The top-voted Steam review for monster battler Wild Hearts, released on Thursday, is a thumbs down: one of approximately 1,700 negative reviews posted in Wild Hearts’ first 24 hours on the store, earning it a “mostly negative” summary. “The price is higher than the FPS you will be able to pull in this game,” the review reads. 571 people marked it helpful. Five people reacted with a slow clap emoji. One awarded it the prestigious Michelangelo trophy.
This instant cratering of Wild Hearts’ user reviews reminds me of what happened to Warhammer 40K: Darktide in December (currently mixed, with nearly 30,000 negative reviews). It reminds me of Final Fantasy 7 Remake’s “disappointing, barebones port” from late 2021, and Elden Ring’s stuttery PC performance, which Digital Foundry said “simply isn’t good enough.” It reminds me of when Nier: Automata was review bombed because Square Enix left it unpatched for four years, then released a better version on the Microsoft store (a fix finally arrived on Steam months later). There’s a feeling in the air right now that game studios are turning in shoddy PC ports, and that PC performance in general is getting worse.
It’s the year 2023! If we can’t have flying cars, surely at least we can have PC games that don’t stutter every 30 seconds.
Of course there have been bad PC ports as long as there have been PCs. We’ve written about some of the worst ports ever, from 1993’s DOS Street Fighter 2 to 2015’s Arkham Knight. But we’ve raised our standards after years of quality ports like Grand Theft Auto 5, the Tomb Raider trilogy and Days Gone. And “same as it ever was” is a poor excuse—it’s reasonable to hope that past mistakes won’t be repeated, like, forever. Some major publishers sure don’t seem to be learning, though.
Building a feature-rich, well-optimized PC game is obviously a huge job, but the guidance on what a PC version should include is easier to find than ever before. In 2014 we published an article by Dark Souls modder Durante titled The features PC gamers want, which outlined essential elements like rebindable keys, unlocked framerate and resolution support and other important features like adjustable FOV and aspect ratio and moddability. Meanwhile the strides publishers like Microsoft and Ubisoft have made to include important accessibility options in their games should become universal (though there’s still much room for improvement).
We’ve come a long way since Dark Souls: Prepare to Die Edition
Plenty of cross-platform PC games in recent years have earned praise for nailing both performance and options: Just a few weeks ago Hi-Fi Rush arrived absent Unreal Engine 4’s usual stuttering issues, which was a point of focus for its developers. Death Stranding was an early showcase for the power of Nvidia’s DLSS. But enough games have launched lately with either bafflingly bad performance or fundamentally missing features that there’s ample reason for PC gamers to be frustrated again.
Are PC ports getting worse?
“I was almost broken as a reviewer for Digital Foundry [in 2022],” Alex Battaglia said in a video on ways developers can avoid repeating last year’s crop of “lousy” PC ports in 2023. Many of his points expand on the ones Durante laid out in 2014. Compared to eight years ago, I think it’s fair to say that many console ports are arriving with more graphics options and fewer locked framerates. And those console ports are arriving in numbers we couldn’t have dreamed of a decade ago, which is great. But they still often bungle some of the details, and gone are the days where we were thankful to have any PC port that wasn’t a flaming dumpster fire.
Also gone are the days where better-than-console performance was still reasonably affordable.
“What I want to see from PC gaming hardware most of all this year is some semblance of value,” our hardware editor Dave James wrote in January. Ultra-enthusiast hardware pricing is currently strangling PC gaming. The Nvidia RTX 4080 costs $1200—$500 more than the GTX 2080 cost five years ago. You could’ve easily built an entire 2080 gaming rig and still had some of that difference left over.
So no wonder we’re looking at PC ports with a more critical eye these days. Either you’ve spent loads of cash and expect a game to run like a dream with all the bells and whistles, or you’re on weaker hardware that suffers mightily when a port isn’t as optimized as it could be.
(Image credit: Mary K)
“Optimization” is a tricky word that Durante wrote about in 2016, because it can often be player shorthand for “this game doesn’t run well on my PC.” With a new generation of consoles on the field, we might need to adjust some of our expectations of how demanding a PC game should be. A game isn’t unoptimized just because you can’t set everything to Ultra, which we typically could do during the PS4 generation, from 2013 to 2020.
