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Tag: Windows games

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

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

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

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

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

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

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

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

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

    Infinitesimals – Unreal 5 Gameplay Demo | State of Unreal 2023

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

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

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

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    Luke Plunkett

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  • The Sims Is Getting Some Competition From Paradox

    The Sims Is Getting Some Competition From Paradox

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    Screenshot: Paradox

    Strategy specialists Paradox had the weirdest press show the other week, in which they announced a Sims competitor but didn’t actually say or show anything about it. Now they have.

    This is Life By You, an “upcoming, moddable life-sim” being made by Paradox Tectonic:

    Life by You – Announce Trailer

    That’s a Sims competitor all right! While it might look initially like it’s cutting very close to Maxis’ 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 – mods! We know life is always better with a heavy sprinkle of your imagination, so we’re empowering you with a wide variety of Creator Tools so you can design your lives the way you see fit – 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 you’ll 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! We’re finally getting some serious competition in the space now though, between this and the promising Paralives, so it’ll be interesting to see what effect all that has on The Sims 5…whenever it releases.

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    Luke Plunkett

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  • Resident Evil 4’s Official Little Anime Rules

    Resident Evil 4’s Official Little Anime Rules

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    With Resident Evil 4’s remake due out this week, Capcom’s 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 “Resident Evil 4 Anime PV Resident Evil Masterpiece Theater – ‘Leon and the Mysterious Village’ EP 1″, which isn’t the catchiest, but it at least gets the point across. It only runs for 56 seconds (and that’s including title screens), but it is 56 seconds of pure joy for anyone who has ever played this game across its 117 previous releases.

    “Story of my life” indeed, my guy:

    Resident Evil 4 Anime PV Resident Evil Masterpiece Theater – “Leon and the Mysterious Village” EP 1

    If you were thinking that animation style looked familiar, that’s because—as the credits at the end state—the 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 isn’t 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 Capcom’s 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 President’s daughter from a weird cult. This time things are just much prettier, the controls and UI are more modern, and there’s 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 remake’s spell. “Several smart changes; a few disappointing cuts,” tweeted Edge magazine’s deputy editor, Chris Schilling. “When it’s good it’s brilliant, but largely in the exact same ways as the original.”

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    Luke Plunkett

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  • Destiny Players Pay Tribute To Lance Reddick, Their Fallen Commander

    Destiny Players Pay Tribute To Lance Reddick, Their Fallen Commander

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    Lance Reddick, the actor who’s been lending his voice to games ranging from the Horizon series to Quantum Break, passed away Friday. He was 60 years old. While he’s 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 who’ve heard the news of Reddick’s death are flocking to his in-game character to honor him as their forever commander in a wholesome display of gamer solidarity.

    Read More: Destiny, Horizon Actor Lance Reddick Dies At 60

    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 Tower’s 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, he’s been given a lot of emotional backstory in the years since, with the character evolving in significant ways—he’s 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 Reddick’s dulcet tones.

    In last year’s Witch Queen expansion, he grappled with his faith as cosmic forces challenged it, which gave Reddick even more room to flex into Zavala’s character and personality. Subsequent seasons revealed a familiar tragedy from his past that still haunted him. Infamous lines memed into oblivion like, “We’ve stepped into a war with the Cabal on Mars,” 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 “community-wide silent sit-down event” in front of Zavala to pay tribute to Reddick’s stellar performance, while others are trying to organize a shared color scheme to honor him. Reddick’s impact on the Destiny community cannot be understated, especially since the last tweet he liked was about the game.

    Kotaku reached out to Bungie for comment.

    Read More: As Destiny 2‘s Commander Zavala, Lance Reddick Finally Gets To Be The Good Cop

    It’s never a good feeling when a beloved figure passes, especially someone as influential and prolific as Lance Reddick. But thanks to the community’s adoration and his immortalization across mediums, Reddick will live on forever. So, eyes up, Guardians, Commander Zavala is forever watching over you.

