Nintendo Updates Content Creation Guidelines To Clamp Down On Multiplayer Meddling

“intentionally disrupting game progress” is a big no-no.

Nintendo has updated its Game Content Guidelines for Online Video & Image Sharing Platforms. The tweaks are generally quite small, though there are a couple of noteworthy additions including a new stance on fair game in multiplayer modes and an additional warning against breaking any of the guidelines (thanks, @OatmealDome).

Let’s start with the note on multiplayer modes. Nintendo has added to the FAQ section, “What do you mean by content that is ‘unlawful, infringing, or inappropriate’?”, to now include “actions that may be considered to impair the gameplay experience in multiplayer modes, such as intentionally disrupting game progress”.

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My Lovely Empress: How Xbox Helped a Fascinating Game Find Its Audience

My Lovely Empress: How Xbox Helped a Fascinating Game Find Its Audience

My Lovely Empress Hero Image

Summary

  • My Lovely Empress is an indie empire sim based on Asian fantasy, created by Indonesian developers.
  • Indonesian game developer Riris Marpaung shares how the Xbox Global Expansion Team assisted in My Lovely Empress finding its audience beyond Southeast Asia.
  • My Lovely Empress is out now for Xbox Series X|S.

When you think of games made in Asia, your mind most likely goes to games made in Japan or, more recently, China. Asia’s a big continent though, with plenty of talent just waiting for their time to shine – but it’s tough out there for small developers from developing regions to get the attention often focused on their larger neighbors.

That’s why the Xbox Global Expansion team exists, designed to help developers from places like Southeast Asia, India, Africa and Latin America reach audiences around the world. Here’s how the Xbox Global Expansion team put a spotlight on a small Indonesian team and their new title, My Lovely Empress.

My Lovely Empress is a dark fantasy empire management game inspired by Asian mythology and created by Jakarta-based developer GameChanger Studio. You play as the most powerful man in the Ashuwa continent, Emperor Hong of the Crimson Empire, and your life is torn to pieces after your beloved Empress Xiang succumbs to a mysterious disease.

My Lovely Empress Image

Unwilling to accept that there are limits for even an emperor, you turn to black magic and begin summoning the supernatural Yaoguai to help you run your empire and eventually resurrect your empress.

With a game so clearly based on the myths and legends of East and Southeast Asia, it can be quite a challenge for indie game developers to get the word out, especially when it comes to audiences unfamiliar with the original tales. This is where the Global Expansion Team came in to help.

In April 2023, GameChanger’s CEO Riris Marpaung met with the Global Expansion Team to discuss strategies on how to best release My Lovely Empress on Xbox, as well as share the game’s development progress from using 2D art to 3D models.

Discussions culminated in My Lovely Empress being featured in the Xbox Digital Broadcast at Tokyo Game Show 2023, helping GameChanger and their publisher Neon Doctrine set the stage for the game’s world premiere. This was an incredible opportunity for GameChanger to get the game in front of players outside their own region, and for its founder and CEO Riris Marpaung to appear on camera speaking directly to global audiences. The response was amazing with people from around the world reaching out to share their interest in My Lovely Empress and their support for the studio.

My Lovely Empress Image

The Global Expansion team’s support provided GameChanger Studio more than just the ability to sell copies of the game, it provided a platform from which a small team could create meaningful connections and foster more opportunities. And more such games are being discovered through the Global Expansion team’s work, traveling to events around the region, and through initiatives such as Game Camp Asia – Xbox’s education program to uplevel developers in regions like Southeast Asia and India – and the Developer Acceleration Program which provides funding and support for underrepresented developers sharing their games and stories with the world.

It is GameChanger’s hope that players from around the world enjoy My Lovely Empress’ take on East Asian and Southeast Asian culture, and that people find many more games from all over the world supported by these invaluable initiatives.

My Lovely Empress launched on Xbox August 21, 2024. If you’d like to support the growth of the wonderful Southeast Asian indie scene, do give My Lovely Empress a chance and check out all the other indie titles the region has to offer!

My Lovely Empress

Neon Doctrine


7

$19.99

You have an empire at your command and the world at your feet. Your hands hold the happiness, hopes, and lives of an entire nation, and those who call you, their ruler.

You have everything, and yet, in your heart, you have nothing.

