It’s almost time to see what Xur has to offer from his arsenal in Destiny 2, as the enigmatic arms dealer is on his way to the Sol system once again. As usual, Xur will have a selection of Exotic and Legendary-class gear up for sale, just in time for anyone looking to see if his goods can help out in the Trials of Osiris or in the general sandbox.

We don’t quite know where Xur is just yet, but this post will be updated as soon he lands in one of his usual locations following the daily reset. For more Destiny 2 news, check out the mech-themed armor that can earned in Festival of the Lost this month and how Bungie is testing out a new kind of hotfix.

Xur is present every weekend in Destiny 2, starting with the daily reset at 10 AM PT / 1 PM ET on Friday. Bungie doesn’t mark Xur’s location on the in-game map, so it can be easy to miss him if you’re not aware he exists. He only comes to specific locations, of which now there are only three: the Tower Hangar area, on Nessus in Watcher’s Grave, and in the Winding Cove area of the EDZ.

Read MoreGameSpot – Game News


At Roblox, we envision a future where anyone can create anything, anywhere. With 32 million experiences already on the platform and over 60 thousand new experiences published daily, the Creator group is well on its way to bringing this to life.

“We are working to make creation simple, to democratize creation,” said Nick Tornow, Vice President of Engineering for the Creator group. “By exposing increasingly flexible and powerful interfaces for creation – in studio, in-experience, and through the cloud – and in partnership with our creator community – we will make creation in Roblox as natural as it is in the real world, turning all Roblox users into creators.”

It takes a team committed to taking the long view to deliver on this vision, so we spoke with Nick, as well as three members of his team: Head of Studio Stefano Corazza, Software Engineer Jenna Bousellam, and Lead Architect Michael Kryzhanovsky. Through these conversations, we learned about the top technical challenges they’re tackling today, the culture they aim to build, and how they’re working towards the future of creation on Roblox.

Empowering Anyone to Create on Roblox Through AI & Automation

Before Roblox, it would have taken an entire team of specialists—trained in tools that take years to master—to build an immersive 3D experience. While dedicated development studios continue to expand the frontiers of what’s possible on the platform, Roblox continues to be the most inviting place for novices to take their first steps as digital creators. 

Today, most experience creation is done in our free building tool, Roblox Studio. As Stef explains, “Studio is uniquely positioned to open powerful creative capabilities to every user – it’s the best way to get amazing content on our platform.” With Roblox Studio, anyone can build and publish an end-to-end experience with multi-user environments, regular updates, network analytics, matchmaking, monetization, and do it all more seamlessly and quickly. Most people with even modest technical skills can create experiences that host millions of users in under an hour. It’s all backed by our fully-managed cloud software and infrastructure, delivering scale and performance across the world on iOS, Android, Mac, PC, and consoles.

Building on this base, we are working to reduce friction further, to make creation even easier, and for our creators to focus on their ideas.

With advances in natural language processing and machine learning, we’ve identified techniques we may implement in the future. For instance, similar to how AI-powered art tools like Dall-E and Midjourney can take a prompt written in natural language and realize it as visual art, we’re looking at ways to have Studio build interactive objects and scenes without requiring any intricate modeling or coding from creators. 

In Nick’s words, “We want to allow creators to use natural language or other intuitive expressions of intent to get closer to their creative vision.” As Stef puts it, “How many photographers were there a decade ago? Now that everybody has an amazing camera on their phone, we have billions of photographers.”

Upskilling Our Creator Community Through Learning

While we already have a global community of talented creators, every day a new generation of Roblox users makes that leap to become creators. How can we help get these new creators on the path to fully realizing their creative vision and achieving financial success on the platform?

In addition to better tools, we also invest in learning. Nick shares that “we get people on the platform who are being exposed to coding and 3D modeling for the first time ever. So there’s a huge opportunity for us to help them learn the skills they need to be successful.”

While we provide extensive learning resources including documentation, tutorials, and creator forums, we are also adding enhanced learning materials into Studio to make finding help and implementing solutions a breeze.

“If people come into Studio and don’t know how to begin or what to do, that’s an issue we need to solve,” says Michael. “Studio is designed for everyone to be successful. When we think about the bigger picture, it actually helps us deliver more tools to help people express themselves creatively and produce even more awesome content.”

And beyond just helping creators learn, our education initiatives are having a positive impact on the community as a whole. As Jenna explained, “Making our learning materials  – and Studio overall — more accessible and available to everyone should mean more diversity in our creators. And that’s going to allow for immersive experiences that actually represent and uplift the broader set of communities around us.”

Managing the Scale of Data to Deliver a Great Experience for Creators Anywhere

As we lower the barrier to entry and give creators powerful tools to build high-fidelity 3D experiences out of the box, we need to ensure that the full scale and detail of their creations can be enjoyed by users across the world. This means ensuring a great experience on both high-end PCs as well as mobile devices—some of which may not be equipped with consistently-fast connection speeds or the latest hardware. 

“Every day, thousands of creators create millions of pieces of content. That means there’s a lot of complex information produced. We employ our global cloud to distribute creations so people all over the world can optimally engage on their device of choice. The Roblox engine assesses the basic constraints on a user’s device and gracefully delivers the right experience,” explains Nick. “This allows users to realize the most immersion possible without adjusting any settings or being locked out of any content.”

Enabling Innovation Through Our Culture of Open Communication and Collaboration

We’re innovating around a new and evolving category of human co-experience. No single person has all the answers, and we benefit from diverse voices and perspectives. The Creator group is fostering an environment in which different opinions are encouraged, and not knowing the solution (and asking for help) is always OK. The nature of our product and mission also means we don’t just listen to our own voices, but nurture a robust direct line of communication with the creator community – gathering their feedback and iterating in real time. 

“Engineers [at other companies] can often feel far removed from the people that use their products,” says Stef. “Here, as soon as a feature is out, you can see direct feedback on the forums and you can go talk to the creators and developers that use it.” 

Our open line of communication, with our team and our community, is the reason why we’re able to maintain alignment and move forward, even as we navigate uncharted territories. There’s no substitute for having that kind of close feedback loop to build and modify your product. As Stef says, “Iteration is the foundation of building good software.”

Make Your Own Impact

Our leaders ensure that open communication and collaboration are practiced daily within the Creator group. This fosters an environment that enables everyone to make a lasting impact from the start. In fact, Jenna was able to make an impact even before she joined the team full-time. 

