Switch Port Specialist Feral Interactive Teases Another Two Games

It recently released The Lara Croft Collection.

There are constant requests for more Switch ports, and one company working around the clock in this particular field is the UK team at Feral Interactive.

In a recent post on social media, it shared a cryptic message about a few new sightings on its gaming radar. If you head over to its website, you can see two games coming “quite soon” to the Switch. Although there are no names attached, we do have some text and pictures.

Read the full article on nintendolife.com

Pokémon Home Update Adds Scarlet & Violet DLC Connectivity In Version 3.1.0

It’s on the way.

In the latest trailer for Pokémon Scarlet & Violet – The Hidden Treasure of Area Zero, it was revealed Pokémon HOME connectivity was also on the way.

Although there was no date attached to this news, the official Japanese Pokémon website has now confirmed this update as Version 3.1.0, and it should be arriving soon. When the update goes live, trainers will be able to transfer their Pokémon from the DLC over to HOME.

Read the full article on nintendolife.com

Why the Pokémon World Championships Going to Hawaii Is Proving to be a Controversial Choice

Fresh off its most recent turn in Japan, The Pokémon World Championships is returning to Hawaii. It’s proving to be a controversial choice in some quarters.

Earlier this month, wildfires swept across Maui and other parts of the state, killing at least 99 people. While 85 percent of the fire is contained, it’s still burning in parts of Lahaina and governor Josh Green expects the death toll to “go up very significantly.”

Against the backdrop of this tragedy, a Pokémon Company spokesperson donned Hawaiian shirt and stood on a beach alongside a Pikachu to announce that the 2024 event would be taking place in Honolulu.

The Pokémon Company followed this announcement by donating $200,000 to the Hawaii Wildfire Relief Fund. In a statement announcing the donation, the company said “our hearts go out to all those who have been impacted by the devastating wildfires in Hawai’i.”

Some praised the donation, but others had misgivings even beyond the optics of making the announcement in the midst of the devastating wildfires. In particular, they pointed to the influx of tourism that it would bring, which they say has disproportionately impacted Hawaii.

A highly-upvoted post by Kari Keone, a Hawaii native, summed up the mixed feelings raised by the announcement.

“There are people right now who want to do right by Hawai’i, people who were not interested or paying attention before, and I am insanely grateful for that,” Keone wrote in a lengthy thread. “Tourism doesn’t help natives, period. To give you an idea — there is only one locally owned hotel on the entire island of Oahu. There are 233 hotels on Oahu. I know because I stayed there last week. Researching what places are locally owned is the key to doing this ethically.”

She implored The Pokémon Company to “work with local NATIVES [emphasis hers] to direct all of their Worlds attendees and staff to EXCLUSIVELY local services. Anything less is exploitation.”

Keone added that tourism was partly to blame for the recent wildfires, claiming that water had been redirected from wetlands to tourist resources such as water features.

“If Pokémon does not put up very real and serious efforts to direct as much of their Worlds traffic to native Hawaiians, you shouldn’t go. As a Japanese owned company, Nintendo is aware that 10 of the 12 Shinto shrines in the US are in Hawai’i. They understand what is sacred,” Keone wrote.

An article in the International Relations Review recently described Hawaii tourism as the “opposite of a paradise for locals,” citing overcrowding, damage to the environment, and a higher cost of living. This year, Hawaii weighed a tourism fee amid what was described as worsening environmental damage.

The Pokémon World Championships is an annual competitive event featuring the video games, trading card games, and other releases. It has been held since 2004, with the last event in Hawaii taking place in 2012. It has grown into a major event, with more than 1600 players registering for the competition and the livestream averaging more than two million viewers a day.

The Pokémon World Championships have been held in the U.S., U.K., and Canada, with this year’s event being the first to be held in Japan. Last year our own Joshua Yehl reported on what it was like to play in the world’s hardest Pokemon tournament. Joshua was there again this year alongside our guides editor Casey DeFreitas, so expect lots more coverage from this year’s event soon.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

How Baldur’s Gate 3 Was Completed in Just Ten Minutes by a Speedrunner

Someone has completed Baldur’s Gate 3, from start to credit roll, in just over ten minutes. Yes, ten minutes. A game with a 35.5 hour main story, 94 hours for a completionist run according to How Long to Beat, and it was over so fast I couldn’t tell what was going on. Speedrunner Mae managed this incredible feat over the weekend using just the origin character Gale, an extremely powerful jump ability, and a specific set of choices that end the game just a little earlier than people might anticipate.

