Spend a little time looking over our Wordle tips, take a quick peek at a clue written especially for the August 23 (795) puzzle, or cut through the word-fog and click your way to today’s Wordle answer. However you want to play, PC Gamer’s got it covered.
Somehow today’s puzzle came and went without much trouble for me. Looking back at my guesses, I can see I made a few unusual choices that just happened to work in my favour—I’ll have to remember to be a little braver the next time I’m struggling.
Today’s Wordle hint
A Wordle hint for Wednesday, August 23
The word you need to find today is another way of describing enthusiasm or positive energy, an exciting or animated reaction or display. ’90s music fans might find it helpful to remember the name of the band behind the song Bitter Sweet Symphony.
Is there a double letter in today’s Wordle?
Yes, there are two lots of double letters in today’s puzzle.
Wordle help: 3 tips for beating Wordle every day
Playing Wordle well is like achieving a small victory every day—who doesn’t like a well-earned winning streak in a game you enjoy? If you’re new to the daily word game, or just want a refresher, I’m going to share a few quick tips to help set you on the path to success:
You want a balanced mix of unique consonants and vowels in your opening word.
A solid second guess helps to narrow down the pool of letters quickly.
The answer could contain letters more than once.
There’s no time pressure beyond making sure it’s done by the end of the day. If you’re struggling to find the answer or a tactical word for your next guess, there’s no harm in coming back to it later on.
Today’s Wordle answer
What is the #795 Wordle answer?
Need a hand? The answer to the August 23 (795) Wordle is VERVE.
Previous Wordle answers
The last 10 Wordle answers
Knowing previous Wordle solutions can be helpful in eliminating current possibilities. It’s unlikely a word will be repeated and you can find inspiration for guesses or starting words that may be eluding you.
Here are some recent Wordle answers:
August 22: SPICE
August 21: BEACH
August 20: QUEST
August 19: MAGMA
August 18: EXACT
August 17: AMISS
August 16: SCRUB
August 15: INDEX
August 14: SNAKY
August 13: WRATH
Learn more about Wordle
Wordle gives you six rows of five boxes each day, and it’s your job to work out which five-letter word is hiding by eliminating or confirming the letters it contains.
Starting with a strong word like LEASH—something containing multiple vowels, common consonants, and no repeat letters—is a good place to start. Once you hit Enter, the boxes will show you which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
Your second go should compliment the starting word, using another “good” guess to cover any common letters you missed last time while also trying to avoid any letter you now know for a fact isn’t present in today’s answer. After that, it’s just a case of using what you’ve learned to narrow your guesses down to the right word. You have six tries in total and can only use real words (so no filling the boxes with EEEEE to see if there’s an E). Don’t forget letters can repeat too (ex: BOOKS).
If you need any further advice feel free to check out our Wordle tips, and if you’d like to find out which words have already been used, you can scroll to the relevant section above.
Originally, Wordle was dreamed up by software engineer Josh Wardle, as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle, refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures. Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
https://gamingarmyunited.com/wp-content/uploads/2023/08/1692765170_Todays-Wordle-hint-and-answer-795-Wednesday-August-23.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-08-23 04:10:222023-08-25 20:54:04Today’s Wordle hint and answer #795: Wednesday, August 23
What is it? A compact narrative-led thriller set on Mars with triple-A production values. Release date August 22, 2023 Expect to pay TBC Developer Fallen Leaf, Black Drakkar Games Publisher Dear Villagers Reviewed on RTX 2070, i7-10750H, 16GB RAM Steam Deck N/A LinkOfficial site
Is that it? My reaction on polishing off the last chapter of Fort Solis was consistent with much of what I’d felt throughout. Descriptions of this debut venture from Fallen Leaf contain words such as ‘thriller’, comparisons to Netflix miniseries, and promises of exploration, nerve-wracking set pieces, a deep plot, and triple-A production values. While it emphatically ticks that last box—it looks and sounds very impressive—I’m baffled as to what happened with the rest of the brief.
Imagine you sat down for a four-part thriller on Netflix, and the entire first episode focused on a man ambling about a research facility on Mars, trying to figure out which doors are locked and which aren’t. Would you proceed to episode two? Sure, he occasionally picks up an object and makes a wry comment about it. Sometimes he indulges in a little banter over comms with his colleague back at base. But there’s no escaping that this is a plodding opening episode, literally, as your man trudges from room to room and back, and you hope to find a switch or keycard that opens up a new path, the metallic swoosh of sliding space doors gradually imprinting itself on your brain.
The man is Jack Leary, a sort of Gerard Butler-type made extra stiff by the confines of his space suit. The colleague is Jessica Appleton, a youthful, cheery piss-taker who stays behind when Jack goes to investigate a distress call from Fort Solis, the Mars outpost neighbouring their own. Jack and Jess’s relationship comes as close to anything in the game to giving its story purpose—a sense of warmth in their close working partnership against the cold metal and dust storms. It can feel forced, thanks to the rather algorithmic way Fort Solis portions out its character building dialogue, and Jack’s ‘I’m on vacation’ line is as tired as it was for Bruce Willis in Die Hard 5. But in the main, the chatty script and the voice performances (Roger Clark and Julia Brown) help make their bond believable.
That believability equally extends to the facility itself, which is not only rendered with realistic textures and lighting, but feels logically laid out and lived in. It extends to the video logs you’ll unearth from computer terminals, where the now mysteriously absent facility workers show off some tremendous facial animation. It extends to the way the camera acts as a physical object, squeezing through the diminishing gap as Jack closes an airlock door behind him. And it extends to the diegetic menu system planted in your wrist computer, which Jack physically raises up to check his map, messages or logs.
But this believability has its downsides too. My admittedly middling PC was forced to run the game on Low settings, for starters, and still struggled to cope without horrible judder when new areas loaded in. The map, meanwhile, would have been far more useful if it was displayed on a full screen after all, so I could see how it all joined together. And then the lack of camera cuts, married to animations for almost every little interaction with the environment, sometimes accompanied by contextual button prompts, drag the pacing down. I often like when games ask you to follow prompts to perform a process, and I love the way a TV series such as Better Call Saul studies its characters going about routines. Such storytelling devices can provide insight into a character’s life or mind set. In Fort Solis, however, they lack significance beyond the action itself.
