Hideo Kojima has revealed that he was working on a project that he described as an “anti-hero” story that was similar in tone to The Boys. After he discovered the similarities between his project and the Amazon TV series, Kojima shelved his project and his plans to have Mads Mikkelsen star in it.

“I watched a few episodes that were delivered at the time when I was about to start a project that I had been warming up for a long time, and put it on hold because the concept was similar,” Kojima tweeted. “Today, when superheroes continue to be mass-produced in the entertainment industry, this drama was to be a radical hard-boiled action film, neither hero nor villain, with an astonishingly black joke setup and a worldview that is the opposite of what we are used to.”

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“THE BOYS,” which I quit after 3 episodes of season 1. I thought I’d watch the rest of the show. Actually, I watched a few episodes that were delivered at the time when I was about to start a project that I had been warming up for a long time, pic.twitter.com/UpI00pUIHQ

— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) June 26, 2022

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Today, when superheroes continue to be mass-produced in the entertainment industry, this drama was to be a radical hard-boiled action film, neither hero nor villain, with an astonishingly black joke setup and a worldview that is the opposite of what we are used to. https://t.co/L1xily8XII

— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) June 26, 2022

I watched the first eight episodes of season one of THE BOYS. The concept was the same, a black “anti-hero” story in which a superhero and a human face off, but the setting, gimmicks, and tone were very different from what I had in mind for my previous project. pic.twitter.com/sekEiL6agE

— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) June 27, 2022

Kojima didn’t clarify if his project would have been a game or a film–his studio Kojima Productions has mentioned exploring films and music in addition to games–but once he saw that The Boys was thematically similar to his pitch, he shelved it. Fortunately for Kojima, no money was lost on this idea as it had been in production purely inside of his mind at the time.

Kojima is currently working with Xbox Game Studios on a new game and his studio has also pledged support to Ukrainian refugees seeking refuge in Japan. As for The Boys, the show is currently in its third season and has just aired the infamous Herogasm episode.

Read MoreGameSpot – Game News

One trend in the high performance computing (HPC) space that is becoming increasingly clear is that power consumption per chip and per rack unit is not going to stop with the limits of air cooling. As supercomputers and other high performance systems have already hit – and in some cases exceeded these limits – power requirements and power densities have continued to scale up. And based on the news from TSMC’s recent annual technology symposium, we should expect to see this trend continue as TSMC lays the groundwork for even denser chip configurations.

The problem at hand is not a new one: transistor power consumption isn’t scaling down nearly as quickly as transistor sizes. And as chipmakers are not about to leave performance on the table (and fail to deliver semi-annual increases for their customers), in the HPC space power per transistor is quickly growing. As an additional wrinkle, chiplets are paving the way towards constructing chips with even more silicon than traditional reticle limits, which is good for performance and latency, but even more problematic for cooling.

Enabling this kind of silicon and power growth has been modern technologies like TSMC’a CoWoS and InFO, which allow chipmakers to build integrated multi-chiplet system-in-packages (SiPs) with as much a double the amount of silicon otherwise allowed by TSMC’s reticle limits. By 2024, advancements of TSMC’s CoWoS packaging technology will enable building even larger multi-chiplet SiP, with TSMC anticipating stitching together upwards of four reticle-sized chiplets, This will enable tremendous levels of complexity (over 300 billion transistor per SiP is a possibility that TSMC and its partners are looking at) and performance, but naturally at the cost of formidable power consumption and heat generation. 

Already, flagship products like NVIDIA’s H100 accelerator module require upwards of 700W of power for peak performance. So the prospect of multiple, GH100-sized chiplets on a single product is raising eyebrows – and power budgets. TSMC envisions that several years down the road there will be multi-chiplet SiPs with a power consumption of around 1000W or even higher, Creating a cooling challenge.

At 700W, H100 already requires liquid cooling; and the story is much the same for the chiplet based Ponte Vecchio from Intel, and AMD’s Instinct MI250X. But even traditional liquid cooling has its limits. By the time chips reach a cumulative 1 kW, TSMC envisions that datacenters will need to use immersion liquid cooling systems for such extreme AI and HPC processors. Immersion liquid cooling, in turn, will require rearchitecting datacenters themselves, which will be a major change in design and a major challenge in continuity.

The short-tem challenges aside, once datacenters are setup for immersion liquid cooling, they will be ready for even hotter chips. Liquid immersion cooling has a lot of potential for handling large cooling loads, which is one reason why Intel is investing heavily in this technology in an attempt to make it more mainstream.

In addition to immersion liquid cooling, there is another technology that can be used to cool down ultra-hot chips — on-chip water cooling. Last year TSMC revealed that it had experimented with on-chip water cooling and said that even 2.6 kW SiPs could be cooled down using this technology. But of course, on-chip water cooling is an extremely expensive technology by itself, which will drive costs of those extreme AI and HPC solutions to unprecedented levels.

None the less, while the future isn’t set in stone, seemingly it has been cast in silicon. TSMC’s chipmaking clients have customers willing to pay a top dollar for those ultra-high-performance solutions (think operators of hyperscale cloud datacenters), even with the high costs and technical complexity that entails. Which to bring things back to where we started, is why TSMC has been developing CoWoS and InFO packaging processes on the first place – because there are customers ready and eager to break the reticle limit via chiplet technology. We’re already seeing some of this today with products like Cerebras’ massive Wafer Scale Engine processor, and via large chiplets, TSMC is preparing to make smaller (but still reticle-breaking) designs more accessible to their wider customer base.

Such extreme requirements for performance, packaging, and cooling not only push producers of semiconductors, servers, and cooling systems to their limits, but also require modifications of cloud datacenters. If indeed massive SiPs for AI and HPC workloads become widespread, cloud datacenters will be completely different in the coming years.