You are Emperor Hong, the esteemed Emperor of the Crimson Empire, and you have experienced profound loss. Following the passing of your mother, the former ruler, you tragically lost your beloved Empress as well.

Faced with no other options, you are compelled to summon and seek the aid of the Yaoguai, forbidden but powerful creatures of the north with a taste for human souls, to assist you in resolving imperial challenges, enforcing your will, and supporting the welfare of your citizens.

You are far from the only ruler in the world, and balancing the needs of your people with the businesses you conduct with other rulers will be a difficult necessity on the path of growing the Crimson Empire. However, once your land has hit the peak of its prosperity, you are given a choice—live with all you have created or command the Yaoguai to bring about a calamity to devour your empire and sacrifice your people in a bid to resurrect your beloved empress.

The post My Lovely Empress: How Xbox Helped a Fascinating Game Find Its Audience appeared first on Xbox Wire.

One Year Later, Larian Reflects On Baldur’s Gate 3’s Success, Future Plans, And Canceling DLC: “Ever Since, We’ve Felt Better”

In July of 2023, Baldur’s Gate 3 was hardly a blip on my radar. When it was released one month later, it became one of my favorite games of all time.

Now, the game is celebrating its one-year anniversary. Its seventh major patch, which will add official modding support and new endings to the game, is right around the corner, and developer Larian Studios launched a brand new YouTube channel to provide behind-the-scenes looks at the game and its developers. Between its critical acclaim, numerous awards, and financial success, Baldur’s Gate 3 is worth celebrating, but its meteoric rise to success was just as surprising to the developers at Larian as it was to the rest of the gaming community.

“At every single point, I thought it was going to stop,” game director Swen Vincke says of the game’s success. “I remember arguing with our director of publishing, who said, ‘This is going to sell a lot.’ I said, ‘That’s impossible. The number you’re saying is just not possible.'”

The interview with Vincke is done virtually, but while I’m home in my office, Vincke answers my call from the passenger seat of a moving car. He’s the only one who can hear me, but he informs me of potential background noise from the backseat of the car, which is currently filled with several other developers who worked on the game. I don’t know exactly where they’re headed, but to schedule an interview for the travel time from one place to another makes one thing abundantly clear – Vincke is a busy man, but he’s not ready to share the project taking up all of his time.

“That’s impossible. The number you’re saying is just not possible.”

Despite months of patches and media attention on Baldur’s Gate 3, Larian is already hard at work on its next project, and while we don’t know exactly what it is, we know it isn’t Baldur’s Gate 4. In March, Vincke announced the studio’s plans to end its partnership with Wizards of the Coast, meaning Larian won’t be making DLC or a sequel to their critical success. Several months after this announcement, Vincke says the folks at Larian have no regrets about the decision.

“We actually decided this only at Christmas. We were working on stuff, but […] our hearts weren’t as much in it, probably because we spent so much time already in it. So it was time for us to do new things, and ever since, we’ve felt better. We [got] our developer joy back […] and that’s the prime thing, right? If you don’t have that, you can’t make anything good.”

A Series Revivified

It’s only natural that after spending six years working on the game, Larian isn’t as enthusiastic about Baldur’s Gate 3 as it once was. But back in 2017, that exact enthusiasm was what led Vincke to pursue the project to begin with. The original Baldur’s Gate games are hailed as BioWare classics from the late 90s, and after decades without a new entry, Larian saw itself as a developer fit to continue the legacy. Wizards of the Coast (which owns the Baldur’s Gate IP) agreed to a pitch meeting, but the presentation’s date was, ironically, set for the same day as the release date for Larian’s then-upcoming title, Divinity: Original Sin 2. According to Vincke, the time crunch led to a subpar presentation.

“I’m still ashamed for it,” Vincke laughs when recalling the initial pitch meeting. Whatever it was Vincke showed Wizards of the Coast, it was clearly below their standards.

“That was the best that we could do. [Wizards of the Coast] said, ‘This is not very good.’ We said, ‘We know. Give us more time.’ And then they gave us more time.” Thankfully, the following presentation went much better, and the studio was given the green light. So, after shipping the definitive edition of Divinity: Original Sin 2, Larian focused all its efforts on making Baldur’s Gate 3.

