Official PlayStation Podcast Episode 490: Interview w/ Firewalk Studios on Concord

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey y’all! This week the PlayStation Podcast crew sits down with Firewalk Studios Lead Gameplay Designer Claude Jerome and Lead Character Designer Jon Weisnewski to talk all things Concord. Plus, the team dives into their experiences with the Concord Early Access Beta and discusses Tekken’s 30th anniversary.

Stuff We Talked About

  • Upcoming releases:
    • Arranger: A Role-Puzzling Adventure | PS5
  • Evo 2024 Blog
  • Mortal Kombat 1 Takeda Brutality Blog
  • Tekken’s 30th anniversary
  • Interview w/ Firewalk Studios (begins at 20:13)
  • Kunitsu-Gami: Path of the Goddess | PS5, PS4
  • Elden Ring | PS5, PS4

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Brett Elston – Manager, Content Communications, SIE

O’Dell Harmon Jr. – Content Communications Specialist, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Cyberpunk 2077: Gangs of Night City Board Game Review

Listen up chooms, Cyberpunk is back in analog form for a second run. I previously wrote about Cyberpunk Red: Combat Zone, an excellent miniatures game where gangs of plastic figures meet in the streets to spill imaginary blood. The new hardware I’m shouting about is Cyberpunk 2077: Gangs of Night City. Yes, more gangs and more blood, but this time it’s a proper board game where factions vie for turf and street cred. It’s less about violence, although there is still some of that, and more about strategically spreading your forces to occupy territory, complete jobs, and establish dominance.

This new game comes from board game giant CMON Games, publisher of hit titles such as Zombicide (on our list of best board games for teens), Blood Rage, and Dune: War for Arrakis. While Cyberpunk 2077: Gangs of Night City appears shiny and new, its foundation is an iteration on the underrated 2017 title Godfather: Corleone’s Empire. While the biological tissue shares some DNA, the many additions and tweaks layered atop function as jacked-up cybernetics that give this bad-boy a whole new visage.

Cyberpunk 2077: Gangs of Night City is a very fast and sleek affair. On each player’s turn they perform up to two actions by moving a token on their playerboard from its state of ready to spent. These map directly to specific actions, so if you want to build another hideout on the map or upgrade your combat deck with new weapon tech, you need to spend the appropriate token. In addition to futzing around with infrastructure, you will mostly be activating your units and moving them about to secure territory. The three unit types all perform different functions and support alternate strategic paths. Solos push people out of important spaces and start fights. Techies purchase Edgerunner mercenaries to supplement your forces, as well as complete Opportunities–elicit jobs–for points. Lastly, Netrunners jack into the network which is a straightforward mini-game where moving down a track comes with risk and escalating rewards.

The juice in the action system is in when you decide to recall and reset your action discs. This effectively passes your turn, but it’s the primary way you exploit territory and recruit new figures. This step is necessary, however, as if you’ve already performed a particular action that you want to perform again–such as activating Solos or upgrading your combat deck–you will not be able to again until you reclaim your action tokens. The tempo control here is important, as players dictate the pace and aggression of play depending on how often they reset. It’s a fascinating strategic decision that pulls in several directions and offers various tactical considerations.

While anyone with even a minor amount of experience with strategy board games will readily understand this game’s processes, there is a somewhat tricky learning curve. This is due to the difficulty in parsing the unit types and their associated behavior. Each figure type is denoted by the shape of its base. This isn’t difficult, but it can be confusing to pair the unit types with the action discs and the connected Points of Interest on the map. These POIs are special sub-spaces within each district on the board. Gangs will control these positions with a figure, and they function as either a requirement to purchase an Edgerunner and complete an Opportunity, or they provide bonus resources when you netrun. This confounds new players as they struggle to keep these details straight. After a play or two these quirks will be internalized, but this idiosyncratic triangulation of symbology feels a little inelegant in an otherwise smooth design.

Everything else feels well polished. Most systems are simple yet unrestrained. Upgrading your combat cards for instance has you plucking two from the deck and choosing one to keep. When you add to your deck you remove an existing card, permanently keeping your hand of combat cards at four. This results in upgrades feeling potent as they cycle relatively quickly and see continual use.

