Tag: gaming news

  • 'Hades 2' Proves Lightning Can Strike Twice

    'Hades 2' Proves Lightning Can Strike Twice

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    They say that you can’t improve upon perfection, but somehow, Supergiant Games’ Hades sequel does.

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  • ‘Hades 2’: Our 8 Best Tips to Get You Started

    ‘Hades 2’: Our 8 Best Tips to Get You Started

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    Hades II is a witchy roguelike that Supergiant Games somewhat surprise-dropped on Steam earlier this week. Unlike the first Hades, where gamers play as the underworld’s prince, fighting his way out of the depths of hell, Hades II hands the weapons over to the underworld’s princess, Melinoë, who must fight her way further into the depths to defeat Chronos, the Titan of Time.

    As fans of Hades, we were stoked to play the early access version of this game. Even though the developers are still working to improve Hades II and add more content, it might already be the best game we’ve played so far this year. (And, yes, that even includes Balatro.)

    While it’s currently just available on PC, the game is expected to be on consoles for Supergiant’s full release, likely sometime in 2025. After playing the opening hours of Hades II, here’s some advice for beginners who are about to embark on their next journey into the underworld.

    Definitely Use a Controller

    Even though there’s a giant notice on the opening screen of Hades II stating that a controller is recommended for the best experience, we were confident that our keyboard skills would be sufficient to fight our way down to Chronos. Wrong! After 30 minutes of playing (and not doing great), we switched over to a PlayStation DualSense controller and the game immediately clicked.

    Understand the Arcana System

    The witchy themes are such a delightful addition for Hades II, but to be honest, it took us a second to grasp the revamped power-up system. As you’re fighting your way through the different chambers, make sure to collect plenty of Ashes and Psyche. Then, use these to gain abilities and power-ups that stick around for every run attempt. The Ashes will unlock new arcana cards for you to pick from, and the Psyche points will allow you to use more cards at a time.

    Slow Down Time

    One of the first Arcana cards that you’ll unlock is called The Sorceress—lean on this ability to get through the game’s opening section. With The Sorceress, whenever you use the Omega variant for one of your combat abilities, you slow down time for two seconds. Although it doesn’t sound like much time, this gives you an extra moment to dodge and aim better.

    Catch Enemies With a Cast

    The earliest enemies we struggled with were these monsters that aggressively chase you around with a screaming attack. It’s frustrating to dash away unsuccessfully, and they sent us back to the starting location multiple times. In addition to slowing down time, you can try to avoid their attack by using your cast power often to create a large area where enemies are temporarily stuck and vulnerable to attacks.

    Gather Absolutely Everything

    The ability to gather items on your runs is a cool new feature added for Hades II. Whether it’s a deathcap mushroom or a lotus flower, most of what you can pick by hand is useful for crafting special recipes in the cauldron at the home base. Though, some of the items require tools to gather. For example, you might want to unlock the Crescent Pick to mine the Silver that sometimes appears.

    Be Friendly and Generous

    This strategy will be familiar to Hades players, and it remains true for the second game. Yes, nailing the combat is critical, but talking to every NPC you encounter is also important. In the spirit of generosity, offer them Nectar. In addition to improving your relationship to the character, they might return the favor and give you a keepsake with different bonuses.

    Toggle God Mode

    Are you having a tough time on your journey to defeat Chronos, and just want to follow the rest of the Hades II story? Is there a boss fight that you’ve had enough of, and you’re ready to move on to the next challenge? You can toggle “God Mode” anytime you want from the pause screen to become impervious to damage. Simply select Options, and enable it under Gameplay.

    Just Play Hades

    OK, hear us out. If you haven’t already played the original game, you might really enjoy going back to Hades. Plus, if you don’t have access to a PC, it’s already available on consoles. We’ve been replaying the game on Nintendo Switch for months, and it’s just as awesome as it was back in 2020.

    Are you a Supergiant superfan who’s eager to play the early release version of Hades II? Keep in mind that it’s still unfinished, and you’ll have a blast with its predecessor. New to the franchise? Although the game will still be quite fun and approachable without playing the first one, you might have an even better time playing Hades now and diving into the sequel after the developers polish it up and add more content with the complete release.