The game entered early access in 2020. Just like with D:OS 2, the early access model allowed Larian to refine the gameplay experience with player feedback, but Vincke is unsure whether Larian will follow the same procedure for future games. “I think it has a tremendous amount of benefits,” he says, “but every game has its own structure – its own language – so I think you need to judge that game by game.”

“That was the best that we could do. [Wizards of the Coast] said, ‘This is not very good.'”

In this case, players had plenty of feedback for Baldur’s Gate 3 and Larian had to “course correct on quite a few things.” In addition to a generally buggy launch (a complaint that would be levied at the game even months after its 1.0 release), fundamental pieces of the story and mechanics were completely reworked. Vincke recalls complaints about the past tense framing of the game’s opening sequence, struggles with implementing the Dungeons & Dragons ruleset, and general comments that it was too similar to their previous game. But the early access model ended up working quite well Vincke says. “At some point, we started figuring out how people wanted to play [Baldur’s Gate 3].” For the following three years, Larian would constantly update and expand the content in their early access release, in addition to developing the latter two acts of the game.

These updates often included adjustments to dialogue and story, which meant actors and voice-over artists frequently returned to the recording studio. Vincke and the rest of the writing team “changed the script continuously,” fine-tuning the plot, making everything flow more naturally, and adding more instances where the game could react to player behavior. Vincke’s audience of developers in the backseat of the car laughs as he tells this story. He adds, “Some of the victims of the rewrites are sitting here. The perpetrators, too.”

Roles With Advantages

Of course, no one is more impacted by script rewrites than the actors themselves, but when I spoke to Devora Wilde, the actress who portrays Lae’zel, she remembers being glad for the extra work. “I felt very lucky in the beginning to, as an actor, have a job for such a long period of time,” she says. “I was like, ‘Oh my god, I’m gonna have a job for two years.'” Due to delays in development, those two years would stretch to four, meaning Wilde spent a considerable amount of time in Lae’zel’s virtual shoes – and a considerable amount of time with a recurring gig.

Baldur’s Gate 3 finally launched on August 3, 2023, but Wilde didn’t feel the full impact the game would have for a few weeks. Between her TikTok posts and a video of the cast reading thirsty tweets, there was a considerable amount of online traction, but she didn’t comprehend the physical size of the fanbase until MCM London Comic Con. Jennifer English, who plays Shadowheart in the game, felt the same way.

“I’d gone to London Comic Con when the game was in early access and I remember being really honored that I had 10 people in my queue,” English says. “I think I’d made my rent that weekend. And I was like, ‘Wow, that’s amazing.'” When she came back the following year, her lines had grown to six-hour wait times and the cast needed a security detail to handle the number of people stopping them on the show floor.

Part of this boom in popularity has to do with the actors themselves and their willingness to promote themselves and the game on social media. Popular games are released all the time, but it’s not common for the actors behind video game characters to be thrust into the spotlight. While it wasn’t Larian’s suggestion that the cast begin engaging with memes on social media, Wilde says that Larian’s encouragement of the situation has a lot to do with their ultimate success.

“Larian [was] just gracious enough and fun-loving enough to be like, ‘You know what? We’re just gonna let them run with it.'” Wilde says. “Many other companies don’t allow actors to do that actually, and I think that [Larian] really embrace[s] the spirit of ‘let the actors just kind of get on with it.'”

“I’d gone to London Comic Con when the game was in early access and I remember being really honored that I had 10 people in my queue.”

In addition to the influx of followers, English says the online community’s response to Shadowheart has made her more fond of the role. Despite initially not liking the character, she says, “The stuff that [players] like in Shadowheart is kind of the stuff I like about myself,” and that fans have latched on to parts of the character that she hadn’t even consciously portrayed. Meanwhile, Wilde was surprised Lae’zel was “so polarizing” at first, with many fans being turned away by her stand-offish attitude, though that attitude eventually softened. She says, “I was getting a lot of delayed responses, even now, where people are like, ‘Oh, you know what? On my third playthrough, I gave her a chance and now I love her.”

Scheduling dilemmas mean my interviews with Wilde and English happen at different times, but I chose to speak with the two of them specifically because of their relationships with each other and the online community. Alongside Aliona Baranova, one of Baldur’s Gate 3’s motion capture directors and English’s girlfriend, the actors have cultivated a following that has become separate from the game altogether. This includes a line of merch, with t-shirts referencing Wilde’s love of ranch dressing and inside jokes suggesting the three of them are “God’s Favorite Throuple.”

