Tag Archives: Horror video games

Resident Evil 4 Remake’s Raingate, Explained

This is the rain in question. What do you think?
Gif: Game Informer / Capcom / Kotaku

First, there was Spider-Man’s infamous Puddlegate. Then there were the not-so-watery streets of Cyberpunk 2077. Now it seems video game fans’ next watery, pre-release controversy involves the heavy rain seen in some early gameplay of the Resident Evil 4 remake. Some think it looks as bad as the awful-looking rain the GTA Trilogy remasters. Others are convinced it’s just video compression. And remember: None of them have actually played the game yet.

Rumored for some time, Resident Evil 4 was officially announced by Capcom back in June 2022. This new remake will update the game’s controls and combat, while keeping the same basic story and characters. Once again players will play as Leon as he travels to a rural part of Western Europe to save the President’s daughter and gets caught up in a whole lotta campy, horrific shenanigans. But based on newly released gameplay by Game Informer, some Resident Evil fans seem to think Leon’s biggest threat won’t be giant monsters or infected villagers, but lackluster rain.

Across Reddit and Twitter, you can find many players who think the in-game rain looks awful in the upcoming remake. While I’m not sure who was the first person to share these concerns online, they’ve quickly spread around the community. Some have even suggested the rain looks as bad as the infamously horrendous rain seen in the critically thrashed Grand Theft Auto Trilogy: Definitive Edition. That rain was so bad looking that it made the game nearly unplayable during storms and was eventually improved by the devs via a post-release patch.

Anyway, here’s the remade RE4’s rain that’s causing such a kerfuffle:

Capcom / Game Informer

I’ll fully admit that I watched this footage twice when Game Informer first posted the video and didn’t think anything of the rain. But even in the comments on YouTube, you can find people worried about how intense and distracting it is.

Kotaku has contacted Capcom about the weather in the upcoming remake.

Others think people are being too nitpicky and suggest that the real problem isn’t the rain but YouTube’s awful video compression. I’m inclined to think YouTube’s compression is definitely not helping this rain look good, but I can also see how some might find the large and distinct white drops of water to be too much.

Of course, this being the internet and gamers, some people are going too far and suggesting the devs are lazy or that this is a sign the entire game will be a giant, rushed “cash grab.” That is completely silly and asinine. Remember: None of us have played the game, which isn’t even finished yet.

Resident Evil 4 is due out March 24, 2023 on PS4, PS5, Xbox Series X/S, and PC. Maybe it should include a rain intensity slider.



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Resident Evil 4 Remake Adds Sidequests, Makes Other Changes

Leon can, in fact, block Chainsaw Man (Capcom edition)‘s overhead. Sadly, it comes at a price.
Screenshot: Capcom / Kotaku

In a new Game Informer cover story, Capcom detailed some of the changes that the hotly anticipated remake of Resident Evil 4 is making to the original, hugely influential horror game.

One of the major changes coming to the RE4 remake revolves around how Ashley Graham (not the supermodel) works in scenes when protagonist Leon S. Kennedy must escort and protect her. In the original RE4, players had to keep a watchful eye over Ashley’s health bar and ensure enemies didn’t carry her away. Ashley desperately, and frequently, screams out Leon’s name the instant players fail to do any of the aforementioned tasks.

In the remake, Ashley no longer has a health bar. Should President Graham’s Dumbo-eared daughter take too much damage while Leon attempts to escort her safely away from Las Plagas, she’ll enter a downed state and need to be revived, IGN reports. 

According to a Capcom representative, this change to Ashley’s gameplay mechanic was made to make her “feel more like a natural companion and less like a second health bar to babysit.”

Read More: All The Changes We Spotted In The New Resident Evil 4 Remake Trailers

Another change coming to RE4’s remake is weapon durability, specifically for Leon’s combat knife. As seen at the end of last October’s extended gameplay trailer, Leon’s trusty knife being capable of parrying a chainsaw comes at a hefty cost. Instead of toting around “ol’ reliable” throughout the entirety of the RE4 remake to open wooden boxes, chip away at zombies, and conserve ammo, Leon’s knife will deteriorate over time, but players can have multiple knives in their inventory, which still takes the form of Leon’s iconic attache case.

