Epic Games held a little showcase at the Game Developers Conference earlier today, called State of Unreal. Designed as a way to keep everyone who makes games up to date on whatâs in store for the industry-dominating Unreal Engine, the highlights are also obviously interesting to anyone who plays games as well.
Both Epic and some external studios took the opportunity to show off some of the stuff theyâve been working on in Unreal Engine 5. The shortest video, and perhaps most impressive, is this clip from Ninja Theoryâs Senuaâs Saga: Hellblade II, which highlights some incredible facial animation capabilities (using Metahuman, which weâve written about previously):
State of Unreal – Senuaâs Saga: Hellblade II | GDC 2023
It still doesnât look real, thereâs something about the exaggeration of the lips and her teeth that I canât fully explain, but it still looks amazing.
Another subject of the technical showcase was action RPG Lords of the Fallen, with a more conventional look at how games are made using the engine:
Lords of the Fallen – State of Unreal Technical Showcase Trailer GDC | Wishlist: PC, PS5 & Xbox X/S
Next up is this gameplay demo from Infinitesimals, a backyard bugs game that Iâm pretty sure was first announced years ago, but which is still in development. This clip is a little more developer-focused, but still gives you a look at how Unreal Engine 5 handles the scale of a large open world:
Infinitesimals – Unreal 5 Gameplay Demo | State of Unreal 2023
And finally weâve got this driving video, which is not just an ad for Unreal Engine and Epicâs Quixel, but for EV company Rivian as well (their carâs dash screens run on the Unreal Engine). This one is showing off some lovely foliage, along with some impressive driving physics as well (itâs particularly neat how the car will hit small rocks that will then fly away):
Unreal Engine 5.2 – Next-Gen Graphics Tech Demo | State of Unreal 2023
While itâs expected to take everything shown at these presentations with a grain of salt, itâs encouraging that three of the four videos here were of actual games currently in development, meaning that the usual âwell, your actual games arenât going to look this goodâ caveats we normally need on these posts arenât quite as needed here.
This is Life By You, an âupcoming, moddable life-simâ being made by Paradox Tectonic:
Life by You – Announce Trailer
Thatâs a Sims competitor all right! While it might look initially like itâs cutting very close to Maxisâ cloth, Paradox say the big draw here is that Life By You is going hard on creation and customisation suites (harder than The Sims goes, anyway), letting players shape not just their appearance and homes, but their careers and conversations as well.
Open up a new world of creative possibilities in Life by You. Be in total control of the humans that you create, the towns that you build, the stories that you tell. And oh yes â mods! We know life is always better with a heavy sprinkle of your imagination, so weâre empowering you with a wide variety of Creator Tools so you can design your lives the way you see fit â or break the rules of life itself. Designed to be one of the most moddable and open life-simulation games, we look forward to the humans, stories, and creations that youâll make with Life by You.
Life By You is for the PC only, and will be entering Early Access (on both Steam and the Epic Games Store) on September 12.
It was always a little weird that The Sims has remained unchallenged for so long, considering both its age and immense popularity, but then making these kinds of games is hard work! Weâre finally getting some serious competition in the space now though, between this and the promising Paralives, so itâll be interesting to see what effect all that has on The Sims 5…whenever it releases.
With Resident Evil 4’s remake due out this week, Capcomâs marketing for the title is swinging into high gear, and while that would not normally move any of my needles, this little anime they had made for the game is just too good.
Its full name is âResident Evil 4 Anime PV Resident Evil Masterpiece Theater – âLeon and the Mysterious Villageâ EP 1″, which isnât the catchiest, but it at least gets the point across. It only runs for 56 seconds (and thatâs including title screens), but it is 56 seconds of pure joy for anyone who has ever played this game across its 117 previous releases.
âStory of my lifeâ indeed, my guy:
Resident Evil 4 Anime PV Resident Evil Masterpiece Theater – âLeon and the Mysterious Villageâ EP 1
If you were thinking that animation style looked familiar, thatâs becauseâas the credits at the end stateâthe clip was made by storied Japanese studio Nippon Animation, who among many other things are known for their old show Masterpiece Theater (hence the name in this case) which would showcase short anime episodes every week that were adaptations of existing works.
While the remake isnât out until March 24, reviews for the game went live last week, and for the 188th time people are finding that, yes, Resident Evil 4 is a good video game:
Out March 24 on PlayStation, Xbox, and PC, the Resident Evil 4 remake updates one of the best entries in Capcomâs long running survival horror series. Following in the footsteps of previous remakes for Resident Evil 2 and 3, the newest game still sees Special Agent Leon S. Kennedy sent to a Spanish village to rescue the Presidentâs daughter from a weird cult. This time things are just much prettier, the controls and UI are more modern, and thereâs some new content like additional side-quests.
A number of places like IGN have given the game perfect scores, and it currently sits at over 90 on Metacritic. At the same time, not everyone is under the remakeâs spell. âSeveral smart changes; a few disappointing cuts,â tweeted Edge magazineâs deputy editor, Chris Schilling. âWhen itâs good itâs brilliant, but largely in the exact same ways as the original.â
Lance Reddick, the actor whoâs been lending his voice to games ranging from the Horizon series to Quantum Break, passed away Friday. He was 60 years old. While heâs been in films and TV shows such as John Wick and The Wire, Destiny players know him best as the commander of The Last City, the Awoken Guardian Zavala. Now, folks whoâve heard the news of Reddickâs death are flocking to his in-game character to honor him as their forever commander in a wholesome display of gamer solidarity.
Zavala is a mainstay in the Destiny universe. One of the first characters you meet after waking up in the original game and blasting your way through an alien-infested planet, Zavala could be found in the Towerâs war room alongside Cayde-6 and Ikora Rey. A kind of stoic blank slate in the beginning, he would primarily sling a variety of Titan armor in silence. However, heâs been given a lot of emotional backstory in the years since, with the character evolving in significant waysâheâs more talkative when you see him in the Tower now, standing alone and looking out at the Traveler, pontificating on the state of the world and his role in it in Reddickâs dulcet tones.
In last yearâs Witch Queen expansion, he grappled with his faith as cosmic forces challenged it, which gave Reddick even more room to flex into Zavalaâs character and personality. Subsequent seasons revealed a familiar tragedy from his past that still haunted him. Infamous lines memed into oblivion like, âWeâve stepped into a war with the Cabal on Mars,â also gave way to intimate personal tales of grief and struggle.
So, with the news that Reddick has suddenly passed away due to what police are saying is natural causes, many Guardians are now paying their respects to the beloved Titan Commander, heading to the Tower to pay tribute to him as best they can. Games journalist Saniya Ahmed shared a picture of gatherers at the Tower, writing that some players were giving each other emote hugs.
Kotaku senior editor Alyssa Mercante jumped into the game and confirmed there were folks gathered around Zavala. Several players deployed the Peaceful Rest emote, which surrounds them in neon-colored tower candles. Another held a shield and sword made of light. A few just sat.