The latter shirt references a meme of Shadowheart calling herself “God’s favorite princess,” which English recreated per her girlfriend’s suggestion. In fact, English credits her “chronically online girlfriend” Baranova for her social media successes, as English says it’s “never been something I’ve really partaken in.” Right on queue, Baranova peeks her head into the frame – she had been providing commentary from the other side of the Zoom camera the whole time – to say, “I just wanted to add that your Instagram was private. Do you remember?”

Between her personal life, her professional life, and her self-image, Baldur’s Gate 3 has had a profound impact on English. After Baranova leaves to grab dinner, English reflects on the anniversary and says, “It does not feel like a year. And yet, life has completely changed.”

The Next Campaign

English isn’t alone in that feeling; Baldur’s Gate 3 has had a tremendous effect on everyone at Larian. In the months following its release, it won Game of the Year at the Game Awards, the Golden Joystick Awards, the D.I.C.E. Awards, the GDC Awards, and the BAFTAs, not to mention a slew of other awards for narrative and performance, including the second ever Hugo award bestowed upon a video game. It has a staggering 96 on Metacritic and has been hailed as one of the greatest role-playing games of all time. In the face of this monumental impact, Larian’s goals as a studio remain remarkably humble.

“All this success means there are high expectations of what’s next,” art director Joachim Vleminckx writes over email. “We are playing it cool as always and we are not letting the success blind us to the amount of hard work it took to get here.”

“So it was time for us to do new things, and ever since, we’ve felt better.”

“In practice, not much has changed,” Vleminckx’s fellow art director Alena Dubrovina says in that same email. “We are still hard working bees, ready for new adventures. The quality bar was set high by BG3, so we are wrapping our heads around how to raise it even higher.”

The idea of raising a bar past Baldur’s Gate 3 sounds absurd, but Vincke has nitpicks with the game, even now – he wishes the encounter at the entrance to the grove in act one wasn’t so much of a bottleneck, for example. “We could have continued for years tweaking it,” he says. While their future game is sure to present plenty of unseen challenges, the nitpicks and unforeseen hurdles in the past projects will allow Larian to evolve for future ones.

“BG3 was a game that was at a scale that was new to us, […] so we learned a lot about dealing with scale,” he says. “We learned a lot from what we didn’t have, and we’re trying to have that now so we [do] not make the same mistakes.”

“We’re in the luxurious position now that we can pick our own destiny and our own path, which is really cool,” Vincke says later in our conversation. “So I hope that we can sustain that. [I have] two main goals for the studio: being able to make things that we like to make and making sure that it’s sustainable so we can continue doing so.”

This philosophy is directly opposed to much of what we see in the current gaming landscape. Between acquisitions, layoffs, crunching, and executives chasing infinite, exponential growth, it’s a breath of fresh air to hear about a developer settling for a stable working environment. Baldur’s Gate 3 is one of my favorite games of all time, in large part because of the personal, hardcrafted nature evident in its design. One year after the game’s launch, it’s nice to see that the people responsible for that product are excited about what’s to come and satisfied with the work they’ve done.

Charles Harte (@chuckduck365) is a writer, video editor, and podcaster based in Ohio. He can usually be found playing Dungeons & Dragons or petting his cats.

Avowed Has Big Stealth Archer Potential

From the moment its cinematic announcement trailer revealed that it would be played from a first-person perspective, Avowed has been viewed as Obsidian Entertainment’s answer to Skyrim. It’s a position Obsidian itself has tried to distance itself from, largely because Avowed is a smaller scale RPG made up of interconnected zones rather than a huge, sprawling open world game. Despite this, the Skyrim comparison makes a certain amount of sense; after proving it could do Bethesda games better than Bethesda itself with Fallout: New Vegas, Obsidian created its own Fallout analogue in 2019’s The Outer Worlds. It cut short the agonising wait for Fallout 5 with a similar style of RPG (sure, it wasn’t open world, but it was directed by Fallout’s original creators), and so eyes have naturally turned to Avowed – could this be the game that finally gives us a new Elder Scrolls-like adventure years before Bethesda ships its own Skyrim successor?