Combat likewise is fast and brutal. Each player in the area selects one card secretly and then everyone reveals simultaneously. The player with the highest strength card wins the combat, with every other player forced to lose a figure from the area. More importantly, cards trigger scoring benefits, even for the losers. This combination of simple efficiency management with a brutal and uncaring edge is the design philosophy at large. The game, much like Night City itself, is unflinching and uncaring. A bad roll netrunning and your hackers short out and end up cold on the slab. A miscalculation in combat and you lose a key space. Combat itself is almost entirely dependent on your technology and not on the meatbags present in the space. It’s a hard world and you can’t afford to be soft.

The game, much like Night City itself, is unflinching and uncaring.

Almost everything present is concise and not overwrought. While this is an advantage to keeping the pace of play lively even at a max player count, it’s a detriment when it comes to the fiction. It does feel as though you are commanding gangers and sowing some chaos, but the narrative threads are relatively thin. Those expecting an adventure comparable to the Cyberpunk 2077 video game will be disappointed.

The setting here mostly functions as graphic design and a background presence. Opportunities suffer the most, as these jobs of stealing contraband and performing sanctioned hits are described with vibrant titles and brief story snippets, but the fiction is irrelevant and everyone quickly learns to bypass those surface elements and just worry about the mechanical implications. It never feels as though you’re pulling off heists or wild contracts, rather, you’re just grabbing another card in a simple game of set collection.

To the design team’s credit, they sought to address this failing. One of the most interesting aspects of Cyberpunk 2077: Gangs of Night City is the story system. These are narrative scenarios that lay atop the existing game, providing new rules and entire sub-systems to engage. Often, they provide additional ways to earn victory points or unique rewards. They also feature branching story elements, allowing the scenario to veer off in one of two directions.

The story system injects a much needed element of fiction into the game and frames the action around a prescribed narrative. Like the other mechanisms, they’re not intensely detailed, so you’re not reading lengthy paragraphs. Instead, cards offer a couple sentences of context. The achievement here is in how they connect surprise and drama into the mechanical framework of the game. This system is fantastic, marred perhaps slightly by the fact that they often present situations that randomly favor certain gangs. Each gang possesses an asymmetric ability which typically pushes them towards one or two strategic pathways in the game, and sometimes these story events can inhibit or outright neuter one of those pursuits. It can be frustrating, but the unpredictability of the narrative and how it influences the game is well worth the cost.

There is also a nagging concern that some may hop into this game and then become dissuaded when they realize there is a truckload of additional content, with the majority being exclusive to the previous crowdfunding campaign and unavailable at retail. The base game is substantial and a compelling strategy game that feels complete, but there’s no shaking the agony that afflicts some consumers when they realize they can’t get all of the extra expansions that were previously available.

Cyberpunk 2077: Gangs of Night City isn’t quite the augmented behemoth that several of CMON’s best titles are, but it is a very interesting game with several qualities that are stimulating. Its greatest assets will be teased out by those familiar with the intellectual property, but the sturdy mechanical foundation certainly doesn’t hurt. There is a solid chance this ends up as one of the publisher’s most underrated titles, not garnering the respect it deserves, and that would be a shame.

Where to Buy

Every Final Fantasy 14 Expansion Ranked

Final Fantasy 14 is over 10 years old and players are finishing up its newest expansion, Dawntrail. With six expansions, including A Realm Rebron, Final Fantasy 14 is one of gaming’s greatest comeback stories. From a critically-panned launch to becoming one of the biggest games of all time for Square Enix, all of it was thanks to the consistently excellent work from the developers.

But which expansion reigns supreme? With so many to choose from, and each expansion with its own unique characteristics, it’s hard to choose. But we’ve gotten together to rank every Final Fantasy 14 expansion to find out which one we loved most.

So hit the jump to see our favorite expansions in Final fantasy 14 below.

Final Fantasy 14: A Realm Reborn

The story of Final Fantasy 14’s rise from the ashes is well-documented. Following a disastrous launch, producer Naoki Yoshida took reins on the project and rebooted the game with A Realm Reborn, which literally destroyed the world of the launch game, and built on top of it the beloved MMORPG we know and love today.