Read MoreAnandTech

As has become tradition, the next batch of free games for PlayStation Plus subscribers has leaked early (via Dealabs). The user known as billbil-kun has been spot on with PS Plus leaks for nearly a year at this point, so it’s pretty safe to say that July’s leak will prove to be true. July 2022’s PS Plus lineup is said to include Crash Bandicoot 4: It’s About Time, The Dark Pictures: Man of Medan, and Arcadegeddon. The trio of new PlayStation Plus free games will be available starting July 5 for PS4 and PS5 users. This is one of the better PS Plus lineups of the year, so PlayStation Plus subscribers have a couple of fun games to look forward to trying in the near future.

Crash Bandicoot 4: It’s About Time is the best-known of the bunch. Originally released in late 2020, Crash Bandicoot 4 brought back the iconic mascot in style. It retains the level-based formula of the early Crash games while adding modern flourishes for a smoother overall experience. Crash 4 is fast-paced platforming fun that requires nimble fingers and quick wits. While it’s a great family-friendly game, it is more challenging than most AAA platformers on the market today. Both the PS4 and PS5 versions will be free, so PlayStation 5 owners can get performance improvements.

Decidedly not kid-friendly, The Dark Pictures: Man of Medan is the first entry in Supermassive Games’ horror anthology series. Similar to the studio’s other hits like The Quarry and Until Dawn, Man of Medan is a narrative-based adventure with an emphasis on player choice to alter the course of the story. Man of Medan follows five friends who go on a trip together. What could go wrong?

Arcadegeddon is a cooperative multiplayer shooter set inside of an arcade game. It supports up to four players and has both PvE and PvP activities. Arcadegeddon is played from a third-person perspective and has stylish visuals that look quite fitting alongside the premise. It has flown under the radar since becoming available last summer, but we imagine the servers will be pretty active once it’s available to PS Plus members. The PS4 and PS5 versions of Arcadegeddon will be available to claim.

Make sure to grab June’s PlayStation Plus freebies, including God of War, before they are replaced by the new lineup on July 5. As a reminder, the monthly trio of freebies are still available for all PlayStation Plus subscribers, regardless of which tier they are signed up for. If you subscribed to PlayStation Plus Extra or Premium, make sure to check out our list of the best PS4 and PS5 games in the library to download and play today. Also, Premium members should take a look at our roundups of the best classic games and best PS3 games to stream.

Read MoreGameSpot – Game News

When Spec Ops: The Line was released in 2012, military shooters were still at the height of their power. Just shy of five years on from Call of Duty: Modern Warfare, to make a military shooter during this Imperial Phase was typically presented as an objective search for authenticity draped in the flag of solemn respect for the troops, a dual approach designed to avoid uncomfortable questions around the genre’s obeisance to and glorification of the military-industrial complex.

In stark contrast to its contemporaries, Spec Ops refused to shirk uncomfortable questions. It takes for granted that it’s a bit f***ed up to enjoy video game violence. Then it goes a step further: It seems to actively despise its own existence. Over the course of its single-player campaign, Spec Ops: The Line is unwavering in its commitment to the idea that not only is the protagonist of a military shooter a psychopath, but that our demand for and enjoyment of them reveals something deeply ugly about our culture.

Developed by German studio Yager Development, who had previously made the sci-fi flight combat game Yager (2003), and published by 2K Games, Spec Ops: The Line tells the story of Captain Martin Walker, the playable character, and his two squadmates, Sergeant John Lugo and Lieutenant Alphonso Adams, a Delta Force team on a recon mission into the heart of sandstorm-devastated Dubai. They are attempting to make contact with Colonel John Konrad, commander of the 33rd Infantry Battalion, who had been leading relief efforts in the city until the storm severed all communication and the UAE government designated Dubai a “no man’s land.”Konrad’s name is an on-the-nose reference to Joseph Conrad, author of Heart of Darkness, the late 19th century novel that critiqued imperialism and provided the inspiration for the Vietnam War film Apocalypse Now.

Walker and company are sent to investigate after a radio message finally emerges from the dust-shrouded city: “This is Colonel John Konrad, United States Army. Attempted evacuation of Dubai ended in complete failure. Death toll… too many.” When they arrive, the trio find themselves caught up in a three-way struggle for power between Konrad loyalists, a splinter group of 33rd soldiers who mutinied against Konrad, and the CIA-backed locals trying to drive Konrad–and indeed every American–out of their city. What began as a straightforward rescue quickly becomes more complicated. As events evolve, and facts continue to slip from their grasp like sand between fingers, Walker, Lugo, and Adams try to remind themselves that they must stick to the mission. “Anybody think we should try talking to these guys again? I mean, we did come here to save them,” says Adams. But, gradually, as the bodies continue to pile up, inevitably they find themselves unable to discern what that mission is. “Man, we are way past that point,” replies Lugo.

As a third-person shooter, Spec Ops adopts many of the gameplay features of the genre. In this sense, it adheres to the formula and resists experimentation. Walker will stick to cover with a press of a button in much the same way as Gears of War popularized some years earlier. Similarly, you aim with left trigger and shoot with right trigger. Holding A sees Walker sprint, B vaults over cover, X hits enemies in melee range, and Y tosses a grenade. Squad commands are minimal and context-sensitive; you can tell Lugo and Adams to prioritize specific targets with the tap of a button, but otherwise they pretty much get on with the job of doing very little and leaving the shooting to you.

Mechanically, it must be said, Spec Ops: The Line is competent but not particularly interesting. Where it is notable, however, is in its narrative and in its critique of the broader medium. That’s partly what drew video game critic Brendan Keogh to write a book about it. In 2012, some months after the release of the game, he published “Killing Is Harmless,” a 50,000-word critical reading of Spec Ops: The Line. Keogh wrote it to explore how Yager questions why we enjoy video game violence and the way players can consider their own complicity in perpetrating virtual war.

“What I found interesting about Spec Ops wasn’t just what it said about video games and violence, but how it said it,” Keogh tells me over email, a decade later.

