feeling static and paper-thin to one that’s lively and responsive. It helps that Phantom Liberty is a streamlined campaign in a specific part of the map that, dispensing with the MacGuffins of the main plot, can instead weave an interesting and nuanced tale of political intrigue, betrayal, and necessary consequences. Taken together, it’s the game I was hoping Cyberpunk 2077 could be ever since I finished The Witcher 3’s amazing Hearts of Stone and Blood and Wine expansions.

    Darkest Dungeon II

    Warriors fight abominations as the world burns.

    Image: Red Hook Studios

    It only took one caravan ride in Red Hook Studios sequel to convince me it was something special. Darkest Dungeon II takes everything I loved about the first game and puts it in motion, propelling its brutal emergent storytelling and grim probability-based combat over all of the divots and ditches that occasionally ensnared its predecessor. Playing Darkest Dungeon II late at night with the lights turned off made me feel like I was racing through the gothic fall of humankind to save my soul. While it loses some of the managerial depth of the first game, it more than makes up for it with its more cinematic presentation and economical focus. I wish every game could create such an unmistakable sense of place, atmosphere, and engaging stakes with similar efficiency, and made failure feel so rewarding and profound.

    Final Fantasy XVI

    Clive looks out at ruins in the desert.

    Screenshot: Square Enix / Kotaku

    This is the problematic fave on this list. Final Fantasy XVI disappointed me in so many ways. From its shallow RPG systems to its dreary and cumbersome second half, the latest game in the Square Enix series felt like it left so much untapped potential on the table. It makes me dream of what the team might accomplish if given the time and resources to mount Cyberpunk 2077’s three-year turn around from Early Access to 2.0 victory lap. Instead of droning on about all the things I disliked about this game, I’ll simply say that it’s highs were higher than almost anything else I played this year and kept me coming back through a new game plus run which has reminded me why I love it, from the incredibly sleek and satisfying action to the magnificent cinematic boss fights. When the writing isn’t falling down flat on its face and the sky isn’t overcast with an impenetrable gloom, there is more than one flicker of the return to form Final Fantasy fans like me have been waiting more than a decade for.

    Super Mario Bros. Wonder

    Mario runs on some colorful musical notes.

    Image: Nintendo

    I almost left this one off the list. It feels like a cheating. Every stage in Super Mario Bros. Wonder is juiced to the max, carefully engineered to delight, entertain, and continually surprise you, all while maintaining the series’ tightly calibrated platforming feel and bespoke attention to detail. Super Mario Bros. Wonder doesn’t catapult the formula forward or feel as inventive as recent puzzle boxes like Super Mario 3D World and Bowser’s Fury. Its most remarkable moments don’t quite measure up to the peaks in Super Mario Bros. 3 or Super Mario World. But it’s exquisitely crafted, and every level is packed to the brim with new quirks and fun ideas. No game brought me more unburdened joy this year.

    The Banished Vault

    Ships navigate a flat cosmic map.

    Screenshot: Lunar Division

    Obtuse, slow, and occasionally clumsy, The Banished Vault nevertheless takes spreadsheet navigation and adds an irresistible sense of existential dread to the proceedings. You play religious outcasts scavenging solar systems for resources to survive until the next cryo-sleep-induced hyper-light jump. The greatest terrors I felt in any game this year came from the prospect of miscalculating fuel reserves and how long I have until the next supernova. The Banished Vault can feel straightforward once you unravel its economy, but that process of demystification is complex and enthralling, and richly infused with meaning thanks to the austere presentation and haunting soundtrack. It made contemplating certain doom not just thrilling but spiritually soothing.

    The Legend of Zelda: Tears of the Kingdom

    A fairy gives her blessing.

    Screenshot: Nintendo / Kotaku

    The Legend of Zelda: Tears of the Kingdom was a slam dunk. It surpassed my wildest expectations, taking what impressed me about Breath of the Wild and finding even more ways to surprise, delight, and gently lead me through its whimsical, dangerous, beautiful world. Game critics love to reward novelty, ambition, and bold experimentation. The nature of playing so many things and being exposed to so much naturally places a premium on the new and unexpected. Tears of the Kingdom has plenty of that, but more than anything it shows masters of their craft assessing, refining, and iterating on a formula they’ve spent decades on, like Chevy working on a new Corvette or Porsche making the latest 911. I’m still stunned that there’s a Zelda game where you can make your own rocket ship and somehow it doesn’t feel like a gimmick but rather like the most obvious and natural thing you could do in an open world fantasy adventure.