“In my last week as an intern, I was able to ship the code to production. A week or so after joining the team full time, I went into Studio and saw the change myself. That was really exciting. I liked knowing that I was working on high-impact projects from day one,” Jenna said. 

With a bold vision for the millions of users and creators on our platform, there’s never been a better time to join the Creator group at Roblox. If you’re looking for a culture that values collaboration, innovation, seeks great ideas from anywhere, and builds products of exceptional scale and complexity, this is the place for you. 

“We’re building technology that enables everyone in the world to express their imagination through creation, without needing to think about how it all works,” says Michael.

Stef puts it more bluntly. “We’re on the precipice of a massive wave of democratization of the creation of content.”


Team Behind the Tech is a series that explores our approaches to tackling Roblox’s toughest technical challenges and highlights the people, culture, and values behind our innovative technologies. If these sound like the challenges and opportunities you want to take on, check out our available roles for the Creator group and learn more at careers.roblox.com.



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At Roblox, we envision a future where anyone can create anything, anywhere. With 32 million experiences already on the platform and over 60 thousand new experiences published daily, the Creator group is well on its way to bringing this to life.

“We are working to make creation simple, to democratize creation,” said Nick Tornow, Vice President of Engineering for the Creator group. “By exposing increasingly flexible and powerful interfaces for creation – in studio, in-experience, and through the cloud – and in partnership with our creator community – we will make creation in Roblox as natural as it is in the real world, turning all Roblox users into creators.”

It takes a team committed to taking the long view to deliver on this vision, so we spoke with Nick, as well as three members of his team: Head of Studio Stefano Corazza, Software Engineer Jenna Bousellam, and Lead Architect Michael Kryzhanovsky. Through these conversations, we learned about the top technical challenges they’re tackling today, the culture they aim to build, and how they’re working towards the future of creation on Roblox.

Empowering Anyone to Create on Roblox Through AI & Automation

Before Roblox, it would have taken an entire team of specialists—trained in tools that take years to master—to build an immersive 3D experience. While dedicated development studios continue to expand the frontiers of what’s possible on the platform, Roblox continues to be the most inviting place for novices to take their first steps as digital creators. 

Today, most experience creation is done in our free building tool, Roblox Studio. As Stef explains, “Studio is uniquely positioned to open powerful creative capabilities to every user – it’s the best way to get amazing content on our platform.” With Roblox Studio, anyone can build and publish an end-to-end experience with multi-user environments, regular updates, network analytics, matchmaking, monetization, and do it all more seamlessly and quickly. Most people with even modest technical skills can create experiences that host millions of users in under an hour. It’s all backed by our fully-managed cloud software and infrastructure, delivering scale and performance across the world on iOS, Android, Mac, PC, and consoles.

Building on this base, we are working to reduce friction further, to make creation even easier, and for our creators to focus on their ideas.

With advances in natural language processing and machine learning, we’ve identified techniques we may implement in the future. For instance, similar to how AI-powered art tools like Dall-E and Midjourney can take a prompt written in natural language and realize it as visual art, we’re looking at ways to have Studio build interactive objects and scenes without requiring any intricate modeling or coding from creators. 

In Nick’s words, “We want to allow creators to use natural language or other intuitive expressions of intent to get closer to their creative vision.” As Stef puts it, “How many photographers were there a decade ago? Now that everybody has an amazing camera on their phone, we have billions of photographers.”

Upskilling Our Creator Community Through Learning

While we already have a global community of talented creators, every day a new generation of Roblox users makes that leap to become creators. How can we help get these new creators on the path to fully realizing their creative vision and achieving financial success on the platform?

In addition to better tools, we also invest in learning. Nick shares that “we get people on the platform who are being exposed to coding and 3D modeling for the first time ever. So there’s a huge opportunity for us to help them learn the skills they need to be successful.”

While we provide extensive learning resources including documentation, tutorials, and creator forums, we are also adding enhanced learning materials into Studio to make finding help and implementing solutions a breeze.

“If people come into Studio and don’t know how to begin or what to do, that’s an issue we need to solve,” says Michael. “Studio is designed for everyone to be successful. When we think about the bigger picture, it actually helps us deliver more tools to help people express themselves creatively and produce even more awesome content.”

And beyond just helping creators learn, our education initiatives are having a positive impact on the community as a whole. As Jenna explained, “Making our learning materials  – and Studio overall — more accessible and available to everyone should mean more diversity in our creators. And that’s going to allow for immersive experiences that actually represent and uplift the broader set of communities around us.”

Managing the Scale of Data to Deliver a Great Experience for Creators Anywhere

As we lower the barrier to entry and give creators powerful tools to build high-fidelity 3D experiences out of the box, we need to ensure that the full scale and detail of their creations can be enjoyed by users across the world. This means ensuring a great experience on both high-end PCs as well as mobile devices—some of which may not be equipped with consistently-fast connection speeds or the latest hardware. 

“Every day, thousands of creators create millions of pieces of content. That means there’s a lot of complex information produced. We employ our global cloud to distribute creations so people all over the world can optimally engage on their device of choice. The Roblox engine assesses the basic constraints on a user’s device and gracefully delivers the right experience,” explains Nick. “This allows users to realize the most immersion possible without adjusting any settings or being locked out of any content.”

Enabling Innovation Through Our Culture of Open Communication and Collaboration

We’re innovating around a new and evolving category of human co-experience. No single person has all the answers, and we benefit from diverse voices and perspectives. The Creator group is fostering an environment in which different opinions are encouraged, and not knowing the solution (and asking for help) is always OK. The nature of our product and mission also means we don’t just listen to our own voices, but nurture a robust direct line of communication with the creator community – gathering their feedback and iterating in real time. 

“Engineers [at other companies] can often feel far removed from the people that use their products,” says Stef. “Here, as soon as a feature is out, you can see direct feedback on the forums and you can go talk to the creators and developers that use it.” 

Our open line of communication, with our team and our community, is the reason why we’re able to maintain alignment and move forward, even as we navigate uncharted territories. There’s no substitute for having that kind of close feedback loop to build and modify your product. As Stef says, “Iteration is the foundation of building good software.”

Make Your Own Impact

Our leaders ensure that open communication and collaboration are practiced daily within the Creator group. This fosters an environment that enables everyone to make a lasting impact from the start. In fact, Jenna was able to make an impact even before she joined the team full-time. 

“In my last week as an intern, I was able to ship the code to production. A week or so after joining the team full time, I went into Studio and saw the change myself. That was really exciting. I liked knowing that I was working on high-impact projects from day one,” Jenna said. 

