This is now, by my count, the fourth time we’ve posted about a Dark Forces x Unreal Engine remake. It is, however, the first time I’ve been able to post about one that is downloadable and properly playable by you, today, right now.
Previous attempts have either been graphical showcases or tech demos, but this latest effort—by Ruppertle—is fully interactive, containing not just two storyline missions from Dark Forces II: Jedi Knight, but some sandbox and endless modes to enjoy as well.
“The goal was to recreate one of my favorite games back from my childhood while keeping the base look, feeling and gameplay”, Ruppertle says. “After nearly 3 years of development the project is finally at a point where I feel ready to share it with you.”
I’m not 100% sold on some of the visual changes here; some of the environments look a little too busy now, where their previous sparseness had a certain Star Warsy charm to them. The characters and weapons look great, though, even in third-person.
Easily the most anticipated title on this list, Starfield is notable for two reasons: It’s gaming’s next big sci-fi RPG epic and its the next evolution in Bethesda’s open-world formula. Bethesda is no stranger to science fiction, having a number of Fallout games under its belt. But from everything we know about Starfield right now, it’s aiming for an unprecedented scale, featuring over 1,000 worlds for you to explore.
Though we haven’t seen a whole lot of Starfield gameplay, the reveal last summer showed a bit of what we can expect. Here’s your hype fuel for Starfield before its expected release this year:
“Hard science fiction” setting with 1,000 explorable planets
A mix of “handcrafted content” and procedurally-generated environments
The classic Bethesda mix of first-person combat, exploration, and roleplaying
Bethesda
It’s hard not to get excited about a game like this. While the commonly voiced concern that such a high number of planets may mean we’re in for some serious “quantity over quality” is a fair one, I’d argue that’s always been the case with Bethesda games: Unprecedented scale, unprecedented jank. Despite all of that, Bethesda games of this sort usually cohere to form a unified experience that’s hard to get anywhere else. The question for Starfield will be: Do enough aspects of this epic space sim work well enough to create an intense level of immersion for, oh I dunno, hundreds of hours? I mean, I still don’t feel like I saw everything in Fallout 3 and 4.
A substantial update for The Sims 4 dropped on PC and consoles today, and with it comes a new suite of control schemes and customization options. This involves things like hearing aids and shapewear, but one addition is expressly targeted at trans Simmers in an effort to make them feel included and visible.
Developer Maxis took to the game’s official website to break down The Sims 4‘s latest update, which includes chest binders and top surgery scars.
“Under the Body category, all players can find a Body Scars category with an option for Teen and older male Sims (masculine or feminine frame) to add a top surgery scar to their Sims,” the update reads.
“I finally get to see myself in game,” one person tweeted in all caps.
“Top surgery scars and binders?! That’s so cool,” exclaimed another tweeter. “So happy more representation is being added to the game.”
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Binders and shapewear can compress someone’s chest or give more curvature to their body. In other words, these articles of clothing act as extra ways for trans folks to feel more comfortable in themselves, especially if they can’t afford or aren’t ready for body-altering surgeries.
“Binders and top surgery scars in base game,” a tweeter asked in all caps. “[Let’s fucking go, this is a] huge dub of the transmascs.”
“Oh my god I’m literally crying,” said another tweeter with crying emojis. “Finally, binders and top surgery! My little trans heart is so happy.”
There are also medical wearables, such as glucose monitors and hearing aids, which makes The Sims 4 all more inclusive for the disability community as well. It’s good shit.
“Binders, top surgery scars, hearing aids, and glucose monitors?” asked one tweeter about this new Sims 4 patch. “This is the best update since we could have feminine clothing on masculine frames and vice versa.”
Kotaku reached out to EA for comment.
The team also added new ways to actually control and interact with the game on console specifically, making navigation easier and bringing it closer to the PC version. All beneficial quality-of-life improvements.
Again, this is all extremely good shit. Though, there appear to be some kinks that still need to be ironed out a little bit, like confusion around where things are located and top surgery scars seemingly not populating for some folks. However, that Maxis and, by extension, EA is aware of and acknowledge its trans community in such a representative way makes me feel good. Maybe other studios will follow suit, making trans-inclusive representation something worth investing in and implementing in games.
Spanish streamer TheGrefg is one of the biggest stars on Twitch, so much so that he recently held his own awards show that drew almost two million viewers. And everyone watching was, for a moment, treated to a big ol’ ASCII penis.
First, some background. TheGrefg has almost 20 million YouTube subscribers. Over 11 million Twitch followers. Even if you don’t know who he is because he doesn’t’ speak your language, the dude is one of the most popular streamers on the planet; we wrote about him in 2021 when he “obliterated the all-time Twitch viewership record” in a clip…revealing his own Fortnite skin:
For years now, Twitch’s record for most concurrent viewers on a single streamer’s channel has been hotly contested, with streamers topping each other in slow-building increments. Today, however, Spanish streamer TheGrefg made everybody else look like they’d been wrestling for discarded peanut shells. As of writing, he topped out at nearly 2.5 million—a new all-time record that beats not just individual channels, but entire games.
The event we’re talking about today—called Premios ESLAND—is actually the second year running that he’s been able to host his own awards show specifically for Spanish-speaking streamers, streaming and related events/stunts. And it’s quickly become a huge event; this year’s show drew 1.75 million viewers, and that’s not counting the folks in attendance watching it live.
