Around 100 employees at Just Cause developer Avalanche Studios Group are unionizing. This means around a fifth of the 500-person Swedish team is now bargaining with the company’s management for a fair contract.
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IGN confirmed with a union representative that more than 100 workers have joined Unionen, a Swedish trade union. According to their statement, Avalanche Studios Group workers have been working toward joining a union since earlier this year, when members formed a local union board to bargain with the studio’s management over specific benefits, but the rep didn’t share specific issues. According to IGN’s sources, moving to a four-day work week is at least one issue the team has raised in its negotiations.
While one in five workers joining the union might seem small, Swedish union membership is different than what we typically know of unions in the USA, as workers can join a trade union without a union election. This means that around “70 percent of the country” is part of a union, according to data shared with IGN by Unionen.
Avalanche Studios Group provided the following comment to IGN regarding the situation:
As an employer, we’re committed to creating the best possible conditions for all Avalanchers to thrive. We support and welcome any initiative that goes in this direction. This also means that we listen, invite dialogue, and encourage people to bring forward their perspectives and needs. After all, it’s thanks to each and every Avalancher that we’re able to make the great games we’re known for.
Kids today only care about online free-to-play shooter Fortnite. They don’t even talk about how great gasoline is! Luckily for us, one large oil company wants to change that using Fortnite, TikTok stars, and Twitch streamers. Welcome to Hell.
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Climate change is bad. I think we can all agree on that. But for kids, who have long lives and futures ahead of them, the prospect of the planet turning into a nightmare sphere of extreme weather and chaos is particularly scary. But don’t worry about all that, kids. Instead, Shell—a massive oil company and one of the many entities directly responsible for destroying our planet—wants you all to know just how rad its fossil fuel products are, and even made a whole Fortnite world for you to enjoy! But to truly enjoy it, you’ll need to use Shell’s V-Power® NiTRO+ Premium Gasoline, of course.
As reported by Media Matters earlier this week, Shell has partnered with map creators to develop “Shell Ultimate Road Trips”, a Fortnite world featuring six different areas to explore in the car of your choice. In the middle of these worlds, players will find a lonely, sad-looking Shell gas station acting as the map’s hub.
The campaign—part of Shell’s pivot back to focusing on gasoline over cleaner energy sources— is designed to promote the company’s “new and improved” premium gasoline. The idea is that in the map, players will need to occasionally fill up at the central Shell gas station and use its new V-Power NiTRO+ fuel to successfully navigate obstacles and courses.
Content creators are being enlisted to create big oil propaganda
To help promote this terrible collaboration, Shell has enlisted various TikTok creators and Twitch streamers in an effort to connect with their large audiences made up of mostly younger individuals.
Media Matters reportedly identified at least a half dozen streamers—including folks like Punisher, NateHill, Chica, and brookeab—with a combined Twitch following of over 5.5 million subscribers—who helped promote Shell’s Fortnite map and fossil fuel products during sponsored streams that racked up over a million views. Some of these creators also promoted the sponsored streams on Instagram, Twitter, and TikTok to their millions of followers. Media Matters also identified three content creators who advertised the ShellxFortnite map in several videos posted on the gas company’s official YouTube, TikTok, and Instagram accounts.
The creators directly promoting Shell’s gasoline propaganda have a combined audience of 8.5 million TikTok followers, 1.5 million Instagram followers, and over 11 million YouTube subscribers.
So how’s all this money and effort paying off? As far as I can tell, not great. For example, looking at that IGN article, it’s got only two comments and both are negative. On YouTube, the IGN videos have mostly received negative comments from viewers, with many calling out the outlet for sponsoring an oil company. Elsewhere, the official trailers put out by Shell for their Fortnite creation are similarly receiving negative comments.
“Drop in this season and complete the objective: ‘Do irreparable damage to the environment with Shell!” is the top-rated comment on this trailer for the map.
This is all part of an ongoing campaign by big oil companies, like Shell, to connect with younger people via online influencers and content creators. In 2021, Earther reported that Shell and Phillips 66 had started campaigns with Instagram influencers. These sponsored deals and ads aren’t just about promoting oil companies and their products. These large corporations know that as climate change gets worse, it’s getting harder to convince young people to keep buying gas-powered cars and supporting the fossil fuel industry.
As Media Matters pointed out, in a 2021 survey of young people between the ages of 16-25, about 75% said the future is frightening because of climate change. It’s hard to sell gasoline and diesel to teens who know it’s destroying the planet and their futures. And it doesn’t look like some Instagram models and Fortnite videos on IGN promoting Shell are going to be enough to change their minds.
After months of silence, vampire shooter Redfall is receiving its biggest update yet following a disastrous launch back in May. The second big patch will add the Game Pass multiplayer game’s long-awaited 60 frames-per-second mode on Xbox Series X/S, as well as a host of gameplay improvements and bug fixes.
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“Today’s update brings Performance Mode to Xbox Series X/S, stealth takedowns, a bevy of new controller settings, and a lot more changes to Redfall,” the development team wrote on Bethesda’s website. While the 60fps mode is the biggest addition, a raft of accessibility features and improvements to stealth gameplay and aiming sensitivity are also welcome changes. Whether it’s enough to begin addressing some of the deeper disappointment around Redfall’s lackluster enemy encounters and unfulfilling progression system remains to be seen.
Redfall was panned by many critics and players when it launched earlier this year. Expected to be the first-party blockbuster that would end Microsoft’s drought of console exclusives, it instead failed to live up to the months of marketing hype that preceded it. In addition to bugs, performance issues, and complaints about the core gameplay loop, it also launched on the “next-gen” Xbox Series X/S with a “next-gen” price tag of $70 but without the 60fps performance option that players on PC would have access to.
Microsoft Gaming CEO Phil Spencer apologized for the situation at the time, but a report by Bloomberg later revealed other issues underlying the game’s rough development. Made by Arkane, best known for immersive sims like Prey and Dishonored, Redfall was instead an online multiplayer game that at one point was planned to include microtransactions as part of a push by parent company ZeniMax into live-service monetization. While those features were stripped out, a lack of development resources and constant turnover reportedly made it hard for the studio to deliver on Redfall’s confusing blend of genres and gameplay mechanics.
Recently, Bethesda marketing head Pete Hines said in an interview that despite the harsh reception, Redfall wouldn’t be abandoned. Instead, he expected new players joining Game Pass a decade from now to give the game a shot and enjoy it thanks to ongoing post-launch support. With Cyberpunk 2077‘s recent 2.0 victory lap after a botched release, many are wondering if Redfall can pull of something similar, or if Microsoft will pour the money into it required to make that happen.
If it does, it will still have a big uphill battle to fight. The game only has a few dozen players on Steam at any given moment. Still, Redfall’s second update is a start.
Cyberpunk 2077’s highly acclaimed and massive expansion, Phantom Liberty, almost feels like its own game. That’s probably because the developers behind the expansion spent over $60 million on developingPhantom Liberty and $21 million on marketing it, bringing the total cost of producing the DLC to about half of what it cost to develop the entire Cyberpunk 2077 base game. And Cyberpunk’s costs rise even more when you factor in the fortune CD Projekt Red spent just plugging up the original release’s worst problems after its disastrous launch.