“It can’t really be boiled down to any one twist moment like BioShock’s ‘Would you kindly’ moment, but rather it’s in how the game systems, visual tropes, and character development slowly shift over the time. An action at the start of the game and the same action at the end of the game can feel radically different because of broader contextual shifts in the narrative and visual presentation.”

As Walker, Lugo, and Adams journey deeper into Dubai’s “heart of darkness” and their mission dissolves before their very eyes, they begin to fray. Physically, the three of them bear the scars of their experience. Blood stains, torn clothing, and deep wounds are depicted as permanent changes to their character models. Their physical actions become more ragged; melee attacks transform from swift knockouts to brutal pummellings. Likewise, the cool detachment of their early communications boils over into hoarse screams of “Reloading!” and streams of curse-laden epithets. By the end of the game, these men are entirely untethered, not only from their original mission but from reality itself.

“It was these gradual transitions that fascinated me about the game and which I wanted to capture,” explains Keogh. “It felt like the only way to do that was to narrate an entire playthrough in a way that drew attention to those subtle transitions and shifts in tone. I definitely didn’t have plans to ‘write a book about a videogame’ before I played it. It was just the right format to explore what I wanted to explore about that game.”

Spec Ops arrived at a time when commercial video games, from both major publishers and independent developers, were self-consciously reflecting on the nature of being a video game. Not just BioShock (2007) and its famous “Would you kindly…” line, but games such as Braid, The Stanley Parable, Nier, Far Cry 2, even Portal were exploring what player agency meant in a video game, its strengths and its shortcomings, and the types of experiences the idea engenders. Perhaps more than any of them, Spec Ops: The Line wanted to reject the concept of video games as power fantasy.

“Those games were really pushing against a very dominant mode of presenting video games in games culture and marketing that essentially boiled down to the customer or player is always right,” Keogh says.

“For decades, alongside this masculinizing of video game culture, video games became these power fantasies where ‘interactivity’ and ‘agency’ empower the player to be the most powerful agent in the world, to make meaningful choices, to save the world, etc. You see it shot through video game marketing in the 1990s and 2000s in particular. Games like Spec Ops, Bioshock, Stanley Parable, were a whole wave of games that essentially asked what if the player isn’t actually all powerful?”

Keogh posits that games are essentially about following rules and doing what you are told. Sure, you have freedom, as the marketing is always keen to emphasize, but it’s always a restricted freedom, the specifics of which that same marketing is less eager to detail. Spec Ops: The Line and the abovementioned games of that late ’00s and early ’10s era were pushing back on a normative way of thinking about game design and aesthetics that was really meaningful and valuable. But a decade later that work has been done.

“We kinda know that now,” says Keogh. “These days, it’s not nearly as exciting and revolutionary to suggest that maybe the player isn’t all powerful. Without considering the historical context, games like Spec Ops and BioShock almost seem a bit naff and basic in their critique.

“Since then,” he argues, “we’ve had a decade of independent and alternative gamemakers, not least of all the various queer devs working with Twine, who have radically upended what we thought we knew about how video games express ideas and how players and video games work together in different ways. A triple-A game going, ‘Gee, what if militaristic violent power fantasies are bad actually’ isn’t quite as provocative these days.”

Still, that shouldn’t diminish the work that was done. Replaying Spec Ops: The Line today, for all that much of its moment-to-moment action feels formulaic, it’s still shocking the extent to which the game wants the player to recoil from this idea of video game as power fantasy. At the time of release, a common criticism directed at The Line from reviewers and players was that the game’s critique of video game violence didn’t allow the player the option to not perform that violence.

But such a take only perpetuates the very idea The Line wants to criticize. It is not merely vital to the critique of video game violence that The Line is itself a relentlessly violent game, but it is utterly essential to the power fantasy critique that for the player there is no escape, no reprieve, no power to pause and select a different option. Other than turning the game off, of course.

While Keogh agrees that this criticism misses the point, he has sympathy for another common argument leveled against the game.

“A more persuasive critique to me was that telling the player they should feel bad for enjoying violence,” he says. “Or [telling the player] that they are ‘the real monster’ really just shifts the blame for these sorts of militaristic games existing onto the individual consumer when the publisher and the studio decided to make the military video game in the first place, right? It’s like an airline company blaming their passengers for climate change.”

This tension is most evident in the loading screens. As in any game, The Line’s loading screens contain a sentence or two of text to give the player something to do while they’re waiting for the next area to load. What start out as conventional gameplay tips (“Lugo’s sniper training allows him to dispatch long-range targets”) or basic plot details (“Rumors claim Konrad is still alive and hiding somewhere in Dubai”) give way to commentary on the game itself. During the latter half of the game, even the loading screens offer no relief from the horror and suffering:

“Dubai’s harbor was filled with sand when storms first wracked the city. The corpses were your doing.”

“Do you feel like a hero yet?”

“If you were a better person, you wouldn’t be here.”

Rather than merely scolding the player for doing the only things the game allows them to do, the loading screens perhaps also reveal some of Yager’s own frustration at having little to no choice about working on the project, something that Keogh felt he detected in conversations with members of the team.

“I think what’s fascinating is to consider the development context of the game. A new video game in the Spec Ops franchise was going to exist one way or the other. The publisher wanted it to! And this studio, Yager, had to make it to get the money to stay afloat.

“What’s fascinating about Spec Ops is you can feel the frustration of the developers themselves of having to make this basic military shooter. There’s an anger in it, a contradiction in how it hates itself. I don’t think it’s simply offsetting blame for the whole military-entertainment complex onto players. I think it’s a collective cry of frustration from a team of developers for having to make a game like this in the first place. It’s so rare that the personality of the developers is so visible in a triple-A game, and the way those contradictions and emotions feel baked into the very design of the game is so fascinating to me.”