A Realm Reborn was a two-fold project that fixed the frustrating gameplay and RPG systems of the launch version while telling a story that literally incorporates the destruction of the launch version into the wider narrative. And while A Realm Reborn quite literally saved FF14, the need to reboot an entire MMO and reintroduce players to the game is its greatest weakness. Compared to later expansions, A Realm Reborn feels downright glacial when it comes to pacing, and the need to revamp the world means its story is far more bloated than it needs to be in later expansions. While A Realm Reborn will always be cherished for saving Square Enix’s MMORPG, you’ll be hard-pressed to say the later expansions aren’t better. – Matt Kim

Final Fantasy 14: Stormblood

Stormblood is often looked at as one of the lesser-liked expansions, which, to me, speaks to how strong the rest of them are. That’s because Stormblood is still a crucial piece to Final Fantasy 14 that worked to conclude long-standing conflicts and show you just how evil and destructive the Garlean Empire was. I vividly remember the feeling of taking back Ala Mhigo after all these years of them being under Garlean rule, and taking back Doma Castle after seeing how Domans had suffered from the occupation. There are moments in which Stormblood undercuts its own messaging and perhaps didn’t fully find the nuance necessary to elegantly tell a politically charged story. However, it gets the larger picture right, and the liberation of the peoples across the different regions was invigorating nonetheless.

Stormblood’s zones might not be the most exciting of the bunch, but there’s a tranquility I still feel when flying across the Ruby Sea, over the plains of Azim Steppe, and past the rice patties in Yangxia. I often reflect on the stories of oppression and rebellion in those moments because of the smaller stories told throughout the expansion. I also remember Yotsuyu as one of the most complex villains of FF14 – her heartbreaking story represents how sadistic and corrupting living under oppression can be, which culminated in one of the best boss fights to this day. Stormblood may not have been the best expansion, but it had peaks that make FF14 what it is today. – Michael Higham

Final Fantasy 14: Dawntrail

With Dawntrail fresh in my memory, it’s a bit hard to gauge its place in the Final Fantasy 14 pantheon, but even with all its implications yet to be explored, it still stands as a worthy addition to the MMO’s long history. The land of Tural opens FF14 to so many different themes and cultural influences it wasn’t able to incorporate in the past, and although it does come with some mixed results, the vibrant foundation it lays leaves even more room for growth. Newcomer Wuk Lamat is a large focus and although she’s not the strongest character in FF14, she has the heart necessary to carry out Dawntrail’s message of finding peace through mutual respect and embracing our differences.

Dawntrail’s lasting legacy is in the second half of its story where things turn in unpredictable directions. Its fusion of references to ancient civilizations, its Latin American roots, and the old-timey American West somehow make sense when they clash with the cyberpunk-tinged sci-fi elements that eventually come to the forefront. It’s able to touch on classic Final Fantasy narrative themes from a fresh perspective. We explored the depths of the pain we feel from losing the things we love most during Shadowbringers and Endwalker, but the way Dawntrail contextualizes mortality is powerfully intimate. In its best moments, Dawntrail can be as impactful as anything else found in FF14, and for that alone, this expansion deserves its flowers. – MH

Final Fantasy 14: Endwalker

Endwalker is the culmination of a 10-year long story arc for Final Fantasy 14. From the days of A Realm Reborn, players became embroiled in a celestial battle between the gods Hydaelin and Zodiark. Beset in the real-world by a global pandemic that delayed the expansion by a year, Endwalker was a reward for players who stuck with the MMORPG from its earliest days who can now see the conclusion to a long-running storyline.

The stakes were high but Endwalker is FF14’s most emotional expansion to date, reinforcing Final Fantasy 14’s core themes of how friendship and courage can overcome even the greatest challenges. And with so much of Final Fantasy 14 now playable in single-player, a new player could play from A Realm Reborn through Endwalker and feel that they’ve finished one of the best Final Fantasy games of all time.

