Hi, this is Kotaku’s Luke Plunkett, one of the 17 people on the planet regularly enjoying the game, reporting live from Battlefield 2042.
If you haven’t played the game during its first 12 months—and really, it has had problems, who can blame you!—EA has decided that now is the time to try to convince you by offering Battlefield 2042 for free (during the first few days of December, across all platforms), or at least as part of the subscription fee you’re already paying for Game Pass.
They’re doing this for two reasons, of course. The first one is that nowhere near enough people bought this game in the first place, so the playerbase has been at times tragically low. Here in Australia, for example, only a single multiplayer mode is ever populated enough to get regular games. The second, and this is related, is that Battlefield 2042 has cosmetic microtransactions, so the more people EA can get playing the game, the more they’re hoping to make off weapon, vehicle and player skins.
Now, 12 months later, after a ton of work and (remaining) fan feedback, developers DICE have the game…at the point it should have been at launch. Which is a low bar to clear, I know, but this game was developed right through a pandemic, it’s going to free (or basically free on Game Pass), and clearing low bars is exactly what those kind of services and weekends are for.
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It’s also gotten pretty good! The original maps are being reworked, the new maps are great, and a lot of the stuff older fans were missing at launch—from scoreboards to the class system—have either been reintroduced or are about to be.
Battlefield 2042 | Development Update – Maps & Specialists Reworks, Vault Weapons, and More
In announcing the free/Game Pass availability, DICE also dropped a video and blog today, outlining new weapons, map changes and specialist tweaks coming as part of Season 3. There was also a very brief hint at something else coming beyond that, which they’re pitching as something more substantial. That something else is discussed over a cinematic of soldiers looking at ominous weather, so given the game is set in a near-future climate apocalypse (and already features in-game storms that can wreck your shit), it’ll be interesting to see if this something else makes dramatic changes to the way weather shapes and affects the maps.
Battlefield 2042 will be hitting Game Pass when Season 3 launches soon, while the free weekend/week will run from December 1-4 on Xbox, Dec 1-5 on Steam, and Dec 16-23 on PlayStation.
If you are old enough to remember LAN parties in their heyday, you will remember how complex (and amazing) they were. If you are not, you’ve probably heard old people speak about them reverently, in hushed tones, making them seem almost mythical.
While people of course still hold them—sometimes in huge numbers!—the advent of online multiplayer has pretty much killed them off as a cultural touchstone. And now that we’re 20 years past their prime, now is as good a time as any to take a good, historical look at what they were, how they worked and what they actually meant to everyone involved.
That’s what LAN Party, by Merritt K, is doing. Published by the always-excellent Read Only Memory Books, it’s going to examine the glory days of the scene, around the turn of the millennium, and will feature a ton of photos documenting those dorky, heady times. Here’s the pitch:
LAN gatherings of the late 1990s and early 2000s evolved from the necessity for multiplayer gamers to come together at physical meet-ups, lugging their bulky computers or game consoles along with them.
In addition to documenting the nostalgic era of LAN parties, the photographs in this book are unique artefacts of the peculiar cultural and technological moment, when gaming was tipping over from niche hobby to mainstream obsession. They reveal not just the home décor and personal fashion styles at the turn of the millennium but a different world, one that existed before the internet took shape and we started carrying it around with us in our pockets.
Many of the photographs included in LAN Party were taken using early digital cameras at limited resolution. To make these images look their best in print, we have employed AI-enhancement software – an emerging technology that allows the upscaling of low-resolution images with spectacular results – to make the first full-size photobook on this beloved subculture.
The was once a golden age of PC gaming where you could open up Steam (or even just launch an executable yourself!), boot up a game and the next thing you would see would be the game itself. For many big (and small) releases those days are now long gone, replaced by an era of launchers that are, at best, a nuisance. Now, they’re even infecting indie projects like Kerbal Space Program.
If you want to play a Rockstar game on PC you need to install the company’s own launcher, which boots before you play the game you clicked to play, then makes you click another play button so you can finally play it. And that’s how it works when it’s working; when it’s not you simply can’t play any Rockstar games that you own, sorry!
Want to play a Total War game? You get a launcher. Paradox game? A launcher. Blizzard game? Battle.net. Fortnite? Epic Games Store. An EA game? Origin. Ubisoft? Hey, guess what, you gotta launch Ubisoft Connect, a launcher. Even Kalypso has a launcher.
While publishers have clear reasons to dump these things on us (from DRM to $$$), these launchers are wildly unpopular among players, in part because of the connectivity hassles (see Rockstar’s example above), but mostly because they’re just a pain in the ass, a speed bump on your way to the place you actually want to go.
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Things have hit a new level of absurdity this week, though, with news that Kerbal Space Program—yes, the one with the little aliens building rockets—now has its own launcher for the Steam version of the game, announced as “a resource for news and updates about KSP & KSP 2 Early Access.”
Publishers, please, we’re begging you. This sucks. As the best comment in that Steam discussion says, “GAMES ON STEAM DO NOT NEED A LAUNCHER. STEAM IS THE LAUNCHER.”
While several big gaming companies have flirted with the idea of non-fungible tokens, none has embraced the crypto scam with as much blind confidence as Square Enix. Now the Final Fantasy maker has finally revealed its first NFT stunt, Symbiogenesis, crushing fan hopes that the previously leaked name was actually for a long-awaited resurrection of cult-hit horror RPG Parasite Eve.
“NFT Collectible Art Project SYMBIOGENESIS Untangle the Story Spring 2023,” Square Enix tweeted on Thursday. A short teaser revealed the logo art alongside some upbeat electronic jazz. Announced at the Web3 Conclave event at India’s Game Developers Conference, Symbiogenesis will be hosted on the Ethereum blockchain and allegedly tell a story about characters whose art players can own as NFTs.
“The art can be used for social media profile pictures (PFP) and as a character in a story that takes place in an alternate world where the player can ’untangle’ a mystery by completing missions that revolve around questions of the monopolization and distribution of resources,” a press release reads. You can’t make this up.
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While the beloved JRPG publisher’s crypto ambitions are nothing new—the company announced a Cloud Strife NFT as an expensive collectible add-on earlier this year—the Symbiogenesis reveal is hitting some fans especially hard because they thought the name hinted at the return of Parasite Eve. The RPG thriller literally revolves around the symbiosis of a parasite and its host, and despite a brilliant PS1 game and decent sequel, the series has been dormant since The 3rd Birthday on the PSP back in 2010.
Today’s Square Enix tweet has already been roundly ratio’d, with Parasite Eve fans collectively shaking their heads in disbelief. But will it cause the publisher to finally revaluate its plans and put the NFT cringe pipeline on hold? Who can say. Square Enix is clearly having an identity crisis of sorts at the moment.
This year it sold sold its American studios behind Deus Ex and Tomb Raider, told investors it was open to partial buyouts of its other studios, and flooded the market with a ton of JRPG sequels, remakes, and remasters, while barely giving any of them time to breathe or, apparently, a marketing budget. And now: Symbiogenesis.
It is my sad duty to report to you that Mei, the young ice-wielding hero of the Overwatch series, and Lebron James, the second highest-scoring player in NBA history, have both been deemed to be too buggy to remain in active service and have been disabled.
We are temporarily disabling Mei to address a bug with her Ice Wall ability that allows heroes to reach unintended locations. We are working to address these issues as quickly as possible and aim to bring Mei back in our next upcoming patch which is set for November 15.
We are disabling LeBron due to a critical bug with him. We will reenable after the bug is fixed. Thank you for your patience.
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Please note that Lebron is being disabled from the highly successful multiplayer fighting game MultiVersus, in which he appears as his Space Jam character, and not the much less successful and currently 1-5 Los Angeles Lakers, in which he appears in real life.
The former voice of Bayonetta has gone from calling out bad pay for gaming industry talent to plugging the controversial anti-abortion group Billboards 4Life. This all started out with her boycott of Bayonetta 3, after misleading fans about her removal from the project. She’s now urging them to take the money they would have spent on the Switch game’s release and give it to charitable causes instead, including the Kentucky-based non-profit whose sole mission is to “blanket cities and towns” with giant signs aimed at guilting and shaming would-be parents.
“My posts have hit a nerve with people,” she tweeted. “Low pay resonates not just in the gaming industry, but in the wider world beyond, all over the planet. To donate your boycott money, there are many small local charities that need your help.” While Taylor suggested traditional charitable causes like giving to food banks and organizations helping homeless people, she also promoted 14 organizations she had directly contributed to in the past.
These included the student pizza fund for the London Academy of Music & Dramatic Art and several pet welfare groups, but also Billboards 4Life, whose roadside propaganda features artistic recreations of fetuses praying and quotes like “I could dream before I was born!” Taylor was promptly ratio’d.