But I don’t think that’s the root of most of today’s criticized ports:
Steam reviewers lambasted Forspoken for looking worse than its trailers—and worse than contemporary open world games—while being basically as demanding as Cyberpunk 2077
Sony’s first big PC port, Horizon Zero Dawn, launched with substantial issues, including broken anisotropic filtering and poor borderless windowed performance, though it was much improved through patches
HD remasters of classic games inevitably seem flawed in some way that modders have to fix: Ninja Gaiden Collection and Chrono Cross are offenders from the last two years
Gotham Knights pushed high-end hardware despite having a more barren, less attractive open world than 7-year-old Arkham Knight
Hogwarts Legacy, Final Fantasy 7 Remake, Stray, Kena: Bridge of Spirits, and Evil West are all Unreal Engine 4 games that have launched with stuttering issues
Elden Ring, a year after launch, still exhibits similar stuttering problems—particularly disappointing in a game hard locked to 60 fps
Big or small, these were all real problems that extended beyond a game being too demanding for contemporary hardware. If you follow one high profile release after another, it can start to feel like every game has something wrong with it at launch, even if it’s not quite that bad.
Some launch day issues can be forgiven and forgotten with patches. Others not so much. Wild Hearts’ performance on PC seems vastly out of line with where it should be considering the level of detail in the game, and sub-60 fps performance on consoles hints that this was simply how the game was built to run. These issues should not be a surprise for the developers—performance on mid-range hardware is bad enough that it must have been obvious in testing pre-release. That means publisher EA decided it was acceptable to release in this state, even if it’s rushing out performance fixes in the next couple weeks.
It doesn’t have to be this way. This may be a radical idea, but I’d like to see more last-minute delays if performance isn’t up to snuff. This would disappoint some players, no doubt, but it’d be refreshing to see a publisher like EA explain, in detail, what polish needs to be done and why. It’s not like we’re shipping PC games on discs anymore, and I don’t care if it ruins the marketing plans. Releasing a game with such blatant framerate issues is just poisoning the well, and it’s hard to claw back out of a mostly negative Steam review hole.
(Image credit: EA)
Even better than a last-minute delay: plan a beta period into the development cycle with enough time to actually fix shit after. If you can’t move the release date, salvage your launch by releasing in early access where expectations are different.
Whether we like it or not, PC players have to get used to stuttering being an ongoing problem, and one that’s not likely to be solved in 2023 (though Unreal Engine 5 offers a glimmer of hope). More developers could squash this rampant affliction right now by choosing to precompile shaders. PC gamers might be impatient about our game download speeds, but I think we can all wait five minutes in the opening menu if it means avoiding a giant stutter every five minutes.
If you look outside big budget games, PC gaming in 2023 is more exciting and vibrant than it’s ever been. And even with the performance issues we can expect from nearly every triple-A launch, it’s still better than the days when unlocking framerates routinely caused games to run at double speed. To keep PC gaming healthy we just have to keep praising the ports that get it right—and pushing for the ports that get it wrong to acknowledge their issues and fully address them. Same as it ever was.
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The latest Genshin Impact update brings two new characters, Dehya and Mika, and sees the return of the Windblume Festival.
Dehya is a five-star Pyro Claymore user. She has been a long-time cast member, active throughout the Sumeru storyline. Dehya can place Fiery Sanctum fields causing AoE Pyro damage when enemies take damage. She also mitigates damage for other characters in the party, taking it on herself. Activating her elemental burst will see her enter a Blazing Lioness state where she can deal extra fire damage with her fists.
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Now Playing: Genshin Impact | Version 3.5 “Windblume’s Breath” Trailer
Mika is a four-star Cryo Polearm user. He also wields a crossbow and thereby can attack enemies at range. Other party members will benefit from an increased attack weapon when around Mika. His elemental skill will also give other party members higher physical damage. His elemental burst heals other party members and grants the Eagleplume state, which enables party members to gain health from performing normal attacks.
The Windblume festival includes various mini-games such as photography challenges, a rhythm game, and timed racing challenges. Participation in the festival will win you the exclusive four-star Claymore, the Mailed Flower. You can also participate in battles via the Vibro-Crystal Verification challenge event. Combine Transmitter crystals with Reciever crystals to produces effect you can utilize in special battle. With the right strategy, you can vanquish foes with ease and win rewards.
As for other updates, a limited-edition mode of the Genius Invocation TCG, called Heated Battle Mode, is now available. Each completed Archon Quest will grant you an extra Intertwined Fate. Prime Gaming members will receive a “Wings of the Starlit Feast” if you link your Prime account to Genshin Impact.
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Brazil’s gaming scene doesn’t get enough attention, Wes said in his feature on Brazilian gamers and developers (opens in new tab) last year, but it will get a big publicity bump soon thanks to Steam’s first-ever Made in Brazil Sale (opens in new tab), which will kick off tomorrow with more than 500 games made by Brazilian teams.
The sale was the brainchild of BitCake Studio founder Eduardo Lamhut, who tweeted about his plan for the sale back in September 2022. From there, BitCake coordinated the development and approval of the sale, which has attracted more than 250 game companies and a range of genres “from action and adventure to strategy and simulation.”
