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Valve says Steam games can’t use AI models trained on copyrighted works

Are we certain this famous Valve promo image wasn't generated by an AI?

Enlarge / Are we certain this famous Valve promo image wasn't generated by an AI? (credit: Valve)

Last week, we shared an anonymous report that Valve was blocking from Steam at least some games that make use of AI-generated artwork. Over the weekend, Valve confirmed that report, telling Ars in an e-mailed statement that the company is blocking games that use AI-generated content unless developers can prove those AI models were trained with data that does not "infringe on existing copyrights."

"The introduction of AI can sometimes make it harder to show that a developer has sufficient rights in using AI to create assets, including images, text, and music," Valve spokesperson Kaci Boyle told Ars. "In particular, there is some legal uncertainty relating to data used to train AI models. It is the developer's responsibility to make sure they have the appropriate rights to ship their game."

Boyle stressed in the statement that Valve's "goal is not to discourage the use of [AI-generated content] on Steam" and that the company's "priority, as always, is to try to ship as many of the titles we receive as we can." Generative AI is "bound to create new and exciting experiences in gaming," Valve continued.

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Microsoft crackdown disables emulators downloaded to Xbox consoles

It was nice while it lasted...

Enlarge / It was nice while it lasted... (credit: Aurich Lawson | Getty Images)

Back in 2020, we reported that emulator developers were using a hole in the Xbox Store's app distribution system to get around Microsoft's longstanding ban on emulators running on Xbox consoles. This week, though, many of the emulators that were distributed through that workaround have stopped working, the apparent victims of a new crackdown by Microsoft.

Xbox emulator makers and users can't say they weren't warned. In the "Gaming and Xbox" section of Microsoft's official Store Policies, section 10.13.10 clearly states that "products that emulate a game system or game platform are not allowed on any device family."

Microsoft's enforcement of this clause has historically focused on removing emulators published as "private" UWP apps to the Xbox Store. Those apps could be distributed to whitelisted users via direct links accessed on the system's Edge browser, getting around the usual approval process for a public store listing.

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How The New York Times managed to avoid ruining Wordle

Sometimes, building better Wordles means building the same Wordles...

Enlarge / Sometimes, building better Wordles means building the same Wordles... (credit: Aurich Lawson | Getty Images)

SAN FRANCISCO—When The New York Times acquired daily puzzle mega-hit Wordle at the beginning of 2022, there were plenty of skeptics who were sure it signaled the end of the game's incredible viral rise. Apparently, those skeptics included some of the people at the Times itself.

At a presentation at the Game Developers Conference Thursday, Times game producer and industry veteran Zoe Bell said the new owners expected Wordle's daily users "would just immediately decline" after the acquisition. Partly that was out of fear that some players would recoil from the "huge corporate behemoth" that now owned the indie hit. But it was also a simple recognition of the usual cycle for viral "zeitgeist" games: "How long can exponential growth go on?"

Just over a year after the acquisition, though, Bell said the company's efforts at "preserving Wordle as an Internet treasure" have paid off. That's largely thanks to a patient, "first do no harm" strategy that didn't seek to directly monetize the game or introduce a lot of half-baked changes to the game's successful formula, she said.

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Making sense of The Last of Us‘s thrilling, affecting season finale

The view is pretty great...

Enlarge / The view is pretty great... (credit: HBO)

New episodes of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who's played the games) and Andrew Cunningham (who hasn't) will be talking about them here every Sunday evening. While these recaps don't delve into every single plot point of the episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Kyle: We made it to the last of The Last of Us season one! Which means I get to ask you the first question I asked myself after playing the first game; the one I've been waiting weeks to ask you; and probably the most important and lingering question of the whole season:

Does Ellie believe Joel?

Andrew: OK, I definitely came away from this with an entirely different lingering question! But like many episodes of The Last of Us, maybe we should cut away from the action so that we can jump back in time and then work our way back up to those questions?

In this episode, Joel and Ellie make it! They're in Reno, and they find the doctors they've been trying to find this whole time. They just need to let the doctors run a few tests, and then they can ride off into the sunset together, their surrogate father/daughter bond intact and healthy and totally great. Right?

Kyle: There are plenty of other questions, to be sure, but I wanted to start with the one that lingers most after that gripping final shot.

But yes, backing up a bit, I like how this episode gets back to some quiet time between Joel and Ellie, who get to joke around and feed giraffes and be generally wistful about their journey together. They have obviously and fully become a surrogate father/daughter pair to each other, which is saying something, given how reluctant they were to even be in the same space back at the beginning of the series.

Andrew: There are nice moments. But now that Joel is fully open to letting Ellie occupy the role of his dead daughter, there's a sort of manic, almost desperate note to his relationship with her at the episode's outset. Joel's stolid, monosyllabic veneer is gone, and now that it is, he's talking too much; he's suddenly too eager to connect.
Kyle: You could also argue he's suddenly too eager to protect his surrogate daughter at the expense of humanity...
Andrew: Yes! Yes. That's the thing.

Unlike just about every other group of people we've run into in The Last of Us universe, there doesn't seem to be anything especially sinister about the Reno Fireflies. Yes, they decide pretty quickly that the only way to study and transmit Ellie's immunity is to remove her brain (This is explained somewhat in yet another episode-opening flashback where we meet Ellie's mother and do in fact learn the incredible true story of how Ellie got her knife, a joke I made a few recaps ago that ended up coming true).

But they are not, as far as we know, a community of sadistic evangelical vigilante brain-removers. They are, to borrow a phrase, putting the needs of the many ahead of the needs of the few. And it's not that I don't feel deeply for Joel, who is clearly not ready or willing or able to lose another daughter. But his response to the situation...

It leads me to my question: is Joel the bad guy? Have we, the audience, been hoodwinked by Pedro Pascal's dadly charms into rooting for a monster?

Kyle: To me, this is not, in the end, a very interesting or difficult question. Any objective look at the situation would conclude that Joel obviously made the wrong choice here. Saving humanity from cordyceps is strikingly more valuable than protecting Ellie's life.

The only way to come to the opposite conclusion is by being hopelessly sentimental about the whole thing. And Joel's actions are made even worse because, as Marlene points out, Ellie would pretty clearly be willing to sacrifice herself for that greater good.

