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Tag: Video games with isometric graphics

  • You Can Play The OG Diablo In Your Browser For Free Right Now

    You Can Play The OG Diablo In Your Browser For Free Right Now

    Image: Blizzard / Kotaku

    It’s now possible to quickly and easily play the original 1997 Diablo on your PC or phone via a simple website. Just load it up on your browser and you can start killing demons and skeletons like it’s the ‘90s all over again.

    The original Diablo was developed by Blizzard North and released in January 1997 for PC. Its single dungeon, evil monsters, creepy town, and loot-filled catacombs forever changed the action RPG genre. Today, the OG Diablo might seem a bit small and simple compared to the wild open-world adventure we find in 2023’s Diablo 4. But Diablo’s vibes are still unmatched by any of its sequels, and now you can experience the classic ARPG for free on your phone or PC browser.

    As spotted by PC Gamer, a new website has popped up that lets you play the shareware version of the original Diablo in your browser. This new web-based port of the game was built using Diablo’s original source code, which was previously reconstructed by GalaXyHaXz and the Devilution team and can be found on GitHub.

    Blizzard / Izie

    Now, keep in mind that unless you own Diablo and upload the “DIABDAT.MPQ” file, you won’t have access to everything found in the retail release. Still, the shareware version of Diablo lets you play as a warrior who can’t talk to NPCs, but can kill demons and loot weapons in the dungeon under the church in Tristram.

    In my testing, this browser-based port of Diablo plays really well. I had no issues exploring the dark corridors and killing zombies and skeletons. Just toss your old Diablo save and DIABDAT.MPQ file onto a service like Google Drive or a USB stick and you can play Blizzard’s seminal ARPG anywhere with an internet connection.

    In fact, you could be playing Diablo right now on the device you are currently using instead of working or reading the last sentence of this blog.

    .

    Zack Zwiezen

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

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

    Image: Bethesda/Excel

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

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

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

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

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

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

    Screenshot: YouTube/Dynamic Pear

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

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

    Screenshot: YouTube/Dynamic Pear

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

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

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

    Lucas Ropek

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  • Baldur’s Gate 3 Co-Op Is The Game’s Chaotic Potential Realized

    Baldur’s Gate 3 Co-Op Is The Game’s Chaotic Potential Realized

    I’m annoying as hell when it comes to choice-based RPGs because I am so particular about role-playing and writing a character in my head that I couldn’t even stand the thought of playing Baldur’s Gate 3 cooperatively with even my close friends. I said in my review that I don’t think it’s the optimal way to play through Larian Studios’ expansive Dungeons & Dragons RPG your first time through, and after playing with friends and watching the chaos unfold, that was definitely true. But it did give me a foothold to think about Baldur’s Gate 3 differently, so while I’m not sure that I’ll play through an entire campaign with my chaotic real-life crew, I’m at least happy I gave it a chance.

    What kind of character do you make in a Baldur’s Gate 3 co-op campaign?

    When I played Baldur’s Gate 3 alone, I made a self-insert character. He was a Warlock who looked about as close to me as I could make him (it’s not terribly difficult to make a bald, bearded white guy) and my decisions weren’t governed by any D&D alignment or some deep, lore-based backstory. I essentially Isekai’d myself into the Forgotten Realms and just made decisions that spoke to me. But because I knew all my friends, including Destructoid’s Eric Van Allen, Prima Games’ Jesse Vitelli, and Digital Extremes’ Tatum, weren’t going to be using the characters they made in their solo playthroughs, I probably shouldn’t, right?

    Instead, I looked at a different created character I made. The Guardian, who Baldur’s Gate 3 asks you to create after you’ve settled on your protagonist, plays a central role in the main plot, but you never inhabit them the way you do your hero. My Guardian was a buff daddy of a Tiefling who, perhaps influenced by the character’s original “Dream Lover” background in Early Access, was basically just a Dungeons & Dragons approximation of my type. Even if I didn’t play as him, I was still pretty attached to the Tiefling by the end of my Baldur’s Gate 3 playthrough, so I decided I would recreate him for multiplayer.

    But then the game asked me to make a Guardian for him, and it just kind of seemed natural that if he was the Guardian for my player character, my self-insert hero would be the Guardian for him. Initially, I did this because it was easy and I’m stupid, but as I played through the cooperative campaign with my friends, this began to take on new meaning. But not before I endured the absolute nonsense that is trying to play a super serious RPG alongside the goofiest clowns I know and love.

    Screenshot: Larian Studios / Kotaku

    Baldur’s Gate 3‘s co-op can immediately devolve into chaos

    Each of our characters entered the world and we introduced ourselves. My scruffy Tiefling Bard named Arendelle (yes, like the kingdom in Frozen, I couldn’t think of anything that sounded fantasy-like and saw the movie on my shelf) exited his Mind Flayer pod and met three other heroes who might as well have been pulled out of different worlds and given names that made Arendelle look like the weird one. This included Bootyquake the Dragonborn, a Dwarf Monk named The Green Hulk who looks exactly like the Marvel hero he’s named after, and Italian Stallion, another Dwarf Monk who also slayed in his underwear. Just, ya know, without the superhero backstory.

    The chaos didn’t stop at our gaggle of weirdos’ introduction. Each of us was playing a different class than we played in the main game, and that meant fumbling our way through our abilities on top of figuring out how to coordinate our strategies and find some semblance of synergy in the characters we slapped together for a stream. I soon realized my Bard could do psychic damage by clowning on enemies, which we called “Diss Tracks,” but the best part was realizing he could randomly play music on his violin that would usurp the score at any given moment. I missed my Warlock’s Eldritch Blast, but I was committed to the bit, so I changed the music up during each fight.

    After we got through the initial intro on the Mind Flayer ship, we headed down the surface and recruited all the party members, just to send them back to camp so we could keep playing together. When you’re suddenly skipping over pivotal story moments to get back to being the most nonsensical ball of chaos the Forgotten Realms has ever seen, it starts rewiring how your brain engages with a game like Baldur’s Gate 3. This is the kind of RPG I usually pour myself into as I roleplay and agonize over my decisions, but now, the world was our playground, and I figured I might as well vibe.

    Once the weight of story investment was off our shoulders, we started fighting each other just because we could, whether it was mindlessly attacking our fellow party members or wasting valuable resources like spell slots to annihilate each other. Then we had to drop money and items to revive each other so we could keep playing. The best parts of Baldur’s Gate 3 are found when it’s reacting to your presence, and even when we only had low-level spells or hadn’t quite reached the more elaborate scenarios found later in the game, I realized that the possibilities only increased tenfold when multiple human players are occupying the world without restriction. Sure, we were just merking each other then, but what if we were actually trying to play the game properly?

