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  • Minecraft Legends: The Kotaku Review

    Minecraft Legends: The Kotaku Review

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    The writer O. Henry is alleged to have said of New York City, “It’ll be a great place if they ever finish it.” I have a very similar feeling about Minecraft Legends. Its mix of real-time strategy and third-person action seems like it could be a splendid game, should Mojang ever get around to completing it.

    Legends is an ambitious concept. As Minecraft Dungeons is to the action-RPG, Minecraft Legends is to the strategy game, another spin-off from the almighty franchise that attempts to make a complicated genre more immediately palatable to a family audience. However, where Dungeons is a roaring success, a delightful game to sit and blast through, Legends is a bemusing and messy creation that runs out of ideas before it runs out of tutorial.

    How Minecraft Legends Becomes Strategic

    Screenshot: Mojang / Kotaku

    It’s peculiar, reviewing something in the Minecraft milieu. It doesn’t matter a bit what I or anyone else has to say about it, because it’s predestined to be a phenomenon. My local department store is already filled with tie-in promotional products, from toys to t-shirts, a week before it’s even released. “Friends & Allies” reads one such kids’ shirt, showing the traditional Minecraft enemies stood alongside a heroic Steve-like, capturing the game’s USP: This time you fight alongside the Creepers, Zombies, Skeletons and so on, in a united front against a Piglin invasion of the Overworld.

    In a large map (growing in size depending upon your difficulty level) that’s randomly arranged at the start of a single-player campaign, you are selected by three somewhat celestial beings, Knowledge, Action, and Foresight to repel the piggy invasion. These porcine pests are determined to take over the villages of the franchise’s erstwhile Villagers, building their own encampments, and despoiling the very ground beneath them. To fight against this, you play in third-person controlling your hero, accompanied by a team of golems that you create via spawners, who (are supposed to) follow you wherever you go, and follow your issued orders during on-the-fly battles.

    Some naughty Piglins.

    Screenshot: Mojang / Kotaku

    It all begins pretty well. Knowledge, Action, and Foresight are all brilliant characters, excellently voiced and welcoming to new players. They are there to explain the basics of the game, as new concepts are introduced in the initial stages of play. You learn how to gather resources, starting off with wood and stone. Then how to build spawners, generate golems (and later Skeletons, Creepers, Zombies, etc), beginning with two types, a ranged arrow-firing block-like creature, and a melee rock-type, that furiously punches at enemies and enemy structures. Once this is established, Minecraft Legends lets you get into scraps with the Piglins, then you find a village, and get a rundown on the basics of protecting each location’s central well, done by building walls and defensive structures.

    You roam the beautiful world on the back of one of four mount types (one’s a beetle that’s great at climbing, another’s a bird that can glide from heights without taking damage), all used to negotiate those familiar Minecraft biomes, mountains, and seas. But you can also build in this world by holding down the left trigger, then placing objects RTS-style around you, or drag-dropping lengths of wall into place on the ground near your character.

    With all of these gameplay elements put in place, Minecraft Legends then just sets you free with almost none of the most important mechanics properly explained, while blathering new information at you while you’re trying to come to grips with what a complete mess the controls are. Devolving entirely into “tell, don’t show,” I was left struggling to work out how I was supposed to improve my tools, as it keeps demanding you should. Via trial and error, I eventually figured out it’s about building new structures at a central location, using materials it hasn’t told me how to get yet, and oh good Lord.

    Why Minecraft Legends Is So Frustrating

    Creepers are on our side in Minecraft Legends!

    Screenshot: Mojang / Kotaku

    Eventually, I figure all Minecraft Legends’ mechanics out. I get there. But it’s such aa frustrating experience, only to learn that one whole mess—of placing special towers that can variously improve the amounts of resources you can carry, the numbers of golems you can have in your army, the ability to have your alleys gather new resource types, and even the ability to gather other tower types—would have been far better as a skill tree in the menus. Then it would be clear, visibly understandable, and much better communicated to players.

    But communication is Legends greatest failure. There’s just so much that’s so peculiarly missing here, not least when it comes to the game’s map. It allows you to fast travel between discovered villages, and also shows the location of different biomes, mount types, potential allies (the Skeletons, Creepers, etc), and the Piglin encampments. Hover over many of these and one of the characters will—after a weirdly long delay—tell you some information. Perhaps this Piglin camp is planning to create a new site tonight, or that this village is intended for attack by the Piglins and needs your help defending itself.

    But what it absolutely doesn’t tell you, neither in the pop-up text nor the voice over, is whether a Piglin camp is possible to attack. To find that out, you have to run vast distances across the terrain to reach its borders, where either a (splendid) cutscene will play introducing that battle, or a text box will pop up saying you’re not yet ready to attack it. Again, get close enough and its difficulty level will appear on screen—1 to 4—giving you an idea of the challenge ahead. But that information isn’t on the map, either before or after you’ve learned it elsewhere. Why not? This is such basic stuff. The amount of time I wasted running toward battles I couldn’t play is galling, and could so easily have been prevented.

    A beautiful sunrise view of Legends' world.

    Screenshot: Mojang / Kotaku

    And when Minecraft Legends does give you valuable on-screen information, it’s often obfuscated and unexplained. I eventually work out which unlabeled number represents how many characters I currently have following me anywhere, and which represents how many of my total possible golems currently exist in the world. The two can’t usefully be matched up, because the former contains any random animals you might have picked up on your travels, given the only way to select units around you is to hit X, and grab the attention of anyone in a very small circle. Which means, yes, there’s literally no way to call your units to you when exploring or battling without going up to their immediate vicinity and hitting X. Instruct them to attack that structure over there, and they’ll rush off to do so, and then when it’s done, stand there. Forever. You have to run to them, and meticulously select them all, to issue another instruction. Which is bewildering.

    It gets significantly worse because of the atrocious pathfinding. Most of the Piglin bases are on raised platforms, requiring you to build ramps for your troops to ascend between the rocky plateaus. But none of them can cope with the narrow paths and enemy structures that bounce them off the platform, meaning you constantly lose your units to the ground below. Down there, rather than make their way back to you, they’ll instead just stand there, uselessly, not even defending themselves from attacks. If you’re five platforms up, trying to fight an enormous Piglin elephant-thing, while attempting to destroy enemy towers that are raining fire on you, at the same time as thirty Piglins are fighting you from all sides, you are forced to jump all the way down, gather your stragglers, guide them all the way back up to the battle, and then watch them idiotically walk off the sides again. Over and over and over.

    Lose your troops entirely, as you often will, and you need to run away from the battle site to the nearest spawners you’ve placed to generate some fighters. In a traditional RTS game, this would involve zooming out from your godlike view of the map, clicking on facilities that generate new units, then commanding them to head toward your fight. But in Legends, it involves riding your purple tiger away from the hundreds of enemies all attacking you, bounding across the terrain to your nearest spawners (only possible to place on non-enemy terrain, hence the journey), create new ones, then manically gather them to follow you because they’ll just stand there if you don’t get every single one within your tiny X-circle, then run with them all back to the battle, up all your ramps again, into the fray, likely to see half of them immediately killed by a massive fireball, and the other half throw themselves off the sides to get lost in the ground below.

    How Minecraft Legends Buries Its Fun

    My character riding a donkey by a fountain.

    Screenshot: Mojang / Kotaku

    I’ve described the above at such meticulous lengths, because that’s the majority of the experience of playing Minecraft Legends. It’s about painstakingly guiding these gormless troops via punishingly poor interaction into distant battles, over and over until you’ve finally whittled away at things enough to destroy the central portal. And all the time, you can see the fun you should be having, the solid family-friendly game that hides beneath all this clumsy crap, but you can never quite touch it.

    Everything is so opaque. New structures are added with no fanfare, no notice, and are only discovered when you remember that there’s an in-game book-thing that lets you rearrange your UI. As the game progresses, you end up with the farcical issue of having about 15 different structures you want to have access to at any time, but a UI that only lets you select eight of them at a time. You’re supposed to endlessly juggle them about, which would be massively annoying if it weren’t for the next huge issue: you can’t sodding pause.

    Because the game has been designed with co-op or combative multiplayer in mind, the single-player campaign that it presents as its main mode is forced to be an always-online experience. So when you hit pause to answer the front door, or deal with the kids, Minecraft Legends just carries on playing almost invisibly behind the apparent pause menu, killing your troops, and advancing time so the Piglin bases expand unchecked, villages are attacked, and allies lose faith in your support. The same is true when you’re opening the ‘book’ to try to rearrange your UI, so you can build the attacking structure you need to defend a village, but have your units wiped out while forced to fight with these menus. Idiotic.

    An 8-Year-Old’s Review Of Minecraft Legends

    Sadly taking damage adds an irritating red border to the entire game.

    Screenshot: Mojang / Kotaku

    All these frustrations aside, the game beneath them sadly all also falls short. Once you’ve defended a bunch of villages, and attacked a bunch of Piglin bases, it very quickly becomes apparent that you’ve seen all it has to offer. And unlike Dungeons, where replaying the same dungeons lets you make progress in your armor, equipment, etc, there’s nothing like that in Minecraft Legends. You get access to more golem types and more structures, but once they’re all in place there’s no carrot remaining to motivate continued play.

    Of course, this is all based on the single-player game—my many hours with it were spent before release, and as such, before there was anyone else to cooperate or compete with. However, given the mad mess of awful unit controls, dreadful pathfinding and AI, and a lack of variety in what you get to do, I struggle to see how things could be dramatically improved by subjecting someone else. And it’s crucially important to note that unlike Dungeons, there’s no couch co-op here, and never will be, which is disastrous.