“Your posts hit a nerve with people because you deliberately misrepresented the entire situation,” responded one person. “That and one of those charities is anti-abortion,” responded another. “I didn’t have ‘Bayonetta’s original VO is kind of a turd’ on my bingo sheet this year, but here we are.”
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A gift for literally everybody. Gifts under $20, $10, and even $5. It’s Wish, the catch-all shop for all of the above.
The former Bayonetta voice actress became a mini-internet hero earlier this month when she revealed she was no longer working on the series because of the “insulting” pay she was offered to continue playing the titular star. In several videos that went viral, she called on fans to boycott developer Platinum Games for only offering her a flat rate of $4,000. Caught in the crossfire was Jennifer Hale, who was then harassed over replacing Taylor.
ButBloomberg later reported that Taylor was actually offered closer to $4,000 per session, with the total pay for the project being closer to $15,000. Negotiations with Platinum reportedly only broke down after she refused to budge on higher pay and residuals from future sales. While Taylor denied ever demanding a six-figure sum for the project, she ultimately confirmed that the $4,000 number referenced in the original videos was for a brief cameo after she’d already been replaced by Hale, rather than for voicing the entire project as she’d originally led fans to believe.
Even prior to today’s promotion of Billboards 4Life, Taylor had come under scrutiny by some fans over who she followed on Twitter and what tweets she Liked. Regardless of Taylor’s beliefs and behavior, the is right that the story of low pay in games and beyond resonates with people. Not just voice talent, but developers across the industry, often face uneven pay and exploitative working conditions. Boycotting a particular game is unlikely to fix that. Unions might.
These days it’s rare to see an online game without built-in live-service monetization, let alone one that’s getting rid of that stuff. But that’s exactly what the Subnautica devs behind Moonbreaker are doing. Recently launched in Early Access on Steam, the tabletop RPG is throwing out both its premium paid currency and its loot boxes, and refunding players who have already bought in. Whether the game will remain monetization-free after its full release is a different question.
“Early Access is a time for us to experiment and improve the game, and the monetization in its current form was affecting that goal,” Unknown Worlds Entertainment, the studio behind Moonbreaker, posted on its blog yesterday (via RPS). “So we’re removing it to focus on making the best game that we can, before we leave Early Access.”
Revealed during Gamescom 2022, director Charlie Cleveland described Moonbreaker as a “digital miniatures game” inspired by Guardians of the Galaxy and Firefly. Fantasy author Brandon Sanderson (best known for the Mistborn series) was brought on to write, and the D&D-inspired strategy combat looked like an intriguing mashup of Hearthstone and XCOM. Lofty comparisons aside, players have largely been receptive to the game’s mechanics and lore while slamming the microtransactions.
Moonbreaker is priced at $30, with a “founder’s pack” that raises it to $50. While this includes enough booster boxes for players to unlock most of the game’s units, PvE matches were previously locked behind premium currency, meaning players have to pay or grind to play solo. And as a miniatures game, much of the fantasy revolves around cosmetically customizing units, which also costs money. Most of the negative reviews on the Steam page all cited the free-to-play monetization of a paid game as their biggest issue.
Pulsars, the game’s paid currency, will now disappear, as well as the paid booster boxes. Players’ purchases will be refunded, and all units will automatically unlock at the start of each new season. “In celebration of this business model change, I’m gonna be purchasing the base game for some friends tomorrow,” one player wrote on Discord following the announcement. “Thanks so much for listening to community feedback and being willing to make big (potentially scary) changes so early on in development.”
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That’s exactly what Early Access is for, and it’s good to see Moonbreaker not only backing off the free-to-play monetization, but also refunding players. That might change in the future, with some players suspecting Unknown Worlds might make the game free-to-play by launch and bring back some form of live-service microtransactions. In the meantime at least, players can enjoy the evolving TTRPG without all the other bullshit. It might even help Moonbreaker win back some of the players who bailed shortly after Early Access began.
Rieko Kodama, one of the most important developers in the history of both Sega and the wider role-playing genre, has died at the age of 59.
As IGN report, she actually passed away back in May, but her death was not announced publicly by the company at the time. Fans recently discovered a tribute to Kodama in the credits section of the Mega Drive Mini 2, however, prompting Sega producer Yosuke Oskunari to confirm the sad news.
Her contributions to Sega’s catalogue of classic titles and series was immense. Beginning with the company in 1984, she would work on everything from design to pixel art, and spent the her early career on series like Alex Kidd and Fantasy Zone.
She was then the principal artist on the original Phantasy Star, and would keep working on the series through its sequels, rising to the role of director by the fourth game.
Her other notable works include Dreamcast classic Skies of Arcadia, which she again led development on, while she also contributed as an artist to games like the first two Sonic titles and Altered Beast.
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Kodama may be best remembered, though, for her pioneering work as a prominent woman in games development, for which she has been labelled “The First Lady of RPGs” (and indeed was awarded the Pioneer Award at GDC 2018), and leaves behind a legacy of characters and games that were designed for everyone, not just traditionally male audiences.
“I usually don’t think to make games strictly for a female audience, myself, but I think my RPGs attract a larger female audience”, she once said in an interview. “Violent, war-themed titles seem to attract an overwhelmingly male audience. I think if companies want to get more girls to play their games, they should keep this in mind.
I’m sorry, player, I’m afraid I can’t let you play this game.Image: Blizzard / Kotaku
Right now there’s a Halloween event running for Overwatch 2, but a fair amount of players are facing a different kind of terror: A previously known server error with the code “LC-208” appears to be disproportiantely hitting players after the most recent update.
While server and connection errors often happen for online games, “Overwatch 2 Console Error LC-208” is currently plaguing a large number of players on console, preventing them from connecting to servers and playing the game. Blizzard has its own steps for working around this issue, as it’s been around since the launch of the game, though not in such numbers. Until Blizzard issues a broader statement or additional fix, players have been discovering quirky, unexplainable ways to fix it, involving signing in on PC first or loading into the game’s firing range and quitting before hitting matchmaking, though these aren’t necessarily bullet-proof prescriptions.
Kotaku has reached out to Blizzard for comment but didn’t hear back prior to publication.
Since yesterday’s Halloween update, search results on Twitter, Reddit, and even Overwatch 2’s own forums have started turning up countless reports of players not being able to enter the game. The problem, given the error code’s info, seems to hit console players only. Anecdotally it seems to be hitting PS4 and PS5 players the most, though many Xbox players are reportedly facing the error as well.
A main thread for the LC-208 issue in Blizzard’s official forums, with nearly 300 replies and over 2,500 views, starts with “LC-208’d after the Halloween event update. Never had an issue with this before. Can’t get into the game.” “I tried everything to fix the Login Error LC-208” Twitter user Phish (no, not the band) says. “I have signed out of my battle net account, restarted my [router], restarted my game, used a different wireless connection, tried using ethernet, and redownloaded the game and I am still getting LC-208.”
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They’re not alone, as countless tweets and Reddit threads read similarly. Some have found non-optimal workarounds. Twitter user hatsune niiku reports bypassing the LC-208 error on console by entering the game’s firing range on PC, closing the game, and then logging in on console. “Worked for me just now,” they say.
Sadly, not everyone has a gaming PC at the ready to try this out, nor is it an actual fix for the problem. Blizzard recommends the following steps for solving LC-208 error. Hopefully it will work out for you:
If your console account is linked with your Battle.net account, you need to have a BattleTag. If you have a BattleTag but your accounts are not linked, follow the connection steps linked below to resolve the error.
Note: If your Battle.net account is connected to your console account, disconnecting it and reconnecting can resolve the error.
1. Check your network configuration to find any issues with your firewall, router, or port settings.
2. Reset your network devices to make sure your router hasn’t become flooded with data.
3. If you’re using a wireless connection, optimize your internet connection to rule out a connection issue.
4. Run your console’s built-in connection test (Playstation 4) (Xbox One) (Nintendo Switch).
5. Use your console’s internet browser to run a Looking Glass test. This will help determine if the problem is between your console and our servers.
It’s time for more Overwatch 2 Twitch drops! This time it’s in celebration of the spooky season. Twitch viewers will have a chance at earning two cosmetics starting October 25, plus a couple others later in November. As with all Twitch drops, you’ll need to link your Battle.net account to your Twitch account, plus a few other important details. So let’s go over it.
When are the Overwatch 2 Halloween Twitch Drops?
According to Blizzard’s blog covering the details, the Halloween-themed Overwatch 2 Twitch drops start on October 25 at 2 p.m. ET through to November 6 at 2 p.m.
After the candy corn season is behind us, another Twitch drop with cosmetics for Reinhardt and Brigitte will start on November 15 at 2 p.m. ET through to November 30 at 2 p.m.
How to get Werewolf Winston Legendary Skin
As is customary with Twitch drops, you’ll need to log some hours watching Overwatch 2. But it doesn’t need to be all at once or the same channel. You’re free to check out different channels at different times to earn progress toward your drops.
