Narrative adventure games often land developers in a precarious situation. Inspired heavily by film and TV, the genre tends to stand out thanks to its branching paths, interactive roads not taken, and various endings. That means any team making such a game is writing not just one story, like a TV or movie writer, but many, and because any player could travel down any particular path, each one needs to feel satisfying in the end. Thus, many games in the genre struggle to strike that balance. Having played and seen several of As Dusk Falls‘ various outcomes, I find it to be one of the best examples of a story that ends well no matter where players take its characters.

Finding out how that delicate balancing act is achieved is chiefly why I recently spoke to Interior Night, the new studio that launched As Dusk Falls earlier this year. Speaking with CEO and creative director Caroline Marchal and art director Mike Bambury, we also touched on how the game manages to make its motion comic so emotive, that sequel teaser you likely caught at the end of the game, and who the players most cared about keeping safe in the years-spanning crime drama.

This article contains spoilers for As Dusk Falls.

“We’ve got a lot of bittersweet endings, and some of them are even pretty sad,” Marchal told me. “It’s the hardest part, the narrative design. You want to give players enough agency that they feel that their ending is satisfying. That doesn’t mean happy, but satisfying and compelling[…] We’ve got two wonderful writers, Brad [Kane] and Phil [Jackson], who are very experienced in narrative branching. So on paper, we’ve got a good base, but you only realize, I think, once you’re actually playing the game, because you see all the stories are so modular. And sometimes you realize, ‘Oh, wait, this one is really short actually, or this ending, we just have a loose end here.'”

Bringing every possible story thread to a close is a back-and-forth process that is liable to change the story before most people ever get to see the final version. Marchal revealed that an entire branch of the final act was added specifically to account for playtesters who felt Vanessa heading to the national park with the fugitive Jay was too dangerous and felt forced upon them as players. They wanted her to be able to go home and avoid Jay’s likely dramatic fate. After the changes were made to allow players to convince Vanessa to leave Jay and stay safe in the US, the team had to reimagine Jay’s arrival over the northern border. “When Jay arrives alone in the national park, he can meet this park ranger. And this park ranger didn’t exist initially. He’s one of my favorite characters because he’s just like an older version of Jay if he’d had more luck in his life.”

Marchal also revealed that Jay is the character most playtesters and streamers have shown great compassion for–though Zeus the dog is a close second. The team added a way out of the story for Jay that would keep him from killing anyone after sensing that some players felt they needed that option to avoid at least some of the darkness in the complicated saga.

Sometimes, these changes lead to new breakthroughs such as that one, moments born out of necessity that can end up feeling more meaningful to the team and players alike. But no matter what, Marchal says, there is no golden path, and there cannot be one in a game like this.

“We really didn’t want to steer [players], or pass any moral judgment. I think that’s really important, writing all the characters from a place of empathy, hoping that the players will feel the same thing.” That’s a tricky thing when the game puts two families at odds with each other, while telling their stories in a vein similar to how The Last of Us Part II wants you to see both sides of its conflict. “There are no good or bad people in the game. When you take that approach, then it means the story is always thematically resonant, and there’s no better path. Your version of a happy ending might be different than mine.”

The way the game best exemplifies this is in its scenes between Zoey and Jay, the two youngest characters in the opposing families. Zoey can forgive Jay for his family’s misdeeds when they meet in Canada or she can turn the fugitive in to the police. If he’s already been caught, he’ll be on death row, and Zoey can then meet with him in prison to forgive him there, attend his execution, or keep her distance completely.

That forgiveness can come after a fateful night where Zoey loses as many as both her parents, or as few as neither of them, so the specific details skillfully combine with each player’s own morality to bring them to a decision–your own “right answer” might rely on the facts of the event inside the motel many years prior. All of this is then further muddied by playing the game in multiplayer like the world’s most depressing round of Jackbox, where your co-op partners can end up feeling like rivals if their idea of justice looks starkly different than yours. It’s partly this chaotic moral mash-up that led me to give the game a 9/10 in my As Dusk Falls review.

None of these nuances or character arcs land if the performances don’t, and As Dusk Falls uses an interesting strategy to ensure they do. The motion comic art style was not some players’ preference for a game like this–I think some preferred something more like a Telltale or Quantic Dream game where they have direct character movement controls. But because each scene plays out with expert voice work and an enriching sense of atmosphere akin to an audio drama podcast, I had no qualms with it. I was only curious how it was all built. Art director Mike Bambury explained it in detail.