    However, and this is a very significant however, I’m not the only one in my house who played Minecraft Legends. I was accompanied for much of my time by my 8-year-old son, currently on his school vacations, and he’s spent a good deal of time playing it for himself. His view is different. In fact, I commissioned him to write about them (paying him from my fee for this review, I stress). His view, from a much more relaxed approach to playing, just muddling about and not focused on attempting to make strong progress, was far more positive. Here’s Toby’s review:

    I much prefer Minecraft Legends than normal Minecraft but Legends has bad things about it,too. Like for instance, I much prefer animals in normal Minecraft than in Legends though, I do quite like the Piglins so mixed feelings. I prefer mining in normal Minecraft and I prefer how you level up and beat the game in normal Minecraft. Minecraft Legends brings fights to another level. The Piglin bases are fun to fight, challenging and not too challenging. Also defending villages is super fun because of building defenses and attacking the mobs. I prefer building in normal Minecraft but that’s no big deal. So overall I think that Minecraft Legends is great and I really like it. THE END!!!

    A Piglin portal you need to destroy.

    Screenshot: Mojang / Kotaku

    So there you have it. As I said at the beginning, a 45-year-old games journalist’s views on Minecraft Legends are close to irrelevant. It’s going to be on Game Pass (along with the grimly inevitable in-app purchases for skins and cosmetic nonsense). It seamlessly transfers between your PC and your Xbox (we played the game on both, picking up downstairs where we left off upstairs), meaning it’ll be there on the couch or on your laptop. And perhaps most significantly, it’s going to be in every toy store, supermarket, and bus stop for the foreseeable future.

    That it’s not a very good game, and one that desperately needed a lot more development before this seemingly premature release, will matter almost not at all. It’s stunningly pretty, it lets you make friends with the Creepers, and the cutscenes are brilliant. And it matches those new pyjamas. Should they ever finish Minecraft Legends, allowing you to instantly gather your spawned troops from anywhere, fixing the atrocious UI, giving your units some vestiges of pathfinding, and hugely increasing the mission variation, I think it could be a great place.

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    John Walker

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  • GameStop Fires Guy After Zelda: Tears Of The Kingdom Switch Leak

    GameStop Fires Guy After Zelda: Tears Of The Kingdom Switch Leak

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    In March, an employee at a Massachusetts GameStop leaked on Reddit that Nintendo was probably about to reveal its long rumored special edition Zelda Switch at an upcoming mini-Direct for The Legend of Zelda: Tears of the Kingdom. Special editions such as these are highly coveted collector’s items, and news of one for the sequel to a best-selling game would be huge for fans looking to buy a new system. This week, GameStop fired the employee who leaked the news, and the employee claims he was told Nintendo helped make it happen.

    Back in March, Mike, who requested Kotaku only use his first name, posted a photo of a GameStop computer screen showing the inventory database had been updated with a secret new Switch model on the Tears of the Kingdom subreddit. It was the day before Nintendo’s big extended gameplay reveal for Tears of the Kingdom, and the employee speculated in the post that a special edition Zelda Switch which had already leaked back in December, would be announced during the stream. Mike says he got fired on April 11, about two weeks later.

    In a phone interview with Kotaku, Mike said he made the leak because he was a big fan of the franchise and wanted to give others a heads up in case pre-orders went live that day. GameStop in particular has seen issues for buyers when it comes to preorders in the past, though this wasn’t a reason cited by Mike for the leak. On March 28, Nintendo did reveal a special edition Switch, and the following day pre-orders went live at GameStop and other retailers.

    At the time, the Reddit post didn’t garner a ton of upvotes, and the now former employee said he didn’t think of it as a big deal since he didn’t technically leak any images or special details about the console itself, and the post itself was mostly speculative. Nintendo also tends to release special consoles such as this one for most of its major releases, such as Pokémon.

    Collector’s Editions Are A Big Deal At GameStop

    But on April 5, a week later, Mike said the company traced the leak back to them. Coming in for his afternoon shift after watching the new Super Mario Bros. Movie on release day, he said his district manager called him into the backroom for a meeting. Joined by another GameStop supervisor via video conference, the employee said he was asked if he made the post and whether he knew it violated company policy.

    Mike said he immediately confessed, but maintained he wasn’t aware it went against the company’s social media policies. The district manager took their keys and placed them on suspension, saying the final punishment could vary between a first-offense write up and termination. It ended up being the latter. And the now former employee thinks Nintendo is to blame.

    When their store manager called on April 11 to deliver the bad news, he said the supervisor told them “off the record” that Nintendo had forced the company’s hand, demanding the employee be terminated over the leak. Mike shared the allegation on the Tears of the Kingdom subreddit shortly afterwards writing, “Hopefully all of you were able to get your switch pre-orders in as now I will not be able to get mine.”

    GameStop and Nintendo did not immediately respond to a request for comment.

    A Zelda special edition Switch sits in front of a green background.

    Image: Nintendo

    Another employee at the store corroborated Mike’s account to Kotaku, and said they were told by the same store manager in a separate conversation that Nintendo was the catalyst. “He was an amazing worker,” they said of Mike, adding that he was one of the top performers in the area when it came to achieving GameStop’s aggressive sales goals.

    Whoever ultimately made the decision to fire them, the leaker would have been easy to discover. Their social media accounts, including Instagram, Twitter, and Twitch, were linked in various ways to their Reddit account, and included several references to their general geographic location, as well as selfies. “I wasn’t really trying to cover my tracks because I didn’t know it would lead to this,” Mike told Kotaku.

    As a large-scale retailer staffed mostly by entry-level workers paid terrible hourly rates, GameStop has historically been a hotbed for big gaming leaks, from Assassin’s Creed to Call of Duty. But it’s rare to hear that someone was actually fired in connection with one of the leaks. It’s perhaps less surprising that this one happens to have been in connection with a big Nintendo reveal, however. The Mario maker has been on the warpath against leaks for years, most recently attempting to subpoena Discord for the private data of someone who shared images from the Tears of the Kingdom collector’s edition artbook.

    When asked if the former GameStop employee ultimately managed to secure a Zelda Switch pre-order, Mike confirmed he had. “But sadly I won’t be able to afford it anymore due to lack of a job,” he said. Mike added that when his manager had to deliver the bad news over the phone they pointed out what a shame it was: “This is your favorite company and now they hate you.”

                   

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    Ethan Gach

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  • Someone Built A NES That Could Probably Murder You

    Someone Built A NES That Could Probably Murder You

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    Some retro gaming enthusiasts are so preoccupied with what they could build, they won’t stop to question if they should. One such diabolical maker has combined his love of retro consoles with his expertise in 3D printing and robotics to build the NESdestroyer: a repurposed NES console shell with a fully mobile, circular-saw-equipped combat robot inside. It is a delightful work of destructive art.

    Having previously built fabulous creations such as the world’s fastest Roomba and an aquatic drone with a first-person camera controlled via head-tracking, Australian maker Electrosync’s latest creation is likely to inspire fear in the hearts of Sega Master System owners. Featuring a dangerous blade capable of easily slicing through flesh, watermelons, and beer cans, Electrosync’s NESdestroyer is a mechanical death machine you can’t help but fall in love with. Observe, from start to finish, the birth of this beauty via his YouTube channel:

    Electrosync

    Inspired by his love of the great sport of competitive combat robotics, Electrosync saw fit to do what might make more than a few retro gamers squirm: dice up and repurpose an actual Nintendo Entertainment System shell to serve as the suit of armor for a battle-ready robot. Its high-speed blade inspires dread, but it’s also cute as hell, especially in this video from Electrosync’s Instagram featuring delicate acoustic guitar played over motorized carnage.

    Isn’t it adorable?

    Built for “exhibition matches” in the BattleBots TV show’s beetleweight class (for robots at three pounds, or 1.36 kilograms), the entire original guts of the NES console had to go to make way for conversion into a combat machine. The actual robotic parts were made of repurposed parts themselves, including a pulley from a 3D printer, and a motor Electrosync salvaged from a drone he crashed.

    Once built and ready for fighting, Electrosync sicced his creation on a watermelon, a fake NES game, and a can of Australian beer (Victoria Bitter). While the NES cartridge’s plastic proved an unbeatable foe (causing the blade’s motors to jam up), NESdestroyer made quick, messy, gory work of the beer and watermelon.

    Electrosync has also teased that more is to come. Describing the fruit and beer as mere “training,” he closes his video by saying the NESdestroyer’s next challenge will be the Nintendo Entertainment System’s arch nemesis: The Sega Master System. This will be a fight for the ages.

    Electrosync has made the design files for the NESdestroyer available on his Patreon, should you harbor ambitions of destruction yourself.

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    Claire Jackson

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  • Mario Kart Players Land Groundbreaking Trick After 27 Years

    Mario Kart Players Land Groundbreaking Trick After 27 Years

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    Skips and speedruns are basically like magic, to me. The tenacity it takes to find ways to break a game and circumvent entire sections is a skill and patience I don’t have. That being said, I’m always glad to watch someone just walk or drive through a wall and end up somewhere they weren’t supposed to be yet. It’s delightful. It’s an art form that people are always chipping away at, and that means sometimes these skips can be found in old games like Mario Kart 64. After 27 years, someone has managed to pull off a skip in the Bowser’s Castle course so difficult to execute, it’s almost impossible to repeat…until now.

