If you thought that Excel spreadsheets were just for mind-numbing office work, think again. A gaming hobbyist has created an Excel-based RPG game that he based on the popular post-apocalyptic game Fallout. It’s the end of the world, all over again.
Will the Fallout TV Series Radiate the Tone of the Video Games?
How do you turn spreadsheet software into a video game? Don’t ask me because I have less than zero idea. That said, the game’s creator, YouTuber “Dynamic Pear,” has offered a quick tutorial on how to use his weird, makeshift game that was developed via everybody’s least favorite office software.
On his website, “Pear” gives a brief description of the game’s story like so:
It is the 145th year of the second age. Life in Mercer is unrecognisable to that which came earlier – The bombs saw to that. Humanity may never fully recover…Adventure beckons once more, and you are ready to answer its call!
The YouTuber explains that his game has two components: “Mapping and Questing” and “Battling.” You can move through the various areas of the bombed-out RPG environment…
Screenshot: YouTube/Dynamic Pear
…or you can duel with the various characters you encounter along the way.
Screenshot: YouTube/Dynamic Pear
The website also offers more details about the various quirks of the gameplay and includes a link where you can download the game.
The inspiration behind this creation, Fallout, is a popular post-apocalyptic video game that takes place after a nuclear war. The first version of it was originally released in 1997 and was playable on Mac, Windows, and MS-DOS. It was originally spawned by a previous 1988 game, dubbed Wasteland. Since then, there have been four sequels and a number of spinoffs. But the big reason we’re seeing this now is that the Amazon Prime Video TV series based on the games has exploded in popularity and inspired people to head back to the experiences that started it all. In this case, someone made a new experience just for you.
Anyway, if you’re looking to make your workday slightly more interesting and you don’t have access to the Eggman Game, my suggestion would be to check out Dynamic Pear’s interesting creation. It’s probably the most fun you’ll ever have with spreadsheets.
The ultimate Star Wars selfie, Lego-style.Screenshot: Lego
Nowhere in Star Wars will old Han Solo meet young Han Solo. Yoda is not likely to ever meet Grogu. Princess Leia won’t cross paths with General Leia. Some things are just not going to happen. Unless, well, it’s Lego, where any and everything is possible.
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This year marks the 25th anniversary of Lego making Star Wars sets and the result has already been excellent. Set after set has already been released immortalizing some of our favorite moments and ships from the Star Wars galaxy. Today though, Lego Star Wars has also released a delightful video showing characters from across the full Star Wars saga—we’re talking High Republic, original trilogy, sequel trilogy, prequel trilogy, Disney+, Rebels, video games, and more—into one massive celebration. It’s sure to bring a smile to your face.
LEGO Star Wars – 25 Years | Celebrate the Season
Obviously, that’s just for fun but it got us thinking about one team-up in particular. Cal Kestis could, hypothetically, meet Cassian Andor right? He’s already met Saw Gerrera who is in this clip with the two of them. That would be pretty awesome, right?
Besides that, I think what I love most about this video are the transitions. They’re so imaginative and energetic. Certainly made with an abundance of care and love for the series.
To grab yourself a little Star Wars Lego action, head here.
Garry’s Mod, a popular 2006 sandbox game that emerged from the modding scene around Valve’s Source software, has recently been issued takedown notices by Nintendo. As a result, Facepunch Studios, the developers of Garry’s Mod, are in the process of removing about 20 years’ worth of Nintendo-related content from the game.
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In an update to Garry’s Mod’s Steam page, the developers stated, “Some of you may have noticed that certain Nintendo related workshop items have recently been taken down. This is not a mistake, the takedowns came from Nintendo.”
The update continues, “Honestly, this is fair enough. This is Nintendo’s content and what they allow and don’t allow is up to them. They don’t want you playing with that stuff in Garry’s Mod – that’s their decision, we have to respect that and take down as much as we can.”
Despite Nintendo’s litigious nature, not to mention its fierce protectiveness over its brand image and that of its mascots, the notice from Nintendo comes as a bit of a shock. As the update goes on to note, Nintendo content has been hosted on Garry’s Mod for close to 20 years. Models of countless Nintendo mascots like Mario have been ported over to the Source engine for the enjoyment of anyone playing Garry’s Mod since the very beginning. It’s strange for Nintendo to suddenly come out of the blue and enforce a takedown of this much content, especially since the flexibility of the Source engine in Garry’s Mod was a large part of the appeal behind the game, which was popularized in the early 2010s by a slew of gaming Youtube personalities playing multiplayer social-deduction games in Garry’s Mod such as Prop Hunt and Trouble In Terrorist Town. Of course, you could also argue that Facepunch was, at times, a little too lenient about what they allowed on Garry’s Mod, making sense of Nintendo’s decision to take action after all this time.
Nintendo-themed add-ons seem to have begun getting taken down a few months ago, though Facepunch didn’t publicly divulge that the company had issued the takedowns until earlier today. The process has been “ongoing” since then, and the developers are still working to remove all of it, which is an understandably Herculean task.
It’s so much, in fact, that at the very end of the update, Facepunch jokes that, “If you want to help us by deleting your Nintendo related uploads and never uploading them again, that would help us a lot.”
When I started playing Fallout 76 in 2018 there were no backpacks. So I never thought about it. But when I learned from a random comment that backpacks had been added after that point and had been in the game for years, I felt stupid for never crafting one. And then I went to collect the recipe for a pack and felt even dumber. Let me help you avoid this situation.