Quick-time non-event
The same can be said for the game’s other favoured form of interaction, QTEs, not least because they’re so poorly implemented. A few pop up completely out of the blue during your long walks, while others occur within some scenes of struggle (trying to avoid spoilers here), which presumably are meant to pass for those nerve-wracking set pieces. (This is also where you learn that Jack can run when he wants to, just never under your control.) Either way the result was generally the same for me – I failed almost all of them. Button prompts often appear in remote areas of the screen, away from the action, and stick around for less than a second. By the time I registered they were there, it was often already too late. Still, not to worry, since your performance seems to make zero difference to the outcome of a scene.
The issue then, of course, is that when stuff does happen, it lacks tension, and in fact that’s the case throughout the game. For an experience billed as a thriller, the most curious thing about Fort Solis is that it doesn’t even seem to be trying to create any suspense. Under threat of lingering danger, you continue to potter about the place, taking time to pore over the contents of crew members’ computers, or idly commenting on items of curiosity, as if touring a museum on a wet Sunday. A scene when you have a bout of nerves and panic is totally unearned.
As for the all-important plot, I don’t want to give anything away, except to say that there isn’t much to give. You’ll uncover plenty of details about what was going on in Fort Solis prior to your arrival, building up a picture of the crew members and their interests, but the sum of these parts is very thin indeed. Nothing unexpected or clever occurs to make it feel worthwhile, nor is the concept of colonising Mars put to use as a means of exploring any moral or philosophical quandaries, at least none that haven’t been explored in greater depth before.
There’s nothing fundamentally disagreeable here with the intent to harness the cutting-edge tech of Unreal 5 in the service of a short, narrative heavy game that isn’t your typical triple-A fodder. Yet it’s impossible to ignore that titles such as Gone Home made collecting documents and finding keys more intriguing and even thrilling a decade ago, with none of these visual bells and whistles, or voice talent. In contrast, Fort Solis fails to convince it has a story that deserves telling, or that it has the right methods to tell it. All the production values in the world can’t save it from that.
You’ll find a clue for today’s Wordle just a short scroll down this page, alongside a selection of general tips and tricks designed to improve every guess you make. Need something a little stronger? You’ve got it. The answer to the August 22 (794) Wordle is only a quick click away.
How hard can it be to nail down the answer when you’ve spent most of your time looking at three very helpful greens? In my case the answer is “quite a lot”. I only managed to uncover today’s Wordle answer on my very last go—although checking the board again I really should have cleared this about three attempts earlier.
Today’s Wordle hint
(Image credit: Josh Wardle)
A Wordle hint for Tuesday, August 22
Chilli, paprika, turmeric, and cumin are all tasty examples of today’s flavourful answer. An old saying claims variety is this, as far as life is concerned. You’ll need to find two different vowels today.
Is there a double letter in today’s Wordle?
There are no double letters in today’s Wordle.
Wordle help: 3 tips for beating Wordle every day
Looking to extend your Wordle winning streak? Perhaps you’ve just started playing the popular daily puzzle game and are looking for some pointers. Whatever the reason you’re here, these quick tips can help push you in the right direction:
Start with a word that has a mix of common vowels and consonants.
The answer might repeat the same letter.
Try not to use guesses that include letters you’ve already eliminated.
There’s no racing against the clock with Wordle so you don’t need to rush for the answer. Treating the game like a casual newspaper crossword can be a good tactic; that way, you can come back to it later if you’re coming up blank. Stepping away for a while might mean the difference between a win and a line of grey squares.
Today’s Wordle answer
(Image credit: Future)
What is the #794 Wordle answer?
Keep on winning. The answer to the August 22 (794) Wordle is SPICE.
Previous Wordle answers
The last 10 Wordle answers
Wordle solutions that have already been used can help eliminate answers for today’s Wordle or give you inspiration for guesses to help uncover more of those greens. They can also give you some inspired ideas for starting words that keep your daily puzzle-solving fresh.
Here are some recent Wordle answers:
August 21: BEACH
August 20: QUEST
August 19: MAGMA
August 18: EXACT
August 17: AMISS
August 16: SCRUB
August 15: INDEX
August 14: SNAKY
August 13: WRATH
August 12: QUICK
Learn more about Wordle
(Image credit: Nurphoto via Getty)
Wordle gives you six rows of five boxes each day, and it’s up to you to work out which five-letter word is hiding among them to win the popular daily puzzle.
It’s usually a good plan to start with a strong word like ALERT—or any other word with a good mix of common consonants and multiple vowels—and you should be off to a flying start, with a little luck anyway. You should also avoid starting words with repeating letters, so you don’t waste the chance to confirm or eliminate an extra letter. Once you hit Enter, you’ll see which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
Your second guess should compliment the first, using another “good” word to cover any common letters you might have missed on the first row—just don’t forget to leave out any letter you now know for a fact isn’t present in today’s answer. After that, it’s just a case of using what you’ve learned to narrow your guesses down to the correct word. You have six tries in total and can only use real words and don’t forget letters can repeat too (eg: BOOKS).
If you need any further advice feel free to check out our Wordle tips, and if you’d like to find out which words have already been used, you can scroll to the relevant section above.
Originally, Wordle was dreamed up by software engineer Josh Wardle, as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle, refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures. Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
https://gamingarmyunited.com/wp-content/uploads/2023/08/1692693043_Todays-Wordle-hint-and-answer-794-Tuesday-August-22.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-08-22 04:10:432023-08-22 04:10:43Today’s Wordle hint and answer #794: Tuesday, August 22
It’s fair to say that Starfield is Bethesda’s most important game release in years, probably the biggest thing it’s done since rejuvenating the Fallout series back in 2008. And Bethesda head of publishing Pete Hines recently made it clear that the studio is taking the job of bringing that game to life seriously—and that he’ll brook no suggestion that the studio is half-assing any part of it.