That said, I think both the game and the show do a good job of threading the needle between not defending Joel's actions but still explaining them. By the time we get to these final scenes, we understand how and why a very broken Joel would essentially sacrifice the human race for this girl he met relatively recently. You don't have to agree with it to understand it from Joel's point of view, and I think that's an amazing narrative feat.

Andrew: Yeah, it’s telling that the biggest problem I have with what happens gets back to your question. It’s objectively not great that Joel goes on a rampage at the expense of what could be a society-salvaging vaccine, and objectively not great that he kills not just armed Fireflies but unarmed civilians.

But getting back to your initial question, I think the most monstrous, selfish thing he does is lie about it to a girl who has huge trust issues and who relies on him for everything. Maybe you can understand why Joel is doing what he’s doing, but it’s an unfathomable betrayal of this person who he claims to care about.

Kyle: Joel knows what he did is unforgivable and that Ellie would never forgive him if he told her the truth at that moment. And yes, that alone makes him pretty irredeemable in my eyes (though there are plenty of sentimental people out there who think Joel did the right thing).

But then there's those last few seconds of the season—that tight close-up on Ellie's face—where you can almost see the gears turning in her head. Does she just trust Joel so much that she just puts any doubts aside? Is she convincing herself to believe Joel for the sake of her own sanity? Or does she know Joel is lying and is just pretending to accept his story to protect their relationship?

Andrew: Whether she believes him or just buys into the lie to protect their relationship will have big implications for next season because it's hard to imagine this not catching up with them. If that is the question the show is wrestling with, I think that's a whole lot more interesting than saying, "Well, Joel did what he did for understandable reasons, so ultimately it's OK that he did it."

I was thinking about how this game came out in 2013 and how a decade ago we were still very much in the middle of an anti-hero era in movies and TV. I'm mostly thinking of The Sopranos, Mad Men, Breaking Bad, and their many imitators. These shows asked viewers to explore the psyches of (mostly) white (mostly) men who were doing bad things, but who could still elicit sympathy and understanding because of some combination of good writing and great, charismatic performances.

The problem was that sometimes those shows were too good at what they were doing, and at least some viewers went from understanding and sympathizing with those characters to rooting for them in ways that could be uncomfortable. Walter White was ultimately a manipulative drug kingpin, a murderer and a serial liar, a megalomaniac addicted to power and its exercise. A non-trivial portion of the show's fanbase spent most of the series upset at his wife for being "an annoying bitch" who was insufficiently supportive of his criminal enterprise.

I really liked what The Last of Us finale accomplished insofar as it subverted my expectations. I went in ready for a mostly heartwarming tale of found family in an apocalyptic setting, and the season does deliver that. But this episode's haunted, desperate Joel, too eager to project his dead daughter onto Ellie and too willing to go on a killing spree in the interest of "protecting" her, adds an uncomfortable layer on top of their dynamic.

How I feel about season two will depend on whether the show wants to acknowledge and explore that discomfort or whether it wants us to think that Joel is a flawed badass who was "right" to do what he did just because he did it for sympathetic reasons.

So that's my season-ending mini-essay. As a game player who has some idea of what's coming next, how did the finale leave you? How are you feeling about this season as a game adaptation?

Kyle: I don't want to spoil too much about Part 2 (and presumably season two of the show) by talking about where this plot thread goes. I will say that I thought the ambiguity of the ending in the first game/season was so well done that I felt continuing Joel and Ellie's story could only lessen it, which I think is what ended up happening.

Part 2 aside, I feel like Part 1 has one of the best-presented endings in gaming, which carries over quite well here. These final scenes paper over a lot of the narrative's weaker moments. And that close-up on Ellie's face—with all the vagaries in every slight twitch of her eyes and chin—was even more impressive in a 2013 game, where motion-captured performances tended to be much broader and more over-the-top.

The show finale includes almost shot-for-shot remakes of many of the key scenes at the end of the game, right down to the music cues in many instances. But there is one subtle but important narrative change I noticed, which goes all the way back to the first episode.

Remember when that '60s talk show panelist suggested that a fungal outbreak wouldn't just be society-destroying but that a cure wouldn't even be possible?

In the game, while it's not 100 percent clear that the doctors will succeed in turning Ellie's brain into a vaccine, there's nothing explicitly suggesting it's a foolish effort. In the show, that one line at the very beginning of the first episode kind of changes the entire calculus.

If that panelist was right, then maybe Joel was (accidentally) right to save Ellie? Was that line an effort to soften Joel's decision in the end and make his actions more forgivable?

Andrew: Well, there’s “not possible,” and “we don’t believe it to be possible.” Ellie’s immunity in the first place is “impossible,” if anything I think that “impossible” line is meant to make Ellie’s immunity feel more extraordinary.

This is one of the things about this season that feels too rushed. We know that “smearing Ellie’s blood on an open wound” doesn’t fix anything, but that’s also not how medicine works unless you’re a kid who doesn’t know anything about medicine. So the show’s immediate jump to “the only way to get a cure is by harvesting Ellie’s brain!” feels a bit fast, even by the standards of post-apocalypse frontier medicine.

Regardless, I’m not sure the talk show does much to redeem Joel because it seems pretty unlikely that he would be thinking of one throwaway line from one talk show that would’ve aired when he was a kid. And if we’re going off that line, are we supposed to be shouting, “This whole mission is stupid! A cure is impossible!” at our screens this whole time?

Kyle: Knowing where the season was going to end up, yeah, I was kind of wondering about that one line and internally screaming about it for the entire season.

I'm not trying to suggest Joel had arcane medical knowledge driving his decision. But in the context of a TV show, it's hard to see why the creators would throw in a line like that for any reason other than adding a bit of "maybe Ellie's death would have been in vain"-type doubt nine episodes later...

Andrew: All we know is that they made it to the Firefly doctors, and they decided within a couple of hours that they needed to scoop her brain out. I’m just saying that if the show is going to try to make us feel better about what Joel did, it needed to/will need to do a bit more lifting on the “well, the cure is impossible anyway, so it’s fine” front.

My last question for you: as a video game adaptation, do you think The Last of Us is better or worse than the current best video game adaptation, Super Mario Bros. (1993)?

Kyle: The SMB movie had the better use of fungus, perhaps...