But thankfully, Endwalker is not the end of FF14, and the newest expansion, Dawntrail, is setting the stage for the next 10 years of Square Enix’s beloved MMORPG. – MK

Final Fantasy 14: Heavensward

What a difference an expansion makes. Free from the need to fix an entire MMORPG, Final Fantasy 14’s next expansion after A Realm Reborn, Heavensward, is able to jump right into the action. With the Warriors of Light on the run, they escape to the frozen, holy land of Ishgard which has been too busy embroiled in a war against dragons to do much in Eorzea.

What’s immediately apparent in Heavensward is that it quickly establishes the themes and storytelling the FF14 team seems to revel in: dramatic, high fantasy that harkens back to the old pixel games like Final Fantasy 6. Heavensward is such a throwback to the classic sword and sorcery fantasy of early Final Fantasy games, while also introducing the dark courtly politics that would make George R.R. Martin grin. If A Realm Reborn took a lot of time to get going, Heavensward is action-packed almost from the jump and from there sets the bar for all later FF14 expansions.

To quote FromSoftware, the real Final Fantasy 14 begins with Heavensward. – MK

Final Fantasy 14: Shadowbringers

Final Fantasy 14 truly found its voice in Shadowbringers. Lead writer Natsuko Ishikawa stepped into the role and her poetic storytelling style gave the expansion its identity, focusing on its characters with a level of depth and emotional sincerity never before seen in FF14. From the moment you step into The First, there’s an immediate sense of urgency that sets the tone for how dire the flood of light has been on the entire realm, flipping the script on typical light versus dark stories. And in horrifying ways, leaned on showing rather than telling.

Shadowbringers captured its grand moments with a weight and excitement that few RPGs are able to pull off. It earns those moments by building characters like the Crystal Exarch, Ardbert, and Emet Selch in a complex web of heroes and villains to carry its heavier themes, and contextualize despair and tragedy in a world separate from anything we’d known in Eorzea. FF14 began to ask the big questions about loss, grief, and the lengths people will go to preserve the things that matter most to them, and did so with nuance.

And if we want to count the post-launch content, Patch 5.3 capped off what was already one of the best stories in the series with another incredible conclusion, reaching a height that I don’t think FF14 will ever be able to top. My precious crystal cat boy gave his all to save a realm, and all of my Scion friends were there to witness his greatness as he immortalized his life’s work at the Seat of Sacrifice. From its writing and narrative themes to its music and visual storytelling, Shadowbringers not only proved itself as peak FF14, it’s arguably peak Final Fantasy. – MH

These are our rankings for our favorite Final Fantasy 14 expansions. Let us know below in the comments which expansions are your favorites.

Matt T.M. Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.

There is an amazing Finnish fairytale at the heart of Alan Wake 2’s forests

Ho, wayfarer! Beware slight spoilers for Alan Wake 2 in the passages ahead.

Deep in the Dark Place of Alan Wake 2 there is a forest that is not a forest – a zig-zag tunnel adorned with murals of a grisly woodland scene. Entering that tunnel, you find yourself sealed in at either end. But the mural suggests a way out: it changes when you turn around, following an unspoken narrative. It’s a device as delicate as the graffiti elsewhere in the Dark Place is obnoxious. In hindsight, it feels like an example of “metsänpeitto”, a concept from Finnish folklore about forests which, as writer Sinikka Annala explains, saturates the design of Alan Wake 2. It’s a fascinating idea I’d love certain much larger, less intriguing video game worlds to learn from.

Read more

Guide: Best Nintendo Switch Flight Sim And Space Combat Games

Choose your wingman.

Updated with Ace Combat 7. Enjoy!


It’s taken a while, but as with most other genres since Switch launched back in 2017, Nintendo’s console has steadily built a good library of flight combat games. Whether you’re blasting bogeys and shooting your way though the clouds or the cosmos, there’s a host of quality dogfighting games available on Switch.

Read the full article on nintendolife.com

Flint: Treasure of Oblivion – Meet the Crew of the Pirate RPG

Flint: Treasure of Oblivion is a tactical RPG set amid a fantastical take on the Golden Age of Piracy. With real-time exploration and turn-based combat, you’ll guide Captain Flint and his crew through a tale told through comic book techniques.