Game Devs de todo o Brasil! Estamos organizando a Made in Brazil Sale do Steam junto à VALVE – a PRIMEIRA promoção exclusiva só para jogos Brasileiros! Pra participar é mole, me manda uma DM que eu te envio o link (não pode ser aberto). Dá um RT pra ajudar e segue a 🧵abaixo!September 12, 2022
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“Talking to other developers, we suddenly realized that there was never a Steam sale just for Brazilian games,” Lamhut said. “We’ve already seen sales focused on Latin America, and various thematic sales in which Brazilian games were present, but we never had one focused on the national industry. Several countries have already done this, and it was time for us to do it too!”
And now it’s happening.
A contagem regressiva acabou e amanhã é o grande dia da #MadeInBRSale!A partir de amanhã, a #Steam estará com descontos imperdíveis, então responde aqui na thread que jogos vocês já estão aguardando pra comprar com aquele descontin bolado 🔥#indiegames #Steam #promoção pic.twitter.com/yn5ige2Zx6February 17, 2023
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The Made in Brazil Steam Sale begins on February 18—that’s tomorrow—and will run until February 23, which not coincidentally is also the week of Brazil’s first full-blown Carnival (opens in new tab) since the start of the Covid-19 pandemic. Here’s a quick rundown of just some of the games that will be in the sale—ignore the prices, the sale isn’t live until tomorrow!
https://gamingarmyunited.com/wp-content/uploads/2023/02/Steam-celebrates-Carnival-with-its-first-ever-Made-in-Brazil-Sale.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-17 20:01:152023-02-18 17:20:01Steam celebrates Carnival with its first-ever Made in Brazil Sale
Diablo III Season 28 is coming on February 24, and it will forever change how Blizzard’s critically-acclaimed ARPG is played thanks to a new account-wide progression system.
As previously detailed by Blizzard, the star of Season 28 is the Altar of Rites, an account-wide progression system that will allow players to unlock some seriously game-changing perks and legendary potions for the entirety of the season across all characters. These perks are unlocked via a talent tree where each subsequent perk requires increasingly rare items and materials to be sacrificed at the Altar of Rites.
These perks aren’t just simple stat boosts. They can range from items no longer having level requirements to huge flat damage or movement speed bonuses. There’s even a perk that makes it so pets can pick up and salvage items, Torchlight-style. Unlocking all 26 perks and three legendary potions via the Altar of Rites will reward players with the Wings of Terror cosmetic, letting them sport the look of the Lord of Terror himself.
A major new progression system being introduced to Diablo III over a decade after its release is a pretty big deal. That’s probably why the update’s testing period on the game’s public test realm saw five times more concurrent players than ever before, according to a Blizzard press release. As a result, a few things about the update have changed since the PTR period based on Blizzard’s latest blog post. Of particular note is how Blizzard has tweaked the effect of one specific legendary potion that granted a random shrine or pylon effect, stating in the official patch notes that receiving multiple, powerful conduit pylons just from drinking a health potion as was the case on the PTR “completely broke the game.” The potion now will grant a random shrine or the dimensional power pylon effect.
Season 28 additionally adds a new way for players to create Primal items via Kanai’s Cube, and salvaging Primal items will grant 55 Primordial Ashes, which will come in handy when trying to unlock the later perks within the Altar of Rites. Diablo III’s Season 28 update will also bring changes to several Monk skills and adjustments to various class set items, particularly the Demon Hunter’s Natalya’s Vengeance set.
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GameSpot may get a share of the revenue if you buy anything featured on our site.
Like a Dragon: Ishin is available to play today for those who purchased the Digital Deluxe edition, which grants four-day early access ahead of Ishin’s official February 21 launch. If the positive reviews have you itching to play Ishin, you may be happy to learn that you can save on Steam keys for both the Digital Deluxe and standard editions at Fanatical.
The standard edition is on sale for $52.79 (down from $60), and the Digital Deluxe edition is $61.59 (down from $70). Both editions come with a 5% off voucher for your next purchase and some in-game bonus content. This includes three weapons–the Kijinmaru Kunishige, the Tsuyano Usukurenai, and the Black Ship Cannon. Considering the game is listed at full price on Steam this is a solid deal. The discounts are set to expire when the standard edition launches on February 21.
In addition to early access, the Digital Deluxe edition of Ishin comes with the following in-game goodies:
Third Division Armament Expansion Kit
Shinsengumi Captain’s Set
Ryoma Growth Support Kit
Sword Upgrade Materials Kit
Gun Upgrade Materials Kit
The Dragon of Dojima Skin
Like a Dragon: Ishin is a remake of a 2014 spin-off in the Like a Dragon series (formerly known as Yakuza) that was exclusive to Japan.
