Eric Van Allen, Author at Destructoid https://www.destructoid.com Probably About Video Games Fri, 26 Jan 2024 20:44:54 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.4 211000526 Don’t miss one of Like a Dragon: Infinite Wealth’s best summons https://www.destructoid.com/like-a-dragon-infinite-wealth-how-to-get-nancy-olivia-summon/?utm_source=rss&utm_medium=rss&utm_campaign=like-a-dragon-infinite-wealth-how-to-get-nancy-olivia-summon https://www.destructoid.com/like-a-dragon-infinite-wealth-how-to-get-nancy-olivia-summon/#respond Fri, 26 Jan 2024 20:44:48 +0000 https://www.destructoid.com/?p=455170

Poundmates are RGG's version of summons, for the RPG system they've built in the recent Like a Dragon games. And one familiar face, Nancy, returns as a Poundmate summon in Like a Dragon: Infinite Wealth with a new pal Olivia in tow. It's a tag-team you won't want to miss.

To start off, you'll need to head to Hawaii and bring Nancy along. As far as I know, it's not actually possible to leave Nancy back in Japan; I chose to bring her because I'm not a monster, but I've heard if you do make the emphatically, objectively wrong choice, she still comes along.

Once in Hawaii, kick off the substory "Coming Out of Her Shell." You'll get it on the beach fairly early on in the game. It was one of the first substories I undertook, not long after the open world area of Hawaii opened up to me. Check for it on the beach, near the shore, marked by quotation bubbles like other substories.

Screenshot by Destructoid

You'll need to check back in a few times, and you may see this quotation icon move around as the quest does. When in doubt, fast-travel somewhere and look for a new, blue, substories icon that notifies you another step in Coming Out of Her Shell is available.

Finding a gift for the hermit crab

As Nancy's love for the hermit crab Olivia blossoms, you'll eventually need to find a gift Nancy can give to Olivia. An icon will appear, but I'd thought it would be helpful to note it here: you're looking for a bright spot in the bushes, near the objective marker. It took me a second to notice it.

Screenshot by Destructoid

Grab it and continue on with the quest. There aren't wrong answers at this point, though you can get a pretty funny interaction between Nancy and Ichiban, and eventually have to brawl a bit. Once you've cleared the substory, though, you'll get a rare double reward: both Olivia's shell, and the new Poundmate summon, Nancy & Olivia.

The power of the crustaceans

Now, why seek this out? Well these powerful lesbian crustaceans do a metric butt-ton of damage, throughout the entire game. They're a bit pricey near the start of the campaign, but I was calling them in constantly for big fights later on.

Nancy & Olivia can hit all enemies in a fight in Like a Dragon: Infinite Wealth, doing some piercing damage and leaving a chance for poison, which landed more than it missed for me. Seriously, if you only seek out one extra Poundmate in Like a Dragon: Infinite Wealth make it these two. Also, do it to ensure true love persists in the world of LAD.

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Tekken 8 gets a fix after crashes plague launch night https://www.destructoid.com/tekken-8-gets-a-fix-after-crashes-plague-launch-night/?utm_source=rss&utm_medium=rss&utm_campaign=tekken-8-gets-a-fix-after-crashes-plague-launch-night https://www.destructoid.com/tekken-8-gets-a-fix-after-crashes-plague-launch-night/#respond Fri, 26 Jan 2024 16:04:31 +0000 https://www.destructoid.com/?p=455035 Tekken 8 is the most anticipated January 2024 game

Bandai Namco has issued an update this morning, addressing matchmaking errors and crashes that popped up on launch night for Tekken 8.

The latest entry in the Tekken series went live last night, and I hopped on for a few rounds with friends myself—said pals were playing on PC, and I was on PlayStation 5. It was quite surprising when we continuously ran into issues with crashing while trying to create and run an online lobby match. Whether PC-to-PC, or on crossplay, both platforms kept seeing crashes.

It doesn't look like we were alone in this, either. Players were posting about it on various social forums, sites were starting to write about it, and Katsuhiro Harada himself made a statement. Per the Tekken official account, it was due to "a high concentration of users connecting to matching and competition servers." Which reads to me as, dang, Tekken 8 might have been a bit more popular at launch than they expected. Anecdotally, I saw it hovering in the top sellers of Steam last night, so that's something.

An update is live for Tekken 8 matchmaking

Now, this morning, the Tekken team says a fix is live, and online experiences "should now be much smoother."

"Errors and crashes that occurred during online matching and matches have been resolved by server modifications and enhancements," said Harada in a post this morning. "Thank you for your cooperation in reporting!"

https://twitter.com/Harada_TEKKEN/status/1750833942381625828

That's good news for Tekken fans, including myself. Because honestly, when the game was live and working, I was having a blast with Tekken 8. I know we're in an upswing era for fighting games right now, but Tekken was the series that weathered the storm of harsher years for brawlers; Tekken 7 was, at least for me, always a respite during leaner years for fighting games.

So legitimately, I'm hoping this fix bandages all the problems, because I'm quite eager to get back to working on my Jun Kazama. Here's hoping the servers are now stable enough to support some Good Ass Tekken.

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New Love Live! mobile game will launch globally in February, then close in May https://www.destructoid.com/new-love-live-mobile-game-will-launch-globally-in-february-then-close-in-may/?utm_source=rss&utm_medium=rss&utm_campaign=new-love-live-mobile-game-will-launch-globally-in-february-then-close-in-may https://www.destructoid.com/new-love-live-mobile-game-will-launch-globally-in-february-then-close-in-may/#respond Thu, 25 Jan 2024 20:19:52 +0000 https://www.destructoid.com/?p=454608

Are you tired of long-running live service games with no end in sight? Well, Bushiroad's Love Live! School Idol Festival 2 MIRACLE LIVE! isn't just getting a global launch date; it's also getting a global closure date, at the same time.

In a tweet from the SIF account, the company says it is "excited to break the news to you that the global version of Love Live! School Idol Festival 2 MIRACLE LIVE! is launching soon in February 2024." Then, in the next paragraph: "However, we also want to inform you that, the Global Version will close its doors on May 31, 2024, and cease in-app purchases accordingly."

https://twitter.com/lovelive_SIF_GL/status/1750407445552480274

It is a little surreal, to see a launch and closure in the same tweet like that. Mobile games spinning up, making their cash, and closing down later isn't exactly news, but doing it all in one fell swoop? Incredible.

Grand opening, grand closing

As the text notes, this is the global version specifically. Per Gematsu, the School Idol Festival 2 opened its doors in Japan for iOS and Android on April 15, 2023. It's also closing earlier than the global version, on March 31, 2024. So while the global version won't make it three months, the game as a whole will not have made it a full year on either version.

Part of me has to wonder whether this is due to some sort of obligation, that the global version is even going live at all. Or maybe this is just the most nihilistic take on mobile gacha games yet.

The games industry has not been easy on anybody lately, so I do have a lot of sympathy for the developers who put work into making something for the Love Live! fans and have to see their work disappear so fast. Maybe a third School Idol Festival will see more time in the light than this particular entry in the Love Live! canon.

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The Pokémon Company issues statement on ‘another company’s game’, a.k.a. Palworld https://www.destructoid.com/the-pokemon-company-statement-palworld-pocketpair/?utm_source=rss&utm_medium=rss&utm_campaign=the-pokemon-company-statement-palworld-pocketpair https://www.destructoid.com/the-pokemon-company-statement-palworld-pocketpair/#respond Thu, 25 Jan 2024 04:38:20 +0000 https://www.destructoid.com/?p=454206 Palworld Pals with Guns

After plenty of online speculation around whether it would actually happen, The Pokémon Company has released a statement about "another company's game" released in January 2024. And we can say what we're all thinking: Palworld.

Though the company doesn't name Palworld or Pocketpair outright, the assumption is that's what this statement is about, unless Prince of Persia has a super-secret stage I don't know about. But the statement says The Pokémon Company has received "many inquiries" regarding another company's game released in January 2024, and TPC says it intends to "investigate and take appropriate measures" to address any acts that infringe on intellectual property (IP) rights related to Pokémon.

"We will continue to cherish and nurture each and every Pokémon and its world, and work to bring the world together through Pokémon in the future," the company signs off.

https://www.youtube.com/watch?v=4Jn9LQslOjA

I'm not your Pal, buddy

After what's felt like ages, in Internet time, of speculation over whether The Pokémon Company would take notice and do anything about the similarities between the Pals of Palworld and its own pocket monsters, this is at least a firm declaration that the company is paying attention.

I can't really speak to any legality for or against here, I just write the video game blogs. But I'd have to imagine that certain efforts like the Pokémon mod for Palworld didn't do much to douse the fuse on this powder keg.

We'll see now if Pocketpair makes any response, even though they weren't explicitly named. In a recent interview with Automaton, Pocketpair CEO Takuro Mizobe said: "We make our games very seriously, and we have absolutely no intention of infringing upon the intellectual property of other companies."

Other than that, we'll just have to wait and see whether TPC's investigation results in them taking any action. I used to think I'd always look back on the Microsoft/Activision Blizzard announcement as the most stunning start-of-year declaration, but now the War of the Monsters might give it a run for its money.

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Sam Barlow and Half Mermaid tease some mysterious new projects https://www.destructoid.com/sam-barlow-and-half-mermaid-tease-some-mysterious-new-projects/?utm_source=rss&utm_medium=rss&utm_campaign=sam-barlow-and-half-mermaid-tease-some-mysterious-new-projects https://www.destructoid.com/sam-barlow-and-half-mermaid-tease-some-mysterious-new-projects/#respond Tue, 23 Jan 2024 20:18:11 +0000 https://www.destructoid.com/?p=453432 Sam Barlow Half Mermaid Project C D

The team behind 2022's excellent movie-mystery Immortality is back with not one, but two new projects. Sam Barlow and Half Mermaid have stealthily launched Steam pages for Project C and Project D.

Both projects contain heavy redactions in their page descriptions and info, much like how Immortality was called "Project Ambrosio." Barlow responded to the teasers getting spotted by accounts like Wario64, though we don't have much more to go on now besides the pages themselves.

https://twitter.com/mrsambarlow/status/1749850805216346420

Project C is the new cinematic... something from Barlow and Half Mermaid, his studio that's produced both Telling Lies and Immortality. (Barlow's previous Her Story lists him as the sole developer and publisher.) You will appear to do something for the first time ever in a video game, for what that's worth.

Meanwhile, Project D is a survival horror game from the Half Mermaid crew. Keywords include "nurse," "1983," "nightmare," and "be careful." Seems like something worth paying attention to for Silent Hill fans, at the least.

Life preserved in the pictures

Alongside this news, Barlow and co. also confirmed a partnership with Lost in Cult for a new Design Works book about the making of Immortality. All that, plus Immortality hitting PlayStation today, makes for a big news day for the Half Mermaid team.

It's interesting to see the Half Mermaid crew tackle two projects, and tease them out at the same time. Immortality was an absolutely captivating game that easily stole a spot in my end-of-year favorites, so I'm keen to see what's next for them. Both a cinematic work and a survival horror effort makes me curious, though. We really only have a few screenshots and scattered text to go on, though. It's good fodder for all the House of Leaves fans, I guess.

We'll learn more about Project C and D soon, hopefully. In the mean time, play Immortality if you haven't, preferably with the lights off and sitting too close to the monitor.

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Review: Like a Dragon: Infinite Wealth https://www.destructoid.com/reviews/review-like-a-dragon-infinite-wealth/?utm_source=rss&utm_medium=rss&utm_campaign=review-like-a-dragon-infinite-wealth https://www.destructoid.com/reviews/review-like-a-dragon-infinite-wealth/#respond Tue, 23 Jan 2024 15:00:00 +0000 https://www.destructoid.com/?post_type=eg_reviews&p=453025

Ryu Ga Gotoku Studio reset its flagship series with Yakuza: Like a Dragon, an aptly named title that saw newcomer Ichiban Kasuga take the lead in RPG hero fashion. With Like a Dragon: Infinite Wealth, RGG returns to the role-playing formula, with one foot in the future and the other in the past.

While Ichiban is back to lead, his predecessor Kazuma Kiryu returns, too. At first, the duo form a party together and then, eventually, split into two parties with each protagonist as their own leader. And while I dig a lot about what this does for the story, and the ways in which RGG Studio has clearly upgraded its blueprint from Y:LAD, it’s hard not to notice the stumbles it makes along the way.

Like a Dragon: Infinite Wealth is absolutely massive. It is a transition period for the series, moving all its characters around and building on their stories, while also creating the largest world I’ve yet to see in one of Ryu Ga Gotoku’s games. Infinite Wealth nails so many high points, but vast excess can come at a cost.

https://www.youtube.com/watch?v=XExEH_aOfFo

Like a Dragon: Infinite Wealth (PC, PS4, PS5 [reviewed], Xbox One, Xbox Series X|S)
Developer: Rya Ga Gotoku Studio
Publisher: SEGA

Released: January 26, 2023
MSRP: $69.99

The introduction sequence for Like a Dragon: Infinite Wealth is, quite honestly, fantastic. Starting out, directly after the events of Yakuza: Like a Dragon, we see Ichiban and the crew trying to enjoy a normal life after the Great Dissolution and ensuing drama. Ichiban does his best to support the rudderless yakuza struggling to earn a living as civilians, while also endearingly struggling in his own way, especially in the romance department.

It’s not long, though, until some ghosts of the past resurface. After bad actors rope Ichiban and co. into a sea of online controversy, our hero departs for Hawaii, where his long-lost mother, Akane, is thought to be hiding. Along the way, you’ll mostly hang out with familiar faces. Every cast member from Yakuza: Like a Dragon returns in some form, and the Geomijul’s Seonhee makes her playable debut in Infinite Wealth, alongside two newcomers: the compromised cabbie Eric Tomizawa and Chitose Fujinomiya, a maid Akane contracted for help.

Screenshot by Destructoid

The story takes many, many twists and turns, and it wouldn’t really make sense to dig too deep into the specifics. Suffice to say, it doesn’t take long for a seemingly simple trip to Hawaii to escalate into the kind of antics you’d expect from Like a Dragon. Secret underground areas, sudden betrayals and double-crosses, and of course, shirtless fist fights with back tattoos bared are all part of the Yakuza charm, and none of that is missing here.

Some of Infinite Wealth’s highest highs are in these story moments, especially for the individual characters. Yakuza: Like a Dragon roped me in fast with its cast of older characters, going through extremely relatable life struggles amid all the chaos, and Like a Dragon: Infinite Wealth still captures that. Both Tomizawa and Chitose make excellent additions to the crew, while now-veterans Nanba, Saeko, and Adachi get plenty to work with, too. Heck, Joongi Han and Zhou – who arrive fairly late in Y:LAD – get plenty of character building in Infinite Wealth.

Screenshot by Destructoid

Let me buy you drink

Personalities and relationships really shine thanks to the Bond system, an overarching mechanic where party members can spend time with the protagonist to talk about their lives. Drink Links and growing Bonds are back, with truly great moments tucked away in those side stories. Characters like Seonhee and Tomizawa have especially effective moments in their Drink Links, adding intimate narrative details on the side while chipping away at the big picture. 

Screenshot by Destructoid

The addition of Bond Bingo also does a lot, dropping a bevy of spots around town where you can start up little skits. They’re framed as one of the party members taking note of something, like their favorite food or a place that reminds them of a particular memory, which gets marked off on a big bingo board. The goal is to form bingos and earn a ton of Bond progress, but you’ll make a lot of Bond progress just by playing the game; the real draw is the dialogue, which is pretty great.

All these ways of getting to know characters, with such a large cast, can feel a tad overwhelming. Really, splitting the party helps a lot in managing the sheer breadth of narrative content Like a Dragon: Infinite Wealth has. After some chapters together, Ichiban and Kiryu eventually split up and lead their own crews. The scope of the story ratchets up even further, as Kiryu starts to retrace his many, many steps through Ijincho and Kamurocho as part of his own journey, too.

As was revealed in the story trailer for Like a Dragon: Infinite Wealth, Kiryu has been diagnosed with cancer, and a major facet of his own journey sees him revisiting the past. Some of this means simply interacting with particular locations, where Kiryu can reflect on memorable events from previous Yakuza games, while others are much more involved quests.

Screenshot by Destructoid

Limitless greed

Substories also return, growing quite lengthy in some cases, making for even more ways to lose track of the hours in Like a Dragon: Infinite Wealth. My map was constantly filled with icons noting activities I could take on, all of them building up the various numbers I had, whether it was my party’s level and stats, the money in my pockets, or all the different personality traits that Ichiban builds up over time.

I haven’t even broached the subject of some of the larger minigames. The monster-catching Sujimon minigame is back, with on-the-map raids similar to recent Pokemon titles. Trainers are all over Hawaii waiting for a challenge, and there’s even a story quest involving fighting the aptly named “Discreet Four.” Building up a potent Sujimon party and taking down the best trainers around is its own adventure.

Screenshot by Destructoid

And then there’s Dondoko Island, Ryu Ga Gotoku’s version of Animal Crossing that has Ichiban cleaning up a trashed island and restoring it to resort status. It is, simply put, a really easy way to lose hours and hours of your time. I think I spent about three to four days of my review time with this game just on Dondoko Island, clearing out trash and building the island of my dreams. What was once a field with a single toilet in the middle of it soon became a bustling town, replete with food stalls and karaoke… and still, the toilet in the middle of it. It’s a landmark!

Screenshot by Destructoid

That said, it’s not all roses on Dondoko Island. The action combat doesn’t feel particularly great, and there’s a lot of it. And really, it’s a mode that feels like it’ll be best to revisit throughout the journey, rather than breeze through in one go. Eventually, visitors can start going to the island, and you’ll need to manage their wants and needs in an almost tycoon-style fashion. Getting some of the better, and more fun, visitors means finding them back in the open world of the main game, and progressing both the main story and various substories.

Plus, have I mentioned yet how big this world is? Not just with things to do, but in actual size. RGG added a segway for Ichiban and crew to travel around on, and really, it’s a helpful tool. Exploring the open world is highly encouraged; it’s where you grind battles for EXP and cash, it’s where you can hit the Square button (or your platform equivalent) to throw up the shaka and gain new friends to add more Aloha Links, and it’s where you stumble on items, substories, and more.

Even just Honolulu itself is big, and there’s still the addition of Ijincho and Kamurocho, too. It's a hefty game, in all senses. You can throw darts, try your luck on a dating app, play shogi or blackjack or koi koi, and even play a bike delivery game with a bunch of nods to its Crazy Taxi inspirations. Heck, just go to an arcade and play Sega Bass Fishing or Spike Out, or play online matches of Virtua Fighter 3tb.

Screenshot by Destructoid

Big world, small people

I stress the expanse of Like a Dragon: Infinite Wealth because this series has, in its own way, always been big and full of strange side attractions. Yakuza is no stranger to odd side games that eat up tons of time, from taxi driving to cabaret management, and that knob is turned all the way to 11. Usually, the appeal of Yakuza is that it has all this ridiculousness, but underneath both the explosive action and excessive side activities, there’s a beating heart of characters and story. Infinite Wealth still has that heart, but it misses in some tangible places.

As I said before, each character gets their time in the spotlight. Ichiban felt a bit second-fiddle to Kiryu, whose history and legacy are felt throughout his sections, but even still, Kasuga is every bit the lovable Dragon Quest-obsessed guy that he was in his debut game. Moments of this game where we get to see characters from through its history, past and present, interacting are instant highlights.

Screenshot by Destructoid

Like a Dragon: Infinite Wealth has a bit of a villain problem, though. Mostly in that its antagonists are both numerous, and aren’t quite as compelling or charismatic as the main cast. A few are your regular aggressors, the guys you fight a few times over the course of the game, and others are the ones waiting in the wings. But really, it felt like a few of the antagonistic forces just fall flat in the end.

This extends to the main plot, which can stifle a dramatic moment or two with some lackluster plot beats. Some characters and plot lines feel like they appear and disappear just for the benefit of moving the party from one location to another. I like the broad strokes of Like a Dragon: Infinite Wealth’s story, but it didn’t have that focused ramp-up I enjoyed in some of the series’ best narratives, like say, Yakuza 0 or Yakuza: Like a Dragon.