Midway through Spec Ops: The Line, there’s a now-infamous scene where Walker, Lugo, and Adams sneak up on a camp where they are heavily outnumbered by the 33rd. They take out a guard and discover that his lookout houses a launcher and supply of white phosphorous. This exchange follows:

Adams: “This might help.”
Walker: “Fine. Set it up.”
Lugo: “You’re fucking kidding, right? That’s white phosphorus!”
Walker: “Yeah, I know what it is.”
Lugo: “You’ve seen what this shit does…”
Adams: “We might not have a choice, Lugo.”
Lugo: “There’s always a choice!”
Walker: “No. There’s really not.”

There really isn’t a choice. You can ignore the white phosphorous and open fire on the soldiers below using conventional arms, but their numbers keep replenishing while your ammo does not. Eventually you will die if you don’t use it.

So you flick on the laptop connected to the targeting drone and watch the muted, black and white feed from above. You move a targeting reticule around the screen, pull the trigger and Walker instructs Adams to fire the launcher. A moment later white clouds appear on the screen, accompanied by the shouts and screams of the victims below. This view doesn’t change for the length of the two-minute sequence. You can’t look up or look around or close the laptop.

It’s a scene reminiscent of the AC-130 mission from Call of Duty: Modern Warfare. However, while that game chose to focus on the cold detachment of a war fought at the distance of a drone, all-too-easily interpreted as approval for the professional and efficiency of the modern American military, The Line offers no such relief. Instead, it rubs your face in the very atrocity you’ve wrought.

As the scene continues you eventually notice that the focus has shifted subtly, or perhaps you only just notice it for the first time, but you realize that you’re no longer looking at just targets on a screen. You’re looking at Walker’s face reflected back off the monitor. You’re staring into his eyes as you target another group of the 33rd in the camp below and calmly tell Adams to kill them in a cruel and horrifying manner. You realize you’re staring at yourself.

“We need to keep moving,” Walker says after the smoke clears on the camp and the charred bodies of dozens of civilians caught in the white phosphorous rain are revealed.

Walker’s fragile mental state continues to deteriorate as he closes in on Konrad, still perhaps clinging to the belief that this one man was responsible for every horror that has happened since arriving in Dubai. Hallucinations, dream sequences, repeating scenes pile up until it’s impossible to discern what’s real in this completely unreal video game.

“None of this would have happened if you’d just stopped,” Konrad tells Walker near the very end. But they didn’t stop. They couldn’t stop. Yager couldn’t stop. And neither could you.

Read MoreGameSpot – Game News

Programming has quickly become one of the most sought-after skills in today’s professional marketplace. If you’re looking to break into this sector without breaking your bank, consider checking out the All-in-One Learn to Code Certification Bundle, which offers nearly 2,000 lessons for just $45.

The amount of content included in the Learn to Code Bundle is staggering, with 15 courses, 236 hours of instruction, and an eye-watering 1,933 unique lessons. A variety of topics are covered, including in-demand subjects such as Python and SQL. All courses are aimed at beginners, making this an affordable way to dip your toes in the programming waters and see if it’s a good fit. Here’s a look at all 15 courses in the bundle:

Google Go Programming for BeginnersThe Python Mega Course: Build 10 Real World ApplicationsThe Complete 2022 Web Developer Bootcamp: Build 15 ProjectsJava: A Complete Tutorial from Zero to JDBC Course 2021Swift 5.5 Hacking iOS 15 App Development with SwiftUI 3 & Xcode 13NFT Blockchain Decentralized App Development with Solidity & JavaScriptJavaScript Beginner Bootcamp 2022Create Your First DApp on Ethereum: A Concise TutorialAWS Certified Solutions Architect Associate: Complete CourseDevelop & Publish a Google Chrome ExtensionBuild Responsive Real World Websites with HTML5 & CSS3C++: Master C++ with Step-By-Step Examples for BeginnersSQL: Master SQL Database Queries in Just 90 Minutes!Fullstack Web Development: Build Websites with Node & MongoDB NoSQL Databases2022 Complete Ruby on Rails 6 Bootcamp

That’s a lot to wrap your head around. But with lifetime access to every lecture, you can work through the 236 hours of content at your own pace. You can even come back years later for a refresher on obscure topics. You’ll also benefit from a wide variety of instructors–ensuring you’re not getting a myopic view and exposing you to different opinions within the industry.

Interested in programming, but want something more specific to game development? Consider checking out this discounted bundle that’ll teach you how to use the Unreal Engine.

Read MoreGameSpot – Game News

Lego Brawls looks like it belongs among the resurgence of side-scrolling, cartoonish fighting games that have recently cropped up to join the ranks of Nintendo’s beloved Super Smash Bros. series. But expecting it to be much of a fighting game, with all the complexity that entails, would be a mistake. Lego Brawls is more accurately described as the items side of a Smash Bros. fight–a whole lot of unpredictable, intense chaos, with a fairly low skill ceiling and a high degree of approachability.

We played a few rounds of Lego Brawls at Summer Game Fest, including both its single-player and couch co-op matches. In single-player, you go into eight-player matches, which can also be played online, where two teams fight their way through different Lego-themed locations, bashing each other and trying to capture specific spots on the map in order to earn points. It’s similar to Smash Bros. and other fighting games in its presentation and map design, but that’s about all.

In terms of the actual experience, Lego Brawls is more about embracing chaos. Each player gets a melee object they can bash opponents with, a dash for getting away from incoming beat-downs, and a double-jump for getting around. You have a health meter that determines how much of a wallop you can take, but melee fights generally are pretty simplistic–your real goal is to find items. As in a Smash Bros. game, certain items randomly spawn around the map, giving you weapon power-ups of three different classes, each better than the last.

The items provide access to better gear, which you determine with your loadout. For instance, I choose a plunger as my melee weapon, and an alien blaster, ice cream truck, and dragon as the other items in my loadout. I don’t get access to those other weapons until I find the items in the map, allowing me to call out my ice cream truck, say, and drive it around the map. The truck has armor, offering extra protection from attacks, and hits harder than my plunger, but it only lasts a limited time. So the idea is that you’re hoping to find items that give you access to your best gear so you can turn the tides of a battle, or blast away at some other player’s better weapons and keep them from crushing your team.

