Baldur’s Gate 3’s Japan Release to Censor Nudity, Some Torture

The Japanese version of Baldur’s Gate 3 will have less steamy content than its overseas counterpart when it releases there on Dec. 21.

Spike Chunsoft, which is publishing the Japanese version, announced they’re cutting explicit sexual content from the Japanese version of Baldur’s Gate 3 so that it is in compliance with CERO’s Code of Ethics standards regarding “banned expressions.” This means that Japanese players won’t be able to enable explicit content in the options menu, including “display of genitals,” “display of nudity in cutscenes,” and “view sex scenes.” To be clear, nudity can currently be toggled off in other versions of the game – the Japanese release will just be fixed in the “off” position.

Spike Chunsoft’s announcement also says that the Japan release will remove the option for players to torture NPCs in Act 1’s Goblin Camp.

Despite CERO giving Baldur’s Gate 3 a Z rating — which is essentially the equivalent of an M rating from the ESRB — Larian made all these changes to comply with Appendix 3 of CERO’s Code of Ethics, which states that the expression of genitals and sexual intercourse, among other things, is strictly prohibited.

It is, of course, not uncommon for games to be censored for nudity and violence when they release in Japan, including The Last of Us, The Witcher 3, Cyberpunk 2077, and a whole lot more. Still, considering Baldur’s Gate 3 is a notoriously horny game, it might be a little disappointing for some.

Cristina Alexander is a freelance writer for IGN. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.

Xbox Insider Release Notes – Alpha (2311.231102-1830)

Hey Xbox Insiders! We have a new Xbox Update Preview coming to the Alpha ring. It’s important we note that some updates made in these preview OS builds include background improvements that ensure a quality and stable build for Xbox consoles.

We continue to post these release notes, even when the noticeable changes to the UI are minimal, so you’re aware when updates are coming to your device. Details can be found below!

Xbox Insider Release Notes

System Update Details:

  • OS version released: XB_FLT_2311ZN25398.2876.231102-1830
  • Available: 2 p.m. PT – November 6, 2023
  • Mandatory: 3 a.m. PT – November 7, 2023

New Features and Experiences

We have exciting news! Alpha users can expect something new coming to their Xbox Update Preview.

Edge

A random subset of users will be able to try an experimental Microsoft Edge feature to block embedded content that negatively impacts performance while browsing. We flight these experiences for feedback, so if you have some, or run into anything unexpected, please be sure to use Report a Problem to let us know!

Fixes Implemented

Thanks to the hard work of Xbox engineers, we are happy to announce the following fixes have been implemented for this build:

Xbox Accessories App

  • Fixes to improve navigation with an attached keyboard when editing profiles.

Installation

  • Fixes to improve unexpected issues when installing games and apps.

Settings – Personalization

  • Fixed an issue where dynamic backgrounds could sometimes load indefinitely when loading the preview.

System

  • Various updates to properly reflect local languages across the console.
    • Note: Users participating in Preview may see “odd” text across the console, for more information go here.

Known Issues

We understand some issues have been listed in previous Xbox Insider Release Notes. These items aren’t being ignored, but it will take Xbox engineers more time to find a solution.

Audio

  • We have received reports of users experiencing intermittent issues with audio across the dashboard, games, and apps. If you have experienced issues, be sure you have the latest firmware updates for your TV and other equipment. If you’re unsure, you may need to contact the manufacturer for assistance.
    • Note: If you continue to experience issues after applying the latest firmware updates, please submit feedback via Report a Problem immediately with the “Reproduce with advanced diagnostics” option, then select the category “Console experiences” and “Console Audio Output Issues”. Be sure to include as much information as possible:
      • When did the issue start?
      • Did you lose audio just in the game/app or system audio as well?
      • Does changing the audio format resolve the issue? If yes, what was the format before and after?
      • Does rebooting resolve the issue?
      • What does your setup include? Equipment, layout, etc.
      • And any additional information you can provide to reproduce the problem.

Networking

  • We are investigating reports of an issue where the console may not connect to their network as expected on boot. If you experience this, be sure to report the issue via Report a Problem as soon as you’re able.

Make sure to use Report a problem to keep us informed of your issue. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.

What Happens to Your Feedback

If you’re an Xbox Insider looking for support, please reach out to the community subreddit. Official Xbox staff, moderators, and fellow Xbox Insiders are there to help with your concerns.

When posting to the subreddit, please look through most recent posts to see if your issue has already been posted or addressed. We always recommend adding to threads with the same issue before posting a brand new one. This helps us support you the best we can! Don’t forget to use “Report a problem” before posting—the information shared in both places helps us understand your issue better.

Thank you to every Xbox Insider in the subreddit today. We love that it has become such a friendly and community-driven hub of conversation and support.