Joking aside, this adaptation made me think a lot of the 2009 Watchmen movie, which I think suffered from being way too faithful to the source material. Here we had just the right amount of faithfulness with (mostly) useful additions/changes for the new medium.

The source material provided a good starting point, but if they had just ended with that starting point, I think the conversion wouldn't have worked nearly as well.

Andrew: That’s a useful comparison point for any adaptation. “How faithful is this to the source material, on a scale from the Watchmen movie to the Watchmen HBO miniseries?”

I’m looking forward to season two, but I need to fire up a change dot org petition to get us back to 13 episode seasons, please and thanks.

Kyle: The latest reports suggest they're looking to adapt the second game into more than one season, which ought to help the pacing a bit.
Andrew: Huh, OK. That might be too far in the other direction, but we’ll see...

And that, I think, is “the last of us” talking about this season!! Ha ha ha!

Kyle: Ha ha ha ha! (freeze frame on Kyle and Andrew laughing and slapping backs. Roll credits)

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Meta Quest Pro sees 33 percent price drop after less than five months

The Meta Quest Pro.

Enlarge / The Meta Quest Pro.

When we reviewed the Meta Quest Pro headset less than five months ago, we balked at the device's $1,500 price point, which represented a whopping 275 percent price premium over the Quest 2 (with much less than a 275 percent increase in quality). Meta is already taking steps to scale back that massive asking price, though; as of Sunday, the headset is now available for $1,000 in the US and Canada (a similar price drop will take place March 15 in other Quest Pro countries).

The price drop puts the Quest Pro in line with other high-end headsets, including the untethered $1,100 HTC Vive XR Elite and the $1,000 Valve Index (which requires tethering to a gaming PC). That said, for practically the same money, you can get a $550 PSVR2 and the $500 PlayStation 5 to tether it to. And the Quest Pro is still 150 percent more expensive than the cheapest Quest 2, which supports almost all the same software and delivers a sufficient VR experience for most users.

Speaking of the Quest 2, Meta has also announced a 14 percent price drop for the 256GB version of that headset, from $500 to $430. That price drop brings that expanded-storage option almost all the way back to the $400 that Meta was charging for it before last year's unprecedented price increase.

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HBO’s The Last of Us episode 8 ruins one of the game’s best villains

He looks nice...

Enlarge / He looks nice... (credit: HBO)

New episodes of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who's played the games) and Andrew Cunningham (who hasn't) will be talking about them here every Monday morning. While these recaps don't delve into every single plot point of the episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Kyle: Up until now, for the most part, I think the Last of Us TV show has done a good job fleshing out the game's story without really ruining the key moments. That didn't really happen with this episode.

In the games, we get a quick cut from the events of episode 6 to Ellie hunting wild game in the snow. As we take direct control of Ellie for the first time, we don't even know if the unseen Joel is alive or dead.

We also don't know anything about the mild-mannered stranger named David that Ellie stumbles upon while hunting. He even seems like a plausible Joel replacement at points during the early, amenable parts of their in-game team-up.

Seeing everything from Ellie's perspective really heightens the tension and mystery of David's whole arc, and I feel like the show kind of ruined that pacing here.

Andrew: Even with no knowledge of how this plays out in the game, I agree that this episode felt super rushed and uneven in a way that makes me more frustrated about last week’s flashback episode. Not that last week’s episode was bad at all! But this arc clearly wanted another episode to breathe, like the Kansas City arc got. Instead we have to cram all this stuff into a single hour.

David suffers the most. It’s like the show needed to stuff him full of red flags to make sure that viewers really didn’t like him or feel bad for him, but it also makes him into a cartoon character in a show where most of the antagonists have already been a little flat.

Kyle: The whole preacher subplot is completely new to the show, as far as I can tell, as is David's baffling vision of a violent teenager as a partner in leading the flock. I can see why they wanted to give his turn to cannibalism some grounding, but yeah, it's another situation where the red flags are a little too overt.
Andrew: Yeah, in a TV show, there are some places where I am more willing and able to suspend disbelief—like when Joel goes from laid-out-on-his-back-delirious-with-infection to full-on Rambo-killing-spree in the space of 45 minutes. A more realistic recovery would take a long time to show and to watch! Bo-ring!

But I did not believe for even one fraction of one second that Ellie was in any danger of joining up with this creepy fundamentalist/mushroom cultist/child-hitter/cannibal guy, and it makes it weirder that the last sequence between them is framed as this big emotional showdown.

And also... this community had a lot of other people in it? Where did they go? A more organic and satisfying version might have had David’s own community seeing what a creep he is and turning on him, rather than a big dramatic one-on-one confrontation between David and Ellie in the world’s most flammable restaurant. It doesn’t sound like that’s how it goes in the games, but it also sounds like the character is just handled fundamentally differently.

Just hanging out...

Just hanging out... (credit: HBO)

Kyle: Not getting any resolution to what happens to this community of people that have now had their cult leader violently killed does seem like a pretty big dangling plot thread.

Here's my main question for someone going in fresh: Did you ever feel like David was potentially just a nice guy and someone that Ellie could justifiably trust and/or let down her guard in front of? I feel like the game went to great pains to push the player in that direction for a while before the heel turn, and it just didn't work for me here. Then again, I knew some of David's dark secrets from the get-go...

Andrew: I don’t think the audience is meant to believe that David could be a good guy at any point. The scene where you meet him is too full of meaningful looks and ominous pauses, and obvious fear on the part of the other people in the community.

The first scene where David and Ellie meet, on the other hand—I could see it! David (played by Scott Shepherd, a fairly prolific character actor who has one of those “what have I seen him in?” faces) has a certain reassuring avuncular charisma to him. Unfortunately, we’ve already seen too many Bad Guy markers from him, even before you find out that he’s been reading To Serve Man.

Kyle: Where this episode does follow the games pretty closely is in leaning more toward the "torture porn" side of the equation than any part of the story so far. Not that there hasn't been plenty of violence previously, but seeing Joel torture and kill two prisoners without any remorse and Ellie's own almost-chopping-and-revenge really takes it to a new level. It also makes you look at both characters in a disturbing new light, I think.
Andrew: Joel is clearly being driven both by his dawning acceptance of Ellie-as-daughter figure (his “baby girl” when they finally meet back up is extremely loaded) and his established trust-no-one views of life post-apocalypse. But that doesn’t make it any less uncomfortable to watch. This is a dated reference, but I was reminded of Kiefer Sutherland’s Jack Bauer, from the War On Terror-era show 24. Sure, he tortures people, and sure, he seems just a hair too enthusiastic about it, but he gets results!!