Phantom Liberty Is Undoing One Key Thing That Cyberpunk Got Right
On October 5, during an investor’s presentation, CDPR revealed the total budget for Phantom Liberty. Its costs were split between zł275 million on “direct production expenditures” and another zł95 million on “marketing campaign costs.” If we do some converting, that equals out to just about $63 million and $21 million in USD, respectively, or roughly $84 million total.
No matter how you slice it, spending nearly $85 million on developing and marketing a single expansion is wild and a sign of just how expensive game development is these days. It’s also a great example of how big, expensive games aren’t allowed to be flops.
Cyberpunk 2077 had to be a beloved hit, no matter the cost
Another interesting number revealed during the presentation is that CDPR spent zł178 million or about $40 million USD on bringing the game to next-gen consoles and building the sweeping 2.0 update. Add that number to the above Phantom Liberty figures and you could feasibly claim CDPR spent almost $125 million on fixing Cyberpunk 2077’s imageand saving its reputation.
However, based on how well Cyberpunk 2077 and its new expansion are selling after the update—CDPR claims there was a “surge” of sales following update 2.0—the company is likely going to wind up making a lot of money off the game. CDPR pointed out during the investor presentation that it is “confident” that the DLC and its main game will be “big sellers” for a long time, pointing toward the continued sales of The Witcher 3 and its DLC years after launch.
With the development of the Cyberpunk 2077 sequel starting and news of a live-action spin-off in the works, it makes sense that CDPR would be willing to invest so much money into making sure Cyberpunk 2077’s legacy amounted to more than a failed launch and bad console ports. It needed the game to be a huge hit with millions of fans. And it got there, even if it cost a lot of money in the end.
Storied RPG developer BioWare is downsizing. The studio announced on August 23 that it will cut 50 roles as it continues production on both Dragon Age: Dreadwolfand Mass Effect 4, telling fans it needed to take a more “agile and focused” approach to game development.
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“In order to meet the needs of our upcoming projects, continue to hold ourselves to the highest standard of quality, and ensure BioWare can continue to thrive in an industry that’s rapidly evolving, we must shift towards a more agile and more focused studio,” wrote BioWare general manager Gary McKay. “It will allow our developers to iterate quickly, unlock more creativity, and form a clear vision of what we’re building before development ramps up.”
Fifty developers at the studio will be laid off as a result of the restructuring, with McKay claiming the changes are necessary to “create exceptional story-driven single-player experiences” moving forward. Those include Dragon Age: Dreadwolf, which at one point was planned to have multiplayer live-service elements and has continued to face seeming delays and departures in top roles, as well as the next Mass Effect game, which despite promising teases appears to be many years away from release.
“If you’re wondering how all of this will impact development of Dragon Age: Dreadwolf, let me be clear that our dedication to the game has never wavered,” McKay wrote. “Our commitment remains steadfast, and we all are working to make this game worthy of the Dragon Age name. We are confident that we’ll have the time needed to ensure Dreadwolf reaches its full potential.”
The latest round of cuts comes shortly after publisher Electronic Arts announced that BioWare’s longstanding sci-fi MMO, Star Wars: The Old Republic, would be outsourced and taken over by a new studio, Broadsword. VentureBeat also reports that BioWare has decided not to renew its contract with Keyword Studios, an in-house contracting company whose employees that were working on BioWare projects recently unionized and have been bargaining on their first contract.
A spokesperson for EA told VentureBeat other work orders had been renewed post-unionization and that it simply failed to arrive at a new agreement with Keyword Studios, meaning work for its onsite QA testers will expire in September.
James Russwurm, a member of the Keywords union embedded with BioWare for several years now, told Kotaku in a phone call that while he’s sad to see the contract not renewed he believes it’s just a cost cutting measure rather than something targeted at the union itself. KWS Edmonton United is still bargaining with Keywords on its first contract and Russwurm was optimistic an agreement could be reached as soon as the end of the year.
The company announced 800 layoffs back in March of this year. In August it posted a quarterly profit of $400 million, up nearly 30 percent from the same time a year prior.
Update 10/4/2023 5:39 p.m. ET: All of the unionized Keywords devs who previoulsy worked at BioWare were laid off at the end of September, Polygon reports. The company cited the lost contract and the employees are currently trying to negotiate over severance.
Something similar happened to bug testers contracted to work at Microsoft in 2016. Despite unionizing and negotiating their first contract, Microsoft eventually canceled its work with the contracting company, which subsquently laid all of the unionized testers off. A union-busting complaint was filed with the NLRB, but legal proceedings moved to slow to get the workers their jobs back.
Update 8/23/2023 2:11 p.m. ET: Added comment from a Keywords Studio contractor.
I love racing games, but I’m not really a racing game kind of guy. What that means is I enjoy getting beyond the wheel of a flashy car, whether it’s a half-million-dollar Ferrari or a souped-up Subaru hatchback, and trying to hug turns while grazing past the competition. What I don’t particularly care about is getting…
Once a distant star on the horizon, Starfield arrived on Xbox and PC on September 6, with a five-day early access period for those who shelled out for the deluxe edition. It’s now been in the hands of gamers worldwide for a little over a month, with folks pouring over its vast world and searching every nook and cranny for loot, side quests, and more.
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As expected, a game as massive as Starfield has a ton of stuff going on (there’s 1,000 planets, remember) so a month later, folks are still discovering all sorts of unique quirks, charms, and more than its fair share of weak points to point out, celebrate, and critique.
Whether or not Starfield will be as memorable as Skyrim or Fallout remains to be seen, but within its first month, here are some of the highlights.
Starfield earns praise, with some caveats
Following its announcement in 2018, the hype for Starfield was real. Promising a scale way beyond what Bethesda delivered with Skyrim and Fallout 4, Starfield would mark the first original franchise for the studio since the ‘90s and take the Bethesda RPG format to a place it’s never really been before: space.
Since the highly anticipated game launched, the reactions have been largely positive, but there are some fair criticisms of its structure and the meat of more than a few of its premiere questlines. In Kotaku’s review of Starfield, I praised its scale, scope, and capacity for gorgeous vistas, but criticized a pervasive shallowness in the game’s settings, narratives, and woefully repetitive environments.
Player reviews via Steam certainly have their knives out for this Bethesda entry though, often describing the game as “disappointingly average” and “wide as an ocean – shallow as a puddle.”
Starfield’s scale and scope finally in player hands
It was understood early on that Starfield would be enormous. Bethesda touted the impressiveness of the game’s scale and talked at length about how the survival mechanics wouldn’t bog down the fun of Starfield’s core experience. as they do in other space games like No Man’s Sky
Starfield’s reception amongst those not in the industry and casual players has also been mixed. While many of us have found a calm, contemplative beauty in the game’s endless planet simulation, others have tested just how traversable Starfield’s galaxy really is, and discovered that fast travel is technically not mandatory; you can fly across a solar system if you’ve got literal hours of real-world time on your hands to burn. And you can speed up space travel with a mod if you’re so inclined.