Folks are heartbroken over this loss, including many Bungie employees, who shared their immediate reactions to the shocking news on Twitter. Artwork of Zavala has already been drawn up and sent out. Content creator Uhmaayyze shared an older image of Reddick holding a Destiny gun, beaming. Zavala quotes are circulating online, their meaning holding even more weight in light of this loss. Some players are even planning a âcommunity-wide silent sit-down eventâ in front of Zavala to pay tribute to Reddickâs stellar performance, while others are trying to organize a shared color scheme to honor him. Reddickâs impact on the Destiny community cannot be understated, especially since the last tweet he liked was about the game.
Itâs never a good feeling when a beloved figure passes, especially someone as influential and prolific as Lance Reddick. But thanks to the communityâs adoration and his immortalization across mediums, Reddick will live on forever. So, eyes up, Guardians, Commander Zavala is forever watching over you.
The player known as Let Me Solo Her has become an icon in the Elden Ring community in the year since FromSoftwareâs action RPG launched. It started when he used the gameâs online co-op features to help a player fight Malenia, one of the gameâs hardest boss battles, wearing nothing but some underwear and a pot on his head. Now, it looks like heâs attempting to play a version of Elden Ring where every enemy is replaced by Malenia, and heâs streaming it starting on, March 17, for your enjoyment.Players modding Elden Ring to replace enemies with Malenia isnât necessarily new, as mods of that kind were circulating throughout 2022. However, given that Let Me Solo Herâs vendetta against Malenia is an Elden Ring legend, at this point, itâs just the natural next step in this saga. Will Bandai Namco send him more swords commemorating all these kills heâs racking up in nothing but some white underwear and a helmet?
Let me solo her
The stream is ongoing on Let Me Solo Herâs YouTube channel, and the mod already makes early segments of the game terrifying to watch. Where once low-level enemies wandered in the base game, Elden Ring is now entirely populated by one of the most powerful bosses in FromSoftwareâs game, who just happens to be able to heal herself.
Screenshot: FromSoftware / Kotaku
So far, heâs mostly running past Malenias that appear in the open world, and only has to face them head on when he reaches a boss fight. Hey, weâve all done it. But that doesnât stop each of them from making swings with their giant swords as he sprints past, and itâs easy to imagine a situation where many Malenia make it hard to simply flee. If you, like me, are too scared to take on this challenge yourself, sit back and watch Let Me Solo Her do it, instead. Personally, Iâd rather try the mod that turns enemies into PokĂŠmon. That seems less terrifying.
While seeing cool remixes of the original game is fun, most Elden Ring fans are looking for new content for the game, which Bandai Namco and FromSoftware finally announced back in February. Not much is known about the upcoming expansion, but fans are already speculating about what characters might be in it based on what little information and art we have at this point.
The Game Developers Conference (GDC) is next week, and while thatâs normally a time for developers from around the world to meet up, the developers of Rust were also planning on using the event to catch up with fans. That now wonât be happening.
As PC Gamerreport, the original plans were for a meetingâat a âcoffee shop in San Franciscoââto be âa chance for conference attendees and fans to meet the Rust team, share their portfolios, and âtalk shopââ.
It has been now been cancelled after the developers received âthreats to killâ, with the team posting a statement to Twitter that reads:
This is not a statement weâre happy to announce.
Due to an IRL threat we must take seriously, weâre going to have to cancel the GDC meetup in San Fran next week. đ˘
Fans are instead encouraged to âreach out via email!â instead. âItâs important to remember the developers are indeed humansâ, they add in a follow-up Tweet, saying âWhen threats arise we make their safety #1.â
âThe overwhelming majority of fans are respectful and supportive,â Rust producer Alistair McFarlane told PC Gamer, adding âthere is always going to be a small subset of individuals who engage in threatening and abusive behaviour.â
Itâs important to note that this meetup wasnât a part of the official Game Developers Conference schedule of events, and so had nothing to do with the organisers of GDC. This was something the Rust team were organising outside of that, just to take advantage of the fact that the team and fans were going to be in the same space for a few days.
The cancellation also only affects this one meetup; developers Facepunch will still be attending the Game Developers Conference itself, which runs from March 20-24.
While Japanese games of varying genres are enjoying success these days, the 2000s and 2010s werenât as kind, especially in Western markets. Since then, thereâs been a lot of speculation as to why Japanese games struggled during these years, often from westerners themselves, with some pointing to key game design trends. But recent comments from Final Fantasyâs creator Hironobu Sakaguchi suggest that the decline of unique console hardware, exclusives, and cultural differences is the likely cause.
By the late 1990s, Japanese games like Final Fantasy VII, Chrono Trigger, or Castlevania had become must-play experiences for their inspired stories, excellent technical presentation, and engaging gameplay. But the following two decades were a different story. Anticipated entries like Final Fantasy XIII failed to reach sales expectations with the rise of Western RPGs such as TK (and many felt that train came off the rails starting with 2001âs Final Fantasy X). Newer attempts at franchises like Sakaguchiâs Blue Dragon on Xbox 360 in 2006 were met with lukewarm reception at best. Meanwhile, Western-made games like Mass Effect had become the new gaming sensations. While some may point to declining interests in traditional, linear forms of storytelling in games as a likely reason, Hironobu Sakaguchi suspects that dramatic changes in the hardware used to play games presented a tough road for Japanese devs to follow.
Sakaguchi: âConsoles like the NES and PlayStation were very specific hardwareâ
Speaking to IGN along with Castlevania senior producer Koji Igarashi, Sakaguchi discussed why he feels Japanese games were of âhigher qualityâ for systems with ââspecific hardwareââ like the NES or PSX. The answer, as many students of video game history might suspect, has to do with those very consoles. With specific hardware configurations produced by Japanese manufacturers, devs at the time had to become experts in how to best utilize these devices, and there was no language barrier to gaining these skill sets. Sakaguchi said:
â[Specific, Japanese-made consoles] made it easier for Japanese developers to master the hardware, as we could ask Nintendo or Sony directly in Japanese. This is whyâI realize it might be impolite to say thisâJapanese games were of a higher quality at the time. As a result, Japanese games were regarded as more fun, but when the hardware became easier to develop for, things quickly changed.â
Castlevania producer Koji Igarashi added that the âlong history of PC cultureâ in the West was better adapted to the hardware trends that would follow in the 2000s, a trend which continues to this day. The PS5 and Xbox Series consoles more closely match PC hardware than dedicated gaming boxes perhaps ever have. That change wasnât easy.
Igarashi describes the journey as a tough growing pain. âJapanese developers could no longer rely on their speciality as console developers,â he said, âand had to master PC development.â
While some may be quick to point out, perhaps, that the PS3âs unique and troublesomeCell Broadband Engine certainly fits the criteria of âspecific hardware,â it was maybe too specific. Though Sony made incredible promises for its performance (and odd commercials), its unique architecture was a chore for developers around the world, leading Sony to pivot away from it for the PS4. But the 2000s and 2010s were also a time where Japanese games, particularly Final Fantasy, made the switch to multi-platform releases. Devil May Cry 4 was another notable series that made the jump to other platforms. This shattered the trend of focusing on a specific set of hardware constraints. And at the time it didnât really go over too well. It seems natural now to expect a Final Fantasy to appear on multiple consoles, but the announcement of XIII coming to Xbox 360 was quite the surprise in the 2000s.