The inclusion of those items means that every fight is a nonsensical combination of ludicrous elements, like space ships, horseback knights, giant robots, and whatever else might exist in the various Lego sets that make up Brawls. Playing alone, I took part in an eight-player match against the AI, but even with non-humans, the whole thing created a delightful storm of nonsense. Brawls’ controls don’t require a ton of skill to play or excel with, but the game makes up for that approachability by forcing you to anticipate, strategize around, and deal with a bunch of goofy mayhem.

Though you have multiple items at your disposal for your loadout, they’re equalized by tier–so while my dragon could breathe fire, it was no more powerful than whatever another player might equip into that same spot, like a spaceship. By the same token, my melee plunger is equal to a glowing green alien sword. The ice cream truck plays different from another item you might choose in its place, but it doesn’t give you an advantage over other players’ choices, which allows you to pick items based on aesthetics and play style. In fact, you’re encouraged to get pretty ridiculous with your weapon and character choices.

Finding items that let you use the special weapons in your loadout gives you an advantage against opponents, while also creating a lot of fun chaos.

As you play through Lego Brawls, you’re always earning experience points that unlock pieces from various Lego sets. When you start, whether alone or with friends, you choose a Lego “theme,” and your play time then goes to unlocking pieces from that particular theme. A few we saw included classic Lego sets like Castle and Space, as well as newer ones such as Ninjago and Jurassic Park. That last set was the only licensed theme that popped up during our play time, and it’s unclear whether you can expect to see other licensed sets in the future. But there definitely will be more themes, all of which will be free, and which can come into the game either as updates or limited-time offerings for different in-game events.

The themes added what was possibly the most fun aspect of Lego Brawls–creating an absolutely idiotic character with which to smack around your friends. I built an awful-looking clown-cowboy hybrid wielding a deadly plunger, complete with the horse the cowboy should be riding, which was more like a horse-shaped apron that my clown wore on his chest. Editor Jordan Ramee, on the other hand, quickly put together some kind of scarred and scary pirate character wielding a pair of melee cheerleading pom-poms. And the aforementioned Jurassic Park set included all the characters from that franchise’s movies, including the shirtless Jeff Goldblum as Ian Malcolm. You can take pieces from any character or set and mix them together, so while I made a clown cowboy, I absolutely wish I had constructed a hot shirtless clown chaotician.

Maybe the best part of Lego BRawls is how wild you can go with customizing your Minifig character.

While the larger eight-player matches are relegated to single-player or online play, couch co-op fights are smaller free-for-all bouts with up to four players. Our match, in a tightly built volcano that had the same vibes as Smash’s Planet Zebes level, did away with our loadout weapons because of the smaller scale. Instead, each map has its own specific items you can find scattered around the arenas. The volcano sported bows that offered a significant range advantage, and horses you could ride to plow through your opponents. Ultimately, though, it was the lava that proved our worst opponent–although video producer Dave Klein was a formidable foe as well, ultimately besting both the rodeo clown and pirate cheerleader.

Lego Brawls isn’t likely to replace other couch co-op fighting games, but it doesn’t need to. Instead, it provides an over-the-top take on party gameplay all its own, made all the more enjoyable by its ridiculous customization options. You might not spend hours learning characters and perfecting combos, but Lego Brawls seems like it’ll provide a good time with friends, especially those who aren’t hardcore gamers. Look for it on Nintendo Switch, PC, Xbox One, Xbox Series X|S, PlayStation 4, and PlayStation 5 on September 2.

Read MoreGameSpot – Game News

Prior to Call of Duty Season 4, Vanguard‘s Zombies mode was struggling to find its footing with a combination of new features and the switch to objective-style gameplay. The launch of Der Anfang stripped Zombies down to a very barebones experience, and the later addition of the Terra Maledicta map was only slightly better, leaving the mode still feeling like a hollow snoozefest. Not only was it no longer traditional survival waves, but it was devoid of all the bells and whistles that made Zombies special. However, Season 4’s map shows the potential that Vanguard Zombies has when combining some of the game’s features with a classic round-based map.

Shi No Numa was originally DLC for 2008’s Call of Duty: World at War, the game that first introduced the mode. The map was released during a much simpler time for Zombies, before the arrival of elaborate Easter egg quests, Artifact abilities, or even custom weapon loadouts. And while I still love the original map, it’s a lot of fun to re-experience Shi No Numa with an all-new narrative and the features within Vanguard.

This enhanced Shi No Numa not only reestablishes traditional round-based gameplay, but it also returns the map’s iconic Wunderwaffe DG-2 Wonder Weapon. Instead of just letting us be at the mercy of the mode’s randomized Mystery Box for a chance at getting the Wonder Weapon, as it was in Shi No Numa’s past, Treyarch added quest steps to let us build ourselves a Wunderwaffe DG-2, and these steps are also integrated into the map’s main storyline Easter egg quest.

Shi No Numa’s main quest feels almost as satisfying as firing up the Wunderwaffe DG-2 for the first time. Part of Vanguard Zombies’ previous misfires was the fact that the game launched last year with the Der Anfang map lacking a main quest, and then Terra Maledicta map followed up with a very simple and unsatisfying story quest. Zombies players love their Easter egg hunts, and while Terra Maledicta was a step in the right direction by including some additional side Easter eggs, the quests still didn’t have enough challenge or spice to bring any replay value to the map.

Rather than overly simplify the quest steps and hold your hand too much, as Terra Maledicta’s main Easter egg did, Shi No Numa’s main quest requires much more effort. Still, it shouldn’t be too overly complex for most casual players. It’s also not boring and tedious, so players should be able to have fun with this one. Basically, Shi No Numa’s quest feels like Treyarch made a real attempt to balance the experience in order to please both the hardcore and casual player groups.