Over the weekend, former game developer Mark Kern, whose past credits include StarCraft, World of Warcraft, and Firefall, shared his thoughts on “the physiognomy of start screens.”
“The start screen of a game can reveal a lot about how rushed the team was and how much pride they took in their work,” Kern tweeted. “Starfield’s start screen either shows hasty shipping deadlines by a passionate team overworked, or a team that didn’t care.
“Start screens are often done at the very end of development. Teams are too busy making the core game. It’s quite common for the start screen to completely change once the game is shipping or on patch 0. Teams that take pride want to put a good face forward and will often redo these just prior to game going live.” The comment drew a reported 9.1M impressions on Twitter, including from quote tweets expressing disagreement.
The response from Hines was short and sharp. “[The development team] designed what they wanted and that’s been our menu for years and was one of the first things we settled on,” he tweeted. “Having an opinion is one thing. Questioning out a developer’s ‘care’ because you would have done it differently is highly unprofessional coming from another ‘dev’.”
Hines’ reaction isn’t just notable for its forceful defense of the Starfield team, which is to be expected, but also for its bluntness: Generally accepted rules of social media decorum mean that it’s rare for a high-profile game executive to drop the hammer on someone in such a public fashion.
Hines’ comments were widely supported, and they also sparked some interesting chatter about what makes a “good” start screen, and how developers approach this small-but-symbolic detail.
Gloomwood mastermind Dillon Rogers, for instance, said one of his favorites is from Alien: Isolation, a minimalist scene he said “captures the tone perfectly.”
I don’t think there’s anything wrong with simple main menus.One of my favorites is the menu in Alien Isolation. Captures the tone perfectly with just the right amount of detail. pic.twitter.com/umiHdjfYSsAugust 19, 2023
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Half-Life 2, widely regarding as one of the best videogames of all time, takes a similar approach, laying a low-key menu overtop panoramas from the game:
The Last of Us startup screen is just a busted window, and people liked it so much that HBO paid tribute to it in the TV series:
(Image credit: Naughty Dog)
Of course there’s this little thing from a couple years ago you may have heard of:
(Image credit: FromSoftware)
And we probably shouldn’t forget about this one:
In the end, it all comes down to exactly what Hines said: It’s perfectly valid to not care for a particular example or style of start screen, just as it’s fine to not care for a game genre of any particular sort. But conflating your personal feelings with broad, derogatory statements about developers, as Kern did, takes the conversation from expressions of feeling to assumptions of fact. It’s the sort of “nobody asked” outburst that’s almost purpose-designed to result in the metaphorical throwing of hands—which one Twitter user reminded Hines was probably the whole point.
Starfield is set to launch on September 6. There won’t be playable mechs, but there will be a “snake-worshipping death cult” you can join, if you’re into that sort of thing. I’ve reached out to Bethesda for comment and will update if I receive a reply.
Wait. There’s got to be a catch, right? Yes. This LG OLED A2 48 incher is a 60Hz screen, so there’s no high refresh action here. But then it’s also 4K, so the idea that you’re going to be watching Cyberpunk flash by at 240 frames per second is pretty fanciful.
In other words, this isn’t a screen for eports addicts desperate for low latency. To be honest, it’s not really a great pick as a multi-purpose monitor. At 48 inches it’s a bit too big for that. But if you want that OLED -per-pixel lighting experience with the full 4K thrown in, and from one of the best brands in the business, well, this isn’t a deal, it’s an outright steal at just $650 from Best Buy.
Anyway, the LG isn’t even an ancient model, it’s a 2022 panel. However, it is LG’s value-orientated OLED model line and aside from the 60Hz thing, there are other, well, compromises.
Most obviously, this ain’t the brightest kind-of monitor du monde. You’re looking at a peak of around 550 nits in a small window and—brace for impact—only a little over 100 nits for full screen brightness.
So, this isn’t a great choice for all-round computing. It will lack punch on the desktop. That said, most LG-derived PC monitors only hit about 150 nits full screen, so this TV isn’t all that different to screens priced well above it.
What it will be good at it delivering epic HDR visuals on a very large scale and with 4K crispness. Baldur’s Gate would look utterly drool worthy on this monster.
Incidentally, our cousins over on Tom’s Guide reckon it has low input lag despite the 60Hz refresh, plus excellent colour accuracy. The sound quality is good, too, and you get a decent smart TV platform thrown in.
All told, this is a tiny bit of a niche item. It’s probably not going to replace your 27-inch 1440p panel of choice. But is it cheap enough that it might just be affordable as a big-screen indulgence, a life-enhancing extra as opposed to your daily driver. Admit it, it’s very tempting.
https://gamingarmyunited.com/wp-content/uploads/2023/08/1692620813_Grab-yourself-a-48-inch-4K-LG-OLED-for-a-ridiculous.jpeg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-08-21 13:04:492023-08-21 13:04:49Grab yourself a 48-inch 4K LG OLED for a ridiculous $650
On an average day about a dozen new games are released on Steam. And while we think that’s a good thing, it can be understandably hard to keep up with. Potentially exciting gems are sure to be lost in the deluge of new things to play unless you sort through every single game that is released on Steam. So that’s exactly what we’ve done. If nothing catches your fancy this week, we’ve gathered the best PC games you can play right now and a running list of the 2023 games that are launching this year.
Book of Hours
Steam page Release: August 18 Developer: Weather Factory
From the creator of Sunless Sea and Cultist Simulator comes this RPG about operating an occult library. Following the destruction of a 1500-year-old library specialising in “grimoires and arcana”, it’s your job to somehow rebuild, which means not only sourcing all those obscure tomes but also studying, acting tour guide, and re-constructing the building itself. This is a narrative-driven affair with a refreshingly unrushed atmsophere: there’s no combat, just a slow unfolding of ancient mystery. It has an ornate and colourful art style that seems inspired by real books of hours.
En Garde!
Steam page Release: August 17 Developer: Fireplace Games
Here’s a lighthearted third-person action game with a focus on stylish swashbuckling swordplay. First impressions suggest Nidhogg crossed with Yakuza, and I mention the latter because in En Garde! you get to utilize objects in the environment mid-combat. Kicking big containers at a group of three foes looks really satisfying, actually. But while kicking is a welcome—and too oft overlooked—feature, the focus here is on technical sword fighting: parrying, riposting, and maintaining your cool for long enough to unleash special moves. In addition to a varied campaign, there’s an arena mode if mastery is your bag.