    For a lot of us, Mario Kart tech is mostly just about using your items strategically and knowing when to drift. Maybe you know a good shortcut, or can pull off drifting. But for the speedrunning community, it’s about carefully studying each track and nailing down frame-perfect maneuvers to shave off even the smallest fraction of your time. For the Mario Kart 64 speedrunning community, Bowser’s Castle has presented a white whale in the form of a skip that requires you to drive through a specific wall. The technical breakdown is pretty complex and boils down to some walls in the game being built in such a way that there’s a tiny gap for players to squeeze through. It’s all about hitting it at the right angle and using speed items like the mushroom. But luckily, YouTube user Abyssoft has an entire video breaking down the skip, the tech behind it, and how multiple speedrunners have suddenly been able to utilize it after all these years.

    Abyssoft

    The first time the skip was first introduced in 2021 was by speedrunner Forest64, which sparked a fire in the community to attempt to recreate it. However, it wouldn’t be until almost two years later that it was recreated and used in a speedrun, resulting in some shifts in the track’s speedrunning records. Forest64 himself managed to implement the skip in a run after over 200 hours of grinding and thousands of attempts on March 11, 2023 beating the previous non-shortcut time by just four-tenths of a second. This was impressive because it both dethroned the original time, and was the first time the skip was successfully pulled off through play, rather than testing.

    However, that reign would be short lived, as speedrunner Christian C. hit the skip and shaved off a second of his time just two days later on March 13. The following day, speedrunner Aaron Jablonski also managed to hit the skip but wasn’t quite able to overtake Christian’s time. Abyssoft’s video breaks down some of the ways this run can still be improved by using the skip, but given just how difficult it’s proven for the pros to pull off, it may be some time before anyone manages to improve the run through this method.

    Ironically enough, after all the hubbub the world record for Bowser’s Castle was overtaken again by Beck Abney on April 4 without using the skip. As of this writing, Abney’s record of 1’49″38 sits on the top spot, but there’s still room for the speedrunners to cut down the already impressive time if the skip is implemented.

    What remains to be seen is if The Super Mario Bros. Movie actor Jack Black can beat the record after beating his castmates in Mario Kart for all to see.

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    Kenneth Shepard

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  • Big Breath Of The Wild YouTuber Hit By Nintendo After Multiplayer Mod

    Big Breath Of The Wild YouTuber Hit By Nintendo After Multiplayer Mod

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    YouTuber and speedrunner Eric “PointCrow” Morino released a brand new multiplayer mod for The Legend of Zelda: Breath of the Wild on April 4. It basically transforms the hit 2017 Switch game into a modern open-world version of the beloved co-op Zelda spin-off Four Swords Adventures. A couple of days later, Morino says Nintendo hit him with copyright infringement claims that led some of his biggest YouTube videos to be demonetized.

    “Incredibly disappointed that Nintendo of America has decided to block my videos on Breath of the Wild,” he tweeted on April 6. “It’s the love for the community and the innovation that we bring to it that has kept it alive & brought new people to love the Zelda series. I hope you reverse your decision soon.” Morino also shared a screencap of several of his YouTube videos, including ones featuring gameplay footage from the multiplayer mod, showing they’d been flagged for copyright issues.

    Nintendo didn’t immediately respond to a request for comment.

    Publishers maintain they have full ownership and control over any footage produced from their games, but they rarely seek to penalize YouTubers and other content creators for sharing it online and potentially profiting off of it. In fact most companies go out of their way to promote the sharing of footage and screenshots from their games to help spread awareness, increase sales, and cultivate a community of passionate fans.

    When it comes to social media content around fan projects and mods, however, Nintendo is one company that’s often aggressively pushed back. Late last year, the Switch manufacturer went after a YouTube documentary about an abandoned pitch for a Zelda tactics spin-off, seeking to get it removed from Google’s platform. The creators eventually managed to appeal the decision and get it reversed.

    In response to Morino’s post, several other big content creators chimed in. “Not good for them considering they’re releasing a new game soon and many content creators will popularize it even more and may choose not to create videos around it,” wrote Kittyplays. “Nintendo detected fans having fun and they can’t have that,” wrote LostPause. “This is sad given how much love and effort you given them and botw.”

    Breath of the Wild is the fourth best-selling game on Switch, and has remained relevant years after its release in part due to the discoveries, tricks, and new stunts pulled off by people like Morino. Outside of the recent multiplayer mod, he’s drawn millions of additional eyeballs to the game with weird runs like Link growing bigger every time the A button is pressed, or trying to beat the game while both the hardest randomizer mode and the very difficult, map-changing Relics of the Past mod are active.

    Morino didn’t immediately respond to a request for comment but tweeted that he’s currently appealing the decision with YouTube. “As of now, [the videos are still visible for you to watch—however, they are not monetized,” he wrote. “Hopefully Nintendo releases these claims, as I significantly transform their work and my videos are under fair use.”

                 

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    Ethan Gach

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  • MMO Introduces New Loot Boxes, Pulls Them Immediately After Fans Revolt

    MMO Introduces New Loot Boxes, Pulls Them Immediately After Fans Revolt

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    Image: Everquest II

    Late last month the developers of venerable MMO Everquest II introduced a new kind of loot box to the game that was, basically, a pay-to-win situation. It did not go down well with the long-running community!

    As MMOBomb explain, the loot boxes, called Libant Evernight Heritage Crates, “bypassed lockouts and provided the chance to buy more opportunities at raid gear through the cash shop”. Fans quickly called them “pay-to-raid” items, and took to the game’s forums—which look as old as the game itself—to complain.

    Their pleas were loud and numerous enough for developers Daybreak to almost instantly backtrack on the decision, posting late last week:

    After listening to your feedback and having lots of discussions, we have decided to pull the Libant Evernight Heritage Crate from the in-game Marketplace store. The crate and most of its current contents will no longer be for sale.

    We heard you and understand that there were particular elements of the Libant Heritage Crate that run counter to our shared values. We will no longer be making any of these types of items available.

    As a result of the uproar, Daybreak have decided that “in the spirit of community feedback” they’ll now be opening a dedicated forum where players can weigh in on stuff like balance changes before they go live, not after:

    I’d also like to announce that in the spirit of community feedback, we will be opening new Class Balance Forums for Everquest 2, look for these to arrive in the very near future. We want you, the community, the people who play these classes to help us decide what balance changes and bug fixes to prioritize with major updates. These forums will improve our communication with you and allow you to help us scope what changes happen. These forums will have a section for each class, and you will be able to propose changes, communicate with us, and vote on the fixes and balance changes you feel are necessary for your class. The goal here is to communicate with you the time and effort that these proposed changes will require, and openly discuss feasibility. We will make changes open for discussion as long as they remain within reason.

    Sucks to be posting about it under these circumstances, but man, an EverQuest II story! In 2023!

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    Luke Plunkett

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  • Pro Street Fighter V Player Calls Out Major Tourney’s ‘Shitty’ Setup

    Pro Street Fighter V Player Calls Out Major Tourney’s ‘Shitty’ Setup

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    The Evolution Championship Series, typically referred to as just EVO, wrapped up its Japanese circuit this weekend. There was a lot to get hyped for during the tournament, including the epic Guilty Gear Strive sets and the nail-biting Tekken 7 matches. However, one thing that most competitors weren’t stoked about was the laggy setup, which the event’s organizers have admitted on Twitter “produced a flawed competitor experience throughout the tournament.”

    A spin-off of the main tournament that first kicked off in January 2018, EVO Japan is a multi-day event centered around the fighting game community. A plethora of popular and recently dropped brawlers are playable there, from The King of Fighters XV to Melty Blood: Type Lumina to Street Fighter V. Alongside these games are an assortment of their best competitors, including top Guilty Gear Strive player Gobou, Tekken 7 pros Arslan Ash and Rangchu, and goated Virtua Fighter 5 player Tonchan. Folks were ready for three days of throwing digital hands, and as a viewer, I can tell you it was exciting to watch all the wild combo strings and even wilder redemption arcs, like pro Tekken 7 player Meo-IL clawing his way from the losers bracket to the grand finals. But as things moved fast, the setup couldn’t keep up and monitors seemingly lagged behind in displaying the gameplay—a particularly serious problem in a genre where virtual life-or-death reactions and vital inputs are the stuff of milliseconds.

    Fed up, Punk calls out ‘shitty’ tournament setup

    The setup issues appeared to be widespread. Both Tekken players Arslan Ash and Rangchu noted the laggy issues with the monitors, while Guilty Gear Strive pro Jonathan Tene mentioned that the venue had “only one setup” per pool. Other attendees, from Guilty Gear player Romolla to Tekken pro Knee, complained about EVO Japan’s setup as well. But the issues were most pronounced during an important Street Fighter V match between Momochi and Punk, which was stalled for almost an hour as Punk had a display replaced because of the latency problems between the monitor and the PlayStation 4.

    Punk, who is a prolific fighting game player, was making his way through the Top 8 losers bracket. After battling almost 400 other competitors in Street Fighter V: Championship Edition, Punk could see the first-place trophy and roughly $7,600 in front of him. He just had to put Momochi, a two-time EVO champion, in the dirt first. Things were pretty evenly matched between the two, even though Punk’s Vega lost the first match against Momochi’s Cody. It was at this point that Punk called over an event staffer to chat about the latency issues. After testing out some buttons, the staffer concluded that a new monitor was in order. Nearly 40 minutes and a new display later, Punk ended up losing to Momochi, who played as Karin for the second match. Punk was clearly unhappy and,, as seen in this fan recording, stormed off the stage. The winner of Street Fighter V’s EVO Japan competition was Oil King.

    evo2kvids

    On Twitter, Punk popped off on EVO Japan, calling the monitor issues “fucking annoying” and the tournament itself “shitty.” He later explained that he’d spent “over $2000” only to be met with what he felt was an unacceptable tournament setup in which the match’s result was not in his control. He finished off by apologizing to “all Japanese fans” for not playing his best, something he promised just before beginning his match against Momochi.