“Every frame is a painting,” he told me, describing the way any particular moment in-game was treated with close attention to detail so that it can stand on its own as an aesthetically impressive moment in time. “We painted about 15,000 of these paintings for the characters, and painting them isn’t the end of the story. We actually had to integrate them with really detailed, fully 3D worlds. And it’s hard, you know, the team did an incredible job, and every single one of those characters has to be hand-composited and graded for color and lighting into the scenes. So, you know, it’s crazy. Nobody does this alone.”

Playing both families swept up in the Holt crimes allows players to see all characters as complicated.

How then does the game so consistently capture the essence of any particular frame in the expressions of its actors, I asked, recalling one of the things that I liked best about the game’s art style. “We were trying to shoot still-frames. And it didn’t work, because we were kind of inhibiting the actors and we weren’t getting those moments you’re talking about. That’s what you want to hit again, and again and again. So we actually shot live-action and full video. And we selected, really carefully, those moments. But if you looked at the source material, you know, the painting, they’re adding portraiture skills on top of that. So what we’re doing effectively is going really deep on every frame, and we’re doing it 15,000 times.”

If it sounds like a novel approach, that’s because it is. No one else is making games this way, but Bambury said the team sought such a creation tool because it needed its versatility. “The thing is, it’s got to be able to tell the story about Vince, who’s having marital problems. It’s got to be able to do bombastic action sequences. It’s got to be able to do all sorts of different things. So to an extent, the conceit of ‘every frame is a painting’ was designing it to be able to tell different types of story.”

While Marchal said the team is still undecided whether to use this process for future games, it seems certain that the teased As Dusk Falls sequel will use it once more at the very least. Despite the cliffhanger, though, the team playfully danced around my questions regarding the sequel. “We’re still very focused on [the first game, including] books one and two,” Marchal told me, “because we try to analyze what people thought of it. What worked, what didn’t work. And we’re also doing patches. So we’re just absorbing all of that. And then a lot of us need a break. So figuring out what’s next, I think we’ll look at that in a couple of months.” Interestingly enough, when I asked if perhaps the team already had books three and four “in the can,” to borrow a filmmaking term, Marchal responded with what could be read as telling. “You know, I can’t really answer that,” she said with an evasive smirk.

It would make sense to record multiple games at a time when using a complicated process like this, especially when you consider some actors, like those portaying young Zoey and Ash, might age beyond their roles quickly. For now, the team is staying tight-lipped about that sequel, even as the game itself leaves little room for speculation.

It’ll be interesting to see how the game accounts for player choices in a sequel. After games like Telltale’s The Walking Dead and Mass Effect have helped pave the way for choice-driven stories to carry player decisions across multiple games, the blueprint is there for Interior Night to follow if it needs to. Then again, as a new studio seemingly more than happy to reinvent the wheel to serve its lofty narrative goals, don’t be surprised to see As Dusk Falls 2 launch with its own way of doing this, too.

As Dusk Falls is now available on Xbox and PC and is included on both platforms via Xbox Game Pass.

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What Assassin’s Creed Infinity is exactly has been unclear for awhile, but in a new Eurogamer interview, Ubisoft’s Marc-Alexis Coté sketched a clearer picture of how Infinity will serve the next era of Assassin’s Creed games.

Assassin’s Creed Infinity is not a game. It is a “hub” and “platform” created to better “[take care] of our meta story,” Coté said. Infinity will launch alongside Project Red, and according to an interview with gamesindustry.biz, signals a new phase in the Assassin’s Creed franchise.

Project Red and Hexe will not launch exclusively in Infinity, but the idea is so that if players wanted to, they could choose to purchase the two games within Infinity. If players buy the standalone boxes, upon launching the games, the Infinity hub will pop up as well. Infinity will also likely have free offerings like the Crossover stories, according to Coté.

From what Coté has described, Infinity is meant to be the connective tissue between different Assassin’s Creed games. For players, Infinity strengthens the franchise’s identity as a whole and makes it easier to discover everything new and old about Assassin’s Creed.

In a sense, Infinity is meant for players who enjoy the series’ meta and want to see more crossovers, more lore, and other types of games divorced from the typical major AAA new Assassin’s Creed release cycle. But Infinity is also intentionally designed so as to not alienate those who simply want to “jump into the past ” and play the newest title regardless of its relationship to lore.

“For people who love the meta story, we’ve never been able to give them enough. They would love an entire game based on the meta story, with gameplay, and full immersion. On the other side,” Coté said. “And I think this represents a sizable part of our audience, a lot of people do not care about the meta story, and would love to jump straight back in time. We’re in a situation where no one’s happy with it, in the sense that people who love it never get enough and the people who don’t like it will always have too much. So that’s where we’re trying to change the paradigm with Infinity.”