    Eventually, we started making progress again and managed to pull ourselves together long enough to recruit Withers for our camp. Then, we took a Long Rest and were greeted by our respective Guardians. Arendelle met my character in a dream world and what started out as me being lazy and stupid, suddenly set a lightbulb off in my head. If I’d had a character sheet to write on, I’d have started scribbling down notes. What if, instead of this co-op campaign being just a meaningless romp with my friends, it was an extension of my Baldur’s Gate 3 story?

    Arendelle is shown standing next to The Guardian.

    Screenshot: Larian Studios / Kotaku

    Making a Baldur’s Gate 3 co-op campaign an extension of your solo story

    I come from a pretty extensive fanfiction background from my middle and high school days, having written some truly terrible shit as a teenager and read much better work in the years that followed. It’s part of why role-playing games are so appealing to me. I love filling in the gaps between what a creator tells me, and it informs decisions I make in titles like Baldur’s Gate 3. Some folks like to play multiple characters and explore every possible outcome, but I like creating a set character with specific decisions. That’s my story in Baldur’s Gate 3, and as I saw my own character show up and seek council with Arendelle the Tiefling Bard, my mind started racing wondering how this could factor into that. What if they were star-crossed lovers communicating with each other across the multiverse? Could it be possible my Warlock had forgotten the Tiefling as part of a deal with his patron? I could just go full sicko mode and write that backstory in a Google Doc somewhere.

    Part of the appeal of tabletop roleplaying games is creating backstories for your characters and envisioning how they would react to situations based on their history and lived experience. Even if you don’t put a lot of thought into it, the heroes and villains we create are meant to be a rich tapestry beyond just stats and abilities. Playing Baldur’s Gate 3 with friends expanded my vision of what the game could be, both in how it could be played and in why my character is who he is.

    Every time I boot Baldur’s Gate 3 up, I find new wrinkles in what Larian Studios has created, and even after finishing my first “canonical” run, I’m becoming more open to new ways of experiencing it. Now if you’ll excuse me, I’m going to read up on multiverse concepts in Dungeons & Dragons. I’ve got notes to take and character sheets to make.

    Kenneth Shepard

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  • Baldur’s Gate 3 Fans Who Pick An Origin Largely Go With Gale, Stats Show

    Baldur’s Gate 3 Fans Who Pick An Origin Largely Go With Gale, Stats Show

    Screenshot: Larian Studios / Kotaku

    Baldur’s Gate 3 has been out for about a week now, and developer Larian Studios is revealing some early stats based on the decisions players have made. This includes what characters seem most popular to the community according to hard numbers. And fellow Gale romancers, our boy is winning in the popularity contests out the gate.

    Larian put together an extensive infographic with data on things like what class players are picking the most, what race people are choosing for their custom characters, and also what Origin character players are going with if they choose to take a party member for a spin as their protagonist rather than making their own original character.

    The team says 93 percent of players have made a custom character (as they should for a first run, in my opinion), the 7 percent that chose to pick a premade character had a pretty sizable spread across all six potential Origin characters. The current ranking reads as follows:

    6. Lae’zel with 11,765 players

    5. Wyll with 14,862

    4. Shadowheart with 15,966

    3. Astarion with 22,286

    2. Karlach with 22,514

    1. Gale with 27,784

    An infographic shows the most popular Origin characters in Baldur's Gate 3.

    Image: Larian Studios

    We (Gale fans) love to see it. Though Karlach was far and away my second favorite companion behind my wizard boyfriend, so it’s cool to see her getting some love as well. Furthermore, Gale also seems to be a popular romantic conquest for players, though he’s coming up behind Shadowheart. But ultimately, our boy seems to be a hit with Baldur’s Gate 3 fans so far. Though it’s unclear if some folks might be pursuing either of those paramours because they were rejected by Astarion, as the unambiguously evil vampire apparently has broken the hearts of “almost 100,000″ players since launch.

    While there’s love for the arrogant but charming wizard, it seems his spells have also resulted in a lot of players’ death so far, with friendly fire from his attacks being the seventh-highest cause of death in the game. Simply walk around the fire, y’all. It’s not hard.

    Kenneth Shepard

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  • Baldur’s Gate 3 May Not Get DLC Due To D&D’s OP Leveling

    Baldur’s Gate 3 May Not Get DLC Due To D&D’s OP Leveling

    The recently released Baldur’s Gate 3 is a massive RPG with high replay value due to all the choices you can make, so it might seem weird to be talking about the game getting an expansion. But the question has been asked, and the response from the people behind the hit RPG is basically, probably not, because high-level Dungeons and Dragons characters are too powerful.

    If you’ve been on the internet lately, it probably seems like the world is obsessed with Baldur’s Gate 3, which fully launched last week to rave reviews after an extended period in Steam Early Access. The turn-based Dungeons and Dragons RPG is truly blowing up on Steam, with hundreds of thousands of players logging in all at the same time to play (and also to have sexa lot of sex). And while the game is huge—taking dozens and dozens of hours to fully complete, with multiple endings—some are already wondering about future expansions. But, that’s probably not going to happen. And if it does happen, it’s going to take a long time.

    In an interview with PC Gamer on August 7, Larian Studios founder Swen Vincke said that the team hadn’t even started on an expansion. And sure, the game caps out at level 12, but DnD supports level 20 characters. Naturally, that seems to leave room for a big follow-up expansion. However, Vincke explained that he thinks it would be “very hard” to continue the adventure with the high-level characters players have at the end of the game. That’s because, in DnD, when players start reaching level 13 and beyond they become nearly godlike. Spells that high-level players gain access to include the ability to see the future, or just instantly kill anything with less than 100HP.

    Larian Studios

    “[High-level DnD] adventures require a different way of doing things, in terms of antagonists you’re going to have to deal with, which require a lot of development to do them properly,” Vincke said, “Which would make this much more than an expansion in terms of development effort.”

    Vincke explained that this is why a lot of DnD campaigns are designed for level 12 or lower characters. So while it might seem like a perfect opportunity for an expansion, to just let players hit level 20, it’s “not as easy as one would imagine.”

    Promising an expansion too early could cause problems

    Another issue that Larian Studios faces when trying to make a big follow-up expansion to Baldur’s Gate 3? All the choices you can make and the endings you can get. Vincke tells PC Gamer that if the studio was to build DLC for the RPG it would be hard, and players would have to wait for “a long time.”

    There’d be one other complicating factor to making a Baldur’s Gate 3 expansion that picks up at level 13: all the possible permutations of a finished Baldur’s Gate 3 campaign feeding into that starting point. If Larian were to build something like that, “you’d have to wait for a long time,” Vincke said.

    He further added that if the studio announced expansion plans too early and then, partway through development, realized the expansion was boring or not very fun, it’d have to keep working on it and try to get people to buy something it doesn’t fully believe in.