And you’re right that Ellie’s butchering of David at the end of the episode goes on just a bit too long for comfort. I’m just not sure what to make of it. Surely Ellie has been traumatized as much as she could possibly need to be for story purposes. It’s not as though David was close enough to her to really betray her. Between the two of them, Joel and Ellie do enough violence this episode to sour their tearful reunion a bit. Which is not really where I wanted to be heading into the season finale of a show I have otherwise mostly liked.

Kyle: There's definitely a certain "War on Terror" mindset that creeps into the narrative from decades past, for sure.
Andrew: That was where society ended, something the show occasionally references but doesn’t pick at too much. We’ve had one 9/11 reference and one Pearl Jam album with a lot of anti-Bush stuff on it, so presumably the US had invaded Iraq six months before society fell apart.
Kyle: Now I'm wondering if Osama bin Laden's cave hideout was relatively safe from the Infected. Depends how much cordyceps-infused flour they imported, I guess?
Andrew: It does kind of make me want to see more about how the world outside the US is handling the apocalypse. Maybe we would have, back in the old days of 22-episode seasons.
Kyle: Which gets into what I think has become a pretty big pacing problem with the show. In the games, new characters would pop in and stick around for a while, and you never knew precisely when they would pop out again (usually with a violent death). Here, the structure means the pattern of "here's a new character, they will be dead by the end of this episode (or maybe the next one)" has become way too obvious...

All that death has been building toward the big finale, though. Without getting too spoilery, I wonder if you even remember what Joel and Ellie are trekking for/toward at this point, and if you have any big predictions for the final episode?

Andrew: They still have to get her magic blood out to some Firefly-affiliated scientists! The only thing I’m confident enough to assert is that they’re finally going to get where they’re going, and the scientists are going to end up being weirdo creeps who aren’t totally on the level.

I would love to be pleasantly surprised! Maybe the show has settled into this predictable rhythm to make it especially mind-blowing next week when all the scientists end up being super chill and professional.

Kyle: Not to set your expectations too high, but the conclusion of The Last of Us Part One is what raises it to the level of "All Time Great" game for me, so I'm looking forward to seeing this team of actors and producers tackle it.
Andrew: It’s too late, you’ve set my expectations too high! If I don’t like the finale, it’ll be all your fault.

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Hope and doubt collide in an eventful episode 6 of The Last of Us

Will someone please get this girl an electric heater?

Enlarge / Will someone please get this girl an electric heater?

New episodes of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who has played the games) and Andrew Cunningham (who hasn't) will be talking about them here right after the episodes air. While these recaps don't delve into every single plot point of the episodes, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Kyle: Besides the obvious "move the plot forward" bits reuniting of Joel and his brother Tommy, I was surprised at how deep this episode went on the mental and physical anguish of an aging, obviously traumatized Joel. This kind of thing is hinted at in the games, especially the sequel, but it's more of a vague undercurrent beneath Joel's general image as "Unflappable Survivor Badass."
Andrew: The three-month time jump following last week's emotional wringer is enough time for Joel and Ellie to have made it from Missouri to southern Wyoming. Their dynamic doesn't seem to have changed much, but we do see Joel struggling with something that looks an awful lot like panic attacks. And then Joel finds his brother, who it turns out doesn't need so much saving after all.

The Jackson commune where they end up might be the only place outside of flashbacks that we've seen that feels genuinely safe, maybe even genuinely comfortable. There's no FEDRA, no vigilantes waving don't-tread-on-me flags, no sign of infected. They aren't doomsday preppers trying to go it alone. They have Christmas lights! They have movie nights.

Something about that setting plus seeing his brother again—it's easy to revert to a previous version of yourself when you see a close friend or family member you haven't seen in a while—totally shatters Joel's defenses, and all the emotional subtext of his relationship with Ellie just comes tumbling out.

Kyle: Kind of a tangent, but this episode, and episode 3 before it, really hammer home how crucial consistent electricity is to a modern peacful society. Just having the ability to give the people some running water, heat, and movies to keep the kids busy seems to be the main difference between fascist dystopia and Jackson's idealized commune.
Andrew: There's some real truth to that. I was living in New Jersey (and my now-wife was out of town) when Hurricane Sandy hit, and our apartment complex took the better part of a week to get power restored. I was living a nomadic existence for a few days, bouncing between places with electricity while I waited for ours to come back. New Jersey still has these gigantic malls that are dying out most other places in the country, and you could go to one and see people gathered around those outlets they embed in the floors, all waiting for their phones to charge.

Having electricity and alcohol really seems to have taken the edge off for the people in this episode; if it weren't for the barricades (and the handwritten labels on all the whiskey bottles at the bar, a nice touch), Jackson could almost be a normal town.

Kyle: I found myself wondering if Jackson's example could be replicated in other far flung communities in this world. Being in the middle of nowhere and unknown to short-wave radios seems pretty key to keeping them safe from Infected and raiders. Being a relatively small community also probably helps—harder to get up to no good if the entire town knows you by sight.

All that said, feels like a couple dozen guys from Kansas City with heavy artillery could overtake this idyllic hamlet and ruin it incredibly quickly.

Andrew: We're just going to quietly hope that no one does that!

It also doesn't hurt that Jackson has a consistent source of hydroelectric power, something that just won't be possible in a lot of other places.

Kyle: Yeah, if this outbreak had just happened 20 years later there would be tons of solar panels around to repurpose!
Andrew: Giant wind farms to tap into! Not to get political but I think renewable energy might be good?
Kyle: We need the Green New Deal to protect us from the zombie apocalypse!
Andrew: "I can't believe these commies want to take away our right to get infected by the deadly mushroom virus" says Tucker Carlson.
Kyle: Speaking of politics, I loved Tommy's reaction to the undeniable fact that he has been living under communism for years and loving it. You can almost see his brain rewiring itself in real time.
Andrew: "Sure, we live in a commune, and everything belongs to everyone, but it’s not communism."

