Sewer levels have always been the worst, but Star Wars: Dark Forces Remaster’s one is an all-time stinker

I come to you with an important question today, readers. Has there ever been an actually good sewer level in a video game before? I propose to you that there has not. Sewer levels are the worst. They have always been the worst, and will always be the worst. There is no redeeming feature that can make sewer levels good, fun or enjoyable, and I come to you today saying they must stop. No more sewer levels, developers. Please. I beg you. Especially you, Star Wars: Dark Forces Remaster. You’re the chief offender in this whole mess, and both my nostrils and my sanity simply cannot take it anymore.

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The Best PS5 SSD Deal of 2024: This 2TB SSD with Heatsink Is Only $90

SSD prices are trending upwards for 2024, which makes this deal even more amazing. Right now Amazon (or more specifically, Amazon Japan) is offering this Verbatim 2TB PCIe Gen4 x4 M.2 solid state drive (SSD) for only $90.20. It also comes pre-installed with aslim PS5-compatible heatsink. Note that the product title specifically mentions a 2 year limited warranty. However since this item is shipped overseas, there is no guarantee on that. You do, however, have a guaranteed 30-day return policy from Amazon. Frankly, I think it’s still worth it given the low price point and the fact that it has pretty solid reviews, especially when used as a PS5 SSD. All of the other recommended PS5 SSDs cost $50 or more.

Verbatim 2TB SSD (PS5-Compatible) with Heatsink $90.20

The Verbatim Vi7000 meets all the requirements for your PS5 SSD upgrade. It supports transfer speeds of up to 7,400MB/s read and 6,500MB/s write which is well above the 5,500MB/s minimum threshold. It also includes a robust looking aluminum heatsink that fits right into the slim PS5 drive bay.

The PS5 is an outstanding gaming console, but the 1TB SSD is a real bottleneck. Call of Duty: Modern Warfare 3, for example, can exceed 200GB alone. NBA 2K23 weighs in at 150GB and even older games like God of War: Ragnarok and Horizon Forbidden West require 90GB of space. Future games like Grand Theft Auto VI will undoubtedly demand even more space.

Looking for another brand? Check out all of the best PS5 SSD deals today.

Soulslikers are going to love Ori studio’s new ARPG No Rest For The Wicked

When Ori And The Blind Forest developers Moon Studios announced that their next game would be a top-down, online action RPG, my initial reaction was, ‘Heck yes, sign me the hell up for this Souls-y, Diablo-y hack and slash.’ Having now played the opening 90 minutes of the game ahead of tonight’s Wicked Inside showcase, that initial excitement has settled into more of a ‘Hoo boy, this thing is hard as nails. Folks who like Elden Ring and Dark Souls are going to go absolutely bananas for it.’ It’s definitely verging on the edge of being just a teensy bit too punishing for my personal taste, but even though my arse got thoroughly whomped time and time again during this initial prologue section, there’s still something about No Rest For The Wicked that’s left me quietly captivated.

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Xbox and Women in Games International Partner to Elevate Main Character Energy for Women in Gaming

Summary

  • Explore games featuring powerful women on Xbox Game Pass  
  • Katy Jo Wright, Xbox Senior Director, discusses the many ways women show up in the video game industry
  • Artist Amika Cooper celebrates women as main characters through redesigned Xbox logo 

To celebrate women’s contributions to gaming, we’re focusing on the main character energy that women bring every single day to the Gaming industry. Whether it be the women who develop games, test games, or market games, we’re bringing our all to the franchises that you all know and love to play. As the Senior Director of Gaming for Everyone & Sustainability at Xbox, I’ve worked with the entire Gaming organization to ensure we’re approaching decisions with an inclusion mindset, because, as our Gaming for Everyone Core Principle states: “When we don’t intentionally include, we unintentionally exclude.” You can see the results of this across all of Xbox, and this is how we deliver on our mission to bring the joy and community of gaming to everyone on the planet.

An approach I take in life is, “Live your life by design – not by default.” From a gaming perspective, we apply this with an “inclusion by design” framework to ensure women feel truly represented and experience a deep sense of belonging, across all aspects of gaming. Whether it’s about intentional, thoughtful character design where women see themselves as the main character, how people play either on console, PC, or handheld–the experiences for women gamers vary just as dramatically as any other community.  

What excites me the most is seeing more women actively participating in gaming, either as a developer or a fan–or both! While we recognize International Women’s Day and Women’s History Month, the work to ensure women feel represented, seen, and belong on Xbox happens every single day. It’s a journey and we’re always learning how to get better, but we’re committed and in it for the long haul. I believe that willingness to commit to every step in the journey, and get stronger with each step is main character energy.