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Yes, like many players, I’ve returned to the irradiated online wasteland ofFallout 76. I had started feeling the itch for my on-again-off-again MMO months before the Fallout show. But I resisted. However, after watching the entirety of Amazon’s excellent live-action series based on the post-apocalyptic RPG franchise, it was too hard to stop myself from re-installing Bethesda’s online version of Fallout. As is often the case, I spent a chunk of my time in Fallout 76 trying to figure out more ways to carry all the random junk needed to build structures and craft items in the game.
My annoying quest to get a backpack
During a random perusal of the Fallout 76 subreddit, I discovered that backpacks had been added to the game in a past update. And they let you carry more stuff. I was intrigued! I also felt like a dummy. A moment later, I did a quick Google search and found a Reddit post and a couple of guides explaining how to get a backpack. Seemed simple enough. So I booted up Fallout 76 and headed to the Morgantown Airport.
According to Reddit, the blueprint for crafting the useful pack was upstairs in the airport in an area you visit in the early hours of Fallout 76. I had been here years ago, but never came back since making my original character. During the 2019 Wild Appalachia update, Bethesda added the backpack blueprint in this early game area. Makes sense, as many new players will stumble upon it.
However, for players who have been journeying through the game for years already, you could easily miss it as you’d have no need to return to the airport. So back I went. I fought my way through the enemies inside and found the chest upstairs and discovered… no blueprint.
Screenshot: Bethesda
Why the backpack isn’t in the Morgantown Airport
At that moment I had a thought, the same one that I have many times in Fallout 76: “Hmmm, did I do something wrong or is the game just broken?”
So I booted up Fallout 76 again, joined a new world, quickly fought my way up through the airport and…no backpack in the chest. Again. This time I checked the web for anyone else experiencing this bug and many others were complaining that, yes, the backpack wasn’t in the airport.
Turns out Bethesda actually moved where the blueprint spawns to a different area a few months ago, a spot that new players will encounter even earlier in their opening hours of Fallout 76.
I felt dumber than ever. But now, let me help you get a backpack—which is very useful—and help you avoid this silly series of events.
How to unlock and craft the backpack in Fallout 76
To get a backpack now (in April 2024) you need to head to the Overseer’s Camp located south of Fallout 76 near the Wayward bar. It’s near a river just north of Green County Lodge and is located in a chest marked as the Overseer’s cache.
Screenshot: Bethesda / Fallout Wiki / Kotaku
Loot the plans and then check your inventory—you should be able to activate or “learn” the recipe. At that point, assuming you have the materials, you can now craft a backpack at an armor bench. You’ll need one piece of cloth, one piece of leather and a piece of steel. As you level up you can craft better versions of the pack that hold even more weight.
If you are a new player who started playing in the last few weeks, you likely already picked up the plans for the backpack after visiting the Overseer’s Camp.
If you can’t craft a pack, check the “Notes” section of your inventory and make sure you’ve activated the backpack plan. Just keep in mind you can’t use a backpack while wearing power armor in Fallout 76.
Well, this is weird. Pinups of Lara Croft appear to have gone missing inTomb Raider I-III Remastered following a patch earlier this month to fix a bunch of bugs. Whether intentional or not, some fans are now calling it out as heavy-handed censorship of retro classics.
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Publisher Aspyr released the game’s second update on April 11 and mentioned a litany of changes, but nothing about up-scaled posters of Lara Croft being removed from the locker room in the Sleeping with the Fishes level for Tomb Raider III: The Lost Artefact. Though they still appear when playing with the original graphics settings on, where they look like pixelated postcards, the walls they’re on are now blank when players switch to the remastered graphics settings.
Their removal was first noticed on the Tomb Raider subreddit, before the discovery began trickling out to other corners of the internet last week. “I thought it was bullshit, but nope, Crystal Dynamics played the OG fans. They censored out the pictures in the update,” tweeted one person. “Updates should never be used to retroactively censor games, it’s a form of theft. Any company that engages in this bait & switch behavior should go bankrupt,” tweeted another. To be clear, the original versions of the posters are still available in the games when played in the 1990s mode.
A warning at the start of the remastered collection informs players that Crystal Dynamics, the studio behind the original games, chose to retain offensive stereotypes and imagery to “acknowledge its harmful impact” rather than erase those parts of the series’ legacy. Neither Crystal Dynamics nor Aspyr seemed to have a problem with the pinups previously. In fact, they were promoted as one of “ten remastered details you might have missed” a week after the collection’s launch.
Shortly after the latest patch removed the posters, NexusMods user Dario108 uploaded a mod to restore them in the PC version of the game. Timur Gagiev, the maker of popular open-source port OpenLara, who ended up working for Aspyr on the remasters, retweeted Dario’s link to the mod without saying anything further. Some took this as a sign that the change was intentional despite some potential disagreement behind the scenes.
Aspyr and Gagiev did not immediately respond to requests for comment.
If you loved the Fallout TV series and want to dive into a game that’s like it, but not too like it, we curated a list for you. We’ve also got some hidden Nintendo Switch secrets to make the most of the handheld console, lingering Final Fantasy 7 Rebirth help, and yeah, we’re back into Destiny 2. Read on for the major tips of the week.
There’s a lot of video games set to get TV or film adaptations in the next few years, and even more that seem like they’d be ripe for the picking. Bungie’s Destiny franchise seemed like a viable candidate, especially after the studio was acquired by PlayStation in 2022, but it sounds like any plans to bring the games to a new medium are have currently been dashed.
Will the Fallout TV Series Radiate the Tone of the Video Games?
According to Forbes’ Paul Tassi earlier in the week, Bungie was reportedly “tossing around” ideas for an animated Destiny series on Netflix before things fell apart.. Allegedly, this was in development prior to the aforementioned PlayStation acquisition, during which Sony said it would help Bungie “nurture the IP they have in a multi-dimensional manner.” (For extra context, this statement was made a few weeks before the Uncharted movie released and became a decent box-office success.) In regards to why it didn’t go forward, Tassi wasn’t sure, though he did say it just may not have gone farther than the scripting phase.