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  • RIP ‘Red vs. Blue.’ Machinima Is Gone—but Its Legacy Is Everywhere

    RIP ‘Red vs. Blue.’ Machinima Is Gone—but Its Legacy Is Everywhere

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    Red vs. Blue is officially over. On Tuesday, Warner Bros. Discovery released Red vs. Blue: Restoration, the final installment in the long-running saga that was once at the forefront of a whole new form of entertainment: web videos created from in-game footage. Machinima signaled a new world where that footage—of Halo, in Red vs. Blue’s case—could power viral clips. That was 2003. Now it seems as if Restoration might be machinima’s swan song.

    “Machinima directors use game engines, which allow them to record a scene from any conceivable angle, like a Hollywood director uses a cinematographer,” WIRED wrote in a 2002 piece heralding the potential of this new filmmaking technique. When it launched a year later, Red vs. Blue exemplified those possibilities. The series was created by linking several Xboxes together and recording footage of a Halo multiplayer match, then adding voiceover. The absurdist, existential tone of the dialogue was a hilarious counterpoint to (and commentary on) the run-and-gun gameplay of the first-person shooter used to create it. The show’s creators founded a production company, Rooster Teeth, and made over a dozen more seasons worth of episodes.

    Red vs. Blue would go on to develop a huge fan base and become a geek touchstone in the two decades that followed. Which is why Restoration’s release feels like an ignominious sendoff. In March, Rooster Teeth general manager Jordan Levin announced that Warner Bros. Discovery, now Rooster Teeth’s parent company, was shutting down the studio, and it soon became clear that the IP was being split up and sold off for parts. Today, the final installment of Red vs. Blue is being unceremoniously dumped onto streaming platforms with minimal fanfare or promotion.

    It’s a sad moment for fans of Red vs. Blue and Rooster Teeth, but it’s a great moment to reflect on the impact the web series had. Machinima isn’t talked about much these days, but across the media landscape, you’ll find people using games to create everything from streams to clips to GIFs to art films, and doing it in ways that were unimaginable 21 years ago. “Machinima is not a word we use anymore, and it’s not really something we think of as like a medium or a genre anymore,” says Adam Bumas, a writer for the Internet culture newsletter Garbage Day. “But it’s still going strong. In fact, it’s everywhere.”

    What hath machinima wrought? For starters, look at the phenomenon of Fortnite concerts. Over the last few years, major recording artists like Kid Laroi, Ariana Grande, and Travis Scott have performed sets for millions of people logged in to the game world. (Lil Nas X did a similar virtual event inside of Roblox.)

    “The reason those concerts happened is because Epic realized that people were just hanging out in Fortnite and not even playing,” notes Bumas. “It’s like an evolution of a social space.” And since Fortnite’s gameplay is centered on building and creating things as well as shooting each other, it was only natural that Epic would also lean into developing tools that help people express themselves and entertain each other within the game world.

    The game publisher has also developed tools that let filmmakers use the underlying game engine that Fortnite runs on in their production process. For instance, Industrial Light & Magic has employed Epic’s Unreal Engine in its StageCraft virtual on-set production process since the first season of The Mandalorian. For the most recent season, the company used Unreal to help actors and filmmakers visualize how a CG droid character would interact with flesh-and-blood actors.

    “When you’re confronted with a sea of green and representations of characters on ping-pong balls or tennis balls, it becomes a pretty daunting experience for the actors and the director,” Epic Games’ chief technology officer, Kim Liberi, tells WIRED. “I think what we’ve been able to do here is give control back to the filmmakers.”

    In a different galaxy far, far away, artist Tim Richardson recently collaborated with fashion designer Iris van Herpen on the CG short Neon Rapture, which was also made with Unreal. The tech allowed van Herpen to push her eye-popping concepts and designs further than she ever could have in the real world, and Richardson says that the game engine was his “sound stage” for the production. Where the Red vs. Blue creators had had to simply capture footage of themselves playing Halo, Richardson had a toolkit to work with that was specially designed for someone intending to render content rather than have a play experience. It allowed the filmmaking team and the fashion designer to prototype every aspect of the shoot from designs to lighting to costume to sets, and mix motion capture data with a digital environment on the fly to figure out their shots.