    Honorable mentions: Season: A Letter to the Future, Humanity, Jusant, Planet of Lana, Saltsea Chronicles, Shadow Gambit: The Cursed Crew.

    Needed more time with: Alan Wake 2, Star Wars Jedi: Survivor, Remnant II, Lies of P, Laika: Aged Through Blood, Dredge.

    Didn’t get to: Terra Nil, Against the Storm, Fading Afternoon, A Space for the Unbound, Bomb Rush Cyberfunk, The Talos Principle 2, Slay the Princess, Void Stranger, and many more.

    Liked but didn’t love: Spider-Man 2, Starfield, Diablo IV, Sea of Stars, Hi-Fi Rush, Moonring, Thirsty Suitors.

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    Ethan Gach

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  • New Steam Sale Contains Some Of The Best Games Ever

    New Steam Sale Contains Some Of The Best Games Ever

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    The 2023 Game Awards are happening on December 7. And to celebrate a night of mostly trailers, ads, and celebrities with maybe (if we’re lucky) a few awards tossed in, Steam and The Game Awards have teamed up for a big sales event discounting some of the best games of the last decade.

    There are some genuinely great games on sale right now, including newer titles like Mortal Kombat 1, Cocoon, the Dead Space remake, and Hi-Fi Rush. These are all games that are nominated for various awards this year. But, interestingly, this sales event—which ends December 11—also features discounts on games that won in Game Awards of old. So that means stuff like Control, The Witcher 3, Gris, and Grand Theft Auto V are also discounted for a limited time on Valve’s digital PC store.

    If you are one of the 27 people on Earth who have yet to buy and play GTA 5, now’s as good a time as any to check it out before GTA 6 in 2025.

    Here are some highlights we spotted in the massive Game Awards sale happening now on Steam.


    2023 Nominees

    Company of Heroes 3 – $48 (20% off)

    Terra Nill – $18 (30% off)

    Venba – $15 (20% off)

    Hi-Fi Rush – $22 (25% off)

    Viewfinder – $20 (20% off)

    Diablo IV – $42 (40% off)

    Starfield – $49 (30% off)

    Mortal Kombat 1 – $49 (30% off)

    Star Wars Jedi: Survivor – $39 (45% off)

    Cocoon – $20 (20% off)

    Dead Space – $27 (55% off)


    2022-2020 Winners

    Stray – $20 (34% off)

    As Dusk Falls – $10 (67% off)

    It Takes Two – $12 (70% off)

    Kena: Bridge of Spirits – $20 (50% off)

    Tales of Arise – $20 (50% off)

    Guilty Gear Stive – $20 (50% off)

    Mortal Kombat 11 – $5 (90% off)

    No Man’s Sky – $30 (50% off)

    Phasmophobia – $13 (10% off)


    2019 – 2014 Winners

    Gris – $3.75 (75% off)

    Control – $10 (75% off)

    Dragonball FighterZ – $14 (85% off)

    Celeste – $5 (75% off)

    The Messenger – $5 (75% off)

    Wolfenstein II – $6 (85% off)

    What Remains of Edith Finch – $5 (75% off)

    Hellblade Senua’s Sacrifice – $5.50 (85% off)

    Injustice 2 – $5 (90% off)

    Doom (2016) – $4 (80% off)

    Civilization VI – $6 (90% off)

    Inside – $2 (90% off)

    The Witcher 3 – $10 (75% off)

    Mortal Kombat X – $5 (75% off)

    Her Story – $2 (80% off)

    Dragon Age: Inquisition Game of the Year Edition – $8 (80% off)

    Shadow of Mordor – $5 (75% off)

    Grand Theft Auto V – $15 (63% off)

    Valiant Hearts – $3.75 (75% off)

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    Zack Zwiezen

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  • Cyberpunk 2077’s Incredible Turnaround Will Now Be Preserved Forever

    Cyberpunk 2077’s Incredible Turnaround Will Now Be Preserved Forever

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    Image: CD Projekt Red

    As Cyberpunk 2077 approaches its third anniversary, the beleaguered blockbuster is getting a send-0ff to immortalize its unlikely turnaround. CD Projekt Red announced an Ultimate Edition for the sci-fi RPG on November 21 that includes this year’s Phantom Liberty expansion and the massive 2.0 overhaul patch. There will even be a physical copy for PlayStation 5 and Xbox Series X/S owners.

    Cyberpunk 2077: Ultimate Edition will come to “next-gen” consoles and PC on December 5, and give players the chance to experience the open world story and years of fixes and upgrades all in one place for $60.

