Cloud Imperium continues to sound like a super shitty place to work
Nic Reuben for Rock Paper Shotgun:
According to internal memos obtained by Insider Gaming, the Manchester (game?) studio have mandated its workers to pull two seven day weeks in the leadup to Citizencon on October 19th.
This news should not come as a surprise to those who have been following the company. These are the same individuals who have, among other terrible things:
- Raised over 700 million dollars without shipping anything, resulting in backers taking the company to court for refunds.
- Denied a disabled employee’s requests to work from home and then fired them.
- Been accused of having a “highly toxic” workplace culture by a former producer.
Who cares how good Star Citizen is, assuming it’s ever finished, when the company making it is this rotten?
Silent Hill 2 remake endings streamed online
Silent Hill 2‘s ending, as well as multiple secret endings, have been streamed on YouTube, with clips of the streams circulating social media [...] which will make stemming the tide of leaks virtually impossible.
One could argue that the endings were leaked 23 years ago.
Naturally, they tease Yanagi in Zenless Zone Zero as I’m preparing to spend my stockpile of polychrome on Caesar.
On the Rocksteady layoffs
Here are some quick thoughts on this situation and broader layoffs across the gaming industry. If I’ve missed or misunderstood something, please let me know. I’m happy to be wrong.
- Rocksteady is a studio known for its single-player games.
- They were pushed by management (or higher?) to make a live-service Suicide Squad game to compete with Destiny and LoL.
- The development process suffered from a lack of experience by devs in making live-service games (see above), mismanagement, and shifting priorities by execs at WB
- SS was delayed several times before being released due to mixed critic reviews and poor reception from fans of the company’s previous games.
- Due to low sales for Suicide Squad, Rocksteady team members were let go.
When are we going to acknowledge that shit like this is the fault of people disconnected from the creative process and have them face the consequences? I’m sick of hearing about companies “realigning for success” or whatever word salad they’re using to justify it this week while keeping these executives on the payroll.
Fire whichever overpaid SVP decided an award-winning single-player studio should build a multiplayer live-service game and let the talented people creating the games keep their jobs.
Zenless Zone Zero'd
Zenless Zone Zero is a game I’m excited to play, but things have changed recently. During the last round of beta testing, I was banned for trying to run the game on my M1 iMac.
If you’re not aware, one of the stipulations of beta testing ZZZ is that you agree to install the game on only one of each device type: PC and mobile. You can put the game on your phone or your iPad, not both, and you can install the game on a single PC, not two.
When it comes to the iMac, I know that I’m essentially (because there’s no macOS version) installing the game’s mobile version, but it didn’t occur to me at the moment that it would count against my device limit. To me, my iMac is a PC category device. In hindsight, this makes sense from a technical perspective because there’s no macOS version, and you’re installing the iOS/iPadOS version. However, how do they expect the average person to know this? I’m reasonably tech-savvy, but not everyone in the beta is.
Regardless, I installed and ran the game on my iMac and, shortly after trying to run it and realizing it didn’t support keyboard and mouse, promptly removed it. The next time I logged in, I was greeted with a screen informing me that I’d been banned. After doing some research online and contacting support, it was clear I’d broken the rule around device limits, and the ban wouldn’t be lifted.
I mean, I get it, but really?
Fast-forward to this week, and the game is now available for pre-order/pre-registration. On PS5, the game costs $13 (a first for HoYoverse?), and I feel weird about it. Given my excitement for it and my experience during the beta, I’m still going to play the game (assuming I’m allowed to?), but I’d be lying if I said this experience hadn’t put a damper on it.
Reikon reportedly cuts 80% of staff
Kotaku’s sources say that around four out of every five employees at Reikon have been laid off, making for a total of “60 to 70 people”.
This is awful. I loved Ruiner. I think it was my GOTY in 2017.
Between this news, Microsoft earlier this morning letting close to 2000 people from Xbox go, Riot cutting nearly 600 people on Monday, combined with the dozens of other studios that have made cuts, in 2024 alone, I’ve read that roughly 6–7 thousand people working in the industry have lost their jobs. We’re not even through January, how much worse will it get?
Letting that number sink it, it’s hard to want to pick up a controller and play anything right now to be honest.
Devs weigh-in as Palworld Pokémon plagiarism accusations worsen
According to two experienced AAA game artists who spoke to VGC, the model comparisons on X are likely evidence that Palworld’s character models were indeed based on Pokémon assets.
“You cannot, in any way, accidentally get the same proportions on multiple models from another game without ripping the models. Or at the very least, tracing them meticulously first,” one senior character artist told VGC anonymously, adding: “I would stand in court to testify as an expert on this.”
The video of the two models placed on top of each other alone is damning but I feel that the added analysis from other artists in the industry is the silver bullet.
I’ve had trouble reconciling the fact that a studio the size of Pocketpair could work on a game like Craftopia and then something with the scale of Palworld and not use tools like AI or repurpose assets from other games. In my mind, this is proof they’re doing one or both of those things.