Sakaguchi believes that where we play our games also makes a difference
Sakaguchi also said that the âcultural differencesâ between Japan and the West make meaningful differences in what kinds of games are made. âIn the West,â Sakaguchi said, âchildren often get their own room from a very young age, whilst in Japan the whole family sleeps together in the same room.â He continued, âsuch small cultural differences can be felt through the games we make today […] I believe that cherishing my Japanese cultural background is what attracts people towards my games in the first place.â
While I for one can say that my private bedroom probably enhanced my experience of Final Fantasy VII, Sakaguchiâs comments concerning focused mastery of specific hardware likely explained why such epic experiences often felt so unique to the platforms I was playing them on. Or maybe thatâs just the nostalgia talking.
Dead Island 2, the open-world zombie RPG that passed through so many hands someone done forgot it in the development oven for over a decade, is finally coming out on April 21. This is a week earlier than originally anticipated, which we love to see. Whatâs funny, though, is that developer Dambuster Studios is out here saying the gameâs development hell gave the studio âquite a lot of goodwill in the end.â
In case you forgot, Dead Island 2 was announced at E3 2014, with work reportedly starting sometime in 2012. Dying Light studio Techland was originally set to spearhead the project, but pivoted to Dying Light 2 instead. This led publisher Deep Silver to shop around for a developer to helm Dead Island 2 until Spec Ops: The Line creators Yager Development stepped up to the plate. Yager toiled away on Dead Island 2 for a few years, with the game making a couple appearances at conventions after being announced in 2014. Unfortunately, Yager didnât stick. Deep Silver dropped the studio in July 2015, leaving Dead Island 2 lifeless until Hood: Outlaws & Legends studio Sumo Digital took over development in March 2016. Again, like Yager, Sumo didnât stay long. Deep Silver shifted development hands one more time, this time putting the game in the lap of Homefront: The Revolution creator Dambuster Studios. If you lost track, this means Dead Island 2 has been worked on by at least four different studios throughout its over a decade of development.
Now, Dambuster Studios is asserting a VGC interview that after all this reshuffling and restarting, Dead Island 2‘s development hell actually wasnât all that bad.
âIt definitely concerned us at the start,â technical director Dan Evans-Lawes said. âI remember when we took the project on, I was thinking âIs this a poisoned chalice,â you know what I mean? I think, though, that once we announced the game, people were interested because they knew it had been in âdevelopment hellâ for however long, and I think people were expecting it to be terrible, and so we were pleasantly surprised when it wasnât. And I kind of feel like itâs actually given us quite a lot of goodwill in the end. But thatâs obviously reliant on people liking the game. But as long as they do, which I think they will, then I donât think itâs a bad thing at all.â
Dead Island 2 was a total restart for Dambuster
With going through so many hands, youâd be correct to assume that Dead Island 2 was restarted once Dambuster Studios got a hold of it. It was, though not everything was scrapped. Some stuff, such as the Los Angeles location, stayed intact. Most of everything else, however, was rebuilt from the ground up.
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âIt was basically a complete restart,â Evans-Lawes said. âObviously there were some things that had been communicated out already, the [Los Angeles] setting and things like that, and when we looked at it the setting was something that we definitely did want to keep. We felt that it as an opportunity to have a really crazy, diverse cast of characters, and also itâs a very iconic location, so obviously we wanted to keep that. Other than that, it was totally from scratch.â
In a way, Dead Island 2 could be considered a normally developed game under typical circumstances. I mean, Dambuster Studios apparently started working on the game in August 2019, not long before the global pandemic impacted development on a plethora of games. Despite the challenges that come with development, especially under the effects of a widespread health crisis, Dead Island 2, under Dambuster Studios, has only been in the oven for almost four years. Thatâs not a bad timeline. Itâs just wild for Dambuster Studios to insinuate that development hell has, in a roundabout sort of way, helped them. You know, if the game ends up being any good.
Have you ever waited for a few hours to ride a popular roller coaster? Perhaps. But I can guarantee you that nobody has ever waited the entire life of the known universe. Well, unless you are the unlucky digital folks stuck on a new wild and complicated Roller Coaster Tycoon 2creation from YouTuber Marcel Vos.
Released in 2002, Roller Coaster Tycoon 2 is a popular PC theme park builder that is still actively played and modded by players in 2023. But there are also purists who donât play the game using fancy mods or open-source ports. And Marcel Vos, a popular RCT2 YouTuber, is one of these players who enjoys experimenting with the original 20-year-old version of the game. A few years back he made a coaster that takes 12 years to complete. But now his newest creationâimpressively created without modsâis a working roller coaster that will take over 3 quinvigintillion years in real life to complete. Bring some snacks.
Marcel Vos / Atari
To pull off this amazing and hard-to-comprehend task, Marcel Vos first built a really, really, really long roller coaster that had almost no hills or dips. This means the coasterâs train moves very slowly around the entire thing. Then, when it reaches the end, it reverses due to specific ride options. That return trip takes even longer. And it has to take this very long journey seven times before the ride is considered finished. All in all, that ride takes over two years. Thatâs long, but not the universe-spanning ride the headline of this article promised.
That is achieved via 253 smaller roller coasters that are syncedâusing in-game options in RCT2âwith the larger, very slow coaster. So once that big roller coaster finishes one rideâwhich remember takes two yearsâone of the smaller coasters will start its ride and that coaster is synced to a coaster that will then complete a ride, and so on and so on. What this all means is that by the time you reach the final roller coaster in this nightmare chain, it will take much longer than just two years to complete. In fact, the actual number is so large I canât even write it all out.
Hereâs a picture of it:
Screenshot: Marcel Vos / Kotaku
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Marcel Vos does a good job in the video demonstrating just how impossibly large this number is, pointing out that if you were to count a single atom every year of everything that exists in the known universe, youâd be done right around the time Vosâ âUniverse Coasterââ would finally be ending its hard-to-comprehend journey. Yeah, you definitely want to pack a lot of snacks before hopping on this ride.
If you want to see this bonkers Roller Coaster Tycoon 2 ride yourself, Marcel Vos has graciously released a file you can download and play on your own PC. Just be warned: You wonât be around to actually see the final ride finish its eternal journey through theme park hell.
Today Capcom streamed a new âCapcom Spotlightâ event on Twitch and YouTube. While the cat was already out of the bag on its biggest newsâa Resident Evil 4 demo, out todayâthere was plenty more to see, too.
If youâd like to watch it yourself, you can find the stream archived here. That said, hereâs everything we saw in todayâs Capcom Spotlight stream.
Mega Man Battle Network Legacy Collection
Capcom
Capcom kicked off by showing off Mega Man Battle Network Legacy Collection again, which includes all 10 mainline entries in the Game Boy Advanceâs fun strategy-tinged, chip-collecting RPG series. Director Masakazu Eguchi, presenting himself in the guise of âMr. Famous,â explained the new Buster âMAXâ mode and how the collection will include digital versions of the 499 previously physical âPatchâ cards that interact with the later games in the series. The online play sounds robust, too.
This Legacy Collection, split into two volumes, is hitting Switch, PS4, and Windows on April 14.
Street Fighter 6
Capcom
Street Fighter 6 made its customary appearance and revealed its fourth and final in-match commentator, Japanese actress Hikaru Takahashi. With her addition we now have two Japanese and two English announcers. (We also saw muscled helmet enthusiast Marisa beating the crap out of my main grappler, Zangief. She seems cool.) Street Fighter 6 is due June 2.