    “This new release is the perfect way to experience every story of the dark future; it also contains the free Update 2.0, which overhauled many of the game’s systems, introducing dynamic skill trees, high-octane vehicle combat, and enhanced enemy and police AI — as well as adding new weapons, vehicles, and clothes,” CDPR wrote in a press release.

    Game of the Year editions became something of a joke in the industry many years ago, but if any release deserved to get repackaged that way, it’s Cyberpunk 2077. Once pulled from the PlayStation Store for being so busted on PS4, the game is now pretty close to what players had hoped for based on years of trailers and E3 hype. Phantom Liberty, starring Idris Elba as FIA sleeper agent Solomon Reed, is the type of high-quality expansion fans have come to expect from the studio behind The Witcher 3s Hearts of Stone and Blood and Wine DLC. The underlying gameplay has also markedly improved.

    Read More: Phantom Liberty’s New Ending Is The Perfect Coda To Cyberpunk 2077

    But the real significance of the new Ultimate Edition is that Cyberpunk 2077‘s definitive 2.0 version will now be the one included on physical discs for PS5 and Xbox Series X/S players. The Xbox version will even include the entire Phantom Liberty expansion incorporated into the base game. (PS5 owners will have to download it during installation.) That means that even in the actual year 2077, when the video game servers will have likely long since shut down, anyone who still has an ancient console and the Ultimate Edition disc will still be able to experience Cyberpunk 2077 in its complete form.

    Lots of games have managed to engineer live service-style redemption arcs these days, but very few get to see them memorialized in physical form. Now if only the Netflix spin-off Cyberpunk: Edgerunners could get a physical release as well.

               

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    Ethan Gach

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  • CD Projekt Red Spent Over $120 Million Saving Cyberpunk 2077’s Reputation

    CD Projekt Red Spent Over $120 Million Saving Cyberpunk 2077’s Reputation

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    Cyberpunk 2077’s highly acclaimed and massive expansion, Phantom Liberty, almost feels like its own game. That’s probably because the developers behind the expansion spent over $60 million on developing Phantom Liberty and $21 million on marketing it, bringing the total cost of producing the DLC to about half of what it cost to develop the entire Cyberpunk 2077 base game. And Cyberpunk’s costs rise even more when you factor in the fortune CD Projekt Red spent just plugging up the original release’s worst problems after its disastrous launch.

    After launching in a pretty awful state in 2020, CDProjeckt Red’s massive open-world RPG Cyberpunk 2077 has received numerous updates, bug fixes, and even a popular Netflix anime. All of this helped the futuristic RPG become more popular than ever. And while some say the game’s core problems can’t be fixed, CDPR hasn’t given up on Cyberpunk 2077. The RPG’s only planned DLC, Phantom Liberty (and the free 2.0 update) released on September 26 to rave reviews, and fans declaring the game “saved.” But building something like Phantom Liberty isn’t cheap.

    On October 5, during an investor’s presentation, CDPR revealed the total budget for Phantom Liberty. Its costs were split between zł275 million on “direct production expenditures” and another zł95 million on “marketing campaign costs.” If we do some converting, that equals out to just about $63 million and $21 million in USD, respectively, or roughly $84 million total.

    CD Projekt Red

    As a point of comparison, it reportedly cost $174 million to develop Cyberpunk 2077. That number gets ever larger when you factor in the $142 million CDPR spent on marketing the dystopian RPG. Looking at these numbers, it’s almost impressive how little money CDPR spent on marketing the new DLC compared to the main game.

    No matter how you slice it, spending nearly $85 million on developing and marketing a single expansion is wild and a sign of just how expensive game development is these days. It’s also a great example of how big, expensive games aren’t allowed to be flops.

    Cyberpunk 2077 had to be a beloved hit, no matter the cost

    Another interesting number revealed during the presentation is that CDPR spent zł178 million or about $40 million USD on bringing the game to next-gen consoles and building the sweeping 2.0 update. Add that number to the above Phantom Liberty figures and you could feasibly claim CDPR spent almost $125 million on fixing Cyberpunk 2077’s image and saving its reputation.

    However, based on how well Cyberpunk 2077 and its new expansion are selling after the update—CDPR claims there was a “surge” of sales following update 2.0—the company is likely going to wind up making a lot of money off the game. CDPR pointed out during the investor presentation that it is “confident” that the DLC and its main game will be “big sellers” for a long time, pointing toward the continued sales of The Witcher 3 and its DLC years after launch.