With a bold vision for the millions of users and creators on our platform, there’s never been a better time to join the Creator group at Roblox. If you’re looking for a culture that values collaboration, innovation, seeks great ideas from anywhere, and builds products of exceptional scale and complexity, this is the place for you. 

“We’re building technology that enables everyone in the world to express their imagination through creation, without needing to think about how it all works,” says Michael.

Stef puts it more bluntly. “We’re on the precipice of a massive wave of democratization of the creation of content.”


Team Behind the Tech is a series that explores our approaches to tackling Roblox’s toughest technical challenges and highlights the people, culture, and values behind our innovative technologies. If these sound like the challenges and opportunities you want to take on, check out our available roles for the Creator group and learn more at careers.roblox.com.



Source link

Stray Gods: The Roleplaying Musical sounds fantastic. And I’m not saying that in the metaphorical sense of “Oh, this seems like it will be really cool.” No, as a musical adventure game with RPG elements, it literally sounds fantastic–the music for this game is incredible. After sitting down for two hour-long previews with narrative director David Gaider, managing director Liam Esler, and art director Benjamin Ee to discuss how this Greek mythology-inspired adventure game came to be, I’m blown away at what the team has already achieved and what they envision for the final product.

During our conversation, I took the chance to ask Gaider about the world-building that went into Stray Gods’ incredibly diverse modern-day Greek pantheon, and the team also walked me through Stray Gods’ opening 30 minutes, showed off behind-the-scenes visuals of concept art, and revealed several never-before-discussed songs from throughout the game, including a touching soliloquy from Asterius to Hecate.

Stray Gods is the debut title of developer Summerfall Studios. It sees you play as Grace (voiced by Laura Bailey), a college-dropout-turned-singer who finds herself becoming the latest and last Muse following the murder of Calliope. The surviving governing body of the Greek pantheon–known as the Chorus–condemns Grace for the crime, forcing her into a search to discover the identity of the true killer within a week’s time or face punishment in their place.

Choice is at the heart of Stray Gods’ gameplay, and the game kicks off with a big one: What type of person is Grace? You can choose for Grace to be more kickass, charming, or clever, and this decision informs what options you’ll have in certain conversations. “Kickass is aggressive and punk rock and powerful and in your face,” Esler told me. “Clever is thoughtful and strategic and knowledgeable. Charming is empathic and caring and trying to do the right thing.”

In the demo I saw, creating a kickass Grace provides you with plenty of opportunities to be confrontational and more direct during conversations; opportunities you wouldn’t have with a clever or charming Grace. For example, when Grace’s best friend, Freddie, expresses concern for how distant and depressed Grace has seemed since dropping out of college, Grace can just play things off or even be a little flirtatious in response. But a kickass Grace can also be direct in that situation and just tell Freddie how it is: Freddie is always supporting Grace, and Grace feels inadequate in how too one-sided their dynamic is.

Your choices in conversations can have small impacts, such as the direction of a conversation, or huge consequences, like which Greek gods become your allies. And as is the case in my favorite kinds of games, they can also influence who Grace ultimately gets to end up smooching by the game’s end, as Stray Gods hosts four romance options: Freddie, Pan (god of fertility), Persephone (queen of the underworld), and Apollo (god of prophecy).

And speaking of characters, Stray Gods builds on a concept most recently popularized by Hades, a game that reimagined the Greek pantheon as a collection of individuals who surprisingly aren’t actually all Greek and reinforced the notion that divine beauty could exist even in those who don’t fit the conventional idea of what’s attractive. Stray Gods goes a bit further than Hades does, however, portraying characters who are fat or have physical disabilities as attractive and desirable as well. It’s a very diverse pantheon of sexy gods.

This celebration of diversity feels most evident when Grace first meets the Chorus. She’s brought to them by Hermes, an androgynous teenage-looking Asian kid dressed to the nines in Hypebeast-inspired clothing. The Chorus themselves are composed of Athena, Apollo, Aphrodite, and Persephone (as well as Calliope, prior to her death), and while Athena and Apollo more closely resemble the traditional idea of Greek gods, Aphrodite and Persephone are noticeably darker-skinned. And aside from all of them being hot, none of them look even remotely biologically related.

This is because, within the world of Stray Gods, the Greek gods can be reborn over and over again. If a god dies near a living person, the essence of who they are, their eidolon, is passed into that person. That’s how Grace becomes the new Muse–Calliope’s eidolon enters her as Grace is holding her when she dies.

“When I came up with [the lore] originally, having the eidolon be passed on to anyone, that created an opportunity to write that, over time, after many, many times that [the eidolons] have been passed on over many deaths, and now we have perhaps a little bit more diversity than there was originally,” Gaider said.

In creating the cast, Summerfall Studios also opted to move away from most of the more popular names in Greek mythology. In the world of Stray Gods, many of the more well-known gods–like Zeus, as well as his brothers Poseidon and Hades–have completely perished or removed themselves from the pantheon entirely. This creates more room to focus on building stories around the other gods and creatures of myth. Beings like Athena, Persephone, Apollo, and Aphrodite have larger importance as the only remaining rulers of this pantheon, and those lesser than them have similarly been promoted to more important roles to fill any empty slots. This is a pantheon that has been around for many millennia, and the old guard is long gone.

Of the new interpretations, Persephone (voiced by Mary Elizabeth McGlynn) has one of the more intriguing storylines. “This is a version of Persephone who gets mad a lot because people think that her story ended when Hades took her to the underworld to be his wife,” Esler said. “But the reality is for her, that’s where her story began. She killed Hades and she took his throne and then the rest of the gods punished her for doing so and exiled her from her realm, so she’s a queen in exile. And she’s never quite forgiven them for that, even after many years, and carries around a hardness and a bitterness.”

I do think Summerfall Studios is a tad behind on the general strokes of this variation of Persephone, as thanks to games like Hades and webcomics like Lore Olympus, I don’t know of any Greek mythology fans who think Persephone’s story ends with her becoming Hades’ wife. Recent tales have already done a great job of breaking the mold of her myth and rewriting her lore so that her story does not end within the underworld, but rather truly begins there. However, Stray Gods’ Persephone is definitely one of the more corporate-like interpretations I’ve seen. She’s demanding and results-oriented, dressing like a businesswoman and treating those she deems beneath her (which, honestly, seems like almost everyone) more like employees who can be easily discarded.