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To start, you’ll need to watch two hours of Overwatch 2 on Twitch for the Werewolf spray. Then, watch an additional four hours (six total) for the Werewolf Winston Legendary skin. You can watch any channel in the Overwatch 2 category on Twitch.
Past experience has told us it pays to be sure a streamer is offering drops. Any channel in the game’s category should qualify, but double-check the title of the stream as many streamers include “Twitch drops” or “drops enabled” (or similar language) to indicate their channel is participating. There may also be a bot in the streamer’s chat indicating that drops are enabled. Or, you could always ask in the chat.
You must link your Battle.net and Twitch accounts. Even if you’ve done it before and have participated in previous Twitch drops, you don’t want to log half-a-dozen hours of Overwatch viewing for nothing. Visit the connections page on your Battle.net account and follow the link to connect your Twitch account. Follow all the instructions on Twitch’s side and you’ll be set.
If you’ve done it right, it should look something like this (with your Twitch avatar and username):
Screenshot: Blizzard / Kotaku
Watching Twitch on game consoles and smart TV apps DO NOT count. You must watch Twitch on a computer’s web browser or the Android/iOS Twitch app to get your drops!
I watched everything. Where’s my stuff?
In-game rewards from Twitch drops don’t appear in your game automatically. Once you’ve cleared the necessary watch-time, head on over to the Drops Inventory menu on Twitch to claim your reward(s). Claimed drops will expire after 14 days if your Battle.net account isn’t linked. Claimed items can also take up to 24 hours to appear in your game, so practice a little bit of patience.
How do I enable drops on my stream?
If you stream and want to make sure viewers can participate, a couple of clicks will enable drops on your channel. To make sure your stream will deal out Overwatch 2 Twitch drops, head on over to your “Creator Dashboard.” Under “Viewer Rewards” you’ll see “Drops.” On that page, you’ll click the slider next to “Enable Drops” so it has a purple check mark and you’re good to go!
Screenshot: Twitch / Kotaku
How to claim Reinhardt and Brigitte Twitch Drops
After November 6, you’ll have another opportunity to earn some Twitch Drop-exclusive cosmetics. This time, you can grab the Reinhardt Mug Souvenir after watching two-hours worth of Overwatch 2 on Twitch. Following that, you can earn the Brigitte Kitten Weapon Charm after three additional (five total) hours.
Image: Blizzard
As mentioned above, these drops will be available from November 15 at 12 p.m. ET through to November 30 at 2 p.m.
How do I get my teammates to play support?
I hear you loud and clear. Sadly, I’ve no screenshots or time slots to share for that problem. But if you’re new to Overwatch 2 and are looking for some basic tips to get started, check out our beginner’s guide. And if you’re looking to knock out your timed season challenges, we’ve broken those down so you can get to grinding.
The role was subsequently given to Jennifer Hale—who has issued her own statements—while a Bloomberg report said PlatinumGames had originally offered to pay Taylor somewhere between $3,000 and $4,000 per four-hour session for at least five recording sessions, for a total of at least $15,000. It’s then said that when Taylor instead asked for a “six-figure sum” to voice the character, negotiations broke down.
It has come to my attention that some people are calling me a liar and golddigger. I feel the need to defend myself and my reputation in the industry.
As I posted on part three of my video thread. I explained that their first offer was too low. That offer was 10,000 dollars total. Remember, this is 450 million dollar franchise, (not counting merchandise.) I then wrote in Japanese to Hideki Kamiya, asking for what I was worth. I thought that as a creative, he would understand. He replied saying how much he valued my contribution to the game and how much the fans wanted me to voice the game. I was then offered an extra 5,0000! [Note: it appears this is a typo, and that Taylor means 5,000]
So, I declined to voice the game. I then heard nothing from them for 11 months. They then offered me a flat fee to voice some lines for 4,000 dollars. Any other lies, such as 4,000 for 5 sessions are total fabrications.
There were not “extensive negotiations.” I’ve also been informed of ridiculous fictions, such as I asked for 250,000 dollars. I am a team player. I was just asking for a fair, living wage in line with the value that I bring to this game.
I was paid a shockingly low total of £3000 total for the first game. A little more for the second. I wanted to voice her. I have drummed up interest in this game ever since I started on Twitter in 2011.
Overwatch 2has two ways to stand in line as you wait to be let into a game: open queue, which lets you maintain a loose team composition, like one that has two DPS and three tanks; and defined role queue, which brand-new players need to unlock by completing five open-queue games. It seems open-queue players are finding themselves stuck in messy matches with no support, and disgruntled role-queue players, particularly those playing DPS or tank, are sitting through long queue times waiting for healers to float down on a ray of sunshine.
“The players can start by not taking out their life problems on support characters,” a Blizzard forum user wrote. “Maybe then more people would be willing to try the role.”
“There are plenty of people who want to play support (I’m one of them),” said another commenter in the Blizzard forum. “But whether or not it’s currently viable to play support in pub matches with the game’s current climate is, I think, the real issue.”
We’re feeling it too. “In my experience with Overwatch 2—as someone who mostly plays support for the XP boost and fast matchmaking—I’ve experienced Winstons and Reapers zooming past me and the other support player, only to wind up dead moments later, putting the entire team in a bad spot,” Kotaku staffer Zack Zwiezen wrote recently.
Some players hope that adding new support heroes, including Kiriko—Overwatch 2’s new ninja healer, who currently lives beneath the game’s fresh battle pass for most people—will help even out support queue times. More likely, players will keep finding things to be annoyed about, and developer Activision Blizzard will keep union busting.
The story behind the casting of the lead voice acting role for the third game in the Bayonetta series has been a complete mess, involving allegations of terrible pay, conflicting accounts and Non-Disclosure Agreements. In an attempt to put the whole thing to bed the developers of the title, PlatinumGames, have tonight issued a statement.
We at Platinum Games offer our sincerest appreciation to everyone who has contributed to creating the Bayonetta series over the years, as well as the community that has served as its foundation.
We give our full support to Jennifer Hale as the new Bayonetta, and align with everything in her statement.
We ask people to please refrain from any further comments that would disrespect Jennifer or any of the other contributors to the series.
The statement they’re referring to, from current voice actor Jennifer Hale, reads:
With regard to Bayonetta 3,
As a longtime member of the voice acting community, I support every actor’s right to be paid well and have advocated consistently for this for years.
Anyone who knows me, or has followed my career, will know that I have great respect for my peers, and that I am an advocate for all members of the community.
I am under an NDA and am not at liberty to speak regarding this situation. My reputation speaks for itself.
I sincerely ask that everyone keep in mind that this game has been created by an entire team of hard-working, dedicated people and I hope everyone will keep an open mind about what they’ve created.
Finally, I hope that everyone involved may resolve their differences in an amicable and respectful way.
“Fat cats cream off the top and leave us the crumbs,” she said, before noting that her inability to get a living wage from the industry has led her to suffer depression and anxiety. As she tells it, after being lowballed, she wrote to Hideki Kamiya, executive director on the game, to plead her case. She claims that he acknowledged her importance to the role and how much it would mean to fans. But the offer still apparently ended up being $4,000.
“I worried that I was going to be on the streets,” she said of the larger inability to be paid a living wage. “That terrified me so much that once I was suicidal. I am not afraid of the non-disclosure agreement. I can’t even afford to run a car. What are they going to do, take my clothes? Good luck to them.”
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Mixed reality The Meta Quest Pro centers on working, creating, and collaborating in a virtual space.
Hale, who has replaced Taylor, issued her own statement (the one above), while a story on Bloombergthen cast doubt on some of Taylor’s initial pay claims. Both women have subsequently been the target of online abuse, prompting Platinum’s plea in tonight’s statement.
Silent Hill fans can finally—finally!—rejoice. Konami has confirmed that, after accidentally leaking some details earlier today, the beloved survival horror game Silent Hill 2 will make a return as a timed PlayStation exclusive, alongside a bevy of other Silent Hill projects currently in the works. You can watch the stream via the embed below.
The stream opened with that iconic shot of Silent Hill 2 protagonist James Sunderland staring into the mirror, wondering if his wife Mary is waiting for him. James then walks through the foggy streets of a town before we see a cinematic montage of familiar sights impressively rendered in modern graphics. The trailer was short but confirmed two things: Silent Hill 2 is available to wishlist on PS5 right now, and it will absolutely be locked on PlayStation (and PC) for 12 months after launch.
Konami
Konami also talked a bit more about the other projects in development right now. We saw a glimpse of Silent Hill Towerfall, developed by Observation and Stories Untold creators No Code. Details are scarce on this project, but if you’re familiar with No Code’s work, then you can expect some “deep psychological horror,” according to the studio’s creative director John McKellen.
Another project Konami showed off was Return to Silent Hill, the upcoming film directed by Christophe Gans (the writer-director of 2006’s Silent Hill) which “tells the story of a young man” coming back to the town only to find nightmares.