Ultimately, the best plot moments outside the chapter-ending climaxes are those Drink Links and side stories, where individual characters and stories can shine. The world of Like a Dragon: Infinite Wealth is huge, but it's the moments that narrow down to a pinpoint that stuck with me most.

Screenshot by Destructoid

A second turn

When it comes to combat, Like a Dragon: Infinite Wealth shows that Ryu Ga Gotoku Studio must have been listening and taking feedback on Yakuza: Like a Dragon’s systems. Broadly, it feels like an upgrade in almost every way, while keeping much of the same spirit alive.

Characters can now move within a set range on their turn, eliminating some of the awkwardness around lining up attacks and AoEs. In fact, more movement – combined with the potency of knockbacks, back attacks, and other environmental enhancers – really makes the battles of Like a Dragon: Infinite Wealth feel more alive and active. I still had one or two moments where I was awkwardly trying to angle something just right, or would perform a knockback only for my teammate to watch the enemy fall down instead of adding a follow-up hit. But controlling the arena feels like a much more doable task in Infinite Wealth.

Screenshot by Destructoid

Additionally, the breadth of Tag Team and special moves, as well as the new jobs and Skill Inheritance system that lets job skills carry over, all form a wonderful playground for building a party. It’s still a pain to have to return to the job store – Alo-Happy, a tour company, in this game – to swap out roles. And it’s a real bummer that jobs are still gender-locked. While the guys have some support options, and the gals get one of my favorite new jobs in the Agility-focused Kunoichi, it still seems odd there aren’t some overlapping jobs between them. I don’t really see why Chitose can’t surf or shoot guns, or why Tomizawa can’t pick up the bucket and mop for a cleaning gig.

Still, battles in Like a Dragon: Infinite Wealth are extremely good, with plenty of wild characters to fight and tough bosses to take down. While there’s a small bit of relying on the hits later on, even the ways in which Infinite Wealth remixes expectations from Yakuza: Like a Dragon is really fun.

Screenshot by Destructoid

One of the best ways is Kiryu’s ultimate move, which lets him unleash the beast and lash out in beat ‘em up form, turning the turn-based RPG into a Yakuza brawler for a short span of time. It’s one of the cleverest mechanics in this game, that really shows how confident RGG feels with their RPG systems, and it’s used to incredible effect.

It’s a real testament that, even after rolling credits, I’m still eager to unlock more roles and grind out more challenges in the battle system. Where Yakuza: Like a Dragon certainly felt like a game that rewarded smart play and good planning, Like a Dragon: Infinite Wealth feels like RGG taking a system built on inspirations and confidently making it their own. There are still some wrinkles to iron out – please, add a way of opting out of weapon attacks in favor of basic strikes – but largely, RGG has the combat down on the second time around.

Material excess

I could go on for ages about the minutiae of Like a Dragon: Infinite Wealth. It is a huge game, brimming with things to do, in a way that’s honestly intimidating to properly assess. I’ve spent a little over 50 hours just seeing Infinite Wealth through to credits, and I have no doubt I could double or triple that time, digging into everything here.

Depending on who you are, that number can be appealing or daunting. While I certainly think you can see a good deal of Like a Dragon within a similar playtime, there are still aspects I had to put by the wayside for deadline; and adding that onto the count, it’s a whole lot of game to dig into. There are little contrivances that might grow or fade in that time, too; the Smackdown option for instantly winning battles against lower-level enemies is a great addition. But it also tries to mask that the world of Like a Dragon has a lot of wandering encounters that might interrupt whatever you’re trying to do, like a Bond Bingo chat or substory.

Screenshot by Destructoid

If you’re coming to Like a Dragon: Infinite Wealth for a massive RPG that packs in all that RGG Studio has ever offered into one package, this is that game. It’s titanic, yet it’s still got some character heart down below. And just the draw-in alone of seeing these characters laugh, learn, and fight alongside each other will be worth the ticket price for longtime RGG fans. I’d worry newcomers would feel quite lost at some points, even if they can broadly follow the story beats.

Yet I do still have some nitpicks and drawbacks, around the broad plot, the villains, and even how well some of the minigames stack up to others. (I found the Tinder-like dating app to be a really strange, opaque game compared to the relatively straightforward FMV dating in Like a Dragon Gaiden.) I really like broad pieces of this game, but with so much here, some portions feel way more fleshed out, and others feel like they drag the median down. Even the game’s conclusion ends rather abruptly, and with a bow-tie that feels a bit hastily wrapped.

Among the wealth of Like a Dragon games we’ve had over the last year or so, Like a Dragon: Infinite Wealth is easily the stand-out for me. It’s still got a lot of what I love from this series, and I think anyone looking for a good follow-up to Yakuza: Like a Dragon will find it here. The second time around doesn’t feel quite as revolutionary, but this is still an island vacation I wouldn’t turn down. Some time spent in the sun with Ichiban and crew is always time well spent.

[This review is based on a retail build of the game provided by the publisher.]

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Palworld mixes monster catching, guns, and survival, and it mostly works https://www.destructoid.com/palworld-early-access-impressions-pc-steam/?utm_source=rss&utm_medium=rss&utm_campaign=palworld-early-access-impressions-pc-steam https://www.destructoid.com/palworld-early-access-impressions-pc-steam/#respond Thu, 18 Jan 2024 23:30:06 +0000 https://www.destructoid.com/?p=451536 Palworld early access impressions

There are a few games that seem to crop up at random trailer-filled showcases, promising something that looks so strange it's nigh-unbelievable. Sometimes, the trailers turn out a little too good to be true. Palworld, somehow, is not one of those.

Pocketpair's Palworld is about living on an island with a variety of mysterious, fantastical creatures called Pals. What you do from there is your choice; train them, use them to fight the evil poaching syndicate, or build an exploitative industry around them. Even sell or eat them, it's really your call.

https://www.youtube.com/watch?v=4Jn9LQslOjA

To call this "Pokémon with guns" is fairly accurate, sure. Palworld wears its inspirations on its sleeves. It's also a bit more, and a bit stranger, than that concept would imply. So we here at Destructoid tasked two of our bravest adventurers, Eric and Zoey, with venturing deep into the Early Access build of Palworld to learn more. They are different people now than they were before, but they also know a fair amount about Palworld. Here are their takeaways.

Zoey Handley: More like a hostile acquaintance

Palworld is not my pal. I don’t mean to say that I think the game is of poor quality or I didn’t enjoy it. What I have played, I’ve certainly enjoyed. Palworld is less Pokémon with guns and more Ark: Survival Evolved with Pokémon. It’s a survival crafting game, and it succeeds in the way it manages to make hours disappear.

But it’s not my pal because it won’t let me play it. Every hour or so, Palworld hard crashes my computer. Straight up. Everything stops, I see a black screen, and I have to turn my PC back on.

I hate flashing my credentials, but I worked in I.T. for nine years. Troubleshooting a video game is a lot easier than remotely fixing a lawyer’s proprietary software. But Palworld didn’t give me a lot to go on. It doesn’t blue screen my PC. It just shuts it down entirely. There’s no minidump log, and the Windows event viewer doesn’t give a stop error. It just says, “The system has rebooted without cleanly shutting down first.” I have very little data to figure out what’s going wrong. It’s like Palworld broke into my apartment and held down the power button on my PC until it did a hard shutdown.

Palworld with a spear
Screenshot by Destructoid

It’s like clockwork. Everything works fine, and then it’s all over. Palworld at least saves often, so each time I re-entered the game, I didn’t have to repeat too much. I considered just playing through the crashes like I did when Fallout: New Vegas was new, but I’m concerned that too many hardware crashes would run the risk of corrupting portions of my hard drive.

I’m, therefore, hesitant to play any more of Palworld until there’s a patch for the game or a driver update for my GPU. That’s a shame because I started up the game just to check on something, and I really wanted to start playing. And then, on the main splash screen I noticed the message “Palworld is in Early Access. You may encounter bugs or crashes.”

That I certainly did.

I did enjoy the nearly three hours I played. As far as survival crafting games, it feels a bit simple. There is a nice twist of assigning captured Pals to your base to both hold the fort and take care of some of the chores.

Yep, it sure seems promising. I just wish I could play it.

Eric Van Allen: Oops, I built a factory

At some point, midway through crafting an Assault Rifle upgrade for my Grass-Type Pal Tanzee, I had to pause and reflect on what I had done. I was about to put a military rifle in the hands of a somewhat-sentient animal, a seemingly innocent and adorable creature, hoping it spraying bullets in a general direction would be the ace-in-the-hole I needed against a particularly tough boss trainer.

I considered it, decided it was cool, and went back to work.

Screenshot by Destructoid

That's been my takeaway from Palworld so far: a game full of surprises. Granted, I had only followed it through novelty up to this point. It was the game that would show up at an SGF or Game Awards or similar stream, and I'd remark it was the "Pokémon with guns game," and move on.

Yet part of me wanted to see if this would be a Days Before-esque disaster waiting to happen. Kudos to Pocketpair, this absolutely isn't. In fact, it's maybe one of the year's early surprises.

While Palworld has you catching monsters, it's not just about training and battling like its Game Freak-developed inspiration. And to be clear, I don't think it's a reach; everything about Palworld has a legally-distinct approximation vibe, down to the clever names, elemental typing, and even visual designs.

So after an hour or so of running around, catching monsters and seeing the open world expand, I figured that was the draw. There's not really a funnier moment in gaming, in recent memory, than realizing that to catch my first Pal, I'd have to beat them up with my own fists to weaken and capture it. A novel appeal, one that'd make for some funny videos on socials.

But it was once I started building out my base back home that I saw the real draw. Or maybe, at least, the draw for me.

Screenshot by Destructoid

While every Pal can be taken into combat and used as a sidekick, alongside your own create-a-character's martial capabilities, they can also be put to work back at your base. And as I dove deeper into the Work Suitability specialties that dictated each Pals' talents, and how those could automate production, I feel deep down the rabbit hole.

My sole focus was now building a humming, fine-tuned factory for producing goods and advancing technology. Like a Sid Meiers Civ gunning for the Science Victory, I was storming through the tech tree, building up a machine of Pal labor to get me there. Once-natural resources, like Stone and Wood, became hubs I could set adorable Cattivas to work on, accruing my precious resources.

I sought out Pals not for their combat prowess, but for what they could do for my base: transport goods, craft items, seed fields, and water the crops. As my workshops and buildings expanded, I constructed a small fort, and soon had to defend it against invaders.

Screenshot by Destructoid

What's impressive to me is that Palworld is pretty openly following in design footsteps. As much as there's Pokémon, especially Legends: Arceus, in this game, there's also Breath of the Wild and Rust, Valheim and Monster Hunter. And like a hearty stew, everything simmers right until it blends together.

I'm hesitant to pin any full appraisals to the game yet, as I've mostly wiled away the hours building a humming, ethically questionable hub of production and economy. It seems like there are bosses to conquer in some manner of story, and probably some formidable Pals to fight and win over. I'm just pleasantly surprised that Palworld not only works, but works so well. It's genuinely enjoyable, even for me, someone who takes a while to warm up to the survival genre. As a Dyson Sphere Program and Satisfactory fan, the engaging automation certainly helps.

We'll continue to follow Palworld as it develops throughout Early Access. But right now, Pocketpair has managed to both deliver on its surreal vision, and still create something that feels like more than just a novel "what-if" mash-up of ideas.

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Visions of Mana locks in for this summer, and has a giant adorable dog https://www.destructoid.com/visions-of-mana-xbox-developer-direct-2024-summer-window-news/?utm_source=rss&utm_medium=rss&utm_campaign=visions-of-mana-xbox-developer-direct-2024-summer-window-news https://www.destructoid.com/visions-of-mana-xbox-developer-direct-2024-summer-window-news/#respond Thu, 18 Jan 2024 20:39:09 +0000 https://www.destructoid.com/?p=451518 Visions of Mana pikul reveal summer date

Today's Xbox Developer Direct had a surprise guest appearance from a third party. Square Enix cut into the stream to show off more of its upcoming Visions of Mana, and confirm a Summer 2024 release window.

The unannounced guest made its appearance directly after Obsidian and Ninja Theory's presentations, to share new details about the next entry in the Mana series. This will actually be the first entry in the series to hit Xbox consoles, so today's appearance on the stream was a bit of a surprise, to say the least.

Much of Visions of Mana looks like Square Enix building on the foundations of its Trials of Mana remake. Fully 3D action-RPG combat, with a bright, colorful look is fitting for the Mana series, after all. But the show-stealer for me was the pikul, a dog-like companion the player can ride around on.

https://www.youtube.com/watch?v=4nvRHj8YWEo

The pikul apparently started out as something of a mix, incorporating both Yorkshire terrier and a pangolin. I love the pikul, and will protect the pikul, and prevent any harm from befalling the pikul.

Image via Xbox/Square Enix

New visions

Square also talked a bit about its musical score, which will have 100 songs total, and adapt as the player enters combat. It's a really cool effect to hear in practice, and I'm really intrigued to hear it play out in the overworld once the RPG is out.

It's really cool to see the Mana series get this kind of push. A decade ago, the idea of a new Mana game getting shown alongside the likes of an Indiana Jones title and Avowed would've been wild. It really does seem like Xbox is courting a wider range of third-party developers. And man, Visions of Mana is looking solid.

We'll see if the series still has that action-RPG magic when Visions of Mana arrives in Summer 2024.

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Avowed spotlights the combat and intrigue it has in store for Fall 2024 https://www.destructoid.com/avowed-xbox-developer-direct-2024-gameplay-combat/?utm_source=rss&utm_medium=rss&utm_campaign=avowed-xbox-developer-direct-2024-gameplay-combat https://www.destructoid.com/avowed-xbox-developer-direct-2024-gameplay-combat/#respond Thu, 18 Jan 2024 20:16:59 +0000 https://www.destructoid.com/?p=451514 Avowed Fall 2024 developer direct reveal

Xbox is laying out its road ahead with the Developer Direct 2024. Obsidian started the show today, sharing some new looks at Avowed as it heads for a Fall 2024 window.

Today, we got a deeper look at the first-person RPG from Obsidian Entertainment. Set in the same world as Pillars of Eternity, Eora, Avowed is a more action-oriented approach. And a decent chunk of the opening minutes of today's look covered the scrapping, from magic and swords to flintlock-style pistols. Heck, you can even wield a bunch of wands, if you want. More wands means more magic, after all.

We see some reptilian combatants wielding a breadth of equipment, including shields and ranged weapons. Obsidian says you'll be able to set loadouts for combat and swap between them, letting the player quickly swap around for whatever approach you need. It seems pretty customizable, though I'm not completely sold on it.

Image via Xbox

Part of Avowed also looks to involve some light mystery-solving. We see some segments of the player talking with various NPCs, trying to discern whether a private is telling the truth or lying, possibly even confronting him. Whatever the player chooses, consequences follow.

Fantasy lands await

We also got a look at the vistas and locales waiting in Avowed. There are lots of different biomes to explore, from forests to deserts, all falling under the general high fantasy umbrella.

As for news on a date, we just have the window of Fall 2024. It was good to see a little bit more of what Avowed has in store, though today's look didn't really hold surprises for those expecting a first-person fantasy RPG. I'm curious to see how Avowed will set itself apart when it arrives later on this year.

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Unicorn Overlord shows off elves, enemies, and many, many classes https://www.destructoid.com/unicorn-overlord-class-allies-enemies-preview/?utm_source=rss&utm_medium=rss&utm_campaign=unicorn-overlord-class-allies-enemies-preview https://www.destructoid.com/unicorn-overlord-class-allies-enemies-preview/#respond Thu, 18 Jan 2024 15:00:00 +0000 https://www.destructoid.com/?p=451041 Unicorn Overlord battle scene with Eltolinde ability

There is a sizeable pile of role-playing games arriving in 2024, making for a pretty packed start to the year. But even with Infinite Wealth, Rebirth, and more on deck, one game has continued to spur our interest in the (virtual) Destructoid offices: Unicorn Overlord.

Today, Atlus and Vanillaware are sharing more details about the upcoming tactics RPG. Vanillaware is known for a few things, depending on who you ask: incredible art, maybe, or its side-scrolling action in Odin Sphere and Muramasa, sure. 2020's 13 Sentinels: Aegis Rim saw the studio weave an incredible narrative thread through multiple perspectives, too.

So it's interesting that Unicorn Overlord feels like a fantasy tactics game, and targeted right at fans of the genre. It's a story about Alain, an exiled prince gathering forces to strike back at the conquering nation of Zenoira.

This latest info drop leans heavy into what tactics fans, or at least the ones working here, dig: classes, abilities, promotions, and more. Plus, some elves. Elves are pretty big right now. Let's take a look at all the details.

Eltolinde, Rosalinde, and Ithilion

These three are elven allies, who you can recruit to Alain's cause. Eltolinde and Rosalinde, left and center respectively, are sisters caught up in Zenoira's invasion of Elheim. Eltolinde chose to lead from within after the capital fell, while Rosalinde escaped and gathers forces for the counterattack.

Ithilion, meanwhile, is a swordsman who was away on mission when Elheim's capital fell. He's been leading a guerilla force since then. I already love the designs of these characters, and the interesting plot that could surround their individual stories.

Alcina and Baltro

We're not just seeing allies in this Unicorn Overlord info dump, but enemies too. Alcina, left, is a witch for the Zenoiran army and was previously the court sorceress of Cornia, Alain's former kingdom. She's helping out the big-bad Galerius in his schemes. While labelled a witch, the mace and shield give me big Cleric vibes, a la everyone's favorite devout princess from Baldur's Gate 3.

Baltro, meanwhile, looks like a lil' weirdo, in a good way. He's a wizard that serves Galerius, and obscures his face as he does his lil' weirdo magic. My money says he absolutely does some light necromancy at some point.

Classes, classes, and more classes

Vanillaware also sent over some details about the classes players can utilize in Unicorn Overlord. Each character has a set class, determining what they can do and how they act on the battlefield. Some are frontliners, others are fliers, and still more wield magical powers. As you can see from the Housecarl, Cleric, and Feathersword above (left to right), they also have distinctive looks.

There are over 60 class types, according to Atlus and Vanillaware, and each plays into strengths and weaknesses. Fliers may be fast, but archers can do double damage to them; a classic power-balancing move for tactics games if there ever was one.

While some are expected, others have neat unit-specific bonuses. Werewolves perform better at night, for example, and Elven Fencers are melee units who can create barriers to protect allies.

Leader by example

Alongside their battle skills, each unit has a character set as a leader, which imparts a Leader Effect. Depending on the class of the leader, the unit will gain an additional effect, and set the unit's move type. One led by a Housecarl can break barricades on the map, for example. And while Infantry and Cavalry may move quick on roads, the horses of the Cavalry struggle in forests, decreasing mobility.

Image via Vanillaware/Atlus

Finally, a promotion

Eventually, a unit can spend their accrued honors to promote to an advanced class. The example Vanillaware sent over was Alain, promoting from Lord into High Lord. This upgrade gives him a regal steed and lets his unit cover ground faster.

Image via Vanillaware/Atlus

Even more battles to fight

Unicorn Overlord has a campaign and story, but additionally, Atlus and Vanillaware confirm there are Auxillary Stages. There, you can battle phantom soldiers as many times as you want, building up sweet, sweet EXP for your party. You can also pick up Treatises, items that impart EXP, from Auxillary Stages, as well as items that boost specific abilities and development for your army.

Image via Vanillaware/Atlus

It's honestly hard not to feel like Vanillaware is saying, and showing, all the right things for tactics fans with Unicorn Overlord. Its mix of world map strategy and unit tactics seemed strange at first, but I think I'm starting to see how it all comes together. With tons of class and development options that seem like they can really play out across the different modes, it looks like a tactics RPG with no shortage of things to do.

There's still the question of how it all comes together. But Vanillaware is one of those studios I'll always set aside some time for, especially after the excellent surprise of 13 Sentinels. What I'm seeing of Unicorn Overlord certainly makes it look like the studio is teed up for another sleeper hit.

Unicorn Overlord arrives for Switch, PlayStation 4 and 5, and Xbox Series X|S on March 8, 2024.