Look at this crowd! That’s Mexico City’s famous Auditorio Nacional, and TheGrefg packed it out for the show:
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Anyway, being the second time he’s run one of these shows—and that he lives on the internet—you might think he or his producers would know not to cut to the live chat on the big screen up on stage. Yet this year he did just that, and as you can see in the video below, he regretted it about as quickly as a human can register the sensation:
In the interests of accuracy and truth in reporting, here is the NSFW image:
Overwatch 2 will make adjustments to both its matchmaking process and its ranked system in the coming weeks, according to the latest developer blog posted today. This is good news for anyone who has spent the months since launch confused or frustrated by the sequel’s ranking system, or those who feel like their matches are almost always lopsided (myself included, as evidenced by my most recent take on Overwatch 2‘s competitive mode).
The lengthy blog post ensures us that Blizzard “has seen [our] feedback on matches with wide skill variation,” and has plans to address our concerns. After explaining away a few of the reasons why I either roll an enemy squad or am rolled by them, the post details what steps Overwatch 2 will take to fix its matchmaking and ranked problems.
Season 3, which will start sometime next month (there’s no set date yet) will “try to place pairs of players with similar MMR [matchmaking ranking] on each role on either team,” which means you’re less likely to get tanks with a wide gap in skill between them on opposing squads. With only one tank in traditional matches, that gap can feel like a chasm, so the goal of the update is to “make the average MMR between each role more evenly matched to each other instead of looking more broadly across the entire team to balance things out.” Yes, Overwatch 2‘s current matchmaking system does not ensure that each role is matched with an evenly ranked opponent.
The next season will also change how often your rank is adjusted in Competitive mode, as the team has heard us loud and clear that playing up to 26 matches just for your role to stay the same is infuriating. “Starting with Season 3, you’ll now get a competitive update with every 5 wins and 15 losses. In the mid-season patch for Season 3, we’re also updating the UI, so information about your progress toward a competitive update will always be viewable.” Praise be.
Oh, and seasonal rank decay and rank resets are getting thrown out the window starting with Season 4—but don’t expect a full rank reset ever, you absolute animal. “A full rating reset wouldn’t create a great experience since it would mean throwing out all the knowledge we have about players. This would cause new players to be matched against OWL pros, which is fun for about 30 seconds (we’ve experienced this ourselves in internal playtests).”
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While I can understand why players may want a full rank reset to get the nasty taste of this current ranking system out of our mouths, it’s clear that it would cause even more chaos. Let’s just be happy that we’ll get more frequent rank adjustments, a clearer picture of where the fuck our rank is going, and better matches going forward. Maybe I’ll enjoy playing again.
According to a report from The Hollywood Reporter, Waller-Bridge is attached to the live-action show as a writer, though there’s no word on whether or not the Fleabag star will be in front of the camera at this time. Alongside writing, she’s set to act as executive producer alongside Ryan Andolina and Amanda Grenblatt, who both recently left Amazon to found their own production company, and have worked out further deals with Bezos and co. to work on projects like the Tomb Raider series.
If you’re unfamiliar with Waller-Bridge’s work, she is known throughout the internet for her role as the titular character in Fleabag, a two-season series (also produced by and streaming on Amazon) which is also one of the few examples we have of what perfect television looks like.
Fleabag is two seasons of perfect television.Image: Amazon
You want to watch two short self aware seasons about a woman trying to claw her way out of emotional detachment and grief? It’s streaming on Prime. Don’t thank me, because it will ruin you for days. Come for Waller-Bridge’s sharp writing and performance, stay for Andrew Scott as the Hot Priest.
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This series will be the third time Tomb Raider has seen a live-action adaptation, with Angelina Jolie and Alicia Vikander portraying Lara Croft in two separate film series. At the moment, it remains unclear if this show will be based on the classic Tomb Raider games or the survival-oriented settings of the reboot series.
While the Amazon adaptation is in the works, developer Crystal Dynamics is also in the midst of developing a new Tomb Raider game. The studio was recently acquired by The Embracer Group after Square Enix sold it and other studios off in an effort to downsize and shift its focus onto other things like blockchain.
Two days ago, Bungie turned off the Destiny 2 servers while the studio looked into a problem that had players apparently losing progress on in-game challenges. This outage lasted a bit longer than everyone expected, with the free-to-play loot shooter remaining offline for nearly 20 hours. So what happened? Today Bungie pulled back the curtain and explained exactly what went wrong and why it had to roll back the game, erasing a few hours of folks’ quest progress in the process.
On January 24 at around 2:00 p.m., Bungie tweeted that it was taking Destiny 2 offline while it investigated an “ongoing issue causing certain Triumphs, Seals, and Catalysts to lose progress for players.” A few hours later, at 5:51 p.m., Bungie tweeted that it had possibly found a fix for the issue and was testing it, but was unable to specify when or if Destiny 2’s servers would come back online. Nearly four hours later, Bungie tweeted for the last time that night, announcing that Destiny 2 would not be playable that evening. Nearly 12 hours later, at around 9:55 a.m, Bungie announced it had finally solved the problem and servers would be coming back online following a hotfix. The nearly 20 hours of downtime had some players worried about the game’s health, and its future. After years of bugs and broken updates, it was really starting to feel like the seven-year-old shooter was being held together with duct tape.
So what happened during those 20 hours and why was the game down for so long, seemingly with little warning? Bungie has explained what broke, why, and how it was fixed in its latest blog post. And surprisingly, the developer is more transparent than you might think, going into technical details of the issue.
