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  • Dragon’s Dogma 2: The Kotaku Review

    Dragon’s Dogma 2: The Kotaku Review

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    I can’t believe Dragon’s Dogma 2 exists.

    I can’t even believe the first Dragon’s Dogma exists. The game was already out of step with best practices for open-world RPG design when it released back in 2012, and its choices feel only more radical with age: oblique fast-travel mechanics, circuitous questlines that are almost as easy to fail as they are to miss entirely, staunch insistence on not allowing players direct control over the majority of their adventuring party.

    Buy Dragon’s Dogma 2: Amazon | Best Buy | Humble Bundle

    It bore all the hallmarks of a passion project, and it was. Director Hideaki Itsuno, having helmed three entries in the Devil May Cry series (which completely upended and revolutionized action game paradigms), had finally been given the green light—and the requisite technology—to direct the sprawling, systems-heavy action RPG he’d been conceptualizing since the turn of the millennium. The final result was uneven, occasionally overwhelming, and replete with concepts clearly intended for a project with a larger scope. It was also—in spite of and often because of its jaggedness—astonishingly rich. Acclimating myself to the singular rhythms of Dragon’s Dogma, unspooling its structure and glimpsing the inventiveness of its byzantine design, is one of the most rewarding experiences I’ve ever had with a game.

    Twelve years later, the existence of Dragon’s Dogma 2 provokes a simple question: can you make Dragon’s Dogma now? Much ado has been made about Capcom’s latest supposedly being a truer realization of Itsuno’s original vision. What does that vision look like, in an era where open-world games are still largely defined by painless fast travel and quests structured like tax return forms? How do you “modernize” a design that, by its very nature, resists modern design?

    In short, you don’t. My impression coming away from Dragon’s Dogma 2 is that, throughout the past decade of seismic triple-A releases, Itsuno has been holed up in an underground bunker somewhere, scrupulously taking notes–not on his contemporaries, but on Dragon’s Dogma. Dragon’s Dogma 2 is a game unburdened by any influence save that of its own predecessor; it is, on every level, a supremely confident melding of ideas; it contains at least a little bit of everything I’ve ever loved about video games.

    Screenshot: Capcom


    Pawn Stars

    The premise here is wonderfully straightforward (and immediately recognizable to anyone familiar with the first Dragon’s Dogma): since time immemorial, a vicious dragon has wreaked devastation on the land of Vermund, personally choosing one warrior per generation to oppose it. This warrior, dubbed the “Arisen,” is able to command “pawns,” humanoid beings with no wills of their own whose only purpose is to aid the Arisen’s dragonslaying efforts by whatever means possible. Much of the game’s drama is derived from its decrypting of these roles, and of the hierarchies of power—both political and cosmic—separating them.

    The pawn system is why Dragon’s Dogma was made. When Itsuno first pitched the project, it was under the working title “BBS RPG”—a reference to bulletin board systems, pre-World Wide Web servers that facilitated software exchange and personal communication between users. In essence, he wanted to bottle the strange, murky sensation of early Internet forum browsing, of forging relationships with people who you can only perceive as text on a screen. So he created the pawns.

    Players can have up to three pawns in their party at a time, though one of these slots will always be occupied by their “main pawn,” one they design and assign a role to themselves. The remaining two are “hired” from other players via an asynchronous online system (not unlike a modern BBS). Pawns can be influenced, but they cannot be directly controlled, by yourself or anyone else.

    Dragon’s Dogma 2 is, very purposefully, single-player. Forging connections with your pawns despite your inherent distance from them is key to everything the game is doing. These video game characters in the truest sense, narratively and metanarratively stripped of agency and existing in a state of constant, near-total deference to the player. Every facet of their implementation underscores this tension: the more attached to them you become (and the more they learn from your behavior and begin acting on their own), the more ambiguous your sway over them feels. Are you their commander, or their equal?

    When I made my main pawn in the first Dragon’s Dogma—a nasty, sullen, five-foot-nothing goblin man named Skroat—it was as a joke. I wasn’t too sure how pawns were supposed to work, and figured it would be pretty funny to have a hideous little butler following me around everywhere. When I remade Skroat in Dragon’s Dogma 2, it was with barely a shred of irony. Watching him emerge from the aether in crisp 4K, weathered green skin glistening in the sunlight, was like meeting a childhood friend at the airport. Something had shifted almost imperceptibly in the thirty-odd hours I spent on my first playthrough of Dragon’s Dogma, and I finished the game accompanied not by a manservant, but a trusted ally.

    OG Skroat and Skroat reforged.
    Screenshot: Capcom / Kotaku

    Such is the magic of the pawn system: the game recognizes that your investment in your pawns is predicated on a delicate balance between how much they do and don’t obey you. When they follow your orders in battle, retrieve treasure for you, and help guide you toward quest destinations (often utilizing knowledge gleaned from their own Arisen’s travels), they feel like teammates. When they run off on their own into packs of wolves, pick so many berries that they become overburdened, and spout phrases as thuddingly obvious as “Different combinations of materials result in different creations!”, they feel like people. In Dragon’s Dogma 2, there’s a far greater emphasis on them conversing amongst themselves, enhancing the illusion (and the tension) even further. This is a world that decenters you, even when it’s supposedly meant to serve you.


    Sweet Surrender

    Dragon’s Dogma 2’s key ingredient is that it resists you at nearly every turn. Not because it’s challenging (it is, though that’s never the point), but because it insists that you meet it on its own terms. Navigating Dragon’s Dogma 2 takes effort more often than it takes skill. The game applies an intuitive and consistent logic to its world, eases you into understanding it, and then sets you free, trusting that when you do encounter resistance, you’ll rise to the occasion.

    The most conspicuous (and publicized) example is its limited pool of traversal options. As in the first game, the (exceedingly few) fast travel points on the map can only be warped to via the use of “ferrystones,” single-use consumables that are very rare and expensive. Even rarer are “portcrystals,” which let players create fast-travel points of their own. Across my entire playthrough, I found three.

    When setting out for the day, you have several choices. Often, you’ll opt for the most obvious one, and huff it on foot. There’s a lot of walking in Dragon’s Dogma 2, and usually, after reaching your destination, you’ll need to walk back. It’s a deliberate, time-consuming process, and I wouldn’t change a thing about it. Both Dragon’s Dogma games are, for me, perhaps the closest this medium has ever come to palpating the feeling of being on a hike. Environments are rarely wide open, and there’s a strong emphasis here on dense, tiered level design. The game is epic not necessarily in scale but in sheer volume; it plots its sinuous mountain roads with subatomic care, seeding a little more familiarity each time you cross them. Even now, having played Dragon’s Dogma 2 only one (and a half) time(s), I can close my eyes and picture the routes between several of its landmarks with almost perfect clarity.

    Buy Dragon’s Dogma 2: Amazon | Best Buy | Humble Bundle

    Welcome to Dragon’s Dogma 2 – Presented by Ian McShane

    Sometimes, you’ll have other options. If (and that’s a big if) there’s a portcrystal at your destination, you can warp there, provided you have a ferrystone. If (another big if) your destination is along an oxcart route, you can toss the driver a few gold to hitch a ride, and once aboard, either doze off (which, after a fade to black, skips you straight to the end of the journey) or just watch the wilderness roll by. (Staying awake makes oxcart trips excruciatingly slow. I can’t believe it’s even an option. I love it so much.)