The scale of each individual planetary zone you can land on, however, has brought up criticism from players concerning the jarring lack of vehicles. Bethesda explained that while it did consider vehicles, it instead wanted to prioritize the on-foot exploration experience. Besides, if you did have a space rover, you’d be in for a bumpy ride with all of the dead animals everywhere.
And don’t forget, Starfield has some neat watering holes if you’re looking for a break from all the space-faring adventures and just want to sit in a weird space bar with a weird space bartender.
Wacky physics, fun mods, and other shenanigans
Starfield’s engine has a wildly impressive physics simulation. Granted, Bethesda games have always had pretty cool physics, but Starfield’s seems to be a bit more realistic and lively. This has allowed players to engage in some credit theft, but also has inspired some pseudo Rube Goldberg shenanigans. You can also just pack your ship full of junk and potatoes.
Like almost every Bethesda game before it, modders have taken to improving the rougher edges of Starfield’s experience. We’re still collecting a list of must-install mods for the PC version, but at a minimum you should consider installing StarUI as it profoundly improves the experience of a game that’s already encouraging bad habits for the digital hoarders among us.
In more interesting news, one Starfield modder has taken to putting their DLSS (Nvidia’s AI-powered super-sampling tech that was excluded from Starfield’s launch due to an exclusive deal with AMD) mod behind a paywall. Now, the debate over paid mods is worth having and is not within the scope of this piece, but when you slap DRM and threaten to sneak malware onto pirated copies of a mod…that’s kinda, well shitty.
And in case you’re wondering, yes, Starfield has its share of bugs. I’ve seen a number of quest-breaking errors in my time with the game, while others are finding entire cities transported along with their ships. If my own nearly 200-hour playthrough of the game is anything to go by, save often, don’t rely on auto- and quick-saves. Starfield likes to break more often than it should.
Starfield is just getting started: DLC and more
Even after spending nearly 200 hours in Starfield, I’m still coming across new things. My opinion of it holds strong, but it’s nice to see such a large game continue to offer new experiences the more you play it.
As Video Games Chroniclepointed out, director Todd Howard stated in a recent interview that experience with previous games like Skyrim and Fallout has taught the studio to design with long-term investment in mind:
“This is a game that’s intentionally made to be played for a long time. One of the things we’ve learned from our previous games, like Skyrim, like Fallout, is that people want to play them for a very long time. […] How do we build it such that it is allowing that in a way that feels natural, and if people have played the game and finished the main quest, you can see that.”
How the future of Starfield evolves beyond just repeat playthroughs remains to be seen. It’s hard to imagine the game will see the same kind of update support that No Man’s Sky has, but Howard has repeatedly stressed that this is a game that was designed to be played for a long time.
Hype and anticipation met reality when Starfield shipped universally on September 6. It’s more than capable of delivering a fun, can’t-put-it-down experience, though it has more than its fair share of problems and weaker points. The first month has seen a number of differing opinions flourish over Starfield and Bethesda-style games in general. But with promised new features, story expansions, and a growing mod community, Starfield’s story is far from over.
Sony is preparing to sell a Spider-Man 2 PlayStation 5 bundle that will include a digital download for the game, presumably at a discount, as it ramps up plans to try and sell a record-breaking 25 million consoles this year. The company is already giving away free copies of older games to any players who activate a new PS5 in the next few weeks.
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The newSpider-Man 2 PS5 bundle was teased in an October 2 tweet. Sony confirmed to Kotaku it will be $560, the same as last year’s God of War Ragnarök PS5 bundle, saving new owners $10. The Spider-Man 2 version ships on October 20 alongside the launch of the game. Pre-orders aren’t yet live.
The sequel to the 2018 action adventure by Insomniac Games, Spider-Man 2 sees Peter Parker and Miles Morales team up together, complimenting one another’s abilities and trading off on the fly as they take on the hunter Kraven and the alien symbiote Venom. It’s one of the only first-party blockbusters that is a PS5 exclusive so far this console generation.
Sony revealed its intention to sell 25 million new PS5s this fiscal year back in April, telling investors in August it was prepared to take the “necessary measures” to make that happen. So far, that’s included discounting the old God of War Ragnarök bundle by an additional $50, and even giving away free downloads for critically acclaimed games like Horizon Forbidden West and The Last of Us Part 1. This “upgrade” promotion runs until 3:00 a.m. ET on October 21, meaning anyone who buys the Spider-Man 2 bundle could potentially get an additional game at no extra cost.
The new bundle is seperate from the special edition console that includes red and black face plates for the PS5. That went for $600 and is already sold out. Fortunately, Sony won’t be running out of Spider-Man 2 codes when it comes to the regular bundle.
Update 10/2/2023 5:05 p.m. ET: Sony confirmed the price in an email.
Cyberpunk 2077 and its Phantom Liberty expansion have a problem with wasting your time. CD Projekt Red’s open-world RPG has a feature where you have to wait an undetermined amount of time for certain quests to activate, and that persists into Phantom Liberty. Even now, after the epic 2.0 update revamped a bunch of the game, it’s still making players wait around doing nothing, praying for the next mission to pop.
Phantom Liberty Is Undoing One Key Thing That Cyberpunk Got Right
I suppose you could argue this is a creative choice meant to encourage you to spend time dipping into side missions instead of just barreling through the main quest. Cool, but then you have to wait large chunks of time before you can get back to the quests you actually want to play. The largely excellent new Phantom Liberty expansion has one of the most egregious examples of this yet, and it sounds like a lot of players are struggling with it.
The final mission in one of Phantom Liberty’s two routes is called “The Killing Moon.” Without getting into the specifics, some messy shit goes down and you have to wait for a phone call from Songbird, the skilled netrunner you meet at the beginning of the expansion. While I was playing Phantom Liberty for review, I noticed that this specific wait was probably the longest I’d experienced in my three years of playing Cyberpunk 2077.
I killed time by using the in-game wait feature, knocking off side-quests, and aimlessly sprinting around the map in hopes that she’d finally hit my line. Eventually, I got the quest to proc but it took days, maybe weeks of in-game time. I discussed this moment with other reviewers who experienced the same trouble, but we couldn’t pin down any real throughline as to what finally got Songbird to make the call. It seemed arbitrary.
Now, the expansion is out, and I was watching video producer and writer Sam Greer stream the expansion on her Twitch channel. It took her around 40 minutes to get the quest to activate. This prompted me and other viewers to try and find answers as to what the hold-up was, and it turns out that a lot of people are running into this issue. There are a handfulofReddit threads about “The Killing Moon” and the painful wait to get back into the action.
Some Redditors have suggested that you need to complete the quest “Run This Town,” which you get via a phone call from Mr. Hands, before events will progress, but Greer was able to finally continue “The Killing Moon” without completing that other quest.
Kotaku has reached out to CD Projekt Red about the issue and will update the story should we hear back. But if you’re running into this problem, know you’re not alone, and the quest is likely not bugged. There’s conflicting information on how to actually get it moving again, though.