    With the development of the Cyberpunk 2077 sequel starting and news of a live-action spin-off in the works, it makes sense that CDPR would be willing to invest so much money into making sure Cyberpunk 2077’s legacy amounted to more than a failed launch and bad console ports. It needed the game to be a huge hit with millions of fans. And it got there, even if it cost a lot of money in the end.

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    Zack Zwiezen

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  • Latest Witcher 3 Patch Gives Switch Some Love, Improves Combat

    Latest Witcher 3 Patch Gives Switch Some Love, Improves Combat

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    Screenshot: CD Projekt Red / Kotaku

    On Wednesday, CD Projekt Red juiced up The Witcher 3 with yet another patch, giving the eight-year-old fantasy role-playing game improved cross-platform progression on consoles, new features for Nintendo Switch, and even better-looking grass for touching purposes.

    The Witcher 3’s version 4.04 patch introduces a hodgepodge of graphical updates and quality-of-life improvements to both console and PC versions of the game, as well as bringing certain specific improvements to the Nintendo Switch. In short, the latest patch improves the Switch’s cross-progression feature making it so that, once logged in to your CD Projekt Red account, you can pick up where you left off in The Witcher 3 on other platforms. The Switch is also getting the Netflix-inspired content other consoles received in the last patch.

    Read More: Witcher 3 Fans Think New Patch Gameplay Change Breaks Immersion

    Aside from numerous bug fixes like, umm… “mending grass collision,” patch 4.04 has also made it so you don’t have to do so much fussing in menu screens during combat, letting you switch oils and potions right from the game’s radial menu. It’s a welcome change, since oils are vital tools in taking down specific monsters. Now Geralt can bathe his sword in whatever specific concoction will help him defeat the beasties he’s currently battling without you needing to break the flow of combat by opening up the pause menu and fiddling around with witcher’s brew.

    Netflix

    Read More: The Witcher Netflix Views Are Down, Prepare For Discourse

    These quality-of-life updates come as the second half of the third season of Netflix’s Witcher series—the final season with actor Henry Cavill in the role of Geralt—is almost upon us. In his absence, Liam Hemsworth will take up the Roach-riding mantle, debuting as the Butcher of Blaviken in the show’s fourth season.

    The second part of The Witcher’s third season will premiere on the streamer on July 27.

       

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    Isaiah Colbert

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  • The Ladies Of The Witcher Are Storming Fortnite

    The Ladies Of The Witcher Are Storming Fortnite

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    Epic Games’ battle royale shooter Fortnite has some new characters joining in on the quest for the W: The Witcher 3’s Ciri, Geralt of Rivia’s adopted daughter, and his love interest Yennefer of Vengerberg are now available in the game’s item shop.

    The popular ladies of The Witcher franchise storm Fortnite with two islands of their own: Ciri’s Escape and Yennefer’s Battleground, both of which can be accessed through the game’s Discover tab. Or, if you’d rather land on the islands immediately, you can enter code 2776-4034-8400 for Ciri’s and 2862-9616-5689 for Yennefer’s. Completing either Ciri’s or Yennefer’s islands will net you emoticons of each, while finishing both of them will reward you with a fancy banner to show off. The two islands will be live until July 4.

    The real draw here are the equippable skins, though you’ll have to shell out some V-Bucks for them. Currently Yennefer can be bought either on her own for 1,500 V-Bucks (approximately $12 USD) or in a bundle with her Megascope pickaxe, bird skull back bling, and Black Wings emote in which she summons her magical raven for 1,800. Ciri, meanwhile, is only available in a pack for 2,000 V-Bucks, and comes with both back bling and a pickaxe of her silver sword Zireael, as well as a basilisk glider. There are some cool touches to these skins, as well. Ciri’s hands, for example, will glow green when holding her Zireael Sword Pickaxe. And Yennefer’s just a badass. Who wouldn’t want to embody her essence?

    Unfortunately, Geralt isn’t joining Ciri and Yennefer to duke it out for the win this time around, as the White Wolf was previously an unlockable skin Battle Pass owners were able to acquire back in Chapter 4 Season 1. As a result, he probably won’t be for sale at any point, though those who unlocked him can, of course, use him any time. Ah well, if we can’t have him back, then replacing him with two of the most powerful women in The Witcher seems like a fair trade.