    Each method carries its own set of risks, and every decision you make cascades into a series of progressively more interesting decisions. For instance, if you walk, you’ll need to bear equipment load in mind, and potentially pack camping kits (which are very heavy) in case you don’t reach your destination before sunset (nighttime is pitch-dark and extremely difficult to navigate; additionally, your maximum health depletes the longer you stay awake). Oxcarts may seem like the obvious choice, but there’s always a chance that you’ll be ambushed along the road–sometimes by monsters ferocious enough to destroy the cart entirely, leaving you stranded in the middle of potentially unmapped territory.

    None of this is guaranteed to happen, but there’s always a chance it could. Occasionally, it can be frustrating, not because it’s unfair, but because you understand that you should have known better. The game is frictive in ways that warrant consideration instead of force. As limited (and generally meaningless) as “immersion” is as a barometer for a game’s quality, it feels apt here: Dragon’s Dogma 2’s mechanical tapestry organically, almost invisibly places you in a gameplay loop encompassing every possible stage of adventure. Preparation, navigation, combat, resource management, and, most vitally, rest.


    Sidewinding

    I adore the combat system in Dragon’s Dogma 2, which is designed by one of the most talented action-game development teams in the world. Each of its classes (“vocations”) wields a different weapon, and each weapon is a precision-tuned character action moveset in its own right. I love that the weapons all have wholly distinct “shapes” to their movements, so striking and memorable that they could easily be drawn on paper. Thief is a rough, acutely-angled zigzag. Warrior is a hard press of the pen, and then a bold, arcing stroke upward just as the ink is about to bleed through the page. Mystic Spearhand is a series of sweeping loops with a perfectly straight line puncturing their center. Magick Archer is a spiral, starting from the outside and honing into a gradually shrinking field of fixed points. And so on.

    Combat is also, somehow, the least important part of the game. It’s far from the least interesting part of the game, and you’ll certainly be doing a lot of it, but the developers clearly didn’t want it to be your primary mode of engagement with their world. Where elsewhere Dragon’s Dogma 2’s systems are granular and unpredictable, combat is extremely straightforward. There are health bars, but no visible numbers outside of menus. Weapon skills, magic(k), and sprinting all draw from the same resource. Changing vocations is breezy and automatically reallocates stats. The game’s closest cousins aren’t contemporary RPGs, but Capcom arcade beat ’em ups: I was reminded at turns of Black Tiger, Dungeons & Dragons: Shadow over Mystara, and especially Magic Sword. The action is razor-sharp, responsive, malleable, and perfect. It’s the work of someone who, by his own admission, played turn-based games as a student and wished that all the battles could be replaced by Street Fighter II. But it’s not what Dragon’s Dogma 2 is about.

    Image for article titled Dragon's Dogma 2: The Kotaku Review

    Screenshot: Capcom

    Dragon’s Dogma 2 is about quests. Specifically, it’s about quest design. It’s about talking to dozens of characters and, over time, intuiting how the lattices of their stories connect and overlap. A choice in one corner of the world might somehow trickle down to another. One of the first suggestions you’re given upon arriving in Vernworth—Vermund’s royal capital, and the game’s central hub—is to ingratiate yourself to the city’s citizens and help them with their problems.

    I remember the precise moment I began to comprehend the (frankly paralyzing) complexity of the original Dragon’s Dogma’s quest design. As a result of cramming a lot of big ideas into a comparatively small space, the game frontloads a tsunami of sidequests in its opening half hour. “Okay,” I thought, “I’ve played RPGs before. I know how this works. I’ll save these for later.” So I ignored most of them and progressed the campaign. As soon as I hit the next major beat, I got a string of notifications indicating that I’d failed about five quests. Apparently, the game was already hard at work shuffling pieces around in the background, and now there were vast portions of it I’d never get to see. I was baffled, and expressed as much to the friend I was on call with at the time, a longtime fan of Dragon’s Dogma who had been watching me play. “Yeah,” they responded. “What, did you think this was some sort of video game?”

    There’s no directly equivalent moment in Dragon’s Dogma 2—the game has far more space to acclimate players to its structure—but its design philosophy is largely identical. This is not, in fact, just some sort of video game. It demands that you recalibrate your comfort level almost immediately.

    "Conviction is the human will that reaches its greatest power." Honoré de Balzac

    Screenshot: Capcom

    There are no NPC quest indicators, for one. You won’t know if a character—any character, of the hundreds wandering around the game’s world—has work for you until either you speak with them or they flag you down. Quests in Dragon’s Dogma 2 are always very specifically requests—NPCs may inform you of rumors they’ve heard or mysterious places they’ve discovered. But unless they’re explicitly asking for your help, you’ll have to remember the information yourself. Quest waypoints follow the same logic (again, that logic, that crystalline, airtight logic that girds every inch of this wonderful game): if a questgiver doesn’t know the location of the item they’re asking you to retrieve, they won’t mark it on your map for you, because how could they? One quest, a personal favorite, involved an NPC running up to me and asking me if I could help him find his lost orb. Okay man, no problem. I’ll find your orb. QUEST ACCEPTED: Find The Orb. I opened the map; no markers. Good luck!

    There’s always, always a wrinkle, always something complicating a task that initially seems straightforward. Even the simplest quests have some lasting, tangible effect—maybe a shopkeeper you helped out gives you a permanent discount, or maybe a monster-culling quest ends with someone being banished from their village for their failure to protect it. The world constantly shifts under your feet, changing around you (but not always for you). Frequently, quests string directly into one another. Sometimes, the completion of one makes another possible, but you won’t realize how for ten or twenty more hours. On multiple occasions in my playthroughs, sidequests directly affected how events unfolded in the main quest (on that note, there are no clear demarcations between the two in the quest log; they are, as far as the game is concerned, equally important).

    And so often, there’s an element of patience. Of rest. That town is safe for now, but follow up on it “later.” You helped the little girl put together a bouquet of flowers, check in on her in “a few days.” Royal masquerades are held “sometimes,” and you need to attend one of them. When Dragon’s Dogma 2 asks you to wait, it means it. Each in-game day feels impactful, even when it’s only because there’s less time between you and your next objective. Every decision matters, even and especially when that decision is just being. Buying townsfolk a round of ale at the tavern. Warming yourself by a campfire with your pawns. Standing silently atop a griffin’s back as it soars through the air, granting you both a brief reprieve from battle.

    Watching Dragon’s Dogma 2 spin its web is immensely rewarding. I won’t pretend all of its systems are novel, but its greatest strength is its resolute belief that every decision it’s making is the correct one. It is a shockingly confident, personal work. I’d call it a contender for game of the generation, but what would be the point? Dragon’s Dogma 2 doesn’t demand comparison. It merely shows up, works its magic, and takes a bow.

    Crucially, my experience with the game is incomplete, and everyone else’s will be, too. It’s built for replayability, but it’s also built for collective mapping and interpretation. I can’t begin to comprehend on my own how many variables and alternative outcomes are at play here, especially given the game’s intentionally restrictive save options (one save slot, limited manual saving; when you make a decision, you need to stand by it). One particular mechanic I don’t believe I saw at all: “dragonsplague,” a disease pawns can contract as they pass through various game worlds that, supposedly, has cataclysmic effects if left unattended. I still don’t know what dragonsplague does, because I played Dragon’s Dogma 2 pre-release, and not many of the available pawns were player-made. (Big ups, though, to the few people who did hire Skroat. He and I both appreciated it.)