With the game coming to Xbox Series X|S later this year, we’d like to take you on a tour of the characters at the center of this epic pirate adventure.

Captain Flint and His Right-hand Man

The first thing to point out is that the protagonists in Savage Level’s tactical RPG are taken from the classic novel Treasure Island. We asked Creative Director Aurélien Josse what drew the studio to R. L. Stevenson’s work:

“Firstly, Treasure Island is one of the best-known pirate novels in the world, so it speaks to many players,” explained Josse. “But some of the characters aren’t developed much in the novel, like Flint. We thought it would be interesting to explore these characters, and offer our own vision of what led them to become what they are in Treasure Island.”

The aforementioned Captain Flint is the lead character, and the game is named after him. For Savage Level, James Flint offers an opportunity to give the audience a more realistic pirate-captain archetype than the depiction often given in movies – both in his values and his actions. Another interesting aspect of this character, which Josse talked to us about, is his adaptability: “Flint comes from a well-heeled background, so he has the manners and turns of phrase needed to mingle with the elite. But he’s equally comfortable conversing with his crew in a thick pirate dialect.

We can’t talk about James Flint without mentioning Billy Bones, who is the captain’s second in command. “He likes to enjoy life,” described Josse. “He has solid values, but he’s also the first to step into a fight when needed.” Readers of Treasure Island will remember that Billy Bones is alone and hunted in R. L. Stevenson’s novel. When they play Flint: Treasure of Oblivion, they will discover how he turned from close friend to outcast…

The People in James Flint’s Orbit

Outside of the captain and his tight circle, you will find other prime protagonists. Among them is John Silver, who also plays a crucial role in Treasure Island; although, unlike the book, he has not yet lost his leg in Flint: Treasure of Oblivion. “He’s a manipulator, and there are some underlying tensions with Captain Flint over who’s in charge of the crew,” revealed Josse.

Some of the key characters are women reflecting the reality of piracy in the 18th Century, even though they were in a minority. “It was important for us to include them, and to show the audience that several of the most well-known pirates were actually women,” emphasized Josse. Players of Flint: Treasure of Oblivion will meet the famous Mary Read, who contributes her skills as a formidable fighter. There is also the iconic Anne Bonny, who plays the role of enforcer of the captain’s orders.

Lastly, Captain Flint’s adventure would not be possible without his crew: all the people who keep the ship up and running, from the kitchens to the sails and the helm. “Crews were very mixed bunches,” Josse told us. “At a time when inequality was rife, pirates welcomed people from all kinds of ethnic and religious backgrounds.” These sailors had a shared code of honor: to be masters of their destiny, and to take revenge on their former taskmasters in the merchant and military navies.

Beware though, as cracks can quickly appear in this veneer of unity… If food and gold are not supplied in sufficient quantity, the crew are liable to mutiny; and you underestimate their power at your peril. You’ll need to develop your listening and loyalty-building skills in Flint: Treasure of Oblivion, set for release in late 2024.

Xbox Live

Flint: Treasure of Oblivion

Microids

Experience the golden age of piracy through a strong and original narrative, real-time exploration and turn-based tactical combat in Flint – Treasure of Oblivion.
Assisted by his friend Billy Bones and his crew, Captain Flint sets sail for a mysterious treasure. If the call of the unknown galvanizes him, he doesn’t yet suspect this adventure will set him free.
Dive into the world of piracy bordering on fantasy of Flint: Treasure of Oblivion. Immerse yourself into a rich well-documented and exciting universe thanks to comic-book styled narration and tactical turn-based combat.

– Turn-based tactical combat
A good preparation is key: Choose your crew members with unique abilities, obtain new skills, improve your dices.
During the tactical phases, use cards to trigger skills and attributes, and influence the fight with dice throws.

– Comic-book narrative
Enjoy a story that, beyond the usual comic tropes (onomatopoeia, speech bubbles), offers the player original and dynamic comic book panels.

– An exploration beyond the oceans
Discover a magnificent world, from the french city of Saint-Malo to the exotic landscapes of central America. Visit diverse environments (cities, camps, jungle, caves…) using the power of the Unreal Engine 5.