Join me in celebrating women who have inspired you in the gaming industry by posting on LinkedIn and nominating an #XboxMainCharacter. It could be a woman who developed a game you love, a content creator whose channel you love, or simply someone who helped you feel a sense of belonging and invited you to play! We stand on the shoulders of those who have done this work before us—the many amazing people who included us–and it is our legacy to continue supporting and making gaming approachable and inclusive for the women behind us. Join Xbox in our celebration by reading about the exciting activations taking place throughout the year below:


Give


Xbox and Women in Games International Partner to Connect Women in the Industry

In celebration of Women’s History Month, Xbox is proud to announce an ongoing partnership with Women in Games International (WIGI), a nonprofit organization with a mission to cultivate resources to advance economic equality and diversity in the global games industry.

WIGI was founded in 2005 and has been working to highlight, celebrate and connect women, femme-identifying, and nonbinary professionals in the games industry. Through their programs, newsletters, panels, workshops, and networking events, WIGI works to normalize diversity in the games industry by increasing representation and paving the way for the next generation of games industry professionals.

Xbox shares WIGI’s vision of a more inclusive and diverse games industry, where everyone can play, create, and enjoy games. Xbox is committed to finding more ways to elevate women in gaming and support their growth and development. As part of our partnership, Xbox and WIGI will collaborate on initiatives connecting WIGI’s audience with the talent and resources that Xbox is able to share. We’ll share more details on Xbox’s partnership with Women in Games International at a later date.

Together, WIGI and Xbox are working to uplift more of the main character energy happening among women in the games industry.

You can learn more about WIGI and their work at their website: https://www.getwigi.com/. You can also follow them on Twitter: @getwigi and Facebook: Women in Games International.

Gaming and Impact with Rewards 

Microsoft Rewards members in the United States can earn and donate points to organizations supporting women with Xbox. The organizations below will be featured on console throughout March: 

  • Women in Games International – Women in Games International works to cultivate resources such as advanced knowledge sharing, access to technology, and actionable mentorship programs to normalize diversity in the games industry through increased representation. (US only)
  • National Center for Transgender EqualityNCTE advocates to change policies and society to increase understanding and acceptance of transgender people. In the nation’s capital and throughout the country, NCTE works to replace disrespect, discrimination, and violence with empathy, opportunity, and justice. (US Only)

Xbox gamers can earn Rewards points in various ways, such as playing games and completing Game Pass Quests, and purchasing games and other eligible items at the Microsoft Store (exclusions apply). Earn points and redeem them for real rewards. Start earning today and donate through Xbox. 


Play


Explore Games Featuring Powerful Women  

 A compilation image featuring the box art for featured Game Pass games overlaying the stylized Xbox logo in recognition of Women's History Month featuring a pastel Xbox sphere in an abstract background. 

Powerful can mean many things, from being able to take on a horde of enemies to being able to practice empathy for others. During March and beyond, you can play a variety of game collections featuring powerful women as protagonists and games created by women. ​ 

Check out the Store’s community games collection, available on the Microsoft Stores on Xbox and Windows. This collection exists year-round as part of our ongoing work to create more inclusive gaming ecosystems and elevate content that resonates with communities. For Xbox Game Pass members, explore what is available in the Xbox Game Pass community collection on Xbox and the PC Game Pass community collection on Windows.​ 

Examples of powerful games to play include these awesome titles and more: ​ 

  • Hellblade: Senua’s Sacrifice (Available with Xbox Game Pass on Console, PC, and Cloud, and Rated M) – Play as Senua, a Celtic warrior who bravely travels to the depths of Norse hell on a quest to save the soul of her dead lover. You must overcome physical challenges and those presented by Senua’s mind.​ 
  • Celeste (Available with Xbox Game Pass on Console, PC, and Cloud) – Follow the story of Madeline, a trans woman navigating the physical and emotional obstacles on her self-discovery quest to the top of Celeste Mountain. Written, designed, and directed by Maddy Thorson. ​ 
  • Rise of the Tomb Raider (Available with Xbox Game Pass on Console, PC, and Cloud, and Rated M) – Join one of the most classic video game heroines, Lara Croft, on her first tomb raiding expedition in a reimagined cinematic universe. Conquer a wild world of landscapes and configure Lara’s gear to suit your play style in this survival action adventure.​ 
  • Ravenlok (Available with Xbox Game Pass on Console, PC, and Cloud) – Created by Vanessa Chia, escape into a fairytale adventure inspired by her nostalgia of growing up Malaysia. Fulfill your destiny as the young girl, Ravenlok, on a whimsical journey to defeat the Caterpillar queen. ​ 
  • Bluey (Available with Xbox Game Pass on Console, PC, and Cloud) – Fun for the whole family, experience the joy and wonder of Bluey’s world in this interactive adventure game based on the iconic children’s TV series about two sisters. Play with friends and family in story mode and in free play, create your own scenes, collect items for your sticker book, and uncover hidden references in every location.  

New Forza Horizon 5 Vinyl Decal for Women’s History Month 

This year's Women's History Month-themed Xbox art, designed by Amika Cooper, shown as a decal in Forza Horizon 5

 This year’s Women’s History Month-themed Xbox art, designed by Amika Cooper, is now in Forza Horizon 5 as a vinyl: an in-game decal that you can use to customize any car. Show off this unique design on your car using #ForzaWHM on social media for a chance to be featured! 