     

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    Levi Winslow

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  • Let Me Solo Her Is Playing Elden Ring, But Every Enemy Is Malenia

    Let Me Solo Her Is Playing Elden Ring, But Every Enemy Is Malenia

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    Image: Let Me Solo Her / FromSoftware

    The player known as Let Me Solo Her has become an icon in the Elden Ring community in the year since FromSoftware’s action RPG launched. It started when he used the game’s online co-op features to help a player fight Malenia, one of the game’s hardest boss battles, wearing nothing but some underwear and a pot on his head. Now, it looks like he’s attempting to play a version of Elden Ring where every enemy is replaced by Malenia, and he’s streaming it starting on, March 17, for your enjoyment.Players modding Elden Ring to replace enemies with Malenia isn’t necessarily new, as mods of that kind were circulating throughout 2022. However, given that Let Me Solo Her’s vendetta against Malenia is an Elden Ring legend, at this point, it’s just the natural next step in this saga. Will Bandai Namco send him more swords commemorating all these kills he’s racking up in nothing but some white underwear and a helmet?

    Let me solo her

    The stream is ongoing on Let Me Solo Her’s 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 FromSoftware’s game, who just happens to be able to heal herself.

    Let Me Solo Her is seen running past a group of Malenias in one of Elden Ring's early sections.

    Screenshot: FromSoftware / Kotaku

    So far, he’s 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, we’ve all done it. But that doesn’t stop each of them from making swings with their giant swords as he sprints past, and it’s 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, I’d rather try the mod that turns enemies into Pokémon. 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.

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    Kenneth Shepard

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  • Death Threats Lead To Cancellation Of Rust Fan Meeting

    Death Threats Lead To Cancellation Of Rust Fan Meeting

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    Screenshot: Rust

    The Game Developers Conference (GDC) is next week, and while that’s 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 won’t be happening.

    As PC Gamer report, the original plans were for a meeting—at a “coffee shop in San Francisco”—to be “a chance for conference attendees and fans to meet the Rust team, share their portfolios, and ‘talk shop’”.

    It has been now been cancelled after the developers received “threats to kill”, with the team posting a statement to Twitter that reads:

    This is not a statement we’re happy to announce.

    Due to an IRL threat we must take seriously, we’re going to have to cancel the GDC meetup in San Fran next week. 😢

    Fans are instead encouraged to “reach out via email!” instead. “It’s important to remember the developers are indeed humans”, they add in a follow-up Tweet, saying “When threats arise we make their safety #1.”

    “The overwhelming majority of fans are respectful and supportive,” Rust producer Alistair McFarlane told PC Gamer, adding “there is always going to be a small subset of individuals who engage in threatening and abusive behaviour.”

    It’s important to note that this meetup wasn’t 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.

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    Luke Plunkett

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  • Final Fantasy Creator On Why He Thinks ‘Quality’ Japanese Games Saw A Brief Drop

    Final Fantasy Creator On Why He Thinks ‘Quality’ Japanese Games Saw A Brief Drop

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    While Japanese games of varying genres are enjoying success these days, the 2000s and 2010s weren’t as kind, especially in Western markets. Since then, there’s 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 Fantasy’s 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 2001’s Final Fantasy X). Newer attempts at franchises like Sakaguchi’s 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: ‘Consoles like the NES and PlayStation were very specific hardware’

    Speaking to IGN along with Castlevania senior producer Koji Igarashi, Sakaguchi discussed why he feels Japanese games were of “higher quality” for systems with ‘“specific hardware”’ 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:

    “[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 why—I realize it might be impolite to say this—Japanese 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.”

    Castlevania producer Koji Igarashi added that the “long history of PC culture” 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 wasn’t easy.

    Igarashi describes the journey as a tough growing pain. “Japanese developers could no longer rely on their speciality as console developers,” he said, “and had to master PC development.”

    While some may be quick to point out, perhaps, that the PS3’s unique and troublesome Cell Broadband Engine certainly fits the criteria of “specific hardware,” 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 didn’t 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 “cultural differences” between Japan and the West make meaningful differences in what kinds of games are made. “In the West,” Sakaguchi said, “children often get their own room from a very young age, whilst in Japan the whole family sleeps together in the same room.” He continued, “such 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.”