It received an 8/10 in GameSpot’s Like a Dragon: Ishin review. “Like A Dragon: Ishin is a fascinating part of the RGG Studio catalog, creatively blending the characters and drama we know and love across the Yakuza lore with a period piece set during a turbulent time in Japanese history,” critic Michael Higham wrote. “By virtue of its brand of storytelling, Ishin forgoes some of the tropes that have glorified samurai but rides that line ever so closely. If the series is one thing, it’s consistent–because despite the shift to Edo-era Japan, there’s an unmistakable familiarity. The days of asking Sega to bring Ishin to the West are thankfully over.”
Disclosure: GameSpot and Fanatical are both owned by Fandom.
The products discussed here were independently chosen by our editors.
GameSpot may get a share of the revenue if you buy anything featured on our site.
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The Norse mythology game Valheim is coming to Xbox Game Pass–this much was confirmed back in 2022. But now, Embracer Group has confirmed it’ll arrive next month.
As part of Embracer’s latest earnings briefing, the company said developer Iron Gate’s popular fantasy game will come to Game Pass in March. During IGN’s Fan Fest 2023 event, Iron Gate confirmed that Valheim will launch on March 14 for Xbox Game Pass.
As announced previously, the Xbox and Microsoft Store versions of the game will have full cross-play compatibility with the Steam version.
Valheim made a splash when it first released in February 2021, reaching millions of players on PC. Iron Gate has not announced plans to bring Valheim to PlayStation 5 or Nintendo Switch, however.
Valheim is one of the hundreds of games from Embracer in the works. As of today, Embracer has 224 games in development. These include 31 AAA games, of which 19 will be launched before 2026.
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GameSpot may get a share of the revenue if you buy anything featured on our site.
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The Saami Council, an organization representing indigenous people from Finland, Russia, Norway, and Sweden, is calling on Square Enix to “immediately remove” Final Fantasy XIV’s Northern Attire cosmetic set from the game, claiming the items as Sámi cultural property.
The Northern Attire set consists of boots, gloves, tunic, bottoms, and a hat for Square Enix’s popular MMORPG that can currently be purchased from its in-game shop for $18. Square Enix describes the item set as sporting “gorgeous, traditional embroidery hand-stitched by professional artisans,” and says players can use it to “weather the winter in comfort and style.”
The Saami Council has taken issue with the set, which looks to be heavily inspired by traditional Sámi clothing but without the council’s consent, and is demanding it be removed from the game.
“Our cultural property rights are not theoretical,” Áslat Holmberg, president of the Saami Council, says in a press release. “They are protected and protectable under intellectual property laws, which are generally harmonised throughout the world. Square Enix, as a media company, is highly aware of intellectual property laws and has no excuse for this blatant violation of Sámi cultural property.”
The press release goes on to list the council’s agreement with Walt Disney Animation Studios, due to the appearance of Sámi-inspired clothing and culture in Frozen 2, as an example of an existing partnership the council has with media companies.
Final Fantasy XIV’s cosmetic set is “particularly damaging,” the council states, because it believes Sámi clothing traditions “are not merely aesthetic.”
“By creating this product, Square Enix has allowed their 41 million players to dress up as Sámi people, clothe themselves in the Sámi identity without our consent, and contribute to the erosion of our culture.
“While the gaming industry has become more open, welcoming, and sensitive to the needs of non-majority gamers, specifically in terms of alternative lifestyles, gender identities, and support of women gamers, the Saami Council is disappointed that Square Enix did not even lightly consider the rights of the Sámi people in relation to this product.”
Square Enix has not yet commented on the situation, but the Saami Council states that it hopes the situation will “advance the discussion of the rights of indigenous people to their cultural properties.”
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GameSpot may get a share of the revenue if you buy anything featured on our site.
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It’s strange to think that there are still new frontiers of achievement available for a person with a career as illustrious as Shigeru Miyamoto. At this point, he and his Nintendo cohorts have shaped entertainment and pop culture around their barrel-rolling apes and pipe-hopping plumbers in a way that has stood the test of time. Its games have been cultural touchstones for multiple generations of people.
But, somehow, Nintendo and Miyamoto’s successes continue to reach new heights. Walking through Super Nintendo World, an area of the Universal Studios’ Hollywood park that has been modeled to look like the Mushroom Kingdom, is surreal. It feels like the world we’ve hopped, skipped, jumped, and butt-stomped through but captured in a bottle for people to explore. And when you’re standing in a real place that looks like a virtual world you’ve formed such an intense attachment to, it’s difficult not to be caught up in the wonder of it all.