    “It was the closest thing to shooting live-action I’ve experienced in VFX-based filmmaking,” Richardson says. “I was able to share ideas and collaborate with Iris on a time-scale impossible in linear VFX. I see game engines as an essential aspect of my future work.”

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  • ‘Hades II,’ a Sequel to the Horniest Game of 2020, Just Dropped Early

    ‘Hades II,’ a Sequel to the Horniest Game of 2020, Just Dropped Early

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    Supergiant Games is handing over the keys to the underworld early. Hades II, the sequel to the studios’ critically acclaimed roguelike, is now available to buy for $30 on PC via Early Access on Steam and the Epic Games Store.

    Hades II follows Melinoë, underworld princess and sister to the first game’s hero, Zagreus, on her journey to kill the titan Chronos. The game features a rotating cast of Greek gods, from Aphrodite to Zeus, who assist Melinoë on her journey with powerups and special abilities. Although the version of the game that dropped Monday is not the full, finished title, Supergiant will allow players who purchase it to carry over their progress to the final game. The company expects development to continue “at least through the end of 2024,” with updates coming every few months.

    On top of its stellar gameplay, the original Hades was also beloved for its hot gods and open sexuality; players could woo both female and male characters, together, for a threesome with the right attitude. The sequel is keeping up at least some of that tradition with more Greek gods whose beauty is on full display.

    Hades II’s early release shouldn’t be a total surprise. Its predecessor was released before it was fully formed in late 2018; the completed version came out in 2020. “We designed the original Hades for Early Access from the ground up, and the same is true for Hades II, our first-ever sequel,” Supergiant wrote in its announcement. “We believe everything about this game benefits from ongoing feedback, from the balancing to the storytelling.”

    Currently, the game has more levels, foes, and voiced characters than even the finished version of the original game, Supergiant says. Key areas, characters, story, and more are still being built.

    The Early Access release follows a technical test by Supergiant last month, where members of the team played the game live on-stream. Interested players were allowed to sign up for the test. Hades II has already been in development for three years. Although there’s no word on when the final product will be ready, players who want the chance to help shape its development can do so through feedback. “We expect to make many changes and improvements inspired by our player community, and reflect these in our patch notes,” Supergiant wrote in a statement.

    “The combination of our impressions as a development team, feedback we’re hearing from our player community, and gameplay data we’re collecting from players all should help us form a more complete picture of how we can make Hades II the best it can be.”



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  • ‘Metaphor: ReFantazio’ Steals the Best Ideas From ‘Persona 5’

    ‘Metaphor: ReFantazio’ Steals the Best Ideas From ‘Persona 5’

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    When it came time to make Metaphor: ReFantazio, developer Atlus had a guiding principle: make a video game that was a culmination of all the beloved RPGs the company had made before it. “We decided to challenge the fantasy genre,” director Katsura Hashino said this week during an online demo of the game. Atlus has been making games for some 35 years and it wanted to pull together an all-star team to commemorate the anniversary.

    Hashino has been instrumental throughout the Persona series; following Persona 5’s release, he moved away from P-Studio—the team working on Persona games—to start Studio Zero, another internal Atlus group. For Metaphor, Studio Zero brought in Persona character artist Shigenori Soejima and longtime composer Shoji Meguro. They also brought in guest developers Koda Kazuma, concept artist for NieR:Automata, and Ikuto Yamashita, one of the artists behind the beloved anime Neon Genesis Evangelion.

    Metaphor: ReFantazioe, scheduled to hit PlayStation 5 and Xbox Series X October 11, will combine many of the social elements of the Persona series with a faster combat system and new fantasy setting.

    In Metaphor, a king’s assassination kicks off an election that will allow anyone to be the next sovereign, so long as they get enough backing. That means the protagonist, who is on a mission of his own, will need to form bonds with potential followers, earn monster-slaying bounties, explore dungeons, complete side jobs, and generally rally support.