Read More: Someone Finally Made The Inventory Briefcase From Resident Evil 4 A Puzzle Game

Side-quests are also making their way to the RE4 remake. According to IGN, blue flyers scattered about the game let you acquire optional tasks you can complete as side-quests. Lastly, the Game Informer cover story mentions that quick-time events, a frequent element of the original RE4, have effectively been removed, though this aspect of the remake had been mentioned in earlier interviews as well.

“I’d say there are ‘barely any’ QTEs. Different people have different definitions of what a QTE is, so while I can’t tell you that there aren’t any at all, I can say that there aren’t prompts to press buttons mid-cutscene,” producer Yoshiaki Hirabayashi told IGN in a prior interview.

Resident Evil 4 (Remake) is slated to release on March 24 on PlayStation 4, PlayStation 5, PC, and Xbox Series X/S.



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Last of Us Zombie Kiss: Showrunner Discusses Character’s Death

Anna Torv as Tess.
Image: HBO

After only two weeks, it should be pretty clear that HBO’s The Last of Us is catching on with audiences. From its spot-on adaptation of elements of the video game, to its dark extensions of that lore, to the terrifying reality of its world, fans and non-fans of the game alike seem to be eating it up. And, in the latest episode, there seemed to be less eating and more… kissing, which some may have found curious.

As discussed in our extended recap, episode two of The Last of Us ended with Tess (Anna Torv) sacrificing herself to save Joel (Pedro Pascal) and Ellie (Bella Ramsey). She kind of had to, as she’s been bitten and is certain to turn into a mindless killer soon enough. But as the infected storm her location, and one of them notices her, instead of running at her in a fit of rage, he approaches slowly and gives her an open-mouth zombie kiss, with his living, squirming tendrils moving into her mouth.

It’s a moment that’s curious for a few reasons. One, it’s not in the game, so a decision was made to specifically do this. Two, we’re used to infected being incredibly violent with their victims, and this one is quite the opposite. And three, if Tess was already infected, was there any real point to it?

That third point can’t really be answered (maybe the kiss sped up the transformation or was just cool-looking), but the first two can and, in a new interview, co-showrunner Neil Druckmann talks about it. “These things don’t have to get violent unless you’re fighting them from spreading [the infection] further,” Druckmann said to Entertainment Weekly. “That is realized in this beautiful, yet horrific way with Anna.”

So, because she’s made peace with becoming a zombie, she’s kind of brought into the mix in a non-violent way. Sure, we can buy that. But what about the tendrils themselves, which are also a new addition?

“Craig [Mazin] smartly said, ‘What can we do to separate our infected even further from zombies?’ It’s more than just a bite. There’s something else going on,” Druckmann added. “I wish we had that aha moment immediately, but we brainstormed so many different things that they could be doing. Some of them were pretty outlandish.”

And, if you thought this act of violence/romance was something, you ain’t seen nothing yet. Check out the moment in the latest episode of The Last of Us.


Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

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Capcom Shuts Down Popular Resident Evil Fan Remakes

Image: Capcom

The developers behind fan remakes of Resident Evil and Resident Evil Code: Veronica have announced that development on both projects has ceased after Capcom allegedly contacted them and asked the developers to cancel the project.

1996’s Resident Evil was the start of modern “survival horror” games, and 2000’s Resident Evil Code: Veronica, its third sequel, first came out for the Sega Dreamcast in 2000. Capcom soon ported an updated version to PlayStation 2 and GameCube and then created HD versions for Xbox 360 and PlayStation 3. Resident Evil 4 producer Yoshiaki Hirabayashi recently confirmed to IGN that there were no plans for a new Code: Veronica remake. Two years ago, Briins Croft, Matt Croft, and the animator DarkNemesisUmbrella started their own remake projects for both games.

In a video announcing the Code: Veronica project’s cancellation, Briins Croft said that 90 percent of the Code: Veronica fan remake used existing assets from Capcom’s recent “Remake” games, such as 3D models, animations, and textures. The fans released an initial Code: Veronica demo back in June 2021, and planned to put out a much more substantial one in the beginning of 2023.

On December 23, Briins Croft announced in the projects’ Discord server that Capcom had sent them two cease-and-desist emails. One was “very kind” and inquired about where the animations and models had come from. The second was “hostile with a more aggressive tone.” Kotaku reached out to Croft to request a copy of the emails. He did not send the emails, but told Kotaku that Capcom started asking about the project on December 12.