There was some chat about Silent Hill merch like shirts and statues, before Konami jumped to a third project, an apparent “whole new experience.” Titled Silent Hill Ascension, the project is a “live, real-time interactive series” that sounds akin to Until Dawn. You can change outcomes, be part of the scenes, and shape the Silent Hill canon. But if you fuck up, you fuck up because there is, apparently, no reset button. It’s due in 2023.
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Screencap from the Silent Hill f trailer.Screenshot: Konami / Kotaku
The livestream wrapped with one final announcement of a completely new Silent Hill game, titled Silent Hill f. Serene footage showed a young girl exploring a foggy town; slowly, invasive tendrils make them themselves known, followed by very colorful, all-consuming fungal growths. The brief trailer ends on a shot of the girl’s now-infested corpse, just as its face sloughs off. Silent Hill f is developed by Neobards Entertainment, with story by Ryukishi07, creature and character design by kera, and produced by former Nintendo developer Motoi Okamoto.
This remake of Silent Hill 2 has been rumored for a hot minute now. Back in May 2022, screenshots purporting to be related to the franchise started making the rounds online, with Layers of Fear developer Bloober Team attached to the project. Bloober Team announced a month later a totally separate horror game within the Layers of Fear universe that appears to be a reboot of sorts. However, Bloober Team is now leading development on Silent Hill 2 Remake, with Konami serving as the game’s publisher.
While Silent Hill 2 Remake may be a PlayStation exclusive for 12 months after it launches, the game will also be available on PC. Sorry, Xbox folks.
Silent Hill 2 first came out in 2001 for the PlayStation 2. It put the new console’s horsepower to good use, rendering notoriously thick, rolling fog that cranked the atmosphere to previously unknown heights. The plot had protagonist James Sunderland visiting the doomed town after receiving a letter from his previously deceased wife, Mary. As you can imagine, following the trail leads nowhere good, and we gradually learn that Sunderland is a very, very broken man.
Various sequels followed over the years, each with their own strengths and weaknesses, but Silent Hill 2 went down as a particular fan favorite for its fantastic atmosphere, terrifying situations, and psychological depth. It also served as the first appearance of the now-beloved antagonist Pyramid Head.
After years of very little new or exciting Silent Hill content, it looks like fans finally be feasting like it’s 2001 all over again.
If you went to get your ass yeeted by Lady Dimitrescu this past weekend only to have Resident Evil Village crash instead, you’re not alone. A recent update to the PC version triggered a bug that’s crashing the game for many PC players on Steam.
Earlier today, Capcom made a post on the official Resident Evil Twitter account apologizing for the inconvenience of the crashes and stating that it is currently working on a fix. Players on Steam report that, upon starting Village, they are greeted with a message saying their data is “incompatible” followed by a recommendation to restart the game, essentially locking them out.
In a Steam forum post, player FluffyQuack speculated that the reason ViIlage is now crashing on PCs is thanks to newly added code that checks the game for modifications / anomalies and ceases to run when any are found. The flawed update comes just ahead of the launch of its next major DLC, dubbed the Winters’ Expansion. Among other additions, the Winters’ Expansion, which launches next week, will add a new single-player episode and augment the score attack-style battle mode called “The Mercenaries” with four new playable characters, including the now slightly-more-diminutive Lady D, Heisenberg, and boulder-punching aficionado Chris Redfield.
While players await a fix from Capcom, FluffyQuack already workshopped a makeshift workaround that seems to allow the base game to run again, with the caveat of not being able to use any of its DLC.
The Winters’ Expansion updates will launch on October 28 and be available both separately, and as a bundle with the original game known as Resident Evil Village Gold Edition.
Early in October, Japanese developer PlatinumGames, known for its action titles, told Game Informer that upcoming Switch exclusive Bayonetta 3 would not see voice actress Hellena Taylor reprise her iconic sultry role as the protagonist. Instead, Bayonetta’s english VA would now be Jennifer Hale, one of the industry’s most ubiquitous voice actresses who is known for roles like Commander Shepard. At the time, Platinum claimed that the replacement was due to “various overlapping circumstances” that made it “difficult” for Hellena to play Bayonetta once again. Over a week later, Taylor has gone on to social media to dispute Platinum’s account, suggesting that the studio wasn’t entirely being transparent about what actually happened.
Rather than losing out on the role because Hale was the better performer, or due to something like scheduling conflicts, Taylor claims that it was over pay. In a series of videos, Taylor goes on to say that Platinum apparently only offered her $4,000 for the entirety of the performance, which based on the trailers appeared to show the leading VA voicing multiple versions of the same character. For Taylor, who spent years studying her craft and has undeniably created one of the most memorable performances in the entire medium, the offer was considered insulting.
“We held auditions to cast the new voice of Bayonetta and offered the role to Jennifer Hale, whom we felt was a good match for the character,” game director Yusuke Miyata told Game Informer at the time. “I understand the concerns some fans have about the voice change at this point in the series, but Jennifer’s performance was way beyond what we could have imagined. I’m confident that her portrayal of Bayonetta will exceed our fans’ expectations.” According to Game Informer’s story, the publication found Hale’s performance virtually indistinguishable from that of Taylor.
But Taylor called the entire situation, while legal, “immoral.”
“Sometimes think I’m not very much like Bayonetta at all,” Taylor said in a video, in reference to her decision to speak up about what’s going on. “But I guess I am a little bit more like Bayonetta than I thought.
“I understand that boycotting this game is a personal choice, and there are those who won’t, she continued. “And that’s fine. But if you’re someone who cares about people, who cares about the world around you, who cares about who gets hurt with these financial decisions? Then I urge you to boycott this game.”
Taylor was originally cast in for the bullet time witch role in the acclaimed action game 2009, and reprised her role for the series in 2014’s follow-up. The series is widely considered one of Nintendo’s best modern franchises.
“Fat cats cream off the top and leave us the crumbs,” she said, before noting that her inability to get a living wage from the industry has led her to suffer depression and anxiety. As she tells it, after being lowballed, she wrote to Hideki Kamiya, executive director on the game, to plead her case. She claims that he acknowledged her importance to the role and how much it would mean to fans. But the offer still apparently ended up being $4,000.
“I worried that I was going to be on the streets,” she said of the larger inability to be paid a living wage. “That terrified me so much that once I was suicidal. I am not afraid of the non-disclosure agreement. I can’t even afford to run a car. What are they going to do, take my clothes? Good luck to them.”
Nintendo, Bayonetta 3‘s publisher, and Taylor did not immediately respond to a request for comment. And while PlatinumGames hasn’t made an official statement on the matter, Kamiya himself did appear to respond on Twitter.
“Sad and deplorable about the attitude of untruth,” he wrote. “That’s what all I can tell now.”
But more glaringly, he ended the note by typing, “By the way, BEWARE OF MY RULES.” As far as anyone can tell, this seems to be in reference to Twitter usage, where infamously, Kamiya is said to block people left and right. To wit, his header image is just a series of posts where he warns “insects,” especially those of foreign languages such as English, that he has or will block them. And his pinned Twitter post is a series of “rules,” which, if broken, he warns people will lead to a block. “MY BLOCK BUTTON IS BIGGER THAN EVER,” it reads.
“Bayonetta always stands up for those who have less power, and stands up for what is right,” Taylor said in her videos. “And in doing this, you stand with her,” she said of player’s potential decision to boycott the game. In the videos, Taylor also wished Hale, the new Bayonetta, all the best. But she still had harsh words to say about what taking on Bayonetta’s role would mean to her.
“But she has no right to say she is the voice of Bayonetta, I created that voice,” Taylor said. “She has no right to sign merchandise as Bayonetta, any more than I have the right to sign as Eva Green even though I was her parent on video game The Golden Compass. That betrayal is hers, and hers alone. They’ll probably try and do a spin-off with Jeanne. Don’t buy that either.”
The final video Taylor shared was directed entirely at Nintendo, PlatinumGames, and “fat cats” in general. It was a retelling of Lazarus the beggar, from the bible, and a larger critique on the morals that come with emphasizing money over people.
Bayonetta 3 will release for the Nintendo Switch on October 28th.
Last week’s comprehensive update to No Man’s Sky brought with it a host of changes. Some made the game far more malleable and approachable, while others, like tweaks to inventory mechanics, have been the subject of controversy within the community. Seemingly in response to the backlash, Hello Games appears to be making some adjustments to how the inventory works in the game’s experimental PC build.
No Man’s Sky’s “Waypoint” update brought with it a sudden change to the game’s inventory system. Naturally, the term “inventorygate” has developed in response. The result has been the usual rush of memes, review bombs, since-locked Reddit threads with gamers arguing over whether the game is “ruined” or not. Those upset over the changes have a point, however: The updated inventory layout limits players to three tech upgrade slots, capping potential power levels below what they were pre-update. However, the game’s October 10 experimental build added additional upgrade slots, suggesting the devs are looking to address the playerbase’s fairly widespread outrage.