On an internal level, Coté also said the Infinity hub will make it easier for other Ubisoft studios to work on Assassin’s Creed games and create diverse offerings. Coté cited Ubisoft Sofia as an example. “They built Assassin’s Creed Rogue, something incredible with [Valhalla expansion] Dawn of Ragnarok, and many other gems like their DLC for Origins Curse of the Pharaoh which was brilliant as well,” Coté said. “So, can a studio like Sofia impress our community with a project that’s not necessarily a 150-hour long product? Because when we build a 150 hour long product, there’s so much that rests on it commercially, that the stakes become so high. Having Infinity will allow for more diversity in both the periods that we choose to feature and the gameplay that those games have.”

There is a narrative in Assassin’s Creed Infinity, though Coté remained coy on the exact details. Players will be like the present-day protagonist and are exploring “past memories”–essentially, the new and future Assassin’s Creed games like Project Red–for an unrevealed purpose.

But is there an actual playable component in Infinity? Coté was even more circumspect about that. The short answer is–there could be. As of now, however, it’s unknown if there will be a “gameplay” aspect in Infinity that will launch alongside Project Red.

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As we inch closer to Call of Duty: Modern Warfare 2‘s October 28 release date, Activision is throwing out more and more teasers for the game’s multiplayer. A tweet from the Call of Duty Twitter account has now revealed the overhead layout for one of Modern Warfare 2’s new maps.

“Want a sneak peek of one of our favorite new maps?” the Call of Duty account tweeted on September 13, which adds another teaser just ahead of Modern Warfare 2’s upcoming multiplayer reveal at Call of Duty Next on September 15.

We hope we kept you on your toes! Your patience is 100% appreciated 💚
Here’s the full map below: pic.twitter.com/yHM5cHD77F

— Call of Duty (@CallofDuty) September 13, 2022

Activision doesn’t include a name with the image, so all we have is a map layout with plenty of building space and a few circular structures. Based on the road wrapping around the out-of-bounds area of the map, some were quick to speculate this is Marina Bay Grand Prix, which is an urban race circuit map previously shown off during the Call of Duty League finals last month. However, CharlieIntel suggests the map layout is for Museum, which is a map that was showcased during the Modern Warfare 2 reveal event in June.

Infinity Ward has confirmed that it scaled back all of Modern Warfare 2’s standard multiplayer maps to cater to traditional 6v6 matches, while Ground War has separate “battle maps” built from day one specifically for those large-scale modes.

In addition to the full multiplayer reveal at Call of Duty Next, the event presentation is also set to include details on Warzone 2 and the recently announced Call of Duty: Warzone Mobile. Here’s how you can secure a spot for the upcoming Modern Warfare 2 multiplayer beta, which will launch the day after Call of Duty Next.

In other Call of Duty news, Activision announced a new Call of Duty Code of Conduct that all players must acknowledge before jumping into the beta, which is part of the publisher’s effort to cut back on toxicity in-game.

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Octopath Traveler 2 was officially revealed during September’s Nintendo Direct, and it will once again tell the tale of eight interconnected adventurers. The long-awaited game is slated to arrive on February 24 for Nintendo Switch, PS4, PS5, and PC, and preorders are now open for the upcoming title. Here’s a closer look at all available editions and any announced preorder bonuses.

Octopath Traveler 2 Preorder Bonuses

Preorder Octopath Traveler 2 through Steam to get the Travel Provisions bundle. This includes a few in-game goodies to make your early hours of questing a bit less intimidating. Here’s what you’ll find in the bundle:

Healing Grape (M) x 5Inspiriting Plum (M) x 5Revitalizing Jam x 2Gold Dust (can be sold for 5,000 leaves in game) x 1

Octopath Traveler 2 will take players to Solistia as they follow the intertwined adventures of eight new characters. It offers the same gorgeous HD-2D graphics as the original, along with the Break and Boost combat system.

Square Enix has also confirmed that this is a standalone release–meaning you won’t have to play the first to understand the story in Octopath Traveler 2. To learn more about the upcoming game, be sure to check out the trailer below and head over to the Square Enix blog for a lengthy discussion of Octopath Traveler 2.

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Just before the Call of Duty: Modern Warfare II multiplayer beta begins this week, Activision has announced a new Call of Duty Code of Conduct that all players must acknowledge before jumping in. Players must acknowledge this new code, which basically says don’t be a jerk, starting with the open beta, the company said in a blog post.