Voidborn
Steam page Release: August 19 Developers: Xekvery
Voidborn is a boomer shooter roguelite in a setting that looks like Dark Souls remade in the Quake engine. In addition to randomised environments you’ll also get to experiment with a bunch of movement modifiers, with wall-jumping and wall-running both in the cards. Developer Xekvery and many Steam reviewers make note of Ultrakill as a clear inspiration, but generally speaking if you love unrealistically fast FPSs and the giddying thrill of non-stop circle strafing, this emphatically ticks those boxes. It’s an Early Access affair: it’ll launch into 1.0 in about a year, during which time it’ll receive its fifth and final area.
Little Man Has a Day
Steam page Release: August 17 Developer: Mosman
This is a free narrative game about a “little” man wandering aimlessly, steeped in ennui, seeking distraction in random encounters with friends. It’ll take you about fifteen minutes to complete this game, so there’s no reason why you shouldn’t, unless you have zero concern for the plight of little men.
An Ankou
Steam page Release: August 18 Developer: Alkemi
Another Early Access roguelite, An Ankou looks like Diablo with resource foraging thrown in. You play as a “servant of Death” who must adventure around depressing landscapes, felling baddies en masse, while also gathering resources for crafting bigger and better weapons. Difficulty can be customised, and there are different game modes offering bite-sized or more lengthy campaigns. An Ankou will be in Early Access for up to a year while new content is added; right now there are two large maps, two classes, and more than 30 items.
https://gamingarmyunited.com/wp-content/uploads/2023/08/1692584745_Five-new-Steam-games-you-probably-missed-August-21-2023.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-08-21 02:57:432023-08-21 02:57:43Five new Steam games you probably missed (August 21, 2023)
Inject some fresh thinking into your daily Wordle with our helpful hints and tips, or just click on down to the August 20 (792) answer and win today’s Wordle in an instant. Honestly, so long as you’re having a good time, it doesn’t matter how you win.
Today’s Wordle was an enjoyable head-scratcher, every new line another puzzling but sure step towards the answer, complete with a genuine “a-ha” moment as the right word finally crossed my mind. I’d like another day along these lines, I had fun.
Today’s Wordle hint
(Image credit: Josh Wardle)
A Wordle hint for Sunday, August 20
The hero of a gritty cyberpunk game can expect to be sent on a mission, whereas a fantasy character would probably be given a _____. More widely today’s answer refers to some sort of difficult journey or long search for something. There are two vowels hidden in here.
Is there a double letter in today’s Wordle?
No, you won’t find any double letters in today’s puzzle.
Wordle help: 3 tips for beating Wordle every day
Anyone can pick up and play Wordle, but if you want to do it well and make all of your guesses count, these quick tips will help get you started on your Wordle winning streak:
Choose an opener with a balanced mix of unique vowels and consonants.
The answer may contain the same letter, multiple times.
Try not to use guesses that contain letters you’ve already eliminated.
Thankfully, there’s no time limit beyond ensuring it’s done by midnight. So there’s no reason not to treat the game like a casual newspaper crossword and come back to it later if you’re coming up blank. Sometimes stepping away for a while means you can come back with a fresh perspective.
Today’s Wordle answer
(Image credit: Future)
What is the #792 Wordle answer?
One win, just for you. The answer to the August 20 (792) Wordle is QUEST.
Previous Wordle answers
The last 10 Wordle answers
Past Wordle answers can give you some excellent ideas for fun starting words that keep your daily puzzle-solving fresh. They are also a good way to eliminate guesses for today’s Wordle, as the answer is unlikely to be repeated.
Here are some recent Wordle solutions:
August 19: MAGMA
August 18: EXACT
August 17: AMISS
August 16: SCRUB
August 15: INDEX
August 14: SNAKY
August 13: WRATH
August 12: QUICK
August 11: HELLO
August 10: EMPTY
Learn more about Wordle
(Image credit: Nurphoto via Getty)
Wordle gives you six rows of five boxes each day, and you’ll need to work out which secret five-letter word is hiding inside them to keep up your winning streak.
You should start with a strong word like ARISE, or any other word that contains a good mix of common consonants and multiple vowels. You’ll also want to avoid starting words with repeating letters, as you’re wasting the chance to potentially eliminate or confirm an extra letter. Once you hit Enter, you’ll see which ones you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
You’ll want your next guess to compliment the first, using another “good” word to cover any common letters you might have missed last time while also trying to avoid any letter you now know for a fact isn’t present in today’s answer. After that, it’s simply a case of using what you’ve learned to narrow your guesses down to the correct word. You have six tries in total and can only use real words and don’t forget letters can repeat too (eg: BOOKS).
If you need any further advice feel free to check out our Wordle tips, and if you’d like to find out which words have already been used you can scroll to the relevant section above.
Originally, Wordle was dreamed up by software engineer Josh Wardle, as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle, refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures. Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
https://gamingarmyunited.com/wp-content/uploads/2023/08/1692512538_Todays-Wordle-hint-and-answer-792-Sunday-August-20.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-08-20 04:07:442023-08-20 04:07:44Today’s Wordle hint and answer #792: Sunday, August 20
Twitch streamers will be able to block banned users from not just chatting on their streams, but watching their streams entirely, using a new optional setting coming in September. That’s a big change from now, where a banned user can still watch streams without chat.
It’s not the last thing Twitch is considering—the possibility of IP bans for blocked users will, in the future, avoid people getting around their bans by signing out or creating a new account.
As reported by Eurogamer, the upcoming change was pointed out by Twitch streamer Lowco in a post on X, née Twitter. It’s currently unavailable to everyone, but will become widely available in September.
The function will be optional, but when turned on it will mean that banned users instantly lose access to live streams from the banning channel—that means they’ll instantly lose both chat and stream. It won’t stop the banned users from watching on-demand videos or clips, though Lowco intimates that may change eventually as well.