    While I for one can say that my private bedroom probably enhanced my experience of Final Fantasy VII, Sakaguchi’s 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 that’s just the nostalgia talking.

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    Claire Jackson

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  • Dead Island 2 Devs Think ‘Development Hell’ Wasn’t So Bad Actually

    Dead Island 2 Devs Think ‘Development Hell’ Wasn’t So Bad Actually

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    Image: Dambuster Studios

    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. What’s funny, though, is that developer Dambuster Studios is out here saying the game’s development hell gave the studio “quite a lot of goodwill in the end.”

    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 didn’t 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 didn’t 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.

    Read More: Dead Island 2, Due In 2015, Now ‘Coming Out A Week Early’

    Development hell resulted in some goodwill

    Now, Dambuster Studios is asserting a VGC interview that after all this reshuffling and restarting, Dead Island 2‘s development hell actually wasn’t all that bad.

    “It definitely concerned us at the start,” technical director Dan Evans-Lawes said. “I remember when we took the project on, I was thinking ‘Is this a poisoned chalice,’ you know what I mean? I think, though, that once we announced the game, people were interested because they knew it had been in ‘development hell’ for however long, and I think people were expecting it to be terrible, and so we were pleasantly surprised when it wasn’t. And I kind of feel like it’s actually given us quite a lot of goodwill in the end. But that’s obviously reliant on people liking the game. But as long as they do, which I think they will, then I don’t think it’s a bad thing at all.”

    Dead Island 2 was a total restart for Dambuster

    With going through so many hands, you’d 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.

    “It was basically a complete restart,” Evans-Lawes said. “Obviously 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 it’s a very iconic location, so obviously we wanted to keep that. Other than that, it was totally from scratch.”

    Read More: Sorry Y’all, Dead Island 2 Weapon Breaking Isn’t Going Anywhere

    Kotaku reached out to Deep Silver for comment.

    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. That’s not a bad timeline. It’s 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.

     

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    Levi Winslow

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  • Someone Created A Ride In Roller Coaster Tycoon 2 That Will Outlast Our Actual Universe

    Someone Created A Ride In Roller Coaster Tycoon 2 That Will Outlast Our Actual Universe

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    Image: Marcel Vos / Atari / Emojipedia / Kotaku

    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 2 creation 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 don’t 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 creation—impressively created without mods—is 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 coaster’s 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. That’s long, but not the universe-spanning ride the headline of this article promised.

    That is achieved via 253 smaller roller coasters that are synced—using in-game options in RCT2—with the larger, very slow coaster. So once that big roller coaster finishes one ride—which remember takes two years—one 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 can’t even write it all out.

    Here’s a picture of it:

    A screenshot shows a very large number representing how many years the ride will take to end.

    Screenshot: Marcel Vos / Kotaku

    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, you’d be done right around the time Vos’ “Universe Coaster’’ 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 won’t be around to actually see the final ride finish its eternal journey through theme park hell.

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    Zack Zwiezen

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  • Everything We Saw At Today’s Capcom Spotlight Event

    Everything We Saw At Today’s Capcom Spotlight Event

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    Screenshot: Capcom / Kotaku

    Today Capcom streamed a new “Capcom Spotlight” event on Twitch and YouTube. While the cat was already out of the bag on its biggest news—a Resident Evil 4 demo, out today—there was plenty more to see, too.

    If you’d like to watch it yourself, you can find the stream archived here. That said, here’s everything we saw in today’s 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 Advance’s fun strategy-tinged, chip-collecting RPG series. Director Masakazu Eguchi, presenting himself in the guise of “Mr. Famous,” explained the new Buster “MAX” mode and how the collection will include digital versions of the 499 previously physical “Patch” 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.


    Capcom Town and Capcom ID

    Capcom

    Apparently Capcom is working on a “digital theme park,” called Capcom Town. Let’s let the video explain. It also announced a new “Capcom ID,” 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. It’ll be interesting to see if the fatigue for this sort of cruft we’ve just seen with Suicide Squad: Kill the Justice League will surface here too.