Discover


Artist Amika Cooper Reimagines the Xbox Logo in Celebration of Women who Bring Main Character Energy  

Artist Amika Cooper wearing a green sweater and jeans reclining in a chair at a desk.

 For Women’s History Month, Xbox commissioned artist Amika Cooper, also known as blackpowerbarbie, to redesign the Xbox logo in celebration of women gamers and the way they define who gamers are by embracing main character energy. Amika used that inspiration to create an image of the Xbox sphere at the center of a lair, representing a safe place in gaming created by and celebrating the creativity of women.  In her words, “The logo is presented as a gem because I think the energy women bring to gaming makes us ‘diamonds in the rough’. I wanted it to be vibrant, stimulating, and fun – a lot of my work is creating my own surreal and fantastic landscapes, so I wanted to impart that sense of whimsy here.” 

See more of Amika Cooper’s work on her website

Xbox Ambassadors Features New Quests for Women’s History Month 

White Xbox controller icon surrounded by white laurels over a blurred rainbow background​.

We believe that every woman deserves recognition as a main character. For this Women’s History Month, we’ve connected with women from the Xbox Ambassadors community to put a spotlight on their experience as a woman in gaming. Read along on theXbox Ambassadors Community Blog.​ 

Taking our celebration to the next level, we’re featuring a series of Quests, all month long, for Xbox Ambassadors to complete and unlock rewards. The Women’s History Month Quests feature games made by women creators and/or feature women as the main character. Join the fun and become an Xbox Ambassador today!  

WHM Dynamic Background Available Now 

Amika Cooper’s Women’s History Month Xbox Sphere is available today as a dynamic background on console – follow these steps to apply it: 

  • Press the Xbox button on your controller to open the guide. 
  • Select Profile & system > Settings > General > Personalization > My background > Dynamic backgrounds

You can choose between Games, Xbox, or Abstract dynamic backgrounds. Choose the background art that you want with the A button. 

It’s also available as an Xbox wallpaper to personalize your devices! 

The post Xbox and Women in Games International Partner to Elevate Main Character Energy for Women in Gaming appeared first on Xbox Wire.

No Rest for the Wicked: Revealing new details on combat, crafting, town-building

You wake up as the survivor of a shipwreck, with nothing more than the ragged clothes on your back to your name. A short trek away lies the dying captain of the vessel, who mentions the place he was trying to reach– a place called Sacrament. And so, your long and difficult journey begins.

No Rest for the Wicked is the newest game from Moon Studios, creator of the Ori series. First announced at last year’s Game Awards, this PS5-bound action RPG is as visually luscious as their previous work but wrapped in a darker, mature narrative. We sat down with the team for an early preview of the game to discover more about its central gameplay mechanics and world design.


No Rest for the Wicked: Revealing new details on combat, crafting, town-building

In the harsh world of No Rest, suffering comes on two fronts: political maneuvering by well-connected royals and religious figures in the wake of the King’s death, and a horrific curse called the pestilence that transforms the humans it claims into unholy abominations. As all this happens, the populace is turning to more desperate and illicit means of survival.

A world of great beauty and unspeakable suffering

Moon Studios is well known for its ability to create compelling worlds and stories, and No Rest for the Wicked explores new territory for the developer. “After having made both Ori games, our next goal was to create our own huge fantasy universe,” says Thomas Mahler. “With Ori, we always relied on using allegory. We told stories that touched people, but we used fantasy creatures that, in essence, had to deal with very human problems. This time, we wanted to actually use humans and craft a Shakespearian tale with very strong human themes like family, trust, betrayal, comradery, and so on.”

To that end, No Rest offers up a very different feel from that of Ori’s warm, inviting natural environments: dilapidated, crumbling fortresses, barren, scarred landscapes, and vicious-looking foes — human and non-human alike — populate the tumultuous land of Isola Sacra. With each sword-slash, you see blood and viscera, illuminating the brutal, painful reality of life here. 

Yet among it all is a strange and compelling beauty, captured in the gorgeous stylized visuals Moon Studios specializes in, the studio seemingly not missing a step with the switch from 2D to 3D: every frame looks like a painting come to life.

“We’re just very much set in not being yet another studio that tries to go for a photorealistic style,” Mahler continues. “We think paintings age less quickly than trying to pursue photorealism. When I see a Caravaggio painting, I’m still amazed by what he was able to accomplish just using oils 500 years ago.”

Humble beginnings

Starting up the game, you have next to nothing on your person. That changes quickly as you discover a worn one-handed sword and some discarded tools, likely the scraps the nearby bandits didn’t bother looting from their victims. Taking up the blade and using some found materials to cook up a basic stew, you prepare to fight through the area under the bandits’ control to try and reach Sacrament.