For more information regarding the Xbox Insider Program follow us on Twitter. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox Update Preview ring!

The post Xbox Insider Release Notes – Alpha (2311.231102-1830) appeared first on Xbox Wire.

PlayStation Is Losing X/Twitter Integration Next Week

Sony has announced that it will be ending support for X/Twitter integration on PlayStation 4 and PlayStation 5 on Nov. 13.

When booting up your console, a message will pop up saying that the integration will be removed: “This includes the ability to view any content published on X on PS5/PS4, and the ability to post and view content, trophies, and other gameplay activities on X directly from PS5/PS4 (or link from an X account to do so).”

The PlayStation FAQ page has been updated with the statement from Sony and has listed other ways to share content. This includes using the PlayStation mobile app or uploading data onto a USB drive and then transferring it to PCs.

Sony didn’t offer an explanation as to why this change was occurring. However, earlier this year, Microsoft apparently disabled Xbox console screenshot sharing due to social media platform’s API changes. Like PlayStation, Xbox players now must utilize the official Xbox app for Android and iOS if they want to share game uploads to X.

Elon Musk purchased X back in 2022 for 44 billion and it went through massive changes under his ownership, most of which haven’t been well received in the video game industry. Most recently, X announced that it would be testing a new program in New Zealand and the Philippines where unverified accounts have to sign up for a $1 annual subscription to post and interact with other posts.

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

At BlizzCon 2023, the Developers Lay Out Their Own Marvel Cinematic Universe

Sitting in the press room, watching the BlizzCon 2023 opening ceremony this year as returning Warcraft Executive Creative Director Chris Metzen take the stage to reveal the next three World of Warcraft expansions, I was reminded of Marvel’s Kevin Feige announcing entire new slates of movies coming to the Marvel Cinematic Universe at Comic-Con.

This level of transparency is rare in the video game world, and it wasn’t just Metzen’s Warcraft team embracing it, either.

For Overwatch 2, director Aaron Keller announced not only one new hero, Magua, but also the next hero, Venture, and even the concept for the hero after that, codenamed “Space Ranger.” During the Diablo 4 segment the team teased the first expansion, Vessel of Hatred, just six months after the launch of the base game. Hearthstone was demoing a co-op Duos mode on the show floor — months before a proper 2024 launch, and World of Warcraft announced the next three expansions as part of the newly christened “Worldsoul Saga.”

Across all of Blizzard’s main, existing properties, the devs have pursued a strategy of transparency it seems. Beyond just announcing the next big thing, they shared details on things that are some way off, even if they were in incredibly early states like Overwatch 2’s third announced hero, who doesn’t even have an official name yet. It’s a radical departure from the shroud of secrecy that usually envelops the games industry.

“Yes, a hundred percent,” says World of Warcraft executive producer Holly Longdale when asked whether this transparency is a new company initiative. During an interview with IGN at BlizzCon, Longdale tells us, “at the end of day, we exist because of the communities we have, and our fans are so dedicated as you’ve probably seen here at BlizzCon. They just want information, they just want to know what we’re doing and what’s coming.”

“We want to rebuild trust, honestly, with our players.” – Overwatch 2 Director Aaron Keller

In recent years the Blizzard name has seen some of its sheen wear off. From the diminishing review scores of the last couple World of Warcraft expansions to Overwatch 2’s community backlash over the high-profile, public cancellation of a previously announced PvE mode, questions have been raised over whether or not Blizzard was still committed to the “Blizzard Way” — a standard of quality control that rivals only Nintendo’s.

“I had the singular distinction for a while of being the game director of the worst-reviewed game on Steam for a while,” says Overwatch 2 director Aaron Keller tells IGN about announcing the cancellation of the PvE mode despite knowing full well the negative consequences the news would have on players. “I would still go back and make the decision, to be honest with our players. I want them to know what it is that we’re making and I think that’s going to be… It’s been our guiding light for the past year and it’s going to be our guiding light for the future of Overwatch.”

During our interview at BlizzCon, Keller was upfront about the drawbacks canceling Overwatch 2’s planned PvE mode would have on player morale. But that moment, as well as another time when Overwatch 2 announced that heroes would be included in the battle pass, would help spark this new path for the Overwatch 2 team.

“At the time we thought it was best to just be radio silent there because anything we said, the players would just kind of twist into something. And we’ve kind of come 180 [degrees] from that,” Keller explains. Since then Keller says the team has done more than ever to be transparent about Overwatch 2, even showing very early and rough gameplay footage of Venture at BlizzCon, and putting out biweekly director’s blogs for the game.

“We really want to show them all of this, and the reason why we want to do that is we want to rebuild trust, honestly, with our players,” Keller says. “Even if it’s something that might be taken negatively, we would like to get out in front of it and just be honest with those players.”