    Anyway, it’s 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. I’m sure fans will dig all the little bonuses it’s getting, and it’s coming June 30 for Switch, PC, Xbox One, and Windows.


    Monster Hunter Rise: Sunbreak

    Capcom

    Monster Hunter Rise’s 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 don’t care for undead swimming crawly things. Not ashamed to say it. Hopefully I’ll be prepared come its summer release. Jill’s in it too, by the way.


    Resident Evil 4 Chainsaw Demo 

    Capcom

    Ah, the main event. The big news? Resident Evil 4’s 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 demo’s out on PS4, PS5, Xbox One, Xbox Series S/X, and Steam.

    Read More: Capcom Just Dropped A Resident Evil 4 Remake Demo


    So, my take? Nothing mind-blowing, but a pleasant showing for sure. I’m looking forward to some of these, though none on the level of Dragon’s Dogma 2. What did you think?

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    Alexandra Hall

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  • Why Are Video Games So Afraid Of Everyday Life?

    Why Are Video Games So Afraid Of Everyday Life?

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    Screenshot: Sega | Kotaku

    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?

    I’m not talking about Call of Duty, which puts dates and names on contemporary places but could be set anywhere. I’m 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.

    I’m 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 you’re done adding those games up, you probably won’t find many. You might not find any at all.

    Let me explain where I’m 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 wasn’t very Japanese at all.

    Yakuza is inherently urban. Most of your time spent interacting with a Yakuza game isn’t spent smashing bikes into a man’s face, it’s spent approximating the same stuff anyone who lives and/or works in a modern urban environment does every day. You’re 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 it’s raining and you can’t be bothered walking four blocks. Running into people you know on the street (or not running into them, see previous cab comment).

    These are global, human experiences because they’re 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 action—ritual and ancient combat on the grounds of a hallowed clan headquarters aside, maybe—could 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 Yakuza’s 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 store—a bar, a takeout, a restaurant, a clothing retailer—is, 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 that’s a gross simplification, because it’s not our fault the world is like this, we’re 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 “commerce” in the broadest sense of the world, but they’re also very different types of nice things, satisfying very different needs and urges.

    Importantly, what sets these Yakuza activities apart from other “real world” games like Madden or Gran Turismo or Life is Strange is that fact that they’re 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.

    Image for article titled Why Are Video Games So Afraid Of Everyday Life?

    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 he’s also the most relatable protagonist in video games, because when he’s not doing that stuff we’re 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 Kiryu’s most mundane activities—playing out in a world that’s a recreation of our own, not a fantasy or alternate timeline or fictional take—is the best, because they’re 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, I’d love to see a London edition/take, complete with Greggs, pints, nice suits and the city’s 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 it’s 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 they’re not as integral to the experience, or as densely-packed. They’re also often caricatures of cities (see: GTA V), with little resemblance to Yakuza’s 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 they’re 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 Yakuza’s daily distractions. The Sims? It’s either the best or worst example possible, and would need a whole other article to unpack, so in the interests of keeping this brief I’m going to say “no” here as well (though I will entertain arguments to the counter!)

    I guess all I want to say here is that video games don’t always have to be about escapism. Or at least don’t 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 isn’t 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.

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    Luke Plunkett

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  • Wo Long: Fallen Dynasty: The Kotaku Review

    Wo Long: Fallen Dynasty: The Kotaku Review

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    The term “Soulslike” generates a specific kind of game in the mind. It conjures something that’s 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 there’s one word you likely wouldn’t use to describe Soulslikes, it’s “approachable.” Until now. Team Ninja’s Wo Long: Fallen Dynasty is a terrific game, one that excels in so many of the ways we’ve 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, it’s a mystical drug called Elixir that’s corrupting the lands, poisoning the people, and raising the dead.

    This is what you, a nameless militia soldier you customize through Wo Long’s 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 that’s dope.