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This Resident Evil 2 Remake no-damage run from AGDQ 2024 is a must-watch https://www.destructoid.com/resident-evil-2-remake-no-damage-run-agdq-2024-games-done-quick-carcinogen/?utm_source=rss&utm_medium=rss&utm_campaign=resident-evil-2-remake-no-damage-run-agdq-2024-games-done-quick-carcinogen https://www.destructoid.com/resident-evil-2-remake-no-damage-run-agdq-2024-games-done-quick-carcinogen/#respond Wed, 17 Jan 2024 21:24:32 +0000 https://www.destructoid.com/?p=450925 Resident Evil 2 Remake speedrun from Carcinogen at AGDQ 2024

Speedrunning is, from my own outsider's perspective, an impressive effort in constantly chasing new goals. At first, runners might try to simply finish a game as fast as possible. Then, they might try to fully finish it, or complete certain objectives, or hit credits with limiters on themselves. It's that last bucket that CarcinogenSDA's run of Resident Evil 2 Remake at AGDQ 2024 falls under.

I've been a fan of Carci's speedrunning for a while. His AGDQ 2018 run of Resident Evil 7 is an easy recommendation for anyone who wants to see someone exemplify their mastery of a game by quickly adjusting their run on the fly. Last night at AGDQ 2024, Carcinogen took the stage with one simple, but incredibly difficult, objective: make it to the end of either Leon or Claire's route in Resident Evil 2 Remake, without taking any damage, on Hardcore.

https://www.youtube.com/watch?v=Rbh5K9sJC-w

If you've ever spent some time running through the halls of Raccoon City P.D., especially on Hardcore difficulty, you know how daunting that seems. Different types of undead litter the world, all with different placements and tendencies meant to keep players on their toes. Oh, and there's Mr. X, too.

A smooth run

As Carcinogen lays out at the top, this particular run falls a bit more under the challenge run category—"smooth run," as he calls it—than a traditional speedrun. While there are instances where the character on-screen may flinch, or have to use defensive items like a knife, as long as they do not translate directly into damage the run is still good. While damage wouldn't have stopped the showcase, Carci promised to donate $100 to the Prevent Cancer Foundation (the charity AGDQ benefits) for every instance of damage.

The fact that Carcinogen was ready to run either character's route through Resident Evil 2, based on audience votes, is already impressive. What followed was an even more impressive display of that knowledge, with a few teeth-clenching moments along the way. And if you don't want to know the result, maybe jump back up and watch the VOD quick before scrolling on.

Image via GamesDoneQuick

Escaping the city

If you couldn't tell by now, or were maybe avoiding it, Carcinogen succeeds in taking no damage throughout the run. It's an incredible achievement to pull off in a marathon setting like Games Done Quick. While runners practice a ton, making something big like this happen on the stage, rather than in your typical set-up back home, is always an exciting moment. When someone has one shot to perfectly land a display of all their accrued knowledge, and they nail it? That's worth watching.

Fittingly, Carcinogen pops off. After the final boss of Resident Evil 2 is down and defeated, he yanks off his headset and takes a celebratory run through the crowd gathered behind him. He'd later post on Twitter that he was "still in disbelief" he pulled it off, and thanking fellow no-damage runner MattDaRoc, who was on call for the GDQ run as well.

It was the perfect cap-off to a heavily stacked, exciting day at AGDQ 2024. Twice a year, the Games Done Quick streams occupy my second monitor for a whole week, and the Tuesday line-up was a day of bangers. From retro hits run by humans and one very good dog, to a blindfolded bout with an Octopath Traveler 2 boss, to whatever happened in that Granny run, it was an exceptional day. What a fitting way to close it out, for the stateside folks that lost some sleep today to see the run through.

What's next for Carcinogen? Well, he teased something quite intriguing: working on a no-damage run of Final Fantasy VIII, as well maybe some Resident Evil 3 Remake. Follow the rest of GDQ's week over on Twitch here.

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Exoprimal director discusses bringing the might of Monster Hunter’s Rathalos to the co-op dino shooter https://www.destructoid.com/exoprimal-interview-season-3-monster-hunter-collaboration-rathalos/?utm_source=rss&utm_medium=rss&utm_campaign=exoprimal-interview-season-3-monster-hunter-collaboration-rathalos https://www.destructoid.com/exoprimal-interview-season-3-monster-hunter-collaboration-rathalos/#respond Tue, 16 Jan 2024 19:00:00 +0000 https://www.destructoid.com/?p=450265 Exoprimal

Exoprimal launched at an interesting time, to say the least. Hitting in a surprisingly packed summer window, just after the release of a Capcom giant in Street Fighter 6, it's been quite the curiosity to follow.

To be up-front, I dig Exoprimal. Blasting apart hordes of dinosaurs with giant mech suits is already a good pitch on paper, and I spent a fair share of time carving through waves of prehistoric predators with my pals. While it takes some time to show its hand, there are some phenomenal moments and fights, especially as players advance deeper into its story through multiplayer missions, similar to the original Titanfall.

On Thursday, January 18, Exoprimal kicks off its third season with a bang: a Monster Hunter collaboration. The crossover brings over new Beta variant Exosuits, a new Neo Triceratops battle, Jungle map, and more. Plus, the infamous Rathalos is crossing over, adding another 10-player co-op boss through February 12.

Ahead of the crossover, we had a chance to send some questions over to Exoprimal director Takuro Hiraoka. In it, we talked a bit about the MonHun collab, designing the Rathalos fight, and how reception for Exoprimal has been thus far. Here's how it all came together.

https://www.youtube.com/watch?v=zdXGRm9svZs

This collaboration marks the second Capcom crossover [the previous being Street Fighter]. Why did you decide on Monster Hunter, compared to other possible franchises?

The Exoprimal development team includes several members who have also worked on games in the Monster Hunter series. When coming up with ideas for Exoprimal’s post-launch updates, we thought we’d like to create Monster Hunter-themed content if Capcom collaborations were to happen. One of Exoprimal’s core combat tenets – the concept of working together with a team of allies to defeat a powerful enemy – fits well with the Monster Hunter series as well. This naturally made us think we’d be able to create an enjoyable gameplay experience where players can go head-to-head with a large monster from that universe. Then, shortly after Exoprimal was first announced, players vocalized their hopes for a collaboration with the Monster Hunter series. That desire from the community was one of the deciding factors behind our decision to move forward with this crossover.

How did you work to replicate Monster Hunter ideas inside Exoprimal? Are there any specific “must have” features or ideas you wanted to bring over from Monster Hunter into Exoprimal?

For this collaboration, we wanted to create content that would offer a genuine Monster Hunter experience in Exoprimal through two main components: combat and the gameplay cycle.

In terms of combat, we decided to feature one of the Monster Hunter series’ most iconic monsters. Instead of simply creating a battle scenario with Rathalos in the Exoprimal universe, we infused elements that allow players to feel the essence of the Monster Hunter series. This includes the ability to break monster parts and slice off its tail. While playing this collaboration mission, meeting certain in-game conditions will also cause a familiar music track from the Monster Hunter series to play in the background. We encourage you to give this special mission a try and experience it for yourself!

Image via Capcom

Next, this crossover’s gameplay cycle also includes collaborative elements. While playing Dino Survival matches, Exofighters will encounter monster tracks across the map. Collecting a certain number of tracks can trigger a final mission where squads are tasked with taking down a Rathalos. This is a nod to Monster Hunter: World, so by all means, enjoy your “Return to World” while playing Exoprimal as well! 
Playing through the Monster Hunter collaboration content will help players better understand the combat and gameplay cycles in Exoprimal. I hope this crossover encourages new players to suit up and try their hands at becoming Exofighters.

How did you select which equipment to pair with which exosuit for the collaboration? Did you select the exosuits you wanted to add variations to first, or figure out what kind of monster parts you wanted to work around before that?

The initial candidates were selected from a pool of iconic monsters from the Monster Hunter series. We also considered the popularity of the monsters and armor sets into our choices. Many of my personal favorites were strong contenders, but after careful consideration and internal discussions, the development team ultimately landed on four monsters: Rathalos, Nergigante, Kirin, and Rajang.

Next, we thought about which Exosuits best complemented each of these monsters. Our selected pairings include perfect matches like Rathalos and Murasame, but we also have pairings like Kirin and Skywave where the armor designs were seamlessly combined with the Exosuit to create a new level of appeal. I feel each of the Exosuit skin designs in this collaboration are fantastic, and I have nothing but the deepest appreciation for our designers’ work.

Image via Capcom

The development team also wanted to create a unique and exciting Exosuit skin. We decided to move forward with a design that almost completely transforms Roadblock into Rajang. I love the way this skin turned out and hope you’ll enjoy equipping it in the wargames.

Having Rathalos in Exoprimal seems like a pretty big deal. How will the fight differ most from Exoprimal’s other big battles? Will Rathalos use any special mechanics in combat, unique to it?

When incorporating a hunt with Rathalos into Exoprimal, we had our hearts set on making it into a 10-player co-op battle, which are popular in the Exoprimal community. On top of that, it was imperative to make adjustments so Rathalos, who was originally intended for encounters with hunting parties of four, could pose a formidable challenge for squads of 10 Exofighters. Giving the Rathalos new attacks like the ability to unleash massive lasers or send shockwaves across a wide area would have been too far removed from the way it typically fights, causing it to feel like a different monster. So, we designed the Rathalos boss fight in a way that maintains the King of the Skies’ characteristic behaviors while also empowering it with the fortitude to take on 10 Exofighters. It also reinforces a core concept at the root of Exoprimal’s combat – strategic role-based co-op gameplay. I hope you’ll enjoy battling Rathalos, which has been adapted to complement the “massive action” of the Exoprimal universe.

Image via Capcom

With multiple title updates done, how are you and the team feeling about Exoprimal’s reception so far?

Each time we release a title update, we see that many Exofighters around the world are enjoying the new content, and we feel that players’ reception has generally matched what we hoped it would be. Many individuals who have been playing Exoprimal consistently since launch have been excitedly sharing information about the game, which we sincerely appreciate.

With the addition of new Exosuit variants, rigs, and modules, we feel that players are continuing to find new favorite Exosuits, ways to customize their loadouts, and taking advantage of the combat changes and expanded strategy possibilities that each title update brings. We were concerned that the Escape final mission, a 10-player co-op mission that tasks opposing teams to work together mid-match, would be a challenge, but I feel like this mission has become an indispensable part of Exoprimal

Exoprimal’s offerings will continue to expand with future title updates and present new challenges to overcome. We hope Exofighters around the world will continue enjoying the wargames!

Image via Capcom

What are your goals, over the coming year, for Exoprimal?

Our top priority is to expand the ways in which players can enjoy Dino Survival through additional content introduced in post-launch title updates. The development team also hopes the Capcom collaborations and other new content will enable Exofighters to meet new players, as well as grant the Exoprimal community ways to thrive through upcoming features like “Custom Matches.”

Can we expect to see more Capcom franchise collaborations in Exoprimal? Would you consider any collaborations outside Capcom, and if so, which ones?

I’m not able to share details just yet, but additional collaborations are in the works. I think you’ll be excited about what’s next for Exoprimal, so stay tuned for more information!

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Alan Wake 2 forges a full-circle moment with Poe on ‘This Road’ https://www.destructoid.com/alan-wake-2-poe-this-road-interview-sam-lake-remedy/?utm_source=rss&utm_medium=rss&utm_campaign=alan-wake-2-poe-this-road-interview-sam-lake-remedy https://www.destructoid.com/alan-wake-2-poe-this-road-interview-sam-lake-remedy/#respond Fri, 12 Jan 2024 21:00:00 +0000 https://www.destructoid.com/?p=449153 Alan Wake 2 Poe collaboration

You could say that Alan Wake 2 was decades in the making. Last year’s blockbuster from Remedy saw the studio return to its roots and the horrors therein, dredging up the past to loop into something new, now. But it wasn’t just the main character or gameplay style we saw return, but the sounds and inspirations of the original Alan Wake too, bubbling up from Cauldron Lake through the music of Poe.

When I was playing Alan Wake 2, I was pleasantly surprised—maybe even a bit shocked—to hear a song that sounded like Poe between chapters. And a quick search later, I had verified as much: singer-songwriter Poe had collaborated with Remedy’s Sam Lake to record a new song, “This Road,” just for Alan Wake 2.

For fans of meta-textual works, this was an incredible piece of news. It felt like several long threads, reaching back through old references and inspirations, now tying a new knot. So naturally, I needed to know as much as I could about how it happened, and reached out to both Sam Lake and Poe to discover. As it turns out, it was more of a full-circle moment than I could have anticipated.

A door between two rooms

First, we need to lay out a bit of a timeline. Before Alan Wake was released in May 2010, there was a book called House of Leaves, written by Mark Z. Danielewski, and published in March 2000. 

The book follows several characters through a meta-textual journey: a tattoo apprentice named Johnny Truant discovers a manuscript from the strange author Zampanò. It follows a documentary about Will Navidson, a photojournalist who discovers his house is larger on the inside than the outside. The story twists and turns as you read through both the document itself and several different layers of footnotes, as the text and book itself feel like they start to warp too.

Alongside House of Leaves, there is Haunted by Poe. The musician happens to be Danielewski’s sister, and Haunted can be easily seen as a counterpart and companion work to House of Leaves, including tracks like “Exploration B,” “5&½ Minute Hallway,” “Dear Johnny,” and “House of Leaves” – all references to the novel.

Screenshot by Destructoid

It’s not hard to see how House of Leaves became an inspiration for Lake as the team at Remedy was building the layers of Alan Wake. And, through that, Poe’s music.

House of Leaves is one of my favorite post-modern novels. It has been a big inspiration for me through the years, for the original Alan Wake, and for the sequel as well,” Lake told me over email. “The writer, Mark Z. Danielewski, is Poe’s brother, and Poe’s album Haunted is a sort of a companion piece to the novel. This is how I found her music and fell in love with it. I feel Poe’s music fits Alan Wake perfectly.”

So, the title track from Haunted wound up on the original Alan Wake soundtrack. It’s a fitting song, and I’ve even seen some people who discovered Poe and her music through it. For Poe, Haunted would be the last studio album in her discography, though she’s continued to make and release music over the years, including a song called “September 30th 1955.” Released on YouTube 11 years ago today, that tune – and the re-release of the original Alan Wake – would lay the foundation for Remedy, Lake, Poe, and the House to overlap all over again.

https://www.youtube.com/watch?v=wvbI-nS-VN0

Some say that it loops forever

In the summer of 2020, Remedy was in the process of re-licensing songs for Alan Wake Remastered. At the time, Lake says, the team was discussing the possibility of making new music for Alan Wake 2, so he reached out to Poe. He was looking to create “original tracks that would be tailor-made to fit the mood and for lyrics to be about the story, an extension to the story,” as Lake puts it.

One Twitter exchange later, Poe and Lake were talking.

“Being a super fan of Alan Wake and of Sam, I was obviously floored and let him know that and then we started communicating and riffing with each other,” said Poe over email. “Sam and I riffed and riffed and then we riffed some more and then some more and then eventually we started doing Zooms and riffed more there…. you get the picture.”

Saga Anderson and Alex Casey in Alan Wake 2.
Screenshot by Destructiod.

After several initial Zoom meetings early on, Lake says things got put on hold until the project went further. Then, in May 2023, they linked back up and started work on the song that would appear in Alan Wake 2, “This Road.”

Not only would this be a new song from Poe for the soundtrack, but Lake would be collaborating on it. Poe describes the collaboration as a trip; “at times it felt literally telepathic,” she says. Lake was into the song “September 30th 1955” that Poe had shared on YouTube, and Alan Wake 2 fans will probably recognize its refrain: “And some say that it loops forever / This road that I lose you on every time.”

“‘September 30th, 1955’ is about a road and a story that loops forever and the only way to get off that road and escape that story is to get off of time,” said Poe. “In order to expand the song for Alan Wake 2 I felt like I needed to rip a hole in time and space and Sam was obviously all for that ha ha!”

A whole plane shaking

When creating the concept for how Poe’s song would fit into Alan Wake 2, Lake says he had a clear idea for the song: where it would be used, and what kind of structure Remedy needed. (I should note that, at this point, we’re probably going to get into some general story spoilers for Alan Wake 2.)

Lake shared a quote from the document he wrote for Poe:

“The Dark Place Song, a story from Alice’s POV, as she watches her husband struggle and fail to escape the Dark Place. Dreamy, hazy, haunting, beautiful, intimate, dark. Can also be a bit creepy and threatening, as there is a voyeuristic and manipulative aspect to the setup. The story loops around three times, getting progressively darker. Optimal would be three verses plus a chorus, the full song also cut to three different, short versions. The first verse plus the chorus for the first loop, the second for the second, the third for the third.”

Lake also wrote a short story, and later a poem, to help serve as inspiration, which he did for other song makers too. “Sometimes these poems end up as lyrics directly, sometimes they simply serve as inspiration, a starting point,” said Lake. “Poe is a wonderful writer. She took the idea of what I had, but made it her own, and much better with that, much more nuanced.”

Screenshot by Destructoid

“You know that feeling when a plane lands and the whole cabin starts shaking?” Poe says about the sound and creation of the song. “I usually get this momentary sense of panic and excitement when that happens because there’s always that split second when it feels like it could go one of two ways: either the shaking is going to mellow out and you’ll land safely; or it’s going to do the opposite and just keep escalating until…. something unimaginable happens.

“Pondering that unimaginable thing that could happen led to a few decisions about how to approach the recording: the new road needed to start with the original vocal samples from ‘September 30th, 1955’ (because those samples were residue from the exact moment in time when an important part of this journey took place); the music needed to start on the grid, submissive to an external clock, and then it needed to let go of that imposed sense of time, fall off the grid, and slow down over a long period of time; and finally, the slow down section of ‘This Road’ had to be recorded live in one take.”

With all these conditions and decisions determined, Poe and Lake pulled together musicians and gave it a try. What happened then, as Poe describes, was mind-altering.

Where to find all Final Draft videos in Alan Wake 2 feat
Screenshot by Destructoid

“We only did one take and it was one of the most transcendent musical moments I’ve ever experienced in my life,” said Poe. “We all looped the chords from the main refrain and we slowed down instinctually. It was the first time we’d ever played it together and everyone stayed perfectly connected.”

Darrel Thorpe, the engineer on the track, was manipulating an AMS delay on Poe’s voice and even that landed with, as Poe describes it, “perfect imprecision.”

“It felt as though maybe we really did tear a hole in time and space because, when it was over, the road I was on turned out to be different from the road I was on,” said Poe.

A loop, a spiral

One of the questions I asked Poe was whether this all felt like a full-circle moment. The first Alan Wake, heavily inspired by House of Leaves and Haunted; the sequel, building on those inspirations, bringing Poe on for an original track. Poe simply said “more than you know.”

She described Lake heading to East West Studios (formerly Ocean Way) to hear “This Road” for the first time. East West was where “Haunted” was made, and where Poe did final read-throughs and edits on “House of Leaves.”

“I hadn’t been back there in over 20 years,” said Poe. “The studios look completely different now from how they looked when I was there. The interior has been upgraded, complete with a life sized horse that’s a lamp, 50 foot velvet curtains, 30 foot tall chalkboard walls to write on, and a hidden hall of mirrors.”

But as much as things change, they still stay the same in their strange ways. The changes here, as Poe says, were all superficial.

“The guts of the place, the important things, haven't changed at all,” said Poe. “It has the same exquisite old machines – Neves, Trident, and SSL boards – the same linoleum floors that were there when Sinatra recorded; it even has the same shitty coffee machine (poor Sam); which is all to say that when Sam arrived it felt like the road had definitely looped back around only this time it had brought with it Sam who had conjured a whole universe and given a home, among his ideas, to some of the ideas that took shape at Ocean Way.

“I guess you could say that Sam arrived at East West to hear ‘This Road’ via a 23 and a ½ year hallway,” said Poe.

https://www.youtube.com/watch?v=MEWgOlTIW4Y

When she first played “This Road” for Lake, Poe says he was silent at first, which really unnerved her.

“Then he swiveled around in his chair with a huge grin on his face and said, ‘Poe it’s not a loop! It’s a spiral! It feels like we’re going around in circles but it’s actually taking us somewhere.’ I was very very moved by this,” said Poe. “On a personal level, I felt ‘This Road’ was leading me backwards and forwards in time simultaneously. Where it’s taken me is someplace familiar but exquisitely brand new and I have Sam to thank for that.”

As Lake tells it, he was quite enthused with the final track.