Shi No Numa even has classic music Easter eggs and other hidden bits to uncover, which is something that Vanguard Zombies was previously lacking. Shi No Numa’s map feels rich with features, but they’re all very much optional. Old-school players can bypass all of Vanguard’s add-ons and just go for classic survival, but it’s nice to have some of the newer Zombies mode features, such as the armor bench for crafting equipment, the Tome of Rituals, and the Altar of Covenant. Having the extraction option return from recent maps is also a nice bonus for Shi No Numa, because it gives players an option to end the match on their terms, but it’s something players never feel forced to utilize.

I won’t say that this is a perfect enhancement of Shi No Numa, but this is a really enjoyable map. Treyarch’s enhanced version of the map would’ve been even stronger as an addition to Black Ops Cold War’s Zombies mode, where the upgradable perk tiers and abilities were more interesting and worth grinding to level up. Vanguard’s perk tiers don’t let you add any new abilities, and instead you simply just receive an additional 25% boost for each fountain’s specific perk.

Otherwise, my only major complaint is the addition of Vanguard’s most annoying enemy type– Zaballa the Deceiver–from the Terra Maledicta map. This special enemy type isn’t particularly difficult to kill, but destroying all three of her masks is time-consuming. Zaballa starts showing up after round 15, and she spawns almost every single round after. This feels way too frequent and slows down the pace of the higher rounds. Given Zaballa is tied into Shi No Numa’s main quest, I know we’re stuck dealing with her, but hopefully Treyarch can reduce her spawn rates.

While I commend Treyarch for trying something different with Vanguard’s initial plan, Shi No Numa confirms Zombies is more replayable and at its best when the mode focuses on maps designed as traditional round-based survival. If objective-based Zombies comes back in a future title, it would be best served as a side dish like Black Ops Cold War’s Outbreak mode, which gave players a casual and more enjoyable objective mode without taking away from the classic experience.

For those who either didn’t enjoy Vanguard’s first two Zombies maps or were hesitant to even try them, Shi No Numa is well worth diving into the swampland and crafting yourself a Wunderwaffe DG-2.

If you’re planning on jumping in for the first time, make sure to check out our complete Shi No Numa perk guide, and we also provide some general tips to surviving high rounds.

Read MoreGameSpot – Game News

Few MMORPGs last as long as Final Fantasy XI, which celebrated its 20th anniversary in May. 20 years of active service is a monumental achievement for any online game, but especially one built upon the hardcore design of pre-World of Warcraft MMOs that remains strictly subscription-based.

And yet, Final Fantasy XI shows no signs of stopping any time soon, even as Square Enix’s other MMO, the award-winning Final Fantasy XIV, continues to rise in popularity.

In fact, Final Fantasy XI’s player base has grown in the last few years, and until recently it was Square Enix’s most-profitable Final Fantasy game (a title Final Fantasy XIV now holds as of 2021). In the months leading up to the 20th anniversary celebration, Final Fantasy XI even received all-new gameplay systems like the new Master Levels for post-game players, and the ongoing “Voracious Resurgence” questline, which is the first new story content the game has seen in years.

To get more insight into Final Fantasy XI’s continued success, GameSpot interviewed Final Fantasy XI producer Akihiko Matsui and director Yoji Fujito about the game’s 20th anniversary, its enduring legacy, and the possibilities for the future of this beloved MMORPG. Translations were provided by Square Enix.

GameSpot: I’ve heard that the initial expectations were that Final Fantasy XI may only be active for a few years. Now, 20 years later, the game still has a passionate playerbase. Are you surprised the game has lasted this long? Why do you think FFXI remains so popular?

Akihiko Matsui, Producer: Thanks to our players, we were able to celebrate our 20th anniversary. I would like to take this opportunity to sincerely thank everyone at GameSpot, as well as their readers. Our game may seem rather old-fashioned and slow-paced nowadays, but perhaps many subsequent MMORPGs have evolved too systematically and are unable to offer fresh experiences despite being new, which I believe may be why players are considering Final Fantasy XI among their options. It isn’t the most user-friendly game, but we are helped by the fact that FFXI players are experts when it comes to enjoying the game.

Yoji Fujito, Director: First of all, I’m relieved to have celebrated our 20th anniversary safe and sound. The years flew by as we perpetually brainstormed our updates for the game and how to go about fulfilling our adventurers’ desire for adventure, and our 20th anniversary had arrived before we knew it. To be honest, I still can’t believe it’s been 20 years, because it feels as if we just celebrated our 10th and 15th anniversaries just the other day.

So, my reaction to being told, “It’s been 20 years!” is mostly “What? No way!” Regarding why the game has lasted this long, I believe it’s because new content and adjustments are being released on a regular basis, which have been helping in keeping the community engaged.

Speaking from personal experience, I have noticed more new players both in-game and on social media over the past couple years. Certainly some of that may be a consequence of the COVID-19 pandemic and crossover appeal with Final Fantasy XIV, but the game has seen a boost in popularity among YouTubers and Twitch streamers as well. What do you make of popular North American content creators like Maximillian Dood and Tyler “Ninja” Blevins going back to the game in recent years?

Matsui: As you’ve pointed out, the data seems to indicate the boost was a result of people staying home due to COVID-19, but we also saw an influx of Western players returning to FFXI a little before that as well. There may have been other reasons, but I believe streamers made a significant impact in that aspect.

I can only imagine what motivated these streamers to play FFXI, but if I were to guess, FFXI’s battles are slower-paced compared to other modern MMORPGs and therefore suitable for chatting while playing, and may also have been a great way for old-school players to show off their expertise to newcomers.

Part of the 20th anniversary celebration includes the new title track “We Are Vana’diel.” Can you tell us about the decision to add new title music to the game and how the song came to be?