    “That would not be cool. So we have to have the freedom to experiment and do our stuff. And then when we’re ready to announce it, we will.”

    So for now, there is no plan to make a Baldur’s Gate 3 expansion, but there’s a small chance it could still happen. One day. Maybe.

     

    Zack Zwiezen

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  • Baldur’s Gate 3 Aims For RPG Fans’ Ultimate Character Creator

    Baldur’s Gate 3 Aims For RPG Fans’ Ultimate Character Creator

    Baldur’s Gate 3’s character creator is incredibly expansive. Larian Studios has described it as a tool for players to build their ideal fantasy protagonist, but before it could be that, the Belgian studio needed it to serve a different purpose: filling the RPG’s world with unique, believable civilians.

    In an interview with Kotaku, lead character artist Alena Dubrovina walked us through nearly every aspect of Baldur’s Gate 3’s suite of character customization options, and despite its impressive breadth, each variation of the RPG’s hero I saw still looked like a deliberately crafted individual on which every scar, piece of jewelry, or hairstyle looked tailor-made for their face, whether they were a human, a reptilian Dragonborn, or any of the game’s numerous other races. According to Dubrovina, a lot of that precision comes from Larian making these options for its team more so than for the players who will inhabit these characters when the game launches on August 3.

    “We never make a character creator […] specifically for the players, even though we sort of do,” Dubrovina said in a video call. “First of all, when the production starts, we make it for us. Because we knew that the game was gonna be huge. We knew that there’s gonna be too many characters and we knew we need to customize everyone and be prepared for Dragonborns or similar creatures like that. […] So we kind of know that if a design is requested and there’s gonna be—like in a year— 100 [characters] throughout the game, it’s our job to kind of be prepared to make sure that all of those imps or at least some of those imps look unique.”

    11 Minutes With Baldur’s Gate 3’s Character Creator

    11 Minutes With Baldur’s Gate 3’s Character Creator

    Unlike other RPGs like Skyrim that use sliders to fine-tune aspects of a character’s face or body to your liking, Baldur’s Gate 3 uses preset faces that can be added upon with what Larian calls “attachments,” such as hair, jewelry, scars, tattoos, or facial hair. According to Dubrovina, this was to maintain that tailor-made look of other characters you meet in the game.

    “My personal experience with most [slider-based character creators] is you kind of customize it, it takes you a lot of time and effort, and then a lot of times it kind of looks the same in the end,” she said. “So we wanted to avoid that. And if we would make sliders, we needed to make it into something that would be truly unique and wouldn’t look the same.”

    According to Dubrovina, Larian isn’t married to taking this approach for all of its games, but they felt the approach worked well for Baldur’s Gate 3 and, she said, it kept custom characters from looking “mediocre.”

    That crafted look for each race, hairstyle, and accessory means that there aren’t really “ugly” custom characters. This isn’t Street Fighter 6 where players are making a bunch of weirdos. And indeed, even as Dubrovina repeatedly clicked the randomize option in the character creator, each hero with different accessories, colors, and other options looked believable.

    Larian has been working on Baldur’s Gate 3 for six years and the game features 11 races, with their own original appearances and traits. For now, the studio has “no plans whatsoever” to add any new races to the RPG. So if you were hoping to play as some of the other Dungeons & Dragons races like a Giff or a Bugbear, temper your expectations. But the races that are in the character creator all seem to have a lot of options, even among the presets.

    “We tried to kind of stay true to the lore,” Dubrovina said. “If the [Dungeons & Dragons] book said, ‘Oh, Tieflings usually have like a red shade of skin,’ then we followed that for the most part.”

    In that spirit of staying true to D&D lore, the options Baldur’s Gate 3 initially gives you to customize aspects of your character are meant to be in-line with what you’d find in the storied tabletop RPG’s sourcebooks. However, you can also opt to swap to a more expanded options list and use any color provided, so you can have a green-colored human or a blue Tiefling. There is some freedom in customization, but you’ll still find traits that are exclusive to certain races, such as horn customization for Tieflings or a Dragonborn’s ancestry affecting a pattern on your character’s scales. It also results in some restrictions, such as Elves canonically not having beards.

    Gif: Larian Studios / Kotaku

    While the lore itself will stick to the script, Dubrovina said Baldur’s Gate 3 isn’t too beholden to Dungeons & Dragons, as it doesn’t implement concepts like moral alignment. So you won’t be forced to adhere to a specific alignment that you pick early on, which opens up opportunities for role-playing and player expression. The source material acts as an inspiration for the team, rather than a set of hard rules.

    Even with its fantasy foundation, Baldur’s Gate 3’s world overlaps with our own in some ways, and the character creator is part of that. Video games’ and studios’ frequent inability (or unwillingness) to render the specific textures of Black hair has been a hot topic in recent years. In some of the biggest games like Elden Ring, Black players are often left to choose between fairly standard options like cornrows or dreadlocks, if they even get those. In creating Black hairstyles for Baldur’s Gate 3, Larian Studios sought help from consultants and animators outside the studio to get them right, both in terms of how they look when dry, but also to account for how different hairstyles might react to the elements.

    “The types of hair that humans have varies,” Dubrovina said. “[There are] different physical properties dependent on the quality of the hair itself. Like if it’s wet, if it’s dry, if it’s unkempt, [we’d say] ‘oh yeah, let’s try making this hairstyle less sleek and a little bit dirty, but we’ll need to remake it’ because, you know, the mesh needs to be placed in the whole different ways.”

    Dubrovina says working on those hairstyles was a learning experience for the studio that has helped its art team “expand [its] lineup,” and will hopefully let people play as a character who looks like them. That philosophy of trying to let players create a character who looks and acts like them expands into gender identity. Baldur’s Gate 3’s approach to gender and how you identify with a body is incredibly fluid, and has even been changed up in a few ways since the RPG was in Early Access.

    Screenshot: Larian Studios / Kotaku

    Most races now have four different body types no longer designated by the gender symbols, but simply numbered one through four. In these four choices are options for a shorter stature, or a taller, more broad one for both sexes. This is entirely independent of your character’s pronouns (you can choose between male, female, or non-binary ones out the gate), voice, or, as we wrote about earlier this month, their genitals.

    Baldur’s Gate 3 allows you to pick your character’s genitals, and unlike Cyberpunk 2077, they actually show up in the game itself, rather than just in the menu. You can choose between a penis or a vagina, as well as pubic hair options, though given the Dragonborn’s reptilian nature, theirs will look slightly different.