The fan developers believed that Capcom canceled their unofficial remakes for being too visible and official-looking. “[The Code: Veronica remake] was going to be free, so we weren’t doing anyone any harm,” Croft said in the cancellation announcement video. The publisher seemed to disagree. Capcom allegedly cited copyright factors and licensing agreements as reasons why the project couldn’t proceed.

There’s been public speculation that the project was targeted for accepting financial donations via Kofi and PayPal. While they did accept such donations, the developers have refuted it as the reason for the project’s cancellation in both Discord and via an RT on their Twitter account. Kotaku reached out to Capcom to ask about its policies on fan projects, but did not receive a response by the time of publication.

“I was personally a bit surprised by Capcom’s decision. But hey, we were using [their] toys to create a free game, which was already creating a lot of visibility,” said Croft in the video. “So it’s okay. We can understand the cancellation.”

Read More: Remastering Resident Evil Games Kept This Indie Developer From Giving Up

The developers’ announcements in their Discord were significantly less genial. “[Capcom] canceled it out of pure evil, since there are no signs that an official Code: Veronica is coming from them,” Briins wrote on the server. He also posted a meme that compared Capcom to Nintendo, which has a reputation for enforcing their copyrights aggressively.

The team will no longer be working on the Resident Evil remakes, but they intend to continue developing games. “We will continue a new project that will have a story inspired by Code: Veronica but without copyright problems.”



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Mushroom zombies, ’80s music, and a gun-toting Nick Offerman

Brazil’s CCXP22 continues to yield big nerd dividends this weekend, as HBO used the South American Comic-Con to debut the first full trailer today for its TV adaptation of critically acclaimed video game The Last Of Us.

The Last of Us | Official Trailer | HBO Max

And, yep, that sure is The Last Of Us! Fans of the series—about a hardened survivor named Joel (Pedro Pascal in the show) who has to transport a young girl named Ellie (Bella Ramsey) across a zombie-ravaged America—will recognize pretty much every frame of this thing, tracking moments from throughout the first game in the series. (Although the trailer’s big needle drop, A-ha’s “Take On Me,” is instead lifted from The Last Of Us Part II.)

The level of faithfulness on display here is actually so high, in fact, that it’s not clear who showrunner Craig Mazin is necessarily making this series for; maybe people who just want to see Nick Offerman play a paranoid survivalist type who’s not Ron Swanson? Ramsey and Pascal, at least, have clearly figured out how to fit these characters like a glove; the trailer’s lightest moment comes early, when Ellie—who’s immune to the destructive fungus that’s turned most of the rest of the planet into mushroom zombies—has fun freaking Joel out by pretending to turn. (And, yeah, that’s pretty par for the course for “light” in the Last Of Us universe.)

The trailer ends on a big monster reveal, showing off one of the brutal “Bloaters” who make up a few of the games’ rare boss encounters. We also get a look at Storm Reid as Ellie’s old friend Riley, assuring fans of the series that the show’s first season will also focus on the tragic backstory revealed in the first game’s downloadable content.

The Last Of Us debuts on HBO on January 15.

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Interview With Sierra On-Line Founders Ken & Roberta Williams

In 1979 husband-and-wife team Ken & Roberta Williams founded a small company that would later become known as Sierra, and which would play an enormous role in the development of some of the most beloved video games series of all time.

With Ken overseeing business operations Roberta spent the 1980s helping create adventure game classics like King’s Quest, and by the early 90’s Sierra had become a PC gaming powerhouse on the back of hits like Police Quest, Leisure Suit Larry and Space Quest. But by the late 90’s—with their company sold under controversial circumstances—the pair walked away from games development, and aside from a few side projects have spent the next 20+ years away from the industry they’d played such a crucial role in establishing.

Until now. Earlier this year, it was announced that the pair—working together once more at a studio called Cygnus Entertainment, where Ken is Managing Partner and Roberta serves as Lead Creative Director (the couple are also co-owners)—were developing a modern remake of Colossal Cave Adventure.

That game, one of the most important ever made (it’s in the Hall of Fame!), was first released in 1976, and would go on to not just be a huge success in its own right, but would help inspire other titles like Zork and Adventure, as well as Sierra’s own Mystery House, which in 1980 became the world’s first ever graphical adventure game. It’s not a stretch, then, to say that Colossal Cave Adventure helped lay the groundwork for…the entire fields of narrative and adventuring video games as we know them.