– Historically-inspired piracy world
The game faithfully recreates a world of piracy, incorporating historical elements (language, costumes, weapons) making the experience even more immersive.

The post Flint: Treasure of Oblivion – Meet the Crew of the Pirate RPG appeared first on Xbox Wire.

Share of the Week: Sailing

Last week, we asked you to share moments sailing through your favorite games using #PSshare #PSBlog. Here are this week’s highlights:

shimo_ps shares sailing on a schooner in Windbound

WarDaddyPlatine shares Nathan sailing through chaos in Uncharted 4: A Thief’s End

Dario_OtherEyes shares an aerial view of Bayek and his skiff in Assassin’s Creed Origins

MrioMoreno5 sails through the skies in The Artful Escape

spec_arc shares Jin tossing a grappling hook from the deck of a ship in the rain of Ghost of Tsushima

RhodWulfLeon shares Kratos and Freya rowing in God of War Ragnarök

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME: Flintlock: The Siege of Dawn
SUBMIT BY: 11:59 PM PT on July 24, 2024

Next week, humanity makes their last stand. Share epic moments exploring Flintlock: The Siege of Dawn using #PSshare #PSBlog for a chance to be featured.

Building a New Star Wars Moon for Outlaws – IGN First

At the very heart of Star Wars Outlaws is the fantasy that all sci-fi fans dream of: the ability to adventure across the stars. Five different moons and planets await you, from Rise of Skywalker’s chilly Kijimi to the classic deserts of Tatooine. But while fans will recognise many of Outlaws’ locations, there’s one that they definitely won’t: Toshara.

A brand new moon crafted especially for Star Wars Outlaws by the development team at Massive Entertainment, Toshara is inspired by the East African savannah. But while it has uniquely beautiful landscapes, it is – aptly for a game called ‘Star Wars Outlaws’ – a criminal hive.

“It’s run by a corrupt imperial governor,” says Navid Khavari, Outlaws’ narrative director. “And while the Empire is in charge, this is also a hub of scum and villainy, and you have all the sorts of major syndicates trying to vie for a stake of Toshara.”

To ensure Toshara is as immersive and authentic as possible, Massive approached the moon from all angles. “We had to work out the demographics of the planet,” Khavari explains. “We had to work out what the major hubs are. We had to work out fauna, flora, all of these sections that needed to come together and also be weaved by narratives.”

But before all that, Massive had to pitch Toshara to the custodians of Star Wars: Lucasfilm. Because Toshara isn’t just a location for a video game; anything in Star Wars Outlaws is canon, and so whatever Massive made would need to be fully approved by the people behind the films, shows, and Star Wars universe at large.

“It’s like they’re giving us a box of toys, we take the toys out, play with them, but then we also create our new toys and put them back for somebody else to play,” says Benedikt Podlesnigg, art and world director on Star Wars Outlaws.

While the Empire is in charge, this is also a hub of scum and villainy.

A major player in such a process is Steve Blank, director of franchise content and strategy at Lucasfilm. “Massive came to us with the idea of a savannah planet,” he recalls. “Once we sort of knew the high level intention behind the story and where we wanted to go, we let them ruminate on what does that mean? What would you like to see? What do you feel like you haven’t seen before?”

The result of those conversations was a collection of unusual and familiar ideas. Massive wanted Toshara to be a world where the Star Wars mythology’s pirate-inspired elements could live – think Jabba’s barge and Luke being forced to walk the plank over a sarlacc pit. This had to be a place of high risk, high reward treasure hunting. And so was born the so-called gem of the underworld; a moon ruled by a corrupt division of the Empire and largely controlled by the galaxy’s crime syndicates. But it wasn’t enough to develop lore. The team had to start with the look and feel of the very ground itself.

“We approached Toshara in terms of the general Star Wars design tenets, where it has to be familiar but with a twist,” explains Julian Gerighty, creative director of Outlaws. The familiar is the landscapes of Tanzania, which Podlesnigg says would be the shooting location for Tosharan scenes if Outlaws were a movie. Layered on top of this is the twist: “huge mountain outcrops that have been carved so that a city can take place within those rock walls,” describes Gerighty. And then, within that rock, is Toshara’s most distinct characteristic: amberine.