There are many ways to engage foes–barging in head-first, or trying to get the jump on them with a sneaky ambush–but once you engage them, you’ll need to fight smartly, as your stamina meter makes sure your every move counts. A careless sword swipe, a bad dodge, a failed parry, or a broken guard can quickly get extremely painful. If you’re in a pinch, a well-placed Rune attack might help you turn the tables, but at the cost of focus.

Fortunately, you have a variety of gear on your side–which you’ll either find, buy, or craft– and a stat-building system that lets you invest points where you choose on level up. Unlike many action RPGs, which have you pick a class very early and restrict your gear based on that choice, you grow into a class in No Rest for the Wicked more organically. 

“We just wanted to give players an extremely diverse set of gear they can find to fulfill all their fantasies of the characters they’d like to play within an RPG,” notes Mahler. “We start the player out with pretty simple movesets, but as they progress further and further, they’ll be able to advance those movesets, and combine various combos, special attacks, and spells together. As for leveling and stat-building, in general, our methodology was that we wanted things to be as active as possible. We believe that players want all progress to be felt instead of just seeing some numbers go up that might not immediately affect your playstyle.”

Shaping your adventure

The overhead view of the action helps the environments in No Rest for the Wicked feel epic and atmospheric while also giving you subtle hints about out-of-the-way paths or hidden nooks and crannies. Background objects may be more destructible than first assumed, often yielding some precious loot as a reward for our experimentation. Pushing against odd-looking walls and bits of geometry that seemed a bit off may reveal passages filled with valuable treasures–and sometimes also their guardians.

Besides combat gear, there are plenty of other items to be acquired–bits of food for cooking, wood and ore for crafting, and assorted other sundries. With tools like an axe or pickaxe, we can chop down trees and harvest ore–though you’ll want to make sure the area is clear from hazards first. Otherwise, a flaming projectile to the face might interrupt your gathering session.

The harvesting and crafting elements become more and more pronounced as the game progresses, and eventually, you can choose to engage in the reconstruction of Sacrament. “We have so many different mechanics all mashed into this one game, which we then had to all make work together, “explains Mahler. “The idea is simple: We create certain needs for players and then we provide a lot of tools on how to fulfill those needs. For example, if players choose to farm and engage in housing, crafting, etc., they’ll then be able to take the outcome of those interactions back into the battle.”

“The ultimate goal here is once again to fulfill that RPG fantasy and ultimately craft a game that is not just about slaying enemies. We want you to have a diverse set of things you can do at all times. Tired of being in combat? Well, go and get some resources instead. Or go and help rebuild Sacrament. Or engage in housing and build yourself a dream home that constantly produces resources for you. Or go fishing. There should be no end of ‘Or’s’ in this game.”

The first few steps on a long road

The demo ended with a boss battle against the pestilence-infected Warrick, who has been warped and transformed beyond recognition. It’s not an easy struggle, but learning the parry cues makes the fight more manageable, turning the corrupted creature into a sitting duck for a precious few seconds. So ends the beginning of what’s likely to be a very, very long journey.

Thomas Mahler hopes players will enjoy the game his team has spent many moons crafting. “During development, we looked at what current ARPGs offer players. Our goal was to take all the aspects from all these games we love, mix that together, and create a new recipe that ultimately becomes the game we always wanted to play!”

‘I Stopped Believing in Myself’: Game Developers Share the Human Impact of Over a Year of Mass Layoffs

Earlier this week, 900 individuals were laid off from Sony PlayStation. The affected studios included well-known developers Insomniac Games, Naughty Dog, and Guerrilla Games, with PlayStation London shutting down entirely.

These layoffs come just weeks after the DICE Awards, which saw Insomniac and Guerrilla both win prestigious awards for their work on Marvel’s Spider-Man 2 and Horizon: Call of the Mountain. And they come just days after a gathering at PlayStation London that served as a farewell for outgoing PlayStation head Jim Ryan. As news of the layoffs hit, a photo circulated on social media showing a group of smiling employees clustered around Ryan:

This week the layoffs were at Sony (and Die Gute Fabrik, and Supermassive, and EA literally as I was submitting the final draft of this piece), but it seems that every week in 2024 so far it’s been the same story, different developer. Thousands of games industry employees have lost their jobs in this year alone.

In an effort to get to grips with these events, I reached out to impacted developers to try and answer the heavy, complex question of why this was happening in the first place. Over 40 game developers from studios of all sizes gave me answers. But that isn’t all they gave me. Many of those who reached out also took the opportunity to share their stories of how the layoffs had impacted them, personally.

They told me stories of how it had impacted their physical and mental health and how the loss of income, insurance, and security was hurting their families and their plans for the future. Some had moved across the country or even across the world for their jobs. A few reported being laid off simultaneously with a partner who was also in the industry. Some told me they had been laid off twice in one year.