    A couple days from now, the game will release, the floodgates will open, and the bulletin board system will begin firing on all cylinders. The Dragon’s Dogma 2 I played will not be the Dragon’s Dogma 2 you play. Let’s talk about it.

    Buy Dragon’s Dogma 2: Amazon | Best Buy | Humble Bundle

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    Cole Kronman

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  • The Last Stardew Valley 1.6 Patch Note Is Here

    The Last Stardew Valley 1.6 Patch Note Is Here

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    It is the eve before Stardew Valley’s 1.6 update drops and developer ConcernedApe has delivered us one last sneak peek by way of patch notes. In case you’ve missed the last week of chaos, Stardew Valley’s developer has been releasing spoiler-free teases of what’s to come in the forthcoming update and the community has been absolutely eating it up. The changes have ranged from the obscure to the subject of countless fan theories, and span the gamut of bugs and glitches, to long overdue corrections and fixing game mechanics. Over the weekend, they even teased that players will now be able to chug mayonnaise just for the hell of it. All hell’s broken loose in Pelican Town apparently.

    ConcernedApe’s final tease is now out ahead of the patch’s drop tomorrow, and it’s perhaps the most substantial new addition announced yet.

    Stardew’s 1.6 update will, among too many additions and fixes to count, introduce a new farm type to the game: the meadowlands farm. The new farmland will, according to ConcernedApe, consist of “chewy blue grass that animals love” making it ripe for grazing right off the bat. Stardew has seven other farm types as of update 1.5, and each lends itself to a particular playstyle, be it combat, harvesting, fishing, or just enjoying multiplayer lobbies with some of your friends.

    The patch note seems to indicate the latest farm type will be especially good for players who prioritize farming in Stardew Valley. Farm types have benefits beyond just layouts, and the new meadowlands farm is no different. Players who opt to start a new meadowlands farm will begin their game with a coop and two chickens, saving them the time and money that procuring all three often costs. It’s perhaps safe to say that the new farm type is a bit more beginner-friendly, as it will cut out some of the more tedious tasks from the early game.

    This last patch note follows in the footsteps of those behind it, painting the picture of an update meant to transition Stardew into a new phase of its life. The game, which has been supported more than I think anyone could have reasonably imagined when it first came out in 2016TK YEAR, has had a tremendous lifetime filled with new content and changes, and 1.6 appears like a tidy way to tie a bow on things. Most of the changes that have been announced are granular, but the kind of stuff that diehard Stardew aficionados have been clamoring for. Just look at the replies to each one of ConcernedApe’s announcements and you’ll see hundreds, if not thousands, of people losing it over changes that hardly feel impactful from the outside looking in. They’re the kind of crowd-pleasing fixes I can imagine addressing in order to make the community happy one last time for the foreseeable future.

    Coming years after the last significant content arrived in Stardew—and sandwiched between it and ConcernedApe’s next game, Haunted Chocolatier—the 1.6 update was supposed to have been a more straightforward update for modders before it transformed into a tiny expansion. In the time since its initial announcement, ConcernedApe has spent more time talking about the fresh content made for 1.6, such as an entirely new festival and accompanying dialogue, than discussing its original intent. Even the teases over the last week have had nothing to do with mods. Instead, they’ve felt like a fun repartee between the developer and the huge community his game has accrued over the years, as well as an assurance that he’s coming through on some long standing promises before moving on to the next big thing for a good while.

    To be clear, I don’t believe Stardew is going anywhere, and the console and mobile versions still need the 1.6 update to be ported over in the near future, but this update feels like the last big one fans are going to get for a while as ConcernedApe refocuses on getting Haunted Chocolatier out the door. If these zany patches are anything to go by, it’s definitely going out with a bang.

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    Moises Taveras

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  • Fallout’s TV Show is Made By Fans, but Not for Only Fans

    Fallout’s TV Show is Made By Fans, but Not for Only Fans

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    Image: Prime Video

    Adapting any well-known property is always going to be a big feat, especially when it comes to video games. It’s one thing to adapt a comic or TV show, it’s another thing to adapt a series of games, which come with a greater degree of self-expression. You can please some fans, but you can’t please all of the fans, as we’ve seen with basically every game-to-TV/film adaptation within the last five years.

    Talking to T3, Westworld co-creator Jonathan Nolan said as such about the upcoming Fallout show. Like many, he came into the series with Fallout 3 all the way back in 2008, which he said consumed roughly a year of his life back in the day. At the time, he would’ve been working on quite a few projects, and he was frank in saying the RPG “almost derailed my entire career.” Fallout fans have been divided on the series for some time (see early reactions to Fallout 76), and Nolan similarly it was impossible for the show to please the whole community. 

    “It’s a fool’s errand,” he said. “You’ve got to make yourself happy.” with Fallout, he continued, was for everyone to “come into this trying to make the show that you want to make.” Considering previous interviews, it doesn’t sound like this show is going to wildly diverge from those games, but they are going to have their own spin on series staples that’ll likely rankle longtime lovers. Between this and his Batman work, he called it a “rare and unbelievable thing…to take something that you love and get a chance to play in that universe, to create your own version.”

    No doubt he’d like for it to be a big multi-season hit like Westworld and Person of Interest, but he sounded honest in saying he was “very happy” with how this series has turned out. We’ll find out whether he should be happy when all eight episodes of Fallout will hit Prime Video on April 11.


    Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

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    Justin Carter

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  • All The Unicorn Overlord And FF7 Rebirth Tips You Need

    All The Unicorn Overlord And FF7 Rebirth Tips You Need

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    Image: Atlus, Atlus, Screenshot: Square Enix / Claire Jackson / Kotaku, Square Enix / Claire Jackson / Kotaku, Square Enix / Claire Jackson / Kotaku, Square Enix / Claire Jackson / Kotaku

    We get it, you’re probably very into Final Fantasy 7 Rebirth and Unicorn Overlord this week. So are we. And if you’re stuck on a tricky boss fight, unsure of who to take out on a date, or want to finish that capture quest, we’ve got you covered.

    We’ve got guides on the games to play after finishing Unicorn Overlord and how to level fast in that very same game. We’ve also got tips for getting all those Cactuar Caper locations, and how not to suck at one of FF7 Rebirth’s mini games. Scroll through for all the best tips that came out of this week.

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    Kotaku Staff

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  • FF7 Rebirth’s Best Healing And Revival Materia (And Where To Find Them)

    FF7 Rebirth’s Best Healing And Revival Materia (And Where To Find Them)

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    Epic RPG Final Fantasy VII Rebirth has a lot of fighting. Like a lot. Naturally, you’ll want to up your damage output, cast buffs and debuffs to get through these fights, but healing materia is one of the most essential orbs you can snag and slap into your weapon or armor.