    EVO says the issue was the stage and stream, not the monitors

    In the wake of competitors like Punk discoursing over monitors on Twitter,, the official EVO account acknowledged that the event suffered from “a flawed competitor experience” that resulted in an imbalance it promised would “never happen again.” The tournament’s general manager, Richard Thiher, quote-tweeted EVO, saying that the stage setup “negatively impacted players” across games. However, in that admission, Thiher wanted to make one thing clear: it wasn’t the monitors.

    “It is important to confirm that Punk and others were right, the Evo Japan 2023 stage setup negatively impacted players,” Thiher tweeted on April 2. “It is also necessary to confirm it was the stage and stream design itself, not the INZONE monitors. We will prove that to you at other events this year.”

    Kotaku reached out to EVO and Punk for comment.

    Despite the technical issues and drama, EVO Japan was still a blast this year. There’s nothing like watching talented, professional players do incredibly unimaginable things in games, let alone during the stress of a tournament. However, fighting games being what they are, it’s essential that competitors be able to play in an environment where the hardware, displays, and everything else are up to the task, as anything less will inevitably hamper play. With EVO returning in August at Las Vegas’ Mandalay Bay, there’s still a few months to fix things up and prove that, as Thiher said, the problem wasn’t with the monitors.

     

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    Levi Winslow

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  • Final Fantasy XIV Expansion Now Free To Download

    Final Fantasy XIV Expansion Now Free To Download

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    Image: Square Enix

    Because Final Fantasy XIV has somehow evolved into one of the biggest video games on the planet, Square Enix has decided to grab some of its older content out of the back of the fridge, reheat it in the microwave for a bit and serve it up to a whole new audience of players who probably weren’t around when it was first released.

    I’m talking specifically here about the game’s second major expansion, Stormblood, which was released six years ago as a premium piece of downloadable content, but which for the next few weeks will be made available for free (provided you’ve already got a paid subscription, they’re not just giving it away to free/trial players).

    As the game’s site points out (thanks, Eurogamer), the free offer runs until May 28. Importantly it’s not free-to-play, it’s free-to-download, so provided you grab it before that deadline you’ll be able to play it whenever you want.

    It’s good for both the console and PC versions of the game, though as this official FAQ points out, you need to make double sure on PC that you’re downloading the correct edition, as only the Steam download will work if you bought the game on Steam, etc.

    We reviewed the game back in 2017, and said:

    Final Fantasy XIV is one of the best massively multiplayer online role-playing games going, one of the few able to maintain a monthly subscription model in a day when even an Elder Scrolls MMO has to go free-to-play. Stormblood’s epic narrative, gorgeous new locales, spectacular battles and some fresh gameplay mechanics make a great game even better.

    I am never going to finish it and no one can make me.

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    Luke Plunkett

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  • The Best (And Worst) April Fools’ Jokes In Gaming For 2023

    The Best (And Worst) April Fools’ Jokes In Gaming For 2023

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    April Fool’s Day has finally come to add a little bit more chaos to the week, as jokes and lies fly around unrestricted. But we understand what April 1 is all about—a chance for developers to sneak in some humor in our favorite games. These April Fools’ jokes are getting a little more advanced and ambitious year by year, and we love April for that. Here are some of the best April Fools’ jokes currently out there:

    Lechonk lovers unite

    Here are two true statements: Lechonk is a perfect Pokémon, and Lechonk deserves more love than we can offer. So while there’s an underlying pain that Lechonk can only dominate Pokémon on a holiday meant for jokes, I’m still happy to report that Lechonk will get the stardom it deserves this April 1. True Lechonk fans will treat themselves to an extra chonky plush, or a porky pink playmat decked out with numerous Lechonks.

    Nintendo Switch Online will now sound more Italian

    IGN pulls a fast one here and declares that every Mario game is about to get Prattified. Can you imagine?

    Xzibit levels up Pimp My Ride

    Xzibit shows YOU how to PIMP YOUR motherf****** BROWSER

    Opera GX is a self-proclaimed “browser for gamers,” and I suppose allowing users to mod their browser takes that sentiment to the next level. The one and only Xzibit is here to show you how to pimp out your Opera GX setup, with new aesthetic digs like a Cyberpunk theme or a more broad “anime theme.”

    Disgaea throws its hat into the dating simulator ring…with a fake dating sim

    It’s pretty trendy nowadays for games to also have a spin-off dating sim, like Dead by Daylight or Overwatch 2. For Disgaea, I suppose April 1 is as good a time as any to announce its otome date-sim spin-off, titled Makai no Prince-Sama. Tragically, this game has a release date slated for January 30, 20000000200, so there’s no way for me to actually take Killia out for a nice dinner. Oh well. If this game were to be true, you would wake up in the form of a Prinny (those cute penguins) to experience a heart-pounding and romantic adventure. One can only dream.

    【魔界戦記ディスガイア】『魔界の♡プリンスさまっ♪』プロモーションムービー

    Genshin Impact reveals four playable cats

    Genshin Impact has a real love for cats, as evidenced by the playable character Diona and her “Cat’s Tail” bar. For April Fools, Hoyoverse is capitalizing on all of our feline fantasies: to play a cat. More specifically, Hoyoverse released a set of shorts and promotional images to advertise playable kitty versions of Diluc, Keqing, Kuki Shinobu, and Wanderer. Unfortunately, they will be hard to distinguish through text, as each cat is simply named “Meow,” and all they can do or say is “meow.”

    Among Us expands its horse universe

    Innersloth can’t stop horsing around, it seems, as the Among Us developers once again brought back the infamous “Horse Mode,” allowing players to take control of the majestic Horsemate. But Innersloth simply could not satisfy itself by rerunning the same classic “Horse Mode.” The Among Us devs have stepped their game up with the expanded “Horse Wrangling Mode.” This Hide n’ Seek game mode will allow the seeker to take the role of a “Rancher,” literally tying up these darned Horsemates instead of killing them.

    Among Us Horse Mode Kill Animation

    Look your best with the new Razer Razer

    I’m glad Razer is finally cashing in on its homophonic relationship with the word “razor.” One might say it’s an easy target, but I believe it’s just necessary wordplay. This theoretical razor doubles as a shaving tool, as well as a high-quality gaming mouse, allowing you to look your best as you click heads or whatever it is you use your gaming mouse for.

    You can sign up to be a beta tester for the Razer Razer on the official website here. Now, I’m not a betting man, but I don’t think you’ll actually get your hands on a Razer Razer. But you will enter a raffle to win a full set of Razer gear, including a keyboard, headphones, and mouse.

    Razer Razer | Feel Sharp, Play Sharp

    Assassinate a cuddly teddy bear in Rainbow Six Siege

    Rainbow Six Siege likes to celebrate April Fools with a “Rainbow is Magic” event. While normally, Rainbow Six Siege does not display much in the form of rainbows, April Fools allows the tactical shooter to add some color to its universe. Unfortunately, pacifists are not welcome this time. As opposed to rescuing teddy bears, you’ll have to blow their heads off instead.

    Rainbow Six Siege: Rainbow is Magic 2023 Gameplay Trailer

    1v1 your cat in Street Fighter 6

    Capcom is on a roll with innovative new Street Fighter 6 features. Not only will there be a new 2v2 mode, but also a “Dynamic-mode” that allows you to perform stylish combos and attacks with the simple press of a button. For further accessibility with your cat, Capcom has created a tool that lets your cat experience Dynamic mode, converting the various swats and jabs of a cat into button presses. If you ever dreamt of that, anyways.

    【Let’s reach somecat😺 stronger than me】Street Fighter 6 Cat Battle Device

    League of Legends allows you to collect and wear a bounty of hats

    League of Legends is now all about that fashion. When players enter a Blind Pick match, they’ll have the chance to wander around the Summoner’s Rift to kill minions, collecting some snazzy hats along the way. And if this Reddit post is to be believed, it doesn’t seem like there’s an upper limit to how many stylish hats you can wear, which means your stack of hats can be as tall as you dream. Some other surprises are waiting for you in Blind Pick, but I’ll be out there collecting hats instead.

    While Sonic the Hedgehog is murdered, the Eggcoin currency crashes

    It appears to be a stressful time of year for Sonic the Hedgehog and friends. While everyone’s favorite blue hedgehog was killed off for a free murder mystery game, there were some darker, more illicit underpinnings brewing in the Sonicverse. Apparently, Eggman has created a cryptocurrency known as “Eggcoin” that has crashed and burned, and Big the Cat is the surprising leader of a mafia crew, amongst other shocking headlines. Thoughts and prayers.

    Baldur’s Gate 3 will let you cheese everything

    One of the best things about Larian games is finding out how you can use the tools they give you to break their games. They’ve decided to cut out the middleman and just let you cheese outright!