I do think the Big Emotional Decision in this episode feels just a little rushed. Joel bares his soul, Joel talks Tommy into taking Ellie, and then in the morning Joel has changed his mind and that’s that. It does work, it’s just a big pivot point for their relationship and it all happens pretty quickly.

Kyle: Yeah it felt kind of like an episode of Full House where Danny goes through a crisis of faith in his parenting and Uncle Jesse convinces him to just be cool about it and it all works out just in time for an all new Family Matters.

Are my timely sitcom metaphors working for you?

Andrew: Yes, this is a hip and current reference and I'm glad you made it.

Like a lot of the show's action sequences, the one at the science lab is a bit hard to comment on because it's pretty straightforward. A small roving band of Generic Jerks comes upon Our Heroes and fighting ensues. It is thematically resonant that Joel's fears about his own capabilities are proven "right" so soon after he acknowledges them.

And then the whole sequence with the monkeys and the university and everything set off my "this feels like a video game" sensors. Am I off the mark?

Kyle: You're not. The whole last 15 minutes of the episode were pretty faithful to the games, as far as I remember. Which is a good opportunity for me to turn it around in you and ask you to predict what happens to Joel and Ellie after this cliffhanger...
Andrew: Well I don't want to spoil anything for anyone, but if Joel dies he just respawns at the last save point. So the only question for viewers is how much of the monkey-college sequences we'll need to watch a second or third time while Joel tries to get a handle on the enemies' attack patterns.

I suspect that Ellie, having been trained in the ways of survival, will suddenly find herself in the role of Unlikely Protector while Joel convalesces, may make an unlikely friend or two in trying to find him help. I am not sure about that but I'm more sure than I am that the show is going to let a main character die this early.

Kyle: I’d point you to the first season of Game of Thrones as a counterexample, but I’m pretty sure no one at HBO is using that as a guiding document for this...

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Let’s-a go to Super Nintendo World, Hollywood’s new interactive theme park

Watch out, if <em>SMB3</em> is any guide, he breathes lasers...

Enlarge / Watch out, if SMB3 is any guide, he breathes lasers...

Nintendo is often referred to as "the Disney of video games." But while Nintendo has long matched Disney's reputation for family-friendly home entertainment, it had nothing that could compare to Disney's domination in the physical world of theme parks.

That started to change in 2021, when Super Nintendo World finally opened in Osaka's Universal Studios Japan. Now, a very similar experience is coming to America with the opening of the Super Nintendo World section of Universal Studios Hollywood.

Ars got a sneak peek at the new section of the park just ahead of its Friday opening and came away utterly enchanted by the charming interactivity and Disney-esque attention to detail apparent throughout the park's newest themed area.

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The Last of Us episode 5 asks: What if prestige TV shows had boss monsters?

I think we all need a hug after that episode's conclusion...

Enlarge / I think we all need a hug after that episode's conclusion...

New episodes of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who has played the games) and Andrew Cunningham (who hasn't) will be talking about them here every Monday morning. While these recaps don't delve into every single plot point of the episodes, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Kyle: Like anyone who's played the games, I imagine, I've been kind of dreading watching this episode ever since we first saw Henry at the end of the last episode. The ultimate fate of him and his brother Sam is one of the most indelibly sad moments in a game series that's full of them.

Part of me tried to hold out hope that they might change that fate for the show—they've changed a lot of other stuff about the narrative, including a lot about Henry and Sam themselves. But really that was probably just wishful thinking born out of a deep connection with the characters. The specifics might change, but this plot beat needed to stay in there, precisely because it's so emotionally raw.

Andrew: I don't know how every beat is going to play out, but I do know the story is defined by the Joel-Ellie dyad. Which gives the show this sad air of inevitability whenever someone else joins the party. First with Tess, and now with Henry and Sam. I don't think that every ally they make along the way is going to end up dead or infected or both, but the odds of them heading west with Our Heroes seem pretty bad.
Kyle: Yeah, if you are traveling alongside Joel and Ellie for any significant period of time, you might as well break out a red Star Trek uniform. Really, though, Henry was kind of asking for it with his "I'm absolutely sure there are no dangers in this creepy underground tunnel vamping. Just no Genre Savvy at all...
Andrew: And the Kansas City vigilantes really should have assumed that Chekov's Pulsating Basement Floor from the last episode was going to be an issue. I'm not going to say I would be great in an apocalypse, but knowing how these stories work definitely seems to give you a leg up.

So, you say lots of details of the Henry-Sam story are different than in the games, and you said last week that this Kansas City story and the characters in it were different from the games. Without knowing what's coming in the next few episodes, what purpose do the changes serve? Just reformatting things to be more workable on TV or something else?

Kyle: Some of the changes are kind of incidental in the grand scheme, like making Sam a bit younger and deaf. The biggest change to this whole arc is the creation of Kathleen, who gives a stronger narrative focal point to the more anarchic Hunters faction in the game. I did appreciate them trying to humanize her a little bit with her reminiscence about her brother and such, but in the end, I did not really feel bad when Little Miss "LOL, no trials for these jokers" got her comeuppance.
Andrew: The show decided it needed to make Kathleen a monster and humanize her inside of just two episodes, and that’s hard to do, especially when all we know about her brother is told and not shown. Melanie Lynskey gives it her best shot, but at the end of the day it is hard to root for the character advocating for child murder. The way that Joel and crew just kind of... leave her to her fate was kind of darkly funny, whether it was meant to be or not.
Kyle: Yeah, after the second time you point a gun at someone only for Infected to distract/eat you at the last moment, you know the writers are just out to mess with you at that point.

By contrast, one thing the show managed to establish quickly was the friendship between Ellie and Sam. We've talked about her "tough girl" exterior here before, but the thing this story hammers home so well is that, deep down, she's just a lonely kid who's quickly realizing that everyone she grows close to could leave her.