An experimental update, however, might not be enough to quell the frustration many have aired. Steam reviews alone have taken a recent trend toward a “Mixed” status, with many specifically calling out the inventory changes. “The most recent update essentially deleted dozens of hours of grinding,” reads one Steam review. “With the new 4.0 update my inventories are unrecognizable and after all the grind time I have spent it all seems useless,” reads another.
The backlash hasn’t been universal, though. While many are “complaining that they worked 100+ hours for upgrades that are now functionally useless,” as one Reddit thread puts it, others have found that the tweaks and restrictions bring more balance and challenge to the game. The negative responses do appear to be the loudest, however, and it’s uncertain if those have influenced Hello Games’ decision to expand the slots in the experimental build.
The experimental build patch notes on Steam note that Hello Games has added “additional free technology slots,” both for players newly updating their game to the Waypoint version and folks who already have existing saves. You can access No Man’s Sky’s experimental build by right-clicking on the game in your Steam library, selecting “Properties,” navigating to “Betas,” entering the password “3xperimental”, and choosing the “Experimental” build.
Pictured: Above is the more limited inventory of the current build. Below reveals the expanded slots in the experimental version.Image: Hello Games / Kotaku
The changes are clearly visible on a brand-new save I created to test with. As expected, the regular, stable, build of the game only provides three possible technology slots at the top. Updating to the experimental build, however, doubles the slots on the top row. Further updates to the beta branch since October 10 also fix other issues many had with unlocking inventory slots and navigating the menu overall.
Though these changes have yet to be merged into No Man’s Sky’s stable build, there is no indication yet as to when or if these will be made permanent. Kotaku has reached out to Hello Games for comment.
Dwarf Fortress, a game that has been around forever and will be around forever, has never been the most welcoming experience for the average, curious player. Something its developers have finally decided to work on for the game’s upcoming Steam release.
Dwarf Fortress has the well-earned title of being one of the most torturous games to learn. There is a lot going on, even after we changed all the ridiculous keyboard commands and replaced the Matrix-like interface with some understandable, and awesome, pixel art. It still needs something. Something to ease the need to head straight to a wiki just to understand what’s going on. The answer is the tutorial of course.
Zach shared some screenshots of the new tutorial in action, showing stuff like initial greetings and guides to basics like woodcutting and stockpiling your resources:
Image: Dwarf Fortress
Image: Dwarf Fortress
Image: Dwarf Fortress
“To make the tutorial all it can be, we found the ultimate play tester: my wife Annie”, Zach says. “There are a lot of base-building games out there now, enough to make Dwarf Fortress easier to get into. She doesn’t play any of them. The closest she gets to DF is Overcooked 2. After one failed attempt with the original, the latest version of the tutorial allowed her to get good enough at the game to tunnel under a bog and drown her fortress.”
The Adams brothers first started working on Dwarf Fortress in 2002, so why only get around to this now? The upcoming re-release of the game on Steam seems as good an excuse as any, of course, since dropping the game on Valve’s shopfront—which will also bring stuff like much-improved visuals—will be exposing the game to a potentially huge audience of new and curious players.
“Our aim is to make this level of play achievable by anyone”, Zach writes. “We want the world to be able to lose this game and have fun doing it.”
The Steam version of Dwarf Fortress doesn’t yet have an official release date, though fans digging through SteamDB think it’ll be coming sometime in early 2023.
It began in 1998, with the release of Xenogears. It began in 2002, with the release of Xenosaga Episode I. It began in 2010, with the release of Xenoblade Chronicles. It ended in 2022, with the release of Xenoblade Chronicles 3.
In all likelihood, it will begin again. Takahashi, like so many artists, compulsively retreads the same ground in nearly everything he creates, and there’s no reason to suspect Xenoblade 3 will be his last project. But the game nevertheless represents a major milestone in the director’s decades-long career—the first time one of his outsized, idiosyncratic, multi-game sci-fi RPG projects was fully realized and brought to its natural, intended conclusion. That’s not just speculation: in a statement made shortly after the game’s release, Takahashi personally described Xenoblade 3 as the end of the overarching narrative that began with the original Xenoblade Chronicles. The series may very well continue, he says, but this particular arc will not.
Crucially, in this same statement, he refers to Xenoblade 3 as a “culmination.” In context, this can be taken to mean a culmination of the ideas and mechanics conceived in Xenoblade and Xenoblade 2, but I see Xenoblade 3 as something much grander. I suspect he does, too.
Every game Takahashi directs for the remainder of his career will inevitably be compared to Xenogears. Chalk this up to a few factors. The first, and most obvious, is that he can’t stop remaking it. Thoughthe 1998 PlayStation game never received any direct sequels or spin-offs, Takahashi has borrowed heavily from it in every game he’s helmed since. The second is that Xenogears is one of the greatest and most ambitious games ever made, far beyond the scope of most JRPGs before or since, with a knotty, complex plot that openly incorporates elements of, among other things, Gnosticism, Jewish mysticism, and 20th-century psychoanalysis.
But most compelling of all—the foremost reason Xenogears has always functioned and will continue functioning as the skeleton key to Takahashi’s work—is the fact that it’s unfinished. The game’s precarious development cycle is, by this point, a legend unto itself, an inextricable meta-framework that clarifies and enriches the unevenness of the text.
In brief: Xenogears was huge. Its team was comparatively small, and lacked experience with 3D modeling and level design (unlike most JRPGs of its era, Xenogears boasted fully three-dimensional environments and a dynamic camera system). Ideas got bigger as deadlines got closer, and the developers faced a choice: release the game on one disc and end on a cliffhanger, or finish the story across two discs, with the second somehow shortened. Takahashi, preferring an imperfectly-told story to a half-told one, chose the latter. As a result, the final ~15 hours of the game are presented in a visual novel-adjacent format. Revelatory plot developments and large-scale conflicts are compressed into a patchwork of text crawls, displayed against sparse backdrops that, at times, resemble a stage. Prior to any of its spiritual successors, prior even to its own conclusion, Xenogears begins adapting itself.
This is all to say that Xenoblade 3, and indeed the entirety of Takahashi’s corpus, cannot exist in a vacuum. His debut project is one that practically begs to be relitigated and reinterpreted. All of his preoccupations are present here, in some form, at ground zero. To really get a handle on what he’s been building toward for the past twenty-odd years—on why Xenoblade 3 is, in its own way, a triumph—we need to perform our due diligence. We need to start with Xenogears.
(This piece contains spoilers for Xenosaga and Xenoblade Chronicles 3.)
The First: Xenogears
From the opening of Xenogears (and Revelation 22:13).Screenshot: Square Enix
Luckily, Xenogears isn’t actually that complicated. It’s just about love.
All of Tetsuya Takahashi’s games are about love. Even at their most convoluted, their most esoteric, and, yes, their most cringeworthy (hello, Xenoblade 2), they’re love stories. The man can’t help himself.
I’m being a bit facetious. Of course Xenogears is complicated, sometimes exhaustingly so—while replaying it in preparation for this piece, I frequently found myself tabbing between a Carl Jung study guide and several different passages from the Nag Hammadi codices—but its density is a means to a relatively clear-cut end. It poses a question, philosophically broad but emotionally precise: what does it mean to love something? To love another person, to love humanity, to love God? After about 60 hours, it arrives at something resembling an answer.
The circuitous path to that answer begins in the remote pastoral town of Lahan, in the country of Aveh, which has been at war with neighboring country Kislev for 500 years. The scales have tipped in Aveh’s favor due to its widespread usage of “Gears”: giant fighting robots excavated from the ruins beneath the country’s desert. After an Aveh-led black op gone awry embroils unwitting Lahan resident Fei Fong Wong—an amnesiac painter—in this conflict, he eventually stumbles into the discovery that both sides are being puppeteered by a third, far more powerful political entity called Solaris. Elhaym Van Houten (Elly for short), a high-ranking Solarian soldier, repeatedly crosses paths with Fei, and together they learn of a covert plot to resurrect an ancient biological WMD called “Deus” by supplying it with mutated human flesh. More importantly, though, they fall in love.
These ideas were not Takahashi’s alone. In the early ‘90s, while working at Squaresoft as a graphics artist, he became acquainted with fellow employee Kaori Tanaka (who now works under the pseudonym Soraya Saga). He and Saga shared a number of interests: science fiction, history, literature, religion, philosophy, psychology. Together, they began drafting a story. That story became Xenogears, and their friendship became a marriage.
A photo of the Final Fantasy VI staff. Takahashi is fifth from the left, and Saga is next to him.Photo: Square Enix / Final Fantasy Wiki
Saga’s contribution to Xenogears cannot be overstated. By all accounts, she was responsible for the two ideas that would eventually form the narrative bedrock of the game proper, those being Fei’s struggles with multiple personality disorder and antagonist Miang Hawwa’s role as a feminine AI. Saga and Takahashi collaborated closely on both outlining and scriptwriting, and though she doesn’t share her husband’s director credit, it would not be an exaggeration to say that, conceptually and ideologically, half of Xenogears belongs to her.