    Valorant’s new patch notes also go wild

    You thought Overwatch 2‘s April fool’s ‘update’ was bad? Wait ‘till you read what’s coming to Valorant. Here’s a sliver of the new, demonic Valorant April fool’s patch notes:

    COMPETITIVE UPDATES

    VALORANT e-daters in Ranked will automatically be funneled to a dedicated queue where they can only hear one another’s voice comms

    Cuffing season may be over, but if you and your situationship are tryna link over VALORANT without getting absolutely merked by your teammates, we gotchu fam.

    GAMEPLAY SYSTEMS UPDATES

    Shots fired while in spawn will now shoot into enemy spawn

    map control is mid anyway

    Jett dash is now cooldown based instead of charge based and the cooldown is now set to 0.5 seconds

    we love Jett and we love cars so we made her dash cooldown 0.5 seconds. Jett boutta pull up skrt skrt

    Minecraft’s April Fools Is On Fire

    Revealing: The Vote Update

    If you log into Minecraft today, you’re going to notice something a little different about your launcher. Don’t worry, nothing is wrong. You can put out the fire with the little water bucket. Aside from that, though, Mojang has unleashed a devilish ‘Vote’ update, which sounds like pure chaos:

    From the moment you start a game, you will find yourself in a world of endless voting, where the results fundamentally change the laws of Minecraft. As you might have noticed in the video, we have created a fine selection of voteable features that include everything and anything: beelloons*, French mode, zombie mode, rabbit transformation, exploding pistons, haunted world – and much, much more.

    “Studies show that gamers love to make decisions – the more the better,” said Professor Apreel Dåre of Sillington University. “The fact that Mojang Studios is willing to put decision-making in the hands of the players just shows how much they care about their community. Or that’s what I assume. I haven’t been in a community since 1857 and I don’t really play games.”

    If you have no idea what to expect, that’s by design. They’re liking this to getting a box of chocolates, just one with apparent consequences.

    After you download it, there is no turning back. If you delete the file, the story ends; you wake up in your bed and believe whatever you want to believe. You boot it up, you stay in the Overworld, and we show you how deep the rabbit hole goes.

    I’m sure it’ll be fine, though.

    Rocket League gets positive

    If you’re logging on to have a heater gamer moment in Rocket League today, bad news. The chat has been overhauled so only positive messages can go out. Also, now there’s a literal Easter Egg you can kick around.

    What are some of your favorite April fool’s jokes this year?

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    Joshua Chu

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  • RIP: All The Battle Royales That Failed, Flopped, Or Died After Fortnite And PUBG Blew Up

    RIP: All The Battle Royales That Failed, Flopped, Or Died After Fortnite And PUBG Blew Up

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    Image: Epic / Square Enix / Boss Key / Kotaku / LadadikArt (Shutterstock)

    It’s almost poetic that, in a genre built on many people fighting to stay alive until just a few remain, so many battle royale games have launched, flopped, and died over the last few years. Not every new battle royale can find the same success as Warzone or PUBG. In fact, most will be lucky to survive at all. And many haven’t, as this list shows.

    While fan-made mods have added battle royale-like modes to games like Arma, the genre truly exploded with the release of Player Unknown’s Battleground and, shortly after, Fortnite’s take on the genre. These games exploded in popularity, with Fortnite alone jumping from 20 million users in 2017 to 125 million in 2018. Publishers took notice, and more studios began spitting out battle royales to cash in on the trend. And it makes sense. These games aren’t too tricky to make if you already have a shooter engine or existing IP that works within the genre and a talented team of devs. However, they need constant upkeep, fresh content, and a large player base to live. And that’s not easy to achieve.

    So, as we wrap up our fantastic week focused on battle royale games, it seems like the perfect time to stop and acknowledge all the games that tried to survive and thrive, but in the end, for various reasons, didn’t make it. They all got sniped from afar and were left in a ditch, surrounded by digital corpses of other failed attempts to be the next Apex Legends or Fortnite.


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    Zack Zwiezen

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  • 10 Must-See Battle Royale Moments, From Fortnite To Warzone

    10 Must-See Battle Royale Moments, From Fortnite To Warzone

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    Image: Respawn / Kotaku

    No two battle royale matches are alike. Clever, spontaneous tactics springing from the generative collision of varying skill levels, map layout, and randomized items, weapons, and vehicles can lead to theatrical levels of epicness and hilarity—often both at the same time. So it’s only fitting during Kotaku’s week of Battle Royale that we celebrate some standout moments across the many games that have challenged our wits, accuracy, and luck, surprising us with moments no one saw coming.

    It would be impossible to catalog every possible epic-tier moment, be it in Warzone, Fortnite, PUBG, or Apex Legends, so these are barely even the tip of the iceberg. But they are nonetheless some excellent examples of literal pro-gamer moves, crushing failures, and thrilling moments of victory. One of them is from one of Kotaku’s very own (but it ain’t me. I suck at these damn games).

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    Claire Jackson

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  • E3 Wasn’t Canceled, It Was Killed

    E3 Wasn’t Canceled, It Was Killed

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    E3 is dead. Again. Probably for good this time, given the circumstances. A lot of people have a lot of feelings—a weird thing for regular folks to have, since this was an industry trade show—but one thing we should be remembering through all the tributes and dunks is that E3 didn’t mismanage its way into oblivion. Its demise is exactly what the world’s biggest video game companies wanted.

    Yes, it had its problems that were its own doing, regardless of who was organising the show. Downtown LA sucks. The show’s industry-only focus gave it a sheen that was always a little too uncomfortable to be around. It could never reconcile whether it wanted to be a trade show for developers and retailers or an announcement fest for the world’s media. Downtown LA sucks.

    What started killing the show, though, wasn’t any of those things. Those things were inconveniences for those attending, which those of you reading/watching from home could not have given half a shit about. E3 started dying when major companies like Nintendo and Sony began reducing their presence there, or pulling out entirely, and that had nothing to do with the limited dining options available around the Los Angeles Convention Center.

    Those companies, from platform holders to major publishers, the real stars of the E3 experience, weren’t really presenters at a trade show. They were gladiators. At its peak—whenever you think that was across its various locations and decades—E3 ran for just a handful of days, but in that time hundreds of major announcements would be made, from new hardware to AAA reveals, and each of them would be vying for the public’s attention. If there was one thing that defined E3 beyond “press conferences”, it would be that every event, and every show, had its own list of “winners” and “losers”, drawn up by forum posters and international media alike. The “winners” could bask in the glory and leverage it for increased exposure and sales, while the “losers” might risk sinking into oblivion.

    Why on earth would any major company want to risk being a gladiator? Why would they look at a scenario where the success of their billion-dollar enterprise could be threatened by some kids deciding a game trailer or new hardware feature was “meh”? Why would they bother sitting down with games press to answer questions when they could just send out press releases?

    It’s no surprise that major companies bailing on E3 killed it off. What’s surprising is that it didn’t happen a lot sooner! Like we’ve said before, there’s nothing major video games companies like more than being able to control the entire process of making a sale, from announcement to pre-order. Everything standing in the way of those sales is an obstacle to overcome, and so if E3 was presenting the risk of their games being overshadowed by their competitor’s, then of course they were going to walk away, and when enough companies walked away the show was never going to survive.

    They don’t need to pay for big E3 press conferences anymore, they can just film their own presentations and show them on a day when there’s no competing news. They don’t need to walk journalists around for three days answering questions that may be occasionally uncomfortable when they can just get influencers to hype their games live on Twitch and YouTube. And every time they’re doing this, an incentive to pre-order their product—often from their own online store—isn’t far away. The feeding ramp is polished to a mirror sheen.

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    Luke Plunkett

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  • Bobby Kotick Calls Out PlayStation In Email To Whole World

    Bobby Kotick Calls Out PlayStation In Email To Whole World

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    Photo: Kevin Dietsch (Getty Images)

    As we grow closer to the finish line in the months-long struggle for Microsoft to buy Activision Blizzard, things are getting tense. Governments are getting involved, weird promises are being made and the people at the centre of it all—like Activision CEO Bobby Kotick—sound like they’re starting to feel the strain.

    Which might explain why earlier today Kotick sent out an email to his entire company—and then posted it on the internet for the whole world to see—which does little but bang his head against the wall repeating the same arguments Microsoft, Activision (and now select US politicians) have been making for months: that the deal is fine, that everything is cool, that Microsoft has made “thoughtful, generous remedies to address regulators’ concerns”.

    One thing stands out in this email, though, and it’s a section where Kotick has to juggle maintaining a business relationship with Sony while also wanting to throw them under the bus. Let’s see how he fared (emphasis mine):

    The good news is, regulators who initially had concerns about console competition are starting to better understand our industry. The data and evidence Microsoft has been presenting are tilting the scale. You may have seen statements from Sony, including an argument that if this deal goes through, Microsoft could release deliberately “buggy” versions of our games on PlayStation. We all know our passionate players would be the first to hold Microsoft accountable for keeping its promises of content and quality parity. And, all of us who work so hard to deliver the best games in our industry care too deeply about our players to ever launch sub-par versions of our games. Sony has even admitted that they aren’t actually concerned about a Call of Duty agreement—they would just like to prevent our merger from happening. This is obviously disappointing behavior from a partner for almost thirty years, but we will not allow Sony’s behavior to affect our long term relationship. PlayStation players know we will continue to deliver the best games possible on Sony platforms as we have since the launch of PlayStation.

    In other words, “it’s not me, it’s you”. I don’t see any other way he could have put this, to be honest, but then this kind of tiptoeing is exactly why this proposed deal has been so important to the future of the console business: so many grenades have been lobbed by both sides that there’s going to be bad blood here for years regardless of the decision.