Warning: Mild spoilers for an early-game ending of Baldur’s Gate 3 lie below. Read on at your own risk!

If you’re wondering how speedrunners are sprinting through all three acts of Baldur’s Gate 3 in this record time, one major component of the answer is simply that…they aren’t. There’s actually a “false” or “bad” ending of sorts to Baldur’s Gate 3 that can be triggered in Act 2 by making a very specific choice as Gale. I won’t spoil all the details of how this works, but if you’re familiar with Gale’s backstory, you know he has a “condition” of sorts that can be quite volatile. If triggered in a specific way during the events of Act 2, it’s effectively Game Over for the party. So speedrunners just have to play as Gale, then sprint at top speed toward a very specific conversation in Act 2 and then make a specific choice that will role the credits to “complete” Baldur’s Gate 3.

Still, this moment in Act 2 is pretty deep into the game – I say this as someone who’s put in almost 30 hours and still isn’t out of Act 1. To get there fast, speedrunners have to skip basically every single important moment on the way to Gale’s decision. This includes everything with the goblin camp and the Emerald Grove, the entire Underdark, every sidequest, and every single companion character except for the almost-mandatory Shadowheart, who brute forces her way into the party near the end of Act 1 if you don’t get her beforehand. It helps that Gale can move really, really fast: Enhanced Leap lets him jump far and long through the majority of both acts, and Misty Step helps him do any necessary sneaking.

Surprisingly, this incredible speedrun uses surprisingly few glitches. Mae explains in a previous record video that the run uses a small AI glitch to skip a fight in the goblin camp, and then uses Misty Step to clip into the final area of act 2. Their updated run adds Ice Knife to kill some imps faster, and uses strategic positioning to avoid aggro at the fight in the druid grove.

Everything else, summarized by Mae, is just this: “Gale never skips leg day, jumps really fast, and then detonates a nuclear bomb.”

It’s of course entirely possible that runners will shorten this run even more from here, though as a non-speedrunner it’s rather hard to see how. Mae’s run moves so fast (including speedily spamming through all the cutscenes) it’s almost possible to watch without really being spoiled on the game, especially since they skip so much of it. Whatever comes next will likely have to get Gale from the Nautiloid all the way to Moonrise Towers even faster somehow.

I recommend playing Baldur’s Gate 3 just a touch slower than Mae did, especially if it’s your first time. If you’re still just starting a slow stumble through, check out our guides to Races and Subraces, Classes and Subclasses, and How to Build a Character before you get started. Then take a peek at our walkthrough whenever you find yourself stuck.

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

The New GTA 5 Mod Promising a Living, AI-Powered Story Even as the Ethics Debate Heats Up

Artificial intelligence recently infiltrated the world of Rockstar’s Grand Theft Auto V thanks to a new mod.

The mod is called Sentient Streets, and it lets players interact with over 30 AI-powered NPCs across the mission. Each character has a unique voice from AI text-to-speech and voice cloning website ElevenLabs. The mod is designed for players to have open-ended, voiced conversations with cult members, police officers, and civilians.

Sentient Streets was built by veteran modder Bloc using the Inworld Character Engine, which includes features like assigning goals, actions, relationships, and voices to AI-powered NPCs.

On YouTube, Bloc demonstrated how NPC conversations work in Sentient Streets. You approach a character, press a key to get their attention, and then you can start speaking to them through your microphone. Bloc asked a police officer his name and how he got his nickname, and after a short pause, the NPC responded with a small anecdote. It’s not entirely natural — the NPC repeated some information in back-to-back answers — but every character is programmed with different personalities and backstories.

The NPCs did respond to whatever question Bloc asked through the microphone, but you can definitely tell the answers are AI generated. For example, here’s a line from a new police recruit Bloc spoke to in the gameplay video: “Well, well, well, looks like someone’s got a keen eye for fresh faces. Guilty as charged, Officer Newbie reporting for duty! Ready to bring some sparkle to this city?”

Bloc continued to demonstrate the AI conversations as the demo progressed, including a lengthy back-and-forth with his partner when they were driving around Los Santos in their police car. In an interview with IGN, Bloc said players can push conversations with NPCs pretty far.

“Especially with Inworld’s current AI system in place, characters can really act according to their backgrounds,” Bloc said. “For example, if it’s a crazy person, you can hear that craziness in their speech. Or if a person is a righteous character, you get that vibe from their speech as well. All these variations result in hilarious and sometimes spooky conversations.”