Fujito: The development team wanted to implement something for the 20th anniversary that would have an obvious significance from a meta perspective as well. So apart from holding the limited-time anniversary event, we decided to increase the number of title tracks, something we’d previously only updated with each expansion.This I entrusted to our sound director, Naoshi Mizuta. All I’d told him at the time was, “Please compose a marching song worthy of being called ‘Vana’diel March Ver.20th,'” but the quality of the music he delivered was far beyond what I had imagined.

He apparently composed it based on the idea that Vana’diel is shaped not only by the developers but by everyone involved with FFXI, the selfsame concept that is symbolized in the name of the 20th anniversary special site, “WE ARE VANA’DIEL.” We also went with Mizuta’s suggestion to title this rendition of Vana’diel March as “We Are Vana’diel,” which couldn’t have been more appropriate for the song.

Final Fantasy XI was a groundbreaking MMO in many ways, and was even the first MMO where PC and console players could adventure together. What do you think is Final Fantasy XI’s most important contribution to the MMO space?

Matsui: I’m not aware of whether FFXI contributed anything that stood out compared to other MMORPGs. But if I had to name something, I’d say that it brought Final Fantasy to MMORPGs; in other words, it established a style of games that strongly emphasizes narrative, and includes cutscenes (dramatic scenes) as part of the experience even if they make other players wait for the game to start. We took on many other challenges as well, but it is unclear if they had any impact. In particular, I believe it’s important for developers to maintain responsibility for operations and updates, but unfortunately this style doesn’t seem to have had much traction.

Final Fantasy is known for its powerful storylines and relatable characters, and Final Fantasy XI is no exception. I am especially a fan of the Chains of Promathia and Wings of the Goddess expansions. Which storyline is your favorite?

Matsui: I like Treasures of Aht Urhgan, which allowed us to add jobs that were unique from a system perspective. We actually had a change of staff members in charge of the story starting with Treasures of Aht Urhgan which had me worried during development, but in the end they were able to create a very wonderful story and characters. My favorites are Aphmau and the Serpent Generals. Oh, and we can’t forget President Naja!

Fujito: Personally, I like Wings of the Goddess. The series of main stories about Lilisette are spectacular, of course, but I’m especially fond of the stories surrounding the past of San d’Oria, Bastok, and Windurst, which evoke nostalgia and filled in the blanks I was curious about. The music in the past areas also have a subtle melancholy to their melodies, making the album for this series the one I’ve listened to the most.

While the game has seen numerous expansions and updates that add major new features like the Trust AI party members or new combat mechanics, I have to imagine plenty of ideas were left on the cutting room floor. Can you tell us about any of the ideas wanted to include but couldn’t?

Matsui: To this day, I’d like to include tutorials and other elements that are common in modern MMORPGs but wouldn’t significantly alter FFXI itself. Before launch, we dreamed of a system that would enable users to create their own quests and missions, so that they could continue to play with new quests and missions indefinitely. As an element that might be necessary to make such an idea a reality, I also had ideas for a feature that would allow players to place objects on the field.

One of the most important parts of Final Fantasy XI’s legacy is its influence on Final Fantasy XIV. Obviously FFXI and FFXIV are two very different games, but fans often compare the two nonetheless. What is it like having two MMOs in the same franchise?

Matsui: The assumption very, very early on was that Final Fantasy XIV would inherit FFXI’s customers, after which FFXI would quietly end its role. However, the standards for MMORPGs during the launch of FFXI and FFXIV were too different, and the games ended up with very distinct styles. If FFXIV had been a straightforward upgrade to FFXI, I believe there would’ve been no qualms with terminating FFXI’s service.

Both games have large crowds of dedicated fans and are profitable, so I don’t see a problem with the current situation. At a time when few game companies are operating MMORPGs, I personally think it’s pretty awesome that we’re developing and operating three major MMORPG titles, including Dragon Quest X.

Many players look back fondly on the “Level 75-era” of the game. Have you ever considered adding “classic” servers like other long-running MMOs like World of Warcraft, or adding optional content level caps for players that want to experience Final Fantasy XI gameplay from that time?

Matsui: I’m skeptical about classic servers, especially because I don’t think they’re viable from a business standpoint.

For example, in the case of FFXI, the cost of setting up and running a classic server would require us to charge a much higher fee for it than the main service. While it’s very understandable that someone might want to take a quick look back at the experiences of the time, but the cost is just too high. As such, we hope players can continue to enjoy the current service. On the other hand, if players are looking to challenge certain content at the maximum level of the time, I believe that would be something worth considering.

Another popular MMO, Dragon Quest X, recently announced an offline version of its game. Do you think Final Fantasy XI could work as an offline version to keep it ongoing in the future? I know many players would appreciate having a way to experience the story and world in a different way.

Fujito: We understand the demand for offline versions and remakes, as we’ve received requests for them from various parts of the community. Doing so, however, would simply mean that the game would become something else entirely, and would not be a recreation of FFXI as players have envisioned it.

I myself am concerned that this will be the only title in the Final Fantasy series that cannot be enjoyed once the service inevitably comes to an end sometime in the distant future. How to preserve the game separately from the main service is a major topic that needs to be considered, but at least for now while the service is still active, I hope players will enjoy Vana’diel in its present form.

Thank you again for taking the time to speak with us!

Matsui: Thank you for this opportunity. We have had an increase and return of Western users for several years now, and that has been a tailwind for the FFXI team. It would be wonderful if you could continue to take on the role of communicating with the Western FFXI community. I would like to sincerely thank all the Western gamers who were playing alongside me back when I was playing EverQuest who showed me just how much fun MMORPGs could be.

Fujito: Thank you too, for giving us the opportunity to do this interview!

I have been working on this title for 20 years, but it feels like only a few years ago when the service started. Before I knew it, I was married and my children were in elementary school. And when I celebrated my birthday the other day, I realized that exactly 40% of my life has been involved in the development and operation of this title.