Diablo 4 associate game director Joseph Piepiora echoed the sentiment to IGN, telling us, “We want to surprise players, but we want them to understand that we remain committed to the experience and we’re releasing regular infusions of content.”

“They just want information, they just want to know what we’re doing and what’s coming.” – Warcraft Executive Producer Holly Longdale

Video games is an industry built on secrets and hype. Look at the website formerly known as Twitter and you’ll find anonymous accounts online that gain huge followings because they claim to know about some unannounced secret, like a Grand Theft Auto 6 trailer that never comes, preying on the starved masses desperate for any news from their favorite game studios.

But secrecy can be a double-edged sword and the backlash to unchecked hype can be ferocious. Look at Cyberpunk 2077’s original launch, which promised so much and delivered a fraction of what CD Projekt Red claimed would be in the game. Following that mess, CDPR also took a 180, embracing a clear-eyed approach to marketing by being more open about what to expect from the studio, including announcing multiple new projects like a Witcher sequel and spin-off, and promising to be more honest about what players should expect from each new game.

Blizzard is possibly even more vulnerable to the consequences of failed communications because of all the live games the studio operates, and silence could signal to a fanbase who’ve grown up playing its games that the developers do not care about the health of its community, and only the profits they generate.

At the same time, keeping cards close to the chest can be beneficial to developers given how making games is often messy and imperfect. This new level of transparency can have consequences. “We can lower the cone of uncertainty of what our roadmap is going to be. I think the worst case scenario was if we did communicate some really incredible plans and we weren’t able to actually deliver on those because we had to pivot for whatever reason to work on other things,” says Diablo 4 production director Tiffany Wat, not intentionally referencing Overwatch 2’s canned PvE mode, but certainly something that came to mind during our interview.

There absolutely needs to be a healthy boundary between what players want and what developers envision for their game, but at the same time, that relationship doesn’t have to necessarily be antagonistic.

“I think we really like it,” Keller says when asked how this new transparency has gone over with his team. “It is hard for a team to hold on to something and it’s hard to feel like you’re being inauthentic with players.”

He admits that being upfront with players about such early plans can be scary, but adds, “I think it’s great for the game and it does feel liberating to not have to be feeling like you can’t be talking about these things.”

What’s clear is that this move towards transparency appears to have predated the news that Xbox has successfully acquired Activision Blizzard for $69 billion. Instead, this new style of messaging is something Blizzard approached organically after years of faux pas, like asking audience members whether or not they have phones to play games like Diablo Immortal.

For now, however, the transperancy appears to be something embraced by all teams at the company, from Overwatch 2 to Warcraft.

“It was a little while ago, but really, the philosophy shift really started back for us in, I would say, around the Shadowlands era,” reveals WoW associate director Morgan Day, who says the team took a “huge step back” following the launch of Shadowlands to reassess how they’d communicate with their players.

It feels partially like a new chapter for Blizzard after years of being lost in the wilderness. Warcraft General Manager John Hight tells me that it could be even considered a reboot for the developers, saying, “I think we have moved, at least for [Warcraft], I think we’ve moved from being very product-centric where we think of this game, to being very player-centric.”

While I understand the unique circumstances behind secretive game reveals — from carefully planned marketing plans to, again, the unpredictable nature of game development — I’ve also often wondered what would happen if game reveals were treated more like movies, where roadmaps could resemble an entire MCU Phase when they’re announced. Now, we finally see a version of that from Blizzard.

Time will tell whether this approach can work for video games the way it does for films, but Blizzard is certainly embracing a new direction for itself right as it’s about to begin possibly one of the biggest changes the company has ever faced since merging with Activision in 2008.

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

Fortnite’s Season OG brought back its original map last week – and a record-breaking 44m players came with it

Fortnite returned to its map circa 2018 (or Chapter 1 Season 5 if you prefer to measure time that way) last Friday, reviving locations like Tilted Towers, Loot Lake and Greasy Grove and unlocking the battle royale game’s vaulted weapons, vehicles and items in a four-week nostalgic event dubbed Season OG. As it turns out, with the old map and items came a whole lot of players, setting a new all-time concurrent player record for the multiplayer shooter that surpasses even its previous heights in the pop-culture zeitgeist.

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Star Trek Online and Neverwinter MMO devs Cryptic are the next Embracer-owned studio to suffer layoffs

Cryptic Studios, the makers of MMOs including Star Trek Online and Dungeons & Dragons MMORPG Neverwinter, have confirmed a number of layoffs due to the ongoing “comprehensive restructuring” of megacorp owner Embracer Group. The “personnel changes” at Cryptic make them the latest Embracer-owned developer to suffer job losses in what continues to be an unrelenting year for thousands of those working in video games.