Ken and Roberta’s take on the game leaves text input behind, however, opting to rebuild Colossal Cave Adventure in a 3D world, which can be played either on a regular PC or via a VR headset. You can see a trailer for the game below, which helpfully includes a little history lesson on the pair (and Colossal Cave Adventure) for anyone who needs to get up to speed:

Colossal Cave 3d Adventure – Reimagined by Roberta Williams

With the game due later this year—it’s currently on schedule for a Fall release on PC, Mac and Quest 2 for VR—I got the chance recently to chat with both Roberta and Ken, not just about Colossal Cave Adventure but on their past in video games, and their thoughts on how the medium has changed in the 40 years since they first started working together.

Luke Plunkett (Kotaku): As someone who grew up playing Quest For Glory and Police Quest it’s wild I’m getting to talk to you about a new video game in 2022, how long has it been exactly since you both worked on a game together?

Ken Williams: That’s a complicated question! Depending on how you look at it, Roberta and I haven’t worked on a game together since 1979! I ran the company while she shipped all of her hits, but other than occasionally being involved in decisions that affected her products, I didn’t really work directly with her.

We’ve been working together now on the Colossal Cave project for around a year and eight months. It has been a bit of a challenge for us to work so closely together. We’re each accustomed to being the final decision maker on everything we touch. We’ve mapped out territories where I make the decisions (implementation, finance, marketing) and where she makes the decisions (game design, art). Those seem like disconnected domains, but there has been plenty of overlap and strong discussion. We’re both highly opinionated people; each convinced we are never wrong.

Roberta Williams: Well, we didn’t even start working on Mystery House until the beginning of 1980. I know it was after Christmas of ‘79, so it would have been in January, at the earliest, of 1980. Mystery House shipped in May of 1980. In fact, we always said it was May 5th, and that was our anniversary. For years we had a big wonderful company party on May 5th, for eight years at least, to commemorate the anniversary of Sierra starting as a company, with the launch date of Mystery House.

After Mystery House, there was Wizard and The Princess second, and I think the last one we did together was Mission Asteroid. So that would have been 1981/1982, the last time we worked together on a game without other people.

My memory is better.

Luke: So much about game development has changed over the years, what has been the biggest surprise—and challenge—you’ve run into so far making a new game for modern hardware?

Ken: The competition is much more challenging. There are tens of thousands of great game developers. The market is larger, but building a competitive product is not easy. That said, overall, game development is infinitely easier. There are amazing game engines that give a huge head start in development and a multitude of assets that can be purchased inexpensively for a game.

The biggest surprise is how we’ve managed to assemble a large team that works closely together, all day, every day, and yet we are scattered all over the world.

Roberta: I’m not the designer, and this is not an original game. I call myself the transmuter. I am taking an old historical adventure game, arguably the first adventure computer game in existence, and bringing it into the modern era. Colossal Cave was not originally designed for VR or modern platforms. As the transmuter I have decided to think about how it will play and feel for today’s platforms. I worked to keep the original game’s feeling and design and bring it to the modern world. In honoring the original game, I tried to retain the feeling of wonder I had when I first played it. It wouldn’t have felt right to take this beautiful historic game and mess with it too much.

It’s a great game with an elegant design. If someone likes a challenge, wants to be challenged, and enjoys something different, I think they will love our game if they are willing to try it.

Luke: Many of your previous games had a very “hands-on” feel to them, making the player methodically complete tasks, or follow strict orders. What’s it like developing a game that almost literally allows the player to go hands-on (via VR) instead?

Ken: The truth about VR is that it wasn’t initially in the plan. Marcus, who started the project with me, and handled the art, convinced me to target VR. It wasn’t that I didn’t believe in VR; I just thought it was a bigger challenge than we could handle. Colossal Cave is Roberta’s and my first project in a very long time. Many projects fall apart or are never finished because they bit off more than they could chew. The bar is high for any game that Roberta and I do because our old fans have high expectations, and we do not want to disappoint. We also need to deliver amazing quality, or the game will not be worth playing. That’s a lot of pressure. I worried that VR would be a step too far, and we couldn’t do it. But, to the team’s credit, we’ve not only done it but also done some very cool innovations that I think will surprise and delight players.