    Like the Persona games, there’s a social element at play, whether it’s building relationships with followers or hanging out with the game’s cast. There’s no fast-travel between destinations; instead, players get around on mobile bases equipped with everything from hang out rooms to libraries to spots to cook or get your laundry done. It’s reminiscent of Persona’s incredibly satisfying, totally mundane tasks that make the game feel more alive.

    Hashino says that Metaphor lets players build their squads using a job system based around powers called archetypes. “By confronting their anxiety, the protagonists acquire these archetypes, a special power,” he noted during Tuesday’s demo. “Their powers manifest in various forms throughout the game.” They may sound similar to Persona games’ eponymous enemies, but they’re more like traditional battle styles. A seeker is a well-rounded fighter, for example, whereas a mage fights with magic. Players can mix and match their parties however they want, including creating squads entirely of the same job.

    Atlus is currently enjoying a renaissance thanks to the breakout popularity of games like Persona 5 in 2016 and Persona 3 Reload, released in March. Reload, a remake of a PS2 title, became the fastest selling game in Atlus’ history within its first week. Metaphor retains much of the series’ eye-catching style and slick combat. It’s a massive game, Hashino says, one that “questions the power of fantasy, a power we all possess.”

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  • Delta Is an iOS Game Boy Emulator That (Likely) Won’t Get Taken Down

    Delta Is an iOS Game Boy Emulator That (Likely) Won’t Get Taken Down

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    Video game emulators are having a tough time. Back in March it was Nintendo Switch emulator Yuzu, which got shut down following a lawsuit from Nintendo. Pizza Emulators, another Nintendo emulator, disappeared around the same time. Then, over the weekend, after Apple updated its restrictions on retro game emulators to allow them in the App Store, a Game Boy Advance app called iGBA became a fast favorite. iGBA didn’t make it through Monday.

    The emulator that iGBA resembled, though, is now available on the app store: Delta, a free, upgraded version of an emulator designed specifically for iOS that supports games for the Nintendo Entertainment System, Super Nintendo, Nintendo 64, Game Boy Color, Game Boy Advance, and DS, making games created for those systems playable on iPhone screens. The emulator is “focused on providing a polished, easy-to-use emulation experience, with iOS-specific features like AirPlay,” says its creator, Riley Testut. It supports a variety of controllers, including Nintendo Switch Pro controllers, Joy-Cons, Nintendo Switch Online controllers, and PS5 and Xbox Series X.

    Apple loosened its App Store restrictions to allow retro game emulators onto its store earlier this month. The main stipulation in its rule change was that the emulation apps comply with “all applicable laws.” (Nintendo has a history of cracking down on sites that traffic in ROMs, which are playable software versions of its hardware game cartridges.) Apple also expressly forbids “copycats” in its store. “Don’t simply copy the latest popular app on the App Store, or make some minor changes to another app’s name or UI and pass it off as your own,” its guidelines read. In the case of iGBA, it itself was a version of another developer’s work.

    Testut, a USC student and app developer, tells WIRED he first learned of iGBA’s existence on Discord, where Patreon supporters were talking about it Saturday night. He quickly recognized his handiwork in the emulator listed on the App Store. “Not only were the controller skins and UI identical, but the app’s internal name was literally ‘GBA4iOS.app.’”

    Online, Testut expressed shock and disappointment that iGBA had made it onto Apple’s platform before his own project. “I’m pissed that Apple took the time to change the App Store rules to allow emulators, and then approved a knock-off of my own app” even though he’d been trying to launch an update of GBA4iOS called Delta ”since March 5,” he wrote on Threads.

    Testut says that the developer responsible for iGBA emailed him “and personally apologized for the mess …They didn’t expect this all to happen so quickly,” Testut says.

    Apple declined to comment.

    As the game industry grapples with saving older titles at risk of disappearing forever, emulators like Testut’s are likely to be more in demand all the time. “We’ve seen repeatedly that IP owners are resistant to (consistently) porting old titles to newer hardware, preventing later generations from playing them,” Testut says. “Emulators ensure that old games can still be replayed decades later, similar to playing old audio recordings.”