Call of Duty’s collaborations this year have cast a wide net, ranging from putting rapper Nicki Minaj in as a playable character to adding cosmetics that are based on the Diablo series. Next month, the series is leaning into all things spooky and hellish, and that includes a tribute to Doom, the landmark 1993 first-person shooter. The Doom bundle, available on October 9 for Warzone and Modern Warfare II, includes a shotgun and chainsaw stylized to look like they did in the original game, and the visual effect is pretty cool.
Cyberpunk 2077’s Phantom Liberty DLC Probably Won’t Change V’s Fate
If you equip the gun or melee weapon, your character wields it like the space marine hero of the original game did, complete with a lower framerate that looks pretty distinct compared to the rest of Warzone. It’s nostalgic for fans of the original Doom, but it doesn’t seem to actually get in the way of the functionality of the shotgun or chainsaw, even when the game runs at 60FPS. Your character’s animations stutter a little bit when using either weapon, but it’s a pretty faithful recreation of how Doom looked 30 years ago. It rules.
The weapons are definitely the standout, but the Doom bundle comes with a few other homages to the series, as well. The full bundle includes the following:
DOOM Weapon Charm
Cacodemon & Slayer Stickers
DOOM Loading Screen
Super Shotgun Weapon Blueprint
Chainsaw Melee Blueprint
Doomguy Gunscreen
Call of Duty isn’t the only game paying tribute to the original Doom these days. Cyberpunk 2077added a mini-game in the Phantom Liberty expansion based on shooters of the time starring Keanu Reeves’ Johnny Silverhand. Even with so many games paying tribute to the 1993 classic, it’s always a good idea to revisit the OG whenever you can, as it’s pretty foundational to the first-person shooter genre. If you do decide to play it, though, maybe play it on something simple like a PC or console, rather than one of the weirder devices people have ported the game to over the years. Like a tractor or potato-powered calculator.
The video game industry is still reeling from Epic Games’ September 28 announcement that it will lay off nearly 900 employees. If developers at the Fortnite money-printing factory aren’t safe, nobody is. In perhaps the worst-timed microtransaction ever, Fortnite’s “Share The Wealth” emote went back up for sale on the battle royale’s in-game shop later that day.
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It didn’t take Fortnite news accounts like Guille_GAG long to discover the emote had returned to cap off the a day full of grim news. “Epic has brought back the Share the Wealth Emote just after firing 900 of their employees…,” they tweeted. “Epic Games is under fire for selling the ‘Share the Wealth’ Emote in today’s Item Shop rotation – just hours after 830 employees were laid off,” the FortniteBR Instagram account posted.
It appears the emote, which was added to the game earlier this year in Chapter 4: Season 3, was only on sale for a brief period before being removed. According to FortniteBR and others, the emote was removed when Epic took down the entire Daily Rotation tab from the store shortly after the emote went live.
A company spokesperson told Kotaku in an email that the “Share The Wealth” emote was pre-scheduled. “The emote was taken down when we realized the mistake roughly one hour after going live,” they wrote. Epic Games acknowledged the missing feature on Twitter and said it would return during the next item shop refresh.
“We’ve been spending way more money than we earn,” Epic CEO Tim Sweeney wrote in an email to staff announcing the layoffs. It was a peculiar invocation of of the royal “we,” considering the executive then proceeded to list acquisitions, expansions, and other business initiatives, like growing Fortnite as a metaverse-inspired ecosystem for creators, that most of the people laid off probably had no say in.
It’s unclear what sort of salary Sweeney and other executives at the company draw. Epic remains a privately owned company, so it doesn’t have to disclose any of that information. Sweeney has pushed back again the concept of a wealth tax in the past, claiming that it would penalize people like him by forcing them to sell equity in their companies anytime they become more valuable. While the larger company remains a black box, we do know that Fortnite made $9 billion in its first two years, and Epic continues to rake in “billions of dollars a year in revenue from player purchases.”
“The reality of being laid off by Epic while being treated for skin cancer has hit me and woken me from a not sound sleep and I don’t think there are words for how furious I am at the company, the leadership, their greed…all of it.” one former Epic employee tweeted overnight. In the meantime, Epic is still burning money on things like Epic Games Store, its Steam competitor, showering players with free games. The latest freebie is the action RPG Soulstice, which is normally listed at $40.
“Saying goodbye to people who have helped build Epic is a terrible experience for all,” Sweeney wrote in his email to staff. “The consolation is that we’re adequately funded to support laid off employees: we’re offering a severance package that includes six months base pay and in the US/Canada/Brazil six months of Epic-paid healthcare.”
Using a public copy of the Baldur’s Gate 3 script, one Reddit user discovered the worst decisions you could make when interacting with your companions, whose approval impacts the role-playing game’s story options. From the script, u/sudosussudio picked out 11 decisions that will set you back significantly in your friends’ eyes, including one choice that could piss off Tiefling Karlach forever.
Baldur’s Gate 3’s Karlach Actor On Playing The Beloved Barbarian
Most of BG3’s mean girl options will drain you of around 20 approval points, which you accrue immediately after deciding on an action. These points determine which characters you can romance or engage with more deeply through sidequests, so a 20-point drop could damage your gameplay in the short-term. But, over time, you could recover from it with a handful of smaller, five-to-10 point decisions. According to sudosussudio’s r/BaldursGate3 post, shaming Astarion for biting a Drow girl’s neck (-15 points), giving Shadowheart up to Drow cleric Viconia (-20 points), and telling Gale he can’t see the book about the almost divinely powerful Crown of Karsus artifact (-20 points) make up some of these less consequential bad choices.
Here are other relatively low-tier, low-approval choices:
Preventing Astarion from turning you into his vampire spawn near the end of his romance quest (-15 points)
Leaving Karlach behind and beating demon politician Gortash, her nemesis (-20 points)
Deciding alongside the Emperor Mind Flayer that Jaheira’s old friend Minsc shouldn’t be protected (-20 points in Jaheira’s approval)
Those looking to romance or engage more deeply with the backstories of any character named above should exercise caution about these choices, but there’s no real reason to run scared if you slip up. However, some possibilities are more impossible to move on from. These include:
Meanly informing Karlach that you’ve “had [your] fun” and want to break up (-30 points)
Denying Gale a magic item twice, then saying “I’m not giving you anything. Not now, not ever” (-30 points)
While playing as Astarion, reiterating to Gale that you aren’t a vampire, although he knows you are (-30 points)
Offering Jaheira or Minsc (or both) to Sarevok as sacrifices (-50 points)
Then, the most terrible thing you can do to a BG3 companion doesn’t involve death, magic, or anything otherworldly. It requires only a layperson’s obnoxiousness: after deciding to have sex with Karlach, immediately tell her it was a mistake (-100 points). You shouldn’t try that with any real life companions, either.
Doom is still a very good first-person shooter, even if it’s nearly 30 years old. But that first, world-changing chapter did lack something that its predecessor, Wolfenstein 3D, had plenty of—Nazi killin’. Thankfully a new total conversion mod for Doom, called Venturous,has fixed this and in the process created a whole Indiana Jones-inspired game.