We are remaking a game designed nearly 50 years ago and are trying to respect the original design. The Colossal Cave adventure game created a genre that has survived to this day, and the game is still recognized because it was an awesome design. There are design elements in it that make me wish I could go back in time and insist that every game designer at Sierra study this game. Our challenge has been keeping the original game’s soul but translating it to modern technology. It’s like adapting a book to a movie, but not completely. Movies tend to be abridged versions of books. We are capturing 100% of the original text game but completely reinventing it and expanding on it without changing it. That will make a lot more sense when you play the game.

Luke: While you’ve been away from the industry, how closely did you follow it, if at all? Do you see any appreciation or legacy for your own works in the games of today, or hear from developers about your influence on their works?

Ken: I have followed the industry over the years. However, we managed to get a second 15 minutes of fame as world cruisers, which required our full attention. We compare ourselves to Rip Van Winkle. It’s like we awakened nearly 30 years later to a very different world. That said, besides the industry being bigger, less has changed than one might imagine, and we’re excited to be back.

Roberta: I have been following the industry to a certain extent. I see the appreciation for my games all the time and have for years. It has amazed me how much appreciation there is. In fact, I’m surprised how it has continued. I noticed even more so in the last 4 to 5 years, especially with the pandemic. As the pandemic and lockdowns started, the attention that Ken and I were getting about our old games increased. Part of it could be driven by Ken’s release of his book. I’m sure that had something to do with it, but I have always received a lot of calls and requests for interviews. I’ve been known for my reputation of turning them down. That is related to when Ken and I sold the company. Ken’s book explains my hesitancy about doing interviews and being hard to get. You know, a little coy. I have been coming around more in the last 4 or 5 years to being eager to do interviews again. I’m not exactly sure why, but there has been a new interest. I do want to say that I have been appreciative, humbled, honored, and kind of sorry that I haven’t been as responsive for too long.

Luke: Has returning to games development rekindled any of your old passion for the field? Would you consider working on more games after this? Perhaps even sequels or conversions of your classics?

Ken: We’re waiting to see how people like this game before deciding what comes next. We’re also paying attention to what happens with the Activision-Microsoft merger. If that deal comes together, it is possible that Microsoft will feel differently about the old Sierra series than Activision did. If Roberta could do King’s Quest 9 or another Laura Bow game, that could be very interesting. Personally, I was always in love with multiplayer games. Remember The Sierra Network? But like I said, we’re deliberately not thinking that far ahead. We have a game to ship, and it HAS to be a winner. We’re working HARD on this game.

Roberta: For some reason, in the last couple of years, I have been showing more interest in Sierra On-Line and my old games, and I’ve been curious about why the interest in our games is ongoing. Whatever kept me from wanting to be a part of the industry had changed. After Ken wrote his book, he needed a new project. It was January/February of 2021, and we were sitting out on our terrace in the desert of California having coffee. He mentioned that he needed a new project. I remember thinking about that for some time. I went to bed later that night, and suddenly I was lying there in bed, and that conversation popped into my head. I kept thinking about it, and for some reason, my mind returned to Colossal Cave. I thought to myself that it would be an interesting project for Ken. I knew he had been looking at Unity and programming for the past month. He was looking at creating a game as a project, and then I thought of Colossal Cave. I said, “Have you thought about maybe doing Colossal Cave and bringing that to graphics?” “I know you’re studying Unity, and it can be 3D and an adventure game.” I saw his eyes flash with interest. A few hours later, Ken talked to Don Woods, and we got his blessing.

We don’t have the rights to any of the sequels or old Sierra On-Line products. When we sold our company, we sold the rights to our games. Right now, Activision owns all of the rights. That doesn’t mean that Ken and I couldn’t go to Activision to say that I would like to work on a new Kings Quest or Laura Bow mystery. We probably could make a deal with them and do that, but I think of my previous games. Most games I have worked on have been of my design, and I’ve been able to do it the way I wanted and to make the decisions myself. I was able to keep the game very much in my vision. I like it that way. I like having the freedom and the authorization to be able to do that. The couple of times I had created a game for somebody else was for Disney and The Jim Henson Company. The games, The Black Cauldron and The Dark Crystal, were great, and they turned out fine, but I felt a little constrained. If I had to go to Activision to make another game, it would feel similar to those experiences. As to creating a new original game of my design, my answer is it depends on how well Colossal Cave sells.