“I absolutely love the finished song,” said Lake. “The Dark Place in Alan Wake 2 is a dark dream of New York City, with a nightmare Noir feel to it. This Road could be a song sung in a smoky nightclub of this city, its aching echoes, distorted, heard in the endless night.”

An endless stanza

Describing the process, Poe says she definitely thought differently when it came to making a song for a game than for a “traditional” music platform.

“In Alan Wake 2 for instance, there was no real end game to the creative process other than serving the story and the experience–no algorithms to please, no song lengths to conform to. Pure instinct and inspiration,” said Poe. “It was heaven for me.”

Poe says she looks forward to experimenting more in the gaming world. “There are new ways to perform, to broadcast, to distribute, even to create within these worlds that are extremely exciting to me.”

As for Remedy and Lake, the team there is no stranger to music. In fact, it’s a core part of the process.

“Music is vital,” said Lake, about the importance of music in Alan Wake 2. “The custom created songs are vital, a key extension to storytelling. We have many artists working with us on them, starting with Poets of the Falls in the role of Old Gods of Asgard. And many other artists for the end of chapter songs in Saga Anderson’s story.”

Screenshot by Destructoid

Lake highlights how other collaborations have helped shape Remedy games, too. Poets of the Fall, a.k.a. The Old Gods of Asgard, are an obvious part of that. But Lake also notes Chisu, one half of ROOS+BERG, who created the song “No One Left to Love.”

“Chisu’s earlier song ‘Polaris’ was a big inspiration for me when creating Polaris for Jesse Faden in the story of Control,” said Lake.

For Alan’s side, “This Road” created a punctuation for his story in the Dark Place. It loops around, again and again, even into New Game Plus. It builds on top of the story, while still interweaving it with the past, tying in even outer layers of inspiration and thematic synergy with other works. 

Just untangling the threads of this, running from a novel at the dawn of the 21st century to 23 years later in Alan Wake 2, is complicated. But it’s the tangle of threads that makes it interesting; seeing how, in exploring the Dark Place, both Poe and Remedy pushed to build off each other and create something profound in the process.

It all builds up, it all loops around. This creative feedback loop is, as Lake said, a spiral, pushing further into what these collaborations can achieve. Because in the right place, and the right time, it can be something as excellent as “This Road” and Alan Wake 2.

The post Alan Wake 2 forges a full-circle moment with Poe on ‘This Road’ appeared first on Destructoid.

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These 16-bit Unicorn Overlord arrangements stir up some tactical nostalgia https://www.destructoid.com/these-16-bit-unicorn-overlord-arrangements-stir-up-some-tactical-nostalgia/?utm_source=rss&utm_medium=rss&utm_campaign=these-16-bit-unicorn-overlord-arrangements-stir-up-some-tactical-nostalgia https://www.destructoid.com/these-16-bit-unicorn-overlord-arrangements-stir-up-some-tactical-nostalgia/#respond Thu, 11 Jan 2024 22:34:41 +0000 https://www.destructoid.com/?p=448709 Unicorn Overlord

It's the new year, and there's a bevy of new games on the way. One of them, Unicorn Overlord, sees Vanillaware tackling fantasy tactics. And the little slice of music that's been shared, in 16-bit form, certainly sets the tone.

Atlus has shared a roughly four-minute preview of selections from the 16-bit arranged music album for the upcoming Unicorn Overlord. Per the description, this album takes the music of Unicorn Overlord and rearranges it into 16-bit form for the game's Monarch Edition (a.k.a. collector's edition).

Who better, then, to remix some tactics nostalgia than Basiscape? The studio worked with Vanillaware on 2020's excellent 13 Sentinels: Aegis Rim, and it's founded by Final Fantasy Tactics and Ogre Battle: March of the Black Queen composer Hitoshi Sakimoto. A very fitting collaboration, I'd say.

https://www.youtube.com/watch?v=GR-OFLuA-lQ

You can get a brief clip of several tracks in the preview above, though the album itself will be part of the Monarch Edition of Unicorn Overlord. A few other goodies are also getting packed into the CE, including an artbook and full-on card game of Unicorn Overlord.

A brand-new Overlord

Part of me wanted to write this up because of the interesting legacy ties here, between prior hits and Vanillaware's approach to the fantasy tactics genre. But, honestly, another part of me just wanted to write about Unicorn Overlord.

If it weren't for the likes of Metaphor, UO would probably be my most anticipated game of this year. But it's definitely one that I think will surprise people. After all, that's what happened with 13 Sentinels, and Vanillaware has been steadily ramping up with each new game.

We've seen combat, overworld strategy, and even romance all within the world that Vanillaware's been crafting. Tactics Ogre: Reborn whet my appetite for some classic, grim tactics, and Frieren has me eager for a mature fantasy story. Could Unicorn Overlord be that? We'll find out on March 8, 2024 when it arrives for PlayStation 4 and 5, Xbox Series X|S, and Switch.

The post These 16-bit Unicorn Overlord arrangements stir up some tactical nostalgia appeared first on Destructoid.

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It’s a new year, and we’re still speculating about a new Switch https://www.destructoid.com/its-a-new-year-and-were-still-speculating-about-a-new-switch/?utm_source=rss&utm_medium=rss&utm_campaign=its-a-new-year-and-were-still-speculating-about-a-new-switch https://www.destructoid.com/its-a-new-year-and-were-still-speculating-about-a-new-switch/#respond Thu, 11 Jan 2024 19:21:01 +0000 https://www.destructoid.com/?p=448608

If you've been paying attention to games long enough, not even in the month-to-month big releases but the day-to-day news mill, you've seen stories about the theorized Nintendo Switch 2. This informal moniker has become one of the biggest question marks dangling over 2024.

Days into the new year, and even before the calendar flipped over, headlines with rumors, speculation, and discussion popped up everywhere. Where is the Nintendo Switch 2? What is it? When could it arrive?

It's really hard not to feel like we've been here before. I, myself, have done my fair share of reporting on and speculating about a new Switch. Before it was Switch 2, it was a Switch Pro. We're closing in on seven years of the Nintendo Switch, and fans are wondering where its successor is.

Frankly, and I know I'm just laying out a rake to step on here, this is the most likely year yet that we'll see a Switch successor. As you'll read on down below, all signs are pointing that way, though predicting Nintendo's next move has always been a tricky target. More than anything, it feels like the collective speculation and curiosity about the next Nintendo console has boiled over, to the point that the ghost of '90s cheat cartridges has risen from the grave to add fuel to the fire.

Somehow, GameShark returned

Yes, that GameShark. The cheat machine you bought so you could mess with your Pokémon files is now back as "AI Shark," an AI-powered help engine. Apparently, rather than cheat tools that manipulate hardware, AI Shark "focuses on aiding individuals in improving their gameplay over time."

Look, does that sound like a computer that will tell you to just parry? A little bit, yeah. But the revived corpse of GameShark is somehow not the big news. Rather, it's a note about the AI Shark's release window, as spotted by Digital Trends: "The official launch is planned to coincide with the Nintendo Switch 2 in September 2024."

https://www.youtube.com/watch?v=kt4Pmo7jHEo

Either Altec Lansing and the AI Shark crew know something and let it slip, or they don't know for sure and just said that. Both options are equally amusing to me. Typing the sentence "GameShark is back as an AI tool, and it leaked the Switch 2 launch window" gives me a new appreciation for the strange times we live in.

In a follow-up comment to Digital Trends, AI Shark pulled back on the stick. It "backtracked" on the September month, but also confirmed the tentative launch for platform is "Fall 2024," which it then backtracked on again in a second follow-up, noting "Nintendo has not officially clarified a launch." We have reached out to Nintendo for further information and clarification.

Whatever spurred the company to put that info in the press release, its own speculation and expectations are out there. It's fair to ask why they'd do so in the first place. But GameShark is hardly the first. There's a Rainbow Road of Switch 2 rumors, stretching back for several weeks and months at this point.

Everybody 1-2 Switch

Analysts, speaking to sites like CNBC and GamesIndustry.biz, seem confident in a Switch successor arriving this year. Former Nintendo employees Kit and Krysta also shared their own expectations for a Switch follow-up.

"The time is finally here for a Switch successor, even though I can say a 'Pro' model actually did exist and certain developers were already working with the dev kit," analyst Dr. Serkan Toto told GIbiz, and he went on to speculate that it will price out at $400 and potentially see its games climb to the new-gen $70 price point.

Turn the clock back to July 2023, and VGC was reporting that a Nintendo Switch successor is set to arrive in the second half of 2024. Skip ahead a few months, and you'll read about rumors that Nintendo demoed a theoretical Switch 2 for developers at Gamescom 2023, from Eurogamer and VGC.

GameShark may have tipped the Jenga tower of Switch 2 fervor, but plenty of blocks were already pulled. Heck, even the broader Nintendo rumor mill is getting wrapped up around the potential of a new console. Known leaker Zippo makes mention of the next Nintendo console in write-ups about a rumored new 3D Mario and a full Xenoblade Chronicles X remake. (God, please, let that one pan out.)

Point being, it feels like everyone is talking about a Switch 2 but Nintendo.

A Switch's legacy

Honestly, it's not like Nintendo has really needed to talk about a new console, either. The 1-2 punch of Animal Crossing: New Horizons and the COVID-19 pandemic injected Wii Sports levels of life into the Switch back in 2020, and it's not like the Switch hasn't delivered bangers every year since. Tears of the Kingdom took home our big GOTY trophy last year—in spirit only, I don't even know where you commission trophies these days—and the Pikmin fanbase seemed to love the latest entry.

Nintendo's been riding high on the success of the Nintendo Switch. So even nearly seven years removed from the launch of the console, the hybrid device still feels like a dominant force in the market. I personally ascribe the handheld PC revolution to the success of the Switch, alongside Valve's willingness to dive headfirst into the unknown. I still see developers get the "when's the Switch port" question beneath trailers and promotional materials.

So, is this finally the year where Nintendo ditches the Switch? Where it determines the path forward as something new, whether that's a beefier hybrid or something new entirely? Could the clamshell design rise from the dirt, like GameShark before it?

As Giant Bomb's Jeff Grubb recently pointed out, Nintendo's got a habit of hosting Directs in February. And outside of a few games like Princess Peach: Showtime arriving in the first quarter of the year, there aren't really any big, big titles (kicks Metroid Prime 4 under the fridge like a stray ice cube) on the horizon.

This is a year where, more than ever, it feels like a new Switch is on the horizon. But I also recognize that we, collectively, have been in this boat before. Though I have to say, I really hope it's real, because "GameShark leaked the Switch 2 launch window" is just too good.

The post It’s a new year, and we’re still speculating about a new Switch appeared first on Destructoid.

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Delicious in Dungeon makes a hearty meal out of fantasy dungeon crawling https://www.destructoid.com/delicious-in-dungeon-netflix-first-episode-impressions/?utm_source=rss&utm_medium=rss&utm_campaign=delicious-in-dungeon-netflix-first-episode-impressions https://www.destructoid.com/delicious-in-dungeon-netflix-first-episode-impressions/#respond Mon, 08 Jan 2024 21:45:43 +0000 https://www.destructoid.com/?p=447322 Delicious in Dungeon

I'd like to think that everyone who's played an RPG has wondered what its fantastical creatures might look like on a plate. If you try to show me someone who hasn't ever thought about eating a Pokémon, I will show you a liar. And it's that bold adventuring spirit that Delicious in Dungeon, which recently debuted on Netflix, simmers to perfection.

Based on the manga Delicious in Dungeon (or Dungeon Meshi) by Ryōko Kui, the Netflix anime adaptation has a powerhouse behind it with Kill la Kill and Little Witch Academia studio Trigger. For anime fans, that might be enough to whet your appetite.

https://www.youtube.com/watch?v=n5JEoD7keVo

Laios, Chilchuck, and Marcille are members of an adventuring party, trying to traverse a mysterious labyrinth. It all started when the land split and a catacomb emerged. From there, a man dragged himself forward, declaring himself the ruler of a once-golden land, sunken underground by a mad mage. He promised his treasure to whoever could successfully defeat the sorcerer, before turning to dust.

Naturally, dungeon-diving became a booming profession. But after a particularly rough fight with a giant dragon, Laios and crew are left with almost nothing, and his sister Falin soon to be devoured by said dragon. Down a few members and out on their luck, the party needs to find a way to make it back and save their party member, before the worst can happen.

Image via Netflix/Studio Trigger

By itself, that's a decent set-up. But what makes Delicious in Dungeon so appetizing isn't just a good quest. It's what they discover on the way down. Because if you're going to kill some monsters, and eat some food, why not combine the two?

Meat's back on the menu

RPGs have frequently used food as a resource to meter out progression. Baldur's Gate 3 is a recent example, with a full long rest requiring a certain amount of provisions. In The Lord of the Rings, Frodo and Sam talk about rationing out their lembas bread to last the whole walk into Mordor.

But sustaining a long journey is costly. It's an expense, for one, to stock up on food. And the party must also carry their supplies around with them. Laios, the sword-and-shield knight leader of the Delicious in Dungeon party, comes up with a simple solution: simply eat the monsters.

Image via Netflix/Studio Trigger

It's initially repulsive to the mage Marcille and rogue Chilchuck, but it's also the best option to get back down the dungeon and save Falin from dragon digestion. After meeting Senshi, a dwarven warrior who's surprisingly knowledgeable in the methods of harvesting, hunting, and preparing meals from dungeon creatures, the outside-shot seems more and more reasonable.

It makes sense, too. Dungeons are always depicted as their own little ecosystems; places where monsters don't just hang out, waiting for adventurers, but actually live. It then follows that something in this little contained world eats something else to survive. And if any of that is edible for the adventurers, then they can add a new link to the food chain.

On-site procurement

Of course, getting those goods is the challenge. That's been the charm of Delicious in Dungeon thus far, as the viewer gets to follow the party's antics in getting the goods they need for cooking up meals. Early on, Laios pulls a scorpion from a hole in the dungeon, sticking a blade in a cracked wall and pulling it back out.

Later, the crew deals with man-eating plants, learning about fertilization and why plants have fruit in the process. It's a nice blend of foraging know-how and fantasy monster design, like you've got a DM who's really into food science, and also forgot to eat dinner before the session.

Image via Netflix/Studio Trigger

Then, Senshi whips out the cutlery and it's time to cook. While all based on fantasy monsters, the dishes have understandable equivalents. A hot pot, for example, or a tart. I've read a bit ahead in the manga, and the party delves into omelets, meats, and more.

Plus, it's all treated with a surprising amount of consideration for how different fantasy monsters might be turned into edible food. The slime from the first episode is particularly memorable, because we see how Senshi has developed his own method for drying the slime out as he travels. Everything, from biology to preparation and practicality, has been thought out here.

It isn't all rosy, though. Delicious in Dungeon is as much a comedy as it is action or cooking show, often putting Marcille in precarious situations. Meanwhile, Laios barely masks his desire to learn more about the dungeon through cooking. There's a wonder, as to whether he's curious about actually cooking these monsters or just understanding them better, or maybe both.

Image via Netflix/Studio Trigger

Either way, the party is fun to follow. And as someone who normally opts for subtitled options, I tried out the English dub and was pleasantly surprised. Emily Rudd, playing Nami in Netflix's live-action One Piece, gives a solid performance as Marcille, and Damien Haas is great as Laios. SungWon Cho is a spectacular choice for the voice of Senshi, too. Sincerely, this is one where the infamous Sub v. Dub conflict need not apply.

A delicious first course

We're only one episode in, so I was initially hesitant to write this one up. You don't want to over-indulge on the appetizers, after all, and Delicious in Dungeon has had some rave reviews of its manga. In fact, one of the best things I could say about its anime adaptation is that it encouraged me to finally dive into the source material.

And my takeaway is that, well, this is a bit of a slow cook. While the action is certainly gorgeous, and there are some stakes to the quest, Delicious in Dungeon enjoys the space a fantasy dungeon crawl offers. After all, their quandary is that it's a long way back down the dungeon, and those trips necessitate some planning and forethought. Early chapters have very much indulged the main idea, with less urgency than you might see in a more battle-centered series.

Image via Netflix/Studio Trigger

It reminds me a little bit of Frieren in that regard, though maybe in a different way. Both series are tackling the fantasy setting in a legitimate, non-isekai manner, which is nice to see. And both care a lot about the journey. There might be looming goals on the horizon, but the path before them is filled with everyday woes, whether it be monsters or their stomachs.

So, if you're looking for something with a fantasy setting and a very, very unique concept, Delicious in Dungeon is certainly that. I'm curious to see where the series goes as the party delves deeper into the dungeon, but its attention to detail and compelling world already have me sold on seeing the tale through. It'll be airing on Netflix throughout this season, with new episodes dropping on Thursdays.

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Hands-on: Like a Dragon: Infinite Wealth is huge, but doesn’t lose its heart https://www.destructoid.com/hands-on-like-a-dragon-infinite-wealth-is-huge-but-doesnt-lose-its-heart/?utm_source=rss&utm_medium=rss&utm_campaign=hands-on-like-a-dragon-infinite-wealth-is-huge-but-doesnt-lose-its-heart https://www.destructoid.com/hands-on-like-a-dragon-infinite-wealth-is-huge-but-doesnt-lose-its-heart/#respond Thu, 04 Jan 2024 15:00:00 +0000 https://www.destructoid.com/?p=445734 Like a Dragon Infinite Wealth

In 2020, the Yakuza series took a bit of a leap with its seventh entry, Yakuza: Like a Dragon. The lens shifted away from longtime series protagonist Kazuma Kiryu to newcomer Kasuga Ichiban, swapping out its real-time action for turn-based RPG combat in the process. It was, by most accounts, a rousing success. But there was still room to grow.

Like a Dragon: Infinite Wealth, then, seems like even more like a passing of the torch than its predecessor. And it was this shared custody of the spotlight that made me a bit nervous, going into a preview session way back in October. How would the focus manage both Kiryu and Ichiban? Why, after seeing one character hand the reins to the next, did we need to retread that ground?

After playing a hefty amount of Infinite Wealth, it seems like Ryu Ga Gotoku Studio is going to try and pull this off in the grandest fashion possible. Two protagonists, two storylines, even multiple locales. And that’s not counting the added minigames and activities. This might just be the biggest world we’ve seen in the series yet.

But it’s the attention to little details, and the small tune-ups from its predecessor, that have me interested in Like a Dragon: Infinite Wealth. RGG is going big, and so far, I think it’s panning out.

Vacation, all I ever wanted

The basis of Like a Dragon: Infinite Wealth is simple enough. From trailers alone, we already saw Ichiban trying to live out a normal life after the events of Yakuza: Like a Dragon. He works a job, picks up beer from the convenience store, and even goes on dates. But his past seems destined to return and haunt him again.

When I first took control of Ichiban, he’d made his way to Hawaii, retracing his mother’s footsteps. Kazuma Kiryu was already accompanying him, as well as two newcomers, taxi driver Eric Tomizawa (heck yes, more Erics) and health expert Chitose Fujinomiya. In the section I played, there were some opportunities to advance the plot forward, and also the chance to just mosey around in the open world.

Screenshot via Sega/RGG

Y’all, let me tell you now, I strayed as far from the objective marker as I could. It wasn’t that I didn’t want to see more of Infinite Wealth’s story; in fact, the cutscenes I watched were quite good. A particular highlight was Ichiban and Chitose having a heart-to-heart on the beach, after helping out some locals.

But I wanted to see all the ways in which RGG was expanding this world, both in its side activities and in the RPG combat. Good news is, both are pretty robust. Hawaii is huge, beautiful, and there is so much to do in it that RGG has even added Segways as a transport option, just to get around a little faster.

Picking up new jobs

Much like Yakuza: Like a Dragon, Infinite Wealth has a job system that takes the “job” part quite literally. Chitose, for example, had a bunch of special fitness-based moves, making her an excellent support character. Ichiban could do a lot of work with his bat, but I later swapped him over to a Surfer profession, which saw him hang loose and annihilate foes with his surfboard.

Kiryu, meanwhile, sticks to his guns. His arms, I mean. The longtime lead still brawls like a dragon, and many of his special moves felt reminiscent of the various fighting styles and talents he’s learned over the years. You can even swap around to the different stances to change up your attacks.