Amberine is an orange, crystal-like material that runs through the crust of Toshara and juts out through its surface. Inspired by an old Austrian fortune-telling tradition in which molten lead is poured into cold water to create shapes that reveal what’s to come, the Amberine forms into a variety of striking forms. It is Blank’s favourite part of Massive’s new world.

“You find [amberine structures] sort of wherever you’re going,” he says. “They’re inside caves, they form plateaus […] and they also react beautifully to the sun over Toshara, so you get these gorgeous reflections in the lighting.”

Unusually for Star Wars, amberine isn’t a precious resource like spice or Beskar Steel, and so Toshara’s population has left it untouched and intact. That’s not to say the crystal is useless, though. The moon’s climate is incredibly windy, and those winds erode away rocks, cliff faces, even mountains – a process that gradually reveals the incredibly resilient amberine within. It made sense, then, that Toshara’s main metropolis, the city of Mirogana, would be built within an amberine structure to protect it from the winds.

Basking within the orange glow cast by sunlight filtering through that amberine shield is the Pyke Syndicate, the most dominant of Mirogana’s criminal organisations. But don’t let them put you off visiting; the city’s busy streets are full of opportunities for both a galactic scoundrel scouting for gigs, and a player looking to diversify their experience.

The first thing that you should do as a scoundrel is go to the cantina.

“Every single location we had to choose had to be a den of scum and villainy, right? And in Mirogana you can do a lot of things,” says Gerighty. “There’s the first thing that you should do as a scoundrel, as an outlaw, is go to the cantina. And in the cantina you’ll find lots of shady characters that’ll offer you jobs. Or you can just relax, eavesdrop, pick up some intel, play a couple of games of sabacc, bet on the Fathier races, play some arcade games…”

Beyond the cantina you’ll find a city split into several regions, each with their own flavour. The gambling district is constructed using different architecture and signage to the central market, while the Imperial checkpoint is built out of the Empire’s instantly recognisable flat panels and grid vents. No matter where you find an Imperial base on Toshara, it’ll stick out like a sore thumb.

“They come in, they don’t care about their environment, they just stamp down their base wherever they need,” says Podlesnigg. He paints a picture of a time when the Tosharan landscape featured a colossal amberine archway, but when the Empire arrived they simply demolished the arch to make way for the base. In the game, you’ll be able to see that very base flanked by two amberine pillars – all that remains of that historic arch. “It creates a really interesting visual that’s seen from far away that you can really use as a landmark.”

Beyond the city’s borders, the aforementioned winds have eroded away the moon’s rock surface to reveal even more unusual amberine formations. A resourceful outlaw with a speeder bike could use such formations to hit even greater speeds during hot pursuits.

“It’s very orange glowing, so it stands out very naturally in the environment,” says Podlesnigg. “So we could make ramps where you can jump off [while riding the speeder bike]. We made the wind tunnels where you can see [how they have been] carved out by the winds. I think one of the references was surfing underneath waves.”

In the process of planning out Toshara’s geography, Massive went as far as establishing that the moon’s wind currents all run north to south. This dictated the map’s population density, road networks, audio design, and – importantly – the formation of the speed-boosting wind tunnels. And so while the amberine ramps and tunnels may be a gameplay-first element, it’s all created hand-in-hand with world-building.

“For every location, no matter how small, we want to think about what happened here, what is happening now, and what is the location in general? What [do] people do here?” explains Podlesnigg. “So we have a very clear idea of the history of the place and what the place is.”

For every location, no matter how small, we want to think about what happened here, what is happening now?

A skilled outlaw can harness the moon’s winds for their benefit, but not everyone is prepared to tackle such a climate. Echoing the derelict Star Destroyer on Jakku in The Force Awakens, Toshara is littered with crashed starships. They’re the remnants of those who tried to fight the winds and lost. It’s a smart bit of environmental storytelling, but the tale doesn’t end there. Those shipwrecks have become part of Toshara’s history and economy; with nothing but rock and amberine available to the moon’s population, the crashed ships were harvested for metal which was then used to construct many of the buildings you’ll see and explore.