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    Luke Plunkett

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  • Someone Just Found Cheat Codes For 2004’s Gran Turismo 4

    Someone Just Found Cheat Codes For 2004’s Gran Turismo 4

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    Polyphony’s Gran Turismo 4, released in December 2004, is a video game we have been playing for almost 20 years, and we have all been playing it, this entire time, without realising that it has cheat codes.

    The catch is that 365 days need to have passed on the game’s internal calendar before they’re made active, which might explain why it’s taken so long for them to have been discovered (as speculated, that figure likely means the cheats were actually dev tools, which is…actually what most old cheats were).

    – 10,000,000 Credits (GT Mode Screen): Select, Left, Right, Right, Down, Up, Up, Left, Down, Up, Right, Left, Down, L1, R1, Select

    – Pass any license (License Selection Screen): Select, R1, Select, R1, Select, L2, L2, R2, R2, L1, Select, L1, Select

    – Gold any specific license test (License Test Selection Screen): Select, Select, R1, R2, L2, L2, Select, L1, R1, Select, R2, L1, Select

    – Gold any event (Event Course Selection Screen): Select, L1, Up, Up, Select, R1, Down, Down, Select, L2, Select, R2, Select

    Just so you know, using the cheat doesn’t seem to have any negative impact on your progression whatsoever, with Nenkai adding “I’m sure some are also wondering, prizes are also correctly given with the last cheat code; 24 hours races can effectively be skipped provided you’re past 365 game days.”

    Developers of modern video games, I know why you don’t put codes in your games anymore (most have weird online stuff that relies on maintaining the sanctity of the experience), but it would be nice if you could find ways to put cheat codes in your games in the 21st century. Breaking games was fun. Unlimited currency is the best. Thank you.

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    Luke Plunkett

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  • Bungie Quietly Patches Destiny 2’s Vagina Armband

    Bungie Quietly Patches Destiny 2’s Vagina Armband

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    Image: Bungie

    Destiny 2 has gotten a bunch of hotfixes since the Lightfall expansion launched several weeks ago, but none like yesterday’s update. A fix not mentioned in the patch notes secretly changed the game’s newest Warlock armband armor to make it look less like a vagina.

    Bond of Detestation is a class item that drops from Destiny 2‘s new Root of Nightmares raid that went live on March 10 and focuses on Nezarec, an old disciple of the game’s arch antagonist, The Witness. Up until Thursday it could have been mistaken for an alien fleshlight, mostly because of a small horizontal slit across the front of it.

    It sort of looks like an eyeball, maybe, not really. Its resemblance to a vulva was especially noticeable when certain shaders were applied. Players suggested all sorts of names for it–Witnussy, Nezussy, Nezzylight–but “Bondussy” was the one that stuck.

    As first reported by Forbes’ Paul Tassi, Bungie has now stepped in to take the horny down a notch. This week’s hotfix addressed a number of bugs. The biggest change from the patch notes was a fix for the infamous Thresher gunships that had been murdering players throughout the solar system. Completely unmentioned was the fact that the hotfix also removed the Bondussy’s slit to make it look much less suggestive. It’s sort of now just a giant space pearl.

    Stealth content changes and visual adjustments like this are rare, in part because the Destiny 2 community is hyper sensitive to every little shift in its sci-fi universe. Bungie removed a piece of armor back in 2017 because it had an alt-right symbol on it with Nazi origins. Bondussy wasn’t hate speech, though it clearly must have run afoul of Bungie’s broader artistic intentions for the raid armor. Or maybe the studio just didn’t like the nickname “Bondussy.”

                

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    Ethan Gach

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  • Bringing Authenticity And Humor To Like A Dragon’s ‘Western Renaissance’

    Bringing Authenticity And Humor To Like A Dragon’s ‘Western Renaissance’

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    The Like a Dragon series (formerly known as the Yakuza series) is the most video game ever. This melodramatic crime drama series about a bunch of burly gangsters with the power to rip their suits clean off from their lapels has wacky plotlines where you hire a chicken as a real estate employee, manage a cabaret maid cafe, and battle a bunch of criminals with a diaper fetish. The series is a hoot.

    Read More: Like A Dragon: Ishin!: The Kotaku Review

    Most of the hilarity emanating from Like a Dragon and its spin-off series, Judgment, comes from the franchise’s snappy dialogue and the absurdist character and item descriptions of its English translations. For example, Like a Dragon’s stalwart protagonist, Kiryu Kazuma, can go from calling a new fighting technique he saw on the street “rad” to vehemently explaining that his propensity to brawl with thugs in public doesn’t make him a “fisting artist.”

    Sega (EN) / Ryu Ga Gotoku

    Don’t let the fact that developer Ryu Ga Gotoku’s samurai spin-off, Like a Dragon: Ishin!, is a historical period piece that takes place in 1867, make you think that it won’t contain the same levels of ludicrous sidequests and wacky dialogue as its predecessors. If anything, the fact that Kiryu’s feudal stand-in, Sakomoto Ryoma, partakes in similar madcap misadventures in the year of the Meiji restoration and the downfall of the Shogunate only adds to the game’s zaniness.

    Read More: I Met The Most Annoying Yakuza NPC In Like A Dragon: Ishin!

    In that spirit, I spoke with Marilyn Lee, the senior localization producer for Like a Dragon: Ishin!, to get some insight into the work that was put into crafting Like a Dragon: Ishin’s English translation.

    Localization in a nutshell

    Much like how Like a Dragon’s bombastic heat system fighting moves ought to make you feel like an extreme beast of a man, a localizer must ensure that every bit of text in Like a Dragon emanates an authentic Yakuza experience.

    Read More: The Yakuza Devs Are Stunting On The Entire Gaming Industry

    “The translating team takes the raw Japanese and churns out a direct translation as true to the meaning of the Japanese as possible but ultimately clunky, dry, and not especially what we’d call natural,” Lee said. “The team of editors then takes that line and brings in the characterization, makes it sound like natural dialog, which becomes the final script.”

    Sega (EN) / Ryu Ga Gotoku

    ‘Translation is not mathematics’

    One way of providing context for players that’s often used in translated works of Japanese games is to swing south with dialogue translations of characters with Kansai accents and give them a southern Texan drawl. But while folks who consume Japanese media have become accustomed to Osakan characters having the vernacular of a person hailing from Alabama or the Bronx, Lee said the LaD localization team strives to “avoid making a direct analog between specific English and Japanese dialects.”

    Lee credits the LaD localization team’s decision to examine vernacular characteristics and accents “on a deeper level” to Scott Strichart, a senior localization producer at Sega and “the former architect of Like a Dragon’s Western renaissance.” “While our philosophy on Kansai-ben involves many colloquialisms that might independently register as Southern, we’ve failed if players are categorically hearing all Kansai speakers with a twang,” Lee said. 

    “In the case of Ishin!, we would invite players to compare characters like Majima and Saejima (or Soji and Nagakura) to the game’s Gunman trainer, William Bradley, who was deliberately written to evoke the manner of a late 19th-century Southern cowboy. Likewise, this game also introduces the archaic Tosa-ben dialect, which we hope is difficult to attach to a given style of English and more so simply reads as rustic and insular,Lee said.

    Sega (EN) / Ryu Ga Gotoku

    Read More: The Samurai Yakuza Game Will Guest-Star A World-Famous Wrestler And An Internet Hottie

    When it comes to how much free reign the LaD localization team has in terms of cursing, Lee says games with the localization caliber of the Like a Dragon series “can’t simply mechanically swap out ‘kuso’ for ‘damn’ because “translation is not mathematics.”

    “Cursing is a vital linguistic component in English, and therefore our editors generally have leave to employ it as freely as they would in any other M-rated title (within reason),” Lee said.

    “Localization, as we view it, favors recreating the experience of the source language user rather than risking a sacrifice in writing quality to stay devoutly faithful to the source language itself. If a skillfully deployed curse is going to make a joke hit as well in an English line as it did in a curse-free Japanese line, then we’ll almost always use that curse.”

    Localization funsies

    You better sing, Ryoma.
    Screenshot: Sega / Ryu Ga Gotoku

    My most hot-button question for Lee was which character in Ishin! was her favorite to localize. It should be noted that when I sent Lee this inquiry via email, I made sure to include the tagline “and why is it Majima?” To my delight, Lee replied saying Majima is “fun to watch, he’s fun to fight, and he’s absolutely fun to localize.”

    “Majima is the cross-section of so many compelling character types: he can be hilarious, he can be frightening, he can oscillate between being oblivious and being the smartest man in the room and somehow it always feels authentic. Yakuza 0 players also know that deep down, there’s a real human there, projecting all these personality traits for reasons he may not even remember (in the main series’ continuity, anyway).”

    Read More: Yakuza Producer Surprised Y’all Find Majima So Sexy

    Majima’s cult of personality notwithstanding, Lee said Ishin’s minor characters deserve their due just as much as the Mad Dog of Shimano (period piece edition).

    “Working for days at a time on minor characters such as Tom the would-be samurai, or the cryptic, slang-weaving Mysterious Merchant gives our team the chance to craft a wide variety of voices. Truthfully, it demonstrates how tenacious the settings of RGG games are, that they support so many [people] of so many dispositions and still feel cohesive.”

    Lost in translation

    A screenshot shows Ryoma squaring up with a "large man" in a sauna with a generous amount of steam.