According to Bungie, shortly after releasing a previous update for the game (Hotfix 6.3.0.5) players began reporting that many Triumphs, Seals, and catalysts had vanished. Bungie realized that this was being caused after it moved some “currently incompletable” challenges into a different area of the game’s data. To do this, Bungie used a “very powerful” tool that lets the studio tinker with a player’s game state and account. Apparently, due to a configuration error, Bungie accidentally “re-ran an older state migration process” used in a past update. Because of this error, the tool copied old data from this past update into the current version of the game, which basically undid some players’ recent in-game accomplishments
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“Once we identified that the issue resulted in a loss of player state,” wrote Bungie, “we took the game down and rolled back the player database while we investigated how to remove the dangerous change from the build.”
After creating a new patch that removed the mistaken change the issue was fixed, and following some testing, Bugnie deployed the update. However, as a result of this patch, all player accounts had to be rolled back a few hours before the troublesome update went live. This means any player progress made between 8:20 and 11 a.m. on January 24 was lost. Any purchases made during this time got refunded, too.
While it sucks that the game was down for so long and that the team was forced to spend what sounds like many late hours trying to fix their mistake, it’s refreshing to see a developer be so open and honest about what happened and how it was fixed. In a time when games feel buggier than ever and players are fed up with delays, outages, and broken updates, it’s smart to pull back the curtain and show everyone just how hard it is to make, maintain, and sustain video games as complex as Destiny 2.
Today Microsoft held its Developer Direct presentation, focusing on a number of new games coming to Xbox, PC, and Game Pass. We got a fresh look at some anticipated titles, as well as a neat little rhythmic surprise from the developers of The Evil Within. But enough chatter, let’s get into what Microsoft showed off today.
Minecraft Legends
We first learned of Minecraft Legends last year. A spin-off of the ultra-popular sandbox survival game, Legends is, perhaps unexpectedly, a multiplayer action-strategy game. Legends will have both a narrative co-op mode, as well as a PvP mode with procedurally generated environments, which is much of what we saw today. Check it out here:
Microsoft
Forza Motorsport
The folks over at Turn 10 showed off some wildly pretty footage of the upcoming Forza Motorsport, which is expected to arrive this year. This presentation focused on the finer details of Motorsport’s visual flair, including highly detailed dirt, damage, and “battle scars” that’ll build up on your digital cars, as well as extra detail added to the game’s dynamic time of day and trackside vegetation. Cars are also expected to get more realistic physical behaviors, with improvements to the suspension and exhaust.
Surely we’ve all thought “why can’t we take down corporate overlords in a brightly colored action game with rhythmic action cues? Oh, and made by the folks who did The Evil Within.” Well think no more: Hi-Fi Rush was today’s biggest surprise, putting players in the role of an aspiring rock star with a rhythmic robot arm who kicks butt on the beat with a flying V guitar…which makes sense as that’s about all a flying V is good for. It looks like good fun, and by the way, it’s coming out today! On Game Pass, even.
Arkane, the studio that brought us Dishonored, Prey 2017, and Deathloop is currently working on Redfall, an open-world, sandbox FPS with four-player co-op. With some friends, you’ll wield appropriately gothic firearms to take down oodles of blood-sucking vampires. Arkane describes the setting as its largest world yet. While it does look very much like Left 4 Dead with vampires, today’s gameplay dive showed off Arkane’s immersive sim strengths, meaning there are a variety of ways to take on foes and objectives, with some uncertain outcomes. Redfall is expected on May 2 of this year.
Microsoft / Bethesda
The Elder Scrolls Online: Necrom
ESO continues on with a new expansion: Necrom. Expect a brand new class, the Arcanist, and some terrestrial and extraplanar adventures as there’s a new peninsula to explore in the mushroom kingdom of Morrowind. You’ll also get to go for a jog in Apocrypha, one of the Elder Scrolls’ lovely hellish realms. Coming on June 5 and June 20 for PC and consoles, respectively.
Microsoft / Bethesda
While last year was a little lacking in terms of exclusives for Xbox and Game Pass, with High On Life being perhaps the most notable, 2023 is certainly looking a bit more action packed. Bethesda’s much-hyped, much-delayed Starfield is also supposed out, in June no less. Think they’re gonna stick it this time?
An inappropriate Overwatch 2 game mode reappeared, but it’s not one to get excited about. The mode, titled “sexual harassment simulator,” was played enough times that it appeared as one of the most popular over the weekend for some players, according to PC Gamer, which spotted the reappearance just before Blizzard quickly pulled it down.
Another “sexual harassment simulator” was discovered in October 2022, but both tasked players with knocking down Overwatch 2‘s female heroes (like Mercy and Widowmaker) while playing as the cowboy Cole Cassidy and repeatedly crouching over their bodies, apparently, as PC Gamer reported, with the word “raping…” until the character in question is labeled “pregnant” as an AI-controlled Torbjorn supposedly fills the role of the baby. This is disgusting on so many levels it’s not even funny, especially because players are forced to play as Cassidy, previously known as McCree, the same name as the ousted Activision Blizzard developer who took part in the controversial “Cosby Suite” meetups.
A screenshot of the custom mode was posted to Overwatch’s official subreddit by user Joyolo13, who simply asked: “What in god’s name?”