Cyberpunk 2077’s Phantom Liberty DLC Probably Won’t Change V’s Fate
Released all the way back in 1993, the original Doom from id Software was a big step forward for video game technology and also helped popularize the first-person shooter genre. Even today, three decades later, people are still playing and modding Doomand all of its sequels. So it’s not shocking that in 2023 someone has spent a lot of time on a brand-new total conversion mod for the original Doom that turns the game into a Nazi killin’ adventure that sees you spanning the globe as you look for the lost city of Atlantis.
Venturous, developed by PixelFox, came out earlier this month but in the last week has become more popular as folks have discovered this rad adventure-themed GZDoom mod. I just came across it today and ended up getting distracted for about an hour playing it instead of doing my job and writing about it.
Pagb666 / id Software
What immediately stood out to me about Venturous is how heavy guns feel. Even the starting pistol is no peashooter and can take down rooms of Nazis in a few seconds. I also like how the mod plays around with darkness, especially in the first level. You have to use a torch to see in some areas. And you can only hold the torch while using the pistol, which has limited ammo, forcing you to sometimes fight in the dark if you run out of handgun bullets. However, you can also toss the torch to light up areas and make combat easier in these dark hallways. Or you can even chuck the flaming torch at enemies and set them on fire.
The mod has seven maps split across three areas with each map featuring new weapons and enemies. I especially love the MP40 SMG as it sounds menacing and does a lot of damage very quickly. The new lever action shotgun is also just as good and dangerous as any shotgun found in official id Software shooters.
Developer PixelFox—who had only created two maps before this massive project—explained that they made this mod because they wanted to play an “Indiana Jones-style adventure” in a retro shooter engine. So after a year of learning how to create something like a total conversion mod pack, PixelFox has finished Venturous.
You can download and check out Venturous yourself for free. Just a heads up before you hop in: You’ll need to download and install GZDoom and get that all set up first, and this particular total conversion requires the data file from the original Doom, not Doom II. But once you have that sorted, you’ll be able to enjoy this mod and three decades’ worth of other cool stuff, too.
A teaser for a Star Wars: Knights of the Old Republic remake coming to PlayStation 5 nearly stole the show at Sony’s September 2021 showcase. But reports surfaced last year that the project was already in trouble. Now Star Wars fans have noticed that Sony recently deleted tweets about the game and has hidden the trailer from its official YouTube channel.
Unboxing The Baldur’s Gate 3 Collector’s Edition
Word that the teaser trailer had been removed from PlayStation’s channel first began to spread on September 28 on the Gaming Leaks and Rumors subreddit. Twitter user Crusader3456 later shared a thread showing that Sony’s tweets about the teaser from the original 2021 PlayStation Showcase had also been deleted. The only official mention left appears to be a single tweet promoting multiple games from the livestream.
Screenshot: Sony / Kotaku
It’s possible the highly anticipated KOTOR remake is still alive and this is just some weirdness on the part of Sony’s social media department. It also might be the case that the project, which debuted as a PS5 exclusive, has all but been canceled amid ongoing development issues and massive budget cuts at parent publisher Embracer. Sony and Embracer did not immediately respond to a request for comment.
Bloomberg reported in July 2022 that the developers has spent a significant amount of time and resources on a proof-of-concept demo that failed to past muster at a review meeting. Several senior leads were let go from the project, and the following month development on the KOTOR remake shifted to Saber Interactive in Europe (Aspyr is based in Texas).
Fast-forward a year, and parent company Embracer is instituting cuts across its sprawling portfolio, including canceling games and shutting down entire studios like Volition, after reportedly losing out on a $2 billion investment from Saudi Arabia. Aspyr also announced in June that it would bail on shipping a promised DLC pack for its Star Wars: Knights of the Old Republic 2 remaster on Switch. A fan is now suing.
A successful remake of KOTOR would be a lynchpin project for any publisher, especially as new Star Wars shows flood Disney+ every year. It would also be an incredibly ambitious and challenging endeavor for even the best studio. It’s not yet clear if Embracer has given up hope on the project. Fans certainly still haven’t.
Unlike Panam, Judy, and Kerry, River is the one companion you have to go out of your way to meet. Finding the Night City cop and helping him sort through a local mystery that weaves in and out of his family life makes for one of the most interesting breaks in Cyberpunk 2077’s usual action. Expect a little combat and chatter, but also light adventure game mechanics and some pretty horrifying Night City lore.
This questline does, however, unmask Cyberpunk 2077’s weird, inconsistent framing of cops and law enforcement, even weaponizing the ACAB saying in a particularly tacky lift that I’m not wild about. But if nothing else, these quests offer, for your inspection, a layer of the game’s inherent worldview that’s worth examining and dissecting.
Cyberpunk 2077 players have discovered a new arcade cab hidden in an abandoned church just outside Night City. This new arcade machine, added as part of Cyberpunk 2077’s free 2.0 update, lets you play a Doom-like retro shooter starring Keanu Reeves’ character, Johnny Silverhand.
Cyberpunk 2077’s Phantom Liberty DLC Probably Won’t Change V’s Fate
Cyberpunk 2077’s 2.0 update and its massive Phantom Liberty expansion have added a lot of new content and features to the already-huge first-person RPG. But who cares about that stuff? (Editor’s note: A lot of people, actually.) Personally, I’m more excited to see that even in the horrible dystopian future of Cyberpunk 2077 people are still making and playing Doom clones. Some things never change, I guess.
To play this new arcade machine, you’ll need to go into the badlands outside Night City and head south to find a lone, abandoned church just north of a protein farm, which is also a fast-travel point. So if you’ve already unlocked the farm for fast travel, feel free to zip over to save yourself a drive into the badlands.
Regardless of how you get there, enter the church, and on the right you’ll find an Arasaka Tower 3D playable arcade machine.
Arasaka Tower 3D is very clearly an homage to classic id Software shooters like Wolfenstein 3D and Doom. You play long-dead rockerboy Johnny Silverhand fresh off his historic bombing of one of the world’s most powerful megacorps’ headquarters as he tries to escape the tower, blasting numerous guards as he ambles—surprisingly slowly—toward freedom. Aside from the lack of speed the gameplay looks surprisingly retro, including the fact that you can’t look up or down, as was the case in many classic ‘90s shooters. The full game is about 10 minutes long or so and includes five levels complete with secret doors.
Do you think people in the Cyberpunk 2077 universe have modded Arasaka Tower 3D to death and got it running on ATMs and other weird devices, like how Doom is playable on just about anything in our world today? I hope so. I hope some nerds have made it fully open-source at this point and created whole new levels for it, too.
I guess once you’re done playing Araska Tower 3D you can go and play the rest of Cyberpunk 2077, including the new expansion. I hear it’s like Doom but you can look up and down now. Wild stuff!
Cyberpunk 2077’s Phantom Liberty expansion has its own self-contained conclusion, but depending on your choices throughout the story, you can unlock an entirely new ending for the base game, too. You just have to make certain choices to get it.