    Even industry leaders believe emulation could be the answer to the preservation problems in gaming. “My hope (and I think I have to present it that way as of now) is as an industry we’d work on legal emulation that allowed modern hardware to run any (within reason) older executable allowing someone to play any game,” Xbox head Phil Spencer told Axios in 2021. Microsoft has since set up an internal team focused on preservation of Xbox games.

    Apple has already opened the door for emulators on its app store; iGBA has proven that there’s a very eager market waiting. Delta—as long as it stays in Apple’s good graces—might finally be it.

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  • How ‘Snufkin: Melody of Moominvalley’ Hit Its Anti-Authoritarian Stride

    How ‘Snufkin: Melody of Moominvalley’ Hit Its Anti-Authoritarian Stride

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    Snufkin said ACAB. OK, not literally “all cops are bastards.” Rather, the hero of Hyper Games’ Snufkin: Melody of Moominvalley says things like, “If you remove all the signs in a park, the police officers leave.” Still, the message remains—and it’s getting noticed. Ever since the game hit Steam and Nintendo Switch, it has been pulling in devotees thanks to Snufkin’s proactive objections to finding his beloved Moominvalley overpoliced, reviving some of the 80-year-old franchise’s long-held philosophies for fans eager to share them on social media.

    A family-friendly cozy game set in the world of legendary Finnish cartoonist Tove Jansson, Melody follows Snufkin’s iconic return to Moominvalley after a winter spent wandering the world. Moomintroll has disappeared; ever the optimist, he’d tried reasoning with the police, resulting in his indefinite arrest. Snufkin’s main objective is to undermine the Park Keeper, a haughty hemulen who wants to fill the valley with monoculture lawns, manicured hedge mazes, caged animals, a river-destroying dam, and an ocean of signs dictating how nature must be enjoyed.

    Snufkin’s response to all this is to absolutely kick shit, laying waste to signage, evading the police, and dismantling fences, forcibly rewilding the degenerative parks with direct action.

    Following the game’s March 7 release, players picked up on these themes almost immediately. In their review, Vulture called Snufkin “an adorable ecoterrorist” with “‘no gods, no masters’ energy.” On platforms like X, fans have celebrated his jovial fondness for criminality; on Reddit, his more explicit anarchist philosophy.

    Make no mistake, these themes have been prevalent in Jansson’s work for years. Snufkin has been thumbing his nose at the Park Keeper since the 1950s, and people were making TikToks about his response to overpolicing back in 2021, too. Seeing these ideas in what is essentially a children’s game on the Switch, though, has brought them to light in a new way.

    Not that this was exactly Hyper Games’ intent. When asked, Are Sundnes, the company’s cofounder and CEO, is not keen to enthuse upon a radical political agenda at the heart of the game. The game’s direction involved a conversation with the franchise’s rights holders, “Moomin Characters Ltd,” an organization chaired by Tove’s niece, Sophia Jansson, that oversees new Moomin content.

    “It’s been very important for both them and us not to have us invent too many new things,” Sundnes says. “In one of the books Snufkin does remove park signs setting rules, and burns them all in a big fire, then electrocutes the Park Keeper with Hattifatteners … Even though Tove Jansson never wrote this exact story, I think it’s one that could have taken place in the canon of the Moomins.”

    Generally, Sundnes says, Moomin characters don’t really take political stands on real-world issues—they’re not even aware of them. So, “we never set out to make any kind of political or environmentally themed game really,” he says. “All of those elements came from focusing on Snufkin’s character and Tove Jansson’s stories.”

    While the police have been depicted as ineffectual, overenthusiastic, unnecessary, and antagonistic several times across the canon of the Moomin franchise, they are suitably well meaning for the genre, and have even resolved situations on occasion, albeit in part unknowingly.