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Capcom Town and Capcom ID
Capcom
Apparently Capcom is working on a âdigital theme park,â called Capcom Town. Letâs let the video explain. It also announced a new âCapcom ID,â a login that will be required for online play in some future games. Hooray.
Exoprimal
Capcom
The team-based dino-battling online shooter Exoprimal appeared again, this time showing more story scenes. Looks cool. Despite apparently not being a live-service game, the game seems riddled with optional extras, including a season pass, pre-order bonuses, copious character costumes, weapon skins, etc. Itâll be interesting to see if the fatigue for this sort of cruft weâve just seen with Suicide Squad: Kill the Justice League will surface here too.
Anyway, itâs coming to all the major platforms but Switch on July 14, and will be on Xbox Game Pass day one. A two-day open beta test will start on March 17.
Ghost Trick: Phantom Detective
Capcom
We got another peek at the HD remaster of the Nintendo DS cult hit Ghost Trick: Phantom Detective. Iâm sure fans will dig all the little bonuses itâs getting, and itâs coming June 30 for Switch, PC, Xbox One, and Windows.
Monster Hunter Rise: Sunbreak
Capcom
Monster Hunter Riseâs Sunbreak expansion has a release date: April 28, 2023. Love that iconic theme music. Capcom will also be holding another digital event in April to talk about the next major update, ver. 1.5.
Resident Evil: Death Island (CG movie)
Capcom
Finally, Resident Evil time. A brief glimpse of the upcoming CG film Resident Evil: Death Island looked suitably creepy; it turns out I donât care for undead swimming crawly things. Not ashamed to say it. Hopefully Iâll be prepared come its summer release. Jillâs in it too, by the way.
Resident Evil 4 Chainsaw DemoÂ
Capcom
Ah, the main event. The big news? Resident Evil 4âs demo is out today. Unlike many modern game demos, the Resident Evil 4 Chainsaw Demo will not be time- or launch-limited, so you can go nuts in that iconic starting village scene as much as you like. The demoâs out on PS4, PS5, Xbox One, Xbox Series S/X, and Steam.
So, my take? Nothing mind-blowing, but a pleasant showing for sure. Iâm looking forward to some of these, though none on the level of Dragonâs Dogma 2. What did you think?
Go look through your Steam Library, flick across the spines of your PlayStation collection or gaze up at the shelf with all your Xbox games on it and tally for yourself: how many games are there set in the world you live in?
Iâm not talking about Call of Duty, which puts dates and names on contemporary places but could be set anywhere. Iâm not talking about a racing or sports game, which intricately model exactly one aspect of the entire human experience, at the expense of infinitely countless others.
Iâm talking about a video game that lets you do a lot of the stuff you already do, or at least can do, on a daily basis. After youâre done adding those games up, you probably wonât find many. You might not find any at all.
Let me explain where Iâm going with this. I was playing Yakuza Kiwami 2 the other day, part of a long-running series that is believed to be inherently Japanese, when I realised one of the things that resonated most with me wasnât very Japanese at all.
Yakuza is inherently urban. Most of your time spent interacting with a Yakuza game isnât spent smashing bikes into a manâs face, itâs spent approximating the same stuff anyone who lives and/or works in a modern urban environment does every day. Youâre just…walking around. Popping into a convenience store to buy a drink. Trying out the new fast food place on the corner (every new Yakuza game, set 1-2 years after the last, always has a new place to try). Catching a cab because itâs raining and you canât be bothered walking four blocks. Running into people you know on the street (or not running into them, see previous cab comment).
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These are global, human experiences because theyâre built around one of the few things billions of people around the world have in common: consumer capitalism. Yakuza is set in Japan but the bulk of its actionâritual and ancient combat on the grounds of a hallowed clan headquarters aside, maybeâcould be taking place anywhere and it would be much the same game. Anywhere people live, eat and shop within close proximity, from Manila to Melbourne, Brussels to Bangkok would work just as well.
A big part of Yakuzaâs appeal is the intimacy of its place, the availability of so much stuff in such a relatively small area, the way you start to recognise certain buildings, know your way around back alleys. The fact almost everywhere you visit is a storeâa bar, a takeout, a restaurant, a clothing retailerâis, on the one hand, kinda depressing! That so much of our love for Kamurocho is built on commerce, and that I dismissed other genres above for only doing one thing when Yakuza is, when you strip it down to the studs, spending most of its time also doing just one thing (buying stuff).
On the other hand thatâs a gross simplification, because itâs not our fault the world is like this, weâre just living in it. And buying a refreshing soda from a vending machine, going to the arcade, buying a new bandana or sitting down to enjoy a nice meal might all be âcommerceâ in the broadest sense of the world, but theyâre also very different types of nice things, satisfying very different needs and urges.
Importantly, what sets these Yakuza activities apart from other âreal worldâ games like Madden or Gran Turismo or Life is Strange is that fact that theyâre everyday things. We do them, all the time, just like the guy on screen. Which sounds boring as hell, but is in fact I think one of the biggest reasons people love Yakuza, and its main playable characters, so damn much.
Kazuma Kiryu is an exceptional man, of course, who can hurl signs into crowds of armed men, leap over barricades like Superman and even cheat death. But heâs also the most relatable protagonist in video games, because when heâs not doing that stuff weâre in control of him as he sits down to slurp a bowl of ramen, buy a packet of smokes or get weirdly frustrated at a UFO catcher machine.
I do that! We do that! And having the player control Kiryuâs most mundane activitiesâplaying out in a world thatâs a recreation of our own, not a fantasy or alternate timeline or fictional takeâis the best, because theyâre doing a wonderful job of fleshing the character out. Making him fallible, human, a guy who has to kill time and run errands and eat normal food, just like us.
This revelation got me thinking about two things. Firstly, about how if you could move the Yakuza formula to another city, Iâd love to see a London edition/take, complete with Greggs, pints, nice suits and the cityâs iconic cabs. The characters and cutscenes would write themselves:
Yes, I know this is set a very long time ago, I just really like this scene and think itâs basically a Tom Hardy-driven Yakuza cutscene
Secondly, it was weird that I was having to fantasise about a different game doing this, since almost no other video game series is letting us do everyday things in a digital version of our own world. There are open world games (Yakuza is definitely not an open world game) with some stores and pastimes, sure, but theyâre not as integral to the experience, or as densely-packed. Theyâre also often caricatures of cities (see: GTA V), with little resemblance to Yakuzaâs faithful recreations of a modern urban environments, down to the magazine racks on convenience store shelves. And games like Animal Crossing and Stardew Valley may encourage players to engage in the mundane, but theyâre set in idyllic locations, and digging up turnips is not something people living in modern cities are doing every day.
Persona, maybe? Though it provides the illusion of freedom and choice, in reality its hamstrung by a limited set of locations and a strict schedule it keeps the player on. So no. Sleeping Dogs? It has some denser areas, designed to be played as a pedestrian, but still nothing on the scale of Yakuzaâs daily distractions. The Sims? Itâs either the best or worst example possible, and would need a whole other article to unpack, so in the interests of keeping this brief Iâm going to say ânoâ here as well (though I will entertain arguments to the counter!)