    Read More: FF7 Rebirth: How Synergy Skills And Abilities Work

    I’ve gathered up all the materia (be jealous, Yuffie) that’ll heal you, revive you, cure status conditions, and in general keep you in the fight for longer in this guide. Plus, if you’re ready to take on Hard Mode, you’ll be locked out of using items. That means no X-Potions or Mist Giga-Potions. Factoring restorative materia into builds is mandatory for any Hard Mode run.

    Some of these materia are green Magic materia, while others are purple Complete or yellow Command. If you’re not sure of the differences, check out general materia guide for some basics. Otherwise, here’s where to find all the materia to keep your HP up! (Yes, including HP Up!).


    Healing Materia

    Healing materia lets you cast Cure to start, and then Cura, Regen*, and eventually Curaga as you earn more AP. Characters with a high Magic stat will heal the most when casting. You can find Healing materia in the following locations (in addition to Cloud having an orb equipped at the start of the game):

    • Most materia and item vendors
    • Reward for “Grasslands Region Intel: Level 1” in Chadley’s Combat Simulator
    • The Cast Break Room of the Gold Saucer
    • The Hall of Diversion in the Cave of the Gi, rewarded for dropping the faded materia in front of Bugenhagen
    • Reward for an A-rank in six Piano mini-game performances

    *Regen causes you to regenerate HP. Fun fact, it also cancels out Poison. You won’t get the Regen status effect if you cast it on someone with Poison, but it’s a simple solution if you’re not using items or you don’t have Cleansing materia equipped.


    Revival Materia

    Revival materia lets you raise your dead comrades in battle. It starts with Raise as the first spell, which revives and restores a decent amount of HP. After earning 5,000 AP you’ll be able to cast Arise, which revives a character for full hit points. You can find Revive Materia from the following locations:

    • Sold by most item and materia vendors after chapter 9
    • Reward for “Nibel Region Intel: Level 2” in Chadley’s Combat Simulator

    I personally have Revive equipped on every character. I suspect there are more economical solutions, but it grants me peace of mind knowing everyone can resurrect someone.


    Reraise Materia

    Reraise will allow a character to automatically revive themselves after getting knocked out. It does cost 35 MP to cast, so while it may grant peace of mind, it sure is expensive. You can find Reraise materia in these locations:

    • Developed with Chadley from Meridian Ocean Intel*
    • Developed with Chadley from Meridian Ocean

    *You’ll be able to earn Data Points from the Meridian Ocean once you complete all Protorelic activities in other regions of the world.


    Cleansing Materia

    Starting with Poisona, which cures Poison, Cleansing materia will level up to grant Esuna, and then eventually Resist. The former cures any negative status effect while the latter gives you immunity to them. You can find Cleansing materia in the following locations:

    • Sold by most item and materia vendors starting from chapter six
    • Found during the “Where The Wind Blows” side-quest in the Grasslands
    • Reward for “Junon Region Intel: Level 2” in Chadley’s Combat Simulator

    Chakra Materia

    A Command (yellow) materia, Chakra heals for a percentage of the damage you’ve taken. It scales up as the materia earns more AP from combat thusly: 20% of damage taken, 25%, 30%, 35%, and then 40%. As a Command materia, it’s not found in Spells, but rather Abilities. You can source Chakra materia from the following places:

    • Tifa’s starting materia loadout
    • Purchasable from most materia and item shops
    • Reward for Crunch-Off at the gym in Corel
    • In the Water Grotto at Cosmo Canyon
    • In the Temple of the Ancients after the first gravity shift

    Prayer Materia

    Prayer heals all party members and doesn’t cost MP as it’s a Command materia. It can be leveled up via AP five times, with each level increasing the amount of healing dealt. You can find Prayer materia in the following places:

    • Purchasable from most item and materia shops in chapter 10 and onwards
    • Part of Aerith’s starting materia loadout
    • In a chest near Phenomenon Intel 4 in Gongaga

    I ended up leaving Prayer materia behind in favor of linking Magnify materia with Healing materia. Cait Sith has Magnify equipped when he joins your party. You can otherwise find it in the Northern Ridge area of Mt. Nibel and after completing the Victim of Circumstance side-quest, as well as Brutal Challenge: Hellions’ Intonement in Chadley’s Combat scenario. It’s a pretty powerful materia that I found was most effective when connected to restorative materia and ones that buff statuses.


    HP Absorption Materia

    You’ll need to link this materia with an elemental spell. Once done, you can cast that spell and have its damage converted into healing. You can find HP Absorption materia from the following locations:

    • Develop with Chadley from Corel Region Intel (you can create a maximum of two orbs this way)

    HP Up Materia

    As a purple, Complete materia, HP Up doesn’t heal you. It does, however, raise your HP from 10% at its early level to 30% at max. You can find HP Up in the following places:

    • Part of Yuffie’s starting loadout
    • Purchasable at most item and materia vendors
    • Reward for “Combat Training: Beginner’s Hall” in Chadley’s Combat Simulator
    • In a boat on Under Junon’s shore
    • Earn an A-Rank on a performance of “On Our Way” on Piano
    • In a corner at the Event Square’s Golden Theater at the Gold Saucer
    • In the Dustbowl Bandit’s Bluff
    • Reward for “Gongaga Region Intel: Level 2” in Chadley’s Combat Simulator

    You can stack HP Up materia for a maximum of an extra 30%. Note that when leveled all the way up, HP Up will already boost your HP by 30%, so while stacking might be a quick fix early on, it’s more economical to level up multiple instances of it and equip them across different characters (Barret is a good choice since he’s an excellent tank).


    While it does help to think of materia in terms of its color-coded categories, I found that I was most effective in combat when I considered broader functionality of materia, regardless of the color-coding. No matter how you approach materia or how you spec out certain characters, materia inspires a kind of RPG character spec tinkering that has clearly withstood the test of time having originated in 1997.

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    Claire Jackson

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  • Is This Reality TV Dude Really The Face Of Assassin’s Creed’s Protagonist?

    Is This Reality TV Dude Really The Face Of Assassin’s Creed’s Protagonist?

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    Assassin’s Creed, Ubisoft’s long-running open-world RPG series, and Vanderpump Rules, Bravo’s long-running reality TV series, are connected—kind of. It’s rare that two of my biggest, most disparate interests collide so spectacularly as this, but here we are, and it’s all thanks to a man named Jax Taylor.

    Taylor, one of the former stars of VPR (he left/was fired after season eight, depending upon who you ask) has been claiming for nearly 15 years that the face on the Assassin’s Creed I box art (or II, depending upon who and when you ask) is based on his visage. Taylor, who was previously a model, even lists it as one of his (unverified) credits on his old Model Mayhem page.

    Before we go any further, it’s important to note that Taylor has, historically, been considered to be, well, um, a liar. As any VPR fan knows, and as a 2019 Vulture article pointed out, Taylor was accused of infidelity in back-to-back seasons and “both times [he] convinced both the show’s behind-the-camera staff and his friends that he was wrongfully accused; both times, he was caught red-handed as the season ended.” Taylor was also tied up in a lie in season six, after he was caught cheating on his future wife (then-girlfriend) with another co-star. There are other lies you’ll find deep in the Bravo subreddits: that he was roommates with Channing Tatum, that he almost got a job working for the NHL, that he loved the tea set Lisa Vanderpump gave him as a wedding gift.