As Ee explains it, when it came to creating this interpretation of Persophone, the team wanted someone who leans into both feminine and masculine vibes in terms of her design and personality. “She has extremely big girl boss energy,” Ee said. “And so a lot of the vibes that result from that is just someone who holds herself up to high esteem, someone who feels very classy. And so she’s wearing this gorgeous silk kimono-esque robe gown. Everything that she has looks expensive because she’s a queen and she’s like, ‘I demand respect.'”

Persephone moves through her scenes with a rigid authority and divine grace, the still images of her character model interspersed in a manner that juxtaposes the more fluid movements of Athena or Aphrodite or the slow meandering of Apollo. Long before she opens her mouth to sternly tell Athena to get on with sentencing Grace to death, you can visually see that she’s powerful but definitely distinct and different from her fellow gods. This visual style of storytelling extends to all the characters, with Summerfall Studios using an animatic style of movement to complement its comic book-looking visuals–in motion, the game looks more like a stylish storyboard than a stop-motion comic, with the 2D character models moving within 3D spaces.

“We pivoted to being as similar to comics as we could, like a cell-shaded look, no rendering involved,” Ee told me when explaining how the team arrived at this style. “It was clear that the identity of Stray Gods was brightening up to be that way, like a lantern in the darkness. We were starting to head towards that direction. [Summerfall Studios character artist] Jessica Lee is an insanely good artist and her dynamic posing is just out of this world. So these expressive characters were brought to life by her hand and it’s so amazing to watch what she does.”

He continued: “So we were going with this very beautiful comic book style. The idea was motion graphics, but as we were implementing our scenes and testing them out, we were realizing that our shots were very static because we were leaning so hard into being comics that we were just having a shot, like a comic panel shot, and we were finding that it just feels immediately dead, that nothing was moving in them. And so we’re like, ‘We need to come up with some sort of way so that we have some motion happening in every scene.'”

Of course, when it comes to actual books, comics have multiple panels across a single page, allowing writers and artists to redirect a reader’s eyes across the page and consequently adding movement to otherwise still scenes. That effect is harder to achieve in a visual-novel-looking adventure game since every still panel fills up the screen and the player is clicking from one still image to the next. If there’s nothing to draw the player’s attention to different parts of the screen, then it doesn’t feel like there’s any movement to the scene, even if the image on the screen is changing.

“When [a shot] takes up a whole screen, suddenly it’s really important where characters are and stuff,” Ee said. “It’s the whole science of where your eye is going to go–leading your eye is what a storyboard artist does. And so I tried my best for a bit but it was very clear that I was just a little fish in the huge ocean, and so we hired our amazing Sasha Mutch, who is a storyboard artist, to help us out with that and it’s been insane. Let me tell you, the level-up has been crazy. And so, again, the project sort of shifted around to being this beautiful animatic-style cinematic experience. Liam calls it the language of motion–it adds this whole new dimension to everything, and it still feels very comic booky, but at the same time, it felt like these characters were almost alive. You can get immersed in their story.”

But as beautiful as Stray Gods is to look at, its musical inspirations most strongly distinguish it from other adventure games. As a Muse, Grace has the divine ability to transform any moment into a chance for folks to express themselves through song. She can’t make anyone sing; she instead transforms the space around her into a musical, providing room for her and the other characters to express themselves. As a player, you don’t choose when these moments happen–they only occur during important narrative beats, where the storyline can branch. You do get to decide how the songs themselves play out though, making choices throughout each musical number that can inform the direction of the song and the story.

During the preview, the team showed me four different songs: one in which Calliope introduces herself to Grace and the two perform a duet, one in which Grace meets and is chastised by Medusa, one in which Grace and Freddie help Asterius admit his feelings for Hecate, and finally one in which Grace confronts Apollo for his insistence in refusing to use his gift of prophecy to help her discover the identity of the killer. If the showing was any indication, Stray Gods features several genres of music–such as jazz, alternative, and rock–and many of the songs can transform and shift midway through as their tone or narrative purpose evolves. Kind of like, you know, a musical.

One of my favorite examples of witnessing how a song can change occurred during Asterius’ soliloquy for Hecate. The bumbling minotaur is not a great singer and starts bombing early into the song as he tries to express himself to the goddess of witchcraft. And as Grace, you can choose to further encourage him, turn to Freddie to lend a more supportive hand, or step in yourself for a more direct opportunity to control the song. When you choose for Freddie to step in, the song loses the stilted elementary rhyming scheme from before and becomes more melodic. It’s really cute.

During songs, you have branching options much as you would with conversations in an RPG. And much like those conversations, the effects of your choices impact not only the direction of that particular song but the songs that come after it. Additionally, each song can influence the direction of the story, and consequently, the story can affect the direction of future songs and which songs you’re even able to experience. For example, each romance option culminates in a musical number, so if Grace falls in love with someone, that can influence both the direction of the game’s story as well as its music. As such, Stray Gods will not have an official soundtrack, as every song can have dozens of permutations. “When we started, it seemed like, ‘Oh, it isn’t that bad–it’s just like dialogue choices, but music. It’s not that much more complicated, is it?'” Gaider said, laughing.

Turns out, it is. It’s way more complicated. “You’re not thinking about genres, or different tempos, or everything like that,” Gaider said. “We brought on [composer] Austin [Wintory] and then the lyrics just–there are certain rules that go into making a song, right? And not just a song, but a musical. I’m aware of how narrative changes the moment you add interactivity. That agency, that changes the rules of narrative. Similarly, the rules of how a song is made or how music works changes as soon as agency enters the picture. But no one’s really done that before, so we didn’t know exactly how the rules were going to change. So we slowly had to figure out for ourselves.”

It’s something that Gaider has wanted to do for a while. Prior to co-founding Summerfall Studios, Gaider worked as the creative director at Beamdog for two years, and before that, he wrote for 17 years at BioWare, where he created the setting for the Dragon Age series and served as lead writer for Dragon Age: Origins, Dragon Age II, and Dragon Age: Inquisition. At BioWare, Gaider pitched the idea of a DLC expansion for Inquisition that would operate as a musical that would have taken place within the metaphysical realm of The Fade. That, sadly, never happened. But it did provide the inspiration for Stray Gods.

“This is a nice check off the bucket list just to see, ‘How does this work?’ and in a way, we’re sort of proving whether there’s interest out there,” Gaider said. “No one’s done it to quite to this level before, so we’re going to see. And I mean, our gut feeling, when we did the crowdfunding, we discovered that there was an audience. There are so many people that came forward and they were like, ‘This game seems like it’s made specifically for me.’ And they’re certainly not alone, but at the same time, when we were talking to publishers and stuff, there was this feeling that there’s no straight line you can draw between this game and something that’s come before to determine, ‘Is it going to be successful?'”