For my part, I think that’s wonderful. Bans do a lot to keep internet communities functional and open places, removing people who’d do more harm than good. It’s particularly good to hear given that Twitch and livestreaming culture in particular has more than a small stalker problem.
• Rolling out to everyone in September• Optional tool that you can turn off/on• Works instantly – if you ban someone mid-stream they will be cut off from the stream immediately • Blocked users will automatically be prevented from watching• Does not prevent them from…August 16, 2023
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All of that is, of course, a very different problem from the thing where a Twitch streamer can be popular enough to get charged with inciting a riot while pulling an impromptu and highly irresponsible giveaway stunt.
https://gamingarmyunited.com/wp-content/uploads/2023/08/1692548616_Twitch-streamers-can-soon-stop-banned-people-from-watching-altogether.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-08-20 01:25:052023-08-20 01:25:05Twitch streamers can soon stop banned people from watching altogether
We’ve just given Baldur’s Gate 3 one of the highest review scores ever awarded in PC Gamer’s 30 year history, putting Larian’s RPG the company of just a handful of other games, including Half-Life 2 and Sid Meier’s Alpha Centauri. It’s an extraordinary RPG and already an all-time favorite for many on the team—although I doubt any of us except Fraser, who wrote our Baldur’s Gate 3 review, have finished it yet.
As the sequel to a 23-year-old RPG that was made by BioWare and published by Interplay and Black Isle, creators of Wasteland, Fallout, Planescape: Torment, Icewind Dale, and more, Baldur’s Gate 3 carries on the “computer roleplaying game” tradition that has produced, or at least preceded and heavily influenced, many of PC Gamer’s other favorite RPGs. Having given our verdict, we asked around for Baldur’s Gate 3 launch reactions from Larian’s contemporaries and predecessors, and heard back from some of the most influential directors, designers, and writers of PC RPGs from the past 30-plus years:
Brian Fargo, founder of Interplay and InXile (where he’s revived the Wasteland and Bard’s Tale RPGs), who hasn’t had a chance to play Baldur’s Gate 3 yet, but is jealous that Larian landed the license and “made it an even bigger success than imagined”
Former Dragon Age creative director Mike Laidlaw, who’s been making liberal use of improvised weapons and talks to every animal
Former Bethesda lead producer Jeff Gardiner, who says that Baldur’s Gate 3 is a “masterpiece,” despite his character being humbled by goblins
Obsidian studio design director Josh Sawyer, who’s having fun getting into and out of trouble, and puts his critical eye to the interface
Former Obsidian narrative designer Lis Moberly, who contemplates the meaning and potency of Baldur’s Gate 3’s plague narrative
Spiderweb Software founder Jeff Vogel, who takes Baldur’s Gate 3 as good news for all RPG developers, because “successful RPGs make more RPG fans”
Here’s what they had to say:
Brian Fargo
My thought on the launch was that I was jealous as I (and Feargus [Urquhart, CEO of Obsidian Entertainment]) chased that license for more than a decade and Larian finally landed it and made it an even bigger success than imagined. And seeing the approach and success of Divinity: [Original Sin] 2, Larian was a very smart choice.
I also admit I’m afraid to begin when I hear stories about people wandering around in the mountains for 60 hours while barely pushing forward into the main story. Reminds of when Red Dead 2 stole weeks of my life away, though it was a helluva good time.
Mike Laidlaw
Past: BioWare, lead writer, lead designer, creative director Present: Yellow Brick Games, chief creative officer Next game: TBA fantasy action RPG
I never tire of having Karlach chuck half the room’s furniture directly into the boss’s face.
Mike Laidlaw
If you ask me, Baldur’s Gate 3 is a triumph. The throughline of robust world interactions and fun turn-based combat is obvious from the Divinity: Original Sin games, and the way the team have managed to weave the themes—and even some of the characters—of the originals into an all new story is very impressive. I’m not actively playing [D&D] fifth edition, but this interpretation of the rules feels robust and lets me pull off some pretty cool stunts, mixing jumps and so on into combat, that makes the space feel very alive. That and I never tire of having Karlach chuck half the room’s furniture directly into the boss’s face.
The little details still get me, though: a cow who, thanks to my habitual use of speak to animals, reminds me I should “try the grass,” or the poor terrified chicken who just yells, “ESCAPE!” in the goblin camp. These moments bring the world to life.
My only complaint is that I want to always wash my face when I change for bed. Skin care is very important, folks.
Jeff Gardiner
Past: Bethesda Game Studios, lead producer Present: Something Wicked Games, founder Next game: Wyrdsong
Baldur’s Gate 3 is a masterpiece. I am constantly astonished by the level of detail, the choices, the tactical decisions in combat, the attention to the character models, the VFX, and the way everything comes together. It’s a marvelous, magical masterpiece that immediately suspends my disbelief every second I’m playing. I’m as obsessed with it as I was with Baldur’s Gate 2. I’m running a solo campaign as well as a separate campaign playing co-op with my wife. In both campaigns, we’re playing as mostly good characters, and despite that—because of the way the persuasion system works and the amount of subtlety in the decisions you make—we are experiencing vastly different games. These aren’t just “pinch points” that are common in most RPGs, these are vast differences that build up over time. It’s a real marvel to behold in a master class of RPG design.
I’m thrilled by wonderful RPGs, am thrilled that this game exists, and I cannot wait to play more.
Jeff Gardiner
An example of this sprawling spiraling branching decision-making is something that happens about halfway through Act 1. So if you haven’t gotten here, this is a massive spoiler alert!
At this point in the story, you’re confronted with a goblin camp. Most of the D&D I played was second edition, where you were taught that you go in spells blazing screaming “Kill ‘em all!” However, if you do that in BG3, you end up in a precarious situation that usually ends in a party wipe. Learning this the hard way, I decided to proceed with caution. I’ve talked to several people and there are so many ways to approach this camp, but I decided to walk up to the front gates and charm my way in. Despite succeeding on all my rolls, the goblin asked me to do something. He asked me to rub shit on my face. Not only shit, but Worg shit. So, grimacing, I proceeded to do so and then my character model for the next several hours had a big schmear of crusted turd running down his face. Not only that, but I proceeded to be ridiculed and mocked by every goblin in the camp. This level of detail and thoughtfulness is put into every corner of this game.