Luke: What’s the thing that impresses you most about modern video games? And conversely is there anything about modern games you find frustrating?

Ken: I’m not a game designer, so I tend to focus on the technology, the marketing, and the economic side of things with gaming. I am highly impressed by the capabilities of VR in modern games and how it truly feels fully immersive once you put on a headset.

Another thing I find interesting on the business side is the evolution of subscription-based business models. Sierra pioneered the idea of a subscription-based online games network. So it is impressive to see each major company’s interpretation of a subscription-based service model (GamePass, PS Plus Premium, Nintendo Switch Online).

Roberta: I think the graphics are the biggest thing going for games today. The graphics have just gotten leaps and bounds better, of course. That is very impressive to me, as well as the music, sound effects, the speed of the systems, and being able to run them. So all that, all the wiz-bang and all the beauty are wonderful.

As to what I don’t like, it just seems to me that I don’t see a lot of originality anymore. It seems that there are a lot of the same games. They just make the same kind of game but bigger and more complex. I don’t see as much originality, but I could be wrong. I don’t watch walkthroughs or Twitch streams. So my answer could be completely off base. I played Colossal Cave way back at the beginning, which got me started in this business. I loved it, and I gravitated to adventure games. That’s been my go-to ever since. I’ll look at other games and go, “Oh, that looks nice, that looks great,” and I understand a good game when I see one. Ken and I, basically together, decided which games we wanted to publish. Even though something may not be my game, I knew it was good.

Luke: Have you spoken with the game’s original creator William Crowther about your project?

Ken: Nope. I would love to. I tried to reach him but couldn’t. I did speak with Don Woods. Don was polite and encouraging but also seemed kind of burnt out on people talking to him about the game. I think that when we spoke, he didn’t really think I’d deliver on building a product. I do hope that he and Will Crowther will play this game someday. Roberta and I owe our success to them, and a large reason for doing this game is to honor them. We are treating the game with the utmost respect and want our version of the game to bring another fifty years of life to their creation.

Roberta: No, Ken nor I have talked to Will Crowther. Ken spoke to Don Woods. I asked Ken, “Did Don Woods even know who you were or who I was?” He said, “You know he didn’t seem like he knew or even cared.” Ken got the impression that he had gone on to other things and probably didn’t even know why we had such an interest in Colossal Cave. I could be wrong on that. I think it would be fun if somebody in the media could try to get a hold of them. Ask them why your game has had such endurance and longevity and has maintained such an interest among people after all these years. There are 180 iterations of Colossal Cave that different people have done in different ways. I still think that having somebody talk to them and ask them about their game, what they think of it now, and what they think of us doing what we’re doing with it would be interesting.

Luke: You could argue that VR is still a bit niche in terms of the overall PC gaming market; have you designed CCA with the ability to also play it on a regular PC, or do you hope this spurs some folks to adopt a headset?

Ken: We’re building the game for both PC and VR, as well as for other platforms that we aren’t ready to talk about yet. It depends on the day you ask me which version of the game I think is better. When I’m working on the PC version, I love it, but then when I put on the headset and enter the cave, I am totally blown away. It’s tough to go back to the PC version for a day, and then I love the PC version again. Both are turning out far better than I ever would have expected.

Roberta: Well, both! We did not start designing it specifically for Quest 2 or virtual reality with a headset. Ken started on this game before me. I gave him the idea, but at the beginning, I didn’t want to be too much of a part of it. I would say, “Oh, I’ll look over your shoulder and make a few suggestions.” However, I changed my mind, jumped in, and joined the project.

It was initially going to be developed for the PC audience as a 3D game, but not with the headset. Now we’re working to put it on as many platforms as possible. It’s going to be out there, we hope, in many ways, on many platforms.

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Vampire Survivors 0.7.3 Has A Secret Character (It’s A Tree)

I’ve not played a lot of Vampire Survivors, but I know that moving around, dodging enemies, and running about are key parts of the game. So it’s a bit odd that the surprise hit’s newest secret character, just added in its latest beta update, is a fruit tree that doesn’t move. But don’t be fooled: This tree is shockingly good at killing shit.