Screenshot via Sega/RGG

As you might have noticed from the Surfer, though, there are some island-themed jobs to pick up too. I only saw one other option in my playthrough, a fire dancer with some obvious elemental tie-ins. But even the job recruitment office has taken on a vacation flair, framing the new gigs as special packages, and recruiting a haunting mascot in the process.

Combat feels relatively the same, though that’s not a bad thing. Like a Dragon: Infinite Wealth still sees the party facing off in turn-based, Dragon Quest-alike battles with enemies, the way Ichiban envisions it. There are a range of special moves, summons through the classic Poundmates, and even team-up attacks that are extremely powerful. Some of those provide additional boons too, like Kiryu and Ichiban’s imparting an “ATK Up” on the crew.

Screenshot via Sega/RGG

One big improvement Infinite Wealth makes over its predecessor is letting you move characters on their turn. When it’s, say, Kiryu’s turn, he’ll have a small circle around him, letting him shift or reposition before acting. It’s a huge upside for dealing with enemies that have AoE attacks, or getting around one foe that’s blocking for others.

There’s not too much to say, otherwise. Battles in Yakuza: Like a Dragon were both fun and engaging, and Infinite Wealth has managed to keep a lot of that same spirit while adding some notable quality-of-life changes.

A town big enough for the both of us

Infinite Wealth also boasts a huge open world to explore. Again, I mainly veered off-course, intending to see all the little side things I could do until I only had story left. 

Some things, like an expanded Sujimon system, I only barely interacted with; that seems like a persistent slice of the game that would take a while to get invested in, so I only did a few battles and found them charming. There were even spots for battles on the overworld, similar to Pokemon’s raid battles.

Screenshot via Sega/RGG

The arcade selection for RGG’s games are always a highlight, and they didn’t disappoint in Infinite Wealth. First off, Sega Bass Fishing with some modern touches is fantastic. SpikeOut was a new one to me, but an excellent choice, keeping some of that brawler sensibility alive. Motor Raid is a blast. And it really surprised me to see Virtua Fighter 3tb in the lineup, too. Karaoke returns, of course, and is predictably excellent.

A food delivery game lets Ichiban play a bicycle version of Crazy Taxi around Honolulu, picking up floating food icons and delivering to hungry customers. Cabaret clubs offer a chance to recover health, with selections determining who gets bonuses; some performers appeal more to the women or men in the group, for example, and will offer better bonuses for them.

Screenshot via Sega/RGG

My favorite part of the open-world exploration, in the Hawaii section I played, was the Bond Bingo. There are different experiences and conversations relating to each party member, and Ichiban can expand his “bond” with them by engaging with them in the open world.

Oftentimes, they were pretty casual conversations, usually resulting in learning something basic about a party member like their favorite color or food. But it’s a neat way to encourage more party interaction in the overworld. I already loved the cast of Yakuza: Like a Dragon, and getting even more opportunities to see a party bond is always a good thing.

Hard times

It’s those bonds that can result in some big emotional impact, and I saw just how that would play out when our demo session shifted to Kiryu, back in Japan. At this point, I’ll lightly warn you that while the trailers for Like a Dragon: Infinite Wealth have discussed a certain story beat regarding Kiryu, if you want to remain mostly unspoiled, drop a bookmark here.

Kiryu heads back to Japan at some point in Infinite Wealth and seems to be in the care of Yakuza 7’s Nanba. Diagnosed with cancer and an indefinite amount of time to live, Kiryu has to make a decision about what he’ll do with his remaining time.

Screenshot via Sega/RGG

In the section we saw, Nanba was trying to motivate Kiryu into fighting back and getting treatment, and so he encouraged Kiryu to write a bucket list. Recruiting the help of the Geomijul’s Seonhee and Yakuza: Like a Dragon party member Saeko Mukoda, the four hit the town to cross off some of Kiryu’s list.

It is, frankly, an incredibly emotional scene. Not to inject too much of my own circumstances into this, but accompanying a character you’ve cared about around town as they cross entries off a bucket list is melancholic, to say the least.

Alongside heading to the cabaret club, batting cages, and karaoke, new pop-ups appeared around town. These let Kiryu reflect on something, whether it be a specific location or sign, to reflect on his life. These have little flashbacks to past Yakuza games, where Kiryu talks over memories and lessons learned from a lifetime brawling across Japan.

Screenshot via Sega/RGG

While it was a shorter section, it felt like an absolute gut-punch. After the emotional finale of Like a Dragon Gaiden: The Man Who Erased His Name, I had a feeling Like a Dragon: Infinite Wealth would be pulling out all the stops for a big send-off. Now, I’m absolutely certain that’s what is happening, and the story seems ready to elicit the same tug of emotions Gaiden did, for an even longer stretch of time.

It’s about family

The other thing Kiryu’s section solidified for me is that Like a Dragon seems teed-up for its Fast Five moment. I know, that sounds like a weird analogy, but let me explain.

For those who haven’t seen the Fast and the Furious franchise, it started off with a film about an undercover cop infiltrating a group of street racers who did some highway robbery on the side. Point Break, essentially. But over time, it evolved; and with Fast Five, I’d argue, the series firmly pivoted from street racing crime to international espionage, heists, and action.

It feels like the Like a Dragon series has been making the same pivot for some time. To be clear, its story is still rooted in crime and intrigue; Kiryu’s story seems like it’s going to wrap back into the power vacuum left by the dissolution of the Omi Alliance and Tojo Clan in Y:LAD/Gaiden. Ichiban’s story will probably also have some ties back into organized crime.

Screenshot via Sega/RGG

But the overall story of Like a Dragon is lifting up and beyond the bounds of yakuza drama, perhaps best personified by RGG dropping the Yakuza moniker in the west. The cast is expanding, with the party now encompassing separate groups and protagonists, with tons of returning faces and endearing newcomers.

Like a Dragon: Infinite Wealth feels like a massive, titanic game. I haven’t even touched on Dondoko Island, the entirely separate Animal Crossing mode that I have a separate preview for here. Compared to the relatively smaller offering in Like a Dragon Gaiden, it’s hard not to feel like that was the appetizer for the main course.

But if anything, playing Infinite Wealth reminded me of just how much this series has grown on me over the years. I started with Yakuza 0, picking it up on a whim and loving it. 2020’s Yakuza: Like a Dragon solidified that, providing a whole new cast and story that felt just as compelling as the series’ best.

With Infinite Wealth, RGG is trying to bridge a gap while also making the biggest version of Like a Dragon it’s made yet. It is an audacious attempt, taking a series known for its huge side-game variety, and making an even-larger version of it.

But with how RGG is building up on its foundations and expanding in really surprising, emotional ways, I’m optimistic. There are some high hopes for Like a Dragon: Infinite Wealth, and the massive RPG sequel is swinging for the fences. It makes me fear for the amount of hours I’ll need to put into it, but at the very least, Infinite Wealth seems like it’s going to make the most of those hours.

Travel for this media preview was provided by the publisher.

The post Hands-on: Like a Dragon: Infinite Wealth is huge, but doesn’t lose its heart appeared first on Destructoid.

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Like a Dragon: Infinite Wealth gets a lush island living sim with Dondoko Island https://www.destructoid.com/like-a-dragon-infinite-wealth-gets-a-lush-island-living-sim-with-dondoko-island/?utm_source=rss&utm_medium=rss&utm_campaign=like-a-dragon-infinite-wealth-gets-a-lush-island-living-sim-with-dondoko-island https://www.destructoid.com/like-a-dragon-infinite-wealth-gets-a-lush-island-living-sim-with-dondoko-island/#respond Thu, 04 Jan 2024 15:00:00 +0000 https://www.destructoid.com/?p=445735 Like a Dragon Infinite Wealth Dondoko Island

The Yakuza / Like a Dragon series has had a wealth of side games, ranging from small side ventures to massive undertakings. Many people have fond memories of managing a rising business or running a cabaret club in previous entries. But Like a Dragon: Infinite Wealth is going somewhere new with Dondoko Island.

In the upcoming Infinite Wealth, Ichiban can wash up on a run-down version of Dondoko Island. And, with the help of some locals, he can start to rebuild it too. Whether picking up trash, farming resources, or placing down new decorations, the island can go from deserted to a real tourist attraction.

https://www.youtube.com/watch?v=yU6qZi6zxRY

I got to play a slice of the earliest portions of Dondoko Island at a recent preview event, seeing just how Ryu Ga Gotoku Studio’s approach to island living worked. And I have to say, it feels like another side-game that will eat up the hours, just like the cabaret did.

Don’t be a litterbug

The core of Dondoko Island is fairly straightforward. Mascot characters Gachapin and Mukku recruit Kasuga Ichiban to help clean up and refresh Dondoko Island, with plans to turn it into a resort destination. The problem? Right now it’s filled with trash and waste disposal pirates with names like “Washbucklers.”

Early on, Dondoko Island feels a lot like starting a new island in Animal Crossing, or a new farm in Stardew Valley. There are different zones, and each one has some trash and litter you need to clear out. You can pick these up and convert them into resources, alongside natural resources like stone.

Screenshot via Sega/RGG

Cleaning up felt very important early on, as it drove each zone closer to a more improved state. I didn’t get far out of the initial starting area, but I could glance around and see other places it looked like Ichiban could reach if he could, say, build a bridge. And what else would one do with all those collected, recycled resources but build?

Ichiban the Builder

In order to turn Dondoko Island into a thriving tourist destination, Ichiban won’t just have to clean it up, but build something to see in all that newfound space. So, using various combinations of resources and some help from the local builder, the player can fill Dondoko Island with beauty and wonder. Or just sheer oddities.

Again, the Like a Dragon series frequently veers into comedy, and the options I had for building on Dondoko Island are no exception. I sincerely wish I had a screenshot of my island to show you, the reader, because it was glorious. I built a toilet, and then began to construct an entire rest stop around said toilet.

Screenshot via Sega/RGG

Little knick-knacks, a sign, and even a bus stop hanging overhang soon adorned my Dondoko Toilet. It was the one-stop destination for open-air toilet fans around the world. If I had more time than I did, I think I really could have built an entire resort around it. Blueprints appear over time and also wash up on the beach, and offered some of the stranger and more exciting things to build, alongside conventional architecture.

Seriously, though, the oddities are fun, and part of the long-term in Infinite Wealth’s new game mode seems to be creating and establishing a vacation spot, keeping it interesting and unique. I didn’t get to personally see any of the larger meta-systems around visitors and appeasing them, but that looms off in the distance, per some trailers.

Sharing the island

There are tons of little ways Like a Dragon: infinite Wealth keeps you moving forward in Dondoko Island, too. There is a day/night cycle, similar to farming sim games, and there are dailies to complete that push you towards new objectives.

Plus, alongside eventually building the island of your dreams and inviting NPCs to visit it, friends will also be able to visit your island. The team confirmed to us that you’ll be able to visit other people’s islands in Infinite Wealth, though what that looks like, we haven’t seen yet.

The one rough spot was the combat, which seemed a bit straightforward. Rather than the RPG situation in the main game, Ichiban takes on a brawler style for Dondoko Island, but a little more pared-down; you just move and hit with your bat. I’m not saying it should be anything too complicated, as it doesn’t need to be, but I’m hoping it doesn’t become a bump in the road for the island sim sections.

Screenshot via Sega/RGG

While Like a Dragon: Infinite Wealth is looking huge, absolutely stuffed to the gills with new things to do, Dondoko Island seems like one of the main attractions. And my impression, after playing some of it, was to simply want to play more. I think it really clicks in a way that good Like a Dragon side games of the past have, and though I’ve got a few worries about the combat side of things on the island, it seems promising.

After all, Ichiban doesn’t need to spend all his time searching for answers and fighting bad guys. The Dragon Quest-loving hero deserves his own slice of paradise too, and that’s what Dondoko Island feels like: a welcome, engaging respite from life’s troubles.

Travel for this media preview was provided by the publisher.

The post Like a Dragon: Infinite Wealth gets a lush island living sim with Dondoko Island appeared first on Destructoid.

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Here are Destructoid’s favorite new characters of 2023 https://www.destructoid.com/here-are-destructoids-favorite-new-characters-of-2023/?utm_source=rss&utm_medium=rss&utm_campaign=here-are-destructoids-favorite-new-characters-of-2023 https://www.destructoid.com/here-are-destructoids-favorite-new-characters-of-2023/#respond Tue, 26 Dec 2023 18:00:00 +0000 https://www.destructoid.com/?p=441666 favorite new characters 2023

Each year, we're treated to a new collection of lovable characters in video games. Some of them might be returning, familiar faces or mascots. But plenty of new characters made our favorite games of 2023, too.

Within a single character, there's a huge amount of work done behind-the-scenes. It's not just design, or writing, or even direction. The actors themselves put themselves into it, and in a time where stabs at so-called AI are propagating at an uncomfortable rate, celebrating all the minds that make these characters shine is crucial, too.

At their best, a character gives the player a tangible, connective experience with a game. Something they want to share with friends, write about, create art for, and remember well. Whether it's a newfound main in a fighting game, a favorite companion in an RPG, or just a silly platformer mascot that makes you laugh, a character can make games come together.

So, in that spirit, which newcomers were our favorite new characters of 2023? The Desructoid staff has rounded up each of our favorites and why. We hope you find some new faces to love in here, too.

Baldur's Gate 3 Karlach
Screenshot by Destructoid

Eric Van Allen: Karlach from Baldur's Gate 3

It would be really, truly easy to put any of Baldur's Gate 3's companions on this list. Even if they might technically count as 2020 characters, they all reached their full potential in BG3's full launch in August, and they form an RPG party that is truly an all-timer. But one is an emotional constant, a facet of the party I consider essential: Karlach.

From the jump, Karlach is immediately endearing. She's energetic and strong, intimidating to her foes and kind to her friends. Quickly, the nicknames like "soldier" trickle in, and I'm buying a drink for whichever writer coined that. From little dances to fiery explosions of rage, she's always a fun inclusion.

But reach Act 3, and you'll start to see Samantha Béart's performance as Karlach really shine. They bring a depth of emotion to Karlach. The warrior has a ticking clock in her heart, an Infernal Engine. The tension between Karlach's search for meaning and joy outside Zariel's clutches, and the Engine burning her up, is a highlight. It makes Karlach incredibly memorable in a cast full of greats.

Paranormasight Mio Kurosuzu
Screenshot by Destructoid

Zoey Handley: Mio Kurosuzu from Paranormasight

In itself, Paranormasight: The Seven Mysteries of Honjo was a big surprise this year. It wasn’t on my radar, having been announced a month before its March 8 release date, but somehow, for some reason, I fit it in with an extremely busy review workload I had piled on myself. But I played through it, and it wound up being one of my favorite titles of the year.

Paranormasight is an extremely capable visual novel full of great characters, but the standout for me is Mio Kurosuzu. She is technically only a supporting character for Yakko, who is one of the game’s curse-bearers, but easily overshadows her. Even at her young age, she has a knowledge of the occult that exceeds the professionals in the story, and while Yakko is impulsive and naive, Mio is courageous and calculating.

Mio has very little skin in the mysteries behind Paranormasight, and instead just seems to remain in the midst of things due to her curious nature. Her frank, blunt interactions with the adults in the narrative are an absolute joy and stick with me long after I rolled credits on the game.

Hikari in Octopath Traveler 2

Timothy Monbleau: Hikari Ku from Octopath Traveler 2

I initially went into Octopath Traveler 2 pessimistic about its segmented story structure. And while I didn’t quite warm to it by the time I finished the game, its characters really grew on me as I thought about it in retrospect. Originally, I picked the warrior Hikari (who is wonderfully performed by Howard Wang) as my protagonist because I’m as vanilla as a Frappuccino. But since then, I’ve really learned to love what he represents in Octopath Traveler 2’s big picture.

Every character in the game has a dream they’re fighting to fulfill. On the lighter end, we have characters like Agnea, who wants to become a star and put smiles on everyone’s faces. And on the more serious end, we have someone like Partitio, who is functionally waging war on the personification of unfettered capitalism (It took me an embarrassing amount of time to realize that Roque feller sounds an awful lot like Rockefeller). These aren’t necessarily your typical RPG goals, but they are important to the betterment of society. Each character does, in their own way, change the world.

This brings us to Hikari, who is subtly positioned as the “hero” of Octopath Traveler 2’s overarching story. But unlike the others, he doesn’t necessarily have his own dream to pursue. His quest begins almost out of reluctance, as he fights to become king despite having no real desire to rule. Yet he takes this role because he realizes the alternative; a world in which his brother rules Ku is a world where no one’s dreams can come true. Throughout his tale, Hikari repeats the classic RPG cliché that he fights for his friends. But in the scope of the overall story, this familiar trope takes on a new meaning.

Hikari doesn’t become a king because he wants to change the world. Instead, he believes in his comrades who can change the world. And though this comes at a relative sacrifice to himself, it’s something he tirelessly fights for regardless. Hikari is a leader but not a ruler, and it’s nice to imagine a world in which people like that held power. Perhaps that’s a dream all of its own.

Also, Hikari has a sick theme song and starts pushing 4-digit damage numbers before you even finish his prologue. What an amazing game.

Saga Anderson in Alan Wake 2.
Screenshot by Destructoid.

Smangaliso Simelane: Saga Anderson from Alan Wake 2

When Alan Wake 2 was announced, I was thrilled that the next chapter of the writer’s story was coming, and the revelation that it would be a survival horror game excited me more. When I discovered that the story would be split between Alan and this new character - Saga Anderson - I feared that I’d be getting less Alan. To my pleasure, not only does Saga’s rationally driven Mind Place beautifully complement Alan’s surreal horror, but she’s also one of my favorite characters overall in recent years.

Saga, played by Melanie Liburd, is a combination of two of my favorite storytelling elements: detective themes and mythology. Her role as an FBI agent investigating cult murders has her fearless and unrelenting, even when she realizes she is up against the supernatural. To make sense of things, she has an internal Mind Place where clues are collected and connected.

Dig a little deeper into Saga, and you discover how several elements, from her name, to her connection to Odin, and much more are borrowed from Norse mythology. It’s a nice inclusion that gives her complexity and demonstrates just how much thought Remedy put into crafting this character.

But Saga’s more than just a fact-finding detective. She’s also a mother, wife, and a close friend to Alex Casey. There’s always more to find out about her, whether it's about her job or her personal life.

Most importantly, her FBI jacket looks awesome and I want one.

Clive Rosfield in Final Fantasy XVI.
Screenshot by Destructoid

Steven Mills: Clive Rosfield from Final Fantasy XVI

Let me start by saying this could have very easily also been Cid Telamon (voiced by Ralph Ineson), but since I had to choose one I ultimately decided to go with Clive. I've not really been a fan of main Final Fantasy characters in recent entries into the series—well, besides Final Fantasy XIV—but Clive will really go down as one of my favorites.

Of course, a lot of the appreciation I have for Clive is due to the incredible voicework of Ben Starr. If you want a little sample of what you can expect, just play through the Final Fantasy XVI demo. The roughly two-hour experience shows off Starr's incredible ability to give real character and emotion to Clive. I'm excited for more FF16 DLC to see Starr in action as Clive, but it's also made me excited to see Starr's work in the upcoming Warframe 1999.

Historically Final Fantasy protagonists usually have a sort of edginess to them. I'm not necessarily against that, but it's a real breath of fresh air that Clive is without a doubt the most realistic protagonist in the franchise. We see him deal with tragedy and loss front and center, and over the long narrative of FF16, we literally see him grow as a person.

There's a very powerful turning point in the story involving Clive and the other character I considered for this spot, Cid. The actions Clive takes after that turning point sums up his character and cements him as my favorite this year. Overall, Clive is just a good dude, despite having such a tragic life.

He's also pretty badass with his ability to absorb the power of other Eikon's. What may be the franchise's most powerful protagonist also happens to be its coolest. Nice work, Square!

The post Here are Destructoid’s favorite new characters of 2023 appeared first on Destructoid.

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Eric Van Allen’s favorite games of 2023 https://www.destructoid.com/eric-van-allens-favorite-games-of-2023/?utm_source=rss&utm_medium=rss&utm_campaign=eric-van-allens-favorite-games-of-2023 https://www.destructoid.com/eric-van-allens-favorite-games-of-2023/#respond Mon, 25 Dec 2023 18:00:00 +0000 https://www.destructoid.com/?p=443559 Baldur's Gate 3

Well, that's a wrap on 2023. It was, by all accounts, a strange year.