With not much to look at within the gaming industry, Summerfall Studios turned to the music industry for advice. Alongside Wintory, Gaider also worked with musical comedy trio Tripod, as well as art pop musician and Twitch streamer Montaigne for the songs and lyrics. “We approached it from an RPG side, the dialogue side, first,” Gaider said. “Because that part, at least, we knew we understood. I’ve done a lot of that, but it’s like I had to write it with all the critical emotional points saved for later. So I had to write everything around that. So when it comes to the big emotional part, now, instead of writing it myself, I’ve got to sit down with Austin, our composer, I’ve got to sit down with our lyricists, and we have to write that part together, and figure it out.”

Regardless of the choice you make at the start of the game, within each song, Grace has chances to be more kickass and direct, clever and strategic, or charming and empathetic. But those are just narrative consequences of the song. Summerfall Studios wanted to go above and beyond, so these options can translate into musical consequences, too. Kickass choices seem to lean a bit more into rock, while clever is a bit more jazz-focused, and charming choices are more melodic. And all of those musical choices have to naturally flow together like they all seem to belong in the same song.

“And that was the part that tricked me,” Gaider admitted. “Because I’m like, ‘Okay, the [narrative] path, you can understand.’ And then they’re like, ‘Well, but a song has a through line.’ And then they said, ‘What if the first choice that we make determines the catchphrase of the song? What if that is the through line? And then, each time you make a choice, it makes a branch. And so let’s say you have three choices. Instead of being a branch of three, it’s now a branch of nine, because every branch needs itself to branch once for each type of through line that you have active in the song.’ And they’re telling me that this is a required thing for them to do for the song. And I’m like, ‘Shit, that’s a lot of branches.'”

All of these branches culminate in a musical finale, which is Grace making her case to the Chorus at the end of the week. This final song is constructed based on the choices you’ve made in every song and major story decision up to that point, meaning one player’s finale could sound radically different in comparison to another’s. The team could not give me a hard number on how many permutations of the final song exist, but I have to imagine it’s on the large side if it has to make callbacks to dozens of possible decisions.

“I’m glad we left [the finale] for last, because it turned into a big thing when we finally got to the finale song,” Graider said. “We sat down and we just had a series of meetings where we just built it piece by piece, because it callbacks to every other song in the game. But because the songs change when you make choices, we wanted to go back and pick from the choices you made so that the callbacks you’re hearing are specifically the ones that you heard.” It sounds like a lot, and I would have loved to have been a fly on the wall to see what it’s like to record multiple versions of different verses for the same song.

Stray Gods has a lot of strong vocal talent behind its characters. I wasn’t kidding when I started this off by saying Stray Gods literally sounds fantastic–I’ve never grooved so hard to a video game preview before. There’s a lot of good music here that’s backed up by artists who know the craft, all of whom received advice and direction from Troy Baker. Beyond Bailey and McGlynn, Summerfall Studios isn’t ready to reveal any of the names of Stray Gods’ cast and asked me not to announce any voices I recognized. I did recognize quite a few though, and can say that Summerfall Studios has nabbed some incredible talent from across the voice acting and theater industries. I especially like who they got for Medusa (who brings a hissing raspiness to the role that’s simultaneously seductive and creepy as hell), but the voices for always-in-a-rush Hermes and awkwardly bookish Asterius are also inspired choices that got a knowing chuckle from me when their characters finally spoke on screen.

Of the cast I can talk about, I didn’t get a chance to hear McGlynn drop any bars, but Bailey, naturally, popped up in a lot of the songs I got to hear. Bailey does a terrific job as Grace, which comes as no surprise given her impressive lineup of acting credits and singing roles (most evident in her work for Critical Role, where she voices Campaign 1’s Vex’ahlia, Campaign 2’s Jester Lavorre, and Campaign 3’s Imogen Temult, and is a vocalist in “Your Turn to Roll” and “It’s Thursday Night”). Bailey’s musical performances for Critical Role lean a bit closer to rock but as I was watching her performances in Stray Gods, I couldn’t help but recall her saying during The Making of “Your Turn to Roll” video that she’s more used to singing sweeter and nicer-sounding songs. And that’s immediately evident in Stray Gods where most of Grace’s performances seem to be generally more melodic in nature, and all of them are fantastic. Bailey is in her element and it shows.

Summerfall Studios wants players to remain in the element, too, so beyond the choices you make, there’s no interactive aspect to any of the songs. You’re allowed to just enjoy the music. “There is not a mechanic to the songs, you’re just making choices based on how you feel,” Gaider said. “And that was another thing we had to discover because initially, we had more of a mechanic in the songs where you had points you built up. The thing we found out is that any mechanic we put in the song, suddenly players were focused on, ‘How do I build up those points?'” and not listening, really, as much to the song itself. But in [Stray Gods], we’re not just listening to a beat like, ‘This is cool. I want to dance.’ It’s like a Broadway song in that the lyrics you’re listening to are important because they are the story. All the songs happen at all the big, critical, emotional moments.”

Music is transformative, a notion that, within the world of Stray Gods, Grace can make literal. Her power as a Muse can create the space for music, but it can also create a space defined by music. Summerfall Studios calls these spaces Song Worlds, and they transform the scenery in response to music, much like the evolving sets of a Broadway performance.

“Song Worlds were our way of breaking reality in a very beautiful way,” Ee said. “So doing our research into how we could show off the musical aspect of our game, we kept coming back to Broadway stages and stuff like that, as well as checking out music videos, and one of the things that kept showing up was just these weird, sometimes props we would use. K-pop music videos were extremely helpful.”

He continued: “The production [in Broadway] happens so fast that they need to have these very striking environments that don’t need a lot of work to put into them. [The Song Worlds] are more complex, abstract in an abstract way, and the set design is based off the song vibe and what they’re saying at the moment.”

During the preview, I got to see how the team constructed one such Song World for when Grace is confronting Apollo–a fractured, shifting scene that reflects the emotional and mental state of a god who has been repeatedly cursed with the knowledge of future calamities and lacking the means to change them. Over the course of the song, we chose for Grace to be supportive of Apollo while remaining insistent that he use his gift in aid of Grace. These choices manifested in a tonal shift to the initially mournful song, which ultimately ended on a more hopeful note. In the world around Grace and Apollo, the dark space of Apollo’s mind became illuminated by the beams of a lighthouse and saw Grace and Apollo move together in harmony, with Grace’s powerful voice lending strength to Apollo’s softer vocals. It was a surprisingly beautiful end to a haunting song.