Cyberpunk 2077’s Phantom Liberty DLC Probably Won’t Change V’s Fate
If you’re worried about missing the ending but don’t want to outright spoil the story trying to unlock it, good news: We’re going to tell you which dialogue choices to make without getting too into concrete details about what’s going on in Phantom Liberty. We’ll show images of critical points and attempt to vaguely describe any decisions you have to make, but won’t describe the story itself. If that arrangement sounds good and you want some guidance on reaching Cyberpunk 2077’s new conclusion, read on. If you’re worried about even no-context references to certain events, turn back.
Phantom Liberty has a major diverging point in the quest Firestarter. Your decision here will put you on one of two routes that are drastically distinct from one another and reveal different things about its new characters. You can still access Cyberpunk 2077’s new ending from either of these routes, but you will have to make certain decisions within them to reach it. Once you see one route through to the end, it’s really worth loading up an old save to start a fresh run to try the other, too, as this will give you the greatest understanding of Phantom Liberty’s story.
All that being said, the branching point is well-signposted, and you’ll know it’s coming before you get there. The decision that puts you on one Phantom Liberty route or another happens in this scene:
Screenshot: CD Projekt Red / Kotaku
Here, you’ll get two dialogue options that each correspond to one of two actions. Either route can unlock the new ending, but depending on your subsequent choices, you might lose out on that ending entirely. And hey, maybe there’s some good role-playing material to work with by not pursuing it. But assuming you want to at least see the ending and decide if you want to keep it as your canon conclusion, read on for what you have to do in each route.
To keep things as spoiler-free as we can, we’ll just label each route by V’s dialogue option as opposed to the actual action that takes place.
“One more second…”
This route is much more straightforward in how to unlock the new ending. Without divulging specifics, the only thing you have to do in this route to unlock the new ending is ensure that Songbird lives. There’s a specific decision point near the end of this route that will determine the netrunner’s fate, and as long as she survives, you will be able to see the new ending.
“I’m with you.”
Conversely, it’s a bit trickier to unlock the new ending in this route, and it’s especially difficult to explain how to unlock it without spoilers. But if you go with this decision, you’ll have to play through the expansion’s final quest and essentially turn heel at the very end. Idris Elba’s character Solomon Reed will engage you in conversation after a climactic battle, and you have to agree to a deal he proposes.
Both these routes, regardless of the decisions you make within them, will bring you to Phantom Liberty’s credits sequence, after which you’ll be put back into the open world. But if you made the specific decisions within either route that unlock the new conclusion, wait for Reed to contact you, meet up with him, then follow the quest objectives to see the new ending. This means if you follow either of these paths, you will end your Cyberpunk 2077 playthrough with the new ending. That also means you’re reaching a point of no return and the game’s final credits will roll.
If you don’t make the Phantom Liberty choices that unlock the new ending, you’ll be put back onto the base game’s main path and will have to follow it through to one of the original endings.
What happens if I unlock Phantom Liberty’s new ending before finishing Cyberpunk 2077?
Phantom Liberty’s new ending is different from the other endings in Cyberpunk 2077, as it will essentially wipe the rest of the game off the table so you can see its new conclusion. This is part of why I recommend finishing Cyberpunk 2077 with one of its original endings before seeing Phantom Liberty’s, because taking the new Phantom Liberty ending will end your playthrough before you’ve experienced large swaths of the main game. Plus, the new ending is much more centered on the expansion’s characters than it is the bulk of 2077’s cast, so it definitely has a weird place in the continuity.
If you do play through Phantom Liberty before finishing Cyberpunk 2077, especially the companion quests (Kerry, Judy, Panam, River), you will miss out on some character beats in the new finale. Thus I also recommend at least seeing their storylines through before you head into Phantom Liberty’s finale.
Part of the appeal of video game remasters and remakes is the prospect of playing an old game on better hardware that can, ostensibly, run it better than your old console did back in the day. That is the hope, at least. Unfortunately, not every “remaster” is an improvement over its source material—just ask the Grand Theft Auto Trilogy collection. Now, eyes are turning toward Konami’s upcoming Metal Gear Solid: Master Collection Vol. 1., with fans hoping it doesn’t run into those same issues. On that front, today saw the emergence of one new slightly disappointing tidbit.
Tears Of The Kingdom’s Newspaper Questline And The State Of Hyrulean Journalism
The original 1998 PlayStation Metal Gear Solid ran at 30 frames per second, and Konami has now confirmed that will still be the case for the newly remastered edition launching in the Collection on October 24. News of this comes from a graph on the compilation’s official website, which says the first MGS adventure will run at 30fps on all platforms, while Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 3: Snake Eater will run at 60fps on all systems except for the Nintendo Switch.
To be clear, the original Metal Gear Solid ran at 30fps when it launched in 1998, but it being locked to that lower framerate across the board seems odd in 2023, especially when its sequels will apparently have some scaling depending on which platform you buy them on. (For reference, MGS2 originally ran at 60fps, while MGS3 was originally a 30fps game.)
Here’s the full rundown:
Screenshot: Konami / Kotaku
There’s been chatter about the games’ graphical resolutions as well. It’s a bummer to see that none of these games will run at 4K resolution, even on PC, PlayStation 5, or Xbox Series X/S. This lack of 4K support was confirmed back in August.
All of this comes ahead of Konami’s separate, upcoming Metal Gear Solid 3: Snake Eater remake. That’s titled Metal Gear Solid Δ: Snake Eater, presumablyso the number doesn’t scare anyone off from playing the game. MGS3 was a prequel in any case, so you didn’t need to know everything going in to understand it.
There’s been a lot of attention given to Baldur’s Gate 3’s sex, sexiness, and sexuality since it launched in August. Larian Studios’ Dungeons & Dragons RPG has received both high praise and some criticism for its party of adventurers doing the horizontal tango. It’s received acclaim for its lack of restriction and focus on player expression, as well as accusations that you have to beat some of these characters away with a stick lest they start humping your leg.
But wherever you fall on that spectrum, sex is an important part of Baldur’s Gate 3. It’s an extension of your character’s identity, relationships, and personality. Choosing to engage in various sexual escapades is just as much a part of your story as only experiencing it with one partner through its 100+ hours. We talked with Larian Studios about why sex is a big part of Baldur’s Gate 3, and the lengths it went to ensure its intimate scenes were of the same quality as the rest of the stellar GOTY contender.
The difference between a “game with sex in it” and a “sex game”
Sex in games can be a marketing bullet point, a source of controversy, or feel like a “reward” for completing a quest, but when you have a game built on relationships and choice, sex isn’t just sex. It’s an expression of love, companionship, lust, or an extension of world-building as fantasy elements factor into how people are intimate with one another. For Larian, putting so much sex in their game required a balancing act to decide how best to portray sexual conquest in the context of its world and represent the specific characters taking part.
Jason Latino, the cinematic director behind the RPG, told Kotaku the studio used prestige television as a point of reference, especially shows that contain sex, but don’t centralize it so much that it becomes the sole conversation point.
“A lot of it was talking to Swen [Vincke, Director] and pointing at cable television and streaming references,” Latino said. “American Gods was an oft-repeated touchstone, and there were articles about how that production was trying to push boundaries for sexual content in American television. This defined the tonal boundaries. After this, deciding on what felt right from an interactivity standpoint was the next big milestone. We wanted Baldur’s Gate 3 to be a ‘game with sex in it’ without becoming a ‘sex game.’”