On the game release side, there were some pretty incredible ones launched this year. And on the games industry side, it was historically fraught, as thousands have lost their jobs. Even the media side felt rough this year, as we saw outlets cut staff and close doors.

For me personally, I managed to do some writing I'm proud of, but it's still been tough. My hope is that 2024 doesn't have this stark contrast at the end, but only time will tell. I certainly feel games like Metaphor, Rebirth, and Dragon's Dogma 2 are already set up to make a big splash.

On the games front though, it was absolutely stellar. 2023's games got me through a lot. I'm certain we'll be talking about them for years to come, ranging from the titanic AAAs to the smaller projects. This is a year where my no. 8 could fight for a top spot any other year, it's just been that good. Let's get into it.

Image via Square Enix

Paranormasight

From the outset, Paranormasight is already my kind of jam. It's a mystery adventure game, where several people are pulled into a supernatural death game. Each one has been bestowed a curse, and told that if they kill enough of their fellow curse-bearers, they can bring someone back to life. Already great.

But what really locked Paranormasight in for me is how smart its puzzles are. Director Takanari Ishiyama brings some expertise to this area, having a less-known-in-the-west history with detective games. At several points, Paranormasight rips the rug out from under you, or asks you to meaningfully engage with its systems—all of its systems.

These "a-ha" breakthroughs felt tough, without ever feeling like too much. It's maybe a testament to how much I liked Paranormasight that I wish it were longer; once the credits rolled on the true ending, I was hoping I'd somehow uncover another lead to chase. I really can't recommend this enough for horror and mystery fans.

Screenshot by Destructoid

Cyberpunk 2077: Phantom Liberty

Oh boy, Cyberpunk. A catastrophic launch, then months and months of patches, then Edgerunners debuts and everyone is teed up for the big question: is Cyberpunk good now? And honestly, the answer is yeah, it's really good now. The combined launch of Phantom Liberty and Cyberpunk 2.0 really brought this game together.

It's still the first-person RPG that mixes the open-world do-anything style of GTA with splashes of Deus Ex, Shadowrun, and other inspirations. Many of the foundational pieces, flaws and all, are still here. Phantom Liberty provides an exciting spy thriller with some strong performances; though I like Idris Elba, I really need to emphasize that Cherami Leigh left it all on the field with her performance as female V. Truly award-worthy stuff.

Between making the skill progression more interesting, updating how different builds work, and adding new ideas and concepts into the world, this version of Cyberpunk 2077 feels like the closest CD Projekt Red can get the game to its most realized state. It's certainly got me keen on a 2078, or whatever you want to call it. Not without flaws, but even still, I love the new ending, and I'll never tire of simply cruising around Night City.

Slay the Princess Thorn Ending
Yes, this is my favorite route | Screenshot by Destructoid

Slay the Princess

When I demoed Slay the Princess at PAX East 2023, it was a joy not only to see my own playthrough, but watch others play it too. This seemingly simple text game hid a web of narrative twists and turns under its surface, all responding to the ways in which players approached a single situation: you're in the woods, on your way to a cabin. A voice tells you that inside, there is a princess, and you need to kill her to save the world. So, what's next?

Suffice to say, the full game lived up to those expectations and then some. What starts as a single quandary with its own surprises and responsive outcomes becomes an entire experience about those interpersonal relationships. The ways in which little things, like leaving or taking the knife, or even being up-front about whether you have the knife, can distinctly alter the tone and outcomes with the Princess is fascinating.

It all gives way to cosmic horror, terror, suspense, and some tearful moments. I think Slay the Princess is fairly open to a number of reads. For me, as I wrote in my review, it was about finality and the fleeting experiences we feel in life. But for others, it could be about love, loss, estrangement, death, grief, hope, despair, anything. It contains multitudes. And I think if any of that sounds appealing, you need to play Slay the Princess ASAP.

Final Fantasy XVI
Screenshot by Destructoid

Final Fantasy XVI

What an interesting entry. I struggled with this one as, while I get why fans hoping for a more traditional RPG experience felt a little let-down here, I really enjoyed my time with Final Fantasy XVI. It's got a fascinating blend of action and RPG, trying to marry the two in ways that take a while to click together.

In fact, a lot of XVI starts to come together when you have more of its Eikon forms, and can start to really mold a playstyle around them. I loved patiently waiting and dodging in my Bahamut form, then setting off a massive Megaflare and unleashing a combo on its heels. The later forms like Odin arrive almost too late in the game. But combined together, they're a really fun set of tools to unleash. They're even more incredible in the boss fights, which were huge and a joy to blast through.

Where XVI shone for me most was the performances, though. Clive, Cid, Joshua, Jill, and Dion form a solid central cast. I like the dramatic moments, and I really, really clicked with the "brotherhood" story at the center. It's not all Final Fantasy fans' cup of tea, but for me, it was an attempt at something fresh that stuck with me.

Image via Matthias Linda

Chained Echoes

This is a December 2022 title, but since those games are often left by the wayside amid end-of-year talks, I'm letting Chained Echoes sneak onto my 2023 list. Because, frankly, it's an absolute banger. I think if I had finished it last year, it would've been a top entry.

Matthias Linda's RPG is certainly nostalgic for a certain era of the genre, but unlike others that fall into the trap of simple replication, Chained Echoes crafts something new from all its disparate parts. The ransom board, the heat and overdrive mechanics, even the way each character feels so distinct from one another is sincerely wonderful.

Its story is better than I think most give it credit for, too. I love a lot of the early Act 1 writing, and the eventual twists might be a tad predictable, but that doesn't mean they aren't enjoyable to watch unfold. The music is simply sublime too, and the side content was surprisingly fun to work through, without feeling like busywork. Linda's made an indie RPG that can box with the giants, and stood out in a stacked year for role-playing games.

Street Fighter 6 is one of the best live service games
Image via Capcom

Street Fighter 6

God, I cannot tell you how much I missed playing so much Street Fighter. I had some regular bouts whenever I would travel, but SFV felt more like "the best available option" than the actual best option. It left a lot of hopes on the shoulders of Street Fighter 6 to carry, and yet, Capcom's latest entry carries them well.

The roster is diverse, the gameplay changes are solid, and the new mechanics in SF6 work so well. Even just the straightforward punching-and-kicking of Street Fighter 6 feels great. And the netcode has, in my experience, been very good. I wish the lobby and custom match systems had some better UI, but that's a minor gripe that I'm used to with fighting games at this point.

Seriously, some of my favorite multiplayer moments of the year were playing SF6 with friends, either in-person or online. And watching others, who don't often play fighting games or felt a bit scared by the premise, get into SF6 was spectacular. This was the year everyone had a Street Fighter main again, and I love that.

Saga Anderson in the Oh Deer diner in Alan Wake 2.
Screenshot by Destructoid.

Alan Wake 2

Man, just give Remedy a blank check for whatever they want to make next. There are other games, though not many, that I like more than Alan Wake 2. But none of them take the kind of risks, leaps, and creative liberties that Remedy does in this sequel. Even the premise alone, that Alan has returned to the real world after the same number of years it's been between AW1 and 2, is brilliant.

But Alan Wake 2, like its protagonists, continues to descend down, deeper and deeper. The story is filled with metatextual commentary and ties, but not in the annoying, Wiki-fodder way. Every line of red thread on the manic corkboard is additive, whether its pushing specific vibes or ratcheting up tension.

It's not just story alone; Alan Wake 2 is also a solid survival horror game that gets a lot right with its ambiance and level flow, especially in the Saga sections. There's a commitment to cohesive tone and creative drive, from the setting and mood through to the gameplay itself.

But Alan Wake 2 is still content to completely pivot in ways only Remedy could, like the infamous "We Sing" chapter. Seeing a company, of this scale, make a game like this, with this much budget? A wonderful note to end 2023 on.

Tears of the Kingdom The Beckoning Woman guide
Screenshot by Destructoid

The Legend of Zelda: Tears of the Kingdom

There was little doubt I was going to enjoy Tears of the Kingdom. I love when Nintendo gets weird, especially with its sequels, and boy did Nintendo get weird with this sequel. Creepy hands, gooey contraptions, and Link squirming his way through the ceiling to pop out the top? TOTK feels just as goofy at times as it does dark and dreary.

But it also gets dark. I mean, The Depths are honestly one of the coolest ideas I've seen in a Zelda game. The first time I dove in, it felt like the wind got ripped out of me by the inky, yawning void sprawling out below me. The terror you feel, when you drop a light down a chasm and see it shrink as it plummets down, down, down is so good.

Yet Tears of the Kingdom didn't lose the pieces that made Breath of the Wild work for me. Much as I love the goofy fun of building anything I want, this Zelda duology has done some great stuff with its side quests. I loved being an assistant reporter for Penn, and reuniting the traveling band, and helping rig a mayoral race.

This Hyrule feels alive in a way Breath of the Wild's wasn't, as towns are rebuilding and their denizens returning. They're two distinctly different takes on the same world map. But Tears of the Kingdom stands on its own as a truly incredible experience. You'd think this would be higher too, but oh man, what a year we've had.

octopath traveler ii cast
Image via Square Enix

Octopath Traveler 2

Y'know, I really did not see this coming. Genuinely. The first Octopath Traveler was, to me, fine. When I picked up the sequel, I figured I'd probably feel similarly. In no way did I expect to not just get completely lost in this world, but also call it one of my absolute favorites of 2023.

Octopath Traveler 2 walks a fine line between addressing complaints about the original, like its too-disparate stories and slow pacing, while still maintaining the gist of what Octopath is trying to do: tell eight individual stories that, eventually, link up into one grand conclusion. But it works so well. Each character's story is great in its own right, from Ochette's quest to quiet an ancient evil and Castti's search for her memories to Temenos' murder mystery.

And Partitio? Well, he's upending capitalism with cash. It makes sense, I promise. The linked stories and skits provide a lot of narrative connections to keep the feeling that this party is adventuring together, even when one member is in the lead.

The battle system of Octopath 2 is excellent, always keeping the action moving while providing moments where you need to stop and think, planning out the next few rounds of battle. Path actions, especially with the day-night split, offer a ton of role-playing goodness. Want in that door? Knock out the guard. Need some help in a fight? Hire a warrior's services. Think someone's sword skills are sick? Beat them up and take their powers. All of this is set to an incredible soundtrack, too. Maybe my favorite of the year.

Yet what kept Octopath Traveler 2 top of my list wasn't even just the thrilling, surprising conclusion that brings everyone together. It's the message of hope. It's the belief that all these characters share that, beyond the horizon, there is a dawn. Each traveler has to wrestle with some pretty significant demons, but even after loss and suffering, they emerge hopeful for a bright dawn and better tomorrow. Seriously, classic RPG fans need to be talking this one up way more.

Screenshot by Destructoid

Baldur's Gate 3

Yeah, so this was no surprise. I felt like I knew, the moment I rolled credits on Baldur's Gate 3, that this wasn't just a best-of-the-year game for me, but an all-timer. It is, in so many ways, that good. And we knew it was good, too. Ever since the Early Access kicked off years ago, I had an inkling that Larian was onto something.

I don't think I could have predicted how well they'd stick the landing, though. Baldur's Gate 3 is an incredible experience. First off, it starts with an incredible intro, having the player flee a nautiloid ship after being infected with literal brain-worms. Then, one crash-landing later, you're tasked with a real problem to solve: get the tadpole out of your head, before it turns you into a mind-flayer.

This narrative push is also the glue that binds the crew together, when they would otherwise never meet, or maybe even just stab each other. But this common goal becomes the initial layer that starts to create a bond within the camp, forming one of my favorite RPG parties in some time. Shadowheart, Lae'zel, Karlach, Wyll, Gale, Astarion, Halsin, even the more temporary camp companions, are all wonderfully fun to talk to, and adventure alongside.

Screenshot by Destructoid

The combat proves a little divisive, depending on where you stand. Some have found it too difficult, others too easy; some think it adheres too strictly to the rules, others not strictly enough. I've honestly seen every different take, but I think it's good, so there. I made Karlach hit a goblin with another goblin. You're going to tell me that's not peak gameplay?

The world of Baldur's Gate 3 is so wonderfully atmospheric and dense that I'm still finding new things on my second playthrough as the Dark Urge. And oh goodness, the Dark Urge. What an incredible way to meld Larian's Origin character system with a custom character creator, maintaining the best of both worlds.

Everything about this game feels like it's firing on all cylinders. The dialogue is brilliant. The performances from the cast are truly the year's best, across the board. Last night, I had to cast a Light spell to illuminate an area so Lae'zel could use a Mage Hand to hit a lever and open a door, an approach I hadn't tried my first run through.

Playing Baldur's Gate 3 feels like sitting down for a tailored, made-for-you campaign in the best way. And even still, my multiplayer campaign has been a beautiful, chaotic mess. This is an RPG we're going to be talking about for years. And it is, even in a year full of stiff competition, my favorite game of 2023.

The post Eric Van Allen’s favorite games of 2023 appeared first on Destructoid.

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Here’s some of Destructoid’s favorite anime from 2023 that you should watch https://www.destructoid.com/destructoids-favorite-anime-from-2023-that-you-should-watch/?utm_source=rss&utm_medium=rss&utm_campaign=destructoids-favorite-anime-from-2023-that-you-should-watch https://www.destructoid.com/destructoids-favorite-anime-from-2023-that-you-should-watch/#respond Wed, 20 Dec 2023 19:02:59 +0000 https://www.destructoid.com/?p=442167 Destructoid favorite anime 2023

The year is coming to a close, and so we're looking back at all the media we've engaged with, in an effort to find the best, or maybe even our favorite. And today, we're looking at a list of our favorite anime from 2023.

Well, a selection of our favorite anime, managed by me. Hi, I'm Eric. I've been working on getting an anime beat going here, none of which would have been possible without the hard work of writers and contributors. It's an area that doesn't seem wholly outside our purview, and as games overlap even more with the medium, it only feels natural. And it only feels right to open with a recognition of that work.

Throughout this year, we dabbled in ideas, whether those were listicles, news beats, or longer-form features. It's something we hope to continue building up in 2024, but for those who have already been enjoying the pieces, thanks!

When it came to organizing a list, I bounced a few selections off the aforementioned motley crew of writers and considered what the standouts were. While this is by no means comprehensive—I promise, I'll get around to Vinland Saga at some point—I hope this list gives you an inkling of what's been good to watch this year, and maybe gives you something to watch over the holidays with loved ones. Or maybe just by yourself. Really depends on the vibe you're setting.

https://www.youtube.com/watch?v=gcgKUcJKxIs

Jujutsu Kaisen Season 2 (Hidden Inventory/The Shibuya Incident)

This entry shouldn't be a huge surprise, considering the first season of Jujustu Kaisen was already stellar enough to get me interested in the source manga. And The Shibuya Incident has been excellent; seeing these big, crushing, heartbreaking battles play out in full motion has been a spectacle. But I'm going to kick it off with a little controversy: my heart lies with the Hidden Inventory arc.

In just a few episodes, Mappa created an incredible adaptation of a brief but powerful prequel arc. The JJK team perfectly captures the relationship between Satoru Gojo and Suguru Geto, the tragedies that strain and alter their worldviews, and the culmination of all this that become crucial for both Jujutsu Kaisen 0 and the events in Shibuya.

Really, Hidden Inventory stole the show for me. But all of Jujutsu Kaisen Season 2 has, thus far, lived up to its potential and then some.

https://www.youtube.com/watch?v=PgBvV9ofjmA

Oshi no Ko

I cannot stress this enough: if you know nothing about Oshi no Ko, you need to watch its first episode. Skip the rest of this blurb, go boot up the feature-length introduction, and enjoy falling down the rabbit hole.

Doga Kobo's anime, based on Kaguya-sama author Aka Akasaka's manga, is a bright but bewildering plunge into the drama and intrigue of the idol industry in Japan. It effortlessly weaves a murder-mystery into a reincarnation story, into a full-blown look at the harmful effects of social media, popularity, idolization, and the tireless pursuit of one's ambitions over all else.

The first season adapts some fantastic material, and I'm curious to see what reception is like as we move forward into some big events in a likely second season. But either way, the first episode Oshi no Ko alone is not to be missed.

https://www.youtube.com/watch?v=5vbDQ-IAPcs

Hell's Paradise

There is a place called paradise, and there exists the secret to eternal life. There is a hell, and there resides monsters, ready to unspeakably curse and doom any who dare enter. In Hell's Paradise, these places are one and the same; and the unseen emperor decrees that several of the fiercest, most vicious criminals set for execution be sent to the island, along with a designated watch-dog executioner, to find him eternal life or die trying.

It's already an interesting set-up, but the core of Hell's Paradise is the duo of Gabimaru, ultimate wife-guy ninja who can withstand blades and blaze alike, and his appointed executioner, Yamada Sagiri. The way they learn to trust each other, while dealing with the horrors of Paradise, is compelling. And good heavens, the body-horror and art at work in Hell's Paradise is gorgeous.

https://www.youtube.com/watch?v=ApO5gTjtfcQ

Mobile Suit Gundam: The Witch From Mercury

Though it kicked off in 2022, this was the year where The Witch From Mercury brought it all home, and did so fairly well. There was a Fire Emblem: Three Houses-like divide, where we suddenly went from "school phase" of battles and Suletta accidentally falling into a chivalric knight role for her betrothed Miorine, to the more large-scale war we usually expect from Mobile Suit Gundam.

While it wasn't the easiest shift, I think the way Witch From Mercury tackles its various views on space politics and the threat of the ever-advancing arms race worked really well. If you ever wanted a show that could deftly juggle war with school-life drama, this is it.

Also, Suletta x Miorine is canon, the finale locks it in, and we all know it.

https://www.youtube.com/watch?v=XYNGkSvFT8c

The Apothecary Diaries

What if Sherlock Holmes had to solve cases using only medicine and intuition? I know I just described House, but it's also an apt description for The Apothecary Diaries, a mixture of drama and mystery set in a fictionalized version of 15th century China. Maomao, torn from her home and sent to work in the back palace for the emperor's concubines, gets drawn into court intrigue as her apothecarial talents are discovered.

The mystery and general setting are both highlights of the show. But I think The Apothecary Diaries really hooked me with how it uses those mysteries around the ailments to tell fascinating tales. It's the type of episodic mystery show I can get lost in, and Maomao makes for a very compelling lead too.

https://www.youtube.com/watch?v=dLvRvqByxUI

Scott Pilgrim Takes Off

When it was announced Science Saru would be making a Scott Pilgrim series, I was curious what that'd look like. The movie and comic seemed to cover the bases well enough. So it piqued my interest when I heard that, really, this was the Rebuild of Scott Pilgrim, to use an Evangelion metaphor.

Scott Pilgrim Takes Off starts off mostly beat-for-beat, until it suddenly shifts into an entirely different story. This might have felt jarring for those not expecting it, but man, it worked for me. This sudden shift, as well as centering multiple characters rather than just Scott, works so well. Rather than planets in Scott's orbit, each character gets incredible room to expand and grow in this new tale.

A highlight of the year for me is a jam session, between newfound bass player Knives and drummer Kim. It's simply a gorgeous piece of music and animation, centered around the feeling of unrehearsed, spontaneous collaboration that melds and flows together. It's a welcome new lens on the Pilgrim-verse, I think.

https://www.youtube.com/watch?v=-NZJkzcvAtU

Pluto

Naoki Urasawa's Pluto would have been a gargantuan task for any anime studio. A classic from a storied author, Studio M2 was trying to take this reimagining of the classic Astro Boy storyline and turn it into a Netflix series, preserving all of its melancholy, power, and emotion. And good heavens, they did it.

Pluto is a heavy watch, especially in this age. Urasawa explores the questions of life and individuality amid the robots being hunted, one-by-one; the series dives into politics and conflict, flashing back to harrowing memories of overseas war that feel all too relevant today. It actively challenges so many of its characters and beliefs.

Put plainly, Pluto is a must-watch, in my opinion. The technical achievement here is one thing, and I love the animation work. But everything, from the adaptation of the manga's themes to the way the frame moves through the space, really made Pluto a memorable end-of-year surprise for me.

https://www.youtube.com/watch?v=-pgcwiNPiQE

Heavenly Delusion

I've frequently described Heavenly Delusion as The Last of Us meets the first season of Westworld. In one storyline, we follow Kiruko and Maru, a bodyguard and client searching Japan for "heaven" amid the post-apocalyptic ruins, often haunted by "maneater" monsters. And in another, we see the daily lives of children in an isolated school, grappling with everyday problems while pondering what might be outside their walls.