     

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    Levi Winslow

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  • Tears Of The Kingdom Is Smaller Than A Call Of Duty Patch, And That’s Great

    Tears Of The Kingdom Is Smaller Than A Call Of Duty Patch, And That’s Great

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    Like many others, I just bought the digital version of The Legend of Zelda: Tears of the Kingdom on my Switch. I paid for the game, exited the eShop, and then it just…started downloading. No prompt to delete something else to make room. No minor crisis over deciding which of the half-dozen unfinished games on my console would get the boot. The download finished quickly, and then I started playing. Simple, right? And yet I can’t remember the last time installing one of the biggest games of the year went so smoothly.

    Most modern blockbusters have filesizes of at least 50GB. The biggest are over 100GB, even well over it. With standard PS5 and Xbox Series X storage drives being only 500GB, with even less space available purely for storing games, it doesn’t’ take long before downloading the next hit, or even a small indie game, leads to headaches. Do I really have time to be replaying The Witcher 3 right now? Should I put God of War Ragnarök on hold while I finish Horizon Forbidden West’s Burning Shores DLC? What if I just play one more hour of the latest random 2D Soulslike I downloaded before deleting it?

    Star Wars Jedi: Survivor threw this whole gauntlet into overdrive. The game was huge. The patches were huge. The patches kept coming. I love what I’ve played so far but man, that whole part sucks. God help you if you also have an online multiplayer game you jump into regularly like Destiny 2, Apex Legends, or Fortnite. And if it’s Call of Duty: Modern Warfare II, well, all I can say is I’m sorry.

    Image: Nintendo

    Hence the surge of relief when I installed Tears of the Kingdom and didn’t have to deal with any of that. I have a 128GB microSD in my Switch and have never pressed up against the invisible barrier of its storage limits. Nintendo is renowned for optimizing its Switch games, with filesizes routinely half of what ports like Doom 2016 require. Tears of the Kingdom is only one gigabyte bigger than Breath of the Wild, despite an entire new crafting system, a much bigger map, and a ton more voice acting. It’s a small marvel, and one I appreciate now more than ever. And the version 1.1 day-one patch? Barely 300MB.

    I get it. With 4K textures, mountains of cutscenes, and full voice acting, cutting-edge blockbusters on the PS5, Xbox Series X, and PC are never going to be that small. External storage add-ons are also getting cheaper, alleviating concerns for those who can afford them. And maybe one day all our games will be streamed from the cloud anyway, making local storage obsolete. In the meantime, I’m not taking conveniently small game footprints for granted.

    Something feels a little old-school about Tears of the Kingdom, and it’s not just that it’s the newest adventure for some of Nintendo’s oldest characters. The midnight launch. The lines wrapped around the block. The fact a gaming culture that’s increasingly fractured, fragmented, and heated is momentarily concentrated on Link gluing rockets to a raft. It’s nice. Also, the game just works. Incredible.

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    Ethan Gach

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  • Cyberpunk 2077 Mod Gives Night City An Even More HD Makeover

    Cyberpunk 2077 Mod Gives Night City An Even More HD Makeover

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    Yes, Cyberpunk 2077 is already in HD—it goes way past HD for anyone playing in 2K or 4K, even—but if you ever stopped to look at the game’s ground textures and walls, you may have noticed they’re not as sharp as some of the more attention-grabbing parts of the world.

    That’s to be expected, of course, no developer in their right mind would spend as much time on a patch of dirt as they would the character’s apartment or car. But when a certain type of game reaches a certain level of popularity, there are people out there who want to see what that looks like, cost be damned.

    You might not remember, but back in 2020 I wrote about a Witcher 3 project undertaken by HalkHogan, a modder who wanted to give Geralt’s world a makeover, replacing the game’s default environment textures with new ones that were vastly more detailed. That mod proved so good, and so successful, that developers CD Projekt Red included it in their recent next-gen re-release of The Witcher 3.

    Well HalkHogan is now back with much the same thing for CDPR’s follow-up, Cyberpunk 2077, announcing that his HD Reworked Project is now underway and posting a video showcasing some of his work.

    Cyberpunk 2077 HD Reworked Project – Release Preview

    While you’d expect that adding something like this to the game would come with a performance hit, HalkHogan says that so long as you have enough spare VRAM, you won’t notice and slowdown whatsoever. And if you do, he’s releasing two versions of the mod:

    In general, the modification doesn’t hit performance in any way if you have enough amount of VRAM (video card memory). Even if you run out of memory a bit, it shouldn’t be a problem (and if it will, you can always easily uninstall the mod).

    There are two versions of the modification, adapted to what the graphics card you have.

    Cyberpunk 2077 HD Reworked Project Ultra Quality: contains the highest quality textures and gives the best visual experience. Highly recommended for 2K/4K displays. Game can use up to max 800MB more VRAM so most modern graphics cards should easy deal with it.