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  • Influencers Are Trying to Go Viral By Playing ‘Content Warning’—a Game About Going Viral

    Influencers Are Trying to Go Viral By Playing ‘Content Warning’—a Game About Going Viral

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    Ben disappeared somewhere in the pitch black of the Old World. A handful of streamers gathered to investigate its monster-filled caverns and hallways, only to find their friend had gone missing. “Did Ben die?” one wondered aloud, just before another spotted him with relief in his voice. “I’m not even kidding, it took me,” Ben starts to say. “It carried me a mile underground.” One of his companions interrupts: “Wai-wai-wait, shut up, shut the fuck up, shut up! Tell that story on camera now.”

    “Oh, OK OK,” Ben replies, getting into position. Someone shines a flashlight on him. The light hits a gelatinous monster behind him. It yanks him away, again, before he even can finish his sentence. Luckily, his kidnapping is all on camera this time, and content creator videogamedunkey has a potential viral hit on his hands—both in the game, Content Warning, and on his real-life YouTube channel.

    In the week since its release, Content Warning—a co-op horror game about trying to film monsters (and survive) to get views on a faux YouTube—has been a runaway hit for developer Landfall Games. In the first 24 hours after it hit Steam, more than 6 million players downloaded it.

    Built by a tiny team of five developers in just six weeks, Content Warning has quickly become gaming’s latest trending topic by being a sendup of the very players it was made for: game streamers aiming to go viral and the fans who love to watch them. A perfect meta commentary on how far some influencers will go for a win. Across YouTube and Twitch, where the game’s fans are most visible, everyone just knew what to do: film, film, film.

    The team behind on Content Warning sensed they had something special the first time they recorded a video of their expedition and watched it together. “It was instantly hilarious,” says developer Zorro Svärdendahl. It’s not that they’d done anything special—in fact, they’d mostly filmed each other walking behind trees and playing peek-a-boo—but the bones were there. They just had to make the game’s videos punchier.

    In the game, players have three days to capture footage good enough to rack up views online, but every time they enter the game’s Old World they’re at risk. Monsters tend to appear suddenly out of the dark, sometimes with jarring screams.

    A finished video, which surviving team members gather to watch at the end, typically has a The Blair Witch-ian found footage quality to it—shakey shots taken while running, a lot of screaming, and above all people barking things like “get this on film.” The game’s goofy aesthetic for its SpookTubers, who have figures similar to arm waving inflatables and faces players create by typing emoticons, makes the whole thing all the more entertaining.

    Content Warning is part of a long tradition at Landfall Games, which releases a small, silly game every year on April Fools’ Day. One year, it was a “horse-drifting-romance-roadtrip-battle-royale”; for another, it was a parody of battle royale. This year’s title is about the many players who have seamlessly adapted to being influencers. There’s a huge social element at work, where people are role-playing with their friends in the game. Sometimes it’s a YouTuber-type. Sometimes it’s as a news reporter trying to do a very tumultuous interview. People get creative.



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  • A ‘House of the Dragon’ Star Made a Video Game to Grieve His Father

    A ‘House of the Dragon’ Star Made a Video Game to Grieve His Father

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    A decade ago, Abubakar Salim lost his father. That grief lives within him. An actor by trade, with credits in Raised by Wolves and House of the Dragon’s upcoming season, he searched for years for the right medium to work through the hurt. A film. A TV show. Nothing did it justice—until he tried to make a video game. “If you’re really depicting grief in a truthful and honest way, it is so open and chaotic that actually, you can kind of gamify it,” he says.

    Salim is the CEO and creative director of Surgent Studios, the developer behind the upcoming Metroidvania game Tales of Kenzera: Zau. The game, set to launch April 23, follows a young shaman, Zau, who has made a deal with the god of death to bring his father back to life in exchange for three great spirits. Its story is a reflection of coping with loss—even its premise is built on bargaining, a common stage for someone dealing with death. The button-mashing, the mask-switching—these are all, Salim says, representative of the madness people can experience.

    Games about grief reflect those feelings in many ways. Platformer Gris turns the stages of grief into literal ones as its heroine silently navigates a world that uses color and music to express emotion. What Remains of Edith Finch explores the death of a family by sifting through their things, alongside vignettes dedicated to those lost.

    Kenzera has its own methods. Throughout the game, Zau takes time to pause and talk about his feelings. That’s the result of Salim and the game’s developers trying to figure out how the character would be able to restore his health. The solution wound up being quite literal: creating a space where Zau simply sits under a tree and reflects.