I’m thrilled by wonderful RPGs, am thrilled that this game exists, and I cannot wait to play more. Larian deserves all the praise and success being heaped on them.
Josh Sawyer
Past: Black Isle Studios, lead designer Present: Obsidian Entertainment, studio design director
I’m still making my way through Act I content, but I think I’ve seen enough to form some basic thoughts. The production values are crazy high, especially for a party-based D&D CRPG of this scope. I can see their dialogue trees in my mind’s eye and even if a lot of the cinematic setup for those conversations are automated, it’s a massive amount of work to stage them.
At its core, it still very much feels like an evolution of Divinity: Original Sin 2 using the 5E ruleset. The tone of the story and the companions feels pretty spot-on for a Baldur’s Gate game: mostly light and fun with dark elements thrown in for a gleefully wicked edge. As with D:OS2, the level of interactivity in the world is extremely high and being able to work yourself out of (or into) tight corners by fiddling with the rules is a lot of fun.
I really like how consumables (eg, scrolls) and spells that can affect dialogue are incorporated into dialogue checks. It’s something I’ve always wanted to do and I think it works really well in BG3.
Josh Sawyer
I think there are only two areas of real criticism I have. One is that the UI can feel clumsy and clunky for a lot of actions. There are so many contextual actions you can perform on objects that the menus can get overloaded—and a lot of those actions are never tutorialized. The camera also continues to be a weak spot. I admit it’s a personal and professional bias, but when I’m fighting the camera just to navigate a space or avoid mis-clicking on a faraway location, it’s not an enjoyable experience.
The other is a bit more pervasive, but the way things like conversations and other interactions work in singleplayer feel significantly compromised by supporting a specific type of untethered multiplayer experience. For example, the lack of a straightforward, easily-accessible pause button in singleplayer is extremely jarring, especially considering how easy it is to accidentally start characters pathing toward a distant location via a dangerous route. Also the way that conversations can be entered, with lagging characters hovering in the background because they were a few steps outside of the radius, feels unnecessarily penalizing for someone who’s just trying to go with the flow of the singleplayer campaign.
One more thought: I really like how consumables (eg, scrolls) and spells that can affect dialogue are incorporated into dialogue checks. It’s something I’ve always wanted to do and I think it works really well in BG3.
Lis Moberly
Past: Obsidian Entertainment, WB Games writer and narrative designer Present: TBA
What is the most striking to me is how Baldur’s Gate 3 has taken part in the wave of plague narratives embraced by fantasy games in the last year, particularly among RPGs. While Baldur’s Gate 3 was in development long before the pandemic, the concept of mass infection and its consequences cannot help but be recontextualized for this generation of players. At their core, plague narratives contrast the possible loss of life with the loss of our personhood.
Like all plague narratives, the crux of your experience in the game is a choice to risk your physical life, or risk who you are as a person by succumbing to the power and control you hold.
The abundance of dialogue checks reflects this idea of loss amid infection immediately. In many RPGs, it is common to see no more than one or two checks in a dialogue choice bank, which often leads players to select them by default. Some games temper this impulse by ensuring that selecting a unique option does not always guarantee a positive result. However, BG33 pulls back on this impulse and then proceeds to tip it over the edge. Larian provides an avalanche of ways to persuade, intimidate, and use your experience as a specific species or class in each choice bank of all significant conversations. This accurately reflects the narrative BG3 has woven. Infection and plague happen in more than one way. It is physical, psychological, and relational. As Jill Lepore wrote so aptly of plague narratives for the New Yorker in 2020, “Reading is an infection, a burrowing into the brain: books contaminate, metaphorically, and even microbiologically.” And as players, that infection is something we want. The conversations of BG3 make us feel powerful. It is the same experience our character is having as they embrace or resist the infection burrowed within them. In this way, BG3’s conversation system reflects the story it tells. Like all plague narratives, the crux of your experience in the game is a choice to risk your physical life, or risk who you are as a person by succumbing to the power and control you hold.
Within an hour of booting up BG3, Larian had not only met my unrealistically high expectations but far exceeded them.
Lis Moberly
And the game makes it clear—who you are as a person is understood by the relationships you choose to build. Your companions demonstrate this through the reactivity you see to the choices made throughout the game. It’s my personal opinion that reactivity is the most pointed when characters the player has spent the most time with are impacted. This forces the player and the companion to reorient their relationship to reflect the player’s actions. Whereas many would assume reactivity to the larger in-game choices or regional decisions a player made feel the most impactful, Larian reminds us it’s the companions’ reactions to smaller-scale choices made in side quests or world content that deal significant blows, because our companions were watching. After all, our choices carry the most weight when they impact the people we love.
My expectations for Balder’s Gate 3 could not have been higher. I grew up playing Dungeons & Dragons, DMing campaigns in musty basements for most of my upbringing. After getting my master’s degree instead of looking for a job I obsessively played Baldur’s Gate 2. I’d wake up in the morning, order Domino’s Pizza and four liters of Diet Coke and proceed to play for 16 hours straight… for eight days straight. Within an hour of booting up BG3, Larian had not only met my unrealistically high expectations but far exceeded them.
Jeff Vogel
Writing indie games for 30 years lets me have a lot of perspective. Baldur’s Gate 2 came out in 2000, and it was a classic. Back then, I told people, “Hey, go ahead and play Baldur’s Gate 2 before my games. It’s really good, and my games will still be there when you’re done.” Baldur’s Gate 3 is really good in the same ways, and I’m still saying the same thing.
I spent years stealing ideas from Baldur’s Gate 2. Now I can spend years feeding off the new title. We all stand on the shoulders of giants.
Jeff Vogel
When I was just starting out in business, I freaked out whenever other RPGs came out because I was terrified of competition. Then I found that, when a hit RPG came out, it never affected my sales at all. I realized that successful RPGs make more RPG fans, which helps all us developers. When you see an ad for Baldur’s Gate 3, it’s not just selling that game. It’s selling the whole idea of playing singleplayer RPGs.