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Before Sony bought Bungie, the developer brought on Derrick Tsai as its transmedia head. Tsai was a producer and director at Riot who helped pave the way for Arcane to get made and become a hit over at Netflix. He departed around this time last year, after which the studio hired Warner Bros. alum Gabriel VanHuss to serve as the Destiny’s head of linear media. VanHuss holds that position to this day, and his duties involve expanding the franchise in TV, comics (which it’s previously done), movies, and so on. It’s hard to know where this hypothetical show currently stands: Bungie’s currently focused on the Final Shape expansion dropping in June, its new Marathon game, and still reeling from its highly publicized layoffs (to say nothing of possibly working on Destiny 3). According to Tassi, if the hypothetical show isn’t fully dead, it’s not coming “anytime remotely soon.”
The idea of Destiny getting a TV show seemed like a cool idea two years ago, but it’s a little more dicey now. Bungie’s hoping to turn things around for both Destiny 2 and the company at large with Final Shape, and revealing a TV show weeks after the expansion drops could easily take things from “we’re so back” to “oh, it’s over” in a heartbeat. The series certainly has the potential to thrive in other mediums, but it’ll unfortunately have to be a waiting game until the smoke clears around The Final Shape.
Will the Fallout TV Series Radiate the Tone of the Video Games?
Variety, Deadline, and the Hollywood Reporter all shared the news, with THR including this statement from Amazon MGM Studios head Jennifer Salke: “Jonah [Nolan, co-producer], Lisa [Joy, co-producer], Geneva [Robertson-Dworet, co-showrunner and writer], and Graham [Wagner, co-showrunner and writer] have captivated the world with this ground-breaking, wild ride of a show. The bar was high for lovers of this iconic video game and so far we seem to have exceeded their expectations, while bringing in millions of new fans to the franchise … We are thrilled to announce season two after only one week out and take viewers even farther into the surreal world of Fallout.”
The renewal confirmation comes on the heels of reports in Variety and elsewhere that season two will film in California to take advantage of $25 million in tax credits—a shift that will definitely add fuel to speculation that the show could continue its adventures in New Vegas, as seen in the games.
THR also has a quote from Nolan and Joy, whose previous sci-fi projects include the prematurely cancelled Westworld: “Praise be to our insanely brilliant showrunners, Geneva and Graham, to our kick-ass cast, to Todd and James and all the legends at Bethesda, and to Jen, Vernon, and the amazing team at Amazon for their incredible support of this show. We can’t wait to blow up the world all over again.”
Immersive sims are traditionally thought of as single-player titles. They can be really dense and systems-heavy games in which having even one player introduces an incredible number of variables, as that one player uses the freedom they’re afforded to tackle situations in any number of ways. It takes no small amount of creative ingenuity and coding wizardry to allow for all those possibilities, and that would only be magnified by the presence of another player, or a whole set of other players. Think of titles like System Shockor Prey, for instance, and imagine how injecting another player into these games—which already encourage folks to bend the rules—might completely turn them on their heads, and potentially even break them. Imagine The Legend of Zelda: Tears of the Kingdom with a second Link capable of doing all the things the first could already do. It sounds unwieldy, but the grandfather of the immersive sim thinks this is the logical next step for the genre. I think he’s probably right.
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In an interview with Game Developer, Warren Spector, the acclaimed developer credited with the creation of the immersive sim and landmark titles in the genre like Deus Ex and System Shock, divulged some details about one of his studio’s upcoming games, Thick as Thieves, which aims to marry immersive sim gameplay with a competitive multiplayer angle to break new ground in the genre. The upcoming immersive sim would drop two thieves into a setting not unlike that of Thief: The Dark Project and task them with traipsing through the dark city streets trying to outthief one another. One might embark on a job to steal some highly prized loot while the other waits in the shadows trying to screw them over. Players are also afforded the opportunity to work together, or interact in any number of ways. Spector shared that players can outright avoid each other if they choose to, follow one another, take each other out, or even set aside their momentary differences to work together towards a mutual goal.
Spector’s studio, OtherSide Entertainment, is also working on making the game’s world react to the actions that players take in it. Accordingly, a large part of the loop of a Thick as Thieves session will include gathering intel from around the city, which can be gained by bribing guards, for example. This kind of interactivity with one another in a live and reactive environment is the “next logical step” for the genre, according to Spector. “Part of the simulation is the human interactions in the world…It’s really a simulation that we drop a set of thieves into.” As part of its live-service offerings, Thick as Thieves will likely release new neighborhoods of the city over time as well as new thieves to promote different play styles, according to OtherSide’s CEO Paul Nerath.
OtherSide’s design philosophy surrounding Thick as Thieves emerged from a Dungeons & Dragonsgame that Spector played a number of years ago. The team is trying to successfully recreate the feeling Spector felt playing D&D, specifically the novelty of player-driven storytelling, by empowering players of Thick as Thieves to chart their own story in a live environment. It’s an approach that’s not unlike the kind of stuff Larian Studios received acclaim for in its previous title, Divinity: Original Sin II, which was praised for the open-endedness of its story and how much the world reacted to the player’s actions by the end of the journey.
The multiplayer angle of Thick as Thieves might also ring familiar to folks who’ve played Arkane’s Deathloop, which allowed players to invade one another’s games as a pivotal character in the narrative. Though Deathloop’s experimentation with this format yielded mixed results, perhaps due to how restrictive the mechanic was, there’s reason to believe that there’s potential in the approach by looking at other titles. Baldur’s Gate 3’s fully functional multiplayer in an otherwise-complicated game suggests as much.