That said, while we’re all here, I want to just point out that none of this (assuming any of it is true) justifies sending people death threats which Takuro Mizobe, the game’s director and CEO of the company, says the team has been getting.
If you’re following this whole saga and find it frustrating or upsetting, don’t buy the game. Most importantly, leave the people working on a video game alone.
Poe’s history with Alan Wake goes far beyond the games'
Eric Van Allen for Destructoid:
Before Alan Wake was released in May 2010, there was a book called House of Leaves, written by Mark Z. Danielewski, and published in March 2000.
The book follows several characters through a meta-textual journey: a tattoo apprentice named Johnny Truant discovers a manuscript from the strange author Zampanò. It follows a documentary about Will Navidson, a photojournalist who discovers his house is larger on the inside than the outside. The story twists and turns as you read through both the document itself and several different layers of footnotes, as the text and book itself feel like they start to warp too.
Alongside House of Leaves, there is Haunted by Poe. The musician happens to be Danielewski’s sister, and Haunted can be easily seen as a counterpart and companion work to House of Leaves, including tracks like “Exploration B,” “5&½ Minute Hallway,” “Dear Johnny,” and “House of Leaves” – all references to the novel.
Long story short (but you should definitely read the story), Remedy Creative Director Sam Lake was clearly a huge fan of House of Leaves and, by association, Poe’s music. So much so that her song Haunted was used in the first game.
Lake and the team at Remedy approached Poe during work on the Alan Wake Remaster about doing a new song for Alan Wake 2, which was also in production, and the rest is history.
This Road, an original song by Poe, appears in the game at the conclusion of chapter 9. What a great thread to tie all of this together. Like I needed another reason to love these games.
Microsoft’s disastrous Xbox One reveal
It was remarkable how badly it went from the very beginning.
The [announcement] event spent most of its run time hyping up the Xbox One’s capabilities as an all-in-one media box and its integration with television, in addition to being a gaming console.
Next to Nintendo’s Wii U announcement, this was the most confused I’d been as to whether or not I, a lifelong gamer, was the target audience for a console.
People voted for some pretty weird stuff during this year’s Steam Awards
The player-voted Steam Awards have reached their conclusion, and the results are about as weird as the nominees. In fact, I’d go so far as to say that the weirdest game possible won in several categories, such as Red Dead Redemption 2 for the Labor Of Love award and Starfield for “Most Innovative Gameplay”.
Back in the day, GameFAQs would run polls for the greatest characters in gaming (or something equally ridiculous). The users of the Something Awful forums would, en masse, vote for the characters nobody liked expected, breaking the entire thing and upsetting many teenagers who couldn’t bear to see Sephiroth lose to Bub and Bob.
This has that same energy.
Games I played in 2023
This was a year of change. I leaned really hard into console gaming this year, specifically Xbox, after being pretty focused on PC and tried playing a handful of games on mobile too. Here are my favourites from a variety of categories.
Game of the year
Alan Wake II. I love what Remedy is doing with their connected universe and can’t wait to see where they go in the Night Springs and Lake House DLC.
Best DLC
Cyberpunk 2077: Phantom Liberty added so much to the vanilla Cyberpunk experience and totally flipped the theme of the original game on its head.
Best remake
Dead Space was really good but I’ve got to hand it to Nintendo for Super Mario RPG. The nostalgia in that one hits real hard.
Game I need more time with
This one’s a toss up between Sea of Stars, which I loved but dove into on a whim just before a bunch of other games came out. Also, Baldur’s Gate 3, which was only released on Xbox at the beginning of December.
Weirdest game
Wanted: Dead. Seriously, what the fuck?
Most anticipated game
I think I’m equally excited to see where Square goes with Final Fantasy VII Rebirth and I can’t resist anything by HoYoverse so Zenless Zone Zero is up there too. I also can’t wait for Dragon’s Dogma II. I can’t explain why but the original is a favourite of mine.
[game_list display=”grid” tag=”most-anticipated-2024″]
You can view all the games I played in 2023 here.
Remembering James McCaffrey’s Director Trench
In many ways I don’t think Control works without McCaffrey’s performance. His Trench gives the whole game an emotional depth that anchors it to reality, especially as the game becomes increasingly surreal.
Control was also the first game I thought of when hearing about McCaffrey’s passing. I’ve played all the titles he’s known for but his performance as Trench really stuck with me.
First, Lance Reddick, and now McCaffrey. Remedy’s connected universe won’t be the same without them.
I stopped playing Final Fantasy XIV sometime after Endwalker was released, but with the game finally coming to Xbox next year, that might be the perfect excuse to pick it back up.
I’m in a lull between games having finished Stafield and waiting for Alan Wake II. So far I’ve tried Sea of Stars, which is great, Daymare: 1998, which is significantly less great, and Bright Memory: Infinite, which was better than expected.
Sam Lake’s comments about longer games
Edwin Evans-Thirlwell for Rock Paper Shotgun:
[Lake] himself has difficulty setting aside hours for longer games. “[It’s] just struggling with finding time and you know, being interested in a story, wanting to see it through,” he said. “So it can even be daunting at times to start playing a game that you know is really, really long.”