“And depending on your choices, the refrain of the song would be totally different and each of the individual verses would be totally different as well,” Esler teased. “That song is about, four to five minutes long and there are over 22 minutes of music for that song. So in a given playthrough, you’d see just a bit less than a quarter of the possible things you could see in that song.”

“Each Song World is an opportunity for us to show off and push harder on the feelings of a song, the emotions and the metaphors specifically when they’re going through lyrics and stuff and talking about depression or something like that,” Ee said. “It would be a lighthouse in the darkness kind of thing, you know what I mean? The feeling of trying to hold on in crashing waves and then dimly lit spaces that feel cramped, stuff like that where in reality these people are just singing in person in a room somewhere.”

“Generally we put songs where there are really big key decisions to be made, and a lot of those have unique Song Worlds,” Esler added. “The thing with Stray Gods that’s important to note is the songs are biogenic–they occur in the world, the characters are aware of them. This is a thing that is actually occurring and part of [Grace’s] power is we wanted to be able to create a reality around what is going on and have the song influence that reality in different ways, and that was the genesis of the idea of Song Worlds.”

I, for one, am sold on the idea of this game. Stray Gods sounds like an incredible experience–it’s definitely not one that I’ve seen before. The notion of a musical where every song evolves and changes based on choices the player makes seems like a staggering ordeal, but if Summerfall Studios pulls it off, I think there’s something special here to be excited about. For now, however, we just have to wait and see. Stray Gods: The Roleplaying Musical does not yet have a release date, though it’s scheduled to launch for PC via Steam.

Read MoreGameSpot – Game News

At Roblox, we envision a future where anyone can create anything, anywhere. With 32 million experiences already on the platform and over 60 thousand new experiences published daily, the Creator group is well on its way to bringing this to life.

“We are working to make creation simple, to democratize creation,” said Nick Tornow, Vice President of Engineering for the Creator group. “By exposing increasingly flexible and powerful interfaces for creation – in studio, in-experience, and through the cloud – and in partnership with our creator community – we will make creation in Roblox as natural as it is in the real world, turning all Roblox users into creators.”

It takes a team committed to taking the long view to deliver on this vision, so we spoke with Nick, as well as three members of his team: Head of Studio Stefano Corazza, Software Engineer Jenna Bousellam, and Lead Architect Michael Kryzhanovsky. Through these conversations, we learned about the top technical challenges they’re tackling today, the culture they aim to build, and how they’re working towards the future of creation on Roblox.

Empowering Anyone to Create on Roblox Through AI & Automation

Before Roblox, it would have taken an entire team of specialists—trained in tools that take years to master—to build an immersive 3D experience. While dedicated development studios continue to expand the frontiers of what’s possible on the platform, Roblox continues to be the most inviting place for novices to take their first steps as digital creators. 

Today, most experience creation is done in our free building tool, Roblox Studio. As Stef explains, “Studio is uniquely positioned to open powerful creative capabilities to every user – it’s the best way to get amazing content on our platform.” With Roblox Studio, anyone can build and publish an end-to-end experience with multi-user environments, regular updates, network analytics, matchmaking, monetization, and do it all more seamlessly and quickly. Most people with even modest technical skills can create experiences that host millions of users in under an hour. It’s all backed by our fully-managed cloud software and infrastructure, delivering scale and performance across the world on iOS, Android, Mac, PC, and consoles.

Building on this base, we are working to reduce friction further, to make creation even easier, and for our creators to focus on their ideas.

With advances in natural language processing and machine learning, we’ve identified techniques we may implement in the future. For instance, similar to how AI-powered art tools like Dall-E and Midjourney can take a prompt written in natural language and realize it as visual art, we’re looking at ways to have Studio build interactive objects and scenes without requiring any intricate modeling or coding from creators. 

In Nick’s words, “We want to allow creators to use natural language or other intuitive expressions of intent to get closer to their creative vision.” As Stef puts it, “How many photographers were there a decade ago? Now that everybody has an amazing camera on their phone, we have billions of photographers.”

Upskilling Our Creator Community Through Learning

While we already have a global community of talented creators, every day a new generation of Roblox users makes that leap to become creators. How can we help get these new creators on the path to fully realizing their creative vision and achieving financial success on the platform?

In addition to better tools, we also invest in learning. Nick shares that “we get people on the platform who are being exposed to coding and 3D modeling for the first time ever. So there’s a huge opportunity for us to help them learn the skills they need to be successful.”

While we provide extensive learning resources including documentation, tutorials, and creator forums, we are also adding enhanced learning materials into Studio to make finding help and implementing solutions a breeze.

“If people come into Studio and don’t know how to begin or what to do, that’s an issue we need to solve,” says Michael. “Studio is designed for everyone to be successful. When we think about the bigger picture, it actually helps us deliver more tools to help people express themselves creatively and produce even more awesome content.”

And beyond just helping creators learn, our education initiatives are having a positive impact on the community as a whole. As Jenna explained, “Making our learning materials  – and Studio overall — more accessible and available to everyone should mean more diversity in our creators. And that’s going to allow for immersive experiences that actually represent and uplift the broader set of communities around us.”

Managing the Scale of Data to Deliver a Great Experience for Creators Anywhere

As we lower the barrier to entry and give creators powerful tools to build high-fidelity 3D experiences out of the box, we need to ensure that the full scale and detail of their creations can be enjoyed by users across the world. This means ensuring a great experience on both high-end PCs as well as mobile devices—some of which may not be equipped with consistently-fast connection speeds or the latest hardware. 

“Every day, thousands of creators create millions of pieces of content. That means there’s a lot of complex information produced. We employ our global cloud to distribute creations so people all over the world can optimally engage on their device of choice. The Roblox engine assesses the basic constraints on a user’s device and gracefully delivers the right experience,” explains Nick. “This allows users to realize the most immersion possible without adjusting any settings or being locked out of any content.”

Enabling Innovation Through Our Culture of Open Communication and Collaboration

We’re innovating around a new and evolving category of human co-experience. No single person has all the answers, and we benefit from diverse voices and perspectives. The Creator group is fostering an environment in which different opinions are encouraged, and not knowing the solution (and asking for help) is always OK. The nature of our product and mission also means we don’t just listen to our own voices, but nurture a robust direct line of communication with the creator community – gathering their feedback and iterating in real time. 