    According to Dubrovina, the decision to add this option didn’t stem from the inclusion of sex scenes in romance subplots (such as the one with the druid bear), but rather because the team decided to make underwear a piece of equipment you would obtain throughout the game, customize, and wear. She explained that underwear is an extension of the character customization as a form of in-universe expression, as some of the underwear you’ll find is meant to represent the race that wears it (or did before you looted or stole it), such as the leather-based “spicy” Githyanki pair. Then after putting so much work into underwear, the studio naturally thought about what would be under these meshes.

    “The question arose, ‘what happens when you take it off?’” she said. “At first we were like, ‘you know, maybe nothing’s gonna happen. Maybe we’re gonna have another underwear mesh under it. Who cares? But then I started thinking about it, talking about it, and we realized that for some players, it’s just another way to represent their identity.”

    Having options like this, especially ones that aren’t tied to each other like how Cyberpunk 2077 tied protagonist V’s pronouns to their voice, is key to letting people, regardless of their identity, represent themselves in a game all about player expression. That expression extends far beyond which race you play and which class you pick. Having the option to mix these different pieces of your character is how you allow a player to be their truest selves in a game. Baldur’s Gate 3 is lacking in some aspects of body diversity, what with all its body options appearing to be very fit and there not being any means to create a fat character (as fans have noticed), but there is something to be said for its commitment to different signifiers of queer identity.

    Baldur’s Gate 3 – Genital Character Creator Options

    Baldur’s Gate 3 – Genital Character Creator Options

    Conversations around queer player expression in video games have spanned decades, and have only become more fraught thanks to the internet. One common response to requests for more representation is that development time and resources must be spent elsewhere. BioWare made a similar argument regarding the Mass Effect: Legendary Edition remasters and not implementing gay male romance in the first two games, claiming doing so was beyond the scope of the project. Meanwhile, developers like The Game Bakers spent an entire year making the romance in its adventure RPG Haven queer-inclusive through new models, voice lines, and other assets. The recent remake of Story of Seasons: A Wonderful Life modernized the 20-year-old game to allow same-sex romance and diverse gender and fashion options. It feels like whether or not these requests get implemented largely comes down to the will of the studios in question, rather than them being a huge burden, as detractors might predictably argue.

    Dubrovina says she’s sympathetic to how difficult it might be to implement these things retroactively, but she feels that Larian’s character creator was was designed to be more flexible, which made adding things like genital options somewhat easier.

    “It really actually depends on how your characters are made and I can very much imagine the scenario where you made your character model in a certain way that it’s really hard now to change it,” Dubrovina said. “That is very much possible. in our case, we tried to be prepared for anything. Like, you want to slap a tail on an elf? Sure, we, we might get prepared for it. it’s relatively easy to do with what we established as our character systems.

    “I could imagine with some other developers or with some games, it could just happen that nobody had thought about [the need to add new types of options] when working on the character model or mesh and then it just happened. Yeah, [in that case] it’s gonna like be like a few months of work and the production time just couldn’t accommodate that. So that’s possible.”

    Because Larian was already prioritizing player expression, it was able to plan accordingly when it came to voice line recording, which was notably an issue in retroactively adding gay romance to the original Mass Effect and Mass Effect 2 in the remaster. By planning from the jump to accommodate they/them pronouns, which did take extra work and time, the studio was able to make the implementation a smoother process. Also, because these options don’t affect gameplay, they can more easily be added without having to worry about how doing so will impact other systems. They will, however, change the nature of which romance scene you get because the mechanics will obviously be different depending on what your character is packing.

    Development lift aside, Dubrovina explained that adding all these customization options that tie into your character’s identity felt in-line with Baldur’s Gate 3’s philosophy of prioritizing player expression, and so it was worth the extra effort.

    BG is very focused on your identity and the ultimate fantasy where you can be whoever, whatever you wanna be,” she said. “And we wanted to have this represented. We believe that visual [character creation options create] a positive player experience. I noticed it with myself when I playgames or when I pick which game to buy, right? I’m looking at the characters and I wanna look pretty. I wanna look fun.”

    If you’re someone who doesn’t really want to engage with the genital options (among other nudity), Baldur’s Gate 3 does have the option to hide nudity and other non-stream-friendly content.

    The Baldur's Gate 3 character creator shows the Tiefling horn options.

    Screenshot: Larian Studios / Kotaku

    The options are vast and the custom characters are cool, but if you’re anything like me, who makes a character that looks like him and then replays a game over and over making the same choices with the same character, you might be wondering if Baldur’s Gate 3 will have an option to import an old character into a new playthrough. Unfortunately, you’ll have to remake them for your future playthroughs, as Baldur’s Gate 3 won’t have any kind of import option at launch. This includes bringing an old character from the Early Access period into the full game.

    All of this comes after years of iteration working on Baldur’s Gate 3 during Early Access, and Dubrovina says feedback from the past three years of players making their way through the game’s first act has helped Larian craft the character creator it has.

    “We weren’t living under a rock,” she said. “We were following what the community wanted and we were looking at what other games do. We were looking at what’s being discussed online. There are a lot of things that evolved, and I feel like, yeah, generally games are trying to move towards increasing the amount of diversity they have. We definitely wanted to represent that. So we wanted to like, kind of give everyone the opportunity to pick from a wide selection.”

    Kenneth Shepard

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  • Diablo IV Suffers Extended DDOS Attack

    Diablo IV Suffers Extended DDOS Attack

    Diablo IV was dealing with a DDoS attack, a message on the game’s main menu screen confirms. As a result, players kept getting disconnected from the alway-online action-RPG during one of the highest traffic periods of the week.

    “We are investigating the login issues affecting Diablo IV and working to resolve these as soon as possible,” read a message from the Battle.net customer service account tweeted early on June 25. “Players may experience queues while we work on the issue.” Later in the day, however, the company confirmed it was still investigating the issues, and that the game was in fact dealing with a DDoS attack. DDoS refers to distributed denial of service, meaning it’s a type of cyber attack, and refers to when a system is flooded with interactions so that actual users can’t user the intended service.

    “We are currently experiencing a DDoS attack, which may result in high latency and disconnections for some players,” read an in-game announcement greeting confused players. “We are actively working to mitigate this issue.” Blizzard didn’t immediately provide any additional information or timeline for when the DDoS attack might stop or online play might resume as normal. Some players have reported being unable to play for nearly 12 hours.

    Social media, including the game’s popular subreddit, were predictably filled with players who would normally be logging on to play on a weekend morning posting about how they’re just continually refreshing the game’s main menu and customer service help accounts instead. Of course, depending on how you play Diablo IV, continually clicking the same button over and over might not be that different.

    Forunately, if you’re reading this now, chances are very good that you can actually log into the game. According to Blizzard, after hours of downtime, the DDOS attacks it was monitoring have “ended.” However, in case some people are still having login issues, Blizzard recommends checking this out.