“Both times I felt incredibly gutted,” one person said. “The first time, it felt like a reality of capitalism that I was expecting, but the second being so close to the first, it was like, ‘We really are just cogs in the machine.'”

Layoffs happen for all kinds of reasons, be it because of a bad financial bet, a failed game, a deal fallen through, poor planning, or any number of other things. But when they do, it is human beings whose lives are upended in response.

No Money, More Problems

“I lost my job and my health insurance,” said one former employee of Drifter Entertainment I spoke to. “We got one month of severance, but I’ve been collecting unemployment and doing some consulting work to help supplement. It’s been really stressful and my wife has had to get a job to support us while I’m looking for work. I am terrified that I will not have something lined up by the time my unemployment runs out, and have considered leaving the industry altogether. We’ve had to aggressively cut costs, live paycheck to paycheck, and I am choosing to forego some of my medications because they’re too expensive to refill. It sucks.”

Many former developers find themselves in similar circumstances after being laid off. Unemployment benefits can be difficult to obtain, and some workers find themselves far from home after uprooting their lives to take a job that no longer exists.

“I, like many of my coworkers, was incentivized by the Bungie leadership to move to be local to the office, so I was alone when I first started working,” said a former Bungie employee. “This was my first professional career position and I invested everything in this opportunity. I started working right out of college and relied on health insurance provided to have medical checkups. As of now, I am solely relying on unemployment benefits to keep myself afloat. I was someone who went into the office daily to meet people and seek the opinions of developers with more experience and skill than I. It was a dream come true. Those people were laid off as well.

“It is not an understatement to say that I bet everything on Bungie and the house always wins. As I was picking up the pieces of my life last year, my outlook didn’t change and my hope was that this hiccup could lead to something greater. I still hope for the best for Bungie and I know the creatives employed there will succeed, but I hope this kind of layoff never happens again.”

Others I spoke to purchased homes or moved into new rentals thanks to improved salaries. When they were laid off, that security suddenly vanished.

“I’d just moved into a new apartment a week or two prior and signed a new lease,” said a former employee of a support company that partnered closely with Microsoft. “I of course now have zero income except what I’m getting, for the moment, from unemployment. My pay had been bad enough I had no savings. Lost my health insurance and boy has that been a mess.”

My pay had been bad enough I had no savings.

They told me that while they were fortunate enough to have support programs and networks to assist them, not everyone has been so lucky. They asked me to imagine a person who does their job well, but who manages serious mental illness through doctors and medication that is paid for by their company health insurance:

“Then, for absolutely no fault of his own, he is laid off, and living [in a place without Medicaid available]. There’s no way he can afford continuing coverage under COBRA. Just boom, done. No more doctors or medication refills until he can get coverage, maybe through healtcare.gov. But that takes time. And the meds he’s on very clearly do not recommend going off cold turkey…Suddenly losing your job is not just a massive hit to your pride and a threat to your ability to keep a roof over your head. It could very possibly lead to a very serious mental health crisis or, god forbid, worse.”

Unstable Ground

Losing a job can take a major toll on a person’s health. It’s especially hard on disabled workers who are capable of working on games but have special health needs. One disabled developer I talked to spoke of the hardships faced after being laid off as they struggled to find a new job.

“It was super depressing and what made it worse is that it was really hard to find a new job,” said one disabled freelance developer who has struggled to find work since their last contract ended. “I had the added problem that I can only do a four-day week due to mental health reasons. This hadn’t been an issue in the past, but with the sudden increase of desperate applicants and only a few open positions, it became abundantly clear that I couldn’t afford my handicap. It feels like you are forced to underbid other applicants.”

Even for individuals without explicit health problems, layoffs take a hefty mental toll. One former CD Projekt developer told me that while they were relatively secure financially, their self-worth took a serious hit from being laid off.

“I stopped believing in myself as an artist,” they said. “I started to question my career choices and if I even wanted to continue on this path. It was really hard for me to start creating anything again, I felt pretty burned out.”

I stopped believing in myself as an artist…It was really hard for me to start creating anything again.

They weren’t alone. A former Zenimax employee described similar feelings after being laid off from what they described as a “dream” job. “It was my first triple-A studio position, the team was amazing, I loved the benefits, and I worked hard. I wondered if there was anything different I could have done. I was emotionally and mentally crushed. I just couldn’t believe it. In one Wednesday, I had lost the entire reason I had moved to Maryland and started a new life in a new state.”

Another person who was laid off from Xbox last year told me that even though they had found a new job since then, the lingering impact of the layoffs were still sitting with them. They had been working in a role that was normally considered to be a stable one, they liked their job and wanted to stay there long-term, and were working on a popular and lucrative IP. Yet all that vanished in an instant. They said that as a result, they felt they would “never be able to have a stable career.”

“Now a year later I feel an incredible amount of anxiety even though my team just released a 90+ metacritic score game…I don’t feel safe. [Our CEO] even said in an all-hands that he wasn’t expecting any layoffs this year, but how am I supposed to believe that? There’s nothing in place to hold him to that.”