Anyone who has ever played a Call of Duty game online is likely unfortunately aware of a general air of toxicity among the community. Activision said it won’t be able to stamp this out completely, but this new code of conduct, along with other anti-toxicity measures, are aimed at helping clean up the battlefield as much as possible.

The new code has three core values: Treat everyone with respect, compete with integrity, and stay vigilant. Combined, and with adherence from the community, Activision is hoping this will create a “positive gaming experience for all.” You can see the three core tenets printed below, as written by Activision.

In addition to outlining its new code of conduct, Activision provided an update about what it’s doing to clean up the battlefield right now and get rid of bad actors. Activision said it has banned more than 500,000 accounts from Call of Duty so far, while 300,000 accounts have been “renamed” due to offensive usernames. Additionally, Activision added more languages for in-game chat moderation to help clean things up.

Activision said it uses both automated technology and human moderation for text chat filtering and for flagging accounts with offensive language in the title. The company said it has seen a more than 55% drop in offensive username and clan tag reports from players in August 2022 compared to August 2021 in Call of Duty: Warzone.

“We recognize battling toxicity will be an ongoing effort. We will continue to monitor our titles, address player-submitted reports, and expand our technology to combat toxic behavior,” Activision said.

The Call of Duty Next event takes place on September 15, and it promises to bring news about Call of Duty: Modern Warfare II multiplayer, Warzone 2.0, and Call of Duty Warzone Mobile. Keep checking back with GameSpot for more. The Modern Warfare 2 beta starts Friday, September 16, on PlayStation before coming to other platforms. For more, check out GameSpot’s Modern Warfare 2 multiplayer beta guide.

Call Of Duty Values And Code Of Conduct

1: TREAT EVERYONE WITH RESPECT

We do not tolerate bullying or harassment, including derogatory comments based on race, gender identity or expression, sexual orientation, age, culture, faith, mental or physical abilities, or country of origin.

All members of our community should be treated with dignity and respect.

Communication with others, whether using text or voice chat, must be free of offensive or harmful language. Hate speech and discriminatory language is offensive and unacceptable, as is harassment and threatening another player.

2: COMPETE WITH INTEGRITY

Competitive integrity is core to the Call of Duty experience.

Progression is earned through good, clean gameplay. Cheating and griefing or other threats to fair play will not be tolerated.

You are responsible for how your account is used. The use of cheats, including third-party software, is unacceptable. Exploiting bugs or engaging in any activity that grants an unfair advantage is considered cheating.

3: STAY VIGILANT

Working together we can keep the game fair and fun for all.

To promote an enjoyable gameplay experience, utilize in-game tools to report any incidents or inappropriate behaviors you encounter.

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Today’s Nintendo Direct livestream revealed new gameplay for Bayonetta 3, and a longer video after the event showcased more of the titular witch in action alongside a newcomer to the series, Viola.

Like the previous two games, Bayonetta’s combat is a mix of stylish offense and well-timed dodges that activate Witch-Time, in which the world slows to a crawl as the Umbral witch unleashes devastating offense in that state.

While Bayonetta can easily eliminate scores of enemies with her magic and guns, bigger enemies will require her to summon Infernal Demons. While these summons do leave her exposed–don’t worry; there’s a safe for work option that tones down the more risque visuals–these demons are powerful allies who’ll stay on the battlefield until Bayonetta runs out of magic. With these demons her side, Bayonetta is able to easily switch between hard-hitting combos, titanic allies, and lethal finishers to wipe out anything that stands in her way.

The other trick up Bayonetta’s sleeve is Demon Masquerade, in which she channels the power of the demons bound to her weapons and morphs into powerful new forms that can use destructive new attacks.

In contrast, Viola is a scrappier fighter with no time for elegant theatrics. She can activate Witch Time by blocking attacks at the right time and summon the demon Cheshire bound to her sword. Doing so does force Viola to fight bare-handed and sacrifice her Witch Time ability, but Cheshire will bounce around the screen and attack anything that moves.

For anyone wanting a casual approach, Bayonetta 3’s difficulty settings can be changed at any time. In addition to the three standard difficulty modes, an Immortal Marionette accessory will automatically perform combos and defensive moves for you, but your overall battle results will be penalized if this item is used on standard or higher difficulty settings. Once equipped, you’ll be able to pull off the most graceful combos available by only pressing a single button.

Bayonetta 3 releases on October 28, 2022, for Nintendo Switch and you can check out GameSpot’s Bayonetta 3 preorder guide to secure yourself a copy of the game.