How do these link up? Do they link up? That's part of the fun of Heavenly Delusion. But to paint this as a Westworld-like story with suspense as its only pillars wouldn't paint the whole picture. Heavenly Delusion is also about the interpersonal relationships across both storylines. The schoolchildren, like Tokio, grapple with changing lives and feelings they don't understand. Kiruko and Maru cope with the horrors of the ruined world, while growing closer on their journey.

I do have to warn you, this particular series comes with a hefty dose of content warnings for violence, gore, sexual assault, and more. It's very direct in how it displays the possible cruelties this world could inflict. But underneath that, there's a beating heart of compelling adventures and those who find strength in each other, even as the world falls apart around them.

https://www.youtube.com/watch?v=2VvZIEXmltw

Zom100: Bucket List of the Dead

Say hello to one of my biggest surprises of the year. When I first heard the pitch for Zom100, I thought it sounded novel, at the least: Akira Tendou is in his 20s and wasting away his life for a company that doesn't respect him. He works hard, but still receives constant verbal abuse and little to show for any part of his droll, lifeless, zombified existnece.

Then, a zombie outbreak happens. For everyone else, this is Hell on Earth. But for Akira, he's free. No more work. No more obligations. The collapse of society means society's pressures—to waste away as a cog in the machine—are suddenly gone.

In what can only be described as an explosion of joy and relief, he concocts a bucket list of things he wants to accomplish before succumbing to the plague enveloping the world. Over time, he gathers a band of friends, encouraging them all to experience the breadth of what life can offer now that its burdens have been lifted.

I was expecting a lighthearted, no-thoughts-head-empty zombie-action romp. While Zom100 is fun and filled with great action, it's also an incredibly energizing story about chasing your dreams. Heck, it's inspirational. Every episode reminds me that there's so much to do and experience in this life, and one should embrace that like Akira. I genuinely cannot recommend this show enough, to anyone who's ever felt burnt-out or zombified in their routines.

https://www.youtube.com/watch?v=Iwr1aLEDpe4

Frieren: Beyond Journey's End

Once I watched the first episode of Frieren, I knew this was an all-timer for me. Frieren, an elven mage, is returning home with her adventuring party after 10 years on the road, questing and eventually defeating the Demon King. For them, it's a significant chunk of time; for her elongated lifespan, it's a blip.

The years keep going by, and Frieren is content to do what she's always done: simply wander in search of new magic. But the passing of a close friend finally forces her to come to grips with mortality. Not her own, necessarily, but of the people she's come to care for. So, she starts a new journey, retracing the steps of her old party's trip, and helping others along the way.

Frieren can be both emotionally devastating and beautifully enlightening. Yes, it is a melancholic tale about the regrets we face when someone you care for is no longer here. It's also a reminder, much like other entries on this list, to cherish the moments you have with those around you, now.

In so many ways, Frieren feels like it bucks a lot of what I would normally expect. It's high fantasy and certainly has some outright incredible fight scenes, but so often, Madhouse will simply let shots linger. Little motions are given so much weight. The animation alone, especially in a recent ballroom scene, is an achievement in its own right.

Can you make up for lost time? Or do you simply have to hold on to memories, carrying them with you, trying to honor who you can? Frieren explores these topics with nuance and depth, making for a long road-trip north that I don't want to see end anytime soon.

The post Here’s some of Destructoid’s favorite anime from 2023 that you should watch appeared first on Destructoid.

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Destructoid’s award for Best Xbox game of 2023 goes to… https://www.destructoid.com/destructoids-award-for-best-xbox-game-of-2023/?utm_source=rss&utm_medium=rss&utm_campaign=destructoids-award-for-best-xbox-game-of-2023 https://www.destructoid.com/destructoids-award-for-best-xbox-game-of-2023/#respond Tue, 19 Dec 2023 21:04:24 +0000 https://www.destructoid.com/?p=442118 Hi-Fi Rush

It was, by all accounts, a strange 2023 for Xbox. Its games were all over the board, and the company itself spent most of the year embroiled in the process of getting Activision Blizzard into the figurative catcher's mitt.

So, fittingly, our Best Xbox nominees list wound up looking a little strange. Not only did most of us play Starfield on PC, but it's also where it felt best to play, if we were only opting for a single category. The nominees here that hit Game Pass feel like a testament to the service's strength, at least. Pick-ups like Sea of Stars and Jusant are nice to see, and certainly made the Pass' library feel more diverse.

But Xbox did have one winner that emerged in our voting, an early-in-the-year earworm we just couldn't shake. I'm talking about Tango Gameworks' Hi-Fi Rush.

https://www.youtube.com/watch?v=pgd4aU56Kig

In a way, this shouldn't be a huge surprise. Just a few months before, Obsidian's Pentiment showed that these more focused, AA-esque projects from Xbox's studios could be a breath of fresh air. But Hi-Fi Rush, in my mind, cemented the impact that these kinds of efforts could have on Xbox's Game Pass strategy.

Hi-Fi Rush is a rhythmic brawler, certainly not the type of thing you'd associate with Tango. But its relative length, effusive charm, and flat-out incredible playlist selection for the soundtrack all mixed to create a thumping, bumping, endearing action game. The lovable cast of characters and general Saturday morning vibes I got from the story helped, too.

In a year where Xbox felt shaky on its AAA legs, the passion projects shone through. And I really hope that Pentiment and Hi-Fi Rush aren't the end, either; I'd love to see more studios get the chance to just make something this exciting and fresh, outside their wheelhouse, and put it on the Pass.

While all the nominees brought something great to the table, I think Hi-Fi Rush's charm and sheer inventiveness, laid over an extremely well-crafted blend of rhythm and action, will be something to remember. Hopefully it's the start of more to come, too.

Congratulations, and here's our nominees list, in case you forgot the field:

  • Star Wars Jedi: Survivor
  • Hi-Fi Rush
  • Wo Long: Fallen Dynasty
  • Wild Hearts
  • RoboCop: Rogue City
  • Sea of Stars
  • Jusant

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Insomniac hackers leak tons of stolen files about the company online https://www.destructoid.com/insomniac-hack-leak-stolen-info-wolverine-spider-man-sony/?utm_source=rss&utm_medium=rss&utm_campaign=insomniac-hack-leak-stolen-info-wolverine-spider-man-sony https://www.destructoid.com/insomniac-hack-leak-stolen-info-wolverine-spider-man-sony/#respond Tue, 19 Dec 2023 16:26:01 +0000 https://www.destructoid.com/?p=441960 Marvel's Wolverine on PS5 is a promising title

A massive amount of information regarding Insomniac Games and future Sony ventures has been posted online. Insomniac, victims of a ransomware attack, has now seen details about Wolverine and other major projects shared, alongside personal employee information.

Per Cyber Daily, which is reportedly in contact with the group behind the leak, the leak was uploaded in parts and shared details on many upcoming projects. This includes development footage of Wolverine, files from the recent Marvel's Spider-Man 2, and details about upcoming projects, including a new publishing agreement for another Marvel property, X-Men.

Alongside unreleased game documentation, employee info also seems to have leaked because of this hack. Cyber Daily's report mentions internal HR documents, including employment forms, and Slack screenshots.

The hackers purportedly behind the attack made a threat to publish more, after releasing a few verifying materials, and asked a sum for the data.

We've reached out to Sony for comment.

The industry's response

Following the leaks, developers and even studio accounts have come out in support of Insomniac. Remedy Entertainment emphasizes the "truly disgraceful and shameful" leak of employee's personal info.

https://twitter.com/remedygames/status/1737073250989920350

Wushu Studios, which has worked on State of Decay 2, Baldur's Gate 3, Forza Horizon 5, and more also sent love and support. "Game creators work tirelessly to create works of art & entertainment for everyone," the studio writes. "To see any team rewarded for this with malicious attacks & blackmail is cruel."

https://twitter.com/wushustudios/status/1737115305732878705

And Cory Barlog shared a simple message of support for those at Insomniac.

https://twitter.com/corybarlog/status/1737015588810314073

We've seen some absolutely massive data breaches over the last few years. Ranging from the Capcom hack in 2020 to the more recent, and comparable in scope, leak around Grand Theft Auto 6, the industry has seen situations like this before, though the scope is certainly something else.

The post Insomniac hackers leak tons of stolen files about the company online appeared first on Destructoid.

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Destructoid’s award for Best Indie game of 2023 goes to… https://www.destructoid.com/destructoids-award-for-best-indie-game-of-2023/?utm_source=rss&utm_medium=rss&utm_campaign=destructoids-award-for-best-indie-game-of-2023 https://www.destructoid.com/destructoids-award-for-best-indie-game-of-2023/#respond Mon, 18 Dec 2023 18:34:50 +0000 https://www.destructoid.com/?p=441562 Lethal Company Best Indie 2023

It's always the ones you don't expect, right? In a year full of AAA powerhouses competing for the top spot, I'm actually not too surprised that Lethal Company managed to sneak in and steal hearts. Thousands of them, even.

It was actually a narrow competition this year for our newly founded indie game category. Intended as a way to get more independent games involved in the conversations we have at the end of every year, we wound up with an intriguing mix of games.

Chained Echoes was a holdover from last December, but still retained more staying power than most early-year launches. And World of Horror's full launch finally arrived, leaving a mark on us. But Lethal Company's recent surge seems to be the note we're ending 2023 on.

https://www.youtube.com/watch?v=m5RB0Ej1mFg

The co-op horror might, at first, seem familiar. It reminded me of Phasmophobia, another indie breakout that's retained its following over the years. But Lethal Company has exploded in a way others haven't.

Maybe it's the theming, pitting players against an ever-present race against the clock to serve the Company as best they can. Or maybe it's the monsters, scarily effective and varied enough to keep you guessing with their SCP-esque designs. It could even be the mods that pushes Lethal Company over for some.

For me, what's made Lethal Company memorable has been the laughs. It is a genuinely funny, engaging game. The voice communications use distance and area so well, so you can hear someone's yells get louder and softer as they run by you. Even the noise a ladder makes, when it accidentally bonks a player on the head, is hilarious.

Still, it's hard to undersell how competitive this field was. While your Baldur's Gate 3s and Tears of the Kingdoms loomed large over the crowd, many indies were favorites this year, garnering nominations here and elsewhere. While one wins the vote, all of these nominees are worth your time and attention:

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Naughty Dog cancels The Last of Us multiplayer game https://www.destructoid.com/the-last-of-us-online-multiplayer-game-canceled-sony-naughty-dog/?utm_source=rss&utm_medium=rss&utm_campaign=the-last-of-us-online-multiplayer-game-canceled-sony-naughty-dog https://www.destructoid.com/the-last-of-us-online-multiplayer-game-canceled-sony-naughty-dog/#respond Fri, 15 Dec 2023 00:42:47 +0000 https://www.destructoid.com/?p=440554 The Last of Us multiplayer

The Last of Us won't be returning to its multiplayer side after all. Naughty Dog confirmed today that it has stopped development on what it's been calling The Last of Us Online, a multiplayer TLOU experience.

The project has been in development for some time, with Naughty Dog's Neil Druckmann taking the stage at Summer Game Fest 2022 to talk about it. Outside of concept art, the multiplayer endeavor has been mostly quiet, with the team saying it needed more time earlier this year.

In today's statement, the studio explains some of its reasoning behind the decision to call off The Last of Us Online. The multiplayer team had been in pre-production since the studio was working on The Last of Us Part II. But as production continued, the size of what lay before them became a little more clear.

"In ramping up to full production, the massive scope of our ambition became clear. To release and support The Last of Us Online we’d have to put all our studio resources behind supporting post launch content for years to come, severely impacting development on future single-player games. So, we had two paths in front of us: become a solely live service games studio or continue to focus on single-player narrative games that have defined Naughty Dog’s heritage."

With that, it sounds like Naughty Dog is sticking to single-player offerings. The studio states it has "more than one ambitious, brand new single player game" it is working one, and will share more when the team is ready.

https://www.youtube.com/watch?v=Ye3st9z6jQY

What's left of us

While fans of the story-driven offerings from Naughty Dog might be relieved at that statement, it is an interesting wrinkle in the live-service plans of Sony. In 2022, Sony was queued up to deliver a giant swath of live-service titles, with 12 arriving by the end of its fiscal year 2025.

Last month, though, Sony delayed half of that slate. That, coupled with prior reports about The Last of Us' multiplayer setbacks, makes the whole live-service plan look shaky. Reports also came out about Bungie, another Sony studio working on the massive live-service FPS Destiny 2, and the struggles that studio is encountering following a wave of layoffs.

For The Last of Us, at least, there is some sun on the horizon. Naughty Dog is releasing The Last of Us Part II Remastered for PS5 very soon, with some lost levels and a new roguelike mode. It might be enough to soften the blow for the weary Factions hopefuls.

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A holiday gift guide for the Baldur’s Gate 3 fan in your life https://www.destructoid.com/a-holiday-gift-guide-for-the-baldurs-gate-3-fan-in-your-life/?utm_source=rss&utm_medium=rss&utm_campaign=a-holiday-gift-guide-for-the-baldurs-gate-3-fan-in-your-life https://www.destructoid.com/a-holiday-gift-guide-for-the-baldurs-gate-3-fan-in-your-life/#respond Thu, 14 Dec 2023 22:48:13 +0000 https://www.destructoid.com/?p=440455 Baldur's Gate 3

2023 was truly the year of both Dungeons & Dragons and, to a more specific point, Baldur's Gate 3. The new RPG from Larian Studios had a thunderous launch out of Early Access in August, and has since taken the world by storm, even securing the Game of the Year trophy at The Game Awards 2023.

With all that acclaim and widespread popularity, you are likely to have a Baldur's Gate 3 fan in your life. Maybe you, yourself, are one. And it's that time of year where we celebrate, gather together, and exchange gifts. It's festive and terrifying.

Don't fret too much, though. I've been scouring the internet for my own BG3 indulgences to shove underneath the tree, and have surfaced with a few I'm willing to share here. (For everything else, consult your local fic author and/or commissioned artist.) I've got a few gifts, ranging from the expected to the unique, and ones I hope would happily light the eyes of any Baldur's Gate 3 diehard this December.

Also, I'm a big fan of giving gifts that aren't games. So while I'll make a few game recommendations, these will also be gifts that are a bit more tangible and easily folded into everyday use. Enjoy!

Image via Wizards of the Coast

Baldur's Gate: Descent Into Avernus

This is one that some might not think to jump to, but hear me out: buy them a Dungeons & Dragons book. Specifically, this book, Baldur's Gate: Descent Into Avernus. It's an adventure that ties directly into the events of Baldur's Gate 3, specifically around Avernus and the archdevil Zariel.

While it's intended for play, I can speak from experience and say that several tabletop modules are fun to read, all by themselves. Especially if your BG3 fan wants to delve into the lore surrounding the tieflings, the city of Baldur's Gate, and the Blood War, this is worth cracking open.

Or, other tabletop alternatives

Now, while Descent Into Avernus might be nice for the lore, some BG3 folks might be understandably frustrated by the recent layoffs at Hasbro, and not want to send cash their way this holiday season. That's completely valid! If so, there are a couple other tabletop ideas you could investigate.

First off, you could always look into Pathfinder, a well-known alternative to D&D. Or you could explore some popular alternative systems that play a little differently than the usual D20 system, like Blades in the Dark or the recently released Candela Obscura.

For my money, if your BG3 fan is looking to dip a toe in the waters of tabletop role-playing and needs something they can get everybody on board with, you could do a whole lot worse than Alice is Missing, a Life is Strange-esque role-playing mystery where everyone acts out a search for a missing friend using only their phones (or other texting device). My group played it over Discord one night, and absolutely loved it.

Image via Die Hard Die

Some really nice die

You've spent all of Baldur's Gate 3 rolling virtual simulacra of die. Heck, you might even be considering playing some tabletop yourself, now. Or maybe you, or your BG3-loving friend, have always enjoyed a good D&D session. Die are a great gift.

Why? Well, they're gorgeous, luxurious, and simple. They're something a tabletop player will use frequently, and even if they already have some, now they have options. And let me tell you, options are great. Even if you just want them as little trinkets to adorn a desk or shelf, though, die are a neat and pretty little way to add some flair to your home decor.

My recommendation, first and foremost, is simply to seek out your local tabletop game store. They'll usually have a wealth of die options available, you can see them before you buy them, and you'll back a local business. Wins all around! But if you need to handle it online for whatever reason, stores like Die Hard Dice have some nice options, ranging from basic to decorative.

A special shoutout to Molly's Grotto though, which has an absolutely gorgeous set of mind-flayer die themed after Baldur's Gate 3. These might set you back a bit more than usual, but they look fantastic.

Image via sheepypu

Companion approval stickers

Need something a bit more simple? Maybe a nice little reminder of your favorite Baldur's Gate 3 companion, and how they approve of all you do in life? I recently found this Etsy shop listing from "sheepypu" which has special stickers, declaring such approval.

Ready to adorn any mirror and validate all selfies, this is an easy way to give yourself a little pep in the morning. Struggling to get out of bed? Trying to find the right angle on that mirror pic? Just remember, Halsin approves. Halsin always approves.

Image via Planeshift Candles

Themed candles

When you settle in after a long day of work for a nice, relaxing session of Baldur's Gate 3, you want to set the mood right. And what could help more than some scented candles? The themed candle market has swept into video game territory, and honestly, it's a good fit for a game like Baldur's Gate 3.

Planeshift Candles has a nice selection of character-themed candles, ranging from Karlach, Shadowheart, and Astarion to... uh... The Emperor. Which smells of "crushed garlic, slathered on garlic bread, with a smooth creamy layer of vanilla frosting layered on top." Planeshift does warn that it will make your home smell of garlic for some time. Probably best not to mix that with the Astarion candle.

Some nice art

I know I mentioned fan art above, but seriously, it's an underrated way to appreciate a game, while also supporting community members who make great work around the game. I've got several different prints and posters from fan artists on my walls, and they're great. They're usually less excessive in their branding than first-party products, too. (Though I will say, Larian's store has some nice stuff in it. Needs some more BG3 items, though.)

Etsy is normally a good place to search, though I'd encourage you to check other avenues too. I like to try and buy from the artists' preferred store fronts whenever possible, and Inprnt has been a go-to. It's where I found the excellent tarot card versions of the BG3 companions made by Lilit Beglarian in print form, and it's where I've had a tab opening, hovering on Ugo's stunning Shadowheart concept.

The nameless main character from Planescape Torment
Image by Interplay

There are always games, too

Okay, I get it. Let's get to the games. If you want to pick up some other RPGs for your BG3 fan to explore, or maybe you're interested in the breadth of the CRPG genre after loving Baldur's Gate 3, let's run down some options.

The first two Baldur's Gate games seem like obvious picks, though they'll have a bit of an adjustment period; Larian's Divinity: Original Sin series is going to feel more mechanically similar. Dragon Age: Origins is a classic of the genre too, and if you want to dive deeper into D&D-themed games, there are classics like Planescape: Torment, Neverwinter Nights, and Icewind Dale.

For a real outside pick, though, see if they've tried out Disco Elysium yet. While it's still a CRPG, it's got a very different vibe, following an absolute tire-fire of a fail cop and his more capable partner as they investigate a suspected murder. While the themes and setting will feel different, the isometric exploration, narrative lean, and even the more tabletop-like mechanics (including die rolls) will feel right at home.

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Nominees for Destructoid’s Best Xbox game of 2023 https://www.destructoid.com/nominees-for-destructoids-best-xbox-game-of-2023/?utm_source=rss&utm_medium=rss&utm_campaign=nominees-for-destructoids-best-xbox-game-of-2023 https://www.destructoid.com/nominees-for-destructoids-best-xbox-game-of-2023/#respond Wed, 13 Dec 2023 20:02:41 +0000 https://www.destructoid.com/?p=439857 Destructoid Best xbox 2023

It's the end of the year, which means we're rolling out our nominations for the best-in-category for various different platforms and denominations here at Destructoid. Today, we're taking a look at our list of nominees for the Best Xbox game of 2023, and it's an interesting pack.