Survivor’s Guilt

Those who remain continue to feel the lingering impact of layoffs even if they escape the cuts themselves. Several workers in that situation described having “survivor’s guilt”, with many telling me they felt their work suffered from the anxiety that they might be laid off too.

“I was fortunate enough to avoid any layoffs, but there was a lingering atmosphere of fear and uncertainty for the rest of the time I remained at the company,” said one developer who survived layoffs only to eventually quit their job at an Embracer Group-operated studio. “…I felt guilty for still being around, and I felt somewhat apathetic to my work, knowing that it would help enrich the people responsible for this tragedy.

“For a lot of my industry colleagues, I know they’re sharing more and more non-games roles as we collectively realize the pool of work is simply drying up, and will only get worse, despite the games industry still being massively profitable. It’s become clear that the space is not tenable for stable employment, let alone career/professional development.”

One developer who was laid off from Creative Assembly pointed out that the length of time it takes to develop a game combined with constant layoffs means it can be very difficult for a developer to finally get their name in the credits of a project, which in turn can make it harder to further their careers.

“I can’t get over how wild it is that some devs work for upwards of a decade and still don’t have a title released with their name in the credits,” they said. “I know a lot of devs stay until a game is finished, which can take over five years, but the chances of that game even getting over the finish line seems fickle. A lot of people stayed working on Hyenas just to see it release, only to get laid off. Surely this isn’t a sustainable way of working.”

Another common refrain is that the layoffs are disproportionately impacting members of marginalized groups, though a recent Take This study suggests this may not be the case across the board. The survey found that the layoffs were hitting most demographics roughly evenly, but with one exception: women. I also reviewed a smaller survey of at-risk UK game developers taken by Code Coven co-CEO Cinzia Musio in October of last year that suggests the impact to all marginalized groups may be more drastic. Both surveys are on the smaller side, and it may not be possible to get a more complete picture of the true impact for some time.

Several people I spoke to noted that their studios had increased diversity, equity, and inclusion [DEI] efforts in prior years when funding was robust, resulting in improved hiring initiatives and greater diversity in junior roles at major studios. But when the time came for layoffs, the developers who benefited from those initiatives often lost their jobs. Former employees of Epic Games, 343 Industries, and Bungie all told me that their companies’ DEI groups had been hurt by layoffs, with key employee leaders losing their jobs and companies making little effort to fill the gaps. This has left marginalized developers trapped in an overcrowded job market with few opportunities to get back on their feet.

No Road Back

By far the most common refrain I heard from developers is that they were considering looking for jobs elsewhere and not returning to games. For many, such as one former Streamlabs employee impacted by the Logitech layoffs in March of 2023, there were simply too many out-of-work developers competing for the same jobs to justify sticking around.

“I was unable to make my way back into the gaming industry as a professional,” they said. “I hoped to join a games studio after the layoff, but the competition stakes were so high that I had to venture elsewhere. I’m grateful to be where I am now and I honestly think I’m better off from it, but I would’ve liked to work my way up the ladder at Streamlabs.”

Hefty competition for few jobs was a major factor for many, but the sheer number of out of work developers was discouraging to many I spoke to for other reasons. Some, such as one former Epic Games employee, told me they wanted to leave the game industry but didn’t see a path out:

“The severance was good enough that I didn’t immediately stress about finding more work,” they said. “But I think partly I’m scared of resuming the job search because I’m not sure there are jobs available. And anywhere I work, it’s going to be impossible for me to not constantly have the fear that I’m a day away from another layoff. I want to leave the game industry entirely, but I’m not qualified to do anything else. I have over a decade of expertise, and I’m so burnt out from working in games that I don’t have the energy for any significant career pivot. It’s been four months now and I’m still scared of finding work, angry at Epic, and angry at myself for having passion for an industry that treats its workers so callously. I’m luckier than most, but it still hurts, and I haven’t really recovered from the shock.”

The floor just keeps falling out. That cycle continuing for as long as it has is the most damaging thing.

More than anything else, that sense of hopelessness was what pervaded most of my conversations. While many analysts and executives have pointed out that the games industry will inevitably bounce back as an economic engine, many developers are afraid either of being left behind, or that they already have been. One former Relic Entertainment employee summed up the situation:

“This was my first games job, and was going very well,” they said. “I felt like I’d nailed my dream job, and was seriously considering what it would mean to stick with Relic, warts and all, for the long haul as so much of the fit was ideal. I could really envision a decade there. But then you, and your closest coworkers, and your boss, and producer, and lunch pal all get laid off at the same time as a bunch of their friends are laid off in other studios and suddenly all the ways you could see landing on your feet before it happened have evaporated.

“Immediately after the layoff, Relic set up a local hiring fair with some other local companies that had just had layoffs, and things felt maybe like they’d be okay. A bunch of us talked to a lot of good leads. But then the recruiter you had a really good conversation with that day is laid off a month later. So the floor just keeps falling out. That cycle continuing for as long as it has is the most damaging thing.