I guess all I want to say here is that video games donât always have to be about escapism. Or at least donât always have to be about escapism. Sometimes the most boring, everyday actions can be the most meaningful in a game, because if you want us to truly relate to a playable character, one of the best ways to do that isnât to pull off some superhuman shit every five minutes, but to just…let us take them out for a nice little snack and a walk down the street.
The term âSoulslikeâ generates a specific kind of game in the mind. It conjures something thatâs hard as hell, with fearsome bosses to beat, intricate levels to explore, tight combat to experience, and a world rife with enough lore to fill several tomes. You may call games in the genre alluring, unforgettable, and sometimes super cheap, but if thereâs one word you likely wouldnât use to describe Soulslikes, itâs âapproachable.â Until now. Team Ninjaâs Wo Long: Fallen Dynasty is a terrific game, one that excels in so many of the ways weâve come to expect from great Soulslikes. It has brutal, pulse-pounding combat, a haunting world, and some memorable bosses. And the fact that it manages to deliver on all of this without compromise, while also being the most accessible Soulslike to date, is nothing short of a marvel. In other words, next to Nioh 2, Wo Long: Fallen Dynasty might be my fave Soulslike.
Wo Long is the latest Soulslike from action game aficionados Team Ninja, whose previous efforts in the genre comprise the Nioh franchise. Set in 184 AD during the Later Han Dynasty, the game tasks you with stamping out the Yellow Turban Rebellion, a peasant revolt that sought to disrupt ancient China. However, weaved into this mythically fictionalized retelling of the historical events of the Three Kingdoms period is an even greater threat than the poor, emboldened to rise up by some bad dude. Nah, itâs a mystical drug called Elixir thatâs corrupting the lands, poisoning the people, and raising the dead.
This is what you, a nameless militia soldier you customize through Wo Longâs impressively robust character creator, are actually fighting against: Not just the brainwashed poor, but also the grotesquely transformed, as the power-hungry jerks who take Elixir either die and come back as zombies or have their bodies forever changed with new limbs and animalistic features. In narrative and environmental terms, Wo Long is a lot like Nioh 2, but in ancient China with a dash of Bloodborne horror, and thatâs dope.
In Team Ninjaâs Nioh 2 follow-up, a captivating, dying world
Wo Long: Fallen Dynasty Fengxi Boss Battle
Itâs telling that development producer Masaki Yamagiwa cited Bloodborne as âa new form of motivationâ that inspired Wo Long, because the world is lathered in similar Lovecraftian imagery. It takes its time in reaching the depths of depravity, however, with the game steadily building on the horror as the storyâs stakes ramp up. You start at the tail end of a fiery onslaught on the Yellow Turban Rebellion, the environment a desecrated mess of ransacked homes and burnt trees. After battling a few Yellow Turban lackeys here and a possessed rendition of Tony the Tiger there, youâll encounter the first of many two-stage bosses, Zhang Liang, who ingests an Elixir ball and grows a snake-like arm covered in blood-filled crystals. Itâs a haunting, 1v1 battle on a moonlit, flower-covered field as Liang swings his now-deformed left arm in the hopes of crushing you to death so that darkness reigns. Things only get grosser as you slash your way through each distinctly detailed locale.
This isnât an open-world game, though. There isnât as much freedom here as in something like Elden Ring. Instead, Wo Longâs level structure is more reminiscent of Team Ninjaâs Nioh 2 and Stranger of Paradise: Final Fantasy Origin. As the narrative unfolds, youâre taken (via lore-filled loading screen) to the subsequent location. Sometimes this is the lavish Mt. Tianzhushan, with its vibrant pink-colored leaves, lush bushes, and glistening waterways. Other times, itâs the devastated Guandu, crumbling to pieces as veins protrude from the array of suspended buildings. All the while youâre set on a fairly linear path, with a few available shortcuts to make backtracking less frustrating: ladders to reach an upper level, a bundle of wood that acts as a stepping stone, and so on. In its world design, Wo Long is focused and intimate, hooking you in with little details like rotting produce in abandoned villages and decaying bodies pierced on the battlefield, visual elements that breathe life into an otherwise desperate, dying world.
Thereâs an oddly captivating quality to that desperation, one that helps drive home the gameâs broad view of humanity: We are power hungry. If it serves us, we will do what is necessary to get power. Wo Long explores that and the sacrifices people will make to achieve power in an on-the-nose but nonetheless enthralling way. Through Elixir, the drug that essentially unlocks the hostâs unstoppable inner demon in exchange for their life, an ultimate big-bad can pull the strings while everyone lusts after the thing heâs in full control of. Thereâs political intrigue as warlords like Cao Cao and Sun Jian debate the best strategy to put an end to the war, while Elixir stealths its way through the ranks because of fools too weak-willed to maintain vigilance in the face of power. Thereâs even romance and heartbreak, as characters profress their unyielding love for each other just before taking their last breath in the icy ground. Itâs dire, but it speaks to just how destructive power is when chased by the corrupt.
Wo Long is the most accessible Soulslike Iâve played
Probably canât even feel it, hyped up on all that Elixir.Image: Team Ninja
Iâve made the comparison that Wo Long is Nioh 2 but in ancient China a few times in my impressions of the game, but now having played through the whole thing, it feels even more applicable. If youâre at all familiar with the Nioh series, Wo Long will feel like coming home. Thatâs not to say that all the same pictures are hung in the same spaces or that all the same furniture is placed in the same rooms. There are some notable differences that set these two Team Ninja games apart, particularly when it comes to combat and difficulty. Wo Long is significantly faster in its animations, meaning the pace of engagements is much quicker here than what you see in the Nioh games.
This might make for a more challenging experience, but because Wo Long demands and rewards aggression, the increase in speed is a boon for anyone who wants to treat these games as a sort of hack-and-slash adventure. By relentlessly attacking an enemy, you raise your spirit gauge while diminishing your opponentâs. Think of this dual-colored bar at the bottom of the health gauge as being similar to Sekiro: Shadows Die Twiceâs posture meter. Completely drain an enemyâs spirit and youâll open them up for a devastating fatal strike which, in most cases, kills in one hit and, in all instances, lowers their morale ranking.
This morale ranking system is a vital componentâthe backbone if you willâof Wo Longâs understanding of difficulty within the Soulslike genre. When you play these masocore-like games, youâre sometimes relegated to farming for experience points to increase your level high enough to deal with whatever foe thatâs putting you in a quick grave. You could switch up your build. Maybe try out a new armor or weapon. But the only way to really grow stronger in most Soulslikes is to accrue enough XP to buff yourself. Thatâs all true in Wo Long, too. However, exploring ancient China and raising battle flags, this gameâs version of Dark Soulsâ bonfires, is another way to become more powerful because planting flags increases your morale.
Similar to God of Warâs power level system, upping your morale ranking in Wo Long increases your damage resistance. So, if you encounter an enemy with a morale rank thatâs higher than yours, you can bet your ass is in for a beating. But if you pull up on a sucker with a lower morale rank than yours, well, itâs likely curtains of them. And itâs not just battle flags that affect your morale, as raising the smaller marking flags dotted across the map establishes the floor (the invisible fortitude rank) that your ceiling (the morale rank) can never drop below. In this way, scouring the map is not only encouraged as a means to find new goons to fight and loot to collect. Itâs almost required to make it through the game. Itâs through this morale ranking system that Wo Longâs accessibility begins to shine.