    Each biome in the game’s world is a reflection of the journey through that anguish. Salim, who grew up playing games with his dad, reflects on something his father used to tell him as a child: “When you’re born, you’re alone, and when you die, you’re alone.” Kenzera’s developers infused that idea into the Woodlands setting, which is meant to evoke a sense of the questioning: “Will I be remembered? Will I be forgotten?”

    Stories that Salim’s father told him heavily influenced the game, as did Bantu culture, which he says was done as a form of celebration rather than an effort to educate people. In recent years, games like God of War and Hades have brought new familiarity to Norse and Greek mythology. A game like Kenzera could do something similar for the culture of southern Africa. “It’s to inspire people to see these stories and lean into these stories,” Salim says.

    Although Kenzera’s combat has evolved over time, it is influenced by Dambe, a form of Nigerian boxing. Zau swaps between masks to switch up his fighting style—sun and moon masks that represent life and death. In Bantu culture, Salim explains, the two balance each other. “That’s really where the inspiration for these two masks came from,” he says. The sun mask is heat, flame-heavy by nature, while the moon mask has an icier look and feel. Both masks are beautiful and infused with energy, an ode to how other cultures handle death. “Especially within African cultures, [death] is almost celebrated in a way,” he says. “It’s a passing into the new.”



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  • Is AI the Future of NPCs?

    Is AI the Future of NPCs?

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    Bloom, a non-player character with a face like a potato and a black beanie pulled tight around his ears, wants to know about my strategy and how I fare in combat. “I follow a map and I punch hard,” I reply into the microphone. Text of our conversation flashes across the bottom of my screen. The NPC thinks I’m bragging. He continues to drone on about our place in the resistance and how we need to fight back, his AI-driven voice tinny enough to sound mechanical but not grating.

    What Bloom doesn’t tell me, at least not directly, is that he’s a “Neo NPC”—a generative AI creation from French video game publisher Ubisoft designed to enable players to hold conversations with characters. Bloom is still very much in his R&D era, but his creation represents one of the many ways game companies are looking to integrate machine learning into their offerings.

    At last week’s Game Developers Conference, where I got my chance to socialize with Bloom, the industry’s AI boom was in full swing. In addition to Ubisoft’s demo, there were panels on everything from bot basketball players to the “transformative applications” of gen AI. But there were also talks from Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) about deepfakes and the impacts AI could have on the careers of game-makers. Prior to the event, a poll conducted by GDC organizers found that 49 percent of surveyed devs are using generative AI at their companies; four in five developers surveyed, however, said they’re concerned about the ethics of doing so.

    Amidst this, the notion of using AI for NPCs came to the fore. In addition to Ubisoft’s demo, Nvidia—the company behind many of the GPUs powering much of the AI revolution—brandished a suite of tools that enable “developers to build digital humans capable of AI-powered natural language interactions.” The company showed off those tools by releasing a clip of Covert Protocol, a tech demo it made with AI character company Inworld.

    Ubisoft demonstrated its Neo NPCs, which also use Nvidia tech, in three ways. First, I talked to Bloom to achieve a few game-given goals: get closer to Bloom, find out about the megacorps ruling the world, learn about the resistance, and so on. Bloom is effortless to fire questions off to, and he’s generally good natured. He’s been designed to be easy to handle, Ubisoft senior data scientist Mélanie Lopez Malet tells me, though there are other NPCs they’ve created that are more standoffish, if not downright aggressive. The team decided to add goals to his interactions, she explains, because in the company’s early testing they found players can get a little … shy.

    “There are people that have a bit of social anxiety,” Malet says. They don’t want to bother NPCs who seem busy, or they’re taken aback by characters that appear angry. They don’t always know what to say. “[Players] were like, ‘It’s like I’m at party where I know nobody, oh my God,’” Malet says. But she sees this as a good thing: It means the NPCs are inspiring people to use their social instincts. Players are also far more likely to open up and get personal when it’s a text conversation. “There are some things you don’t say out loud, you know?” Malet says.

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