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Following a testing period, Microsoft has now rolled out Discord support for everyone on Xbox. Discord Voice is available across all Xbox Series X|S and Xbox One consoles today, September 13.

Anyone interested in taking advantage of the feature needs to first link your Discord account to your Xbox, even if you’ve linked accounts before.

Discord comes to Xbox

Discord on Xbox will allow players to connect with friends–on Xbox, mobile, or PC–directly from the console. Presumably, Discord on Xbox may eventually allow users to chat to people on PlayStation, too, for supported cross-play titles. Players will be able to see who is on the call and speaking on Xbox. Additionally, players can switch between Discord and Xbox game chat whenever they want.

As mentioned, Discord support on Xbox was previously available to Xbox Insiders. Looking ahead, Microsoft teased that it will have “more Discord experiences” on Xbox to announce in the future.

In other Discord news, PlayStation invested in Discord in 2021, though it was only a minority investment. Microsoft attempted to purchase Discord for $10 billion, but the deal didn’t happen.

In other Xbox news, the dashboard is getting a major UI update in 2023–check it out here. Additionally, GoldenEye is coming to Game Pass.

Read MoreGameSpot – Game News

Much like perfectly fluffed pillows, hot tea, and soft sweaters with too-long sleeves, there is something almost magical about cozy games. The developers at Phoenix Labs recognized this mystical phenomenon–and the extraordinary healing powers these games possess–and thus began work on Fae Farm, an intimate-yet-grand farm sim that they call “a love letter to farming and life sim games.”

Announced during September 13’s Nintendo Direct, Fae Farm is a vibrant-looking Switch exclusive that combines dungeoneering, exploration, magic, combat, foraging, mining, farming, fishing, and curating a cute n’ cozy home into an adorable-looking multiplayer experience. Built with cooperative play in mind, the game allows up to four players to drop in and out of the game seamlessly as they team up to turn an old rundown farm into a proper home. While this story might sound familiar to all you Harvest Moon and Stardew Valley fans out there, Fae Farms celebrates these hallmarks while also delving even deeper into elements such as combat and exploration, allowing players to don fairy wings and venture throughout the land of Azoria rather than solely stick around their homestead.

Ahead of the Direct, I spoke with Katie De Sousa, the creative director of Fae Farm, as well as the game’s product lead, Isaac Epp, and asked them a few questions about Phoenix Labs’ upcoming game. From gushing about their desire for a Ocarina of Time-inspired farm sim and revealing how many hours they have put into Animal Crossing, to outlining the importance of inclusivity in Fae Farm and explaining their patented “Cozy System,” De Sousa and Epp had a lot to say about the Spring 2023 release.

GameSpot: So one of the best parts of a farm sim or cozy game is kind of the comforting rhythm that people can fall into. What does that look like in Fae Farm? Can you describe the day-to-day gameplay?

De Sousa: I think there’s a few manifestations of how that loop can happen for people, depending on their preferred play style. We have a couple vectors for progression, daily cycles of activities that you could do. And they’re quite broad, and players can pick and choose the ones that they really like to engage with, and avoid the ones that maybe they’re not a fan of.

So the overall loop is that you have your farm. What you’re trying to do is–it’s very small and overrun when you first get it–and so you want to build bigger gardens and harvest more crops and clean stuff up and decorate it really nicely and build a bigger home. And there’s a coziness system that relates to the player’s interior decorations, which relates to the player’s health bars.

And so it’s a lot of systems pointing to other systems, but your loop is to get your house cozier, so you’re stronger, so you can go out and get more materials, whether that’s foraging, or going mining, or combat, or critter-catching, or fishing. Or the stuff you like to do could just be farming. [So you] bring that back, get your house cozier, and then continue that loop, like going out, coming home, improving stuff…

And then there’s a linear narrative that will walk you through all of the different environments of the game–all the different kind[s] of main characters in the story. So that’s a little ramble-y, but [it has] this feel of a game that’s quite sandbox-y in nature. So not exactly linear, but there is a linear thread at least.

Is there a sort of day-night cycle in it?

De Sousa: Yeah. We stuck with the traditional sort of like the day-night rollover of a farm sim, where you have your end-of-day summary of all the stuff you accomplished, the things that you sold, any kind of level-ups, and that kind of stuff.

Fae Farm’s press release mentioned that the game is a love letter to your favorite farm sims and cozy games. Can you share a few of the ones that inspired you and how so?