    In Team Ninja’s Nioh 2 follow-up, a captivating, dying world

    Wo Long: Fallen Dynasty Fengxi Boss Battle

    It’s telling that development producer Masaki Yamagiwa cited Bloodborne as “a new form of motivation” 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 story’s 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, you’ll 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. It’s 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 isn’t an open-world game, though. There isn’t as much freedom here as in something like Elden Ring. Instead, Wo Long’s level structure is more reminiscent of Team Ninja’s Nioh 2 and Stranger of Paradise: Final Fantasy Origin. As the narrative unfolds, you’re 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, it’s the devastated Guandu, crumbling to pieces as veins protrude from the array of suspended buildings. All the while you’re 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.

    There’s an oddly captivating quality to that desperation, one that helps drive home the game’s 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 host’s unstoppable inner demon in exchange for their life, an ultimate big-bad can pull the strings while everyone lusts after the thing he’s in full control of. There’s 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. There’s even romance and heartbreak, as characters profress their unyielding love for each other just before taking their last breath in the icy ground. It’s dire, but it speaks to just how destructive power is when chased by the corrupt.

    Wo Long is the most accessible Soulslike I’ve played

    A Wo Long: Fallen Dynasty image showing the player character stabbing a demon soldier in the chest.

    Probably can’t even feel it, hyped up on all that Elixir.
    Image: Team Ninja

    I’ve 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 you’re at all familiar with the Nioh series, Wo Long will feel like coming home. That’s 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 opponent’s. Think of this dual-colored bar at the bottom of the health gauge as being similar to Sekiro: Shadows Die Twice’s posture meter. Completely drain an enemy’s spirit and you’ll 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 component—the backbone if you will—of Wo Long’s understanding of difficulty within the Soulslike genre. When you play these masocore-like games, you’re sometimes relegated to farming for experience points to increase your level high enough to deal with whatever foe that’s 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. That’s all true in Wo Long, too. However, exploring ancient China and raising battle flags, this game’s version of Dark Souls’ bonfires, is another way to become more powerful because planting flags increases your morale.

    Similar to God of War’s power level system, upping your morale ranking in Wo Long increases your damage resistance. So, if you encounter an enemy with a morale rank that’s 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, it’s likely curtains of them. And it’s 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. It’s almost required to make it through the game. It’s through this morale ranking system that Wo Long’s accessibility begins to shine.

    The morale ranking system makes up just one prong of Wo Long’s approach to accessibility. The other comes in the form of reinforcements, which you can call upon at the various battle flags you’ve planted. This is a blessing because so often, Soulslikes are largely these individual affairs with obtuse multiplayer offerings. There’s 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

    Here’s 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 game’s many difficult and unpredictable enemies. The best part, though, is you don’t always have to summon; Wo Long will, more often than not, start you with an ally already in tow as part of the game’s mesmerizing narrative. So, you’ll 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.

    It’s these two elements, the morale ranking system and the summoning of reinforcements, that make Wo Long the most accessible Soulslike I’ve played in…maybe 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.

    Don’t get it twisted, this is still a very hard Soulslike

    A Wo Long: Fallen Dynasty image showing the player character fending against famed soldier Lu Bu.

    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 they’ll do it with the quickness if you’re 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.

    It’s 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 aren’t as insurmountable as they may first appear. The enemy might be obsessed with power, but strong friendships can’t be easily broken. That’s the penultimate lesson I took away from Wo Long.

    That’s 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, “It’s dangerous to go alone.” So, why not take some reinforcements with you? You’ll be grateful you did.

     

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    Levi Winslow

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  • Diablo Was On The Catwalk At Milan Fashion Week

    Diablo Was On The Catwalk At Milan Fashion Week

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    Photo: Activision Blizzard

    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: Blizzard’s Diablo series.

    (I say normally because I have written about Milan Fashion Week before, back in 2018 when GCDS had some incredible PokĂŠmon sweaters).

    Danish label Han Kjøbenhavn had a whole damn line inspired by (and officially licensed by) Diablo, with founder Jannik Wikkelsø Davidsen—who tells NME he played the game “back in the day”—showing off three separate outfits, two of which you can see in this post.

    For those about to say in a comic-book-guy voice “nyyahhhh these don’t look like Diablo characters”, or “I will not be wearing these to my local GameStop, thank you”, 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 you’ll be able to order it on Amazon or get it with the collector’s edition of a game.