The popular Castlevania-like retro-inspired shoot ‘em up, Vampire Survivors, has received a beta update on Steam. Anyone can opt in to the game’s public beta branch to get a taste of upcoming features and changes, such as the hit indie game’s latest update, 0.7.3. This update adds new weapons, arcanas, and some characters.

One of these new playable survivors is…*double checks notes* uh…a tree. It’s not just any tree, but a magical one bearing some nice-looking fruits.

The tree’s actual name is Peppino and like trees in real life, it doesn’t move. However, unlike trees in real life (well in my neck of the woods at least) Peppino is able to use spells, abilities, and items to fight off waves of enemies. It also has the ability to suck in nearby gems when they drop. So what this all means is that the tree remains stationary in the middle of the map surrounded by a large, circular aura that kills most things when they get too close.

Before you can play as this secret new tree you’ll need to unlock it. To do that you’ll first have to “Use Celestial Dusting to heal the plants at Il Molise for a total of 100,000 HP.” If you don’t know what that means or how to do it—hello!—don’t worry, as folks online are already uploading easy-to-follow tutorials walking you through the process. It looks like it involves a dog. Interesting!

If you have yet to try Vampire Survivors, the game recently made its way to Game Pass. It only costs 3 bucks on Steam, but saving money is saving money. I get it.

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Resident Evil Players On Steam Can Now Roll Back Upgrades

Screenshot: Capcom

Capcom recently announced that folks who own the Resident Evil 2 remake, the Resident Evil 3 remake, and Resident Evil 7 on PC can now revert to previous versions of the games from before they received a handful of next-gen console-adjacent upgrades.

“Due to overwhelming community response, we’ve reactivated the previous version that does not include ray tracing and enhanced 3D audio,” Capcom’s Resident Evil team wrote on Steam. “Both enhanced and previous versions will be made available going forward.”

Here are the steps you’ll need to take if you want to un-update your games:

  1. Click “LIBRARY” in Steam client.
  2. Right-click the game and select “Properties…”
  3. In the pop-up menu, select “BETAS”
  4. From the pull-down menu, select “dx11_non-rt” (Note: Password not required)
  5. Close the pop-up menu and let the Steam client auto-update the game

You should be able to launch the game normally once the update completes

Please note, some of the in-game option settings will be reset as a result of the rollback process.

Switching back to the most recent build is simply a matter of following the same process but selecting “None” in the betas menu.

Capcom revealed earlier this week that Resident Evil 2, Resident Evil 3, and Resident Evil 7 would get 4K resolution, ray tracing, higher frame rates, and 3D audio on PC to match new re-releases on PlayStation 5 and Xbox Series X/S. Many were worried the system requirements of these upgrades might prevent them from playing on weaker rigs, fears that were apparently realized when the updates arrived. But thankfully, Capcom listened and acted within a few days.

The ability to use previous versions moving forward should also avoid making popular mods for these three games obsolete as they continue to get updates.

Of course, this hasn’t stopped folks from asking for a new Dino Crisis, but that’s a whole other story.

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RE Village Browser Demo Uses Google Stadia Tech To Great Effect

Screenshot: Capcom

Capcom released another Resident Evil Village demo earlier this week. It doesn’t include more content than earlier previews, but it does have the distinct advantage of being playable from your internet browser thanks to Immersive Stream for Games, a licensable version of Google’s Stadia tech.

The appropriately named Resident Evil Village Online Streaming Demo lets you play through the game’s previous “Village” and “Castle” demos via Chrome (on PCs) and Safari (on iOS) without downloading anything. It also supports PlayStation and Xbox controllers in addition to the obvious keyboard and mouse scheme. The resolution tops out at 1080p and it doesn’t use HDR, but it’s still an impressive feat.

I spent some time playing this Resident Evil Village demo and can confirm that, yep, it’s Resident Evil Village alright. The graphics leave a lot to be desired, naturally, but the framerate and latency were almost identical to playing the game on my PlayStation 5. Of course, your experience will vary depending on the speed of your internet connection (Capcom suggests 10 Mbps or higher).

Writing about games professionally can be a challenge. It’s a constant tug-of-war of wanting to remain professional while also expressing excitement and joy about our little electronic toys. We shouldn’t be in the business of writing mini commercials. I worried that that’s exactly what I was doing with this blog until I realized why I thought the browser demo was so cool: its accessibility.