De Sousa: So for me, Harvest Moon was kind of my original and that sort of [sparked], “Oh, there’s farm sims. That’s a thing you can do. How cool.” Another one of my really foundational games was Ocarina of Time, and I always wanted to live on Lon Lon Ranch. So I spent a lot of time there with horse racing opponents and stuff like that. And I was like, “Oh man, I would love to have a Zelda game, but you have a farm on it. And you’re just going out to the dungeons and coming back home.” So that was the original inspiration for me, in terms of where that came from. But Isaac is bringing in all sorts of awesome [experiences.]

Epp: Yeah, I mean, I’ve got well-over 800 hours in Animal Crossing. So that one is definitely top tier for me, in terms of finding a really cozy experience that has quirk and personality and feels unique and special. And I’m one of those people that spends a lot of time decorating, making sure everything looks just the way I want it, and all my outfits right. I’ll also spend 20 hours in a character creator if you let me. And I think another one that jumps out to me is Spiritfarer. That was a real gem of an experience, and had just a lot of good heart to it. It felt cozy and personal. And I think that personal angle is a thing that I just love to see more of in games.

What are some of your favorite features in Fae Farm?

Epp: There are a lot of things in the game that I like a lot. I think the Cozy System is super unique and novel.

Can you describe that a little bit for me?

Epp: Yeah! So as you decorate and develop your homestead, you’re going to get access to more things you can decorate inside your home. And as you make that space more cozy, it will give you more health, more stamina, more mana. And that’s really the way to–I mean, beef up your characters is maybe the wrong way of phrasing it for this kind of a game–but it’s how you get yourself to be stronger and more durable. And all that is just through being cozy, which I think is just awesome.

De Sousa: Some equivalent would be if you’re familiar with the comfort system in Valheim, or The Sims’ decorating moodlet buffs. It’s similar to that.

Were there any other features you wanted to discuss?

Epp: One other thing that jumps out in my mind is just the intuitive approach to standard chores for this type of game. Whether you’re farming or harvesting or whatever, it’s made so that it’s not dumbed down in any way–it really takes some of the fiddly tediousness out of the flow of doing those activities. And as you progress in the game and you get access to more magic, you gain efficiencies that are also really fun and they feel very fulfilling to do. There’s a Water Balloon [spell] that is particularly fun. I’m sure you’ll fall in love with it like we did.

De Sousa: A lot of farm sims tend to just go straight to automation. They’re like, “Oh, it’s a lot of friction to do all of these activities. So let’s just get you to stop doing them. Here’s a machine, that’ll do it for you.” We’re like, “What if we could just make it more efficient, but also way more fun and have these be big moments for the player?” So [with] Isaac’s like, Water Balloon spell–it was in the trailer–you basically summon a giant ball of water that splashes on all of your crops. And it’s very fun to do that. So instead of plunking a sprinkler down and just forgetting about it, now you have this fun thing you can do and feel powerful every day. So that’s sort of the philosophy that we are going for [with] all of the sort efficiency upgrades and stuff for the player.

Epp: It’s important to have the game not play itself, and let the players still play the game.

In the press release, you described the game as built for a cooperative experience, or built with it in mind. How is the game built for that cooperative experience and then are people who play it by themselves still going to have a good time?

De Sousa: That’s a great question. So a lot of how we built the cooperative experience is mostly looking at adventure-craft, survival-craft genre games, and pulling in the things that are done successfully in those games as well as other multiplayer games. And that tends to be picking roles and specialties. So if one person’s like, “Hey, I’m going to be the farmer. So I’m just going to farm–just go hard into that and a few other skills–and you can go do the mining and be in the dungeons and do all the combat stuff. And then, we’ll work together and get stuff done faster by doing it that way.”

So it’s more sort of picking roles and specialties to help each other go faster. But all of that stuff is still accessible to a person who wants to play single-player. And they’re not limited in, “You can only get to level blah.” So you can only pick so many things. You can just level up all of your skills and have access to all of that eventually. It’ll take you longer, probably, single-player, but there’s still some balancing that we’re going to think about doing to make it go a little faster, if you are only one person playing.

Will each person have their own kind of house and farm, or is it a shared thing?

De Sousa: So at first, when you first arrive, you have a shared home and one plot of land. As you guys progress through the game, you’ll unlock new plots of land and that will eventually lead you to a point where you have four houses, so everybody can have their own space.

And then as far as more about the multiplayer experience as a whole, was there anything more you wanted to share?