There might be a lot of roadblocks standing in the way of such a clearly ambitious project, and I’m definitely reserving judgment until I see the game in action, but the concept is promising. Not to suggest that single-player immersive sims have bottomed out, because they absolutely haven’t, but one of the most exciting things about modern games is how much players have been able to use them to tell their own stories. A studio making games that explicitly pick up on that thread and seeing what exciting new things it can yield for the medium is a net positive, in my eyes.
Throughout its first season, Fallout tees up what seemingly are a bunch of mysteries that are either not connected at all or by the loosest of threads—why is the Ghoul so fascinated when he learns Lucy’s full name? What’s going on with dwellers from Vault 31? How did Moldaver make her way from the pre-war days to lead the New California Republic, and just what did she need from Wilzig the Enclave defector? What really happened to Lucy’s mom, and will she be able to save her dad? Will Maximus be able to make his way back to Lucy—and away from the Brotherhood once and for all?
All this smashes together in the finale (appropriately called “The Beginning”) to reveal that actually everything is much messier, more personal, and interconnected than anyone thought. As Lucy comes face to face with what was always her goal from the moment she left Vault 33, we and she alike get to learn, thanks to a flashback to Cooper’s perspective, that it was Vault-Tec itself, spearheading a conglomerate of multiple pro-war companies, that fired the first bombs that set off the apocalypse, ensuring their products would be used. Also, along the way, Vault-Tec froze all of its managers—from the lowest assistants to the highest bosses—to control the world that came after the fallout and ensure that capital remains in their own hands. And not only that, we’ve met a bunch of those Vault-Tec staffers throughout the season, like Betty, and of course, Hank himself—revealed as the assistant to Cooper’s wife, Henry, in pre-war times.
It does a lot to make clear the way the show views Fallout’s world, while once again putting all three of the main characters together, if not ideologically or geographically, in just how related to all this mess they each are.
Okay so maybe don’t hit Kyle McLachlan with the CG-deaging-ray but still, in spite of that, it all works!
The Stellar Blade demo has been out since March 29, and if you manage to beat it, your save data will carry over to the full game when it launches as a PlayStation 5 exclusive on April 26. One thing I was curious about was the “Skin Suit,” an outfit for protagonist Eve that basically has her traversing the world in the nude and makes the game way more challenging. Surprisingly, at least in the demo, it’s an incredibly easy thing to unlock, so since I just learned how to get it, I figured I’d teach you how to get it, too. Sharing is caring, after all. – Levi Winslow Read More
Over 60 hours into Rise of the Ronin and I still haven’t discovered everything that Team Ninja’s latest open-world samurai adventure game has to offer. And now, outside of all the cats to collect and fugitives to kill, there’s another secret connected to Nioh that I only just came across. That’s right: William Adams, the protagonist of Nioh, is lurking in Rise of the Ronin. Here are the details, including where and how to find the “Blue-Eyed Samurai.”
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On March 31, the PlayStation UK X/Twitter account revealed something I suspected was in the game: William Adams, the protagonist of the first Nioh and the first non-Japanese samurai, is in Rise of the Ronin. Well, not exactly. Since Nioh takes place hundreds of years before the events of Rise of the Ronin, he’s called the “Blue-Eyed Samurai” here, reminiscent of the excellent Netflix anime with the very similar name. Anyway, William—I mean, the Blue-Eyed Samurai—plays a small role here, a mere sub-boss encounter as part of the open-world photography activities, but crossing swords with him is very much worth the effort.
You can find him in the Shiba Prefecture in Edo, which is the second major city in Rise of the Ronin. If you pop open your mini-map and head toward Shiba’s bay, you’ll notice a photo objective called “View of the Bay at Shiba.” You don’t have to complete this activity, but snapping a quick pic of the waterfront will give you silver coins to purchase extra Intellect skill points. Just left of where you’d take the picture is a little alcove with a dimly lit fire illuminating the entrance. Saunter in there.
Screenshot: Sony / Team Ninja / Kotaku
Screenshot: Sony / Team Ninja / Kotaku
The rest of the way is blocked by a poorly constructed wooden barricade, which you can destroy by blowing up the fire barrel just in front with either a bomb or a gun. Once you’re inside, take the only left at the end of the short, narrow pathway, and William—dammit, the Blue-Eyed Samurai—will be standing there, just waiting for you to try him. And try him you must, because this isn’t one of those encounters where there’s a bit of dialogue before the blades get inevitably soaked in blood. He aggros the moment he spots you, but it’s not a particularly difficult fight, especially if you’ve played Nioh. His moveset is identical to the standard attack pattern you see when wielding a katana in Team Ninja’s 2017 Japan-set Soulslike, so that familiarity should make the fight easier to manage. Anyway, go ahead and lay him out.
After the fight, you’ll earn some pretty sweet rewards. The first is a set of armor themed around Yasuke, the first Black samurai whose name is the title of another excellent Netflix anime. Then there’s the real prize, the Nioh-ryu combat style. It’s the same sword technique that the Blue-Eyed Samurai, and Nioh’s William Adams, use, and it’s great. See, there are four overarching combat style types that the myriad combat styles in Rise of the Ronin fall under: Ten, Chi, Jin, and Shinobi. Each of these four is strong against certain weapon types and weak against others, but Jin is the most well-rounded combat style of the bunch because it’s effective against sabers and other lightweight weapons. The Nioh-ryu is a Jin-based combat style, which means, since most enemies in Rise of the Ronin use either katanas or sabers, you’ll essentially always do more damage. Sure, there are a handful of enemies that use other combat styles which can effectively counter a Jin-based one, but even then, because Jin is a jack-of-all-trades, it can still cut through even the heaviest of weaponry, such as clubs and odachi.