“Lol I remember seeing this every day in [Overwatch 1],” said Redditor sw1nky. “Can’t say I’m surprised it’s still around, [to be honest].”
“McCree is back in the game I guess,” said user FoulfrogBsc.
Kotaku was unable to find the custom game mode in Overwatch 2 as it appears Blizzard took the “sexual harassment simulator” offline—for now. So, it seems the company is aware that such a mode exists but might be having a hard time preventing it from reappearing in the game.
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“Inappropriate or explicit content has absolutely no place in our game,” a Blizzard spokesperson told PC Gamer when the outlet asked about the first version of the mode last year. “We immediately removed the user-created game mode once made aware of its existence. We are continually working to improve automatic filters to prevent inappropriate user-created content, and manually removing any that are not caught by the system.”
Kotaku reached out to Activision Blizzard for comment.
While this is at least the second time the “sexual harassment simulator” has popped up in Overwatch 2 specifically, players noted that a similar mode existed in some form in the original Overwatch game. At the time, players posted PSAs to warn the community about the offensive content. Of course, not all player-created game modes are this egregious. But it is concerning that this issue has come up more than once within a few months.
Holiday Matsuri is one of the coolest cosplay shows on the North American calendar. Taking place in Florida in December, the location means that instead of shivering inside a convention centre somewhere freezing their asses off, attendees are instead free to hit the pool, and the timing means we get to see a bunch of neat holiday-themed takes on costumes.
The 2019 edition (which we covered in early 2020) was one of the last before the pandemic hit, and while the event returned in 2021 it wasn’t until the most recent show that things really got back in their stride.
In this gallery you’ll find both a music video and collection of photos of the 2022 event, all taken by Mineralblu. Each cosplayer’s social media, character and series details are watermarked on the image.
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Genesis 9, a major fighting game tournament, took place over the weekend. There were stellar combos and massive upsets as the supermajor event for Super Smash Bros. Melee and Ultimate concluded on January 22. Unfortunately, while the tournament was underway, one of Canada’s top Kazuya players, Michael “Riddles” Kim, sparked some heated discourse in Ultimate’s community around “top player privilege” and “ego problems” when he threw his controller after losing a match.
Considered one of the best Kazuya and Terry mains in Canada, Riddles is ranked ninth in all of North America. A member of the esports organization Team Liquid, Riddles has placed in the top 10 at just about every tournament he’s competed in, with his last first-place win being at the November 2022 Path to Glory tournament in Saskatchewan where he took home approximately $11,000 alongside the top spot. In short, the Super Smash Bros. community sees Riddles as goated. So, knowing he was entering Genesis 9, a California tournament stacked to the brim with top-tier talents such as Steve player acola and Marth main MKLeo, his ardent fans and interested onlookers were expecting him to perform. He did, but not to the level he, or the game’s community, might’ve hoped for.
Riddles found himself in the losers’ bracket after losing a close set against Palutena player Chase. Riddles would win the next two matches in that bracket, only to wind up facing off against France’s Lucina main, Nassim “Leon” Laib. The bout started heavily in Riddles’ favor. However, Leon had Riddles’ number on speed dial, as Leon switched to Chrom and gave Riddles little room to breathe.
It all came to a head when, in the last bout, Leon absolutely bodied Riddles in spectacular fashion. Riddles lost that match. After sitting in his chair for a while, the frustration clearly visible on his face and his opponent no longer on screen, Riddles threw his controller down hard before leaving the arena.
Folks were perplexed by the upset as Riddles was a top seed, meaning he was expected to place pretty high. Leon, however, is ranked 77th. The odds were ever in Riddles’ favor, as evidenced on the faces of those around the two players. Aside from congratulating Leon on his victory, most people were stunned by what happened. There were a few taking pictures of Riddles sulking in his chair, but most of everyone else in the immediate vicinity was shooketh.
ScreenKO
It’s this brief moment that has ignited the Super Smash Bros. community into discoursing about popping off in a professional setting.
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“You throw the controller,” one tweeter said to Riddles in all caps. “Do you know how much you make people suffer? You lost [and] got outplayed by a neutral character. You just cheese people at 0 so [fuck] off.”
“It’s called holding people accountable,” another tweeter said. “Something this community needs more of actually.”
“It doesn’t matter if he is humble, he still had that moment,” a third tweeter said. “If you give him a pass now, 9 times outta 10, it’ll happen again. Just stop fam lmao. Everyone has those moments, we get it, but shrugging it off like this just shows why top player privilege is a thing.”
The comments on the above YouTube video aren’t much better, with some agreeing Riddles “has no right to be salty or rage” and that he’s “a little baby” who needs to “man up.” Others laughed at the incident, while a few folks memed his name, calling him “Shittles” instead. One person even said Riddles has “insane ego problems” for reacting this way. Sheesh.
This is because Riddles mains Kazuya Mishima, one of Tekken’s protagonists, the 81st combatant part of Super Smash Bros. Ultimate’s Fighters Pass Vol. 2, and a notorious character in the game’s scene. Kazuya is a combo-heavy fighter in Ultimate, primarily relying on his electric wind god fist to stun his opponents and rack up some heavy damage. Kazuya, and this stun move especially, have been thorns in the community’s side, with Ultimate players regularly asking for Kazuya (as well as Steve from Minecraft) to get banned from tournament use. In short, Riddles receives a lot of hate because of the character he plays, and his loss to Leon and the resulting explosion on camera, was an excuse to pile on—to the point that Riddles ended up deactivating his Twitter account.