The morale ranking system makes up just one prong of Wo Longâs approach to accessibility. The other comes in the form of reinforcements, which you can call upon at the various battle flags youâve planted. This is a blessing because so often, Soulslikes are largely these individual affairs with obtuse multiplayer offerings. Thereâs multiplayer here, too, but in an expansion to Nioh 2‘s benevolent grave summoning mechanic, Wo Long lets you call up an NPC homie whenever you want, so long as you have the required tiger seal item to do so. (The consumable is pretty easy to come by, found on dead enemies and in random chests around the maps.)
You could always use a partner or two on the battlefield
Hereâs A Soulslike That Anyone Could Play, Probably
Through summoning, you can fight alongside a plethora of historical figures, such as general Sun Ce and warlord Liu Bei, while tackling the gameâs many difficult and unpredictable enemies. The best part, though, is you donât always have to summon; Wo Long will, more often than not, start you with an ally already in tow as part of the gameâs mesmerizing narrative. So, youâll roll up to, say, Guigugou Valley in Ji Province, ready to battle with warrior brothers Guan Yu and Zhang Fei at your side. You can heal your reinforcements when they go down in combat and they never leave your company unless you decide to whisk them away with a different consumable item. Team Ninja understands that Soulslikes are, at times, far too punishing for the laygamer, and this inspiring reinforcement mechanic seeks to remedy that difficulty.
Itâs these two elements, the morale ranking system and the summoning of reinforcements, that make Wo Long the most accessible Soulslike Iâve played inâŚmaybe ever. Sure, there are no real accessibility options for adjusting things like damage taken and enemy visibility. Features like those seen in The Last of Us Part I and Rachel & Clank: Rift Apart would go a long way to opening up the genre to an even wider audience. However, just by implementing some design choices that both encourage exploration and galvanize the idea of seeking help, Wo Long makes it evident that developers can create their punishing games without wholly gatekeeping the experience. Hell, when I was getting bodied throughout my time with Wo Long, I just summoned a comrade or two and all of a sudden, I felt empowered to take ancient China head-on. If this is the power of friendship, then Soulslikes need way more of it.
Donât get it twisted, this is still a very hard Soulslike
Now this is an asshole.Image: Team Ninja
With all of that said, Wo Long is still a hard-ass Soulslike. There are a plethora of grunts that have no problem showing you the casket to rest your head in, and theyâll do it with the quickness if youâre not careful. On top of difficult jerks, the world itself is out to get you as you can take massive damage after a fall and can be reduced to a single health point when taking an unfortunate dip in the water. But nowhere is the challenge more pronounced than in the intimidating boss encounters, fights with screen-filling demons like a malformed, tentacled cow or terrifying soldiers such as helmsman Lu Bu.
Itâs these moments that feel like familiar territory for Soulslike players, those who associate grueling difficulty with the genre. And they are very challenging skirmishes that demand attention, skill, and patience, lest you get clapped in one hit. But again, thanks to the morale ranking system and summoning reinforcements, these engagements arenât as insurmountable as they may first appear. The enemy might be obsessed with power, but strong friendships canât be easily broken. Thatâs the penultimate lesson I took away from Wo Long.
Thatâs what I hope developers in the genre and players of these games take away, as well. Sometimes, you need help to take down an army, especially one with demons and evildoers high on performance-enhancing drugs. Doing it yourself is possible, as shown in something like Bloodborne. But as 1986’s The Legend of Zelda put it, âItâs dangerous to go alone.â So, why not take some reinforcements with you? Youâll be grateful you did.
Milan Fashion Week has just wrapped up, and while this is not normally the kind of thing we would be covering on this, a website about anime, reality television and comic books, 2023’s show featured a surprise inclusion: Blizzardâs Diablo series.
Danish label Han Kjøbenhavn had a whole damn line inspired by (and officially licensed by) Diablo, with founder Jannik Wikkelsø Davidsenâwho tells NME he played the game âback in the dayââshowing off three separate outfits, two of which you can see in this post.
For those about to say in a comic-book-guy voice ânyyahhhh these donât look like Diablo charactersâ, or âI will not be wearing these to my local GameStop, thank youâ, please know that this is Milan Fashion Week. This is runway shit. This is designers going wild, art in motion, stuff designed for you to look at and feel something, not wonder when youâll be able to order it on Amazon or get it with the collectorâs edition of a game.
Watch the show, play the game If youâre intrigued by the new show starring Pedro Pascal as Joel and Bella Ramsey as Ellie, consider picking up the source. The 2013 survival horror game recently got a full-on remake for the PS5 with The Last of Us Part 1 and now itâs coming to PC as well. You can pre-order the Steam version of the game for 10% off from most Green Man Gaming which is set to release on March 28.
âFor me, darkness is beauty. How do you balance those two things? That generates an [entirely] new feelingâ, Davidsen told NME. âWhat weâre creating has a lot of volume and language in the garments weâre working with, so in that sense Iâm trying to mirror the journey within Diablo as well as my own journey.â
In terms of things you can wear, Davidsen says Han Kjøbenhavnâwho sell a ton of everyday gear like sweaters and tshirts, albeit at premium fashion label pricesâwill be releasing âsomething which is more everyday wearableâ in the near future.
The world received some very sad news earlier today when we learned that legendary English football commentator John Motson, whose career spanned decades (and included very long stints in video games), had passed away at the age of 77.
Even the most casual English-speaking football fan will know his work, regardless of whether they knew his name or not. Motson was one of the most endearing commentators in the sport, beginning his career on radio in the 1960s before moving to TV shortly after. He didnât retire until 2018, having covered ten World Cups, ten European Championships and, incredibly, over 2500 games in total, on both TV and radio, domestically and internationally.
As familiar as Motsonâs work was to anyone catching a game on TV or the radio, heâll be almost as familiar to a whole generation of gamers. Given his prominence in the actual commentary booth, Motson was chosen to be the first (English) voice of EA Sportsâ FIFA series, beginning with its first foray into the world of CD-based games in FIFA 96. Which means he was also the main commentator for FIFA 98, which as weâve covered here previously is the greatest sports video game ever made.
John Motson Commentary | FIFA 98 | Goodbye To My Childhood
Motsonâs last FIFA game as the main commentator was FIFA 06, after a decade spent working alongside some of the greats of the business, like Ally McCoist. He did, however, make a nice little return over a decade after that, as part of FIFA 19’s singleplayer story campaign, which featured a flashback moment that only Motsonâs iconic commentary could bring to life:
FIFA 19 The Journey – Jim Hunter and the first 10 minutes
Motson, who passed away âpeacefully in his sleepâ, is survived by his wife Anne and his son Frederick.
John Motson, legendary football commentator, dies aged 77
I know this isnât the most pressing issue facing the video game community, but I just think itâs funny: someone at Ubisoft has finally got around to fixing a bug that has impacted one particular version of Assassinâs Creed on one specific platform that has been bugging people (or maybe just one person?) for years.