I love little details like this, optional objectives that connect a studio’s games together in interesting and entirely missable ways if you don’t know where to look. The nice thing about Rise of the Ronin is that if you happen to miss anything in the game, there’s a feature that lets you replay whole areas and entire missions for totally different outcomes. So, if you wanted to see what would happen if you saved an anti-Shogunate official instead of killing them, you could bend time to see what happens. Unfortunately, once you murk the Blue-Eyed Samurai, he’s dead for good.
Ghostbusters: Frozen Empirehas a lot of characters it’s juggling, and one of the most important wasn’t even actually in the film’s marketing. That would be Melody, played by Gossip Girl’s Emily Alyn Lind, a 16-year-old who quickly strikes up a friendship with McKenna Grace’s Phoebe Spengler. The twist? She’s a ghost forced to stay on Earth until she finds a way to reunite with her family on the other side.
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In a recent Hollywood Reporter interview, Lind revealed that her ghost status was something even she didn’t know about until she’d locked down the role. Director Gil Kenan never explicitly said as such during their talks, and lines like “I get it. I’m like a hundred years old,” she just assumed that translated to Melody being an old soul. As for why it was kept secret, she reasoned it came from her character being “a different kind of ghost” for the series. Instead of being purely chaotic or malevolent, Melody’s “a ghost with a heart,” similar to Ghost Egon in Ghostbusters: Afterlife. “[She] has a full human relationship, so I think that there was a part of them that really wanted to catch people off guard in that sense.”
In the film, Melody’s stuck in limbo after her family died in a house fire she personally feels responsible for. Her choices in the film all stem from that survivor’s guilt, and Lind was frannk in saying she’s glad her character saw the error of her ways: for one thing, getting to team with the OG and new Ghostbusters at the end had her “so giddy,” and she loved sharing the screen with series veterans like Ernie Hudson and Annie Potts. But it also meant folks wouldn’t leave the theater calling for her head, “just like they’ve hated me in other films for fucking the story up.”
As for Melody and Phoebe’s friendship and all the subtext in the movie, Lind called their dynamic one of “two souls connecting.” While she acknowledged parts of it can be read as romantic—and that Phoebe wanted a closeness with someone—both characters are “still two kids in a lot of ways. They’re cut from the same cloth and ousiders in their own ways. […] And now they’re connecting on this grandiose level in two different dimensional planes, and they’re just trying to figure out this world together. I like that we didn’t define it as one thing or another. Sometimes, when people do that, it ruins it. It’s too concrete and absolute, and they’re so not absolute as characters.”
Ghostbusters: Frozen Empire is now playing in theaters.
And if you’re new to the world of Cloud and co. and are curious about 2020’s Final Fantasy VII Remake and this year’s Rebirth, but haven’t played the original, you may be wondering if you have to play the 1997 classic before jumping in.
While Remake probably won’t leave FF7 newcomers out in the cold, both Remake and Rebirth are very much in dialogue with the original game—sometimes so directly that this current remake project really does feel like a giant meta exercise.
Here I’ll lay out some essential considerations to make when diving back into this essential epic of gaming history, whether it’s your first time or not.
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
Which version?
The original Final Fantasy VII isn’t terribly hard to source. If you have a modern console such as a Nintendo Switch, PS5, Xbox Series X/S or even last generation machines like the PS4 and Xbox One, you can easily grab a copy from each platform’s respective stores. This version has smoother-looking polygons than the original PlayStation release, but the pre-rendered backgrounds are largely untouched. It also features great quality-of-life features, such as a 3x speed toggle, the ability to avoid random encounters, and a setting that instantly heals characters to max health and raises their Limit Break status. And while the English translation was improved, it still features some of FF7’s awkward phrasing as a result of its famously rushed origins. It even defaults to naming Aerith “Aeris” like the original English version did in 1997.
Is it Aerith or Aeris?
In the Japanese version of FF7, the character we know as Aerith was named “Earisu,” which should translate to “Aerith.” FF7 had a notoriously rushed English translation, resulting in some bad grammar, odd turns of phrase, and the strange use of words like “wastrel” and “mosey.” One of these translation casualties was Aerith’s name, which appeared as “Aeris” in the 1997 version.
Modern versions of the original FF7, however, have kept this mistranslation. Since you can change every main character’s name in FF7, you are free to kill the S and add a TH if you’re so inclined. For me, as someone who played the game when it came out, seeing “Aeris” on the screen takes me back to those happy memories.
FF7 is also available on Steam. However, the Steam version, unlike the console iterations, does not include the aforementioned quality-of-life features such as the ability to avoid random encounters. The Steam version, however, can be modded. So if you want to change out the in-game character models, swap out the old music with the updated tracks from Remake, add FFVIII’s Triple Triad, and so much more, the PC version is very fun to tinker with—especially if you’ve played this game to death.
What about Ever Crisis?
In 2023, Square Enix released Final Fantasy VII: Ever Crisis for mobile platforms and Windows. It contains a colossal amount of lore from FF7’s expanded universe, including recreations of scenes from the original game with slightly more modern versions of the polygonal models from FF7. While you can experience the original narrative through this app, I highly recommend playing the original instead as Ever Crisis is loaded with microtransactions and very much wants you to spend lots of money. Check it out after finishing the original game, if you’re curious.
If you have an original copy of FF7, all PS3 models will play original PlayStation discs, so if you have one of those lying around, too, you’re good to go. That said, if you do have an original copy of Final Fantasy VII, do yourself a favor and hunt down an old PSX (and a CRT TV!) to enjoy this game like it’s 1997. Note that the original contains a bug that makes it impossible to raise your party’s magic defense. Modern re-releases of the game have fixed this.