    But the reality TV star doggedly insists that he is, indeed, the face on the cover art of an Assassin’s Creed game. He recently doubled down on this claim at Lexington Comic Con, which took place in the Kentucky city over the March 7-10 weekend. Taylor and several of his former and current castmates (he’s starring in a new Vanderpump Rules spinoff called The Valley alongside his maybe-future-ex-wife, Brittany Cartwright) had their own tables at the convention, which were decorated with images of their professional appearances. On Taylor’s table: A picture of the Assassin’s Creed I cover art.

    Is Jax Taylor the face of the Assassin’s Creed box cover art?

    Screenshot: Jax Taylor on X / Ubisoft

    Now, here’s where things get confusing. Taylor first claimed this video game connection back in 2012, when he posted “Me on the cover of assassins [sic] creed II” on X (formerly Twitter). The picture accompanying the text certainly looks like cover art for an Xbox 360 game, but there are some notable discrepancies. First, the image depicts Assassin’s Creed I, not II, and second, that picture doesn’t appear to have ever been used for a physical release of the Ubisoft game. An intrepid reporter asked about this alleged cover art back in 2022, and the replies only unearthed more questions: It appears that the image Taylor posted is from a website called Customaniacs, which, back in the Xbox 360 era, would share hi-res, downloadable, custom pieces of box cover art for people to print out and slip into the plastic shells.

    On March 12, I reached out to Taylor’s PR via email, who initially confirmed that Taylor was “on the first season” of Assassin’s Creed. When pressed for clarification, the representative confirmed that he was the model for “the very first game” and “just the box art.” I thanked them for the clarification.

    An hour later, unprompted, Taylor’s representative emailed me an image that only made things more baffling: a picture of the cover of PlayStation: The Official Magazine’s Holiday 2009 issue, which featured the publication’s review of Assassin’s Creed II. Yes, a review of the sequel, not the first game like his representative initially confirmed. To add more layers to this confusion cake, the PlayStation mag cover does not depict the box art for any Assassin’s Creed game, but bespoke art. (Unrelated, but hilarious: the image is clearly just the cover torn off the magazine, the rest of which Taylor ostensibly threw out.)

    Jax Taylor's Instagram story from March 13, showing an PlayStation: The Official Magazine cover featuring Assassin's Creed II.

    Screenshot: Jax Taylor Instagram / PlayStation: The Official Magazine

    Not long after my conversation with his PR person, Taylor posted a picture of the PlayStation: The Official Magazine cover that had been emailed to me to his Instagram story, with the caption “Flashback to when I did the cover art/box art for #assassinscreed 2009.” He tagged the Instagram accounts for Lexington Comic Con and PlayStation.

    The thing is, a French-Canadian model named Francisco Randez has been widely credited as the face of series protagonists Desmond, Altair, and Ezio. Randez has done interviews about his role in the series and has an IMDb credit for it. In a 2011 interview, Assassin’s Creed devs discuss creating the digital likenesses of the character, referring to the “handsome model” as a “neighbor” of the game’s producer in Montréal…though they have trouble remembering his name and call him “Rafael.” (It’s around the 8:50 mark.) Is there more than one “Assassin’s Creed guy”? Is Jax Taylor one of them? Is he none of them?

    I reached out to both Ubisoft and Francisco Randez. Ubisoft declined to comment, and Randez has yet to respond.

    So, it’s still unclear if Jax Taylor is, indeed, the face on the cover for either Assassin’s Creed I or Assassin’s Creed II. As a VPR fan, I’m inclined to believe he’s not, but what do you think?

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    Alyssa Mercante

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  • Balatro Might Be Delisted On Switch, But Has Still Sold 500K Copies

    Balatro Might Be Delisted On Switch, But Has Still Sold 500K Copies

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    Screenshot: Playstack Games

    Balatro was recently in the news after some versions of the game were removed from digital stores due to a ratings kerfuffle that is still ongoing. However, that setback hasn’t stopped the popular roguelike deck-builder from selling more than 500,000 copies across all platforms in under two weeks.

    Released last month on Xbox, PlayStation, Switch, and PC, Balatro is a wonderful digital card game that uses poker mechanics and hands as the foundation for a strange, but fun roguelike all about earning massive combos using power-ups and special cards. And now the game has hit a big sales milestone.

    According to publisher Playstack Games, on March 6 Balatro hit the 500,000 copies solid mark in just ten days. In a tweet announcing the news, the publisher added: “Thank you for your amazing support – we’re beyond grateful!”

    This is an impressive number for a relatively small game from a small publisher about shuffling around cards to make poker hands. But it’s even more impressive when you remember that for the last few days, the game has not been available from the Switch eShop in Europe. That’s because the game’s PEGI rating changed overnight, surprising the publisher and leading to the game being removed from digital stores.

    Playstack is continuing to work to get Balatro back on the eShop in countries like Germany and the UK. It recently said it expects the game to return to all shops before March 9. Hopefully, it happens soon as this is definitely a perfect game for Nintendo’s aging handheld hybrid.

    Personally, I’ve not been able to stop playing Balatro since its release. I even bought another copy of it on Xbox so I could play it more easily in my living room. It’s on my Steam Deck. And I can’t wait to buy it again when it (hopefully) arrives on iOS and Android one day. I’m Balatro-pilled and I don’t care.

    Balatro is out now on Xbox, PlayStation, PC, and (in some countries) Switch.

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    Zack Zwiezen

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  • Helldivers 2 Advice And Our Hottest Final Fantasy VII Takes Of The Week

    Helldivers 2 Advice And Our Hottest Final Fantasy VII Takes Of The Week

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    Screenshot: Arrowhead Games / Kotaku, Square Enix, Square Enix / Kotaku, Square Enix / Kotaku, Square Enix / Kotaku, Image: Square Enix, Square Enix, Rawpixel.com (Shutterstock), Square Enix, Square Enix

    It was a rather big week in gaming, this last one in February—mostly because we got Final Fantasy 7: Rebirth, and everyone came out of the woodwork to spout their hottest take and spiciest opinion about the Square Enix RPG. Is Cid redeemed? Is Aerith a goat lady? Is jank good?

    It wasn’t all FF7 all the time: We also had some things to say about third-person shooter Helldivers 2, this week, because we’re a well-rounded bunch. Click through to see our most opinionated stories of the week.

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    Kotaku Staff

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  • Kotaku’s Essential Guide to Final Fantasy VII Rebirth

    Kotaku’s Essential Guide to Final Fantasy VII Rebirth

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    2024’s most anticipated game is finally here, and the further adventures of Cloud Strife and his besties has launched on PS5. Final Fantasy VII Rebirthexpands and enhances the middle section of the 1997 classic, and there’s a big, beautiful world to see. If you’re looking to spend a few dozen hours in Square Enix’s…

    Read more…

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  • New Study Shows Kids Are Bullied For Not Spending Money In Free-To-Play Games

    New Study Shows Kids Are Bullied For Not Spending Money In Free-To-Play Games

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    New data from Norway examines how video games influence children, their social behaviors, and their spending habits. It turns out, younger players are being bullied over their lack of cosmetic skins, are using in-game items to become more popular, and are struggling to avoid all the ads and user-made scams connected to popular online games like FIFA, Fortnite, and Warzone.