Doubly so when you spot all the little details of the Mushroom Kingdom, lovingly brought to life and carefully placed so that, no matter where your sightline is, there’s something that will delight. Being in Nintendo World activated instincts that I’ve honed through years of playing Mario games as almost involuntary responses. I watched a Koopa Trooper shuffling along a grassy platform and immediately began judging what the best distance to launch onto its head would be. As I scanned the giant green pipes and yellow coin blocks, my eyes were pulled away from the life-sized Mario and Luigi snapping selfies and towards a distant 1UP mushroom, and I thought to myself, how do I get up to that?
But being in Nintendo World is disarming; its sights and sounds activate the part of your brain that pumps out joy and nostalgia. The sensation is a lot like the excitement you probably felt as a child when you saw some random piece of merchandise for a thing you loved–that disbelief that something you were obsessed with on TV or in a movie or book was in the real world, in front of you. It is a little bit magical.
That is only possible because of the care and attention put into creating the world. You’ll hear familiar music being pumped through speakers, creatures you love moving around, and if you purchase a wristband, you can connect to an app and keep track of little quests that can be undertaken while in Nintendo World. The premise is that Bowser Jr. has nabbed a golden mushroom, and to defeat him and get it back, you need to get three keys by completing three challenges. One involves running between clocks in a small area and hitting them when they turn red repeatedly until the timer runs out. If you manage to hit enough, you’ll hear a jingle play and then tap your wristband to collect the key. Another sees you turning a crank as quickly as you can, while the third is a timing-based game centered around hitting a POW block. There are plenty of other little games scattered around and, crucially, they all adhere to the spirit of Nintendo by being simple, fun, and designed to be played with others. Placed around Nintendo World are yellow question blocks which you can punch with your wristband on to pocket the coins within–they take a little bit of force, which makes it satisfying. The app reflects your total amount, and as you explore the park, you’re encouraged to complete smaller tasks to unlock achievement stamps.
The star of the show, of course, is the Mario Kart attraction that mixes a dark ride with AR. You sit in a physical kart and line up on a grid in front of Bowser’s Castle, but quickly go off course when the gate unexpectedly closes. From there, the ride takes you on a tour of some of the most iconic Mario Kart tracks, all deftly mixed together to take you on a thrilling ride as you compete to collect more coins for Team Mario than the opposing Team Bowser can. The ride is on rails, but there are moments of dynamism to keep things exciting; you will spin out of control because you’ve been hit by a shell, or get covered in ink, and you can recover by steering in the direction prompted.
You’ll be able to run through item blocks and get shells, which you shoot by hitting buttons on the steering wheel. Aiming is done by simply looking at your target, since they all appear visually through the AR headset. As you’re going through the twists and turns of the track, various characters from the Mario Kart roster will come in and out of view as you pass each other, and the goal is to nail them with shells to get ahead and score coins. It’s a simple and fun ride that ends with a spectacular mad dash through Rainbow Road.
There’s plenty more to see in Nintendo World beyond this, whether that’s playing more games or just sightseeing using AR binoculars located on the second floor of the world. Despite being a relatively small area, it is so jam-packed with fan service to marvel at that I can see people spending hours here simply hanging out. Nintendo World feels like a contained world, completely separate from the vibe of the rest of the park. You enter through a pipe that plays the going-down-a-pipe-jingle, and walk out into the Mushroom Kingdom. You’re transported from a park filled with tributes to movies that are all connected by ordinary streets and run-of-the-mill walkways to a place that feels like a video game come to life.
Like I said, as a fan of Nintendo it was surreal, so I can only imagine what being there must be like for Miyamoto. His successes designing and developing games are momentous and have brought happiness to people of all ages. They have cemented him as a legend; a creator that towers over the video game world. But now there’s a place where the world he created towers over him, where he can see the joy it brings on the faces of people around him. And, hopefully, he can look at the Mushroom Kingdom with the same awe we’ve always seen it with.
After spending some time at Nintendo World, I had the opportunity to sit down with creator of Mario–Nintendo fellow Shigeru Miyamoto–and general manager of the entertainment planning division Shinya Takahashi to talk about what it was like to bring their video games to life, what they learned about the experience, how they see Nintendo as a company, and more.
You’ve achieved huge success with video games; Mario is beloved and Nintendo is also beloved. But this seems like a very different kind of representation of the success that you’ve achieved. How does it feel to be in this world enveloped by your creation and how does it compare to all the other measures of successes and the measures that you’ve had so far?
Shigeru Miyamoto: Honestly, I had a lot of fun. It was a happy experience. We decided to try to recreate the world [from] the game alongside Universal. And honestly, I wasn’t sure how convincing this whole thing was going to be, but looking at the finished results, I myself as a fan am very happy and excited.