    While that’s good news, the situation overall is an unfortunate but familiar risk for any always-online game, and underlines what a bummer it is that there’s no offline way to play Diablo IV as a completely single-player experience. Diablo III was always-online as well, and in the years between the two games it’s become a much more commonplace requirement as more games pivot to being live services. Diablo IV has really leaned into that shift, including a controversial decision to force players to start a new character from scratch each season if they want to progress their corresponding battle pass.

    Then again, it wouldn’t be a Diablo launch without something for players to argue about.

    Ethan Gach

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  • This Diablo IV Quest Rewards You With Great Loot And A Heartfelt Story

    This Diablo IV Quest Rewards You With Great Loot And A Heartfelt Story

    Image: Blizzard Entertainment

    One quest line in Diablo IV is drawing in players not just for good loot, but because it has a strong mental health message that makes it feel meaningful beyond the actual perks.

    The quest starts with A Question of Self and follows Taissa, a character who is dealing with a mental health struggle tied into Diablo’s world. We don’t need to get into spoilers here, but according to senior quest designer Harrison Pink, Taissa’s story, even down to the flavor text on the equipment you receive for seeing it through, was meant to deal with mental health and grief.

    In a thread on Twitter, Pink explained that the quest line was about “overcoming grief and trauma,” and how you can’t force progress by brute forcing it.

    At the end of the quest, you receive the Mark of the Conclave, which is an amulet that includes a letter from another character initially meant for Taissa, and it includes words of encouragement for her that have been comforting to Diablo IV players. There’s a whole Reddit thread of folks talking about the message and how they’re dealing with their own mental health struggles. The flavor text for the amulet reads: 

    Healing is a journey. A series of steps. Some days you may stumble, but so long as you continue to put one foot in front of the other, you will reach your destination.

    Blizzard Entertainment / Coooley

    On top of having a lovely message, the Mark of the Conclave is actually a pretty good accessory to have. As YouTuber Coooley explains, the accessory can boost your Life stat, and because it’s a Rare item, you can reroll its stat boosts with the Occultist. Doing this means you can have a huge addition to your Life. So if you haven’t done these quests yet, take the time. You’ll get a good side story and leave with a great accessory.

    Kenneth Shepard

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  • Diablo IV Fans Won’t Stop Trying To Find The Cow Level That Likely Isn’t There

    Diablo IV Fans Won’t Stop Trying To Find The Cow Level That Likely Isn’t There

    Image: Blizzard Entertainment / Clara Bastian / Kotaku

    One of the recurring gags in the Diablo series is the secret cow level. This refers to a secret area that is filled with weapon-toting cows who attack the player should they be unfortunate enough to stumble upon it. It first debuted in Diablo II, then made an appearance in Diablo III. This gag is such a prominent fixture in the series that there’s even a Wikipedia page for it. However, it doesn’t sound like Diablo IV is keeping up with this long-held tradition, but that hasn’t stopped players from trying to find it.

    In an interview with Kinda Funny Games (thanks, IGN), producer Rod Fergusson said the cow level was omitted from Diablo IV in an effort to keep the world grounded.

    “We wanted to make sure it felt authentic to the kind of gothic, dark themes we have. We’ve been really focused on trying to keep it as grounded as possible,” Fergusson said. “And because of that, there’s no secret level in Diablo IV that people might be looking for as per previous games. But that doesn’t mean there won’t be in the future.”

    Ladranas

    Fergusson says one thing, but parts of the Diablo community don’t believe him. There’s a lengthy thread on the game’s subreddit of fans coordinating searches throughout the game’s world. One user is convinced a “Mysterious Portal” could be opened to a cow level, and has been trying to figure out if an altar near Hell’s entrance might be key finding where the violent cows might be hiding, as well as checking on a fountain surrounded by four oxen pointing north, south, east, and west. Some of the reasons for doubt come from some pretty deep-reaching references to Diablo’s past. There’s a Bloody Wooden Shard item that has the letter “W” carved on the side that fans believe might be a reference to Wirt’s wooden leg, and a Musty Tome that could be a Tome of Town Portal, both of which were required to reach the original hidden level in Diablo II.

    Another user has been testing cows throughout Diablo IV’s world to see if they have any connection to the hypothetical secret level, such as killing them or using certain emotes around them. But as of this writing, no one has found the secret cow level in Diablo IV. Perhaps Fergusson is telling the truth, and there is no cow level in the new game. But he could also be lying. And that uncertainty keeps curious players searching.

    While we can’t help you find the army of cows intent on claiming your life, check out Kotaku’s extensive tips on being a better player.

    Kenneth Shepard

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  • Incredible Diablo IV Cosplay Photographs Bring Lilith To Life

    Incredible Diablo IV Cosplay Photographs Bring Lilith To Life

    Cinderys is a professional cosplayer from France who has been active in the scene for almost a decade now. Over the years she’s cosplayed as a bunch of Blizzard characters, from World of Warcraft to Hearthstone, but her latest Diablo work is terrifyingly good.

    Before we go any further: yes, I said professional cosplayer. As I’ve written about previously, there’s a certain level of cosplay where artists can engage in paid, sponsored work, and Cinderys has been doing this for a while. The Diablo cosplay here, for example, is the result of a collaboration between her, Blizzard France and peripheral company Steel Series, which technically makes this advertising, but also gives Cinderys the time and resources to make something that looks this incredible.

    As you can see in this quick making-of video, putting a costume like this together wasn’t easy. There was sewing, of course, but also loads of 3D model work (being sponsored can help with access to that stuff), 3D printing, prosthetics and make-up. Somehow—with a little help at the end from fellow French cosplayer Xia—Cinderys not only got it all together, but built the whole thing from scratch in just a month:

    Finally, here’s some footage from Diablo IV’s launch party in France, which shows that the costume not only looks incredible in photos, but was entirely (RELATIVE FOR COSPLAY) practical to walk around in for the night.

    If you want to see more cosplay work like this that’s just as good, Cinderys has a portfolio section on her personal website that has some absolute show-stealers, not just from Blizzard games but stuff like Monster Hunter as well. Her Savathûn from Destiny 2 is a particularly “holy shit” kind of photo gallery.

    Luke Plunkett

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  • How To Get Your First Horse In Diablo IV

    How To Get Your First Horse In Diablo IV

    Image: Blizzard

    The world of Sanctuary is huge and fast-travel alone won’t get you everywhere you need to go. Fortunately, Diablo IV gives players mounts to help them travel between dungeons and side-quests more quickly. Here’s how to get your first one.

    It’s actually really straightforward: Get to Act IV. When you arrive at the capital of the Fractured Peaks, Kyovashad, you’ll automatically get the quest “Mount: Doran’s Favor.” Simply head to the stables, talk to the stablemaster, then find Doran at the Cathedral. Boom, you’ve got a horse now! Sounds easy enough.