Kotaku reached out to Riddles for comment.
In Twitter DMs with Kotaku, Leon said he was both afraid of and motivated by Riddles, ready to face him in the Genesis 9 competition. Leon didn’t anticipate beating Riddles, though, saying he was “very surprised and shocked” to do so with his secondary character, Chrom. He also wasn’t totally surprised by Riddles’ reaction to the upset after the fact, although he didn’t completely agree with his opponent’s behavior.
“[Riddles’ reaction was] completely [unwarranted] in any kind of big competition. It’s easy to see that,” Leon said. “Throwing your own controller to [release] frustration isn’t the best move, but it concerns only him and himself. As long as he respects his opponents (which was the case with me), there is nothing very disgusting [about what he did]. I would be sad and frustrated to get out of the tournament that early, too.”
Not everyone is dragging Riddles for the way he popped off at Genesis 9. Multiple top players, from former competitor Yonni to big-name player Justin Wong to Moist Esports’ Aaron Wilhite, defended Riddles’ actions. It’s kind of ironic when you think about it, as a few days before Genesis 9 kicked off, an Italian Smash player was banned from tournaments going forward after literally slapping his opponent during a livestream. Riddles, on the other hand, took his frustration out on an inanimate object and announced he would take a long break in his Discord. I’m not entirely sure what the community wants from Riddles, or top players in general, but asking that they be robots and show no emotion just ain’t it. I mean, I still occasionally throw my controllers because video games make me angry. It’s human nature, right? At least Riddles didn’t take it out on his competitor.
This week, all at once, a perfect storm of deals, discounts, and sales has hit the Nintendo Switch eShop. Batten down the hatches, open up your wallets, and check out some of these limited-time deals, including massive savings on numerous Lego titles, Mortal Kombat games, and hits from Capcom, Ubisoft, and Bandai Namco.
Before we go any further, just note that—with the exception of Ubisoft’s Mario + Rabbids—there aren’t any Mario, Zelda, or Kirby games on sale. Instead of first-party discounts, all of these sales are focused on third-party publishers and developers. But there are still plenty of great games to grab up for cheaper than usual, even if Mario and Luigi aren’t part of it.
Here are some of the best deals I spotted cruising through the various sales currently happening on the eShop. While all of these sales are ending at slightly different times, you more or less have until the end of the month (or a few days past that) to take advantage of these discounts.
Now, with that out of the way, here are the best deals I found so far. (The figures in parentheses are the normal prices.)
The increasing popularity of the Persona series in the West has been a wonderful if slow-burning thing to behold, ramping up over the last decade to the point where Persona 5 was a Very Big Video Game Release, and re-releases of older games are now headline news.
So it’s easy finding people to talk to about Persona 5 , and to watch videos about it, and read articles about it. Same goes for Persona 4, which has now been ported enough times (I first played it on Vita!) that it’s in much the same space. Basically, when people talk about modern Persona games, they’re usually talking about those two games.
Persona 3, a little less so, so in honour of its re-release this week I want to talk about it tonight, and see if I can get it added to your list of Games You Really Should Play.
Being the first “modern” Persona game, though—it broke from its predecessors and laid down the basic template the series has followed ever since—does mean Persona 3 has its rough edges. Its single enormous dungeon, for example, is hell, and for those who have only experienced Persona 5’s exquisitely dovetailed social links and subplots, you might find Persona 3 a bit creakier and more sparse when it comes to after-school activities. It’s also lacking some of the vibrancy and exuberance of the more recent games when it comes to its cast.
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Not that this last point is a bad thing! There’s a lot to love about this more earnest tale, which has a nice tight focus to it, and it also has a dog, which is awesome.
Now that we’ve established how much I love Persona 3, I will now tell you that when it comes to deciding which version of the game to play, I love Persona 3’s handheld port—which just happens to be the version re-released this week—even more. Persona 3 Portable was first released in 2009 on the PSP, and I think it’s a modern marvel of game (re)design. It takes the heart of the Persona experience and re-crafts it for a portable platform in a way that Persona 4 Golden couldn’t come close to matching.
P3P’s isometric redesign gives it an almost timeless look, one I wish we got to see with later games in the series as well. Screenshot: Persona 3 Portable
Because the PSP couldn’t handle the fully 3D overworld of Persona 3, or fit its lavish animated cutscenes into its limited storage space, both of those pillars of the Persona 3 experience on PS2 are gone. While the loss of the anime-style sequences was a bummer, and 3D gameplay was preserved for the dungeon and combat, what Atlus did to replace the 3D exploration was a stroke of genius. Instead of stripping back the 3D sections with low-res textures and simpler models, they threw it out and replaced it entirely with a static, isometric version of Persona 3’s world.
This was, and remains, the superior way to play Persona. The series’ overworlds may have started to look busier in recent entries, but they’re still incredibly sparse in terms of what you can actually interact with. Trudging around them looking for a conversation or story sequence can be a drag. Persona 3 Portable’s system is a faster, cleaner way to spend your downtime, and has the added benefit of looking amazing. I held out hope for years that Persona 4 could get a mobile port that looked like this, and a small part of me is wishing for the same thing from Persona 5.
And we haven’t even got to the best part about it! No, the best part of Persona 3Portable was that in addition to the perspective change and some other bits of administrative tidying (like new difficulty options), the handheld port added a whole second protagonist, meaning that if you’d played through the main game already, well surprise, you could play it all over again and get a completely different experience.