Baldur’s Gate 3 is turning into a phenomenon, and I couldn’t be more thrilled. Larian really knows what they are doing. Our next game, Geneforge 2 – Infestation, will be out in March, which should be perfect timing. Six months after Baldur’s Gate 3 came out, 6 months before they announce their DLC.
It also continues the traditions of my business. I spent years stealing ideas from Baldur’s Gate 2. Now I can spend years feeding off the new title. We all stand on the shoulders of giants.
https://gamingarmyunited.com/wp-content/uploads/2023/08/A-triumph-Brian-Fargo-Mike-Laidlaw-and-other-RPG-architects.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-08-19 18:41:412023-08-19 18:41:41‘A triumph’: Brian Fargo, Mike Laidlaw, and other RPG architects weigh in on Baldur’s Gate 3
A version of this story was originally published in PC Gamer issue 385, 2023.
Here’s how Australian Broken Roads is: instead of magic potions, you drink beer. Game director Craig Ritchie casually mentions this when listing consumables, alongside bandages and first aid kits. “You can’t get magic potions in our game so we have multiple sources of beer,” he says. “The beers have different abilities.”
Broken Roads is so Australian one of its character archetypes is summed up as someone who “wouldn’t even blink in a shit storm.” Funny thing is, this post-apocalyptic homage to classic RPGs like Fallout wasn’t always set in Australia. It wasn’t even always an RPG.
When Ritchie first told a friend about his videogame idea in January of 2019, it was a tactics game, “a road trip with tactical battles along the way.” The focus was on turn-based combat, and the setting was a “generic post-apoc place.”
That friend was Jethro Naude, who became co-founder of Drop Bear Bytes with Ritchie, and Broken Roads became their first game. But not without changes along the way. Within a month they realised it made sense for an Australian studio to set its Mad Max-esque game in Australia, and they wanted it to be about more than just combat. They wanted to deepen the characters, expand the story, make it more like the game they both consider their favourite: Baldur’s Gate 2. “We made a decision, I think in early February,” Ritchie says. “This is going to be a narrative-driven RPG like the greats of the genre that we love.”
As their ambition expanded, so did the studio, with new staff acquired by diverse means. Composer and audio lead Tim Sunderland was found via Reddit, while narrative director Leanne Taylor-Giles came as a recommendation from creative lead Colin McComb, the two having worked together on Torment: Tides of Numenera.
A gazebo? Take cover! (Image credit: Drop Bear Bytes)
Slang gang
The larger, more spread-out team was useful when it came to ensuring the dialogue was accurate. Broken Roads is full of evocative Australian slang. Children are called “ankle-biter” or “sprog”, an overconfident merc’s “a legend in his own lunchbox”, and insults you’ll hear include “derro” and “bogan”. My favourite phrase in Broken Roads is “Technicolour yawn,” a poetic way to describe vomit.
You get this item, you take it to the right person, and a new beer becomes available in the world.
Craig Ritchie, game director
What counts as Australian slang is a divisive topic among Australians, with residents of different states baffled to learn their neighbours use different words. “Even Leanne and I disagree on some things and we’re both from Queensland,” Sunderland says. Because Australian culture is often depicted inaccurately in fiction, especially the accents, people are protective of what counts as “real” slang. Whether you call a slice of potato that’s been battered and deep-fried a potato cake, scallop, or fritter can start fights.
“It’s interesting,” says Taylor-Giles, “because my husband grew up in Victoria and I grew up in Queensland. I’ll turn to him and I’ll say, ‘Have you ever heard this phrase?’ He’s like, ‘No, what does it mean?’ Then I have to think and go, ‘I don’t actually know.’ Then it’s this whole etymological journey to figure out.” She found a source for accurate dialogue equally close to home: older relatives. “I just call my grandma or my uncle and listen to them chat for a while. ‘Yeah, those are some good phrases,’ and I put them in the game.”
The Broken Arms pub. You can’t beat it. (Image credit: Drop Bear Bytes)
Further research meant travelling around Western Australia, the state Broken Roads is set in, and in particular its wheatbelt region. They took thousands of photos and audio recordings of places like the Super Pit, which used to be Australia’s biggest open-cut gold mine. It’s a hole 600 metres deep that makes a sound Taylor-Giles calls “a drone like the background of the universe.”
It was also important to research the beer, I’m assured. “It’s all Craig,” Sunderland says, “he loves his craft beer. We were in Kalgoorlie, which is in the middle of Western Australia, and he found a craft beer restaurant. What? How?”
“What I’ve done is look at real flowers, plants, that kind of thing that either are or can be used in craft beers that are the fauna of the specific area of the wheat belt of WA,” Ritchie explains. “You can get like banksia and desert pea, I can’t remember them all right now. You get this item, you take it to the right person, and a new beer becomes available in the world.”
(Image credit: Drop Bear Bytes)
Another location visited was Wave Rock—a hill naturally formed into the shape of a breaking wave the team compares to Erana’s Peace, the peaceful haven in Quest for Glory: So You Want to Be a Hero. Sunderland’s quite pleased he captured authentic audio to accompany it. “When you’re in Wave Rock [in the game] you’re hearing Wave Rock exactly where you are,” he says. “Not just Western Australia, but exactly where you’re standing.”
We started off with the same art team that did the Shadowrun Returns series of RPGs.
Craig Ritchie, game director
Sunderland also composed the score, balancing gentle piano with instruments he figured could be constructed in a wasteland, making them out of scrap and broken guitars. He wrote from the perspective of “a musician that lives in a tin shed that’s had a bit too much sunstroke and has collected all these musical instruments and synthesisers and whatnot over the years. They’re just experimenting in this little shed.”
They sound like the kind of raggle-taggle instruments only a wasteland scavenger or Tom Waits could love, and demanded to be played a certain way. “Playing that cigar box guitar is awful, because I’ve used nails on it as the frets, and they’re sharp and they’re rusty and I probably got tetanus. It really changes the way that you play an instrument because you think it’s just a guitar, but then you pick it up and you go, ‘This does not feel like a guitar. This feels like a weapon.'”