Important ‘config’ settings
As a game from 1997, Final Fantasy VII has far fewer settings than most modern AAA games. That said, while in game, you can select “Config” from the menu to alter a few choice elements of the game.
Screenshot: Square Enix / Claire Jackson / Kotaku
One of the most fun is the ability to alter the color of the text boxes and menus. The default blue is a classic, but it can be fun to change up the color over the course of the game. I like to change it after each major story beat, but you can also change it across different game saves if you want.
There’s also a handy Cursor setting. This affects the behavior of your cursor during battles. When set to “Initial,” the cursor will reset to the top choice on each character’s turn. “Memory,” however, will return the cursor to the last combat option you selected per character. This is handy if you plan on using the same spell or item multiple turns in a row. And it’ll make combat a little faster for characters you’ll almost always use spells with, such as Aeris/th.
What’s going on with the ATB settings?
FF7 uses an active turn-based combat system called Active Time Battle. On “Active” setting, you’ll choose your attacks and actions on your turn once the time gauge fills up, but time never pauses. If you’re new to FF7, this can make boss fights in particular feel more stressful as combat won’t stop as you’re digging through menus for items or spells.
The “Recommended” setting is a little confusing. While characters are casting spells, using Limit Breaks, or using a summon, time will pause if you are looking through the spell or item list.
When set to “Wait,” time will pause anytime you’re looking through your spells or items.
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
Brand new players should try out Wait and Recommended. Active, however, can make the combat feel much speedier, especially if you increase the battle speed in the config menu.
General gameplay tips
FF7 is an old-school RPG from the ‘90s. Its story, characters, and soundtrack may be timeless, but many of its gameplay elements might seem cryptic or archaic by today’s standards. Here are a few things to keep in mind while saving the planet with your buddies.
Combat positioning and defending
While you can’t move your characters freely around the battlefield during combat, there are two non-obvious “rows” for combat positioning. If a character’s portrait in the menu screen is on the left-most side, they’re at the “Front,” where they’ll enjoy a boost in attack power at the cost of lower defense.
When a character portrait is on the right-most side, they’re in the “Rear,” where they’ll see lower melee attack damage but will enjoy a higher defense. Notably, however, some weapons, like Barret’s gun-arms, are “Long range weapons,” meaning they’ll do the same damage whether the character is in the Front or Rear. You can check a weapon’s range by hovering over it in the “Item” menu.
Don’t miss out on Yuffie and Vincent!
Unlike the other party members, our materia thief and mystery coffin-sleeper won’t just naturally join your party as you progress through the main story. To recruit Yuffie, you’ll need to venture into the forests outside of Junon and encounter her in a battle. Once you defeat her, you’ll have a cute dialogue exchange. Pick the following options to get Yuffie to join you: “Not Interested,” “…petrified,” “Wait a second!” “…that’s right,” and “…let’s hurry on.” Don’t use the save point in this area, as it will take you out of the field screen and Yuffie will vanish.
You’ll be able to recruit Vincent when you return to Nibelheim. You’ll find a safe on the second floor of the Shinra Manor. The code is Right 36, Left 10, Right 59, Right 97. Prepare for a tough fight after opening the safe. Then go down to the basement and enter the room on your left when heading toward the lab/study area where Sephiroth had his little revelatory meltdown.
You can either change order in the menu by selecting “Order,” or during combat by hitting left on the d-pad during a character’s turn and selecting “Change.”
Captured on Switch. Gif: Square Enix / Claire Jackson / Kotaku
You can also command a character to defend, thus mitigating damage by half, by hitting right on the d-pad during a character’s turn and selecting “Defend.”
Save as often as you possibly can
FF7 was released in the era before autosave became standard. Be sure to save, preferably in a new slot, every single time you see a save point or step out into the field. If you die, you’ll go back to your last save point so it’s very easy to lose hours of progress.
Field screen, battle screen, menu screen, over world: Learn the lingo
In FF7 you’ll cycle through four main screens. The “field screen” is any environment with a pre-rendered background where you’ll explore and chat with NPCs. The “battle screen” is where combat happens, a 3D environment signaled by a loud splash sound. The over world is a 3D-rendering of the planet where you’ll travel from town to town; you can save the game at any time while in the over world. Finally, there’s the menu screen, which you activate by pressing the top face button on a controller. You’ll manage all of your character’s equipment there.
Your health and MP won’t regenerate at these save points unless you use a Tent, which is only usable at save points or out in the world map.
Be strategic with Limit Breaks (but don’t be too shy with them)
You can actually hold on to Limit Breaks—powerful signature attacks and abilities each character possesses—across battles. Once the gauge fills up, it will remain available for that character until you use it. A filled Limit Break gauge, however, will lock you out of using your basic attack.
Captured on Switch. Gif: Square Enix / Claire Jackson / Kotaku
It’s not a bad idea to hold on to Limit Breaks if you know a boss fight is around the corner. Once you’re in combat, feel free to use those more powerful moves. The original FF7 doesn’t have a stagger system like Remake and Rebirth do, so there’s no point holding onto those Limit Breaks unless you’re saving them for a boss battle.
You can unlock new Limit Breaks early on
Each character has four levels of Limit Breaks, with each level offering two unique abilities. You’ll unlock each level’s second Limit Break ability by using the first one a certain number of times. For example, you’ll unlock Cloud’s Cross-Slash after using Braver eight times. Gaining a new Limit Break level requires you to defeat a certain number of enemies. Cloud’s level-two limit break, for example, requires you to defeat 120 enemies with him.
There’s a great opportunity early on in the game to get Cloud, Barret, and Tifa’s second level-one Limit Break abilities. While you’re heading to the Sector 5 reactor, after jumping off the train, run toward the screen. You’ll have to travel through a few screens but eventually you’ll arrive at a scene with two guards who’ll attack you when you approach.