“When I had the opportunity to play a favorite game all over again with Persona 3 Portable, I was happy to do so. I didn’t realize a virtual sex change would make the experience anything but the same as before.”
Having been very difficult to get hold of for years—at least in an official capacity—Persona 3 Portable is out now on PC, Switch, Xbox and PlayStation.
Co-op shooter Deep Rock Galactic was first released on the PC back in 2018. It has a dedicated following online, and tons of loyal fans, but this is not a review of the video game. This is a review of the board game with, confusingly, the exact same name.
You and up to three other players take control of space dwarves who are headed into a dark cave to drill for gems. So far, so video game. You then find those caves full of alien bugs that you have to mow down. Again, just like the video game. Then you have to grab those gems and get the hell out of there. You can see where this is going.
Image: MOOD
The difference here, of course, is that in the video game this plays out in a Left 4 Dead-like frenzy, as players rush around in real-time playing a frantic shooter. The board game is much more relaxing, as it shifts to a system where players are able to take turns, and their time, working through the caves.
Deep Rock Galactic looks, and plays, like so many other modern dungeon-crawling games, from Descent to Imperial Assault. Everybody gets action points they can use to move around and interact with stuff (“interacting” includes “shooting insects in the face”), everybody gets unique weapons and powers they can use and, as expected in 2023 for a licensed game, everything—from the dwarves to the bugs even down to the stalagmites—is represented by a set of incredibly detailed, immensely satisfying miniatures.
(NOTE: The game ships in two editions. The standard only has plastic minis for the dwarves, while the pricier deluxe edition, which I played, has minis for everything).
Where this tries to do its own thing, and match the video game’s feel (if not pace) at the same time, is the way enemy actions are triggered. Rather than basing enemy moves off initiative, or having them move after all players have done so, in Deep Rock Galactic every time a dwarf concludes their move they draw an event card, and these almost always trigger an enemy spawn and/or move.
The build quality on this game is impressive. Each player card is full of recessed slots for your ammo and tokens, always a welcome (and premium) move by publishers.Photo: Luke Plunkett
Having them appear on the board so often, and moving before all players have had a chance to react, may sound unfair but it does a fantastic job of feeling just like the video game, in that you’re being constantly swarmed by stuff crawling out of the walls. And it’s rarely unfair anyway, because each dwarf is loaded with very cool (and powerful) weapons that satisfying blow huge chunks in any insect hordes making it close enough to you.
The key consideration of the board game, again like the video game, is to balance your need to mine a certain quantity of resources versus your need to keep blasting enemies to stay alive. Lean too far towards one of those approaches and you’ll fail the mission, either because you didn’t mine the goods in time (each level has a time limit) or because…you’re all dead.
I like the video game and I like dungeon crawlers, and so for the most part I really loved playing Deep Rock Galactic. The tension between the game’s two imperatives is constant and perfectly-balanced throughout, and its combat—a combination of your powerful weapons and hordes of huge plastic miniatures you get to move around and throw off the board when dead—is some of the most fun I’ve had in ages with a game of this type.
Plus, and I know people (myself included!) are getting tired of every game shipping with a ton of minis, in this instance they’re very welcome, not just because they’re so detailed and solid but because the game also includes a MULE that you drop your little gems into, a tactile experience so wonderful it was maybe the highlight of the entire game for me.
Nothing is more enjoyable in this game than dropping gems into your MULE and popping the lid closed. Photo: Luke Plunkett
One thing to note though is that, despite its pricepoint and genre, Deep Rock isn’t the kind of long-term tabletop experience you might be expecting. While the idea of a miniatures-heavy dungeon crawler may conjure expectations of a days-long campaign, Deep Rock Galactic is actually just a collection of standalone missions that can be tackled in an hour or so depending on how many players are taking part (another cool feature of the “bad guys go at the end of every player’s turn” system is that it scales perfectly to the number of humans at the table).
While there is technically a campaign—just a brief to do all the missions in order without dying—and it’s not a game built around narrative, it’s still a bit weird pulling out such a huge box and setting it up for what’s essentially a mid-length session game.
That’s not a problem, just something to note ahead of time if you were thinking of picking this up or playing it. You should also know that, despite being a very literal adaptation of a video game license, this requires absolutely no familiarity with the digital version of Deep Rock Galactic whatsoever. So long as you know you’re a space dwarf drilling and gems while also shooting bugs, you’re good to go.
About my only real criticism of the game is that it’s documentation is some of the most frustrating I’ve encountered in a while, lacking in a proper quick start guide and splitting its important information between separate rules and mission books, which made our first mission a very slow slog. Indeed it took us forever to find out how the enemy system even worked (pretty important info!), so if you’re playing this and have the time I’d 100% recommend watching an online rules explainer beforehand.
Here is a very strange warning: these are the sharpest minis I have ever encountered. Photo: Luke Plunkett
There’s nothing revolutionary about Deep Rock Galactic. As I’ve alluded to above it’s another dungeon crawler, another licensed adaptation and another game that (version depending) has a ton of minis. But fans of the video game will find a tabletop conversion that faithfully converts the co-op experience into one more conducive to drinking beer and being in the room at the same time, while everyone else will just find a solid night’s gaming blowing up space bugs and looting some treasure.