Once again, it becomes impossible to decouple the circumstances of the game’s production from how it operates as a work of fiction. A story about love, written by two people in love, packed end to end with their mutual obsessions. Its philosophizing takes on an almost conversational quality: the more Xenogears breathlessly divulges its ideas, the easier it is to imagine it as a match of intellectual ping-pong between its creators, the result of years of discussion and debate and scrutiny and affection. The game’s unrelenting determination to see itself through to the end despite its concessions illuminates the compulsion behind it. Takahashi and Saga needed Xenogears to exist; it was their love made manifest. If it resonated with even a single person, that would be more than enough.
Thankfully, it resonated with plenty of people, because it’s a compelling, provocative game. Xenogears’ cult status is unsurprising: even on the most superficial level, it’s catnip for proper noun recognizers, pulling unabashedly and without hesitation from every imaginable creative stratum and allowing high, low, and pop culture to collide violently in the shifting currents of its ocean-vast design. This is a work as inspired by Jung as it is by Super Dimension Fortress Macross, as evocative of Arthur C. Clarke’s poignant novel Childhood’s End as it is of the Apocryphon of John. Government-operated facilities that turn people into food are called “Soylent Systems,” the quantum supercomputer overseeing all life on the planet is called “Zohar,” one of Fei’s former incarnations is literally named “Lacan.”
Most of Xenogears’ original English localization team abandoned the project early on because of its esoteric script, leaving translator Richard Honeywood to do much of the work himself.Screenshot: Square Enix
The weight of all these allusions threatens, at times, to break the bank. In isolation, they mean little. A story serving up a mile-high layer cake of intertextuality does not automatically render it intelligent or insightful. Xenogears certainly isn’t lacking in ham-handedness, but its influences are, by and large, only scaffolding, and invoked with utmost sincerity. They’re deftly channeled into our understanding of the world and characters, existing primarily to generate drama. The game is not smart because it references psychoanalytic theory and Gnostic doctrine. It’s smart because it understands how these concepts could meaningfully inform the identities and beliefs of human beings.
Fei’s splintered personalities and incarnations are an oft-referenced example, and for good reason: they’re patterned after a widely-known psychoanalytic schema (that being Freud’s theory of the id, ego, and superego), and lend themselves well to straightforward interpretation (Fei’s most antagonistic alternate personality is named “Id,” and much of the rest can be inferred). By the game’s end, this configuration has transcended metaphor and become a catalyst for an exceptional character study, realistically curdling Fei’s relationships with others and himself while drawing the curtain back on his most deeply held personal apprehensions. It’s telling that he doesn’t map precisely onto any particular model–these models are not, ultimately, the point.
This ethos is just as apparent in the game’s broader strokes. There’s a moment relatively early on in Xenogears when one of its major characters, Margie, gives the rest of the party a guided tour through a cathedral in her hometown. Margie is a spiritual leader by blood, and acts as something of a foil to her more literal-minded companions. She draws their attention to two enormous statues near the cathedral’s altar, each depicting an angel with only one wing. This blemish, she says, is by design. “God could have created humans perfectly, but then, humans would not have helped each other,” she explains. “So that is what these great single-winged angels symbolize… in order to fly, they are dependent on one another.”
Here the game generously offers us its thesis, and the thesis of more or less every Xeno game, on a silver platter. It suggests that divinity and weakness coexist symbiotically in human beings, and bridges that gap with a call to mutual aid. It asserts that people can find God in their own mortal lives, that helping and loving one another is the strongest possible application of faith.
The visual motif of two one-winged angels recurs throughout Xenogears.Screenshot: Square Enix
That Xenogears has such a defined thesis at all is indicative of its thoughtfulness. The game is in active conversation with its influences; its conclusions are its own. Its primary antagonist, Krelian, is a pure Gnostic, regarding humans as deficient and taking drastic action in service of transcending the Demiurge (the aforementioned Deus, which functions as a conduit to a higher plane of existence). Fei rejects this. He knows he doesn’t need God to feel whole. He just needs Elly.
Fei and Elly are the beginning and the end. Their love is the grounding force behind every arcane reference, every serpentine plot thread. An artist and a soldier, adrift on opposite sides of a centuries-long war, find one another, and in doing so, find providence. The majority of Xenogears’ grandest thematic gestures—most of which would become Takahashi staples—orbit this relationship in some form. Spirituality, class warfare, familial trauma, systems of control, cycles of rebirth, lives as a resource, desire for community—all are addressed, explored, and embodied on an intimate, human level. It feels honest. Occasionally, it even feels adult.
It’s equally exciting and frustrating that most of these ideas only really hit full tilt in the game’s truncated final third. Disc 2 of Xenogears is one of the most texturally bewildering stretches of any video game I’ve ever played, lofty in its aims and deeply moving in its dedication but so clearly a mere trace of all it was originally conceived to be. As incredible as it often is, it aches to be more. Fans and detractors alike have opined that the game would be a paradigm-shattering masterpiece had it been fully realized, lamenting all the quests they’d never get to see and dungeons they’d never get to explore. Personally, I’m not so sure. Xenogears left me wanting, yes, but would filling in its gaps dilute the white-hot nitro burst of creative energy fueling its final hours? Would a “complete” Xenogears feel as raw, as authentic? Would Takahashi still be remaking it?
A scene from the beginning of Xenogears’ second disc. From this point forward, much of the game’s story is presented in this format, save for a few boss battles and dungeons.Screenshot: Square Enix
On one hand, maybe Xenogears needs its abridged disc 2. Its flaws dovetail rather poetically with what the game is trying to say about the virtues of human imperfection. On the other hand, it mostly stops being a video game, which is a shame because Xenogears is a video game for very specific reasons. The aforementioned 3D maps are crucial: this is a world built for tactility, for depth in the most literal sense. World immersion, it would eventually become clear, is one of Takahashi’s guiding principles as a game designer:
In terms of my own personal goal – my vision of an ideal game – I’d honestly have to say that [Xenoblade Chronicles] is barely 5% of the way there. My goal is to recreate the world itself. I think it’s valuable to develop projects with such lofty goals in mind. […] I know this is a pretty radical idea, but I think the future of [the RPG genre] is world creation that is good enough to be the equivalent of reality.
We can see this mentality germinating all the way back in 1998. Xenogears, for all its loquaciousness, wants us to play it. Its environments are beautiful, meticulously constructed dollhouse dioramas that encourage viewing from every angle, and its dungeons, for better or worse, haveplatforming. This floors me. In an era when even 3D platformers were still figuring out 3D platforming, Takahashi and co. plunked it right in the middle of their madcap anime role-playing game, taking extra care to consider how the areas interlocked in 3D space and what that could communicate about the world to the player. The quality of the platforming (not great) is beside the point. It’s the gesture that counts, and it counts for a lot. It brings us closer to that world. It brings us closer to the characters. We are participants in Xenogears, not observers. Welcome to interactive storytelling.
Babel Tower, one of Xenogears’ more infamous platforming segments. Note the compass in the corner, which denotes the player’s orientation in 3D space.Screenshot: Square Enix
So we play the video game. We explore the world. We kill the monsters. We pilot the robot. We get the girl. We watch the cutscenes. We fight God (sort of). We win; roll credits. Finished at last, we breathe a deep sigh and begin mulling it all over. Then one final morsel of text fades onto the screen. “XENOGEARS EPISODE V: THE END.”
What the fuck. V as in 5?
Xenogears, as it turns out, is even bigger. During the initial planning phase, Takahashi and Saga conceptualized a 6-part timeline stretching from the beginning of the game’s continuity to its end. Part 5 constitutes Xenogears’“present day”–in other words, the game itself. Parts 2-4, though not playable, are discussed in great detail. Parts 1 and 6 are practically untouched. At no point are any of these demarcations established in-game. It wouldn’t be clear what “Episode V” meant until the official Xenogears art book, titled Perfect Works, laid it all out two years later.
From Xenogears: Perfect Works. A visualization of the game’s full timeline.Photo: Square Enix / Internet Archive
Perfect Works—which, even in name, suggests a mythic, tantalizing vision, a towering opus that has yet to be realized—quickly became shorthand for Takahashi’s creative aims. When people realized just how much story he and Saga had wanted to tell, they began applying Perfect Works as a blueprint, wondering aloud if any of his new projects would finally convey it in full. As recently as Xenoblade 3, the speculation persisted: “Is this it? Is he finally doing Perfect Works?”
The answer is complicated.