    “For me, darkness is beauty. How do you balance those two things? That generates an [entirely] new feeling”, Davidsen told NME. “What we’re creating has a lot of volume and language in the garments we’re working with, so in that sense I’m trying to mirror the journey within Diablo as well as my own journey.”

    In terms of things you can wear, Davidsen says Han Kjøbenhavn—who sell a ton of everyday gear like sweaters and tshirts, albeit at premium fashion label prices—will be releasing “something which is more everyday wearable” in the near future.

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    Luke Plunkett

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  • RIP John Motson, 1945-2023

    RIP John Motson, 1945-2023

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    Photo: Laurence Griffiths (Getty Images)

    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 didn’t 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 Motson’s work was to anyone catching a game on TV or the radio, he’ll 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 Sports’ 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 we’ve covered here previously is the greatest sports video game ever made.

    John Motson Commentary | FIFA 98 | Goodbye To My Childhood

    Motson’s 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 Motson’s iconic commentary could bring to life:

    FIFA 19 The Journey – Jim Hunter and the first 10 minutes

    Motson, who passed away “peacefully in his sleep”, is survived by his wife Anne and his son Frederick.

    John Motson, legendary football commentator, dies aged 77

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    Luke Plunkett

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  • Assassin’s Creed Bug From 2020 Is Finally Getting Fixed

    Assassin’s Creed Bug From 2020 Is Finally Getting Fixed

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    Image: Ubisoft

    I know this isn’t the most pressing issue facing the video game community, but I just think it’s funny: someone at Ubisoft has finally got around to fixing a bug that has impacted one particular version of Assassin’s Creed on one specific platform that has been bugging people (or maybe just one person?) for years.

    We actually covered this back in November 2020, when as part of kicking the new console’s tyres it was discovered that the PlayStation 4 version of Assassin’s Creed Syndicate had some weird shadow issues if you were trying to play it on the PlayStation 5. It was known, so much so that anyone trying to start the game got a prompt that said:

    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 didn’t 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 series’ Twitter account posted this earlier today, saying that an update be released tomorrow specifically targeting this very bug:

    We’re happy to announce that Assassin’s 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.

    Thank you for reminding me to dig this out and replay it. Not because I want to enjoy it flicker-free—I never had it on PS4, I have it on PC!—but because this is a deeply underappreciated entry in the series, and one I’d love to revisit in the wake of the more recent games being just a bit too much.

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    Luke Plunkett

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  • The Best And Worst Part Of Every Grand Theft Auto

    The Best And Worst Part Of Every Grand Theft Auto

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    Screenshot: Rockstar Games

    Best: New Toys: It’s hard to choose one thing that I’d call the best part of Vice City, the GTA game that brought the series to Florida and the 80s, but if I have to (Editor’s note: You do.) then I’d 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 it’s mostly unchanged from GTA III, it stands out in Vice City more because everything else—like the improved visuals, larger map and better cutscenes—is 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.

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    Zack Zwiezen

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  • Microsoft President Is Carrying That Giant Sony Call of Duty Deal In Pocket, Weirdly

    Microsoft President Is Carrying That Giant Sony Call of Duty Deal In Pocket, Weirdly

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    Microsoft President Brad Smith
    Photo: 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 keep Call 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, y’know, the deal itself–which 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 don’t 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 today—as part of this ongoing worldwide tour of courtrooms and regulatory councils—Microsoft 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 media…briefing (heh) and mostly went over the same things they’ve 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 that’s come across as Microsoft trying to prove it won’t keep some of its biggest franchises to itself should the deal go through. And if it’s 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.

    Read More: Everything That’s Happened In The Activision Blizzard Lawsuit

    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.

    “We haven’t agreed on a deal with Sony, but I hope we will,” Smith said, “I 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.”

    Of course, bringing the actual contract with you on your trip to Europe is clearly just a way to dramatically remind people that Sony isn’t 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 “essential.” And to be clear: Even after signing that deal, Sony could still lose Call of Duty after the initial decade if Xbox doesn’t offer up another, similar contract in 2033. ( It’s 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 sign…) And it’s 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 “number one concern that people have expressed about this acquisition is that Call of Duty will be less available to people.”