    Cyberpunk 2077 HD Reworked Project Balanced: maintains high textures quality with lower VRAM usage. Recommended for graphics cards with less amount of memory. Game can use up only about 400MB more VRAM so basically everyone who can comfortably play the game can use this without experiencing any significant performance drops while having noticeably better textures.

    Version 1.0 of the project is available now on Nexus Mods.

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    Luke Plunkett

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  • There Is No Saving Cyberpunk 2077

    There Is No Saving Cyberpunk 2077

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    Were it almost any other game from almost any other studio, Cyberpunk 2077’s disastrous launch would have condemned it to the sales bins of history. Big AAA releases dropping with some bugs is one thing; big AAA releases being taken off the PlayStation Store because they were so broken is something else entirely.

    Even then, though, in the depths of the game’s nadir, I could see something in the distance, past all the anger and frustration of the moment. So much of the negativity seemed to be coming not from a place of true revulsion, but disappointment, of people’s expectations of Cyberpunk 2077 being “The Witcher 3, with cars” being fumbled.

    That spot on the horizon, as tiny as it was, nevertheless had shape and form. It was hope. Big games simply cannot be allowed to die, so even then, as Cyberpunk was on the receiving end of an unprecedented backlash, I could see where this story was headed. The world loves nothing more than a bad game’s redemption arc—see No Man’s Sky for a similar example of the genre—and as bad as Cyberpunk had been at release, surely CD Projekt Red, after spending all that time and money to make the game, would eventually spend enough time and money to fix it?

    Image for article titled There Is No Saving Cyberpunk 2077

    Screenshot: Cyberpunk 2077 | Kotaku

    As time did its thing and moved ever onwards, that spot on the periphery would get bigger, until one day it would displace the negative vibes around the game entirely. One day, Cyberpunk 2077 would be good. Could be good. Please, Cyberpunk 2077, you could hear being said louder by the day, be good.

    In late 2022, it looked like that moment had arrived. Alongside renewed interest in Cyberpunk 2077 in the wake of its excellent anime spin-off, the game won Steam’s ‘Labor of Love’ award—basically its “most improved” prize—with Valve recognising:

    This game has been out for a while. The team is well past the debut of their creative baby, but being the good parents they are, these devs continue to nurture and support their creation. This game, to this day, is still getting new content after all these years.

    We were now free, two years after the game’s nightmarish release, to convince ourselves that this was no longer the same game it had been at launch. Two years of work had righted the ship, given people what they wanted. Cyberpunk 2077 was good now.

    But was it? I, along with most of you, had played it in 2020 and thought it was terrible. How much could really have changed since then? With a bunch of time to kill on a recent vacation, and to address my own simmering curiosity over the shape the game was in, I spent a few weeks working my way through Cyberpunk 2077, front to back.

    IS CYBERPUNK 2077 GOOD NOW?

    That’s a complicated question! But it’s why we’re here, now, in March 2023. What I found was that yes, over the past two years and change a bunch of technical improvements have been made. And when I say improvements, I say it like a battlefield medic would, in that “sawing a man’s legs off” is an improvement over “dying”. My first encounter with the game in December 2020 had lasted for around 10 hours, and for that entire time, even with a relatively new PC, Cyberpunk 2077 ran like trash. So bad it was distracting me from the game itself.

    Now it runs great. With DLSS working its black magic and a bunch of patches under its belt, Cyberpunk 2077 is a game reborn on my PC—the exact same PC I had played it on in 2020—with even my modest rig able to run it in 4K, ray-tracing enabled, without skipping a beat. A smoother framerate also made the game’s sluggish shooting and driving sections slightly more tolerable, and best of all everything looked fantastic. So far, so good.

    Cyberpunk’s countless and often mission-breaking bugs also seemed far less frequent. There are some still there, ones I think are just part of the way the game was built, like how cars don’t appear in the world so much as they’re dropped, still rocking on their suspension as your character first spots them. Or how police chases simply do not work. Pedestrians still walk and stand through one another, like they’re re-enacting the end of Watchmen. But there are a lot less of these, and I didn’t run into any of the formerly huge issues—like cars and bikes catapulting off the screen—so again, progress.

    If bugs and weird glitches were your primary hangup, then sure, Cyberpunk 2077 is “good now”. This technical triage didn’t really matter to me, though. I’m a Battlefield 2042 veteran, I am used to finding pleasure amidst uncooperative polygons. What their taming did at least allow, though, was the opportunity to stop worrying about them, and focus on the game itself. Not what I had wanted it to be, or expected it to be in a post-Witcher 3 world, not what its calamitous launch had prevented it from seemingly ever being. Just me, a smooth framerate and the entirety of Cyberpunk 2077 ahead of me.