    True.
    Screenshot: Sega / Ryu Ga Gotoku

    Recently, Viz Media translator Kumar Sivasubramanian famously threw in the towel after having the unenviable task of translating Cipher Academy, a mystery series by the creator of the Monogatari series. Sivasubramanian called it quits with Cipher Academy because a bulk of the series’ dialogue was filled with cultural or phonetic puns that don’t make sense in English. Like Sivasubramanian, LaD’s localization team is also confronted with the herculean task of translating Japanese puns or jargon for English-speaking players.

    Read More: Translator Steps Down From Shonen Jump Manga After Declaring It Untranslatable [Update]

    Whenever there are nuances and phrases that don’t have a true 1:1 equivalent in either English or Japanese, Lee said the LaD localization team uses their “best judgment” to find “suitable methods to convey things as closely as possible to the essence of the source language.”

    Although some LaD fans can be “diehard purists,” Lee says most have a generally subjective line on what sounds “‘true” to the source material.

    A screenshot shows Ryoma getting ready to beat up a goon for hurting a woman.

    Ryoma is a god among men.
    Screenshot: Sega / Ryu Ga Gotoku

    With Like a Dragon, we believe that players can tell that the writing is meant to harmonize with every other aspect of the presentation. If a moment has an over-the-top zoom-in and we replace a simple ‘Nani!?’ with an English line that matches the absurdity of the cinematography, we haven’t betrayed the authorial intent there—we’ve done our best to execute on that intent across countless linguistic and cultural chasms.”

    Much like colloquialisms in Cipher Academy, Lee said Japanese puns “never translate.” Whenever a pun is uttered in the LaD series, Lee said her team must “roll with them as they come and commiserate together for the real tricky ones.”

    “Thankfully, that also means there are afternoons spent with the whole team shouting out funny chicken names, which is basically the entire reason we all got our college degrees,” Lee said.

    Measure twice, cut once (Yakuza style)

    A screenshot shows a man lamenting about a deadline he's been procrastinating.

    He just like me fr.
    Screenshot: Sega / Ryu Ga Gotoku

    In total, Lee said it took the localization team a little over a year to finish localizing Ishin! to have the game ready to launch on February 21 for PS5, PS4, Xbox Series X/S, Xbox One, and PC. Meanwhile, the games that took the longest to finish localizing are Yakuza 3, 4, and 5 because they were a part of the Yakuza Remastered Collection, Lee said.

    “Some projects took a long time from start to finish just due to the localization process was intertwined with the development of the game. Some took long because of the number of languages involved. Others took a long time because of the sheer volume of the project,” Lee said.

    While localizing the drama and humor in Ishin! was par for the course with other games in the series, the trickiest part of localizing the spin-off was ensuring players weren’t lost with the historical context and geography in Ishin!

    “Our updated glossary and new memoir feature can do some of that work, but ultimately it falls to astute translation and sharp editing to be successful. Creating context for the audience is critical,” Lee said.

    Historical context for the Meiji Restoration period

    Sega (EN) Ryu Ga Gotoku

    For historical reasons, Ishin! has an unapologetically negative stance toward Americans and European pressure at the end of the Edo Period, which staff writer Sisi Jiang expanded upon in their review for Ishin! When it came to handling the localization of a game that criticizes the countries some players come from, Lee reiterated that it’s a localizer’s job to ensure the experiences designed in a game are brought to players from different countries, even if aspects of translated text offend people.

    “Our job as localization professionals is to convey the meaning and sentiment of a piece of media as accurately as possible in another language. Sometimes this means tackling a challenging subject, especially in Ishin’s case where many characters are driven by different political ideologies that are linked to a historical time period,” Lee said. “We did our best to convey the text, and players have the freedom to come to their own conclusions.”

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    Isaiah Colbert

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  • Microsoft Just Overcame A Major Hurdle Blocking The Activision Deal

    Microsoft Just Overcame A Major Hurdle Blocking The Activision Deal

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    Microsoft’s $69 billion deal to buy Activision Blizzard inched closer in a big way on Friday. UK regulators announced a provisional finding that the acquisition wouldn’t harm competition, despite previously suggesting the Xbox maker might need to spin-off the Call of Duty business to get the sale approved.

    The UK’s Competition and Markets Authority was initially skeptical of Microsoft’s promises to keep the military shooter available on PlayStation consoles for many years to come, arguing it could have a financial incentive to pull the blockbuster series from the platform in the future. The CMA now says that after receiving more detailed information about Call of Duty player spending, it’s clear that making the series exclusive to Xbox would lose Microsoft a ton of money.

    “The CMA inquiry group has updated its provisional findings and reached the provisional conclusion that, overall, the transaction will not result in a substantial lessening of competition in relation to console gaming in the UK,” it wrote in a press release. The CMA continued:

    While the CMA’s original analysis indicated that this strategy would be profitable under most scenarios, new data (which provides better insight into the actual purchasing behaviour of CoD gamers) indicates that this strategy would be significantly loss-making under any plausible scenario. On this basis, the updated analysis now shows that it would not be commercially beneficial to Microsoft to make CoD exclusive to Xbox following the deal, but that Microsoft will instead still have the incentive to continue to make the game available on PlayStation.

    The CMA is still reviewing Game Pass

    The regulatory agency is still investigating the cloud gaming side of the deal, with its final verdict/decision still not due out until 26 April. Call of Duty seemed to be the biggest sticking point in the CMA’s skepticism of the deal, however, and Microsoft seems to have now tentatively assuaged those fears. It’s also been busy shoring up its defense on the cloud gaming front by striking deals with several smaller competitors to guarantee its first-party games will be available on other services if the deal goes through.

    One big question that remains is what a final deal between Microsoft and Sony will look like. An Activision spokesperson had previously claimed that Sony Interactive Entertainment CEO Jim Ryan was unwilling to negotiate, stating his only objective was to permanently kill the acquisition. As that outcome becomes increasingly unlikely, the PS5 manufacturer will seemingly have no alternative but to hammer out the details of Microsoft’s 10-year Call of Duty proposal.

    Read More: Xbox Cans PS5 Version Of Big Game Despite All The Talk About Player Choice

    Determining the availability of Activision Blizzard games like Diablo IV and an upcoming Black Ops sequel on Game Pass competitor PS Plus will be a key part of that. In its latest argument to the CMA pushing back on Sony’s concerns, Microsoft went so far as to suggest that 10 years would be plenty of time for it to go make its own Call of Duty competitor if it was so concerned about losing it.

    In the meantime, Microsoft still needs to get approval from European regulators and deal with an antitrust lawsuit by the Federal Trade Commission. But investors seem more hyped for the deal than they’ve ever been. Activision Blizzard’s stock price shot up to $85 a share following the CMA’s latest announcement, more than at any point since the acquisition was announced.

    It’s the most the company has been worth since it was sued for alleged widespread sexual harassment and discrimaiton.

        

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    Ethan Gach

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  • Horrific Mario Manga Shows 1-UP Mushroom Growing Out Of Dead Plumber

    Horrific Mario Manga Shows 1-UP Mushroom Growing Out Of Dead Plumber

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    Let’s all get on the same page before going any further: this is not canon. This is not hidden lore, endorsed by Nintendo, that you should arm yourself with and take with you on an official basis every time you play a Mario game from now on. OK?

    OK good. So, here’s a panel from a 1996 manga (Super Mario 64 4Koma Gag Battle), which is suggesting that maybe 1-UP mushrooms grow out of the bodies of the Marios who have died before you.

    Let’s enhance:

    Fuck.

    As the ever-wonderful Supper Mario Broth point out, this is from a manga that is “filled with jokes and eccentric theories”, and that it “should be taken more as an interesting thought experiment than anything that would actually be endorsed by Nintendo!”

    Let’s do that, then. Let’s take this as a thought experiment. Imagine this is really how this all works. What it’s suggesting for the way the Mushroom Kingdom operates, and Mario’s relation to it, is fascinating. It’s some Returnal, Groundhog Day type shit. Mario isn’t just here to save the Princess. He’s trapped here, in a place outside of not just Brooklyn, but space and time.

    Every 1-UP mushroom you see is a former, failed attempt, where a Mario—you, just like you, but also not you—has died, his heroic spirit extracted and preserved for the next Mario. Who is also you, until his demise, when the mushroom will be collected by…you.

    As replies to Supper Mario Broth’s tweet have pointed out, it’s an idea more recently explored in this classic Extra Fabulous comic from 2019:

    Image for article titled Horrific Mario Manga Shows 1-UP Mushroom Growing Out Of Dead Plumber

    I love the idea that in 2023 a lot of people’s first thoughts—mine included—weren’t about the timeline stuff but drawing fungus analogies with The Last Of Us. And that this would be such a Nintendo take on it. In Naughty Dog’s universe, the mushrooms growing out of dead people are a threat to all of humanity, and create ravenous zombies. In Nintendo’s, they’re just a cute little thing that helps the player by giving them special powers. Well, “cute” provided you don’t think about where they came from…

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    Luke Plunkett

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  • The Sims 4’s Growing Together Expansion Pack Is An Instant Must-Have

    The Sims 4’s Growing Together Expansion Pack Is An Instant Must-Have

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    The Sims 4’s Growing Together Expansion Pack DLC is exactly what fans have been waiting for. If you’re a discerning Sims 4 fan wading through the massive amounts of Expansion Packs, Game Packs, Stuff Packs, and now the extra bite-sized Kits, searching for only the most crucial offerings, you’ll want to add Growing Together to the list. It’s an instant must-have, up there with Seasons and Cats & Dogs.