“Engineers [at other companies] can often feel far removed from the people that use their products,” says Stef. “Here, as soon as a feature is out, you can see direct feedback on the forums and you can go talk to the creators and developers that use it.” 

Our open line of communication, with our team and our community, is the reason why we’re able to maintain alignment and move forward, even as we navigate uncharted territories. There’s no substitute for having that kind of close feedback loop to build and modify your product. As Stef says, “Iteration is the foundation of building good software.”

Make Your Own Impact

Our leaders ensure that open communication and collaboration are practiced daily within the Creator group. This fosters an environment that enables everyone to make a lasting impact from the start. In fact, Jenna was able to make an impact even before she joined the team full-time. 

“In my last week as an intern, I was able to ship the code to production. A week or so after joining the team full time, I went into Studio and saw the change myself. That was really exciting. I liked knowing that I was working on high-impact projects from day one,” Jenna said. 

With a bold vision for the millions of users and creators on our platform, there’s never been a better time to join the Creator group at Roblox. If you’re looking for a culture that values collaboration, innovation, seeks great ideas from anywhere, and builds products of exceptional scale and complexity, this is the place for you. 

“We’re building technology that enables everyone in the world to express their imagination through creation, without needing to think about how it all works,” says Michael.

Stef puts it more bluntly. “We’re on the precipice of a massive wave of democratization of the creation of content.”


Team Behind the Tech is a series that explores our approaches to tackling Roblox’s toughest technical challenges and highlights the people, culture, and values behind our innovative technologies. If these sound like the challenges and opportunities you want to take on, check out our available roles for the Creator group and learn more at careers.roblox.com.

The post Team Behind the Tech – Creator Group appeared first on Roblox Blog.

If you’re looking for the best PC gaming deals right now, you should check out Green Man Gaming. The online retailer has tons of discounts and limited-time offers active, including a massive Bandai Namco publisher sale that sees many of the company’s biggest games heavily discounted. You can grab Tales of Arise for just $20.64 (originally $50), Dragon Ball FighterZ: Ultimate Edition for $14.19 (normally $109.97), and Scarlet Nexus Ultimate Edition for $21.50 (normally $100), along with many others. The Bandai Namco publisher sale lasts until October 16.

Outside of the Bandai Namco deals, numerous other games from other publishers are also on sale at Green Man Gaming. Some highlights include Far Cry 6 down to $20.16 (normally $60) and Bravely Default II for $30 (normally $60). There are even pre-release discounts for upcoming games like Dragon Ball: The Breakers for $16.79 (normally $20), A Plague Tale: Requiem for $42 (normally $50), and Scorn for $36 (normally $40).

We’ve rounded up a selection of our favorite deals in the list below, but there are plenty more to check out at GMG.

Green Man Gaming deals

Ace Combat 7: Skies Unknown – $7.22 ($60) Bravely Default II – $30 ($60) Children of Morta: Complete Edition – $7.77 ($27) Code Vein: Deluxe Edition – $10.32 ($80) The Division 2 – $7.74 ($30) Dragon Ball FighterZ: Ultimate Edition – $14.19 ($109.97) Fallout 3: Game of the Year Edition – $5.61 ($20) Fallout 4: Game of the Year Edition – $8.50 ($40) Fallout 76: The Pitt Deluxe Edition – $12.75 ($60) Fallout New Vegas Ultimate Edition – $5.61 ($20) Far Cry 6 – $20.16 ($60) Legend of Mana HD – $15 ($30) Monster Hunter World: Iceborne Master Edition – $25.79 ($59.98) Monster Hunter Stories 2: Wings of Ruin – $25 ($60) Moonlighter – $3.84 ($20) Ni No Kuni: Warth of the White Witch Remastered – $6.45 ($50) Ni No Kuni II: Revenant Kingdom – $8.25 ($60) No Man’s Sky – $30 ($60) Rayman Legends – $4.29 ($19.95) Tales of Arise – $20.64 ($50) Tekken 7: Originals Edition – $11.61 ($90) This War of Mine – $3.20 ($20) Scarlet Nexus Ultimate Edition – $21.50 ($100) Soul Calibur VI – $5.16 ($60)

Read MoreGameSpot – Game News

Tower of Fantasy’s first major content update is right around the corner, and it’s a doozy. We recently got a sneak peak at everything coming as part of the game’s Vera update on October 20, and used the opportunity to learn more about the future of developer Hotta Studio’s anime-inspired, free-to-play MMORPG.

The Vera update is undoubtedly huge. It will not only continue the game’s main storyline, but also add the new region of Vera (which itself is comprised of two distinct zones), introduce a new playable character in the form of Ruby, bring in multiple new world bosses, add environmental hazards, and more.

Vera is made up of both the hostile Desert Gobby and the cyberpunk hub city of Mirroria. While in the desert, players will have to seek shelter from weather hazards like sandstorms and also keep an eye out for quicksand. The desert is also infected with areas known as Grayspace, where powerful Grayspace Entities, like sword-wielding Abyssant Weaver and the massive whale-like Abyssant Devourer, can be found. However, exploring these deadly zones will be more than worth it, as players can find valuable items like Golden Nucleus within them. But the desert isn’t all bad news. There can be beauty there as well, with players being able to discover various oases hidden within the sands.

As one might expect from the addition of a new region, there are two new world bosses to take on in the form of Magma and Rudolph. Magma is a heavily armored, fire-spewing lizard that can erect a sand barrier around itself to prevent players from standing out of range and attacking from long distances. The cybernetic stag Rudolph, on the other hand, is incredibly mobile and hard to hit up close, making ranged weapons an excellent choice when it comes to bringing the boss down to size.

Magma is one of two new world bosses players can team up to take down.

Thankfully, a new character, the introverted Ruby, will be available at launch to help players overcome all of Vera’s new challenges. Ruby is a support character who wields her robot companion Spark to both aid allies and damage foes.

Because the Gobby Desert is dangerous, most residents of the Vera region live in the floating city of Mirroria, where players will undoubtedly spend most of their downtime going forward. It’s a huge space, with flying taxis players can use to get around and even a subway. In an email interview, Tencent senior publishing and live-op manager Veronica Cai (Tencent is Tower of Fantasy publisher Level Infinite’s parent company) said the team looked at various types of sci-fi aesthetics when it came to crafting Mirroria. The team ultimately went for a cyberpunk look to provide a “sharp visual contrast” while infusing much of its architecture with “traditional oriental aesthetics.”

Ruby will be available for the launch of the Vera update on October 20.