    Unfortunately, you can’t do any of this until Acts I through III are completed. They can be done in any order, but III in particular can be a slog. If you mainline Diablo IV’s story, you can hit the beginning of Act IV in about 8-10 hours. From there you can indulge in Diablo IV’s horse armor microtransaction economy at length, or wait for sets to randomly drop from world events. What fun.

    Read More: Here’s The Fix For How To Get Your First Horse In Diablo IV

    Still, it’s kind of a bummer that it takes so long to unlock mounts. The only real advantage is cutting down on backtracking—precious minutes that could be spent bashing skulls and finding more epic drops instead of running to the next quest marker. The good news is that unlocking mounts on one character will unlock them on all future characters, so when restarting with a new class you’ll have access to improved travel from the start, assuming you don’t opt to bypass the main campaign altogether on your alts.

    Mounts are a first for Blizzard’s action-RPG series, as it trends toward becoming a live-service MMO. They help players quickly navigate the space in-between fast travel points. They’re finicky creatures though, and one important thing to note on PC is that your horse’s speed is directly proportional to how far away your cursor is from your character on the screen. Of course, if you’re playing as a Rogue like I am, you can effectively become your own mount. Neat!

                         

    Ethan Gach

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  • Wild Diablo IV Bug Spawns Unholy Amount Of Boss Enemies

    Wild Diablo IV Bug Spawns Unholy Amount Of Boss Enemies

    Beware, Diablo IV adventurers, for dark whispers speak of a horrific beast of great power that can spawn ungodly numbers of clones and totally fuck you up. It’s not a lie! I’ve seen it happen to many folks, and not all have returned to tell the tale.

    Diablo IV’s launch has been pretty damn uneventful and smooth, which in 2023 is actually impressive and newsworthy. But no game, especially not a game as fresh out of the oven and massive as Diablo IV, can launch in a perfect state. So of course there are some bugs and other issues in Blizzard’s latest action-RPG. And perhaps the funniest involves an enemy named Darcel who can—and seems to often—spawn dozens and dozens of himself.

    In Diablo IV there’s a fairly simple, not-too-exciting side-quest called “Stolen Artifice” in the region of Scosglen. The short side-quest asks you to hunt down a big baddie, kill him, take his runic charm, and bring it back to someone. This is your bog-standard video game fetch quest, of the sort you’ve likely done variations of more times than you can remember at this point. However, there’s currently a bug with “Stolen Artifice” that leads to clones of the quest’s boss—Darcel—spawning almost endlessly, causing problems.

    Schiza / Blizzard

    On Reddit and YouTube, players are sharing clips of Darcel spawning 20 or more versions of himself in seconds. These clones are all as powerful and deadly as the original, and can quickly—like a demonic swarm of locusts—overwhelm even the most powerful players.

    “I went to kill Darcel and there was like 200 of him standing there, fix?” posted one user on Blizzard’s official Diablo forums. Another player jokingly posted a clip of the glitch on the Diablo subreddit, adding that they “did not expect Diablo IV [to be] this hard” and that it was “one too many Darcels for me.”

    Kotaku has contacted Blizzard about the bug.

    Some players are reporting that Darcel will just spawn forever, causing crashes or making it impossible to finish the quest. Some have had luck defeating Darcel, the neverending monster, by killing the original Darcel before he can spawn far too many copies of himself.

    While this bug is pretty damn funny to watch, I can imagine someone playing a hardcore-mode character (which has only one chance at life, and is gone forever upon death) finding this bugged quest and screaming in terror as they realize, far too late, that they are about to get wrecked by a clone army of Darcels. RIP to those poor souls.

    Zack Zwiezen

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  • Sorry Necromancers, Diablo IV Is Nerfing One Of Its Most Popular Classes

    Sorry Necromancers, Diablo IV Is Nerfing One Of Its Most Popular Classes

    Diablo IV is still a couple of months away, but Blizzard is already stomping down some of the game’s most popular classes ahead of its June 6 release date. The studio posted a new blog on its website reflecting on the game’s recent beta, and shared what’s basically a full set of patch notes it will implement ahead of Diablo IV’s launch. While there aren’t a lot of hard numbers to go off of, you can at least get a sense of where some of the game’s character classes will be by the time fans get to play them again.

    What is Blizzard doing to my precious baby angel Necromancer?

    At the end of March, Blizzard said Necromancers and Sorcerers were the most popular classes among beta players. This was especially significant for Necromancer, as the class was only available during one of the game’s two test periods, while the Sorcerer was available for both. Kotaku’s own Levi Winslow used Necromancer most, and said the class was “truly busted” thanks to its ability to revive dead skeletons to fight alongside them. While Blizzard’s new blog says these dead minions will die more often, there are no specific numbers or any mention of a smaller skeletal headcount being forced upon players. The developer notes the dead’s increased vulnerability will make raising them “a more active component” in playing the Necromancer, rather than something you can just set and forget.

    The Sorcerer’s debuffs seem less all-encompassing, with Chain Lightning dealing less damage and specifically reduced effectiveness against boss characters. But beyond that, the class is getting some buffs with abilities like Charged Bolt and an increased Lucky Hit chance for Meteor Skill’s Enchantment bonus.

    While players will be getting some changes in the final game, some enemies will, as well. The Butcher, an enemy who gave some players a tough time during the beta, may be getting some kind of rework before the game launches. The blog states that the team has “re-evaluated” the enemy for difficulty, and it will “present a greater challenge in World Tiers III and IV.” So it sounds like it might become easier on lower difficulties, but even harder on higher ones.

    What’s happening in the Diablo IV pre-release patch notes?

    Beyond balance changes, Blizzard is also tweaking Diablo IV’s dungeon layouts to avoid backtracking, which it says was a common complaint during the betas. Here is the full list of patch notes for those curious:

    Dungeon Layouts

    • One of the most common pieces of feedback Blizzard received is that players felt they were doing a lot of backtracking within certain dungeons. The team has optimized multiple dungeons across all zones to minimize the need for backtracking. Here is a list of dungeons specifically in the Fractured Peaks zone which received layout updates:
    • Caldera Gate
    • Defiled Catacombs
    • Derelict Lodge
    • Forbidden City
    • Hoarfrost Demise
    • Immortal Emanation
    • Kor Dragan Barracks
    • Maulwood
    • Rimescar Caverns

    Developer’s Note: Our primary goal with the Layout changes was to reduce certain kinds of backtracking which detract from a player’s experience. An example of this change is that players previously needed to enter side rooms to interact with Structure Objectives, causing them to retread the same path. Now, many of our Structure Objectives have been repositioned along main dungeon pathways, making them easier for players to reach and allowing them to readily explore the dungeon after defeating the Structure.