    That’s 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 don’t make deals with Xbox, or just the basic reality that—historically speaking— 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 today’s 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 “committed to bringing more games to more people – however they chose to play.” Well, unless you want to play Bethesda’s next big RPG, Starfield, on a PS5. Then uh…tough luck!

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    Zack Zwiezen

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  • Microsoft Reportedly Made An AI That Plays Minecraft For You

    Microsoft Reportedly Made An AI That Plays Minecraft For You

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    Image: Mojang

    Much of the science fiction genre would have you believe that artificial intelligence would bring about humanity’s 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.

    Read more: What People Get Wrong When They Think About Video Game AI

    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.. Minecraft’s open-ended nature has apparently presented somewhat of a challenge for the tech, however, as there are multiple ways to accomplish a task in Mojang’s 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 “build a car” would likely not get you as precise an in-game action as “build a car out of stone blocks.”

    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, Semafor’s 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 “we want to replace the human element of an industry so we don’t have to pay people.”

    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 it’s just trying something out.

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    Kenneth Shepard

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  • Star Wars Jedi: Survivor Already Has Better Lightsabers Than Fallen Order

    Star Wars Jedi: Survivor Already Has Better Lightsabers Than Fallen Order

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    Screenshot: Lucasfilm / EA

    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 that’s 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 don’t blame anyone for loving the lightsaber. It’s 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 games—including 2019’s Star Wars Jedi: Fallen Order—haven’t 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 doesn’t appear to be the case in Survivor. In a neat video going over how the game’s combat stances work, the devs showcase Cal fighting different enemies while explaining how his various moves will work and how stances factor into combat.

    That’s 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 dude’s 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 “The footage is what it is” and that the publisher wouldn’t 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 weren’t 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 couldn’t 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, I’m 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.

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    Zack Zwiezen

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  • Genshin Impact Devs Are Making A Space Fantasy RPG With Persona 5-Like Combat

    Genshin Impact Devs Are Making A Space Fantasy RPG With Persona 5-Like Combat

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    Image: HoYoverse

    After seeing Honkai: Star Rail for a few minutes during a live media preview, I mostly liked what I saw. HoYoverse’s “space fantasy” RPG doesn’t reinvent turn-based combat, but the performance was smooth. The fighting animations were among some of the best I’ve seen out of anime games in recent years. The combat’s 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 Rail’s space fantasy.

    Here’s 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 HoYoverse’s current mainstay Genshin Impact).

    Once you run into an enemy, you’ll 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 they’re down.

    Four characters are engaged in combat.

    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 wouldn’t be any story crossover with their incredibly lore-heavy real time action game.

    Driving Honkai: Star Rail’s development was HoYoverse’s desire to diversify its portfolio from the usual action games it’s released, according to Michalel Lin, another representative for the developer. Secondly, HoYoverse felt turn-based combat was conducive to “the story that we want to tell.” 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 Impact flubbed 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?

    “The game is set in a fictional world,” Lin said. “What we do is dependent on how the IP grows. As a combination of cultures in our world, there’s not a specific culture we target. We will continue listening to fans’ feedback, but how the world will be built, we can’t say for certain.”

    A Chinese inspired city in Star Rail.

    Screenshot: HoYoverse

    It’s 2023, and Asian RPGs keep dropping the ball on diversity. This immensely disappointing answer reminded me of Final Fantasy XVI producer Naoki Yoshida’s response as to whether or not that game would include people of color. Their answer was that their world was fantasy, so it couldn’t 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. “We think turn based RPGs are very engaging and have an active audience in the market,” 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 studio’s creative inspiration, Lin told me Star Rail’s 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. It’s 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 here’s the honest summary of Star Rail: It’s a space fantasy game that you’ll probably enjoy if you’re a fan of the Persona or Shin Megami Tensei series. Be careful of the gacha system, and don’t hold your breath over improved diversity from what we’ve seen so far.

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    Sisi Jiang

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