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
From here you can engage in several battles by choosing “Stay here” after each battle. If you’re playing a modern version of the game with “God Mode” (activated by pushing both thumbsticks in on the controller), and 3x speed (activated by pushing the left thumbstick in), you can treat this series of battles as an XP farm and a Limit Break farm by spamming Limit Breaks in each battle.
Always check your inventory for new weapons, armor, accessories, and materia
FF7 was made in 1997, so it doesn’t have a menu that’ll badger you with flashing indicators whenever you pick up something new. While you’ll usually be notified of receiving a new item after picking it up in the field or as a reward after a battle, it’s very easy to forget you’ve done so. It’s a good idea to check your inventory frequently to make sure your characters are using the best possible equipment.
Always check shops for new materia and equipment
FF7 wants you to be on the lookout for new materia and items. You can get plenty of Gil from random encounters, so farming for cash isn’t too hard. But be sure to check in with anyone who’s selling things to see if they have something special that could give you an edge in the battles to come.
Don’t forget about the ‘Select Button’
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
While most modern controllers have long since done away with Start and Select buttons, modern versions of FF7 retain the “Select button” feature, bound to the “-” button on Switch, the “View” button on Xbox (the one with two squares), or the left side of the touchpad on a PS4/5 controller.
This will activate a pointer that hovers over your character while exploring the world, accompanied by red arrows to indicate doors and green arrows to indicate ladders. It’s a quick way to figure out what’s available to you if you’re lost. During combat, this will add a second menu that tells you the names of enemies when targeting them as well as relevant combat info if you’ve used the Sense materia on a target.
Modern versions of FF7 don’t totally make combat irrelevant
You might’ve heard that the modern versions of FF7 found on PS5, Xbox Series consoles, and Switch let you just focus on the story. Sadly, that’s only partially true.
If you just want to experience the story and not engage in any combat, you might be better off just watching a no-commentary Let’s Play or something. Current versions of FF7 still require you to engage in combat and do some character leveling and speccing. I don’t find this to be a bad thing as this is a game, after all.
However, the added features, such as speeding up the game, giving your characters max health instantly, and skipping random encounters, do make the experience of Final Fantasy VII a bit easier to manage. Here’s how these features work and how you can best make use of them:
God Mode doesn’t make you completely invincible
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
This tip concerns all versions of FF7 which allow you to speed up the game, turn off random encounters, and activate “God Mode” by pushing both thumbsticks in. While it usually works just fine for random encounters, it’s not going to save you from bosses you’re not appropriately leveled and equipped for.
Although this mode will instantly regenerate your HP back to its highest value after every hit you take, if you get hit with damage that’s higher than your maximum HP, you will still die. When you consider that many bosses have attacks that hit all party members for large amounts of damage, that means you very much can reach a game over screen even with “God Mode” turned on.
So what should you use this mode for? It’s great for grinding random encounters as low-level monsters are unlikely to kill you with this mode on. It’s also an easy way to reset your health and MP like the blue benches do in FF7 Rebirth. Also, if you just unlocked a new Limit Break and want to try it out right away, it’s very handy for that as well.
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
Skipping too many random encounters will leave you dramatically underleveled
Pressing in the right thumbstick on modern versions of FF7 will cancel out all random encounters. Sometimes this is a nice change of pace, but you should use it intentionally. Don’t leave it on all the time. FF7’s bosses were designed with the understanding that players would go through multiple random encounters, hence upping their level over the course of the game, not just from pivotal fights. Random encounters are also a solid way to slowly build up enough Gil to buy items, weapons, armor, and materia.
Sometimes it’s nice to give yourself a break and avoid random encounters, but be sure to dedicate time to engaging in them to make sure you’re properly leveled.
Speeding up the game can make it harder
Sequences like this one are much harder when the game is running at 3x speed. Screenshot: Square Enix / Claire Jackson / Kotaku
I like to treat the 3x speed option as a kind of sprint button. It’s even bound to the left thumbstick like most sprint commands in modern games. 3x speed is a great way to speed up complex fight animations, climbing ladders, or traversing the open world. That said, certain mini-games and sequences like capturing a chocobo during a battle are made much harder when you have to keep up with the game running at three times its intended pace.
Captured on Switch. Screenshot: Square Enix / Claire Jackson / Kotaku
FF7 is a classic video game. It’s an excellent RPG featuring a wonderful and dynamic tale, set in a vivid world that fuses science fiction and fantasy, brought to life by genuinely interesting combinations of 2D and 3D graphics, and set to one of the greatest soundtracks of all time—and not just in video games, I genuinely mean of all time. It’s a game that should be on your list to play whether it’s your first time, seventh time, or 777th time.
Dragon’s Dogma 2, Capcom’s latest high-fantasy action role-playing game, lets you romance all sorts of non-player characters. From a city leader to a town fool, a brothel host to a young blacksmith, there’s plenty of love in the air between you as the Arisen and the game’s many NPCs. You can’t romance the Pawns, though, a disappointing fact for the many players begging to date their loyal servants.
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In Dragon’s Dogma 2, you can raise your affinity level with just about everyone you come in contact with. Doing things for the characters you meet makes them like you more, which raises their bond with you for the game’s romance system. Save an elf’s sister from a rampaging ogre? That elf will become smitten with you and may ask you out on a date—eventually. Give an herbalist a bouquet of flowers? Similarly, that herbalist will grow an affection toward you. Unfortunately, Pawns, the game’s (mostly) obedient retainers that you create or hire, aren’t part of this love equation. No matter what you do, traveling with them far and wide or showering them with gifts, they will never be romanceable. Though such actions do raise their affinity level with you, some players still want a fling with their faithful retainers.