Epp: I feel like there’s an aspect to this, that in this post-pandemic world, getting opportunities to play with your friends and family is a gift. And getting to do that in an atmosphere that isn’t just about trying to kill each other, makes it a lot more appealing to a broader swath of people within that familial-friend space. And I’m really hoping that people will be able to just sit in their living room together and play. And that might be the most magical way to play the game, is sitting next to your friend or family while you’re doing it. Or maybe you have friends or family that are all the way across the country, and you can get together every once in a while to go work on the farm together.

Can four people play on one console or is it four separate consoles?

Epp: It’s four consoles.

De Sousa: Yeah. Fae actually started as a side project that I was working on with my husband in our spare time and then Phoenix Labs was like, “Oh, we’ll actually incubate this project for you and see where it goes.” But part of the original desire that I had was that I stay connected to my friends through games, and I don’t actually have any of my close gaming friends in the city that I live in. They’re just all over North America.

So we play like, Valheim and V Rising and Minecraft, and all the fun, survival, craft-based, shared-world games where you can progress together and build a home base together–it’s just so satisfying. And I wanted something like that to play with my sister, but she’s a nurse and she has a toddler, so she’s not going to play Valheim with me. So I was like, “But you’ll play something on a Switch! You’ll play Animal Crossing. So how do I get this experience in a package that’s accessible to someone who has a toddler hanging off of them?” And so that’s sort of like, the original intent and the hope to share it with family members who are a little excluded from other kinds of video games.

I love Animal Crossing, but joining a friend’s game–going and getting the invitation code and all of that–is a bit complex. Is Fae Farms any simpler?

Epp: Oh, yeah. Animal Crossing had choices that they made and bless them, they are hard choices to make when you’re making video games. So this is not a critique at all, but there’s a lot of friction and there are a lot of weird states that you could get into where you’re just sitting and watching animations play forever, waiting to play with your friends. And if a lot of people were on your island, it could create some, just really catastrophically, confusing situations. We’re trying to not do that and, wherever possible, just allow people to drop in, drop out. It should be fairly seamless, and it will be using the friends that you have through Nintendo and through the Switch. So we’re not coming up with our own friend system that you have to manage inside of their already existing ecosystem.

De Sousa: Something that we were considering when we were thinking about multiplayer and how it would work was, “So we want to host servers? Do we want to have the player host their own server and then people would connect to it?” And that’s what we ended up going with just because hosting servers externally also was a lot of extra friction for players because a lot of this audience doesn’t know what that means. We don’t want to have to force that burden of knowledge on them just to be able to play. So if they’re like, “Oh, I’m going to start a farm. Come to my farm.” That should be all that they have to know, ideally.

When you have those four players, is it locked where, in order to play the game, you need all four people there? Can one person leave and a new person come in? How does that work?

Epp: You can play with any or all of those people at once. If someone needs to leave, because their toddler’s fussy, they can totally do that. Or if you want to [say], “I’ll be back in an hour after I go make a sandwich,” it’s all totally fine. And if you want to invite someone else, they can pop in and play too. It’s pretty flexible in that way.

De Sousa: Yeah. We’re hoping to allow a broader number of people to be able to be on, let’s say the Whitelist for the farm save that you have, and four of those people could play at once. Just so that if you have a game with four people and you want to bring a couple of their friends to see what you’ve done [or] see how you’ve decorated with your friends, they can come check that out at some point.

Is it one farm per save or Switch?

De Sousa: We want to have multiple saves on your Switch, so not like Animal Crossing where you’re limited to one island. This would allow players to be like, “I want to have one farm where I progressed with this group of friends, one farm where I progress with this other group of friends, and I want maybe a single-player game for myself.” Because everybody has more than one Stardew Valley save.

What types of steps are you taking to make sure the game is inclusive and accessible?

Epp: I want any game I work on to allow the players to find themselves in it. I think that is really important. And I’m glad that it’s getting talked about now. It is important. Our character creator, as an example, will let you choose any look you want, any clothes you want, you can select your pronouns, and be who you are.

Amazing. And what about accessibility?

De Sousa: In terms of mechanic design, we’re aiming to have things be a lot simpler for players to access. So the reason why we went with a locked camera is to allow people who don’t have the capacity to control so many things at once to be able to play the game and have a good time and not be overwhelmed by, “I have to control my character and my buttons and my camera?” So things like that just to make it a step easier for people.

Epp: There are a lot of input things that we’re trying to avoid wherever possible, too. Things like button mashes are really difficult for a lot of people, especially if they have limited dexterity in their hand. So instead, making that a press action or maybe a brief hold so that it’s not quite as physically difficult, is a piece of it. All of our interface design is done purely with values. So in practicality, that turns out everything is black and white when it’s all designed and laid out and we make sure that it works perfectly there before any color is applied to it, so that it basically makes it really colorblind effective. No matter how you perceive the colors, it’ll work for you.