In addition to the AI-generated conversations, the entire story of Sentient Streets revolves around artificial intelligence as well. A deadly cult called the NihiAIists is aiming to take over GTA V’s Los Santos. The group worships an unseen AI as their god, and players take control of an officer for the Los Santos Police Department who works to stop the cult’s plan.

Ethical Questions Surrounding the Use of AI Voices in Mods

Some ethical questions are raised when digging into the origins of these AI-generated voices. Bloc used the standard voice library available on ElevenLabs, and ElevenLabs shed some light on where its voices come from in a statement to IGN.

“Standard voices available by default on the platform are either generated by AI algorithms that sample voice characteristics at random (i.e. they don’t imitate or replicate any specific individual’s voice) or are developed through legally contracted, time-limited partnerships with voice actors, with new custom AI voices created as a result,” ElevenLabs’ statement reads. “ElevenLabs does not offer any AI-voices on the platform that are based on a real person’s voice without explicit permission of that individual.”

Recently, ElevenLabs was used to generate AI voices used in NSFW Skyrim Mods hosted on Nexus Mods. The recent rise of AI has been a concern for both writers and actors, causing one voice actor to tell IGN AI is the “invisible enemy we’re fighting right now.”

Users are able to submit voice clips from real people to convert them into a cloned, AI-generated voice, but ElevenLabs clearly states that submitting real voices that users don’t have the rights to is not allowed on the platform. But, that’s a very difficult thing to track, given how many mods are out there using AI-generated vocies from real voice actors.

I think AI-generated content will never replace human-created content, and it shouldn’t anyway

“ElevenLabs also allows users to create new, randomly generated AI voices and share them as part of the community-led Voice Library,” ElevenLabs said. “Separately, users have the ability to create cloned voices for their own work, if they have the rights and permissions to those voices. These voices cannot be shared to the Voice Library. Users who contravene the Terms of Service are banned from the — everyone is encouraged to report content they believe has violated these terms.”

On ElevenLabs’ official website, the terms of service state that, “Content which is not protected by law can be reused freely, including for voice cloning. This type of content is also known as content ‘in the public domain’ or ‘public domain’ content.”

ElevenLabs lists a few examples of what qualifies as public domain content, including materials which were not protected by law in the first place, materials where the protection has expired, or materials dedicated to the public domain by their creators. Elsewhere, ElevenLabs cites “a vast amount of audiobooks, and to a lesser extent, podcasts” as the source where the AI was trained.

The use of AI voices in mods is sure to make a lot of players feel uncomfortable about the future of AI, but mod creator Bloc doesn’t see it that way.

“I think AI-generated content will never replace human-created content, and it shouldn’t anyway. AI is a tool, a very powerful and useful tool, but still a tool. Instead of replacing, AI will transform human-created content and possibly improve it.”

Sentient Streets is available to download on Nexus Mods.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over seven years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Larian ‘Cooking’ Ability to Change Baldur’s Gate 3 Character Appearance In-Game

If you are a Baldur’s Gate 3 player, frustrated that you cannot change your character’s appearance, fear not; Larian Studios has confirmed that the feature is in the works.

The confirmation came from Michael Douse, the Director of Publishing at Larian Studios, who confirmed in a post on the social media platform X.

“Things are being cooked,” Douse replied after a user requested the feature.

As it stands, once you lock in your character’s appearance, you can’t change it. That includes your hairstyle, your tattoos… all of it. So if you’re not happy with your Tiefling’s undercut, you’ll just have to deal with it. Thankfully, it seems like that won’t be the case for much longer.

Baldur’s Gate 3 has become a mega-hit for Larian Studios after exiting Early Access earlier this month, surpassing over 500K players on Steam with a PS5 version set to release next month and an Xbox Series X/S version currently in development.

In the weeks following its full version release, the community has been busy sharing their thoughts on the virtual world of Baldur’s Gate. Such as community discourse about saving scumming, to players thinking of creative ways to deal huge damage in combat, and debating whether or not players can “fix” Shadowheart.

For more on Baldur’s Gate 3, check out our review in progress and our guides, where we dive into information classes and subclasses.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Baldur’s Gate 3 Is Proof That We’re In a Golden Age for RPGs

Back in 2014, I interviewed Obsidian Entertainment director Josh Sawyer about Pillars of Eternity – a then-upcoming revival of the isometric RPG sub-genre that had been greenlit as part of the first wave of Kickstarter projects. Sawyer recalled the chilly reception afforded PC RPGs in the mid-to-late 2000s.