At gamescom 2024 I was able to play an hour of Avowed. That’s hardly enough to say if it truly is capable of standing up to such a landmark RPG as Skyrim – I didn’t even get to explore outside of a single cave. However, what I did play suggested it may well equal (or, hopefully, actually better) Skyrim in one important area: the stealth archer build.

It’s a meme among the Skyrim community that everyone will eventually spec into a stealth archer build, no matter their initial intentions for a playthrough. That’s because playing a shadowy sniper in Skyrim is incredibly satisfying. You can decimate entire dungeons largely unseen and the thud of an arrow hitting an enemy’s skull is delightful every single time, particularly when it triggers a slow-motion killcam. I think Obsidian knows all this and has gone to lengths to ensure its own ranger class is equally strong.

The gamescom demo’s example ranger build was, naturally, equipped with a bow. The fundamentals of it will be familiar to anyone who’s played not just Skyrim but any other game with archery – aim, zoom, draw back longer to increase power, and release. But as any stealth archer knows, the first shot is the most important – if it doesn’t hit true, if it doesn’t kill the target, then stealth is broken and chaos ensues. Seemingly recognising this, Avowed displays a small red diamond-shaped target on an enemy’s weak point when you zoom in, a feature likely pilfered from the similarly killing shot-obsessed Sniper Elite games. While I’m perfectly capable of aiming between the eyes without assistance, I actually don’t mind this – it’s like a HUD representation of your character’s archery prowess. They know exactly where to strike.

After slipping into a parallel shadow realm, you’re able to walk right through enemy patrols without disturbing even the air molecules.

Archery is bolstered by two passive skills – power attacks and Steady Aim. Holding the drawn-back bow string engages the power attack, which empowers the notched arrow with a silver flame-like energy (I’m guessing this is because you play as a Godlike, a supernatural race from the Pillars of Eternity RPGs with which Avowed shares a setting with). Steady Aim, meanwhile, slows down time while aiming that power attack. These are, of course, repackaged versions of archery skills we’ve seen in Skyrim and beyond, but I’m glad they’re here because they’re a vital ingredient in the stealth archer’s return.

Where Avowed’s sample archer build begins to deviate from Skyrim’s template is when it comes to sneaking. Naturally, you can crouch to reduce your visibility and crawl into long grass to disappear completely. But Avowed rangers also have access to the Shadowing Beyond skill, an active ability that renders you fully invisible until you make a combat action (provided you can afford its mana-draining cost.) It’s as effective as it sounds; after literally tearing a hole in reality and slipping into some kind of parallel shadow realm, you’re able to walk right through enemy patrols without disturbing even the air molecules. It’s the stealth archer’s dream, enabling you to bypass tricky encounters or reposition to a more advantageous sniper’s perch. It’s an ability that’s hard to come by in Skyrim; in Tamriel, a stealth archer needs to either find the Bow of Shadows and make use of its invisibility perk (which is nowhere near as powerful or flexible as Shadowing Beyond), or train as an illusionary mage in order to cast the invisibility spell.

Maintaining silent stealth isn’t just for ranged encounters, though. I was pleased to see that Avowed has a proper stealth takedown attack; tap the attack trigger while looking at an unaware enemy and your character lunges forward, a spectral dagger-like weapon forming around their fist. The blade reduces the enemy’s body to shimmering ash, leaving no evidence of your kill for enemy guards to stumble across. It’s a very satisfying animation and an ability I’m sure will shape the direction of a stealth archer’s overall approach.

Of course, not every encounter is going to remain silent. For the occasions where things heat up, the ranger’s Tanglefoot spell allows you to summon thorny vines that root enemies to the spot for several seconds. It keeps them at a distance, letting you snipe them before they get into slashing range. I found this skill was also helpful when combined with other ranged options; the demo character’s backup weapon was a pair of flintlock pistols which are naturally louder and more explosive than a bow (plus can be fired twice in succession thanks to being dual-wielded), but they demand that enemies are kept far away thanks to their long reload times. Smart use of Tanglefoot, as well as directing my AI companion, Kai, to use his own abilities really helped here.