With so much of Toshara’s environment being made up of harsh rock, crashed spaceships, and strange amberine structures, the finishing touch had to be something much more alive and endearing. While the crime syndicates may be the planet’s apex predators, there are plenty of other creatures in the wilds to discover and befriend. Podlesnigg describes a magpie-like flying creature that’s “attracted by everything that sparkles, and they steal everything.” It’s an amusing trait, but one that folds directly into gameplay: “When you see them circling somewhere, maybe you can go there and find something of value.”

A cuter friend can be found in Toshara’s weasel-like creatures, small pettable animals that will follow you around in groups. We can only hope that we’ll be able to round up a dozen and cause chaos in a cantina…

Toshara has yet more secrets to be discovered, but we won’t know this new moon’s best treasures until we explore it ourselves when Star Wars Outlaws arrives on August 30. Until then, you can always read more about how Massive Entertainment has tackled building the first ever true Star Wars open world game.

Matt Purslow is IGN’s Senior Features Editor.

Astral viking city-builder Roots Of Yggdrasil sprouts a 1.0 release date

Our former editor Katharine “Thorsbane” Castle has long since quit these turgid shores for the sunny uplands of Eurogamer, where the consoles multiply like rabbits, but her legacy endures. For instance, it’s thanks to her that I know and am excited about Roots of Yggdrasil, a roguelike deck- and city-builder which casts you as a posse of vikings in a flying longship, touching down on floating islands to found a quick settlement and harvest some magic before the apocalypse – here known as the Ginnungagap, a swirling purple void – catches up with them.

Katharine called it “a real grower” before the early access release in January, likening it to both Dorfromantik and The Banished Vault – a chalk and cheese comparison if ever I heard one. Well rejoice, perverted chalk-and-cheese mixers, because Roots of Yggdrasil now has a 1.0 release date – 6th September 2024.

Read more

The Witcher 3 Mod Adds Full Morality and Reputation System

CD Projekt Red scrapped a reputation system during development of The Witcher 3: Wild Hunt but one fan has modded it back in.

Nexus Mods user FreakVIp created the Reputation System mod for The Witcher 3, which “restores the reputation concept that was cut by CDPR from the game.” While the game is already full of hard choices and butterfly effect consequences, this mod will see NPCs respond to Geralt in different regions depending on his behavior.

Completing witcher contracts, winning horse races, clearing monsters from abandoned villages, and more will all reward Geralt with Reputation Points, while stealing and attacking guards will see Geralt lose points. Actions in quests also affect reputation.

Five ranks of reputation exist: Respected, Liked, Neutral, Disliked, and Hated. These “will have many influences to all kinds of activities” throughout The Witcher 3, including its economy. If Geralt is respected in Skellige, he can get better deals in shops, more gold for selling items, and so on while there. If he’s hated in Temeria, he’ll be charged more for items, see less return on bets, and more.

This mod comes after the release of REDkit: an official modding tool for The Witcher 3 released by CD Projekt in May 2024. The developer announced REDkit in November 2023, saying “it will allow you to create your own experiences in the game by making something completely new or editing existing quests and content.”

REDkit has so far been used to create some wild and wacky mods for The Witcher 3, including one that lets Geralt ride an enormous fiend instead of Roach and another that recreates the original game in The Witcher 3’s engine ahead of an official remake. The most exciting addition so far perhaps comes through the discovery of a scrapped ending sequence, which was revived using the toolkit.

Mods will be the only new content coming to The Witcher 3 going forward, of course, as while the game received a PlayStation 5 and Xbox Series X and S update in December 2022, it otherwise won’t get any more official content as CD Projekt focuses on its wealth of other incoming projects.

The highly anticipated next mainline Witcher game, codenamed Polaris, is currently in development but won’t arrive until 2025 at the absolute earliest, and probably later. There are two other Witcher games on the horizon too, including the aforementioned remake of the original The Witcher and a multiplayer spin-off.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.