Resident Evil Village is great. Anything that removes a barrier to entry for folks who want to try it before wasting bandwidth and/or spending $60 is worth celebrating. Streaming technology, even in the face of Stadia’s high-profile failure, still feels like a big step for video games, especially when it comes to topics of accessibility and preservation. Here’s hoping more developers see the benefits of letting folks check out their games this way.

It was recently announced that Resident Evil Village is also coming to PlayStation VR2 if that’s more your thing.

 



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The Last Of Us PS5 Remake Graphics Vs. Last Of Us PS3 Graphics

Screenshot: Naughty Dog / Kotaku

News of a video game remake is always the bellwether to a hurricane of discourse. Has it really been that long? Does this game really deserve a remake? This week, the eye of the storm is The Last of Us, as fans debate whether or not the visuals in the just-unveiled remake look measurably better than those of the original.

Announced last night during Hot Geoff Summer’s kickoff showcase, The Last Of Us Part I is a total remake of The Last of Us, Naughty Dog’s seminal apocalyptic action game for PlayStation 3. (Sony inadvertently leaked the remake’s existence a few hours before the show, taking some wind out of the sails of the official reveal. Naughty Dog is also developing a standalone multiplayer Last of Us spin-off.) Part I, which sports improved visuals and “modernized gameplay,” is due September 2 for PlayStation 5 and at a later date for PC.

When The Last of Us came out in 2013, it was widely considered the ne plus ultra of graphical fidelity for its era. The remastered version for PlayStation 4, released in 2014, looks even better. You could make a case that, at least in the era of diminishing returns for graphical fidelity, The Last of Us Remastered is already a pretty modern-looking game.

Two sides of the debate around The Last of Us Part I’s visuals can be neatly summed up by one of two statements made in response to Naughty Dog’s announcement of Part I on Twitter:

  • “This doesn’t look that much better than the remaster,” one person wrote.
  • “The difference is incredible,” wrote another.

Right now, Twitter is awash with side-by-side images comparing The Last of Us Part I to its predecessors. Some mashed screenshots of the remake against the 2013 original, where the muddier visuals are obviously more stark. Others use the remaster as a base point, which comes across as comparing a very pretty game with a very pretty game.

Getting into the weeds, some folks acknowledge visual improvements while also expressing disappointment with the changes in art direction those improvements bring. For instance, Joel, the protagonist, looks more weathered and weary in the remake, bearing a closer resemblance to his character model from 2020’s The Last of Us Part II, set several years after the events of the first game.

The reveal has also sparked some questions about whether or not a remake of a relatively recent—and relatively good-looking—game is worth the allocation of Sony’s resources. Naughty Dog, one of Sony’s most prestigious first-party studios, could be working on anything else right now, whether that’s another entry in its popular Uncharted series or an expansion for The Last of Us Part II. (Last night, Naughty Dog’s Neil Druckmann said he’s helming a new project at the studio but didn’t share any further details.)

Others have baselessly posited that a remake isn’t a Naughty Dog passion project but rather part of a Sony-directed marketing push for the forthcoming television adaptation. (Druckmann, who’s an executive producer of the show, teased a single production still during last night’s event, showing stars Pedro Pascal and Bella Ramsey crouching in a dimly lit room.) The series, currently in production at HBO, does not have a release date.

There’s logic behind the idea that, ahead of the show’s incoming premiere, Sony would want to drum up buzz for newcomers and freshen the memories of longtime fans. It is, however, purely speculative. Sony did not respond to a request for comment.

To be clear, I…am not totally sure where I stand on all of this! That’s a question for Future Me. I mean, who knows! Maybe Last of Us feels like a whole new game with its controls brought up to 2022 standards. Maybe the visuals on PS5 pop in a way I won’t be able to grasp until I play it in action. These are the sorts of things that cannot reasonably be assessed until a game is out.

But there’s one affront I’m pretty damn comfortable in assessing today: $$$$. The Last of Us Part I is listed at the soon-to-be-standard price point for next-gen games, with editions ranging from $70 for the base to $100 (with the pricier editions including a slew of in-game perks and gear off the bat). PS5 owners who subscribe to PS Plus can currently get The Last of Us: Remastered at no extra cost. It’s one of the games in the PS Plus Collection.

 



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