Brown is realistic. In Western Australia. (Image credit: Drop Bear Bytes)
The final layer of authenticity came via reference photos, from which building facades were faithfully rendered (minus logos, for legal reasons). Broken Roads doesn’t look photorealistic, however, with a painterly art style and visible brushstrokes.
“I want players to feel like they’re playing in concept art,” Ritchie says. “I’ve often thought concept art looked better than what actually made it in the game. We started off with the same art team that did the Shadowrun Returns series of RPGs. They were working with the art director to get the style down, however that was all 2D, hand-drawn sprites for 3D characters walking around on flat ground. As we’ve got the publisher funding and more investments on, we’ve managed to increase the budget and now we’ve recreated the whole world in 3D.”
Baby On Board signs will never go out of style. (Image credit: Drop Bear Bytes)
State of origin
Broken Roads has multiple playable prologues, one for each character archetype, like Dragon Age: Origins. As a Hired Gun my origin involves joining a party of scouts for a job escorting an engineer to Kokeby Waystation—a train depot converted to a market—where we’ll rendezvous with another traveller, then take both to the nearest town. Along the way I pick up sidequests like dealing with a merc hired to protect Kokeby who has become a bully they can’t get rid of. Backed up by two armed scouts I try threatening him, but he doesn’t take kindly to that. It ends in a shootout.
Despite modern touches like the moral compass that tracks your decisions and measures your philosophical leaning across four axes (humanist, utilitarian, machiavellian, and nihilist), it feels like a classic CRPG rather than a radical reinvention of the genre. More Bogan’s Gate than Drongo Elysium.
Still, seeing traits activated by reaching certain scores in the moral compass—like Anomic Aggression, a reward for nihilism that improves your stats at the cost of allies finding you disconcerting—it’s hard not to think of Disco Elysium, even though I first saw Broken Roads demoed at PAX Australia in October, 2019, days before Disco Elysium came out. “We are unashamedly copying Fallout 2, Planescape: Torment, Pillars 2, Baldur’s Gate,” Ritchie says. “Those are our, ‘Yep, we took from those.’ Disco Elysium, we even had our art style defined and people have said, ‘Look, you’re copying the art!’ I promise you, we were nine months in before we even saw that game.”
(Image credit: Drop Bear Bytes)
I’m pleased to hear the team reference Sierra’s classic adventure RPGs in the Quest for Glory series too. “Quest for Glory was a direct influence on this game as well,” Ritchie says, “right down to the design of one of the guilds in the major town. We copied some of the stuff from the Adventurers Guild in the original Quest for Glory, 100%. That game, I played so much of that. I just loved the freedom, and I loved the RPG combined with the adventure game.”
We try to come up with as many solutions as possible.
Leanne Taylor-Giles, narrative director
Disco Elysium did end up having some influence on Broken Roads, though. Disco’s Thought Cabinet, which let players internalise specific memories and ideas in return for changes to their stats and other effects, was so similar to a Broken Roads mechanic where players learn things from books that it was pulled and is being rethought. “We designed something so similar we were like, if we put this in people will just think we’re ripping it off completely,” Ritchie says.
Second, Disco Elysium being successful despite its lack of combat pushed them to include additional non-violent ways of solving problems. “We’d always planned to have the mix,” Ritchie says, “but I’d say it’s swung the needle a bit more into having more of those.”
The first fight’s easy, unless you have a phobia of mannequins. (Image credit: Drop Bear Bytes)
When you’re faced with a problem, Taylor-Giles says, “You can solve it with violence, you can solve it with dialogue, or if you are over here, and you’re like, ‘I wonder if I take this item the entire way across the world, if that’s gonna have an impact?’ It does.”
“And sometimes you can just bribe people as well,” adds Ritchie. “If you’ve got enough money.”
Philosophers with clubs
Replaying the demo as a less utilitarian and more humanist character I do exactly that, paying Kokeby’s thuggish merc to leave town instead of killing him. There were other dialogue options I couldn’t choose, shown in struck-through text—something you’ll be able to toggle in the finished game if you’d rather not know what you’re being locked out of. I’d definitely prefer to have them hidden. Seeing my character isn’t enough of a humanist to be able to offer a sick man some water makes me want to game the system so I’m not locked out of options like that in the future, rather than just roleplaying.
“The tortoise lays on its back, its belly baking in the hot sun.” (Image credit: Drop Bear Bytes)
Taylor-Giles points out that base-level options are always available, no matter which philosophical quadrants your spread covers, as well as ones in a “moral history” keeping track of what you used to believe. “If you start off as a humanist and you’ve somehow managed to do a full 180 and go round to machiavellian, but then you want to take on a humanist option and it’s within your moral memory you can still do that because of the person that you used to be.”
“It’s not so much locking as limiting,” says Ritchie. “Not trying to put a PR spin on it, but it adjusts to your playstyle, it evolves with your character.”
Taylor-Giles mentions that while some ways of solving problems will be open to characters based on which moral quadrants they’re in, others will be based on their origin or previous actions, “so it feels like it’s a tapestry that you’re taking part in. We try to come up with as many solutions as possible.”
That’s not a mutant, it’s just what emus look like. (Image credit: Drop Bear Bytes)
Though they added enough peaceful solutions that a full pacifist playthrough will be possible, if difficult, they never considered removing combat altogether. Far as Broken Roads has travelled from its turn-based tactics origin, that remains non-negotiable. As Ritchie explains, “Publishers actually contacted us and said, ‘Hey, if you could remove combat from the game, then we’ll publish [it], look at Disco Elysium.’ They basically wanted us to change it completely. We were like, no, we are a traditional RPG. We are gonna have combat.”
While he considers comparisons to Disco Elysium a compliment, he’s resigned that Broken Roads will “probably never get out of its shadow.” Which is frankly an issue every CRPG faces now. “We’re not going to spend our whole next six months’ marketing campaign telling people ‘No, no, we didn’t copy Disco Elysium,'” he says. “We’ll let people on Reddit say what they want.”
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