    As reported by Crossplay—a gaming newsletter focused on parents and kids founded by former Kotaku writer Patrick Klepek—a pair of studies by Norwegian researchers include some alarming information about how kids between the ages of 10-15 interact with video games and how these popular games can have big effects on their social lives. The studies were conducted by researchers Kamilla Knutsen Steinnes and Clara Julia Reich of Oslo Metropolitan University as part of a larger initiative by Norway’s government to understand the relationship between children and games.

    According to Reich, their findings show that how a child appears in a game can play a “crucial” role in how other kids treat them.

    “Children may experience being called poor if they haven’t spent money on their character. Children who have spent money on their in-game character can gain increased attention and other advantages, thus buying popularity,” said Steinnes.

    This is because nowadays, children’s digital and real lives are one and the same. Wearing the right skin in Fortnite is just as important as dressing correctly at school, according to the studies. And kids who can’t afford the right gear or who don’t play games are struggling to fit in.

    “There’s no sharp distinction between their online and offline world. These are just different parts of the social world they navigate, and appearance, or skins, are important identity markers,” said Steinnes.

    One 13-year-old, Frank, added: “If you don’t play with anyone, you kind of have nothing to talk about at school.”

    “Kids into football play FIFA and spend money on in-game items that confer status, while others spend money on effects from Nike, Balenciaga, or Star Wars. They are influenced by memes and trends on platforms like TikTok,” said Reich.

    Speaking to Crossplay, the researchers further elaborated:

    The pressure to fit in resembles what is already taking place in other contexts but takes on new forms. Some children might end up feeling excluded if they lack the resources (e.g., Wi-Fi, gaming equipment, in-game currency) to play with their friends or might get picked on based on what ‘skin’ they are wearing.

    Publishers and scammers are taking advantage of kids

    Making things worse is that video game publishers have become very skilled at constantly advertising games and in-app purchases to kids. This means it’s becoming harder and harder for children to focus on other things in their lives, making the pressure to have the coolest skin grow even worse. And for kids who can’t afford to fit in, they can be bullied or treated poorly by their peers. For girls, this abuse is often worse, both in and out of games.

    “I heard things like ‘go back to the kitchen’, and it was like ‘you’re a girl, die, die, die’. It was, like, very graphic,” said Sidra, a 14-year-old girl who was part of the study. The study also showed that skins and in-game cosmetics can create “digital body-image” issues, too.

    Another problem found in the studies is that kids report being scammed. The researchers suggest that this is because kids lack “consumer competence” but are being thrust into situations where they encounter high-pressure sales tactics built around making them feel like they have to act fast or miss out. And when someone comes along promising them cheap currency or a good deal, kids might not realize it’s a scam until it’s too late.

    “This is problematic because children and young people are a vulnerable consumer group navigating almost unregulated markets on their own,” said Reich.

    Overall, it’s enough to make me thankful I don’t have kids and don’t have to help them navigate the modern world of free-to-play video games that often share more in common with casinos than they do with other games you play for fun. And as the internet becomes more and more a part of every bit of our lives and games become more and more popular on mobile devices, the situation may only get worse.

    .

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    Zack Zwiezen

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  • Stardew Valley’s Huge 1.6 Update Finally Gets Release Date

    Stardew Valley’s Huge 1.6 Update Finally Gets Release Date

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    Image: Eric “ConcernedApe” Barone

    The lowkey farming simulator Stardew Valley is getting some new stuff in a couple of weeks. Developer Eric “ConcernedApe” Barone announced on X/Twitter on February 26 that the PC version of the chill game will get the 1.6 update on March 19, with the patch coming to to consoles and mobile “as soon as possible.”

    In follow-up posts, ConcernedApe celebrated the game selling over 30 million copies and thanked everyone for their support. He also said a worldwide concert tour and an official cookbook are in the works, which sounds cool, but the meat and potatoes here is its 1.6 patch, and Stardew Valley fans are gonna be eating real good.

    What’s In Stardew Valley’s 1.6 Update?

    We don’t know exactly what the patch will entail. However, ConcernedApe has teased various details about what to expect when the update drops on March 19. In April 2023, he said 1.6 will mostly benefit modders and also includes new game content. Three months later, in July, he expanded on that “new game content” a bit, tweeting that 1.6 will feature a new festival, dialogue, items, and “secrets”—whatever that means. As unspecific as this all is, it sounds enticing.

    But wait, there’s more (but not much). In responding to a Twitter user on February 23, who said the mobile version of the game is pretty buggy (night doesn’t transition to day, for example), ConcernedApe said that he’ll address those issues on mobile as part of update 1.6. A similar problem affected some Stardew Valley PC players back in 2019, but regular updates seem to have resolved the issue. Hopefully, the PC and console ports of version 1.6 will stamp out any lingering hiccups.

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    Levi Winslow

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  • Kotaku’s Essential Guide To Helldivers 2

    Kotaku’s Essential Guide To Helldivers 2

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    Screenshot: Arrowhead Games / Kotaku

    A random player and I are surrounded by giant, alien bugs who want to rip out our guts and eat our bones. We are trying to destroy their nest, which lies in a rocky crater on some backwater alien planet. Low on ammo, out of health items, and unsure of what to do next, it seems we are screwed. But this is Helldivers 2we have powerful tools at our disposal, like a massive airstrike or auto-turret. My squadmate calls in his airstrike before I can, runs into the fray, drops it at his feet, and begins tossing grenades. “Get outta here! I’m taking ‘em with me!” he yells. I dive over an angry insect the size of a dog and skitter out of the crater, explosions and gunfire popping off behind me. Then there is one big boom. I turn around. He did it. He saved the day, killed two dozen bugs, and destroyed their vile nest. — Zack Zwiezen

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  • Kotaku’s Essential Guide To Persona 3 Reload

    Kotaku’s Essential Guide To Persona 3 Reload

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    Screenshot: Atlus / Kotaku

    It can be tough figuring out how to manage everything Persona 3 Reload throws at you. Between school life, social life, and fighting demonic shadows during the Dark Hour, your time in Gekkoukan High School is hectic, to say the least. So whether you’re returning to Persona 3 or playing it for the first time via the brand-new remake, here are some tips for how to get the most out of every day on the game’s calendar. — Kenneth Shepard

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  • Upcoming Game Delays Release To Avoid ‘Busy’ February

    Upcoming Game Delays Release To Avoid ‘Busy’ February

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    The Thaumaturge, an upcoming narrative-focused, turn-based RPG, was planned to launch in just a few days on February 20. However, the game has now been delayed until March as the developers and publishers hope to avoid a “busy” February and give the game more “breathing room.”

    As we warned late last year, the first few months of 2024 have been stacked with popular video game releases. This is bad news for folks hoping they could catch up on their 2023 backlog in what is usually a quiet time for the game industry, as the first weeks of 2024 have already delivered hits like Palworld, Helldivers 2, Prince of Persia: The Lost Crown, Like a Dragon: Infinite Wealth, Tekken 8, and Suicide Squad: Kill the Justice League. And the rest of February isn’t empty, with games like Pacific Drive, Final Fantasy VII Rebirth, Star Wars Dark Forces remastered, and Skull and Bones all launching before March 1. As a result of this packed start to the year, The Thaumaturge is going to wait for the dust to settle a bit.