And Latino, who was brought onto the team in 2019, said it was a personal mission to ensure the sex scenes lived up to the rest of the game’s quality standards.
“From the production side of things, Larian has been making RPGs for a while and romance has already been a component of how to make our characters feel three-dimensional on past projects,” he said. “As I was hired to introduce cinematics into that approach, I never wanted to be ‘the guy that made Larian games smaller,’ and had to look at every piece of what the studio had achieved in the past and ensure that cinematics were additive and not subtractive.”
Screenshot: Larian Studios / Sam Greer
But intimacy in Baldur’s Gate 3 goes beyond the conventional ways people have sex. This is a magical world made up of magical people, so it makes sense that sex would be a bit unorthodox. The first sex scene I saw was between my Warlock main character and Gale, The Wizard. Gale believes his life forfeit and his time is limited, and wanted to give me a “perfect” night in his study in Waterdeep. He conjures the room, adorned with books, fancy art, and a magical self-playing piano, with the sun shining over the sea beneath the balcony. Then, he astral projects both of our spirits into a space-like realm, where our souls intertwine with one another. Gale copies himself until my character and the Wizard are essentially having a floating, spinning foursome in a void. It’s intense and expresses a raw, melancholy desperation of Gale’s mindset, but it’s also magical and ethereal.
The scene already looks like it took a chunk of Baldur’s Gate 3’s cinematic budget, but according to Latino, it was scaled back from the team’s original vision to adapt for the technical lift.
“I think it started as constellations shifting to take on the forms of Gale’s descriptions, which was a really cool concept, but in practice would have been extraordinarily difficult to pull off,” Latino said. “From that point we started thinking about it in terms of astral projections, a visual treatment we’d already achieved in the engine already—which then led to us asking how do these projections make love.”
Screenshot: Larian Studios / Kotaku
In this scene, Gale and the player’s spirits are interwoven in a way that is, well, magical. Gale’s multiple forms envelop the avatar, moving on the surface of their skin and also through them, all while suspended in the air. It creates a distinct visual motif not found in other romances that captures the connection between the two characters while feeling distinctly not of this world.
“We wanted to explore meditative and geometric poses as a starting point and iterate from there. Many drawings and animations later we started experimenting with compositions inside our cinematic toolset. I think this is where we developed some of the afterimage-like movements and the multiple limbs. We wanted this to feel like Gale and their partner were really merging into one, new, perfectly harmonious being. It was an intuitive process of different artists escalating one another’s’ ideas.”
Bringing magic to where the magic happens
Gale’s not the only character whose sex scene references Dungeons & Dragons lore. Much to the internet’s delight and dismay, the Druid Halsin can shapeshift into a bear, and Karlach, the Tiefling Barbarian, has side quests tied to cooling the infernal engine in her chest before she can do the deed, lest she burn her partner alive. For Larian, crafting these scenes and using them sparingly, as opposed to every pursuit ending in some magical climax, was a team effort, and writers relied on each other to check them if things got out of hand. According to Associate Lead Writer Chrystal Ding, they wanted to create scenes they hadn’t seen in games before, but the team’s collaborative nature kept everyone grounded, even when writing Druid sex.
“Sometimes it’s clear what scene you’re going to need, and sometimes, it’s having the space to let your imagination do the driving,” Ding said. “We’d always rather let the writers go nuts and reign things in later than try to censor at the outset, and we’re fortunate that the iterative way we work gives us that space to try things out. You can usually tell pretty quickly when you show a draft of a scene to your colleagues whether it’s good-weird or too-much-weird by their reaction, and that’s a really important litmus test of whether an idea is worth pursuing or not.”
The uniqueness of all of the characters was both a challenge and an exciting prospect when it came to writing sex scenes for each potential relationship. Where some RPGs tend to operate on a template of when and how your character might do the nasty, such as the original Mass Effect’s sex scenes almost all taking place just before the final mission, Larian Studios wanted Baldur’s Gate 3’s sex scenes to be unique for each character, and not held to any specific timing or format in the relationship. You can have a romp with Astarion early on in the game’s first act, where some relationships like Shadowheart’s are more of a slow burn.
“If you’re going to conceive of any romantic encounter with these characters, you’re going to try to focus on what makes them unique,” Latino said. “Then it’s up to the [artists] to make sure it feels like a natural progression of the drama, rather than coming off as a gimmick.”
This asymmetry means that not everyone’s sex scenes are equally explicit. Scenes like Minthara’s or Halsin’s show much more than say, Shadowheart’s or Wyll’s, as some of the characters “just want to share a glass of wine or simply be held,” according to Latino . Gale, for example, has two possible sex scenes. One can be the aforementioned astral projection scene, or, if the player insists they don’t need the spectacle, they will simply kiss on a conjured bed, then the scene fades to black.
“We did our best to follow the drama,” he said. “Gale [has a magical means]of love making if the player [desires] spectacle, nuance, and space to ease into the magical imagery. Choosing the non-magical route, there’s not a lot of drama to that. Making just a normal romance scene on the bed with Gale for the sake of [parity] didn’t sit quite right with me, it felt gratuitous.”
Screenshot: Larian Studios / James Whitbrook
To Latino, having different scenes, even if some were more or less safe for work, is part of what makes Baldur’s Gate 3 stand out against contemporaries that just model swap different love interests for similar scenes. Plus, it keeps the player from thinking they know exactly what’s coming as a relationship unfolds.
“I’m proud of the amount of romance we offer as well as the variety,” he said. “The asymmetry is part of that, too. Games tend to templatize in order to protect from scope creep and after the pattern recognition of the player kicks in, it all feels a bit prepackaged or less special sometimes. We never wanted people to feel like ‘oh, a cutscene started, I can put my controller down,’ which I think we achieved through asymmetry. The player never knows what’s going to happen when they click on an NPC or one of their companions. It feels more alive this way.”
As for what didn’t make it into the game, Latino said the team’s iterative process meant that most ideas for romance scenes are inBaldur’s Gate 3 in one form or another, as the team would have rather changed something than cut it out entirely if it could elevate a love story. He also said every romance scene was “executed as intended” in the final game. So scenes like the one with the druid sex workers in a Baldur’s Gate brothel, which is portrayed solely through narration over a black screen, is exactly how the team envisioned it.
“Honestly, we adapt and transform ideas until they work more often than not,” he said. “It’s all about iteration and doing justice to the characters and the player’s journey with those characters. If something was cut, it would have been before it reached the cinematic team, which often means writing decided it wasn’t the right fit for the story.”
Baldur’s Gate 3 makes sex special for everyone
Writing and animating sex scenes for different romance routes is one thing, accounting for the myriad of created characters these scenes had to fit was a whole other beast of. The RPG’s character creator lets you make a hero from one of 11 different races, each with different body types and heights. The game ran into some trouble with this early on, with some animations not accounting for short races like a dwarf (the issue’s since been patched), but as far as the actual sex scenes go, Larian’s animation team was operating on the assumption that every romance would be pursued by characters as small as a Halfling and as large as a Dragonborn.