Shinya Takahashi: I think you all of course experienced this for yourselves because you’ve gone into the park. But for us as developers, of course we know this world, we know all of these elements and yet for us, even as we passed through the [warp] pipe ourselves and we’re able to see what was created with our own eyes, we experienced that moment of wow for ourselves. And I think that was fantastic. So again, for us it was the same experience.
After so many years of designing virtual experiences that so many people guide their characters through, how did it feel to design a physical space? Were there aspects that translated from the work you’ve done in what was totally new when you were designing it?
Takahashi: One of the things I think that we were able to experience as we were going through this whole process was thinking of what we’re going to create and how we’re going to create it. There’s a little bit of uncertainty about what’s going to be at the end of this. Is this going to be something that has been worth all this effort, something that’s going to be valuable? But then as Mr. Miyamoto explained earlier, when we were able to actually interact with, say, the question block for the first time and actually hit it and get that feeling of the coin sounds and knowing that we are able to create something that does bring that interactivity to life. That was where we first had that first sense of, “Okay, this is going to work out for us.”
Miyamoto: So in reality, really we end up building a big building as you can see, and I wanted to climb it. But there’s experiences that happen in real life that [don’t] happen in video games. For example, in Mario, when you’re going into, say, a dungeon and you go into the dungeon in the game, it’s just a scene switch. But in real life there is a transition phase that you have to go through. Or say in the game world there’s Yoshi and Koopa Troopas always moving, so we wanted to make sure that they were always moving in real life as well. But then there’s concerns like, “Is it actually going to be convincing? Is it actually going to turn out the way we want it to?” And after seeing all of these elements come through and actually having them all together in one place and seeing them function, I had this moment where the landscape I’m seeing really links up with my game experience that I’ve had in the past. And really it kind of synced up and matched and realizing all of the elements have come together to make this possible is a moment.
It’s called Super Nintendo World, but it has a very Mario theme. It follows a lot of the same characters that exists in the Mario universe. Can you talk about how you landed on that decision of “We want to have a Mario-centered theme”?
Miyamoto: As you said, it is Super Nintendo World, and there was discussion about adding other IP in there like, say, Splatoon. But instead of having our focus scattered, we thought it would be best to start with something focused and make sure something that’s quality and good. And so that’s where we ended up starting with Mario. However, because of that backdrop, if you notice you might be able to find some other IP sprinkled in the world. So I encourage you to take a look.
Obviously you’ve been working with Mario, you created Mario, you’re with the character and that world constantly to the point where it probably becomes quite an ordinary part of your life. But on the other side, people that play the games, this is a world of imagination. They look upon it with awe and they’re dazzled by it. When you enter the world there, has it changed the way you see your work or the world of Mario? Does it reframe how you think about the property, seeing other real humans actually expressing joy as opposed to being separate behind the TV and playing?
Takahashi: I mentioned this earlier when I went into the land itself and I had that experience of being like, “Oh my gosh, it’s here. We created this.” That was definitely part of it, but I think there are two parts to my own reaction because, as someone who works with Mario on the daily and does this regulation and observation of the Mario world, of course there are parts where I was like, “No, no, not quite, maybe make some corrections over here.” So, again, there are two lenses through which I was viewing the world, but when I do look at the Super Mario world, I’m thinking of how Mario will become that connective tissue between generations and families. So we have those small children coming in who don’t know Mario, who haven’t played the games yet. And then as we move up through these kids to their grandparents or their great-grandparents, Mario and Nintendo World, and Mario himself as a character in the franchise can be that connective tissue that runs through those generations. That’s something I think we can look forward to achieving with this theme park.
Miyamoto: For Nintendo, the idea of games is something that brings the family together in the living room and interact and [act], as mentioned, like a connective tissue. And when we’re talking about games, it really just happens in the living room. But as you were saying, when you expand that out to this whole space, this entire space can be used to do just that. And really this concept of while simple was something that was very new to experience for the first time. And I hope that this is something that, as you said, brings everybody together and expands that idea of games to a whole new level.
I wanted to ask how you approach thinking of a space for first-timers as well as people who have loved Mario for years and years, especially as you talk about kids, whether as you’ve seen kids try out the park, they’ve interacted with the park in unexpected ways, and kind of the process of the hidden elements of exploration all around the park?