    On February 12, developer Fool’s Theory and publisher 11 Bit Studios announced on Twitter and explained in a press release that even though The Thaumaturge is already in the hands of some critics, it was going to be delayed until March 4 in order to avoid all this chaos.

    “Taking February’s busy launch period into account and the opening for a better release window,” the two companies said in a statement, “we’ve decided to take this opportunity to give more breathing room so it receives the attention we believe it deserves. We want you to have enough time to enjoy the game in full, and we feel that the current release window is not the perfect moment for it.”

    While folks who have been waiting to play the game are probably a bit sad that they have to wait about two weeks longer, it’s a smart move to get away from so many big and small hit games and try to find a bit of a gap in the release schedule to give your game a better chance to find an audience, as well as the attention of over-worked critics and content creators. We’ll have to wait and see if the move pays off.

    The Thaumaturge, an isometric RPG set in 1905 in an alternate-universe Poland filled with magical powers and tough choices, will now arrive on PC, PS5, and Xbox Series X/S on March 4.

    .

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    Zack Zwiezen

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  • Palworld, Persona 3 Reload, And More Of The Week’s Essential Game Tips

    Palworld, Persona 3 Reload, And More Of The Week’s Essential Game Tips

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    Image: Pocketpair, Pocketpair, Activison, Square Enix, Screenshot: Atlus / Kotaku, Square Enix, Pocketpair / Claire Jackson / Kotaku

    This week we’re going back to school, collecting Pals, and being reborn—that’s a lot of stuff to do without some tips. Palworld, the breakout hit from developer PocketPair, got a handful of major bug fixes that will make your creature-collecting a lot easier. And Atlus’ recent Persona 3 Reload release means you’ll want to make sure you’re a Grade A student and a damn good friend—luckily we’re here to help you with all of that. The week also saw the surprise-debut of a Final Fantasy 7 Rebirth demo, and with progress carrying over to the main game, you’ll want to make sure you do everything you can with Sephiroth and company.

    That’s why we’ve gathered the biggest, best, and most helpful Kotaku tips of the week, all in one spot. You’re welcome.

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    Kotaku Staff

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  • Subnautica 2 Devs Quickly Clarify That, No, It’s Not A Live-Service Thing

    Subnautica 2 Devs Quickly Clarify That, No, It’s Not A Live-Service Thing

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    Video game publisher Krafton released a report that seemed to imply underwater survival sim Subnautica 2 would be a multiplayer-focused live-service game, which disappointed and frustrated many fans. But now the devs have quickly clarified that no, this isn’t the case and instead the game is going to just receive regular updates during early access, like the original Subnautica.

    Over the last year or so “live service” has become a nasty term, one which gamers seem more and more disgusted by, even if it seems a lot of studios and publishers are betting the farm on these so-called “forever” games being the future. So it’s not surprising that some people panicked when it appeared that Subnautica 2—a sequel to the popular, single-player story-driven underwater survival game from 2018—looked to be another live-service thing.

    As reported by IGN, a February 8 financial report from Krafton caught the attention of folks when it mentioned that the upcoming Subnautica 2 was being designed using the “Games as a Service” model. Folks quickly assumed the worst: that this was a live-service game that would feature battle passes and seasons and all that stuff. It didn’t help that the report also claimed the sequel was going to be multiplayer-focused, a big departure from the first game. Quickly, people got out their pitchforks and began yelling that yet another franchise was being ruined by live-service shenanigans. But thankfully for those concerned players, that’s not the case.

    Subnautica 2 devs set the record straight

    Shortly after the report went public and news spread of Subnautica 2 being a live-service game, the developers—Unknown Worlds—stepped in and clarified in a blog post that it isn’t that kind of game.

    “In reference to ‘Games-as-a-Service,’ we simply plan to continually update the game for many years to come, just like the previous two Subnautica games,” explained the devs. “Think our Early Access update model, expanded. No season passes. No battle passes. No subscription.”

    The studio also claimed the game isn’t “multiplayer-focused.” Instead, co-op is “optional” and folks will be able to experience the full game by themselves.

    Finally, the devs also explained that Subnautica 2’s early access launch isn’t planned for 2024 and that they will share more info “later this year.”

    “Thanks for keeping an eye out for any news about our progress on the next game,” the devs added. “We’re so excited to show you what we’ve been working on and hope that you love it as much as we do.”

    While it might seem like a lot of folks overreacted, the reality is that with reports of so many live-service games in development and after so many have failed to stick around or turn out well, a lot of gamers are jumpy about games-as-a-service and live-service “forever” games.

    I expect—in an effort to avoid these situations—we will see some studios try to come up with a new term for games that just get occasional updates and patches, but which have no other “live” elements, like battle passes or seasons. For now, you can all relax. Subnautica 2 isn’t going to be a live-service thing like Suicide Squad.

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    Zack Zwiezen

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  • Halo Season 2’s First Episode Hits Harder Than A Gravity Hammer

    Halo Season 2’s First Episode Hits Harder Than A Gravity Hammer

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    The team behind the polarizing Halo TV series on Paramount+ really wants to change your mind in season two. In the lead up to the latest season’s debut, everyone from producer Kiki Wolfkill to new showrunner David Wiener and even Master Chief himself (Pablo Schreiber) have told us this is a new angle, not necessarily a “reset” but certainly a reevaluation. The team’s attempts to rejig the series based on the iconic first-person shooter franchise are obvious just moments into “Sanctuary,” the first episode in season two.

    Is it a good episode? I’d say yes. It’s even a good Halo adaptation, though a few of the first season’s problems linger. But overall, “Sanctuary” is exactly what it needs to be—a reintroduction to Master Chief and his team of Spartans, a reminder of the stakes, and a readjustment that looks to set the series on a stronger course. Let’s get into it.

    Sangheili in the mist

    The episode begins where it should: with the core four that is the Spartan Silver Team—consisting of Schreiber’s John-117, Kai-125 (Kate Kennedy), Riz-028 (Natasha Culzac), and Vannak-134—embedded in a “babysitting” mission on the planet Sanctuary, which is mid-evacuation. They’re pissy, because this is a mission for a team of lesser caliber than them, but they’re clearly being sidelined for a reason.

    From the outset, it’s obvious that season two got a visual upgrade—an early shot of the Spartans camped on top of a mountain looks beautiful, from the striations in the sedimentary rock to the subtle sheen of their Mjolnir armor. It’s like the rework Halo Infinite’s visuals got after the first look at the campaign was met with middling reactions and the memeification of one especially Playdoh-looking brute fans nicknamed Craig.

    As John and Riz run off to help the Marines diplomatically remove the planet’s citizens, we get a chance to see more of Vannak’s personality—he’s removed the emotional inhibitor chip implanted in the Spartans, which Kai and John did last season. Though he remains stoic, and acts affronted when Kai asks him how he feels, he admits that lately, he’s been enjoying watching nature documentaries in his spare time. Just a few moments later, as the team gets word of a missing Marine unit and John rushes off to investigate, Vannak compares Chief’s hesitancy to scale the rock face to the ease with which an ibex could pull off the same thing. If this season just featured Silver Team bantering while coming to terms with their personalities as full-grown adult supersoldiers, I’d give it five stars.

    John wields his gun in a foggy landscape.