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Review: Little Goody Two Shoes – Cute, Compelling Horror With Some Frustrations

The Red Shoes.

Fairy tales are never really what they seem. Growing up, we’re all exposed to these moral stories – often based on fable and myth – which have been adapted multiple times and, in many cases, softened too, whether it’s through a beautifully drawn picture book or a sanitised Disney adaptation. But as you get older and more curious, you start to peel back the layers of these cutesy tales and often find more sinister origins lurking beneath

Little Goody Two Shoes is the embodiment of this notion. You play as Elise, a young girl whose grandmother has just passed away. Elise wants more in life – she wants to go from rags to riches, but she spends her days being a “little goody two shoes” by helping out the people of Kieferberg. But after meeting a new friend and finding a pair of red shoes in her back garden, Elise’s wish seems much closer than she ever dreamed. It’s a fascinating tale, one that works when it plays to its strengths, though some frustrations are holding it back.

Read the full article on nintendolife.com

How Mortal Kombat 1 Built Invincible’s Omni-Man By Using the Show Itself

I’ve been working as a Designer at NetherRealm Studios for over 10 years, and during that time, the team has had the opportunity to design truly special guest characters. We view this as a privilege but also as a serious mission to make these characters stand out in our games.

We were already huge fans of Omni-Man and the Invincible series, often referencing things he’d done in our office. Designers often communicate through references to explain ideas or concepts when coming up with Fatalities, Brutalities, and sometime even standard attacks. “Fist through the back, Omni-Man style,” as an example, communicates an idea perfectly.

Mortal Kombat 1 Omni-Man Screenshot

For the most part, every special move we’ve created for Omni-Man in Mortal Kombat 1 relates to something we’ve seen from the show, even down to subtle nuances. During the design process, we compiled tons of references for motions, poses, FX, and sounds to be used as a basis to form a gameplay design. From there, we went into the motion capture studio where tremendous care was taken to capture performances that in some cases exactly match the references we had.

Something people might not notice right away is that even his cape moves similarly to how it does in the show. The chest bump special move is an example of an animation where we were looking to have the cape sway in a specific way based on a scene from the show.

Mortal Kombat 1 Omni-Man Screenshot

One of the things I appreciate and respect the most are all the creative ways Omni-Man exacts his vengeance, something I think we have in common with the Skybound folks, in the sense that we’re constantly thinking about and coming up with creative Fatalities. When coming up with one of the Fatalities for Omni-Man, the choice was just too obvious, and I think it turned out to be one of the best we’ve ever done. While I don’t want to give it away for anyone who hasn’t seen it yet, it is directly based on an iconic scene from the show. Fun fact: The Fatality set is also inspired by elements of an iconic Mortal Kombat 3 stage…

From the perspective of character abilities, we were inspired by Omni-Man’s speed, power, personality, and brutality. These were the keys to the overall design language of the character. Oftentimes, the actual ideas are the easy part of the design process, while the implementation part, including capturing the look, feel, and power through a compelling gameplay style is the challenge.

Mortal Kombat 1 Omni-Man Screenshot

With Mortal Kombat 1 our design and workflow processes have taken a quantum leap forward from the past, mainly stemming from an engine change, thereby allowing us to do things with effects and animations that were previously not possible. We leverage these abilities all over to translate the overwhelming feeling of speed and power Omni-Man has from the show to the game.

Gameplay-wise, Omni-Man is a rushdown character that revolves around speed and power. One of his go-to special moves that I think embodies him the best is his Viltrumite stance. From the ground or air, Omni-Man goes into a confident pose where the player can execute four unique attacks each serving a specific purpose. This both serves a mind game for the player and a way for Omni-Man to surprise the opponent and secure significant damage as most of these attacks will allow him to follow up with more moves.

Mortal Kombat 1 Omni-Man Screenshot

Passively, while in his Viltrumite stance, Omni-Man avoids projectiles, almost dismissing them in a nonchalant way, making him strong in matchups where opponents rely on projectiles. Moreover, the enhanced version of the Viltrumite stance allows Omni-Man to quickly dodge high and mid attacks up close. Lastly, the player can teleport out of the Viltrumite stance and end up behind the opponent effectively acting like a cancel.

As a design group, we’re so pleased with how he turned out and grateful to have had the opportunity to work with the Skybound team on an awesome addition to Mortal Kombat 1.

Omni-Man will be available in Mortal Kombat 1 starting on Nov. 9 as part of the early access period for all Kombat Pack owners, followed by wide availability on Nov. 16.

The post How Mortal Kombat 1 Built Invincible’s Omni-Man By Using the Show Itself appeared first on Xbox Wire.