Andrew: Their relationship is instantly believable and sweet, and that Ellie is so quick to strike up a friendship with someone around half her age shows just how starved she is for this kind of interaction. She can do the grown-up stuff, and she makes sure everyone knows it. But there's an ease to Ellie's interactions with Sam that conveys just how hard she's working to seem grown up, another shade to Bella Ramsey's impressive performance.
Kyle: And then there's the "my blood is magic" bit, which contrasts heavily with the "no cure is even possible" stuff that we (as the audience) got early in the series. Being fated to survive an Infected bite when people you love are dying from the same thing has got to weigh heavily.
Andrew: The "my blood is magic" thing is tragic on multiple levels: both that she's unable to do anything for her new friend and that she now has to be questioning whether this journey out west is even worth the trouble, whether she is even worth the trouble. Ellie's had a handful of pretty dark and almost death-wish-y moments in some of these episodes, and this isn't going to do much for her sense of hope and optimism.
Kyle: At least she has her faded comic books and pun collections to keep her spirits high. Escapism is important, especially in the apocalypse!
Andrew: This episode is full of little human moments but I've got to say there was one bit that was silly to the point of distraction: the giant mushroom monster man climbing out of that fiery pit. Aside from everything about that scene screaming "video game cutscene," I'm just not sure that, uh, "boss monsters" work all that well in the context of this show or what we know about cordyceps.

The point of this disease is to mindlessly spread itself at all costs, and these mushroom guys don't really have a capacity for thought or reason or strategy. With that in mind, I am not sure what the evolutionary imperative is for a "tanky" character class that rips people's heads off instead of infecting them.

I get the point of that character in a video game, and it's because sometimes you need some enemies to be bigger/harder/scarier to break up the flow of gameplay. In a TV show, the moment just played a little silly to me. The best things about this episode were subtle, and that moment was the precise opposite of subtle.

Kyle: Yeah, it's hard to argue that the bloater's appearance in that scene was really necessary as anything more than fan service. And it does work much better in the game, where it just serves as a skill-testing tank that you don't have to think about too hard (here I had the exact same, "Wait, why does the fungus want to behead people?" reaction. Maybe there is a human mind underneath there? And he's just really mad?)

I can almost picture the story meetings where the game guys were like, 'We have to get a bloater in here somewhere!' and 'Is now the time when we can show a bloater?' and the TV people just giving up and saying 'Fine, you can have 60 seconds during the underground Infected riot!'

Andrew: It's called a bloater??
Kyle: Yup. Just so bloated with fungus that it serves as a kind of armor.
Andrew: I'm just saying that the rest of the zombies are named after something they do, I don't know why we gotta fat-shame this mushroom monster.
Kyle: Henceforth, he shall be known as "Mr. Angry-pants."
Andrew: Other than the boss monster, I had no problem in particular with the zombie riot; it had been quite a few episodes since we'd seen a crowd of them, and every zombie-story-that-also-has-human-enemies gets a monster-ex-machina card or two it's allowed to play.
Kyle: And it captures the semi-helplessness of Joel watching and sniping from a building far away, which mirrors a very similar scene in the game. Any show that can capture and make drama and pathos out of the obligatory shooting gallery section in these kinds of games is doing something right.

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The next Zelda game is Nintendo’s first $70 Switch title

One thing you won't learn about Tears of the Kingdom in this trailer is its higher-than-expected price point.

Last night's Nintendo Direct video presentation included new trailers and a few new tidbits about the long-awaited Legend of Zelda: Tears of the Kingdom. But that presentation didn't mention one of the game's newest "features"—a $70 price tag.

The $70 base price—a first for a first-party Switch title—was confirmed by Nintendo's own eShop preorder page (and an accompanying press release) Wednesday night. Not all of Nintendo's major upcoming first-party releases will see a similar price increase, though—Pikmin 4, for instance, has been listed at a $59.99 MSRP on the eShop.

"We determine the suggested retail price for any Nintendo product on a case-by-case basis," Nintendo said in a statement provided to Game Informer.

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SEC gets $35 million settlement in Activision misconduct disclosure case

A magnifying glass inspects a surface covered in various corporate logos.

Enlarge / Taking a close look... (credit: Aurich Lawson / Ars Technica)

The Securities and Exchange Commission announced Friday that Activision Blizzard has agreed to pay $35 million to settle a probe into the company's handling of widespread workplace harassment and discrimination allegations.

In an administrative order, the SEC said that complaints of workplace misconduct at Activision Blizzard "were not collected or analyzed for disclosure purposes" since at least 2018. This left Activision Blizzard management "lacking sufficient information to understand the volume and substance of employee complaints of workplace misconduct," and therefore unable to warn investors of any potential business risks those complaints entailed.

The SEC also found that Activision asked departing employees to enter into "separation agreements" that illegally asked those employees "to notify Activision Blizzard of any requests from an administrative agency in connection with a report or complaint." That violates SEC rules designed to protect whistleblowers and prohibit employers from impeding employee complaints to government agencies.

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Donkey Kong cheating case rocked by photos of illicit joystick modification

Mitchell (right) at the 2007 FAMB convention with former Twin Galaxies referee Todd Rogers and what appears to be a <em>Donkey Kong</em> cabinet with a modified joystick.

Mitchell (right) at the 2007 FAMB convention with former Twin Galaxies referee Todd Rogers and what appears to be a Donkey Kong cabinet with a modified joystick. (credit: David Race)

Over the years, King of Kong star Billy Mitchell has seen his world-record Donkey Kong scores stripped, partially reinstated, and endlessly litigated, both in actual court and the court of public opinion. Through it all, Mitchell has insisted that every one of his records was set on unmodified Donkey Kong arcade hardware, despite some convincing technical evidence to the contrary.

Now, new photos from a 2007 performance by Mitchell seem to show obvious modifications to the machine used to earn at least one of those scores, a fascinating new piece of evidence in the long, contentious battle over Mitchell's place in Donkey Kong score-chasing history.

The telltale joystick

The photos in question were taken at the Florida Association of Mortgage Brokers (FAMB) Convention, which hosted Mitchell as part of its "80s Arcade Night" promotion in July 2007. Mitchell claims to have achieved a score of 1,050,200 points at that event, a performance that was recognized by adjudicator Twin Galaxies as a world record at the time (but which by now would barely crack the top 30).

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Sony halves reported sales expectations for coming PSVR2 headset

Say so long to the original PSVR's glowing blue lights.

Enlarge / Say so long to the original PSVR's glowing blue lights. (credit: PlayStation Blog)

Sony is drastically scaling back its sales expectations for next month's launch of the PlayStation VR2 headset, according to a Bloomberg report citing "people familiar with [Sony's] deliberations."

The PlayStation 5 maker now expects to sell just 1 million PSVR2 units by the end of March, down from sales expectations of 2 million units in that period, as reported last October. Sony expects to sell about 1.5 million more headsets in the following fiscal year, which ends in March 2024, according to the report.