    Image: Paramount+ / 343 Industries

    Unlike the video-gamey action we saw in the first episode of season one (which featured first-person views and a HUD almost identical to the one in the Halo games), “Sanctuary” gives us straight-up, no chaser action from the jump—and it’s good. Chief, after scaling the cliff face with his grappling hook (he’s not an ibex), finds himself surrounded by soupy, dense fog. It’s blocking his comms, too, and the team is eager to extract everyone because some Covenant ships have been spotted in orbit.

    John finds the Marines, and what follows is a horror-tinged, action-packed scene that hits all the right notes for live-action Halo. Some of the Marines are yanked into the dense fog by invisible attackers, who are revealed to be cloaked Elites. Kinetic, hand-to-hand combat between John and several of the big baddies ends with him victorious (of course), until we see several energy swords ignite on the horizon, followed by several more. It’s scary, and serves as a reminder that Halo is about humanity fighting against a previously unknown and terrifying alien force. It helps that the scene is set in fog, as the CGI reads much better than in the first season.

    Chief gets back to the evac ship just in time for the team to leave before the Covenant glasses the planet, but he’s clearly shaken up by the ordeal. Not just because the Covenant attack was massive in scope, but because he maybe probably definitely saw Makee (the human-turned-Covenant-sympathizer and his former lover) in the mist before the alien soldiers retreated into it.

    Master Chief unmasked, but not unbothered

    Back on Reach, Silver Team is decompressing from the mission, which resulted in the deaths of all the Marines, save for the one John helped to the evac ship. During their debriefing, Captain Jacob Keyes (Danny Sapani) tells them that these kinds of attacks have been happening across the outer colonies, but he doesn’t seem interested in John’s questions and concerns. As his frustration grows, we get a mid-scene introduction to this season’s new bureaucratic bastard, James Ackerson (Joseph Morgan), who saunters in and takes a seat with the kind of dickish swagger Morgan has perfected (have you seen The Vampire Diaries, c’mon now). He’s here to replace Dr. Catherine Halsey (Natascha McElhone), who faked her own death last season to disappear after causing a bit of a coup.

    Morgan is excellent casting here, an absolute scene-stealer, and a son-of-a-bitch to boot—any scene with him in it is better than half the ones from last season, and I’m sure that’ll be the same going forward. He grounds Silver Team, refusing to deploy them into battle until he can sign off on John’s mental status.

    But then Halo starts to stumble again. Though I adore Bokeem Woodbine and love his portrayal of Spartan-turned-pirate Soren-066, his B-plot feels even more flimsy than last season. It’s hard to shift from the Spartans’ plight against the Covenant and Chief’s grappling with his emotions to really care about a man trying to maintain a hold on his pirate empire—even with all the beautiful things Woodbine does with Soren, from the brilliant way he plays guarded and hyper-aware, like a big cat on the open plains, to the softness clearly hiding behind that modded Mjolnir armor. I find my attention wandering whenever the episode swaps to Soren’s story, though it does seem that he is on a fast-track to getting wrapped up in the main plot—as he goes looking for Halsey to get the bounty on her head (and for a personal vendetta he won’t admit to) but is betrayed and kidnapped by unknown attackers.

    Soren stands in a cave.

    Image: Paramount+ / 343 Industries

    When Halo snaps back to John, I snap back to attention, whether it’s his back-and-forth with Ackerson about what happened on Sanctuary (Ackerson gaslights him) or the desperate moment in which he goes to, basically, a VR escort that he makes take the shape of Cortana (Jen Taylor). The nerds can continue arguing amongst themselves about whether or not John should take his mask off, because Schrieber is so good in this role, and a huge part of that is being able to see emotions play across his face.

    The episode ends with John envisioning Makee (who did appear to die in the last episode of season one) warning him that he “should have stayed with [her]” while a flashback shows Kwan-Ha (Yerin Ha) telling a scary story to Soren’s son, Kessler (Tylan Bailey) in a shadowy cave. “It’s very old, the monster. Older than the light. Older than this rock. Older than your God,” she says. “It knows us. Inside and out. Smells our fear. Sees our secrets. It’s been here. All that time. Waiting.”

    Covenant ships rise from the clouds of an unknown planet. Reach is coming.

    The second episode of Halo season two is available now on Paramount+, review to come soon.

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    Alyssa Mercante

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  • Disney Will Develop A ‘New Persistent Universe’ With Epic Games

    Disney Will Develop A ‘New Persistent Universe’ With Epic Games

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    The Walt Disney Company and Epic Games will collaborate on an all-new games and entertainment universe
    Image: Disney / Epic Games

    Disney is making its biggest push yet into video games. On February 7, the Mouse House and Fortnite creator Epic Games announced plans to create new games and an entertainment universe where consumers can “play, watch, shop and engage with content, characters and stories from Disney, Pixar, Marvel, Star Wars, Avatar and more,” company representatives said in a press release.

    “Our exciting new relationship with Epic Games will bring together Disney’s beloved brands and franchises with the hugely popular Fortnite in a transformational new games and entertainment universe,” said Disney CEO Robert Iger. “This marks Disney’s biggest entry ever into the world of games and offers significant opportunities for growth and expansion. We can’t wait for fans to experience the Disney stories and worlds they love in groundbreaking new ways.”

    “Disney was one of the first companies to believe in the potential of bringing their worlds together with ours in Fortnite, and they use Unreal Engine across their portfolio,” said Epic CEO Tim Sweeney. “Now we’re collaborating on something entirely new to build a persistent, open and interoperable ecosystem that will bring together the Disney and Fortnite communities.”

    Disney x Epic Games

    This isn’t the first time Disney and Epic have collaborated. Fortnite has hosted several Star Wars-themed events over the years, including last year’s Find the Force event honoring the Prequel Trilogy. Back in 2020, Fortnite’s Nexus War with Galactus event based in the Marvel universe drew more than 15.3 million concurrent players, according to the press release announcing the deal.

    While it’s tempting to think of Disney as primarily a producer of movies, TV, and Baby Yoda merch, it’s had a finger in the gaming pie for some time. This little nugget from the press release surprised me a little. “Licensed games from Disney garnered more than 150 award nominations, wins and other accolades in 2023, including multiple Game of the Year nominations for Marvel’s Spider-Man 2. Disney mobile games have 1.5 billion global installs, and to date, nine Disney games franchises have each grossed more than $1 billion in sales.” Who knew?

    Anyway, congratulations to both these desperately cash-strapped companies who so sorely needed a chance to make more money.

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    Jen Glennon

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  • Persona 3, Silent Hill, And More Of The Week’s Hottest Takes

    Persona 3, Silent Hill, And More Of The Week’s Hottest Takes

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    Image: Bandai Namco Entertainment

    Tekken 8 has been out since January 26 for PC, PlayStation 5, and Xbox Series X/S. While you might be tempted to jump straight into its online matches, which you’re not prepared for—trust me—you should check out the game’s story mode first. Not only does it introduce you to many of Tekken 8‘s characters and themes, but it also sets up a bombastic, relentlessly over-the-top narrative about breaking the chains that hold us back. And it’s a great way to acclimate yourself to some of the game’s new mechanics. This is a story mode you shouldn’t miss. – Levi Winslow Read More

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    Kotaku Staff

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