“There’s only so many times anyone can see leads and connections disappear so shortly after being created. I know at least one of my colleagues has completely deleted LinkedIn and is probably not coming back to the industry. And they’re brilliant. But the industry has pushed them out, and is daring the rest of us to leave, too.”

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Beware fake Helldivers 2 pages on Steam promising steep discounts

It’s a tale as old as time: when a great, popular game rises to the top of the Steam charts, scammers and chancers will do everything in their power to steal some of that glory for themselves. The latest victim is Helldivers 2, with scammers putting up two separate fake pages for it on Steam over the last 24 hours. Each page listed Arrowhead as the developer, and PlayStation as the publisher, along with big discounts of 50-75% off to tempt players into buying the cheap version instead of the real one.

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Why Every Gold Saucer Date in Final Fantasy 7 Rebirth Matters More This Time

This article contains spoilers for Final Fantasy 7 Rebirth. Specifically, it details the events from several dates Cloud can have at the Gold Saucer. If you’re yet to experience one of these scenes, we suggest returning to the article once you have. Alternatively, if you’d like to see every Gold Saucer date in Final Fantasy 7 Rebirth, you can watch every variation in this video:

Fans of the original Final Fantasy 7 will fondly remember the Gold Saucer gondola date. This romantic liaison paired you up with Aerith, Tifa, Yuffie, or even Barret, depending on your dialogue choices throughout the game.

The intimate moment makes its expected return in Final Fantasy 7 Rebirth, but unlike the original – and perhaps indicative of the entire remake’s philosophy – this time each date has a renewed focus. Every variation has a strong and defined angle, tying into the grander narrative while also fleshing out relationships with the hindsight of nearly 30 years of character evolution. Each one packs an emotional punch, helping Cloud and his partner of choice grow. This stronger emphasis on storytelling replaces what was previously surface-level romance and amusing, but ultimately cheap laughs. I’m looking at you, the ‘Barret unloads his minigun at the fireworks’ moment from the original.

That’s not to say there’s not laughs to be had, with some funny moments riffing on the source material. Build your relationship to a strong enough level with Yuffie and you’ll unlock her extended “intimate” date which leans heavily on jokes from the original. Yuffie demanding that Cloud “say something!” only to get a deadpan response of “… something” is a particular highlight. But Yuffie’s date is also a perfect illustration of how Rebirth has expertly matured the original conversations, with Yuffie now talking this moment to share a personal story about her misguided love for another SOLDIER, who, upon letting her down gently, led Yuffie down a focused training path to prove herself a warrior – a path not too dissimilar to Cloud’s.

I felt a connection to Yuffie I’d never had in the almost 30 years of her existence.

It’s this moment of vulnerability that helps not only Cloud, but also us as players to scratch beneath the surface of Yuffie’s seemingly one-dimensional characterisation (that being her relentless quest for materia) and demonstrate her deep insecurities. It’s a scene that allows her to open up, revealing that she shares Cloud’s inability to discuss her innermost feelings. In this moment, I felt a connection to Yuffie I’d never had in the almost 30 years of her existence, and it’s a testament to the care and attention Rebirth’s character writing has received. It’s clear that Cloud also feels this connection, and it helps strengthen their bond. It now feels significantly more understandable why they’d fight for each other. And so it’s a shame that a majority of players will likely miss this moment in their playthrough, because this date is just one of many, and something that requires significant investment in Yuffie to unlock.

That’s the less likely result for most players, I would imagine, since Aerith and Tifa form the original love triangle and are the characters that garner the most attention. That’s not to say that their Gold Saucer date experiences are not equally worthwhile, but they are the more expected character moments. As a result, it’s the left field choices like Yuffie that result in unexpected bonds that really resonated with me, and what happens during Barret’s date is another prime example.

In the 1997 original, there was no doubting that the Barret choice was the joke option. He and Cloud spend the entire date in a comical huff, Barret accuses Cloud of having a crush on his four year old daughter (seriously…) and then, as mentioned before, he ends the date by unloading his gun arm on the fireworks because they’re irritating him. It’s wacky.

But in Rebirth, what was once a silly sequence now is an opportunity for character development. This time around, Barret is evolved into a mentor-like figure for Cloud. He tells a sentimental story about when he first met his partner, Myrna, which serves as a jumping off point to teach Cloud a valuable life lesson that can only come from someone with significantly more life experience.

“Once you find your soulmate, you never let ‘em go.” shares Barret, explaining that he was also once a selfish young man who had some growing up to do. He goes on to tell Cloud that he’s “overthinking it. You just gotta go for it sometimes.” Cloud rightly points out that Barret “always goes for it”, which leads to the pair coming to the conclusion that they balance each other out.