Like Tower of Fantasy’s initial storyline, the new story quests as part of the Vera update will be time-gated, with players only able to make so much progress within a specific timeframe. According to Cai in a Q&A session as part of the preview event, the time-gating is to encourage players to explore and discover side content as opposed to just mainlining the story as fast as possible.

In many ways, the Vera update’s launch on October 20 is just the beginning. As many dedicated fans who have done their research know, there are numerous characters and features that have yet to be added to the global version of Tower of Fantasy that are present in the Chinese version. Cai said the global version of Tower of Fantasy will be looking to catch up when it comes to content already available in China.

“If you check the launching dates of the Chinese version update and the global version update, you’ll see we are trying to minimize the gap between the two versions,” Cai said. “We are working towards linking up the global version and the Chinese version but don’t know how long it will take for us to get there.”

A recent developer report from the Tower of Fantasy development team acknowledged that some players may be stressed out by the frequency of the game’s current limited-time event schedule. The team stated in the report that it wants to catch up to the Chinese version, but that in the future it would consider adjusting event schedules to provide a more “comfortable” experience for players. When asked whether players could expect the frequency of updates or events to slow down with the arrival of Vera, Cai said limited-time events are a good way to meet the needs of players in regards to new content. She said the team has also received feedback asking for more events and rewards as opposed to less.

Hotta Studios also confirmed in its developer report that some crossover characters present in the Chinese version of Tower of Fantasy may not come over to the global version due to copyright issues. Cai said the team is looking to bring new characters to both versions of Tower of Fantasy going forward in order to avoid one region or another from missing out on future content.

Tower of Fantasy recently became available on Steam, and is also available on iOS, Android, or via a download from the game’s official website. For those looking to check out the MMO ahead of the Vera update, be sure to check out our detailed Tower of Fantasy beginner’s guide for helpful tips and tricks on getting started.

Read MoreGameSpot – Game News

Activision has clarified the SMS requirement for Call of Duty: Modern Warfare II, confirming that a phone number is required for PC players but not on console. This confirmation comes not long after another Activision Blizzard game, Overwatch 2, made headlines for its own controversial SMS policy.

In a blog post, Activision said a “text-enabled mobile phone number” is required for Modern Warfare 2 on PC. This is the same requirement that has been in place for Warzone players on PC since May 2020. Anyone who previously played Warzone on PC won’t have to do anything else to get started with Modern Warfare II and Warzone 2.0.

Additionally, people on Steam must link a phone number to play Modern Warfare II, so this requirement is not limited to Battle.net alone.

The SMS verification requirement is in place to help with anti-cheat efforts, and Activision added the requirement for Call of Duty: Modern Warfare (2019) PC players in August 2022. “The SMS requirement for game access is used for security purposes only. Call of Duty does not use SMS verification data for marketing purposes,” Activision said.

For Overwatch 2, Blizzard originally said a phone number would be required across PC and console to help thwart cheaters. There was a backlash to the announcement, and Blizzard later rolled back the requirement in most cases.

Activision also provided an update on the efforts it’s taking to fight cheating in Modern Warfare II and Warzone 2.0. Activision’s Ricochet anti-cheat system will be available at launch for Modern Warfare II and Warzone 2.0, and it will be beefed up with “better detection capabilities, additional access to develop and deploy new mitigation techniques, and expanded freedom to update our security more frequently than ever before.”

During the Modern Warfare II beta, the Ricochet anti-cheat tools helped Activision ban 20,000 cheaters from the early test. Additionally, Activision banned 60,000 “illicit accounts” before the beta even began, denying these people entry.

“Examining the data, we found that 72% of players detected to be cheating were actioned on before they ever played a single match. For those that were able to play normally (assuming every match they played included the use of cheats), our systems were able to detect and remove them from our ecosystem–on average–within five matches played,” Activision said.

Call of Duty: Modern Warfare II launches on October 28, but people who preorder the game can start playing on October 20. Activision is encouraging people to play the campaign to its completion by offering up special bonuses and perks for those who complete the entire thing.

For more, check out GameSpot’s breakdown of everything we know about Call of Duty: Modern Warfare II.

Read MoreGameSpot – Game News

An Elden Ring board game from Steamforged Games will launch on Kickstarter on November 22.

The project was revealed in September with nothing but the title–the austere Elden Ring: The Board Game–and a single miniature: a detailed render of Margit The Fell Omen, the video game’s initial boss for most players. To date, the campaign has garnered nearly 20,000 followers (meaning Kickstarter users who will be notified upon the campaign’s launch).

Details of the board game’s features and mechanics are scant thus far. Steamforged Games has promised that gameplay and miniature reveals are forthcoming, though full details will likely only show up upon the Kickstarter Campaign’s full release. People who back the game will also receive the board game and any expansions in exclusive Collector’s Edition boxes.

Steamforged Games has made a name for itself through its very successful Kickstarter campaigns for video-game-related projects. Its debut campaign, a board game based on Dark Souls, was fully funded in three minutes and went on to raise more than $5 million. It has also run successful campaigns for a Horizon Zero Dawn tactical action game, a Monster World cooperative arena combat game, three games based on the first three Resident Evils, and a host of other projects.

Read MoreGameSpot – Game News

Sega has provided a new look at the combat systems of Sonic Frontiers, the new open-world game, that gives the fastest hedgehog alive a few new tricks to use while he explores the mysterious Starfall islands. Sonic still has plenty of speed which will come in handy as he races across unfamiliar terrain, but with plenty of robotic enemies around him, he’ll be able to do more than just run and bounce around them.

Like other role-playing games, Sonic will have a skill tree with several nodes that you can invest experience points into, and Sega says that the skills you’ll be able to unlock can be used strategically in encounters.

If you feel like getting up close and personal, combos can chip away at enemies and can be combined with the Phantom Rush ability to unleash multiple near-instantaneous attacks. Wild Rush takes advantage of Sonic’s speed and turns him into a battlefield pinball that can hit enemies hard while avoiding incoming fire.

To keep you in the fight for longer, Cyloop involves Sonic running around the ground to dig up power rings and get back into the battle. Cyloop can also be used to run rings around your opponents, disabling their shields and setting them up for a knockout blow.

The catch here is that as Sonic gets more powerful, so too do his enemies. They’ll level up alongside you, and the titanic Guardians have unique combat mechanics that you’ll need to learn and overcome to take them out. For more on Sonic Frontiers before it launches on November 8, you can check out gameplay of Sonic speeding through the island landscape and watch a music video of the game’s ending theme “Vandalize” by rock band One OK Rock.

Read MoreGameSpot – Game News