Talking of Kai, I was pleased to see that Avowed’s companions don’t seem to get in the way of your stealth tactics – something many of Skyrim’s clumsy companions are unforgivably guilty of. Kai never busted my cover and I think he even disappeared from view along with me when I used Shadowing Beyond. It’s things like this that make Avowed feel like a Skyrim-style game from the 2020s – the movement, the ability to mantle up to vantage points, the environmental hazards, the impact of combat, and the general polish all make Avowed feel like the kind of Elder Scrolls experience I want to have in the modern age.

I understand why Obsidian tries to push the conversation away from Skyrim when talking about Avowed – its zone-based environments likely will make the game structurally very different from The Elder Scrolls series. But there’s much more to Skyrim than its open world, and it’s those other elements that I think Obsidian can offer an excellent, updated analogue to. Hopefully, when we have the chance to explore beyond the demo’s cave and experience the grander scope of Avowed’s setting and story, it’ll also prove itself a well-designed, modern-feeling RPG in the important areas: character, level, and quest design. But for now I’m left feeling reasonably confident that Avowed will, at the very least, tickle the same bits of my brain that Skyrim did when I let loose a well-aimed arrow into a lizard man’s face.

Matt Purslow is IGN’s Senior Features Editor.

Voice Acting Legend Jennifer Hale on Video Game Strikes: ‘AI Is Coming for All of Us’

Voice acting legend Jennifer Hale, who’s appeared in the likes of Metal Gear Solid, Baldur’s Gate, Mass Effect, and more, has commented on the ongoing video game strikes and the threat of artificial intelligence.

Hale told Variety that “AI is coming for us all” and is a key factor behind the current Screen Actors Guild – American Federation of Television and Radio Artists (SAG-AFTRA) strikes, though something that makes things particularly difficult.

“The truth is, AI is just a tool like a hammer,” she said. “If I take my hammer, I could build you a house. I can also take that same hammer and I can smash your skin and destroy who you are.”

Hale continued: “If you use something that originated in our body or our voices, can we please get paid?” Because now you’re using technology to take away our ability to feed our kids.

“What I wish everyone would do was keep asking the actual question, which is: ‘There’s a lot of money being made here. Where is it going?’ And in the current setup, the way our system operates, and this whole idea of shareholder supremacy, it’s flowing to the 1%. If you flow so much money, you can’t even feed the people who made it possible.”

Hale revealed in October 2023 she was paid just $1,200 for her role as Naomi Hunter in the original Metal Gear Solid, a game which eventually grossed $176 million for publisher Konami (and is still making the company money through myriad re-releases).

The disparity between Hale’s alleged payment and the success of Metal Gear Solid is “indicative of what’s happening in modern culture”, she said, adding she hopes the standard for these payments changes.

Many voice actors have expressed how AI adds to this disparity, as companies can now generate voices and other work without having to pay anyone but the companies behind the AI itself, despite them pulling from real people like Hale.

The Witcher 3: Wild Hunt lead Doug Cockle similarly expressed caution and frustration at the growing presence of artificial intelligence within the video game industry, calling it “inevitable” but “dangerous”.

Cissy Jones, a voice actor known for her roles in Disney’s Owl House, Destiny 2: The Witch Queen, Shin Megami Tensei 5, and more, has started a company called Morpheme.ai to let voice actors embrace AI and gain control of their own voices going forward. Though the odds still appear stacked against them.

Voice actors have previously called out AI-generated explicit Skyrim mods, and Assassin’s Creed Syndicate voice actress Victoria Atkin called AI-generated mods the “invisible enemy we’re fighting right now” after discovering her voice was used by cloning software. Paul Eiding, the voice actor behind Colonel Campbell in the Metal Gear Solid series, also condemned its use.

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

Splatoon 3 News Channel Is Giving Away Free In-Game Grand Festival Gear

Squids in.

The celebrations are starting early for Splatoon 3‘s upcoming ‘Grand Festival’ as Nintendo is giving away seven pieces of in-game headgear and three event-specific banners for free!

The ‘Now or Never’ Spikes, Crown, Cap, Earrings, Barrette, Horns and Headdress and the three Splatfest banners can now be redeemed from the ‘News’ tab on the Switch home screen. We’ve laid out more detailed instructions for how to get these freebies below.

Read the full article on nintendolife.com

Nintendo Suggests Breath of the Wild and Tears of the Kingdom Are Part of a New Zelda Timeline

Nintendo has suggested The Legend of Zelda: Breath of the Wild and Tears of the Kingdom aren’t part of any previously confirmed Zelda timeline but instead the start of something new.