This was a major challenge for the performance capture team, which, on top of voice acting, worked in a mo-cap studio to help the team animate scenes. According to Performance Director Greg Lidstone, intimate scenes came later in motion capture sessions so everyone had a better understanding of the process before diving into the romance stuff. And each scene had to be mo-capped twice to account for whether or not the player would be playing a tall or short character.
Screenshot: Larian Studios / Kale Ryder
“Obviously, we knew the height of the partner, so we always had to play it relative to Astarion, Karlach or whoever was required,” Lidstone said. “Sometimes complicated physical movement would be given to the companion as we knew their height, but we had to make sure the player was an equal participant, so it comes down to adjusting contact points and camera placement.”
While the choreography could be elaborate, it turns out that mo-capping and animating a sex scene in and of itself isn’t the hardest part of portraying intimacy in Baldur’s Gate 3. Even when they’re taller or shorter, most characters have the same broad form to work with and animate around—AKA, their parts are in the same spots. According to Lidstone, the hardest thing about animating romantic encounters is far more PG.
“Kissing was actually the most difficult, in my opinion, as we had to consider snouts, horns and beards as well as height,” he said. “I think for a lot of people, that first kiss is key. It’s the culmination of the relationship and would cheapen the player experience to cut away from it. The player has invested time and emotion to get here and they want that payoff to their commitment, and we certainly didn’t want to let them down.”
Screenshot: Larian Studios / Ty Galiz-Rowe
With all these factors involved, it might have been easier for Larian to restrict your romance options, but Baldur’s Gate 3 lets you pursue anyone as anyone. For Larian, this was an extension of the expressive freedom of its character creator, and said the additional work it took to accommodate for different player identities was “energy well spent,” according to Latino.
“The promise of our character creator is more than just picking a class and appearance, it’s also a way for the player to tell us what kind of adventure they want to have,” Lidstone said. “While we want that experience to be flavored by those decisions, we never want them to feel like they made a bad decision or that their choices shut them out of anything. It’s really as simple as that.”
How intimacy coordinators helped elevate sex in Baldur’s Gate 3
Because Baldur’s Gate 3’s sex scenes are as elaborate as they are, Larian brought in intimacy coordinators to help with the process. Intimacy coordinators act as a coach between the development team and the actors to ensure everyone is comfortable and communicating while shooting intimate scenes. This line of work is commonplace in movies and television, and is gaining traction in gaming—Half Mermaid Productions used an intimacy coordinator for the 2022 mystery game Immortality.
According to Lidstone, conversations about bringing on intimacy coordinators began as it became clear how off-the-wall some of the romance scenes would be. While it was a new experience both for the team and for the coordinators, Lidstone said the coordinators provided insight he and his team needed to create the most comfortable environment for everyone involved. This included talking to actors to build rapport and trust and to discuss boundaries, as well as suggestions for “complicated blocking” on the set.
“I certainly hope to keep my mocap volume a safe and joyful space to work, but when dealing with heightened emotions and sexuality it’s a definite benefit to have a person trained to ensure the actors and the rest of the team have support,” Lidstone said. “Everyone has their own relationship to sex and sexuality and for us, it just made sense to keep everyone emotionally and physically safe while recording.”
Lidstone hopes more dev teams will use intimacy coordinators in the future.
“Over the last few years, attitudes toward sex have evolved and intimacy coordination as a specialty is a reflection of that shift,” Lidstone said. “Games have been exploring romance and sexuality for a while now and it’s wonderful to have new tools and support to navigate this space. Actors do their best work when they feel comfortable and it’s just right for us to meet those needs.”
Screenshot: Larian Studios / Kotaku
Baldur’s Gate 3’s intimacy coordinators helped create accommodations for a particularly challenging sex scene: the one with Haarlep, the devil Raphael’s incubus, which can occur near the end of the game. The encounter between the player and the shapeshifter has the incubus take the form of Raphael himself, or, if the player wishes, a feminine version of him, and climbing on top and gyrating on them as they lie on their back in one of the most straightforward sex scenes in the whole game.
“It’s very physical and probably closest to a traditional live-action sex scene and required the most discussion beforehand,” Lidstone said. “We ensured the set was closed, that everyone understood what the goals were, and that we all felt comfortable with what we were doing.”
Meanwhile, some of the sillier moments, such as the Halsin bear scene, weren’t quite as intense for the actors, even as ridiculous as the moment is on paper.
“The bear scene is an interesting one as in its final form it is pretty surprising, but on set it’s not a very extreme set of moves for the actors,” Lidstone said. “There were certainly raised eyebrows, but everyone on set was extremely professional and leaned into the absurdity of the moment.”
While some scenes like the Incubus are grounded in a very literal perception of sex, some magical things are too other-wordly to do on a motion capture stage. In Gale’s astral projection scene, all of the points where he and his paramour were floating in the air were keyframed. As talented as Baldur’s Gate 3’s actors are, they can’t split themselves into copies of themselves and grow multiple limbs.
“We didn’t do any wire work or anything to approximate those zero-gravity moments, it was just good old-fashioned animation,” Latino said. “When you get actors on a set, you want to be sure you’re going to use all that data. But with the projection sequence we knew it would be a very iterative process, so we approached it as an exploration of poses, layering in motion where needed and throwing out bits that didn’t work.”
Sex is there if you want it, but can be hidden if you don’t
Between bear sex, astral projection sex, burning engine sex, and every other variation, Baldur’s Gate 3’s approach to intimacy is more explicit than most AAA games get. Because of this, the team at Larian wanted to to give players the chance to adjust the experience if they weren’t feeling up to seeing it. This extends to the character customization screens and if you take off your character’s underwear in the game world.
“Ratings boards are very clear about their guidelines, so there was never a fear of accidentally crossing any boundaries with them,” Latino said. “We also took steps to add content features where nudity could be hidden and sexual content could be skipped so this allowed us to trust that our players would make the right decisions for themselves about what they wanted from our M-rated game. For me there wasn’t much stress or hesitation about it.”
The only time ratings boards became an issue was during Baldur’s Gate 3’s early access period, which only included one full-blown sex scene in the form of Minthara. It’s one of the most explicit in the game, and that was done on purpose—it had to broadly represent the kinds of scenes players could expect in the final game.
“The stress I did experience was getting the first romance scene out for ratings because we were in the middle of our push to release Early Access,” Latino said. “I wanted more time to experiment artistically but we needed to make a scene for submission that would be representative of our portrayal of sexual content in the final version of the game.”
Screenshot: Larian Studios / Kotaku
All the extra work has made sex in Baldur’s Gate 3 one of the biggest discussion points surrounding an expansive, often overwhelming RPG. Whether it involves Druids transforming into animals or a Wizard wrapping himself around your soul, Baldur’s Gate 3’s sex scenes manage to capture a grounded humanity in how people connect. Yes, sex can form a deep connection, but it can also be silly, awkward, and transient. You can argue the tadpole-infected camp is full of a bunch of overly-horny weirdos, but even when the approval mechanics undermine them, they’re all just trying to get by, and most of them would like to do that with someone by their side and in their bed. Or, you know, floating in an ethereal void.