    What follows is not a review. We did that already.

    CYBERPUNK 2077, PART I

    OK, I have SOME THINGS I need to say that will sound review-like. I played through 85 hours of Cyberpunk 2077, much of it over my vacation, I need to talk about this with someone.

    I started this whole endeavour thinking I’d be writing about one game, Cyberpunk 2077, but I ended up playing two very different ones over those hours. So different, in fact, that I’ve had to basically write this whole piece twice, since so much of my first draft would eventually end up in the bin.

    The first Cyberpunk 2077 I played was how I imagine—actually, how I know after looking at Steam achievement statistics showing how few players had completed important sidequests—most people’s time with the game went. You aren’t led through the main storyline so much as you’re shoved, bombarded from the outset with urgent phonecalls, frantic messages, cutscenes where you’re coughing up blood, directions to travel here, have a shootout there, and before you know it you’re at the endgame wondering why you’ve barely scratched the surface of Cyberpunk’s world, cast or myriad of RPG systems.

    Writing about this Cyberpunk as I went, my notes used the word “dogshit” a lot. The main storyline is the very worst of Cyberpunk. It doubles down on the game’s failed attempts to be an explosive FPS, shines its brightest lights on Night City’s dullest characters and moves so fast that Cyberpunk’s elaborate endings mean nothing because you haven’t had the time or space to give a shit about anyone affected.

    My conclusion to this piece, as the credits rolled, was that Cyberpunk 2077 was unsalvageable. Its problems were too fundamental, the scathing reviews from 2020 justified in their damnation.

    Image for article titled There Is No Saving Cyberpunk 2077

    Screenshot: Cyberpunk 2077 | Kotaku

    CYBERPUNK 2077, PART II

    But then something weird happened. Instead of being dumped back at my lair in some kind of overpowered postgame, I found myself reloaded back to a checkpoint just before the final mission. There was no real endgame here (the storylines as they wrap up rule that out), just a soft reboot, presumably so players could jump straight back into those final hours and make different choices, enough to unlock one of the game’s four other endings.

    Here, with the main quests all but resolved and my need to see a final cutscene already satisfied, another Cyberpunk 2077 unfurled in front of me. This Cyberpunk was full of unresolved sidequests, only now I had the time and space to resolve them. The game finally had time to breathe. It took its foot off the gas, stopped harassing me to sort out Keanu Reeves’ problems and began slowly serving me the game’s most memorable quests, most with meaningful consequence, each one taking me on a tour of previously-unseen corners of the game’s lavish world and giving me a newfound appreciation for its scale and detail.

    I met all my favourite Night City residents in this second Cyberpunk, and I think it’s easily the best way to meet them. To be able to savour each little adventure at its own pace, instead of having them crammed in between main quests. In this second game, where I was no longer following a Keanu Reeves-led narrative laced with international intrigue but free to just be a guy doing murderous odd jobs around town, Cyberpunk felt so much closer to what I had expected from it back in 2020. A game about exploration, being a handyman, uncovering unforgettable little stories with sticky moral quandaries. The Witcher 3 with cars, basically.

    My conclusion after this second Cyberpunk wrapped, after I’d rinsed it of every substantial (and less so) sidequest on the board, is…well, it’s what you’re reading now. My reflections of a game that is still broken in so many ways, and forgettable in many others, but which is also more than that, so much more than most people who (rightfully and understandably!) bounced off the main storyline in 2020 and never looked back will ever know.

    It’s almost as though Cyberpunk’s main problem isnt with its various components themselves, so much as the urgency and order they’re thrown at you. Playing Cyberpunk 2077 as CD Projekt Red designed it is like going to a fancy restaurant and having the steak thrown at your face before you’ve even looked at the menu. Then getting your delicious entrée served 90 minutes later. The food is good, sure! But that wasn’t the best way to eat it.

    Everyone who has ever said “just try the side missions, they’re better” in the time since Cyberpunk 2077’s launch, and sounded like a copium addict at the height of a trip, turned out to be right on the money. I’m sorry for ever doubting you. Some of these auxiliary quests are good, but many of them are excellent. A mayoral candidate having a little IT problem is a highlight, as is the tragic and unforgettable case of a cop’s missing nephew and a cattle farm. Claire’s tale of loss and revenge is handled with the utmost care. Judy’s evolution from peripheral quest-giver to her beautiful finale was a joy to play through, and Kerry’s mid-life crisis resolves in possibly the most cathartic moment of the whole game. These stories are well-written, deeply interesting and many of the best ones don’t even need you to shoot anything.