    Dungeon Events

    • The chance for an Event to spawn inside of a dungeon has increased from 10% to 60%.

    Dungeon Gameplay

    • To reduce the need to backtrack, small numbers of straggling monsters will seek out the player to help complete the Kill All Monsters objective.

    When Animus is gathered, the player and nearby allies will:

    • Gain 10 Resource.
    • Reduce all active Cooldowns by 1 second.
    • Depositing Animus channel time was reduced from 3 to 0 seconds.
    • The time to Rescue was reduced from 3 to 1.5 seconds.
    • All Rescue objectives now drop a Health Potion upon completion.
    • While carrying the Ancient’s Statue, Bloodstone, Mechanical Box, or Stone Carving, you will receive a Momentum bonus granting a 25% move speed increase to you and nearby allies.
    • Pedestals have had their channel time reduced from 2 to 0 seconds.
    • Returning a Portable Object to its Pedestal now fully restores Health, Resource, Potions, and resets cooldowns for all nearby players.
    • All doors will now generate a minimap ping when they are opened.
    • All Structure Objectives in dungeons now have additional combat mechanics players must overcome.

    Developer’s Note: While our dungeons offer a variety of Objectives to complete, player feedback stated that the action of completing each Objective felt tedious. We hope that providing bonuses, such as the increase to mobility while carrying certain Objective items, will streamline and vary the experience of completing Objectives. This adjustment is merely a starting point, and we intend to extend this philosophy to keys in a future update.

    General

    • Effects like Stun and Freeze can be applied to Elite Monsters twice as long before they become Unstoppable.
    • Reviewed class skills to confirm that all classes have access to sufficient skills that remove control impairing effects.
    • Many Legendary Powers have had updates to their effectiveness.

    Barbarian

    • A flat 10% passive damage reduction has been added for the Barbarian Class. Some Skill Tree passives had their damage reduction effects reduced to compensate.
    • The Whirlwind Skill now deals more damage and consumes more Fury.
    • The Double Swing Skill Enhancement refunds its full Fury cost when used on Stunned or Knocked Down enemies.

    Druid

    • Companion Skills will now deal heavily increased damage.
    • All Ultimate Skills have had their cooldowns reduced.
    • Usability improvements have been made to Maul and Pulverize.
    • Using a non-Shapeshifting Skill will transform a Druid back into their human form.

    Necromancer

    • Summoned Minions will die more often, requiring players to utilize Corpses more often.
    • Many bonuses in the Book of the Dead have had their stats increased.
    • The damage dealt by the Corpse Explosion skill has been reduced.
    • The brightness of the Skeletal Warriors and Mages has been reduced.

    Rogue

    • Upgrades for Subterfuge Skills have had their bonuses increased.
    • Multiple passive Skills have had their bonuses increased.
    • All Imbuement Skills have had their cooldowns increased.

    Sorcerer

    • Charged Bolt’s damage was increased and the Mana cost to cast has decreased.
    • Decreased the damage of Chain Lightning and reduced its effectiveness against Bosses.
    • Decreased the cooldown for the Incinerate Skill’s Enchantment bonus.
    • Firewalls will now spawn underneath enemies more frequently when using its Enchantment bonus.
    • Increased the Lucky Hit chance for the Meteor Skill’s Enchantment bonus.

    Developer’s Note: Whenever we introduce changes to our Classes, it is with the goal of making both them and their Skills feel impactful and powerful—your feedback has helped us uphold this ideal. Some players have adeptly noticed that certain Skills were too powerful. One of our goals for Skills is to have them be interesting to wield and interactive in terms of itemization and combat feel. We’ve made some changes to help in this regard, with one example being the Necromancer’s Minions. We’ve made a change that makes them more vulnerable in combat, which will make raising the dead a more active component of the Necromancer’s gameplay. Launch is just the first step of our Class balance journey, and you can expect further updates that iterate on this pillar of Diablo IV.

    UI

    • Fixed an issue where the built-in Screen Reader was not reading key prompts, game options details, and other UI text.
    • Fixed an issue where actions could not be bound to the mouse wheel.
    • Fixed an issue where Evade couldn’t be bound to the right Analog Stick on controller.
    • Chat will now display on the left side of the screen when using the centered action bar configuration.
    • A character’s stats will be displayed by default when players click the Materials & Stats button within their Inventory.
    • The Move and Interact inputs can now be mapped to one button while the Primary Attack input is mapped to a secondary button.
    • The sans serif font used in-game has been replaced with a new serif font.

    Encounters

    • Fixed multiple issues that allowed bosses, like the Butcher, to become unresponsive.
    • The Butcher has been re-evaluated for difficulty and will present a greater challenge in World Tiers III and IV.
    • Bosses such as T’chort, Malnok, Vhenard, and others were reevaluated for melee character difficulty, resulting in changes to attacks and fight mechanics.
    • Fixed an issue where Vampire Brutes using the Shadow Enchant affix would chain-cast Impale.

    Cellars

    • Increased the chance for a dungeon Event to occur in Cellars.
    • Cellars will now consistently reward a chest upon completion.
    • Fixed an issue where Cellars would prematurely be marked as complete.
    • Fixed an issue where the guaranteed elite monster would be absent from a Cellar.

    General quality of life

    • Fixed an issue where players could increase attack speed by move-cancelling attacks early.
    • Fixed an issue where characters weren’t immune and untargetable after loading into an area.
    • The Reset Dungeon button has been disabled.
    • Fixed an issue that caused Gale Valley and Serac Rapture to have less monsters than intended until the campaign quests in those territories were completed.

    Kenneth Shepard

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  • Diablo Was On The Catwalk At Milan Fashion Week

    Diablo Was On The Catwalk At Milan Fashion Week

    Photo: Activision Blizzard

    Milan Fashion Week has just wrapped up, and while this is not normally the kind of thing we would be covering on this, a website about anime, reality television and comic books, 2023’s show featured a surprise inclusion: Blizzard’s Diablo series.

    (I say normally because I have written about Milan Fashion Week before, back in 2018 when GCDS had some incredible Pokémon sweaters).

    Danish label Han Kjøbenhavn had a whole damn line inspired by (and officially licensed by) Diablo, with founder Jannik Wikkelsø Davidsen—who tells NME he played the game “back in the day”—showing off three separate outfits, two of which you can see in this post.

    For those about to say in a comic-book-guy voice “nyyahhhh these don’t look like Diablo characters”, or “I will not be wearing these to my local GameStop, thank you”, please know that this is Milan Fashion Week. This is runway shit. This is designers going wild, art in motion, stuff designed for you to look at and feel something, not wonder when you’ll be able to order it on Amazon or get it with the collector’s edition of a game.