In this way, I feel as if FFXI is truly a part of myself. I’ve grown alongside FFXI and will cherish it for a long time to come. I hope you will maintain your interest in FFXI. Thank you very much.

Read MoreGameSpot – Game News

The United States Supreme Court has overruled Roe v. Wade, the landmark decision guaranteeing a constitutional right to abortion. The controversial decision has already driven a response from some high-profile developers, including Bungie, Insomniac, and Guerrilla, as well as an industry group.

Bungie first signaled its support of Roe v. Wade in May, when news reports circulated of an anonymous leak of a draft opinion. The studio has now reconfirmed that commitment with a travel reimbursement plan for employees who have to travel for reproductive health care. It also provided links to resources for supporting reproductive rights. Several Hollywood studios have announced similar plans.

Though less specific, the social media accounts for Insomniac, Guerrilla, Media Molecule, Bend, Sucker Punch, and Naughty Dog all issued statements declaring that reproductive freedom and bodily autonomy are human rights. Notably, these studios are under the Sony umbrella, and Sony recently announced plans to acquire Bungie. Ubisoft, Fire Hose Games, and Heart Machine have also issued a statement through its own social media.

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— Insomniac Games (@insomniacgames) June 24, 2022

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— Guerrilla (@Guerrilla) June 24, 2022

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— Media Molecule (@mediamolecule) June 24, 2022

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— Bend Studio is Hiring! (@BendStudio) June 24, 2022

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— Sucker Punch Productions 🎮 Ghost of Tsushima (@SuckerPunchProd) June 24, 2022

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— Naughty Dog (@Naughty_Dog) June 24, 2022

Previously, Insomniac pledged $50,000 to an abortion rights group, with Sony matching its contribution. This followed a backlash from both within and outside the company over Sony Interactive Entertainment CEO Jim Ryan urging employees to “respect differences of opinion” regarding abortion rights.

Though these three developers have vocally stepped forward, many others have not. Some may be cautious to wade into politics. EA reportedly told its employees it wouldn’t be taking a stance last month, leading to a planned employee walkout. Those plans were canceled after EA made a statement in support of transgender and women’s rights. GameSpot is reaching out to several major publishers and will report back with any statements.

In addition to these individual developer statements, the International Game Developers Association has issued a statement:

“The International Game Developers Association supports and empowers game developers around the world in achieving fulfilling and sustainable careers. We believe bodily autonomy and choice over one’s own reproductive and healthcare matters are pertinent to achieving this mission. One must be in control of their own health matters in order to successfully manage their career and life.

“As a global organization, we understand that not all individuals experience or have access to freedoms and liberties pertaining to bodily autonomy, and we oppose efforts to weaken existing liberties. We are deeply concerned by increased government interventions undermining and limiting reproductive choice and access to care. We applaud and show solidarity with games industry and community leaders who are taking action to support all who are negatively impacted by these attempts.”

If you’re looking to help, we’ve compiled a list of charities helping in the fight for reproductive freedom.

The overturning of Roe v. Wade is a devastating blow to human rights and progress.
We’ve shared reproductive rights-focused charities before.
You can also donate to the National Network of Abortion Funds to help support anyone seeking abortion access.https://t.co/Hm521cDrL3 https://t.co/x95EhEfnkg

— Techtonica (@FireHoseGames) June 24, 2022

The #RoeVsWade decision is crushing and dangerous. We remain committed to helping support folks who will be affected. https://t.co/nU7xcjh2WZ

— Heart Machine Official (@HeartMachineHQ) June 24, 2022

Read MoreGameSpot – Game News

Lost Ark’s next major update is on the horizon, but when it does arrive on June 30, it won’t include a previously promised feature–Yoz’s Jar.

In a new blog post outlining features coming to the free-to-play MMO in the Wrath of the Covetous Legion update, Lost Ark’s Western publisher Amazon states the Yoz’s Jar cosmetics system described in the game’s recent roadmap won’t be featured in the upcoming update as originally planned.

The jar would have introduced a new cosmetic system into Lost Ark, and while it was primarily just for fashion purposes, epic and legendary skins obtained through Yoz’s Jar would have granted 1% or 2% attack power increases, depending on rarity. Yoz’s Jar cosmetics would have been obtainable from the in-game store via Royal Crystals. The skins could then be sold on the player-to-player market. Players can exchange non-premium currencies like gold for premium ones like Royal Crystals through an in-game exchange system. Therefore, it would have technically been possible for players to buy Yoz’s Jar cosmetics without needing to spend real money.

However, Amazon concedes that while it would be possible in theory, the reality is that the price the items would fetch on the player-to-player market or the amount of gold needed to exchange for crystals would be far out of the reach of most players. Citing player feedback around concerns that the cosmetics could be considered “pay-to-win” thanks to the stat boosts they provide, Amazon decided to cut the feature from the coming update.

“We didn’t want players to feel that the skins found in Yoz’s Jar were necessary for gameplay, especially if gated by a significant monetary or in-game currency barrier, which is why we’ve decided to remove Yoz’s Jar and the skins from the Wrath of the Covetous Legion update,” Amazon wrote. “Flexibility and fairness to players have always been driving forces in the partnership between our teams as we work to ensure that players are able to enjoy and play Lost Ark however they see fit.”

In addition to explaining Yoz’s Jar’s removal, Amazon detailed some free in-game gifts players will be receiving to celebrate the update’s arrival. Players will be able to choose from a variety of upgrade materials and a Mokoko Skin selection chest.

Amazon will release the full patch notes for the Wrath of the Covetous Legion update, which is set to introduce new story content and a new solo dungeon, next week.

Lost Ark continues to be one of the most-played games on Steam since its launch in February, even as Amazon and developer Smilegate RPG look to combat the game’s ongoing botting problems. Since launch, Lost Ark has received two classes previously released in the Korean version of the game. Amazon has promised additional classes will be added every few months.

Read MoreGameSpot – Game News