Interlude: Xenosaga and Xenoblade Chronicles
Official art of Xenosaga’s two primary characters, Shion Uzuki and KOS-MOS, by lead character designer Kunihiko Tanaka. Tanaka also designed the characters for Xenogears.Illustration: Monolith Soft / Namco / Xenosaga Wiki
In 1999, Takahashi and several members of the Xenogears development staff split from Square and formed their own studio, Monolith Software, Inc. Their first project, published by Namco and released in 2002, was Xenosaga Episode I: Der Wille zur Macht.
If the brazen Nietzsche reference in the subtitle wasn’t an obvious enough tip-off, Xenosaga Episode I is every bit as philosophically dense as its predecessor. Another collaboration between Takahashi and Saga, it lifted numerous concepts very directly from Xenogears—most notably the Zohar, and its connection to the “upper domain” of the universe—and recalibrated them for an epic space opera. As a story, it’s intricate, absurd, emotional, and only occasionally dull. As a game, it’s dull slightly more often. I played it some years ago, and was fascinated by it. I have not played its two sequels, Xenosaga Episode II: Jenseits von Gut und Böse (2004) and Xenosaga Episode III: Also sprach Zarathustra (2006). Someday I will, and I’ll be fascinated by them, too.
Xenosaga’s fate was much the same as Xenogears’, this time stretched out over several installments. It was first envisioned as a six-game arc—as good an indication as any that, yes, this was Perfect Works 2.0—but complications stemming from Episode I’s rushed development resulted in that number being halved. Takahashi and Saga wrote the script for Episode I. For Episode II, they wrote a draft, which was then drastically altered by the rest of the team to accommodate a tighter scope. By Episode III, Takahashi was only working on the series in a supervisory capacity, while Saga had stepped down altogether. To date, Episode II remains her last scriptwriting contribution to a mainline Xeno game. (She would, however, help write the 2004 mobile spinoff Xenosaga: Pied Piper and the unrelated 2008 Monolith Soft game Soma Bringer. She also contributed to Xenoblade 2 as a guest artist, designing the character Yuuou (which, for some reason, was translated into English as “Gorg”).) Though Episode III was critically well-received, its lackluster sales left Monolith Soft’s future uncertain.
There’s a great deal to be said and written about Xenosaga’s own status as a compromised work, and how it applies its uniquely heady, off-the-wall ideas (Jesus Christ—as in Of Nazareth—is an actual character in these games, chunky PS2 graphics and all). For now, these considerations fall outside my purview. Just know that it’s big, messy, beautiful, and at least 60% Xenogears.
Concept art for Xenoblade Chronicles, featuring the titans Bionis and Mechonis, the bodies of which comprise the game’s overworld.Illustration: Monolith Soft / Nintendo
Monolith Soft was bought by Nintendo in 2007. Xenoblade Chronicles, Takahashi’s next major project, released in 2010. At that time, it was by far the most “complete” game he’d ever directed: a sprawling JRPG with a self-contained story, polished to a high sheen from start to finish, featuring colorful, well-rounded characters and an energetic real-time battle system. Everything about its design and presentation straddled the line between old and new. Originally, it was localized only in Europe, in 2011. Thousands of people, me included, wrote letters to Nintendo urging them to release it in North America. In April of 2012, they did. It’s my favorite game of all time.
Over the following five years Xenoblade spawned two sequels, the first one spiritual. Xenoblade Chronicles X, released in 2014, is perhaps the best example yet of Takahashi’s interest in world design, purposefully eliding much of its story in favor of giving players nearly unrestricted access to a gargantuan map. It’s the only Xenoblade game thus far to feature controllable mechs, and for that alone, it gets the gold star.
Xenoblade Chronicles 2 (2017) would be one of the worst games in history if it wasn’t one of the best. Its design is a queasy fractal of systems within systems; its aesthetics simultaneously evoke the imaginative whimsy of SNES JRPGs and the screaming-loud numerical bacchanalia of contemporary mobile gachas. At times, it’s agonizing. At others, it’s delightful. Eventually, it trips headfirst into saying something really interesting. I like it, because I like weird stuff. Your mileage may vary.
It also marked the series’ transition to something unexpectedly complex. Prior toits release, Takahashi said that the game, as with X, would be a separate continuity, à lanew mainline Final Fantasy entries. This was a bald-faced and hilarious lie. The final act of Xenoblade 2 established a cosmic, millennia-spanning throughline between itself and the original Xenoblade, jettisoning lore fragments in a thousand different directions and leaving the series wide open to further exploration.
Xenoblade was never meant to be a multi-game project. It wasn’t meant to be Perfect Works. And then, suddenly, it seemingly was. One can only assume that Takahashi used the first game’s success as an excuse to dig his heels in. This was to be his new outlet. Maybe, this time, he could finally bring it home.
On February 9th, 2022, Nintendo announced Xenoblade Chronicles 3.
The Last: Xenoblade Chronicles 3
The cast of Xenoblade 3, illustrated by lead character designer Masatsugu Saito to commemorate the game’s launch.Illustration: Monolith Soft / Nintendo / Masatsugu Saito
Immediately, the game looked familiar.
There were the designs, for one. Xenoblade 3’s ponytailed protagonist Noah bore a not-not-striking resemblance to Fei, and one of the first revealed villains, Consul D, was nearly the spitting image of Xenogears’ Grahf.
But these similarities were only skin deep. The game’s story, even with the scant information provided in the reveal trailer, was far more enticing. It supposedly concerned two nations, Agnus and Keves, locked in an eons-long war for reasons long forgotten. (Pop quiz: what other Takahashi game features two warring countries whose names begin with the letters A and K? You have five minutes.) Its central party was to be composed of two groups of three characters each—three from Agnus and three from Keves. Noah would lead the Kevesi group. The Agnian group would be led by a girl named Mio. It didn’t take an accredited Takahashi scholar to predict that Noah and Mio were probably going to fall in love.
They did, of course. I just wasn’t prepared for how much.
Not unlike Xenogears, Xenoblade 3 features an early scene that defines its goals more succinctly than I ever could. In the aftermath of an intense battle, the two groups of characters—still enemies at this point in the story—sit down and, understanding that they’re bound by circumstance and have no choice but to cooperate, introduce themselves to one another. They go around in a circle, say their names, and talk about their interests. It’s so sweet and so remarkably simple, and the simplicity feels like the point. Here are six people whose lives have been defined, in every imaginable way, by conflict. When the stakes suddenly change, words are all that are left. Aggression yields almost immediately to emotional honesty.
The newly minted friend group makes camp for the first time.Screenshot: Monolith Soft / Nintendo
Emotional honesty is vital in Xenoblade 3, which takes place in a deeply dishonest world. Every facet of it is designed to disallow growth and discourage connection. People aren’t born, they’re made. They live ten years at most, fighting the entire time. If they don’t fight, they die. After they die, their physical forms are reconstituted and their memories are wiped, and then they do it all over again. All in service of a war that, it’s soon revealed, is a farce orchestrated by an organization called Moebius, members of which draw sustenance from the bodies of dead soldiers and preside over human encampments like petty tyrants. They do this so they can live forever, because to be mortal is to invite change, and nothing is more frightening than change.
As always, love is the antidote. The operatic, time-transcending romance between Noah and Mio, echoing that of Fei and Elly, functions as a microcosmic distillation of the plot’s overarching conflicts. As “off-seers”—soldiers tasked with mourning the lives of their fallen comrades—they’re acutely attuned to cultural memory, or lack thereof. Together, they realize that uncertainty is preferable to stagnation, and that imperfection begets improvement. They see a hideous, mangled variation of their relationship in the characters N and M, who relinquished their humanity in favor of eternity, and decide to do better. Indifference becomes their greatest enemy. If the world prevents their union, then so be it: they’ll remake the world. Why wouldn’t they? Their love is stronger. Any system obfuscating it has no reason to exist.
The game’s definition of “love” extends far beyond just this central couple. Xenoblade 3 distributes dialogue fairly evenly among its main cast, and exhibits on average the highest quality of character writing in the series—a considerable improvement over the already wonderfully grounded Xenoblade. (Xenoblade 2 is Xenoblade 2.) A great deal of thought is put into particular frictions of even minor conversations, and before long, a friend group organically takes shape. Having painted a vivid picture of its unjust, overbearing world, Xenoblade 3 contends that nothing is more restorative than companionship. X-ray its story and you’ll find the skeleton of a road movie.
Noah and Mio, power couple.Screenshot: Monolith Soft / Nintendo
Companionship is, in fact, what much of the game’s design is predicated on. Its quest structure is boldly, confidently ridiculous: instead of simply talking to NPCs to get sidequests, players instead need to “overhear” NPCs voicing concerns, and then convene at a “rest spot” (usually either a campsite or a restaurant) so that the party can talk these concerns over at length, each member offering a distinct perspective. Only upon completion of this entire process, which often takes several minutes, is the quest made available. From a utilitarian standpoint, this is cumbersome. It adds several unnecessary steps to what should be a rudimentary and straightforward action. From a chilling-with-your-homies standpoint, it’s perfect. It speaks to Xenoblade 3’s desire to cram as much characterization as possible into every square inch of both playable and non-playable space. The game desperately wants us to understand these people, given what limited time they have.