    “For me, darkness is beauty. How do you balance those two things? That generates an [entirely] new feeling”, Davidsen told NME. “What we’re creating has a lot of volume and language in the garments we’re working with, so in that sense I’m trying to mirror the journey within Diablo as well as my own journey.”

    In terms of things you can wear, Davidsen says Han Kjøbenhavn—who sell a ton of everyday gear like sweaters and tshirts, albeit at premium fashion label prices—will be releasing “something which is more everyday wearable” in the near future.

    Luke Plunkett

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  • Tactics Ogre: Reborn Is The Best Version Of An All-Time Classic Strategy RPG

    Tactics Ogre: Reborn Is The Best Version Of An All-Time Classic Strategy RPG

    Key art for Tactics Ogre shows its two protagonists carrying the burden of war.

    Image: Square Enix

    The original Tactics Ogre proved that RPG chess was not only fun, it could also be morally ambiguous, beautifully written, and deeply compelling. Nearly 30 years later, Tactics Ogre: Reborn has managed to safely transport a masterpiece into the modern era while sprucing it up enough so that it’s still a joy to play. I was worried the remaster, with its smoothed-over pixel art and other tweaks, would tarnish what I love about the classic tactics game. Instead, I’m hooked all over again.

    Tactics Ogre: Reborn, out Friday on PlayStation, PC, and Switch, is the grittier, more granular predecessor to Final Fantasy Tactics (both were directed by Yasumi Matsuno of Vagrant Story and Final Fantasy XII acclaim). Where Final Fantasy Tactics—released in the U.S. in January 1998—focused on manipulating an over-powered job system to break the game with dual-wielding ninjas and massive summons, Tactics Ogre (which hit U.S. shores soon after despite first releasing in Japan a few years earlier) reveled in slower-moving battles of attrition where positioning and terrain matter as much as character classes. And while both offer surprisingly mature tales of class politics and the corruption of power, Tactics Ogre lets players make a handful of choices along the way and then sit with the consequences at the end of the game. It’s not as approachable as Final Fantasy Tactics, but its Realpolitik approach to war and revolution resonate as strongly as ever.

    If you’re completely unfamiliar with the game and the tactical RPG subseries it hails from, Tactics Ogre spends most of its time on isometric battlefields divided into squares. Units on one side, consisting of knights, archers, wizards, dragons and other classes, fight against enemies on the other. You play as a trio of downtrodden youths trying to take back their land from neighboring occupiers, tinkering with your roster of troops and feasting on wonderfully written scenes in-between battles as dukes, kings, and other leaders decide your fate like pawns on a chessboard.

    A screenshot shows one of Tactics Ogre's villains being questioned by Catiua.

    The writing in Tactics Ogre remains full of great lines and no nonsense.
    Screenshot: Square Enix / Kotaku

    You would have gotten most of this from the original game as well, but Reborn is a remaster of a remaster, building on the improvements that were already made in the PlayStation Portable version released in 2010. Each scene is fully voiced now, and with minimal cringe as well. While I ultimately preferred to stick with the Japanese voice acting, the English cast is surprisingly excellent and a worthwhile addition that helps add a whole new dimension and emotional subtext to the story.

    Reborn also introduces orchestral arrangements of all the original music. On paper that seemed like a neat addition, but in practice it’s transformative. As with the voice acting, it brings out a whole new level of depth in Hitoshi Sakimoto and Masaharu Iwata’s fantastic score. Each battle feels heightened, each betrayal more sinister. The returning Wheel of Fortune system, meanwhile, let’s you revisit earlier points in the branching story.

    The remaster makes a number of other changes and additions as well. Unlike in the PSP version, characters level up rather than their classes, freeing you to play around more with different party compositions and loadouts. Random encounters on the map while traveling from one story beat to another are gone. Instead, the training mode has returned where you can set your troops to spar on auto-pilot. But don’t think you can grind your way to success. A “party level” limits how far any one unit can level up until you progress further in the game.

    A Tactics Ogre battlefield is littered with tarot cards and cool dialogue.

    The new Tarot cards quickly start to litter the battlefield.
    Screenshot: Square Enix / Kotaku

    Another big departure is the tarot card system. In addition to vanquished enemies dropping green cards that permanently boost a unit’s stats, blue and red cards also randomly spawn throughout a battle. The blue ones bestow buffs like higher critical hit rates, stronger magic, or higher defense, while the red cards remove them. The card bonuses only last as long as each battle, and can swiftly turn the tide depending on who gets them first.

    It’s a way to help make Tactics Ogre’s combat hit heavier and resolve more quickly, helping you dispatch an enemy in three hits rather than six (unlike, say, Fire Emblem where it almost never takes more than two). On the whole, it can help cut down on some of the game’s more tedious moments as you try to break an enemy’s hold on the high ground or take down an especially powerful boss unit (a turn do-over system and fast-forward option also help). At the same time, as a purist with a soft spot for Tactics Ogre’s slower pace and longer battles, I wish there was a way to turn it off, as you have the choice of doing with the voiceovers.

    A Tactics Ogre battlefield shows improvements to character's line of sight.

    My lowkey favorite improvement in Reborn is the addition of sight lines for long range attacks. No more shooting magic into bushes!
    Screenshot: Square Enix / Kotaku

    Most of the changes are clear improvements though. You can now scout battles ahead of time to see what units and terrain you’ll be facing and how best to counter them. You can also customize up to five battle rosters, letting you easily swap from one team to another depending on the situation. Character customization has also been streamlined, with each unit allowed to equip four items, four skills, and four magic abilities depending on their class and repertoire (character stats have also been rebalanced to scale more rewardingly). The equipped items even automatically restock from your reserves after each battle. It sounds small, but it’s a huge time saver that lets you spend more time focusing on the cool stuff rather than constantly fiddling with healing herbs and resurrection stones.

    The only part of Reborn that doesn’t feel like a coup is the pixel art, which was notoriously lampooned when it first leaked online. This is the first version of the game in HD, and the sprites and environments have been blown-up to compensate. The result is a “smoothed over” look that can make things look slightly muddy or washed out. The effect is especially noticeable at close range. Zoom in and things will occasionally look, at the very least, not great. I don’t know how feasible it would have been to try and give Reborn the Octopath Traveler or Triangle Strategy HD-2D pixel art look, but I wish the game felt as beautiful to look at as it is to play and listen to (or at least included the option to revert to the old look).

    Fortunately, I spent most of my five hours with the Switch version so far easily overlooking it. In motion, it’s hardly noticeable, especially when you’re busy calculating hit percentages and damage tradeoffs. As with everything else on the OLED screen, the colors really pop, and the package as a whole feels meaningfully improved from the PSP version in every other way. Some old games take you back to the past, but Reborn feels like it’s transporting Tactics Ogre into the present, where it belongs.

           

    Ethan Gach

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