Grand Theft Auto: Vice City – 2002 Screenshot: Rockstar Games
Last year, footage of the next Grand Theft Auto—assumed to be GTA 6—leaked online. While Rockstar quickly tried to erase the videos from the internet and plug the holes in the ship, it was impossible to completely contain such a massive, unprecedented leak. So fans around the world got a very good look at the future of Grand Theft Auto. And now myself and others find it hard to go back to the aging GTA Online.
Late on September 19, 2022, 90 short videos of early gameplay of what would later be confirmed by Rockstar as the next GTA entry leaked online via a hacker. The footage revealed a lot about the next game in the massively popular open-world franchise, including that the series would be returning to Vice City, Florida, a fan-favorite location last seen in GTA: Vice City Stories, the prequel to the beloved PS2 classic, GTA: Vice City. It also gave us a good look at the new protagonists of this next criminal adventure and some of the missions we might experience when GTA 6 is eventually released. Fans even began mapping out the game’s virtual world using the leaks.
Rockstar undoubtedly hates the leak and likely wishes it could rewind time and prevent it from ever happening at all, but it did end up revitalizing the playerbase. For the first time in a long time, there was excitement and energy in the GTA community, which after years of GTA Online updates and poorly received remasters was in a pretty bad place prior to the leak. Even an early, unfinished or unpolished leak of GTA 6 was better than radio silence and glitchy remasters. People were pumped and hyped about the future of Grand Theft Auto in a way I hadn’t seen in years.
But then, once the leaks were scrubbed from the web and it became clear Rockstar wasn’t going to release any official teaser or trailer to capitalize on the moment, all I and other GTA fans could do was go back to GTA Online. And that’s harder to do now that I’ve seen the future.
Rockstar Games
The latest big and free expansion to GTA Online,Los SantosDrug Wars, was released late last year at a really bad time for me to play and cover it for the site. So I just…didn’t play it. For the first time ever in the history of GTA Online, I skipped a new update completely. I’ve still not played it. At first, I blamed my skipping of the latest update on bad timing and a busy schedule due to holidays and end-of-the-year content. But now, weeks removed from all that, with more free time to play stuff, I’ve still not fired up the new update. And I think it’s time to admit to myself that my growing burnout around GTA Online was increased greatly by that small taste of what’s to come. That look at the future of GTA in Florida ruined me.
I could go back and drive around the same highways and streets of Los Santos I’ve been cruising around since 2013. I could fire up the game and check out the newest business and missions connected to it. I could, sure. The thing is, I don’t know if I want to. I mean, eventually, I will play more GTA Online. I sort of have to as it’s part of my job here at Kotaku. Yet, if it wasn’t part of my career there’s a real chance that I might just never play GTA Online again.
To be clear: It’s not because GTA Online is worse today than it was a decade ago—it’s actually much better to play in 2023 than in 2013—but because getting a glimpse of a fresh new world has killed my desire to boot up the same old Los Santos after a decade of GTA Online and GTA V. I mean, just having new songs on the radio will be amazing. I love Queen’s “Radio Ga-Ga” but you can only hear it so many times in 10 years before you’re ready for new tunes, too.
At this point, I’m hoping the wait for Grand Theft Auto 6 and its sunny beaches, palm trees, and new characters isn’t too much longer, because I’m ready to leave Los Santos behind for a tropical vacation to Vice City.
Image: The Pokemon Company / 343 Industries / Kotaku
Halo has a long tradition of community-made maps and game modes that range everywhere from serious to silly. Recently, one map and mode combo that’s more on the playful and fun side of things caught the attention of 343 Industries as an opportunity to fix long-standing shooting issues. Named after a certain Pokémon notorious for digging and jumping out of holes, this community creation is now being used to pinpoint and fix aiming and shot registration woes, as they’ve plagued Halo Infinite since it launched just over a year ago.
Halo Infinite, the latest entry in the long-running and often critically acclaimed first person shooter series, only recently received an update that included a beta version of its in-game map creator: Forge. First premiering in Halo 3, Forge has been a staple of the series ever since 2007, allowing anyone to create a map of their own design with the tools necessary to create custom games for it, be those party and minigames or more traditional takes on the franchise’s well-known modes, like Slayer or Capture the Flag. One such community-created game, that takes its name from the Diglett Pokémon, seems to have caught 343’s eye as an opportunity to test drive fixes to the game’s core mechanics.
With community Forge maps popping up on a regular basis these days, 343 Industries’ senior community manager John Junyszek put out a tweet asking for the community’s favorite Forge minigames so far. When competitive Halo player Linz shouted out Digletts, a game where players pop out of holes to take sniper shots at one another, Junyszek followed up with an interesting bit of behind-the-scenes trivia:
Kotaku has reached out to 343 Industries for more information.
As many Halo fans have known, while Infinite’s core mechanics are solid and work well, there have been issues around aiming, with many players suspecting that the game seems particularly off when trying to line up precision shots with a sniper rifle, either descoped or while aiming down sights. Whether this is due to the game’s auto-aim function that eases controller aim (and exists on most modern shooters that take controller inputs), bullet magnetism, or the notorious desync issues many players have had with Infinite isn’t totally certain. Since Diglet is a game that only features aiming and shooting, it’s a pretty perfect test environment for studying aiming behavior. Junyszek said that the “minigame has recently helped our team further test and investigate various shot registration situations, especially in regards to latency and networking. Since it’s a curated environment without many variables, it’s helped us investigate specific scenarios.”