“[Isometric RPGs] just died for a very long time,” he said at the time.

The consensus in that period among western publishers was that old-school RPGs were too dense and esoteric for the average gamer. Mainstream developers like BioWare stripped out RPG elements from Mass Effect 3 while older developers faded away. Some developers claimed that RPG elements as we know them today were relics of a bygone era and that games were “growing up.”

It wasn’t until the advent of Kickstarter that classic Pillars of Eternity, Wasteland 2, and Shadowrun began to find their footing thanks to the backing of dedicated fans who never really went away. Out of this period arose another developer, little-known at the time but making major waves today: Larian Studios.

Last week, Larian Studios released Baldur’s Gate 3 after a lengthy period in early access. It quickly became one of 2023’s breakout successes, garnering rave reviews and hundreds of thousands of concurrent players on Steam. To some observers it seemed like an upset that an unapologetically dense and old-school RPG like Baldur’s Gate 3 should find such mainstream success. To me, though, Baldur’s Gate 3 is more proof that we’re in the midst of a new golden age for one of gaming’s oldest genres.

“Clearly, Baldur’s Gate 3 has broken into the mainstream in a way that no other CRPG recently has.” – Circana analyst Mat Piscatella

Led by studios like CD Projekt, FromSoftware, Bethesda, and now Larian Studios, the role-playing genre has lately managed to infiltrate virtually every part of the gaming consciousness. Baldur’s Gate 3 and Diablo IV are two of 2023’s biggest games. Xbox has seen fit to acquire no fewer than three dedicated RPG developers in inXile Entertainment, Obsidian, and Bethesda, with Blizzard potentially on the way. Even games that have next to nothing to do with RPGs can’t resist borrowing from the genre in order to bolster their gameplay bonafides a bit.

Developers I’ve spoken with have ascribed the genre’s success to the rise of streaming, pointing out how the variety of outcomes in any given RPG makes for good content. Others point to the way that World of Warcraft mainstreamed color-coded loot, making it easier for players to step into more complicated experiences. One way or another, though, we seem to have entered a unique period for RPGs – one I wouldn’t have predicted a decade ago.

The turning point for RPGs

As someone who has been writing and podcasting about RPGs since 2009, I can’t point to any one turning point, but I will say that things have felt different since The Witcher 3 made it big in 2015. Prior to The Witcher 3’s release, CD Projekt Red was perceived, in the U.S. at least, as a cult developer that focused on niche PC experiences. It blew up in part because it was released on console as well as PC, going on to sell a staggering 60 million copies.

The Witcher 3’s strengths are well-documented. It was huge – bigger than almost any open world game of that time – and it was beautiful. It was a choice-driven experience with a multitude of memorable and multi-layered sidequests. Most important of all, it tapped into the hunger for a deeper open-world experience than was on offer at the time. Players didn’t just want to roam a beautifully-realized fantasy world, they wanted to be part of it.

It’s an experience embedded deep in the role-playing genre’s DNA. As far as the 1980s, RPGs were striving to create a sense of total immersion through fully reactive worlds. Ultima 4 featured a free-roaming, choice-driven experience that in hindsight felt far ahead of its time. Later, Bethesda would try and capture that same type of free-roaming experience with its own games before finally breaking out with Skyrim, another highly-influential RPG often spoken of in the same breath as The Witcher 3 (and one that has now been released on basically every platform ever).

Along with Dark Souls and a handful of others, I don’t think it’s an exaggeration to say that Skyrim and The Witcher 3 are two of the most influential games of the past decade. Since then we’ve seen a remarkable explosion of RPGs of all types. Avante-garde experiences like Disco Elysium have driven the genre forward while Fire Emblem: Three Houses proved that turn-based tactics RPGs still have a big audience on platforms like the Nintendo Switch. Pathfinder: Wrath of the Righteous, Yakuza: Like a Dragon, Elden Ring, Final Fantasy XIV and Path of Exile have all found creative and financial success of their own. Elsewhere, the likes of Genshin Impact and Honkai Star Rail continue to be big business.

“[Isometric RPGs] just died for a very long time” – Obsidian Entertainment director Josh Sawyer

RPGs fit well into what I might call gaming’s social media era. Despite their focus on single-player, they practically beg you to share your characters and choices with your friends and the world. They feel meaty and worthwhile in a world of $70 games, filled with secrets and lore that can fill pages and pages of wikis.