PR representative: Yeah. Just to jump in real quick, I think maybe too–as we get further along in development, maybe closer to launch–we’ll have specific accessibility features that we can give you.

Perfect. Was there anything else that you wanted to talk about?

Epp: The art style is wonderful. Yeah, you got exposed to it in the trailer, but when you’re running around it, it feels cared for. Every time you’re running over a rock or you’re going around a tree or you’re jumping on top of a house, you can tell the people that made the game, spent time looking at that one spot and making sure that it felt right

De Sousa: For the art style specifically, the goal we had in mind was to make the world feel like you were in a storybook, not so much hitting you over the head with it, where it’s, “Look at all the parchment textures and all of the drawing lines.” It’s sort of like in the background, you just feel like you’re in a magical place. You just fell into a storybook and this place is real, but it’s like, it’s a little bit abstracted–a little bit simplified, a little bit rounder, a little bit more friendly, a little bit more vibrant, a little bit more playful than a real world. And we also wanted to make sure that it looked handcrafted. So as Isaac mentioned, that feeling you get, when you look at the environment and you’re like, “Oh, this place was crafted with a lot of love, that sort of comes through in that handcrafted quality.”

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It’s Tuesday, September 13 and we’re back with another edition of our Wordle guides. For the past few days, the Wordle database has not been too kind to the players, consistently offering up difficult words that are giving players fits. Unfortunately for those who don’t enjoy these types of Wordles, today’s answer has continued to follow that trend. It’s another difficult answer, and that means that players everywhere will need a little nudge in the right direction. That’s where we can come in with some assistance.

If you haven’t started the Wordle yet, you can check out our list of recommended starting words to give yourself an advantage before you’ve begun. However, if you’re already a few guesses deep, then you might be searching for a lifeline. Luckily, we’re here to provide just that. Below, players will see two hints for today’s Wordle in addition to the full answer. If players don’t want to be spoiled, they should avoid reading past the hints, as that’s where the full answer will be located.

Today’s Wordle Answer – September 13, 2022

We’ll begin with two hints that directly relate to the Wordle answer, but won’t immediately give the word away.

Hint 1: This word has a couple of definitions, one being the term for an extremely early stage of a game’s development. Sometimes, developers will let players play a test of a game in this stage, but it won’t be finished and its full release date would be a ways away.Hint 2: This word has one vowel, but it is repeating. The vowels come at both the start and end of the word.

If you weren’t able to guess the answer from our hints, then fear not, as we have the full answer right here. The full answer to the September 13 Wordle is… “alpha.” The repeating “a” and the fact that it comes at both the start and end of the word is sure to trip some players up. That’s not a structure in a word that gets used very often. However, hopefully, every player was able to get the Wordle correct and continue their streak. Check back tomorrow for another edition of our Wordle guides.

Read MoreGameSpot – Game News

Square Enix has announced that its online game Babylon’s Fall will be shut down next year and that the game’s planned update has been canceled. In a statement on its website, Square Enix noted that it will be “terminating the game’s service” less than a year after it launched.

“With the desire of delivering an exhilarating online multiplayer action-RPG set in an elaborate high fantasy world, we launched the game’s official service on Thursday, 3 March 2022, and have continued to undertake additional development and operations,” the statement reads. “However, it is with deep regret to inform you that we will be terminating the game’s service on Tuesday, 28 February 2023.”

It is with deep regret that we are terminating the game’s service on February 28, 2023.
Please read our full Notice for further information.https://t.co/mvaFYmOkYB
Thank you so much for your support and playing BABYLON’S FALL.

— BABYLON’S FALL (@BabylonsFall_EN) September 13, 2022

Several months ago Square Enix denied that ongoing service and development on Babylon’s Fall had been reduced and said that it would continue to receive updates while developer Platinum Games worked on new content.

The publisher now says that Season 2 of the game’s planned content will run until Tuesday, 29 November 2022, and the “Final Season” will begin afterwards. In-game events will continue until the servers are shut down, and Square Enix says that it plans to “to implement as many events and other initiatives” as it can.

Babylon’s Fall launched this year on PS4, PS5, and PC, and was met with mostly negative reviews. On GameSpot’s sister site Metacritic, the game has an aggregate score of 41 from 43 critics, and criticism was pointed at the dated visuals, technical problems, and barebones content.

Read MoreGameSpot – Game News