The scaled-back sales expectations would put the PSVR2 slightly ahead of the pace set by the original PSVR headset, which sold just under a million units in its first four months and 2 million units in just over a year. But that kind of sales pace looks less impressive today, when a headset like the Meta Quest 2 can sell a reported 2.8 million units in its first quarter, on its way to total sales of over 15 million, according to market analysis firm IDC.

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D&D maker retreats from attempts to update longstanding “open” license

Artist's conception of <em>D&D</em> fans holding back WotC's attempts to change the game's license.

Enlarge / Artist's conception of D&D fans holding back WotC's attempts to change the game's license. (credit: WotC)

Dungeons & Dragons (D&D) owner Wizards of the Coast (WotC) has halted its attempts to update the longstanding Open Gaming License (OGL) that has dictated the legal use of the game's rules for decades. The move comes after weeks of controversy and belated attempts to partially scale back leaked plans for an OGL update.

The original OGL 1.0a, first released in the early '00s, will now "remain untouched" WotC announced in a tweet Friday. What's more, the entire D&D Systems Reference Document (SRD)—which also includes creative content like classes, spells, and monsters trademarked and copyrighted by WotC—is now available under a Creative Commons Attribution 4.0 International License, meaning it's free to use as long as proper credit is given.

WotC's full retreat in this licensing battle comes as WotC says survey feedback on the latest draft update to the license was "in such high volume and its direction is so plain," that the company felt it had to act immediately, as Executive Producer Kyle Brink wrote on the D&D Beyond blog.

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How to fix GoldenEye 007’s control issues on the Nintendo Switch [Updated]

Screenshots you can hear.

Enlarge / Screenshots you can hear.

Update (5:35 pm ET): As user Cuesport77 points out on Reddit, Nintendo offers a system-level button remapping function that can get around most of the issues highlighted in this piece. Going into the Switch's system settings and swapping the left and right analog stick inputs (as well as the inputs for any other buttons you want) can help provide more standardized "dual stick" controls for the game.

This isn't the most convenient option, as players will have to undo the customizations when switching from GoldenEye to any other Switch game (and then back when going back to GoldenEye). These customizations also don't seem to be available on any controller connected to the system when in portable mode.

Nonetheless, Ars regrets not recognizing this option existed before publishing the below story, which is included in its original form (with a few noted updates) below.

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After 25 years, GoldenEye 007 gets its first modern rerelease Friday

  • A scene from the upscaled Xbox version of GoldenEye 007.

Fans of '90s split-screen shooter classic GoldenEye 007 (not to be confused with the loosely related 2010 Wii title of the same name) will only have to dig out their N64 controllers for a few more days. After 25 years, the game will finally see its first rerelease on modern consoles, with Switch and Xbox versions hitting on Friday, January 27.

As previously announced, the Switch version will be part of the awkwardly named Nintendo Switch Online + Expansion Pack membership, which costs $50 per year. New footage of that emulated version of the original game shows the same blocky characters, muddy textures, and pixelated sprites that players know (and love?) from the original game. In addition to the previously announced online multiplayer support, the Switch version will also feature a widescreen mode to expand the 4:3 aspect ratio of the original game.

GoldenEye 007 as it will appear on the Nintendo Switch starting Friday.

Xbox One and Series S/X owners, meanwhile, will be able to enjoy GoldenEye 007 as part of an Xbox Game Pass subscription or as a free DLC download that's now included with the purchase of 2005's Rare Replay. The first footage of that Xbox gameplay shows this version's upscaled 4K visuals, which smooth out those low-res original textures and the aliased edges on authentic low-polygon character and object models. This version only promises a "legendary local multiplayer mode," though, in addition to "alternative control options" for a modern Xbox controller.

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Blizzard studio halts union plans amid alleged management meddling [Updated]

A scene from Proletariat's <em>Spellbreak</em> illustrating union members dodging alleged management interference.

Enlarge / A scene from Proletariat's Spellbreak illustrating union members dodging alleged management interference.

Last month, workers at Spellbreak studio Proletariat became the third group within Activision Blizzard to form a union. Today, though, the Communication Workers of America is pulling back on its push for a National Labor Relations Board (NLRB) election that could have forced parent company Activision Blizzard to recognize that union. In doing so, the CWA cites actions by Proletariat CEO Seth Sivak that have made "a free and fair election impossible."

In a statement provided to Ars Technica, a CWA spokesperson said Sivak "chose to follow Activision Blizzard's lead and responded to the workers' desire to form a union with confrontational tactics." Those tactics include "a series of meetings that demoralized and disempowered the group," according to the CWA.

Proletariat Software Engineer Dustin Yost said in an accompanying statement that those management meetings "took their toll" on the group by "fram[ing] the conversation as a personal betrayal, instead [of] respecting our right to join together to protect ourselves and have a seat at the table..."

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Dragon Age: Dreadwolf loses another veteran BioWare producer

Yet another leader behind the <em>Dreadwolf</em> project has left bioWare.

Enlarge / Yet another leader behind the Dreadwolf project has left bioWare.

BioWare's Mac Walters used a LinkedIn post this weekend to announce the end of a 19-year career at the company. The move is yet another in a long line of shakeups for the leadership team behind the sprawling, long-anticipated Dragon Age: Dreadwolf, on which he served as production director.

Walters' history at BioWare was primarily focused on the Mass Effect series, where he served as a writer and designer before rising to project director for 2017's Mass Effect: Andromeda and 2021's Legendary Edition remaster. He transitioned to the Dragon Age team after Legendary Edition to serve as Dreadwolf's production director, a role he said was akin to "both producer and director" in TV/film terms.

"So you have the vision for a product you’re helping to uphold—something you and the team want to do—but on the producer side, you are also responsible for figuring out how you’re going to support the team in creating that vision," Walters said in a May interview posted on the BioWare corporate site. "And then you work with the team to actually execute that vision.”

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Wordle clone Quordle purchased by... Merriam-Webster?

A sample game of <em>Quordle</em>.

A sample game of Quordle. (credit: Merriam-Webster)

A year ago, the Wordle phenomenon was so huge that the venerable New York Times spent a "low seven-figure" sum to acquire the game and its massive player base. Now, a year later, the word-guessing game is still popular enough that blatant Wordle clone Quordle has been purchased by dictionary-maker Merriam-Webster.