A presentation at Nintendo Live 2024 in Sydney, Australia, shared by @Wario64 on X/Twitter, outlined The Legend of Zelda history and its myriad timelines, but the two latest games were placed separately to the three previously confirmed narratives.

Zelda canon is, dare we say, a touch messy, as while Nintendo insists the games all connect to each other, they only doing so via three alternative realities. It all begins with the events of Skyward Sword, followed by Minish Cap, Four Swords, and eventually Ocarina of Time.

But it’s here the timeline splits in three. One path sees protagonist Link succeed in saving the kingdom of Hyrule and remain an adult, choosing not to return to his life as a child through the game’s time travelling shenanigans. Things later go south, however, and Hyrule is flooded, spawning The Wind Waker, Phantom Hourglass, and Spirit Tracks.

The timeline where Link succeeds and returns to being a child is immediately followed up by Majora’s Mask, then later Twilight Princess and Four Sword Adventures.

The dark timeline, however, where Link is defeated altogether, spawns A Link to the Past, Link’s Awakening, Oracle of Seasons and Oracle of Ages, A Link Between Worlds, Triforce Heroes, and finally and ironically the final two games of The Legend of Zelda and Zelda 2: The Adventure of Link.

Fans have therefore theorized where exactly Breath of the Wild falls since its release in 2017. The game introduces a quite different Hyrule that doesn’t fit neatly under any of the timelines, but because that’s not stopped Nintendo before, fans have persisted in trying to figure it out.

Tears of the Kingdom arrived in 2023 as a direct sequel to Breath of the Wild, meaning a connection between the two was obvious, but still it didn’t help definitively place the pair on any of the three Zelda timelines.

Nintendo has now suggested they’re part of a completely new timeline, however, and perhaps one that isn’t fully established yet. While there’s a canonical link between every other game, these two sit on Zelda’s timeline completely separate, not connected to anything else or even each other.

The pair are likely part of a brand new Zelda timeline as a result, but where or why or how it connects to the rest of the games remains to be seen. Nintendo could be embracing the multiverse approach of recent years to justify their existence, or it’s perhaps waiting to connect them elsewhere later.

Fans will therefore be eager to see how it deals with this new timeline, or not timeline, or whatever else. Another game is right around the corner too, as The Legend of Zelda: Echoes of Wisdom launches on September 26, 2024.

Timeline speculation began the moment Echoes of Wisdom was revealed in June, but this game, not just because of its 2D nature and art style, appears to take place in the dark timeline where Link was defeated, somewhere around A Link to the Past or A Link Between Worlds.

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

Warhammer 40,000: Space Marine 2 announces global release times, won’t use DRM software such as Denuvo

We’re a week out from Warhammer 40,000: Space Marine 2’s release date, and Saber have put out a final roundup of details in a Steam blog. Alongside a global release time map (or two maps, technically, since they’re pulling that pay-more-to-play-early nonsense), there’s a big Q&A covering all your burning questions about burning ‘nids. Among these is a confirmation that, no, the action game won’t be implementing DRM software such as Denuvo.

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Bicycle delivery sim Parcel Corps is delayed but at least it’s funny about it

We’ve been negligent in our duty as watchkeepers of extreme sports games. Parcel Corps is a light-hearted bicycle courier sim set in a colourful totalitarian regime where the police do not like things to be delivered in time, or at all. Perhaps that’s why the game, which was due to arrive on Steam tomorrow, has been delayed until an unspecified date. That’s okay, half the news stories we write seem to be about release setbacks. At least the developers announced the delay in a funny and thematically appropriate way.

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Level-5’s ‘Vision 2024’ Showcase To Share Multiple Project Updates And Announce Brand New Title

Airing online this September.

Level-5 has finally locked in the date for its next showcase. ‘Vision 2024: To The World’s Children’ will be broadcast on YouTube this September and will feature updates about multiple Level-5 projects.

This includes a “release date and new gameplay systems” announcement for Inazuma Eleven: Victory Road, an update on the “release timing” for Fantasy Life i: The Girl Who Steals Time, and updates for DECAPOLICE and Professor Layton and the New World of Steam. In addition to this, a “brand new title” will be announced.

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