“Why can’t we romance our pawns,” asked redditor floopydoop90 in a post on r/DragonsDogma that’s slowly gaining some traction. “We spent every second together. They greet us after a rest in our beds. We create them with an incredible robust character creator. There can be beneficial combat or support buffs from having romanced your pawn. Bigger heals, stronger attacks when done together.”
“Are pawns romanceable now?” asked redditor Talia_Rosethorn in r/DragonsDogma with a video of their main Pawn blushing when they speak. “My girl is showing symptoms of max affinity and there are barely any posts about it so far.”
“Spent 50k changing hairstyles and hair colours and now my main pawn blushes when we talk,” said redditor Infamous_Touch2339 with an image of their main Pawn blushing just like Talia_Rosethorn’s did. “Is there a hidden romance with pawns?”
Much like in the 2012 game, you can’t romance Pawns in Dragon’s Dogma 2. There isn’t an explicit reason, though the theory is you can’t date them because their only goal is to help you, the Arisen, reclaim what is rightfully yours, and it would maybe be a bit weird for the game to let you date someone who lacks any soul or will of their own. Still, that hasn’t stopped one redditor from arguing there are hints that the Arisen and their Pawns aren’t keeping things strictly platonic.
“Players are always alone with their main pawns at their own houses, sleep at the same time, and most likely sleep on the same bed, plus main pawns sometimes blush before and after sleep,” theorized redditor TianAnMen_8964 in a lengthy post on r/Dragons Dogma. “I think the hinting here is crystal clear. Of course you can still think the opposite in your head canon, but I don’t think you can [deny] the hints. And yes, I would like a pawn romance update, how did you know?”
I wondered this same thing when I awoke to my main Pawn hovering over me in bed one time, his cheeks flushed as he talked about loving the “quiet moments” he shared with me. It’s kinda weird, though, because my Pawn is modeled after my cat, and I certainly wouldn’t wanna date or sleep with my cat no matter how much he saves my ass from dragon griffin attacks. We’re just monster-slaying partners. Nothing more. I’m merely The Arisen, after all, not The Bachelor.
I’m filling in some gaps in my RPG history. I’ve been playing series like Final Fantasy since I was a kid, but there are countless other landmark RPGs I’ve rarely touched, including the fantasy RPG Mana series, which splintered off of Final Fantasy Adventure in 1991. The only installment in the long-running franchise I’ve played, in fact, is Children of Mana on the Nintendo DS, which I loved! Nonetheless, I’m on a journey to right my wrongs, so when I was presented with the chance to see the first mainline Mana game since 2006 at PAX East last week, I had to check it out for myself. – Moises Taveras Read More
Cheech and Chong, the comedy pair famous for their albums and movies from the 1970s and ‘80s, will be added to Call of Duty as part of the upcoming Season 3.
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An iconic stoner duo, Tommy Chong and Cheech Marin don’t seem like the kind of guys who would grab M4s and shoot people. The two created films and comedy routines focused on hippies, free love, drugs, and counterculture ideas. But the Activision machine demands more and so in they go, with the publisher confirming in a new blog post that the duo are heading to Call of Duty Warzone, Warzone Mobile, and Modern Warfare 3 sometime next month.
While we don’t yet know officially when the duo will be playable in Call of Duty’s various multiplayer offerings, other weed-inspired cosmetics and a “Blaze It Up” event seem to point toward Cheech and Chong arriving on or around April 20, aka 4/20.
Here’s how Activision, a very large and not-at-all hippie-like corporation, describes the two and the new cosmetic pack in the lengthy blog post:
Forged in the counterculture revolution, yet armed with drive and creative power, Tommy Chong and Cheech Marin turned cultural friction into comedic success. Facing systemic barriers with humor and cannabis, the duo exploited adversity to bring underground voices into the mainstream. Chong’s ingenuity and Marin’s heritage primed them for fame, while their comedic chemistry made them icons. Their albums and films exposed injustice with subversive joy, pioneering stoner comedy and becoming symbols of irreverent truth.
I know some will get a kick out of this, giggle about all the weed content, and not think much more about it all, and that’s fine. But I just keep getting sadder and sadder as I watch all of pop culture and entertainment slowly consume itself and we get closer and closer to a future where everything is one big grey blob owned by WarnerBros Disney Fox Universal Monsanto Sony Tencent Apple Microsoft.
Sure, it’s silly that I can watch Ariana Grande fight Goku and Michael Myers in Fortnite. But watching all art get chopped up and chucked into the never-ending maw that is the metaverse makes me really sad, man. I miss when stuff was distinct and unique.
Season 3 of Call of Duty Warzone, Warzone Mobile, and Modern Warfare III starts April 3 on all platforms.
Of all the creatures and enemies you expect to encounter in Unicorn Overlord, a goat isn’t on that list. Yet goats abound in Vanillaware’s tactics RPG, at least on Albion, an island kingdom that players reach late in the game. These goats are friendly, and produce milk. But befriending these animals and actually getting them to produce Goat Milk is a task that Unicorn Overlord doesn’t explain to you. So, if you are pursuing certain quests, you’ll need some sooner or later. So, here’s exactly how you can get Goat Milk in Unicorn Overlord. – Willa Rowe Read More
This week, one of the biggest stories in gaming involved updates to an eight-year-old game. Yes, Stardew Valley developer ConcernedApe trickled out a series of details about the game’s latest patch that had fans hanging on every word in anticipation. We’ve got all the facts for you about this game-changing update, as well as a report on Overwatch 2‘s once-vaunted story missions, a story on the motivations behind an Apex Legends hack, and more.