To reiterate our guidelines, we kept nominations to one apiece for each game. Meaning, if one game doesn't show up here, it can still show up in another. And our eligibility window runs from December to December. Sorry, Avatar.

For Xbox, it was an interesting year. Some high-profile games hit troubled waters, making the first-party field a bit interesting. (If you're wondering where Starfield is in our GOTY field, well, stay tuned!) But Xbox Game Pass remained an excellent way to play a bunch of cool games for comparatively less, making our Xbox nominees really feel more like a Best Of Game Pass lineup.

Here's our list of nominees for Best Xbox game of 2023.

star wars Jedi: survivor pc bugs crashes respawn apology

Star Wars Jedi: Survivor

Star Wars Jedi: Survivor may have had some PC woes, but it was a generally enjoyable experience for our reviewer and other players on the console side. Even considering the technical troubles, fans do seem pretty positive on Respawn's follow-up to its single-player Jedi story.

Hi-Fi Rush

Hi-Fi Rush

It's strange to think that Hi-Fi Rush, a music brawler from Tango, was one of the more notable launches from Xbox this year. But like Pentiment before it, the smaller and more focused projects from the Xbox studios have had a lot of charm to them. It could just end up being the standard-bearer this year.

wo long fallen dynasty release date

Wo Long: Fallen Dynasty

One of a few games that felt like it fell by the wayside this year, Wo Long: Fallen Dynasty made some waves as the latest Team Ninja action game, tackling the Three Kingdoms setting. Several folks at Destructoid were positive on this one when it came time to talk end-of-year, and it's nice to see Team Ninja leaving that lasting impression with its signature action.

Image via EA and Koei Tecmo

Wild Hearts

Wild Hearts was another that fell by the wayside, but our own Chris Carter particularly enjoyed it. A MonHun-style game from Omega Force, it was weird and interesting, and definitely put a unique spin on the monster hunting genre. We'll see if it makes the final cut!

RoboCop: Rogue City testikilling
Screenshot by Destructoid

RoboCop: Rogue City

Zoey's review of RoboCop: Rogue City was almost enough to make me, someone unaware of anything RoboCop, seriously consider giving it a go. Mixing the tank-like motions of the titular protagonist with a Deus Ex: Human Revolution vibe outside the gunfights, it seems like one of the year's biggest surprises.

Sea of Stars

It was no surprise that Sabotage nailed the jump from action-platformer to RPG in Sea of Stars. This RPG captured hearts and minds alike, with both an interesting approach to combat and a particularly gorgeous world. Also, Garl. Garl is best boy.

Screenshot by Destructoid.

Jusant

We round out our nominees with Jusant, another surprise, this time from Don't Nod. You wouldn't think the studio behind Life is Strange would tackle a climbing game that can seem both meditative and stress-inducing, but they did, and they got it right too. Jusant has been one of those late-in-the-year list-shifters for a lot of people, and might just make a dark horse run for the award here.

Our full list of nominees, in short, is:

  • Star Wars Jedi: Survivor
  • Hi-Fi Rush
  • Wo Long: Fallen Dynasty
  • Wild Hearts
  • RoboCop: Rogue City
  • Sea of Stars
  • Jusant

Stay tuned this week for more categories, including other platforms and a few special ones. Winners of our vote will be announced next week, and then our final write-in ballot winner for Game of the Year will be unveiled on Dec. 22.

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E3 dying feels like the end of an era, for better or worse https://www.destructoid.com/e3-dying-feels-like-the-end-of-an-era-for-better-or-worse/?utm_source=rss&utm_medium=rss&utm_campaign=e3-dying-feels-like-the-end-of-an-era-for-better-or-worse https://www.destructoid.com/e3-dying-feels-like-the-end-of-an-era-for-better-or-worse/#respond Tue, 12 Dec 2023 21:48:37 +0000 https://www.destructoid.com/?p=439286 E3

It's really hard not to have some degree of reverence for E3. For those who grew up with games being streamed and broadcast, it was the big show. It was the place where the biggest reveals of the year happened. And now, it is dead.

That's dramatic, I know. But in all seriousness, the ESA has officially declared E3 done. After more than two decades, the show will cease to exist, following several canceled or online-only years, and a broken partnership with PAX organizer ReedPop. (Disclosure: I used to work under ReedPop, at the now-shuttered USgamer.)

https://twitter.com/E3/status/1734583493592498437

Frankly, this was the death knell we all knew would toll. It's easy to point at the COVID-19 pandemic as part of the problem, and it was. But speaking as someone who attended E3 2019, the decline was already visible.

For context, I only attended three E3 events: in 2015, 2016, and 2019. Each year felt drastically different in their own ways, though the gap between '16 and '19 was noticeable. A lot more was being sold on the show floor, for one thing, reflecting the increasingly consumer-focused lean for an otherwise industry event.

This is normally the part where some might celebrate the collapse of what wasn't working, and laud whatever comes next. Out with the old, in with the new. But in the wake of this confirmation, I'm left wondering what we've left behind, and what any road ahead looks like.

A flag in the ground

E3 was, for many years, that one show everyone had on their mind. It was where the biggest reveals would happen. New games, like Final Fantasy VII Remake and Halo 2, would debut. Heck, this was where the actual consoles were fully detailed and shown for the first time. I'm sure for the developers of these games, it felt like the culmination of a lot of hard days' work, putting these massive reveals together and finally showing them off.

There's some wild history that crops up, just through conferences alone. Sony would make waves with its price point for the first PlayStation in 1995, then again with its PlayStation 4 presentation in 2013. Maybe it's because these moments took place on a stage, with big screens, lights, music, and pageantry, that they feel like grander gestures than a price point reveal normally should.

Of course, it's not just about the fuel for console wars and conference comparisons. It was also about taking that same stage, that same place that would connotate prestige and reverence, and seeing the absolutely wildest shit happen.

https://www.youtube.com/watch?v=DM2DCflkA6s

The Wii Music presentation. The "bam, there it is" Kinect showcase. Really, every single waking, bonkers moment of Konami's E3 2010 press conference. At its greatest heights, E3 could feel like a magnificent show; at its lowest, like watching a bad improv show. It was beautiful for the highs, lows, and the incredible breadth that it could span in-between.

These moments became part of the general culture, to the point that E3's impact on culture around gaming needs to be emphasized. People like Reggie Fils Aimé and Ikumi Nakamura became well-known names for the average viewer.

And that was part of the draw, right? Put the industry in front of the consumer. People at home get to watch, as a cavalcade of new and interesting things gets put in front of them. Sure, it's marketing. And at least some notable moments were later unveiled to be either smoke and mirrors, or technology that never really panned out for consumer use. But it's also a moment in time where everything came together.

The made-it moment

When I talk about E3, I have to acknowledge my own perspective too. I'd watch it on streams, even before I had aspirations of "making it" in the industry. And when I got to go my first event, it was a huge moment. It was, in many ways, validating.

To use an extremely blunt comparison, it was like the first time I worked a college football game as a camera op. There's a tangible, electric energy in being around other industry people as the hive buzzes. Everyone is active and working. People from around the world are converging in one place, to do one thing. It's an espresso's worth of adrenaline.

And feeling like you're there, doing the same work, taking part in this big, grandiose event in your own way? It never got old. And it's not really the same rush I get working a PAX or a low-key preview tour opportunity.

https://twitter.com/Andy_VGC/status/1227967861022433282
I'll never feel the rush this journalist felt, though.

But more than that, it was a convergence point for the industry. I've already discussed what that meant for the viewer at home. For those in person, though, it adds an element. This was where people could network and meet. Collaboration thrives in that environment. As much as E3 was a consumer-facing preview of games to come, it was also a show for the industry; business room meetings were taking place just a short walk from the conference halls. If you wanted to interview the big minds behind the newest games, those opportunities were available.

For new talent coming into the industry, these opportunities were precious. It was a chance to do the work, be seen doing so, and meet others in the industry. I can really just speak for myself in this situation, but I know that being at shows like E3 helped me gain connections and climb up just a bit further. And it's something I'd want others to have a chance at, too.

The future

So E3 was validating, grandiose, hilarious. It was a spectacle, and now it is no more. The question becomes, what takes its place?

Fortunately, we already have a solid look at that answer. This year's combination of Summer Game Fest and The Game Awards seems like the outlets that many of the big names have moved to. A biannual trailer fest, and one has an awards show bolted onto it.

While I already voiced concerns around The Game Awards, I will say that Summer Game Fest offers something a bit more interesting. It's not quite as big or over-the-top as the E3 show floor, but frankly, it really shouldn't be. Fun as it was to see a marching jazz band jaunt around the halls for Mafia 3, I prefer a smaller-scale industry event.

https://www.youtube.com/watch?v=qGtYn7DCIYo

But outside the Keighley-run events, it feels like everything is shifting to disparate corners. More streams and showcases are the norm, propped up by Nintendo's huge success with Directs and the adaptations made during the pandemic years. Companies feel a bit more assured in announcing their news on their own terms, and their own channels, rather than holding onto it.

I'd hope that some of the access doesn't fade, amid all this. Nor the spectacle, or ridiculousness. Sometimes I think the industry, or at least facets of it, are a little too concerned with secrecy and legitimacy. There's so much value in being able to hear from developers about their games, and putting them on stages to share the news. We all love the Keanu "breathtaking" moment for Cyberpunk, but I also love when devs wear their hearts on their sleeves.

As for E3, I'll miss the spectacle but I won't miss the excess. It's sad to lose such a convergence point of culture, news, and industry, but hopefully the structures that build out of this fall can offer something new, different, maybe even better. For everything else, we'll always have Wii Music.

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Nominees for Destructoid’s Best Indie of 2023 https://www.destructoid.com/nominees-for-destructoids-best-indie-of-2023/?utm_source=rss&utm_medium=rss&utm_campaign=nominees-for-destructoids-best-indie-of-2023 https://www.destructoid.com/nominees-for-destructoids-best-indie-of-2023/#respond Tue, 12 Dec 2023 20:47:51 +0000 https://www.destructoid.com/?p=438710 Destructoid Best Indie 2023 GOTY nominees

2023 is drawing to a close. The air is cold, the fires are lit, and now we gather 'round the digital hearth to celebrate the games we enjoyed throughout the year. Let's talk about the best indies of 2023.

Since I have the honor of publishing first this year, welcome to Destructoid's end-of-year coverage! Throughout this week, we'll be revealing our nominees for our favorites in a variety of categories. Then, starting next week, we'll announce the winners, as chosen by our staff and contributors.

We do have a few ground rules, to clarify some questions y'all might have. First off, each game can only be nominated in one category. Also, our window of eligibility runs from December to December, to account for time spent to get to know these games. So games from December 2023 are not eligible, but December 2022 games are.

So what's up for best indie this year at Destructoid? Let's take a look at the nominations.

Lethal Company Signal Translator

Lethal Company

It's of little surprise that Lethal Company made our list. The co-op horror game about the terrors of space, and underappreciated scrap labor, has been making the rounds. It's fairly recent, but I feel confident in saying this isn't quite a flash-in-the-pan compared to other live service games. The mods alone show some significant longevity.

Chained Echoes

Remember that December rule? It's why Chained Echoes, a late-in-the-year 2022 entry, is here now. And boy, does it earn a spot. Chained Echoes puts a surprising spin on the RPG nostalgia trip, with fresh mechanics, ideas, and some really memorable moments. It's still one I can easily recommend to other RPG fans, without hesitation.

The Goodbye Volcano High release date seems good to go, and KO-OP has released more images like this one featuring Reed (drummer) ahead of launch in August.
Image via KO_OP

Goodbye Volcano High

Goodbye Volcano High is a curious one. We didn't get around to covering it here, but it's one that's come up in conversations since. A story about dino-school angst in the face of the end of everything. Even on pitch alone, it's pretty fascinating.

El Paso, Elsewhere header
Screenshot by Destructoid

El Paso, Elsewhere

An obvious selection for us was El Paso, Elsewhere, a Max Payne-alike about dealing with your vampiric ex. It sounds like it's got both action and heart, and really seemed to make an impression on everyone that picked it up.

Slayers X Butthole
Screenshot by Destructoid

Slayers X: Terminal Aftermath: Vengeance of the Slayer

In a review calling it both "indispensable and unique," our own Zoey Handley makes the case for Slayers X: Terminal Aftermath: Vengeance of the Slayer as an indie GOTY contender. Indeed, it seems like a frontrunner for the kind of aggressive, visual-meltdown FPS that's become a hit these last few years.

Image via Systems Erasure

Void Stranger

Void Stranger is a game that I am, frankly, too easily flustered to manage myself. The rich Sokoban-style puzzle game enamored me with its many hidden mysteries earlier this year, and watching fans dig into it has been a joy. I may not see the bottom floor for myself, but it's a wonderful game that I'm glad exists.

Agh! Geez! No!
Screenshot by Destructoid

World of Horror

And lastly, World of Horror hit its final release this year. In some ways, this felt like an overdue celebration. While the Ito-inspired, interface-laden throwback horror adventure has been around for ages, it's a good time to finally recognize just how well it captures a specific kind of experience. It is for a very specific group of people, but for those people, it lands.

These are the nominees for this Destructoid's Best Indie of 2023.

  • Lethal Company
  • Chained Echoes
  • Goodbye Volcano High
  • El Paso, Elsewhere
  • Slayers X: Terminal Aftermath: Vengeance of the Slayer
  • Void Stranger
  • World of Horror

Our final results will go live next week, starting on December 18 with the winner of Best Indie. Stay tuned throughout this week for the rest of our nominees, as we build up to the Overall Game of the Year award on December 22!

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The Game Awards 2023 fell short of honoring its own industry https://www.destructoid.com/the-game-awards-2023-fell-short-of-honoring-its-own-industry/?utm_source=rss&utm_medium=rss&utm_campaign=the-game-awards-2023-fell-short-of-honoring-its-own-industry https://www.destructoid.com/the-game-awards-2023-fell-short-of-honoring-its-own-industry/#respond Fri, 08 Dec 2023 20:05:14 +0000 https://www.destructoid.com/?p=437943 The Game Awards 2023

The Game Awards 2023 concluded last night, with Baldur's Gate 3 taking home the trophy for Game of the Year. It was a big moment for Larian, and during the winner's speech, studio head Swen Vincke took time to honor those who put in so many hours and work, especially those who couldn't see this award.

"Along the way, we lost quite a few people also, so we want to dedicate this to all the people that we lost," Vincke said, specifically citing lead cinematic artist Jim Southworth, who died last month.

It was a touching moment, the kind that sticks with you from an awards show like this. And at the time, the prompter visible to speech winners displayed "Please wrap it up." As Axios' Stephen Totilo reports, this wrap-up sign would appear after 30 seconds, and start blinking after roughly 15 to 20.

For Vincke, at least, the play-off music did not start. Though if you watched the Awards last night, you probably heard it a few times. Developers of games released in 2023 got very little time on the stage, and that was for the few that made it up there; as with years past, many awards and winners were quickly read off in rapid succession. No speech. Only a short nod, and then on to the next.

What we did see for great stretches of time on-stage were upcoming games. Projects that were new, unreleased, sometimes even nascent. In one of the more infamous moments of the night, Hideo Kojima and Jordan Peele took the stage to show off OD, a new... experience? I'm still not sure what it was, aside from a video of people's faces screaming and a door.

https://www.youtube.com/watch?v=Yi-5xTlWiiM

It was neat, and I've always loved a good tumble down the theory pit that comes from any Kojima teaser. But it was just people, talking on a stage, about a game. As Aftermath quick-mathed out, 13.5 30-second speeches could have taken place in the time that Kojima and Peele spent on stage. It was an awards show for 2023 that spent more time looking at unreleased games coming "soon" than games it was awarding.

Speeches themselves have long been some of the most memorable, human moments of The Game Awards. Sure, Christopher Judge went a little long in his speech, but it was also a great one. Greg Miller's win for Trending Gamer in 2015 led to a great speech, calling for recognition of devs who don't always get to take the stage. Ryan Green's moving speech for winning the 2016 Games For Impact Award for That Dragon, Cancer still tears me up now, watching it years later.

https://www.youtube.com/watch?v=AAL91-GONxk

Meanwhile, Neil Newbon's heartwarming acceptance from last night, about representation and fans feeling seen in Baldur's Gate 3 was met with a "wrap it up" and music. He wasn't the only one, either.

Showrunner Geoff Keighley has addressed this now, the day after, saying that the music was played "too fast" for award winners' speeches.

"By the way - I do agree that the music was played too fast for award winners this year, and I asked our team to relax that rule as the show went on," Keighley stated on Twitter. "While no one was actually cut off, it’s something to address going forward."

https://twitter.com/geoffkeighley/status/1733191542305931570

And at this point in the blog, the more cynical among you might be wondering why I treat this as a shock. Because frankly, the show has been leaning this way for some time. Every year, it feels like the awards buckle further under the weight of expectations. The Game Awards constantly serve as both press conference, a la its summertime sibling Summer Game Fest, and as the "Oscars" of video games.

Every year, the disparity becomes more apparent. Developers were loud about the issues this year, too. Prominent people in the industry voiced their discontent, seeing a show opt for star power over recognition.

"The Game Awards skipping through the awards and minimizing people's years of work just to play ten minutes of bland ads is a joke," said Clay Murphy, principal writer on Control and Alan Wake 2. "If this is going to be our industry's big award show then we should demand better."

And even going into the show, there were concerns The Game Awards 2023 wouldn't rise to the moment. "Great for video games, bad for the video game industry" has become a mantra for 2023. Layoffs ran rampant through the industry throughout 2023, seeing many workers who make the experiences the Awards laud lose their jobs, and even some studios fully shut down.

Keighley had addressed developer struggles before, citing one particular developer's own woes with their company, and responding to reports around Activision Blizzard by barring the company from that year's show, aside from nominations.

"I also realize we have a big platform which can accelerate and inspire change," Keighley wrote at the time. "We are committed to that, but we all need to work together to build a better and a more inclusive environment so everyone feels safe to build the world’s best games."

https://www.youtube.com/watch?v=n4VAzkK_Wmc

Members of the Future Class, The Game Awards' program to highlight the "bright, bold and inclusive" future of video games, signed an open letter urging the Awards to comment on the ongoing crisis in Gaza. As Kotaku's Ethan Gach notes, it seems like an old tweet where The Game Awards account acknowledged the invasion of Ukraine was deleted at some point, between its original posting and now, though screencaps have preserved it. Neither Gaza, nor the wave of layoffs, were mentioned.

It would be incredibly easy for a viewer to ask, why should The Game Awards address this at all? The stick-to-video-games mentality, much like stick-to-sports, makes it easy to just focus on how the night should be a fun time for all, without all that "other stuff" involved.

For one, I don't think it's too much to ask more of the industry's awards show. In fact, it'd really be asking the show to live up to its own premise. As stated on The Game Awards' website, it is a show that "recognizes and upholds creative and technical excellence in the global video game industry."

"We bring together a diverse group of game developers, game players, and notable names from popular culture to celebrate and advance gaming's position as the most immersive, challenging and inspiring form of entertainment," reads the awards show's About page. "We strive to recognize those who improve the wellbeing of the community and elevate voices that represent the future of the medium."

In some ways, it lives up to that; there were certainly notable names from popular culture, and the Future Class itself is a program I like, for the recognition it offers. (The seats they give them should be better, though.)

But for a show meant to recognize excellence, to acknowledge that which has been achieved and not that which could be achieved, it falls short. It felt like, as some have more succinctly put it, Winter E3.

https://www.youtube.com/watch?v=Zu2z5M4gmno

There are other options out there, ones that do feel more representative of the achievement one would like to see. The DICE Awards, the Game Developers Choice Awards, and the BAFTAs all seem to nail it. Shows like The Spawnies work to uplift and celebrate developers from underrepresented communities.

But they, quite frankly, don't have the same save-the-date pull for a broader audience that The Game Awards has. The Game Awards put itself in this position, maneuvering to be the biggest annual representation of the industry's achievements, and that position does—or at least, should—entail responsibility.

Developers voiced that they were feeling let down, after a year where some of the industry's finest work was met with hardship and constraints. Their struggles were not acknowledged, and their wins were hardly given time to sink in. Instead, Keighley iterated multiple times throughout the show that it was a great year for gaming. And now, here's Gonzo.

The post The Game Awards 2023 fell short of honoring its own industry appeared first on Destructoid.

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