You might experience unexpected game behavior while playing this PS4 game on your PS5 console.
Still, like I said, not a huge issue. But still an issue, one that would have been logged somewhere at Ubisoft, far enough down the list of priorities that it didnât get fixed at the time, but on the list nonetheless, waiting to be tackled by somebody, anybody, whenever they had the time.
That time is this week. The seriesâ Twitter account posted this earlier today, saying that an update be released tomorrow specifically targeting this very bug:
Weâre happy to announce that Assassinâs Creed Syndicate will receive an update tomorrow, February 23, on PlayStation 4. This update will provide a fix for flickering issues when playing on PlayStation 5.
Sweet, sweet Delta-8 Baked Bagsâ Coned are the ice cream inspired edibles that are packed with rich chocolate infused with smooth, chill, Delta-8 THC.
Thank you for reminding me to dig this out and replay it. Not because I want to enjoy it flicker-freeâI never had it on PS4, I have it on PC!âbut because this is a deeply underappreciated entry in the series, and one Iâd love to revisit in the wake of the more recent games being just a bit too much.
Best: New Toys: Itâs hard to choose one thing that Iâd call the best part of Vice City, the GTA game that brought the series to Florida and the 80s, but if I have to (Editorâs note: You do.) then Iâd pick the introduction of more vehicles to the sandbox. In Vice City, you could fly in planes and helicopters, drive scooters, golf carts, dirt bikes, various boats, and even pilot remote-controlled helicopters, too. All of this made Vice City a more fun playground to tinker with between missions.
Worst: Crappy Combat: The annoying, crappy combat. While itâs mostly unchanged from GTA III, it stands out in Vice City more because everything elseâlike the improved visuals, larger map and better cutscenesâis so much better this time around. And Vice City has a ton of combat in it, making it even harder to ignore just how clunky and bad it is.
Microsoft President Brad SmithPhoto: Valeria Mongelli / Bloomberg (Getty Images)
Earlier today, Microsoft President Brad Smith and Xbox boss Phil Spencer talked briefly to the media about its ongoing attempt to consume Activision Blizzard King, continuing once again to act like the larger spat is mostly about Call of Duty. At one point, Smith said he was carrying a contract with him that would keepCall of Duty on PlayStation after the sale goes through, claiming that it all came down to Sony actually signing the thing. Conveniently, he was ignoring that the hold-up on the contract was happening because, yâknow, the deal itselfâwhich could potentially have an industry-wide impact that far outstrips Call of Duty.
For those of you just tuning in, Microsoft has spent the last 12 months trying to buy Activision Blizzard for the astoundingly large amount of $69 billion. However, almost since the moment the deal was announced, regulators and governments around the world, as well as rival companies like Sony, have voiced opposition to the deal. These entities donât want the deal to go through because it could give Xbox too much power over the industry by owning many of the biggest brands in gaming, such as Starfield and Minecraft (among other issues). And Microsoft has spent the last year jumping from courtroom to courtroom and country to country, trying to convince everyone that one massive corporation buying up another massive corporation is totally good for the industry and not horrible at all. It also keeps trying to get Sony to sign a deal on Call of Duty as a part of these efforts.
So todayâas part of this ongoing worldwide tour of courtrooms and regulatory councilsâMicrosoft execs were in Brussels, Belgium as part of a behind-closed-doors hearing with the European Commission, which (like many other groups) has concerns about the Activision deal. After that hearing, Smith and Spencer held a brief mediaâŚbriefing (heh) and mostly went over the same things theyâve said before about how Sony is already dominating the game industry and how Microsoft needs Activision Blizzard to compete. All of these arguments were trotted out while also pointing out that Nintendo had just signed a 10-year deal with the company to bring Call of Duty to Switch, a deal thatâs come across as Microsoft trying to prove it wonât keep some of its biggest franchises to itself should the deal go through. And if itâs willing to put forth a decade-long deal on Call of Duty, the thinking goes, Microsoft is clearly not trying to build a monopoly through this deal.
It was during this part of the briefing, as reported by GameIndustry.biz, that Smith revealed that he was actually carrying the contract for a similar deal that would keep Call of Duty on PlayStation consoles. It was in an envelope in his pocket.
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âWe havenât agreed on a deal with Sony, but I hope we will,â Smith said, âI hope today is a day that will advance our industry and regulation in a responsible way. Sony can spend all its energy trying to block this deal, which will reduce competition and slow the evolution of the market. Or they can sit down with us, and hammer out a deal.â
Of course, bringing the actual contract with you on your trip to Europe is clearly just a way to dramatically remind people that Sony isnât playing ball and is pushing back against the proposed Activision deal over concerns that it could lose access to Call of Duty, a series Sony in the past has called âessential.â And to be clear: Even after signing that deal, Sony could still lose Call of Duty after the initial decade if Xbox doesnât offer up another, similar contract in 2033. ( Itâs also just weird to bring it with you, beyond using it as a prop, unless Smith thought Sony was going to rush the stage at that moment and signâŚ) And itâs also another example of Microsoft acting like everyone is concerned about Call of Duty just because Sony seems to be focused mostly on that part of the deal.
In fact, at one point during the briefing, Smith literally said that the ânumber one concern that people have expressed about this acquisition is that Call of Duty will be less available to people.â
Thatâs a wild thing to say! And it just ignores all the other valid issues people and governments have with this deal, like how it could make the industry smaller and more susceptible to collapse, how it could position Game Pass as a more powerful force that could begin to hurt studios that donât make deals with Xbox, or just the basic reality thatâhistorically speakingâ corporate mergers are awful for consumers.
In other news involving this seemingly-never ending saga, Microsoft also confirmed it had signed a 10-year deal with NVIDIA to allow GeForce NOW players to stream Xbox PC games and Activision PC games, including the all-important CoD, if the deal is approved and happens. This, along with the Nintendo deal, is clearly being promoted heavily by Microsoft, right before todayâs hearing, as evidence that the company is not going to lockdown Call of Duty or other Activision Blizzard games to one platform or service.
Spencer even tweeted about the deal, adding that the company is âcommitted to bringing more games to more people – however they chose to play.â Well, unless you want to play Bethesdaâs next big RPG, Starfield, on a PS5. Then uhâŚtough luck!
Much of the science fiction genre would have you believe that artificial intelligence would bring about humanityâs downfall by rising up and slaughtering its creators, but the recent boom in AI tech has instead amounted to labor crimes like journalistic malpractice and robbing artists of their commissions. So while AI is mostly being used to make creatives obsolete, Microsoft is apparently doing internal testing on a demo that makes AI essentially play Minecraft for you.