Zoom out a bit and you’ll see this philosophy applied everywhere. The battle system functions as its own sort of interaction, with each character having the option to use any other character’s class at any time–a mechanic introduced following a scene where the entire party trades compliments. The brilliant “affinity chart,” which tracks every named character in the game and their relationships with one another, returns from the first Xenoblade. And many of these characters are folded into the main cast via “hero quests,” extended side stories focusing on notable NPCs with uniquely fraught connections to the war. Free them from Moebius’ control and they’ll join your party as optional seventh members, opening the floodgates to yet more conversation and further deepening the player characters’ involvement in the communities—and world—they inhabit.
That world (called “Aionios,” derived from Greek “aionioß,” meaning “without beginning or end”) is especially noteworthy, because worlds are Takahashi’s bread and butter, and ever since the original Xenoblade he’s taken a particular interest in their decline. Even sans impending doomsday scenarios, the settings of all three games in the series exist in varying states of sustained putrefaction. Xenoblade and Xenoblade 2 both take place on the bodies of massive living creatures that, due either to inadequate sustenance or resource mismanagement, are dying. 3, which merges the settings of its two predecessors, is a colossal graveyard, its landscapes littered with these creatures’ ancient, petrified remains. Strange explosions dubbed “annihilation events’’ frequently atomize large swaths of terrain without warning, gradually eating away at what little is left. Aionios’s denizens all intuitively understand that it’s dying, if not already dead. They’ve just been conditioned to accept it.
Maktha Wildwood, one of the more discernibly corroded regions of Aionios.Screenshot: Monolith Soft / Nintendo
It seems only natural that climate anxiety would eventually take root in Takahashi’s fiction, preoccupied as he is with notions of environmental hostility. His worlds are in active contention with their populations, usually as a result of humanity’s severe technological overreach. In Xenogears, this comes as a shock. In the Xenoblade series, it’s a given. Even when characters know little about their respective world histories, they know these worlds are impermanent and that their decay is accelerating. The challenge, then, is one of overcoming apathy.
Apathy as moral failure, and the subsequent effects of failure on the human psyche, were embodied in Grahf, one of Xenogears’ recurring villains (and yet another incarnation of Fei). Grahf’s inability to protect his loved ones resulted in a despair so overwhelming that he elected to be its agent rather than its victim. Xenoblade 3 iterates on this with the character N, a former incarnation of Noah, whose cruel disposition stems from his reluctance to acknowledge the impermanence of life–his own, and that of his partner. He fought back against Moebius, failed, and then sided with them, because in his cowardice he couldn’t bear failing again. For N, love is a corrupting force, not a healing one; it can be weaponized like anything else. He’s the most emotionally resonant antagonist the Xenoblade series has yet seen, and the dialectic between him and Noah—who tells him, to his face, that he’s full of shit—is a tidy summation of ideas Takahashi has toyed with for decades.
Xenoblade 3 is chock full of familiar gestures, taken to their logical extremes and amplified to a fever pitch. It’s loud, bright, and relentlessly earnest, and it packs more than a little revolutionary spirit. Closely examine even its gloomiest moments and you’ll find traces of celebration, of both its forebears and of itself. Gameplay is sharpened to a keen edge, level geometry is beautifully constructed, the plot is meaty, and the romance hits like a freight train. Seeing it all unfold with so much verve, knowing about all the curtailed projects that preceded it, is moving. Xenoblade Chronicles came more or less out of nowhere; Monolith Soft’s post-Xenosaga future was anyone’s guess, given Episode III’s underwhelming performance. Twelve years later, Xenoblade is a distinguished franchise, its ambition budding with each installment. Takahashi, with the aid of his peers, finally pulled it off.
And so, as is tradition, that timeworn rallying cry: “Perfect Works?”
Xenoblade 3 is superb. It is not, however, Perfect Works.
At least, it isn’t Xenogears. This seems to be the underlying assumption behind every piece of Perfect Works-related speculation: at the end of the day, people just want Xenogears, or at least something narratively identical but with all the names switched around. I can’t blame them, especially when Xenoblade 3 very intentionally teases out these reactions. Thematically, the two games overlap quite a bit, and Xenoblade 3 is indeed a culmination in a more general—and, I’d argue, more meaningful—sense. But it can’t be Xenogears. It doesn’t have enough ideas, and the ideas it does have aren’t interesting enough.
In all fairness, the same can be said for most games that aren’t Xenogears.
Speaking to Satoru Iwata in 2010 about the first Xenoblade, Takahashi said the following:
When you’re young, you’re brimming with creative energy after all, and it is a path everyone goes through. Among young game creators today, there is no shortage of people with the same approach I had, making games solely for those players who will understand what you are trying to achieve. I think that this sort of game is necessary in the video game industry.
But now, when I ask myself if I still have that drive, which was in a sense rash and reckless, the answer is of course that I don’t. At the same time, I now have a better view of the overall shape of things, and I feel that my creative range has increased. Recently, especially since becoming a father of two, I’ve been thinking more and more about how to make a game that will be enjoyed by a large number of players and that will strike a chord with them.
Admittedly, this gnaws at me. Takahashi’s overt admission that his new work lacks the hyperspecificity and unchecked passion of Xenogears and Xenosaga calls into question the value of Xenoblade as a product of personal expression. It also prompts me to re-evaluate my own relationship with it. Again: Xenoblade Chronicles is my favorite game. My love for it was (and is) owed in no small part to my perception of it as a thoughtful artistic gesture, in addition to its merits as both a video game and a work of fiction. It affected me in a very particular way at a very particular point in my life; maybe, if it were released now, my feelings would differ. In any case, putting it in conversation with its progenitor, I’m confronted with the realization that it may itself be compromised. Not in the literal, conspicuous way that Xenogears is, but in the subtler, more cynical way that so much art beholden to capital is. Mass appeal, tempering of difficult ideas, and diminished creative breadth.
To an extent, I’m sure this is true, because this is how creating in corporatized spaces works. With video games’ maturation into a lucrative global enterprise, risk-taking projects with the ideological heft of Xenogears have become rarer, at least from developers as high-profile as Square. Xenoblade and its sequels are bankrolled by Nintendo, one of the most recognizable corporate media entities in the world. Conclusions vis-à-vis limited artistic freedom are easy to draw.
But Tetsuya Takahashi is also a human being. Human beings change. At the time of the above quote, Xenogears was over a decade old. This year, it turned 24. Takahashi notes that since its release, he’d become a father, and consequently viewed the shift in his priorities as liberating. Retooling his interests for a wider audience was, in his view, a new and refreshing way to approach game development. If I’m being charitable, it sounds like a personal choice. And I want to be charitable, because I love these games, and because I believe this interpretation is supported by the text.
Though the series may lack Xenogears’ rougher edges, Takahashi’s fingerprints are still here, and they’re not particularly hard to find. The weapon wielded by Xenoblade’s protagonist explicitly references Leibniz’s Monadology; Xenoblade 2 is a frenzied riff on Plato’s allegory of the cave; all three organize their heroes and villains around Gnostic concepts. More importantly, though, they are—as with Xenogears—anchored by the thoughts and actions of people, and are concerned chiefly with the importance of community amid systems that discourage it.
Xenoblade 3 is a culmination because it’s Takahashi’s most potent love story yet. Its sincerity is all-encompassing. As I played it, three things became clear: one, that it’s a game written by a real human being with real human interests, not an automaton who has dedicated his career to clinical self-imitation. Takahashi understands better than anyone that truly “remaking” Xenogears means excavating the pathos from its core and refining it even further. (Fittingly, the most formally congruent scenes between Xenogears and Xenoblade 3 are montages in which two lovers repeatedly reconnect throughout thousands of years of history.) Two, that he is thinking very candidly about death, and what it really means to surrender oneself—and one’s family—to the future’s unknowns. And three, that this is, on a purely emotional level, the game he’s always wanted to make. Perfect Works, which largely fails to account for the emotional underpinnings of Takahashi’s work, is not a sufficient blueprint. Xenoblade 3 is similar in the ways that matter most, and different only inasmuch as its creator has changed.
Screenshot: Monolith Soft / Nintendo
In its final moments, the game pulls a crafty narrative trick. Having asserted that overinvestment in the present stymies acceptance of the future, it implicitly incriminates players who don’t want its story to end. The broader connotations of this, intentional or not, are not lost on me. Tetsuya Takahashi will probably never make another Xenogears. If he does, it may not even be on purpose. Instead, he’s making something new, something informed by but not derivative of his past. Xenoblade 3 is a culmination, not a retread. It looks forward, not backward.
It is, as with everything Takahashi has made, a creation myth.