Miyamoto: When I think of parks, like an actual park in your neighborhood, I think maybe there’s a fountain and you walk around barefoot in it, or there’s like a hill and you just roll down it. That’s what I imagine. And although I would love to have that available here, there’s safety concerns to take into consideration. So while we guarantee safety, we provided ways of interacting with the park like the question block that you can hit to get coins. And while at this point we haven’t seen anything super unexpected in terms of how people interact with the world, I hope that this really provides place for people to really share and interact in a new way for them
Takahashi: I think if we’re looking at creating a space for people to play, especially more than trying to create something for fans, we’re trying to create a place for everyone to play. And for kids it can be pretty easy. You put a block in there, they’re going to go hit it, there’s a coin sound, it’s pretty cool. There are other activities that children will naturally lean into. But the challenge of course is creating a space for the entire family to enjoy together. But I do think we have accomplished that.
Miyamoto: Just to add to what Mr. Takashi was saying, really as long as you make an experience that’s relatable and fun for fans to engage in, then naturally the kids will be able to have fun with that because it’s an engaging experience for the fans and kids. When you go to other parks, you might see the kids playing and then the parents are just kind of resting on the side. And that’s something that you observe there, that you may not observe here.
Can you talk a little bit about the collaboration with Universal, what they taught you about designing a space like this and then what you wanted to bring to a space like this to make it stand out from everything else in Universal or just around the world in terms of parks?
Miyamoto: Universal has a history of really making sure that they value the original intent of the original creator. And that’s something that was clear to us. And then the other point is that this concept of interactivity is something that Nintendo can really collaborate and provide a lot of insight into. And so in that sense, we are the original creator of the IP, but we are also collaborators, and I think this collaboration is something that you probably won’t see anywhere else. I think that’s something that you’ll also be able to experience the difference as you engage with the park.
Takahashi: I think for a few years that Mr. Miyamoto was not super heavily involved in some of our software development, and the reason why is because he was working his butt off trying to get this stuff done. But I do think it really was a true collaboration. There was direction coming from Mr. Miyamoto to the Universal creative team. The Universal creative team were coming back with ideas of their own. And again, in that way I think we did see a really unique collaboration process between the two companies.
Have there been things that you’ve learned here that make you eager to go back to games and translate the knowledge of creating a physical space for people back into gaming?
Miyamoto: For me, there wasn’t any specific learning that would apply to games. In the past, I’ve done things like an interactive program to be used in Kyoto for Japanese card games. And also there was an interactive guide for the Louvre that we had for the 3DS. And so I’ve been involved with a lot of programs and initiatives that involve games in a more interactive way. And then speaking of interaction, this theme park really is a kind of mix of using programming and using things that appear on the screen. So rather than say there was a learning that then gets used into game development, it’s more like our work and the scope of our work is expanding.
Takahashi: Another example of course is the Mario Kart Bowser’s Challenge. This is an experience you can’t have just on a video game console, right? Through the use of AR and other technologies, we are able to leverage our own experiences to create something that moves beyond the experience that you would have in just the game. And really rather than say this is a learning point, it’s just the sheer joy of being able to create something like this in collaboration with Universal was really great.
One of the phrases people use to describe Nintendo and Mr. Miyamoto is “Nintendo is the Disney of the video game world” or “Mr. Miyamoto is the Walt Disney of the video game world.” Now we’re at a stage where that comparison is more apt but you kind of have to drop the “of the video game world” part of it because this park exists and so do movies and [Mario] is everywhere now. How do you both feel about that comparison and how do you think of yourselves as a company now that you’ve moved into a place where you have a Hollywood movie, you have an actual theme park attraction?
Miyamoto: As you said, I’ve also been called the Spielberg of the game world, but I actually don’t like that. I’m Miyamoto. Miyamoto is Miyamoto and Nintendo is Nintendo. However, I do feel very honored to be compared with Disney. But with that said, rather than comparing Nintendo to Disney, I feel that Disney to some extent, especially for families, [represents] a sense of reassurance for families.
I feel like Nintendo is well known for video games and usually video games don’t equate to reassurance very much. But Nintendo is associated with video games and the fact that Nintendo is then being compared to Disney really gives me the [confidence] that we’ve gotten to a point where we can bring Nintendo to the concept of reassurance and perhaps [give that] reassurance. So that’s something that I really feel like we were able to achieve and I’m happy about. And beyond that, I think it’s really up to Mr. Takashi and how he carries everything forward. And so why don’t you ask him.
Takahashi: We as developers think of ourselves more as an entertainment company. That’s where our goal is. And so we look at not only games, we moved into the game of the park, we also have a movie which will soon be coming out and we hope you all enjoy it. We are trying to, as much as possible, move closer to that ideal that Mr. Miyamoto referenced where we’re a company that’s associated with reassurance for the family members. And we also want to continue to challenge things and take on different challenges, and really get to a point where both the people creating the entertainment and the people engaging in being entertained by the entertainment can enjoy [it]–that’s what we want to aim for and shoot for. Nintendo is Nintendo, and we’re different than everyone else.