Unlike the original date, not only does Barret now offer advice, but his bond with Cloud is strengthened. It’s a reminder that – despite all their differences – in the language of love they actually share a lot in common. Couple this with the interesting story of how a young, brash Barret met the love of his life and what’s cemented is a scene of valuable relationship growth. Again, it’s a real shame that you could easily miss this. In fact, it almost feels essential to Cloud and Barret’s friendship.

It’s not just character development you’ll likely miss at the Gold Saucer, either. An unlikely Red XIII date – one you might automatically assume would be the “joke” option – offers not only the strengthening of a bond, but some vital clarity of the events of the previous game, Final Fantasy 7 Remake.

It’s not only a scene about relationship growth, but one that confirms vital story information that at best we could only previously infer.

“It might sound crazy, but back in Midgar Aerith and I could both see the future,” reveals Red XIII, confirming a popular theory about the messy concluding events of the first game. “That would explain a lot,” Cloud replies, demonstrating his understanding of the events and also acting as a proxy for the audience. Red XII goes on to theorise that “the Whispers took it from us when we left,” helping explain the clean slate the character’s appear to have in Rebirth. He does still have a faint, outstanding memory, though; that Cloud has to keep Aerith safe. It’s ominous foreshadowing of the original game’s tragedy, and a hint that things could be different this time around.

In this moment Cloud and Red XIII build a bond of trust. They learn to talk honestly with each other and the value their togetherness has, concluding with the pair shaking hand/paw on their agreement to protect Aerith. It’s not only a scene that matters in regards to relationship growth, but one that confirms vital story information that at best we could only previously infer.

Importantly, none of these dates feel like the ‘canon’ choice. Or rather; all of the dates feel like the canon choice, with story beats that live concurrently. Each one progresses Cloud’s relationship with his friends and/or romantic interests, and unlike the original none of them feel like they don’t belong (with the exception of a new, awkward hang out with Cait Sith, Cid and Vincent – a joke date and consolation prize for stalling your other relationships). Each date in Final Fantasy 7 Rebirth matters, it’s just a shame that the majority of players will never experience each and every one of these important pieces of storytelling.

Dale Driver is IGN’s Executive Producer of Video Programming and he ended up going on a date with the three boys on his first playthough, even though he tried his hardest to get Red XIII.

Tomb Raider 1-3 Remastered Had Different Versions Across Steam and Epic Games Store

Tomb Raider 1-3 Remastered developer Aspyr has confirmed it accidentally released two different versions of the game across Steam and the Epic Games Store, and changed what some deemed the better version back to the regular.

As reported by Eurogamer, players of the remastered trilogy noticed differences between versions and X/Twitter user @small_medpack posted a list of them online. The Epic Games Store version of the game included more poses in photo mode, higher quality textures and animations on the Nevada level, more realistic snowflakes, and more, though also had some broken achievements.

Surprising fans, Aspyr deemed this version the unfinished one and has updated it to match the intended version that was released on Steam. The enhancements mentioned above are therefore no longer available in the Epic Games Store version of the game.

“A development build with incomplete assets has been available for download on the Epic Games Store,” Aspyr said in a post on Steam. “Content in that Epic Games Store build contained some work-in-progress materials that do not represent our final quality expectations. We have corrected the build to match the live Steam version.”

Some fans are understandably confused by the mishap, and had expected the Steam version would receive the additional features rather than the Epic Games Store version losing them, but it also seemingly included other issues and incomplete assets beyond the broken achievements

“A development build that is superior to what we’ve got on Steam, not sure what to make of this mess,” said KeeperAdahn on Reddit. “They make it sound as if the Epic Games Store version is worse than the version we got? But from what I have seen on YouTube it looked much better,” added BenSlashes.

A bigger update is also coming though, presumably set to improve Tomb Raider 1-3 Remastered across the board. “We currently are working on the first update, which we anticipate will launch in the next few weeks,” Aspyr said in the same post. “We appreciate your patience as we want to ensure that the quality is meeting the needs and expectations of our community.”

Tomb Raider 1-3 Remastered arrived February 13 as an upgraded version of the original trilogy: Tomb Raider and The Unfinished Business expansion, Tomb Rader 2 and The Gold Mask expansion, and Tomb Raider 3 and The Lost Artifact Expansion.

Tomb Raider custodian Crystal Dynamics included a sensitivity warning in the collection for what it called “deeply harmful” racial and ethnic prejudices included, but said it didn’t remove them “in the hopes that we may acknowledge its harmful impact and learn from it”.

Its release was followed by the official reveal of protagonist Lara Croft’s redesign, which will presumably debut officially in Tomb Raider Next. The next mainline game in the franchise is currently being developed in Unreal Engine 5, with Amazon Games supporting Crystal Dynamics.

It will be the first new entry since 2018’s Shadow of the Tomb Raider, which wrapped up a trilogy of games during the PlayStation 4 and Xbox One generation. That series reset Lara Croft’s origins in a grittier setting, but it’s unclear how Tomb Raider Next will fit into the equation.

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