I can definitely relate to this.
On numerous occasions while booting up Starfield I’ve felt that, while the game is good, it’s almost too massive for me to really dig into. I know I won’t get around to many side missions because I’ll be burnt out from the main quest and wanting to move on to something else in my backlog.
Comments like Lake’s are interesting coming from Remedy as they’re an example of a studio that produces tightly written, well-paced games that never overstay their welcome. I’m hoping that doesn’t change with Alan Wake 2, despite the noted 20-hour-plus playtime.
87% of classic games are critically endangered
Kelsey Lewin for the Video Game History Foundation:
For accessing nearly 9 in 10 classic games, there are few options: seek out and maintain vintage collectible games and hardware, travel across the country to visit a library, or… piracy.
That Nintendo continues to crack down especially hard on emulators and ROMs while simultaneously shutting down legacy storefronts without a replacement for modern consoles makes this news particularly frustrating.
Former Callisto Protocol team members left out of game’s credits
CJ Wheeler for Rock, Paper, Shotgun:
None of the developers who spoke out about being omitted from the credits felt that the situation was normal practice, and some claimed they’d been working under crunch conditions on the project.
Sounds like a great studio run by great people.
Sony introduces its accessibility controller kit, Project Leonardo
Through conversations with accessibility experts and incredible organizations like AbleGamers, SpecialEffect and Stack Up, we’ve designed a highly configurable controller that works in tandem with many third-party accessibility accessories and integrates with the PS5 console to open up new ways of gaming.
This is great. It’s nice to see both Microsoft, with their adaptive controller, and now Sony making video games more accessible for everyone.
The appeal of Dead Space wasn’t the violence
While I enjoy a good grisly death animation, [The Callisto Protocol’s] protagonist here really does get ripped apart in horrifically detailed and gory fashion. You couldn’t skip past these and some of them genuinely make you wince.
A new patch has streamlined some elements of the game’s combat system, and added the ability to skip the death animations (seriously: some of these things feel like they take minutes).
The approach taken by Striking Distance and promoted during Callisto’s development always seemed antiquated or entirely incorrect to me, that the biggest reason people played Dead Space or games like it was to see their character or those around them be excessively, graphically ripped to shreds every couple of minutes.
For what it’s worth, here’s my take from when the game was shown back at Summer Game Fest earlier this year:
I thought I’d be more interested in Callisto Protocol but the aggressive focus on gore has turned me off from the game entirely.
To me, Dead Space was never about the blood and guts. The world you explored and the atmosphere of it all, the tension and dread, combined with an interesting (albeit repetitive) combat mechanic was what made it special. It really is one of the greatest atmospheric horror games ever made and the violence has little to do with it.
The fact that they’re adding the ability to skip through these scenes so soon after Callisto’s launch and that the game’s received lukewarm reception from players proves to me that, like Dead Space, violence was never what people wanted.
Diablo IV’s crunch and controversy
Graham Smith for Rock, Paper, Shotgun:
[Activision Blizzard] employees say that impossible deadlines, managerial indecision, and disturbing script revisions have led to employee dissatisfaction and high turnover.
What happened to releasing a game “when it’s ready”?
Former Tripwire CEO upset that his actions have consequences
Tripwire Interactive co-founder John Gibson blamed what he called “social terrorism” for being forced out as CEO of the developer and publisher in 2021.
[…]
Gibson stepped down as chief executive of Tripwire shortly after tweeting support for an abortion ban in September 2021.
If he thinks being cancelled by “social terrorism” is bad, just wait until he hears some of the stories of women that, because of the ban he voiced support for, were forced into life-threatening deliveries, knowingly gave birth to stillborn babies, or delivered children fathered by their rapists.
I’m sick of old dudes blaming everyone else when, publicly and unprompted, they share their awful opinions and suffer consequences for it. Often these are issues, as is the case here, that don’t affect them (men) in the slightest but have life-altering consequences for others (women).
No remake planned for Resident Evil: Code Veronica
Andy Robinson for Video Games Chronicle:
Speaking to website Noisy Pixel, series producer Yoshiaki Hirabayashi said that there were no concrete plans to develop a Resident Evil Code: Veronica Remake, but didn’t totally rule out the opportunity, stating that if the “opportunity comes, maybe.
I’ve felt for a while that if any of the games could benefit from a remake, it’s Code Veronica. Capcom’s decision to remake 4 makes financial sense but the game has been remastered and reworked to death on almost every platform imaginable. Do we need a top-to-bottom remake of it?
Why not give a whole new audience a way to experience one of the more under-appreciated entries in the series instead?
Signalis invokes classic survival horror
Nic Reuben for Rock, Paper, Shotgun:
If you’ve got any affection for PS1 survival horror, queer android love stories, cold war paranoia aesthetics, retrofuturism, or cosmic horror when people who aren’t Lovecraft do far more interesting stuff with it, Signalis is a must play.
I haven’t finished a lot of the games I’ve started this year but Signalis might be the best thing I’ve played in 2022.