As the name suggests, Quordle is simply a game of Wordle multiplied by four, with each guess simultaneously filling in information on all four boards. It's part of a wave of similar "multi-Wordle" clones that started with Dordle last January and has since expanded to include the ridiculous 100-fold guessing of Centordle and the absolutely ludicrous 1,000-fold Kilordle.

Apparently, "four at a time" was the sweet spot for Merriam-Webster, a 192-year-old dictionary company that isn't exactly known for daily puzzles in the same way that The New York Times is. But the Merriam-Webster website has included some basic word games and quizzes since at least 2015. And while the modern version of that Games & Quizzes landing page doesn't currently mention Quordle, the main Merriam-Webster website prominently features it as "a new daily challenge."

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Kyle and Andrew sneak through The Last of Us’ by-the-book second episode

I'm sure they'll both be fine.

Enlarge / I'm sure they'll both be fine.

New episodes of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who's played the games) and Andrew Cunningham (who hasn't) will be talking about them here every Monday morning. While these recaps don't delve into every single plot point of the premiere episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Andrew: We talked last week about my concerns that the show would struggle to feel like an "adaptation" as opposed to straightforward apocalypse fiction, and let me just say, without even having played the game, there was a lot that felt "video gamey" to me about this episode. Beyond the zombie encounters, there's something about a bombed-out shell of a recognizable place—ruined but weirdly beautiful in places where nature has re-asserted itself—that feels specific to video games. Weird to think of a TV show as having "level design," but that's what the ruined museum and waterlogged hotel lobby put me in the mind of.
Kyle: Yeah, one reason for that is probably that this episode was direct by Neil Druckmann, who co-wrote and co-directed the games. So it's not shocking that a lot of moments in this episode play out as pretty direct re-creations of the games' first encounter with the clickers. I half expected a "mash the square button" prompt to appear on screen at a few points during the action scenes.For the most part I wish the show was a little less faithful and a little more concise here. The fights with the infected end up a lot less interesting as a passive observer, compared to someone controlling the protagonists.
Andrew: Ah, yes, I'm sorry, the "clickers." I forgot, characters in zombie fiction are not allowed to use the Z-word.Yeah, the fight was well-executed but pretty predictable. The design on the clickers is cool, relative to plain-old Romero-y zombies, but I assume those are lifted mostly straight from the games. Otherwise it did feel a lot like the initial encounter in a video game would—just a couple of monsters in an enclosed space to give you a feel for the flow of combat before it starts throwing more complicated fights at you.

Anything that did surprise you in this episode, as someone who basically knows where all of this is going?

Kyle: Well, from the start I was kind of surprised we went back to pre-outbreak times for that Indonesia scene. To me that mostly that felt like a lot of wasted time going over stuff we already knew. The whole point of the story is that it doesn't matter precisely how the infection happened, humanity has to deal with the shitty aftermath regardless.It was a long way to go to set up the fact that bombs are a good solution to a lot of infected at once, which I think becomes relatively self-evident even without that scene.
Andrew: It does also mean that the episode has two instances of people talking about bombs without actually having to go to the expense of showing bombs.I do wonder if going back to "Before" or "During" is going to be a regular thing, and that this sort of unremarkable flashback is setting us up for possibly more interesting ones down the line. Agreed that it didn't feel vitally necessary here, especially because Internet sleuths basically figured everything in that scene out from breadcrumbs dropped in the first episode.

But yes, put me down as "generally uninterested in flashbacks that show us things we could have assumed given already-available information."

Kyle: Yeah, after playing through dozens of hours in the post-outbreak world of the games, I never found myself thinking "gee I wish we knew more about what caused all this." But the showrunners seem to feel differently.This is probably unfair because I've grown to love Ellie through the games, but... do you love Ellie yet?
Andrew: I liked her in this episode! Yes, obviously, still a smart-mouth, and I am sure there are people who find her one-note, but you do get some moments of vulnerability and innocence in this episode that I talked about wanting to see more of last week. And as someone born post-apocalypse, she is a handy audience surrogate for explanations about the monsters and the world.All things considered, still just my second-favorite child who is being escorted through a hostile wilderness by Pedro Pascal on an expensive-looking sci-fi show. But there's a surprising amount of competition in that category.
Kyle: All in all, I think they did a good job setting up Tess' noble/technically cost-free-at-that-point sacrifice, paving the way for the core Joel/Ellie relationship that was always obviously going to drive the show (even if you haven't played the games).
Andrew: Yeah, like I said last week (and, I suspect, will continue to say?), it's all tropey as hell but well-done enough that you mostly don't care? You knew the moment that Ellie and Tess seemed to be bonding that Tess was not going to make it out of the episode (the fact that there are, uh, fewer than three people in all the promotional material for the show is another giveaway).Even without foreknowledge of the games, you can see the Unlikely Bond between Joel and Ellie coming from a mile away. All the beats of both major monster fights were textbook. Will the monster walk by without noticing them? Will Tess manage to use the flaky lighter? You know the answer to both.
Kyle: Yeah, I was fully ready for the last-second lighter drop, but I was not ready for that close-up, open-eyed cordyceps kiss. That image is gonna stick with me just as much as some of the more gruesome "you died in a particularly horrible way" cut scenes in the games.
Andrew: Yeah, you're right. An excellent example of how the show keeps things just interesting enough that you can forgive the less-surprising elements of it. It also helps that Pascal plays a very watchable TV grump.
Kyle: Not to be all "Final Fantasy gets really good after the first 10 hours," but I feel like we're all set for the show to really hit its stride after over two hours of setup.
Andrew: That's one place where the show's passivity is a good thing relative to a game: if it's boring you can keep half an eye on your phone or something and still make progress. Much easier to watch clunky exposition or unnecessary flashbacks than to force yourself to pay attention to hours of sloggy tutorial.
Kyle: This was basically my wife's experience half-watching me play the first game and looking up for the cut scenes, and I have to say, I can see the appeal.
Andrew: That's the big twist: This isn't a show at all! We're just watching footage of someone's Twitch stream.
Kyle: We pan back from the series finale, and sitting at the PS5 holding a controller is... Nathan Drake.

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