    Unsurprisingly, the pack that delivers is also the pack that has exactly what the people have been asking for. Growing Together is a spiritual successor to The Sims 3’s Generations Expansion Pack, which also built on family relationships when it was released more than 10 years ago.

    The new San Sequoia world is nice but nothing new

    As is common for expansion packs in The Sims 4, Growing Together offers a new world in San Sequoia, which is based on San Francisco and the Bay Area. It’s nice enough, but it’s not the only world based on California, and it’s a bit small for my liking—though the size of worlds that come with expansion packs has been a gripe of mine for quite a while. I long for the days of earlier expansion packs like Get Together’s Windenburg, City Living’s San Myshuno, and Cats & Dogs’ Brindleton Bay. Windenburg has 14 residential lots and 13 community lots, Brindleton Bay offers 11 residential spots and five community ones, and San Myshuno has an incredible 30 total lots, split between a number 21 apartment units, one full residential spot, two residential penthouses, and six community lots. The number of lots in later expansions has slowly dwindled: San Sequoia has a paltry nine residential lots and just the two community lots, and Copperdale (the world from the last expansion, High School Years) has seven residential lots and five community ones.

    My favorite part of San Sequoia, however, is its starter home availability. There are empty lots where you can, of course, make the affordable starter house of your dreams. But not all of us are builders or want to spend all that time designing a house from scratch instead of jumping right in. There are two pre-built and furnished homes you can get upon starting a new game, one with two bedrooms (built by Sims content creator dzidziak86) and another four-beds-two-bath family home (built by Sims streamer lilsimsie). The latter is sparsely decorated and the rooms are small to keep it cost-effective, but the exterior design is quite nice. And it’s also easy to decorate and customize as your Sim family establishes itself.

    San Sequoia also features a recreation center and library, both of which are bright, family-friendly areas. But beyond those two spots and a splash pad area that isn’t a full lot, there’s only a vacation rental and movie theater, which is the typical rabbit hole event your Sim disappears into rather than a location you can visit. It would have been nice to walk around a lobby where Sims can meet and maybe have a couple arcade games nearby.

    The Sims 4 Growing Together – Five Minutes of Gameplay

    Milestones are the surprise star of Growing Together

    I cannot stress how much I love Milestones, which is far more praise than I thought I would give when I first learned about the new feature. Milestones are crucial to the expanded baby mechanics, as it serves as a guide to helping your new infant grow. You can see which milestones they’ve yet to unlock, which makes it easy to build upon your baby’s progression as you guide the little one in the world. While that part is great for the new infant gameplay, milestones are for all Sims.

    Across all ages, Sims will experience milestones for a number of events. Many of them are no-brainers, like getting married, having a kid, or having your first kiss. That’s nice and all, but I quickly became fascinated with all the less obvious ones, especially those that work across DLC packs. You can unlock the “Crumplebottomed!” milestone after Agnes Crumplebottom, found in the Cottage Living Expansion Pack, hits you with her purse for the first time. Sure there’s a milestone for your first WooHoo, but you never forget your first Crumplebottoming. There are milestones for getting through living in a haunted house if you have the Paranormal Stuff Pack or from being possessed via the StrangerVille Game Pack. I love when the various packs work together rather than feeling like disparate elements. It’s not the first time The Sims 4 has done this, but I love it every time. And this detail is particularly delightful.

    I wish there were even more milestones to discover, but I’ve already come to enjoy the satisfaction of achieving one after a big moment for my Sims.

    Family Dynamics add drama and better autonomy

    My biggest gripe when playing with families, especially ones with multiple siblings, is the juggling I inevitably have to do. I’ll have mom teach a toddler in one room, but wait, the infant has crawled off and CPS is about to be called because the dad is washing dishes in the bathroom sink again. To be clear, Growing Together doesn’t fix most of that. But it does give Sims a little more guidance on how to act with each other when I’m not watching them.

    Read More: The Sims 4 Glitch Turns Infants Into Horrifying, Long-Legged Monsters

    There’s an ease between a father and daughter who have the “Jokester” family dynamic, allowing me to focus on my mother Sim who is desperately trying to get her baby to learn how to move on his own. The Sims also tells you how this can impact relationships. For example, “Jokesters” can become close or distant, depending on how they move beyond those funny interactions—or don’t. A child interacting with a parent who’s strict with them will be more on their toes in automated interactions, as well.

    The family dynamics options include close, distant, supportive, permissive, difficult, strict, and jokesters. These are also limited by family titles. So you can’t, for instance, have siblings who have a strict dynamic as that only works with parents and their children.

    Relatedly, Sims can now set preferences for personalities and conversation topics, which further adds to better autonomy, though it still isn’t perfect, even when hanging out with non-familial Sims.

    A screenshot from The Sims 4's Growing Together Expansion Pack shows an elder Sim playing with an infant.

    Screenshot: EA

    The babies are free and now we must teach them

    While a base game update added the infant life stage for all The Sims 4 players, Growing Together is where the babies really come to life. In the base game, they’re static. They can crawl around and play, but you won’t get to see them build up to crawling. And they won’t build up to much else, either. At least, not until they age up into toddlers. For some players, that’s likely fine, especially since the previous infant gameplay was nonexistent. But I found it a bit lackluster. In Growing Together, infants will have to be coaxed into lifting their heads on their own for the first time, learn to reach for things, roll over onto their tummies and backs alone, and eventually get to crawling.

    The infant progression system works so well because it doesn’t feel like a chore. The next milestone is viewable, and the game tells you what to do to achieve it, either through parenting or self-exploration on the child’s part. The challenge isn’t figuring out what to do, but trying to make a literal baby do what you want. Sometimes your infant Sim will be more focused on when their next meal is coming or will be too tired to do whatever baby education they need to hit the next milestone. Other times, it just takes a couple sessions for your infant Sim to get the hang of things. De-mystifying progression and making the focus on actually doing the things you need to do to achieve these milestones makes the whole experience feel fun and like a normal part of how a virtual family would grow together.

    Read More: The Sims 4 Fans Keep Making Uncanny Supermodel Babies After New Update

    Growing Together feels like a baby shopping simulator

    As with all expansion packs, Growing Together comes with new Create-a-Sim items to dress, accessorize, or customize your Sim. There are also Build/Buy Mode items that bring new furniture, decoration, and structural items for homes. These are all…fine? Much of it is made up of mission design pieces, which to The Sims’ credit makes sense as the style’s origins come from San Francisco. Yet, nothing particularly wowed me. And while I didn’t expect a ton of new home things beyond baby and family items to really play around with in Build Mode, I would have liked some more fashionable pieces in the Create-a-Sim additions. It feels focused solely on adding infant and toddler items as well as their body details: We got lots of birthmarks and freckles (like, so many freckles), but the clothing items feel like they fit in too well with the options we already have, rather than offering a cohesive refresh.


    In all, Growing Together already feels like an essential pack for anyone who enjoys the story-telling side of The Sims. Its biggest flaw may lie in being too essential as it feels like it gatekeeps key gameplay elements like infant progression and milestones behind a paywall rather than offering a taste of such details to base game players, which could then be expanded upon in the paid expansion pack.

    Still, that’s not enough to dissuade me from recommending the Growing Together Expansion Pack, and it certainly doesn’t take away from its merits.

    The Growing Together Expansion Pack is on sale now for $40.

     

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    Lisa Marie Segarra

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  • Unreal Engine Videos Give Us A Glimpse At The Graphics Of The Future

    Unreal Engine Videos Give Us A Glimpse At The Graphics Of The Future

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    Epic Games held a little showcase at the Game Developers Conference earlier today, called State of Unreal. Designed as a way to keep everyone who makes games up to date on what’s in store for the industry-dominating Unreal Engine, the highlights are also obviously interesting to anyone who plays games as well.

    Both Epic and some external studios took the opportunity to show off some of the stuff they’ve been working on in Unreal Engine 5. The shortest video, and perhaps most impressive, is this clip from Ninja Theory’s Senua’s Saga: Hellblade II, which highlights some incredible facial animation capabilities (using Metahuman, which we’ve written about previously):

    State of Unreal – Senua’s Saga: Hellblade II | GDC 2023

    It still doesn’t look real, there’s something about the exaggeration of the lips and her teeth that I can’t fully explain, but it still looks amazing.

    Another subject of the technical showcase was action RPG Lords of the Fallen, with a more conventional look at how games are made using the engine:

    Lords of the Fallen – State of Unreal Technical Showcase Trailer GDC | Wishlist: PC, PS5 & Xbox X/S

    Next up is this gameplay demo from Infinitesimals, a backyard bugs game that I’m pretty sure was first announced years ago, but which is still in development. This clip is a little more developer-focused, but still gives you a look at how Unreal Engine 5 handles the scale of a large open world:

    Infinitesimals – Unreal 5 Gameplay Demo | State of Unreal 2023

    And finally we’ve got this driving video, which is not just an ad for Unreal Engine and Epic’s Quixel, but for EV company Rivian as well (their car’s dash screens run on the Unreal Engine). This one is showing off some lovely foliage, along with some impressive driving physics as well (it’s particularly neat how the car will hit small rocks that will then fly away):

    Unreal Engine 5.2 – Next-Gen Graphics Tech Demo | State of Unreal 2023

    While it’s expected to take everything shown at these presentations with a grain of salt, it’s encouraging that three of the four videos here were of actual games currently in development, meaning that the usual “well, your actual games aren’t going to look this good” caveats we normally need on these posts aren’t quite as needed here.

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    Luke Plunkett

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