    I could go on and on here, and kinda want to, but I’ve wasted enough of your time with my thoughts on a game that’s now over two years old, and was written about, at length, maybe more than any other video game in history. Thank you for sticking with me this long.

    IT’S STILL CYBERPUNK 2077

    Technical fixes aside—and they make a difference!—this is still Cyberpunk 2077. The good stuff was good in 2020, the bad stuff was bad in 2020, and they will forever be that way because you can’t save a game by patching in a new character arc (or any character arc) for Johnny Silverhand, or turn some dials and suddenly make the entire first-person shooting experience feel even remotely exciting.

    I feel like I did everything I was supposed to do here, everything the zeitgeist and the blip on the horizon said I should do when it came to this game. I played it in 2020, bounced, then gave it time—time it may not have deserved if it was any other game from any other studio—to clean itself up. I revisited it to play the game this was supposed to be.

    It’s not that game, of course. The “Cyberpunk can be saved” narrative is as delusional here as it is for so many other big-budget failures, when success had seemed assured but for whatever reason never arrived (of course Cyberpunk 2077 will always be, if nothing else, a financial success). Bugs and fundamental shortcomings in the game’s structure are two very different things. One can be patched, and mostly has been. The other, we’re stuck with forever.

    Image for article titled There Is No Saving Cyberpunk 2077

    Screenshot: Cyberpunk 2077 | Kotaku

    And that’s OK? I’m OK with it, at least. There was so much anger and frustration tangled up in this game’s launch, all fed as much on people’s expectations as much as the reality of the game that was on offer before us. This was the next game from The Witcher 3 guys, it cost so much money to make, it took so long to make, it released so many incredible (and, turns out, quite fanciful) trailers, blah blah blah.

    All this led to a consensus that the game was both busted and a huge disappointment. Now? Now it’s still a little busted and still disappointing in most of the same ways. There are still huge holes in this game, with shortcomings it will never overcome, but decoupled from the Bad Vibes of its 2020 launch I found myself free in 2023 to just fire up Cyberpunk 2077 and play what was in front of me.

    What I found was a game that, when given the chance, could be more than just a trainwreck of a launch. It could also, with a bit of work and a bit more patience, be something truly special. And that was enough of a redemption arc for me.

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    Luke Plunkett

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  • 20 Best Steam Deck Games Of 2022

    20 Best Steam Deck Games Of 2022

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    A steam deck shows Ciri, The Master Chief, and Elster from Signalis.

    With so many great titles available on the Steam Deck, 2022 was an explosive introduction to Valve’s handheld.
    Image: Valve / CD Projekt Red / Microsoft / rose-engine / Kotaku

    Steam Deck, Valve’s mega-powerful mini-PC, only arrived this year, and while there are many reasons to check out one of the most exciting pieces of gaming hardware available today, the amount of great, hassle-free games available on the device is proof enough of its success.

    But Steam is a big marketplace, and not every game works well on the Deck. While many hit games do run well on the device, some won’t launch, while others will have you chasing through various settings and scrolling forums and Reddit posts for solutions. Fun for the tech enthusiast, but not ideal when you just want a great gaming experience. Valve has made the process easier by labeling certain games “Verified” on the device, but sometimes that’s not always a guarantee that a game will run without issue.

    Read More: The Steam Deck Had A Phenomenal First Year

    Worry not, this list will guide you to the best experiences you can have in year one of the Steam Deck’s life. All but one of these games are Deck-verified. They work great on the first boot. That said, adjusting a few settings here and there might make a given game experience even better for you, so I’ll call that out where relevant. Tweaking the visual settings…can’t do that on a Switch!

    As you may know, there are relatively simple ways to get non-Steam games running on the Deck, but those we’ll handle another time. This list is focused on great games you’re guaranteed to have access to right out of the box.


    Update 12/27/2022: Wrapping up 2022, we’ve now bumped this list up to 20 amazing games you can play on the Steam Deck now. To hit this number we had to bend a rule: We now have two games that are technically not “Deck Verified,” but are still totally playable.

    Update 10/21/2022: The Steam Deck’s library keeps growing, and so too does this list! I’ve added five new games to the main list and one new honorable mention. Nearly all of these games are Deck-verified, but I’ve made an exception for one particular title.

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    Claire Jackson

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