Nintendo has developed this incredible reputation for creating these experiences that families can have together, but also really being on the cutting edge of technology and the idea that the two can come together to create something new and something memorable. And so I’m curious if both of you have a particular new kind of creative experience or technology that you have your eyes set on what the future might look like or any other places we might see Mario and his friends pop up in.
Takahashi: I really don’t consider us a cutting-edge company. That’s something for tech people, for programmers and whatnot to aspire to. We as a company want to take technology available to us and implement it in games in a way that is easy to use and easy to understand.
Miyamoto: As a company, I think we’re always looking for unique uses of technology. We know a lot of different types of technology, but it’s really in how we use that in a unique way and then distill that into a product is what I feel Nintendo is adept at. When Mario was created, it became popular and we thought that Mario became popular because it was a fun game. And so we thought that for every introduction of new technology, new ways of doing things, Mario can then evolve alongside that. So for every kind of hardware we’ve had a new Mario, and it’s the same thing within the park. We have AR technology and Mario Kart that’s blended together to create this harmony of the actual physical backdrops that are in the physical space and the changing virtual backdrop that’s in front of the screen. And I think that’s something that has really made this experience a great one. For any future technology that comes, we will assess whether that’s best suited for Mario and continue to evolve.
The products discussed here were independently chosen by our editors.
GameSpot may get a share of the revenue if you buy anything featured on our site.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676846299_What-Super-Nintendo-World-Is-Like-And-How-Miyamoto-Helped-Build.jpg7201280Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-17 19:12:002023-02-17 19:12:00What Super Nintendo World Is Like–And How Miyamoto Helped Build It
Diablo fans are eating well this year. Not only is the long-awaited Diablo IV set to launch on June 6, but Blizzard is also releasing a new hardcover anthology called Diablo: Horadric Vault – The Complete Collection later this year. While Diablo: Horadric Vault – The Complete Collection will cost $100 at retail, fans can preorder it for just $71.91 at Amazon.
The new anthology collects all four books in the Horadric Vault series, including The Book of Cain, Book of Tyrael, Book of Adria, and Book of Lorath. Each tome covers different aspects of the world of Sanctuary, where the Diablo series takes place, and narrated by each book’s titular character.
Book of Cain covers the lore and history of the war between heaven and hell as told by fan-favorite Deckard Cain, while Book of Tyrael recounts important events from Sanctuary’s history through the eyes of the Archangel Tyrael. Book of Adria is a bestiary detailing the many demons, beasts, and undead creatures players face in the games. Book of Lorath looks at the numerous magical relics that Sanctuary’s heroes and villains seek to control.
Along with the reams of lore, each volume includes illustrations and concept art from the games and in-universe correspondences between various characters to add texture to the Diablo series’ grim setting.
Diablo: Horadric Vault – The Complete Collection will release on November 7, 2023.
The products discussed here were independently chosen by our editors.
GameSpot may get a share of the revenue if you buy anything featured on our site.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676879278_Learn-More-About-Diablos-World-With-This-Massive-Book-Anthology.jpg7201280Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-17 18:52:002023-02-17 18:52:00Learn More About Diablo’s World With This Massive Book Anthology
Like A Dragon: Ishin takes the Yakuza formula and places it in the 1860s, where a revolution is happening in Japan. The game has plenty of equipment and items that you have to manage and if you picked up the deluxe version of the game or preordered it, you might have some DLC items that you want to use in-game. Unfortunately, if you want to use any of your DLC items, you will need to track down Bakumatsu Bob, the clown samurai. Here’s where and how you can claim your DLC items in Like A Dragon: Ishin.
Where to find Bob
Bob can be found in Teradaya, which is located in the southern part of Fushimi.
Bob can be found in a backroom in Teradaya, where Sakamoto Ryoma lives in Kyo. When you enter the building head straight to the back right area of the building, where Bob can be found. Speak to him and you can claim your DLC packs and items. During this process, you must claim a single item, save the game, and repeat, for as many DLC items as you have to collect.
If you are looking to collect any bonus trooper cards, like the special guest trooper cards featuring Kenny Omega and Rahul Kohli, you have to wait until Chapter 5 to pick up these DLC packs. The reason for this is you don’t get access to the trooper card system until Chapter 5, at which point you can claim the extra cards and add them to your collection.
The products discussed here were independently chosen by our editors.
GameSpot may get a share of the revenue if you buy anything featured on our site.
https://gamingarmyunited.com/wp-content/uploads/2023/02/Like-A-Dragon-Ishin-How-To-Get-Your-DLC.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-17 18:39:002023-02-17 18:39:00Like A Dragon: Ishin – How To Get Your DLC Items
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