Check out the the Diglett game mode in action here:
343 Industries / iSpiteful
Who knew RPing as a Diglet armed with a legendary anti-materiel rifle could be so productive?
Destiny 2 is fixing a bunch of stuff for the month and change ahead of February’s massive Lightfall expansion. Players won’t have to grind so much to get into Grandmaster Nightfall missions. Iron Banner will be much more generous with armor drops in the weeks ahead. And armor mods, one of the most fun but esoteric parts of Bungie’s loot shooter, are finally getting unlocked for everyone.
Destiny 2sucks for new players. You can have plenty of fun, but some of the most interesting parts of the game are locked behind dozens of hours or more of grinding, unlocks, and luck. One of the things that new players have difficulty accessing is armor mods, which drastically change the ways you can play the game, but which are only sold on a rotating basis by a single in-game vendor named ADA-1 who is hidden in the far corner of the main social hub. While longtime players have access to all of them, new players can get stuck with huge holes in their arsenal when it comes to crafting fun builds. No longer.
Yesterday, Bungie unlocked all standard armor mods for all players. While raid mods and artifact mods will still need to be earned, Warmind, Well, and Charged with Light and other powerful mods no longer need to be found. Even if you just started playing Destiny 2, you can start experimenting with different synergies or, more likely, copy the best builds making the rounds online.
Screenshot: Bungie
“With big changes coming to buildcrafting in Lightfall, we want to give everyone a chance to enjoy all of the standard mods in their current state for the rest of the Season,” Bungie wrote in Thursday’s This Week At Bungie (TWAB) blog post. The studio will outline how mods will work differently in next week’s preview. In the meantime, however, players can enjoy some other quality of life improvements.
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Grandmaster Nightfalls now unlock at 1580 power and only require you to hit 1595 to reach the difficulty ceiling. Focusing costs for Trials of Osiris, Crucible, and Gambit weapons and armor have also all been reduced to 25 Legendary Shards. And most importantly, the remaining Iron Banner events this season will make it almost twice as easy to hit the rank reset and earn a full set of the hot new vintage Iron Banner armor.
Things have been extremely touch-and-go in Destiny 2 recently. While Season 19 has been applauded as one of the more fun and less grindy updates in some time, there have also been plenty of technical bugs and multiplayer complaints getting in the way. Last week’s Iron Banner session had all sorts of issues, not the least of which was players grinding tons of matches without managing to complete a set of armor. The upcoming changes should help earn some good will back ahead of Lightfall when Destiny 2 will likely once again start to feel like a completely new game again.
Yesterday, after 1,410 days (or 3 years and 10 months) the Grim Medicine cosmetic set—complete with the popular Plague Doctor skin—returned to Fortnite’sin-game store, letting players buy it for the first time since the start of the covid-19 pandemic. And many believe it was the pandemic itself that kept the plague-themed items and skins out of the game for such a long period of time.
I doubt I need to explain Fortniteto you, but just so everyone’s on the same page: Epic’s Fortnite is a free-to-play battle royale PVP shooter available on nearly every modern platform out there. It supports crossplay across all of them and for the last few years has been one of the most popular games in the world as it continues to expand and include more characters from other franchises, like Star Wars,Dragonball Z,and Street Fighter.
But Fortnite also has plenty of its own original skins and cosmetic items too, like Peely and the previously mentioned Plague Doctor. But until yesterday, these plague-related items hadn’t appeared in the game since March 1, 2019, making them extremely rare, as the only people who could use them were folks who bought them back when they were last available. Meanwhile, most other skins appear again and again in the store every few weeks or months.
Fans had theorized that the Grim Medicine cosmetic set had been blacklisted and retired by Epic due to the covid-19 pandemic. This makes sense, as including those skins during the height of the deadly pandemic that has killed over 6 million people worldwide as of January 2023 would have been a bad look.
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The working theory is that the skin popped up in the store on March 1, 2019. Then before it could appear again in the store, covid-19 was detected in Wuhan, China in December 2019 and eventually spread around the world, officially becoming a pandemic according to the World Health Organization on March 11, 2020. It’s not unreasonable that Epic saw this happening and decided to pull the plague-themed items from the store’s rotation in order to avoid any controversy.
The thing is, Epic has never officially confirmed this theory at any point. Kotaku has reached out about the skin and the long gap in time between it showing up, but didn’t hear back from the company. Still, even if Epic hasn’t officially confirmed the reason for the Grim Medicine items going missing for nearly four years, the covid-19 theory doesn’t seem unreasonable to me. And regardless of why, many players were excited to see it return, even if only to make a joke about its long absence. Or to point out that covid-19 is still a thing in 2023, which it is, and it’s still deadly and dangerous, too.
“One of my friends IMMEDIATELY dropped money into the game upon getting this notification. He’s been waiting since it was last in the shop,” tweeted one person. “LETS GOOOO! I finally got PLAGUE!!! I wanted him for 2 years,” tweeted another player upon seeing the news of the Plague Doctor’s return to Fortnite. Of course, there were other players who found it funny everybody was excited over the skin, and others who owned it already and were now sad to see their once rare skin become common once more.
Personally, I’m not excited about the Grim Medicine skins as I don’t really like how they look. And besides, I only like to buy the most cursed and bizarre skins in Fortnite, like Mr. Meeseeks from Rick and Morty.