And oh they’re horny. So very horny. Fire Emblem: Three Houses alone yields some 44,000 matches on Archive of Our Own, a popular fanfiction site. In a medium where success is so often dictated by how thirsty players are for any given romantic pairing, RPGs are king.

Baldur’s Gate 3 is a unicorn

Baldur’s Gate 3 is in some ways the embodiment of all these trends, and in other ways it’s a unicorn. It has the type of densely-written, choice-driven quests that made The Witcher 3 so popular, and it’s horny to boot. It prizes open-ended exploration, and it’s the most beautifully presented big-budget isometric RPG since Dragon Age: Origins.

Crucially, though, it’s not an open-world action-adventure game like so many of the other games I’ve mentioned to this point. Baldur’s Gate 3 is a classical RPG in the truest sense of the word; an adventure built firmly on the genre bedrock of Dungeons & Dragons. Circana analyst Mat Piscatella notes that most CRPGs, even big successes like Divinity Original Sin 2, have to work hard to crack the list of the Top 50 best-selling games.

“Clearly, Baldur’s Gate 3 has broken into the mainstream in a way that no other CRPG recently has. Even when titles like Baldur’s Gate 2, Fallout and Neverwinter Nights were a bigger part of the gaming landscape I’m not sure we saw a breakout quite like this (at least so far),” Piscatella told me over email. “But given the expansion of the video game market since then, and how popular other genres have become, it’s refreshing to see a game like this get this kind of adoption and play.”

It’s fascinating to watch a game like Baldur’s Gate 3 find genuine mainstream success. I expected it to do well, but when I hear even non-gamers ask what Baldur’s Gate is all about, I have to sit up and take notice. Could this game have even been made in 2011? I’m not sure.

As far as the 1980s, RPGs were striving to create a sense of total immersion through fully reactive worlds.

“I see it as a natural continuation of the shift that began a decade ago, where indies, crowdfunded games and some Japanese studios started pushing for experiences different from the BioWare and Bethesda formats that dominated the 00s,” muses Felipe Pep, author of the CRPG Book.

“Dark Souls, XCOM, The Banner Saga, FTL, Shadowrun, Legend of Grimrock, Darkest Dungeon and many others helped expand the horizons of what RPGs can be. Obsidian’s Josh Sawyer mentioned how Divinity: Original Sin 2 convinced them to put turn-based combat into Pillars of Eternity II. It’s a conversation. I don’t think you could’ve successfully released Disco Elysium, Citizen Sleeper or Baldur’s Gate 3 back in 2011. A certain zeitgeist is necessary.”

However it got here, Baldur’s Gate 3 seems like the surest sign yet that RPGs are having a moment. Rarely has the genre felt this vibrant, this ambitious, this diverse. Baldur’s Gate 3 is as old-school as a CRPG can get, but it’s also much more than a nostalgia play. And with so many great studios at the peak of their powers, it seems as if the best is yet to come.

Welcome to Experience Points

Hello and thanks for reading the first edition of Experience Points, IGN’s new column about RPGs. I’ve been waiting for the right moment to kick this whole thing off, and I can’t think of a better time than now, when Baldur’s Gate 3 is such a big part of the zeitgeist. If you’re not familiar with my work I’ve been covering RPGs for more than a decade across various publications and my podcast, Axe of the Blood God.

Each month I’ll be using this space to delve into different corners of the RPG genre, from new releases like Starfield to classics like Chrono Trigger. As one of gaming’s oldest and most storied genres, RPGs have many stories to tell, and I look forward to sharing them right here.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Talking Point: After Three Months, What’s Your Zelda: TOTK Completion Percentage?

Tears of Completion.

Believe it or not The Legend of Zelda: Tears of the Kingdom has now been out for just over three whole months. In that time, many of us have spent 100+ hours exploring the multiple layers of Hyrule, taking on familiar faces and getting lost in the adventure of it all. It’s a sobering feeling, therefore, when you beat the game’s final boss and roll credits only for the newly unlocked completion percentage on your Purah Pad to remind you that you still have 70% of the game left to complete.

Such is the sheer size of Tears of the Kingdom, that pouring ~50 hours into the main story is hardly scratching the surface of the full experience on offer. It’s a big wide world out there, and a threat like Ganondorf is but a drop in the ocean of Shrines, Side Quests and *shivers* Korok seeds…

Read the full article on nintendolife.com