According to a report from Semafor, the demo recently showcased technology that allowed the user to simply tell Minecraft what to do, and it would move your character, collect materials, and more based on your directions.. Minecraftâs open-ended nature has apparently presented somewhat of a challenge for the tech, however, as there are multiple ways to accomplish a task in Mojangâs game. The example given in the report is building a car in Minecraft, which can be done in myriad ways depending on what supplies you have on-hand. So saying something broad like âbuild a carâ would likely not get you as precise an in-game action as âbuild a car out of stone blocks.â
While the tech could be interesting, and maybe make Minecraft more accessible to people who have trouble playing with traditional controllers or mouse and keyboard, Semaforâs sources say Microsoft has no plans to implement the AI tech into a public version of Minecraft. These kinds of tech demos happen internally at big companies all the time with no real-world application. But applying something like AI tech to a mainstream video game like Minecraft in a way that could make it more easily playable to some people is at least a more comprehensible use for the tech rather than âwe want to replace the human element of an industry so we donât have to pay people.â
At the moment, this sounds similar to voice command tech Microsoft has tried to implement in peripherals like the Kinect motion sensor, which added voice options to games like The Elder Scrolls V: Skyrim and Mass Effect 3. But given how poorly that turned out, it remains to be seen if this is something the company plans to pursue in the future or if itâs just trying something out.
New gameplay from the upcoming Star Wars Jedi: Survivor seems to reveal that, unlike in the first game, the sequel will finally let Jedi Cal Kestis slice up stormtroopers and other human enemies. And thatâs a good thing, as this much-wanted change makes lightsabers feel powerful and deadly again.
The lightsaber is one of the coolest pieces of Star Wars tech and genuinely one of the best fictional weapons ever created. Instantly iconic, the weapon and its sounds are so ingrained in our minds that when grown adult actors in Star Wars movies or shows are handed a prop lightsaber they make all the hums and whoosh noises like they were eight years old again. And I donât blame anyone for loving the lightsaber. Itâs a powerful laser sword that can cut off limbs, slice through metal doors, and it comes in rad colors. What more could you want? But for a long time, most Star Wars gamesâincluding 2019âs Star Wars Jedi: Fallen Orderâhavenât let you really slice and dice with these iconic laser blades, treating them more like glowing bats.
Star Wars Jedi: Survivor Combat Stances Explained
However, in new gameplay released by IGN yesterday, we see that this doesnât appear to be the case in Survivor. In a neat video going over how the gameâs combat stances work, the devs showcase Cal fighting different enemies while explaining how his various moves will work and how stances factor into combat.
Thatâs all fine and dandy. But more interesting to me is what happens during the fight against some Imperial scout troopers at around 4:14:
Gif: IGN / EA / Lucasfilm / Kotaku
Look at that! Cal just cut a dudeâs leg off. And if you look around the floor at that point in the video you can see at least two more cut-off limbs, likely from earlier in the fight. This is exciting!
Kotaku reached out to EA and Respawn about this dismemberment and was told âThe footage is what it isâ and that the publisher wouldnât provide any additional comment.
For many years now, Star Wars games have made lightsabers feel pretty weak as it can often take dozens of hits to kill a random enemy and you never get to cut off limbs or do real damage to your target unless they are a droid or random animal. In an interview in 2019, Respawn senior designer Justin Perez seemed to imply Lucasfilm and Disney werenât okay with lightsabers cutting off arms or legs. This was further backed up by people who worked on season 7 of The Clone Wars, which is also mentioned in that IGN interview from 2019.
So, I had assumed that was just how things would work. Cal could kill all the innocent animals and aliens he wanted, but he couldnât chop any limbs off of stormtroopers. But it appears that Disney and Lucasfilm have either relaxed this rule or given Respawn a pass.
Either way, Iâm excited to play Star Wars Jedi: Survivor and cut off some legs when it launches on April 28, 2023 for PS5, Xbox Series X/S, and PC.
After seeing Honkai: Star Rail for a few minutes during a live media preview, I mostly liked what I saw. HoYoverseâs âspace fantasyâ RPG doesnât reinvent turn-based combat, but the performance was smooth. The fighting animations were among some of the best Iâve seen out of anime games in recent years. The combatâs turn tracker, team combos, type matchups, and battle animations were reminiscent of games like Shin Megami Tensei and Persona 5. But HoYoverse absolutely does not want you to think of it as either of those games. Besides the seeming identity confusion, my conversation with the developer left me without much optimism about racial inclusion in Star Railâs space fantasy.
Hereâs how Star Rail works: Although you start off with a protagonist character, most of your roster will come out of rolling for wives and husbands through the gacha system. You use them to explore maps filled with enemy encounters (rather than real-time combat like in HoYoverseâs current mainstay Genshin Impact).
Once you run into an enemy, youâll start a turn-based battle. Each of your four party members will have two skills. Some will be offensive, while others will be support or healing based. Each attack corresponds with an element, and using elemental type matchups effectively will allow you to break shield bars. Once an enemy is vulnerable, you can use team combination attacks to kick them while theyâre down.
Screenshot: HoYoverse / Kotaku
Despite the relatively simple combat, the game will feature an auto-battle mechanic. This should make it easier to grind daily battles for resources, which is an essential feature some modern gacha use to keep the games alive.
Star Rail will have a main story campaign and regular sidequests. While it shares similar characters from Honkai Impact 3rd, Fish Ling, a representative from HoYoverse, assured me that there wouldnât be any story crossover with their incredibly lore-heavy real time action game.
Driving Honkai: Star Railâs development was HoYoverseâs desire to diversify its portfolio from the usual action games itâs released, according to Michalel Lin, another representative for the developer. Secondly, HoYoverse felt turn-based combat was conducive to âthe story that we want to tell.â Its design philosophy was driven by the desire to make turn-based combat approachable for newcomers.
Things got murkier, however, when I tried to ask who the target audience is. The Star Rail presentation mentioned that the game would feature different cultures. Remembering how badly Genshin Impactflubbed depicting darker skinned people and Southwest Asians in the Sumeru update, I asked how the developers intended to improve representation in Star Rail. What lessons did they learn from the overseas community?
âThe game is set in a fictional world,â Lin said. âWhat we do is dependent on how the IP grows. As a combination of cultures in our world, thereâs not a specific culture we target. We will continue listening to fansâ feedback, but how the world will be built, we canât say for certain.â
Screenshot: HoYoverse
Itâs 2023, and Asian RPGs keep dropping the ball on diversity. This immensely disappointing answer reminded me of Final Fantasy XVI producer Naoki Yoshidaâs response as to whether or not that game would include people of color. Their answer was that their world was fantasy, so it couldnât be held to any diversity standards at all. Star Rail includes characters who are culturally Chinese, so it feels really shitty that its launch characters seem to be even more light-skinned than those in Genshin Impact. Once again, we have to start holding Asian RPGs to higher standards.
I got similarly vague answers when I asked where Star Rail took its inspiration from. âWe think turn based RPGs are very engaging and have an active audience in the market,â Lin said. It took me a couple of minutes to remember that the Persona series has sold 16.8 million units globally and was probably at least one of the games alluded to. When I pressed about the studioâs creative inspiration, Lin told me Star Railâs team consists of 500 individual developers. Therefore, it would be impossible to narrow down specific influences.
I can guess why HoYoverse is being so coy about its Persona 5 game set in space. Itâs likely because the internet tore into Genshin Impact at launch for its similarities to Breath of the Wild, to the point where the developer had to reassure players that the game was more than a clone. But Star Rail will likely release sometime this year, and people will be able to see the Persona DNA embedded in how the game plays.
So hereâs the honest summary of Star Rail: Itâs a space fantasy game that youâll probably enjoy if youâre a fan of the Persona or Shin Megami Tensei series. Be careful of the gacha system, and donât hold your breath over improved diversity from what weâve seen so far.