when-games-are-hard-on-their-hands,-some-players-turn-their-voices-into-controllers

When games are hard on their hands, some players turn their voices into controllers

As both a software engineer and an avid player of strategy games, chaosparrot struggled to reckon with the damage his work and hobbies had done to his hands. By 2017, the consistent pain of his repetitive stress injuries was bad enough that he could no longer type comfortably or enjoy the games he loved to play. While searching for solutions, he came across a video of someone using speech recognition software to code. He decided to try using the same tech — not for coding, but for playing games.

“I started the process of trying to play the old games that I couldn’t play anymore with sounds instead,” chaosparrot says. The project started in Python, which he used to create a full voice control program that enables him to play games hands-free. And it worked: he was able to reach just one tier below the rank in Starcraft he had attained before his injuries, and he also beat Hollow Knight, a twitchy game that’s likely to frustrate players even with a traditional controller, using just his voice.

Games have slowly gotten more accessible over time, but when features are missing or controls don’t work, the onus falls on disabled players to find their own ways to play. Many disabled players use a combination of adaptive hardware — such as mouth-operated controllers and specially designed joysticks — and various apps to enable features like eye tracking, screen resizing, or voice control. Chaosparrot’s use of voice is just one of the many customizable, bespoke solutions players have turned to.

“That’s like life when you have a disability. Anything that I kind of want, or need, and it’s not available, we have to make it ourselves,” says Kyle Abbate, who runs onehandmostly, a YouTube channel focused on accessibility in games. That might be a cup holder for his wheelchair, attachments for his keyboard and mouse, or the software setups he uses to play games. “A lot of stuff for disabled people is trial by error, and making your own accessible tech, and whatever works for you, and experimenting and trying to find what’s best.”

Chaosparrot’s program, Parrot.Py, was inspired by Talon Voice, a freely available voice recognition software for writing, coding, and theoretically any other computing task. By teaching Parrot.Py specific clicks, hisses, and clucks and associating them with button inputs in a game, chaosparrot is able to vocalize commands — selecting units in Starcraft or attacking and dashing in Hollow Knight — in addition to using eye tracking for movement. He hopes to get it working in a variety of game genres, and has even tested it while playing Among Us, though that involved explaining to friends why he was hissing into his mic on the way to electric.

There are other players who use older, preexisting voice control programs like VoiceAttack and GAVPI as viable alternatives to typical controllers. But regardless of the program, there are still hurdles that come with voice as a control method. Voice controls create a time delay between giving a command and the move being executed in the game, which makes for a more difficult gameplay experience, especially in games that call for fast reaction times.

There’s also more mental labor involved in setting up voice commands before diving into a game. Both VoiceAttack and GAVPI require more tech literacy than just running a game by itself, and Parrot.Py requires at least a basic familiarity with coding. Using any of these programs involves extra steps on top of the existing barriers that come with playing as a disabled person. “It’s gonna be hard to bridge that gap,” says chaosparrot. Like Abbate has done for VoiceAttack, he plans to make videos explaining how to use his program.

Beyond the quirks of setting up voice controls, some games are just more difficult to play than others. A game like Celeste, which requires fast decision-making and movement, presents a challenge, but is more playable thanks to a built-in assist mode that allows for adjustments in speed, stamina, and invincibility. For games without an assist mode, adjusting elements like health or attack damage with a program like Cheat Engine can make the game adapt to the player, meeting them in the middle between what they’re capable of and what the game requires. “I think if you look at the future of accessibility, I think [an assist mode] is a great thing to add, at least to single-player games,” says chaosparrot.

Inclusive design requires time, careful consideration, and a willingness to solicit feedback from people with a variety of disabilities. Developers don’t always have adaptive play styles in mind, and don’t necessarily have the best track record for considering how disabled people might interact with their games, from button-mashing triggering chronic pain flare-ups to flashing lights potentially causing seizures.

Improvements in gaming accessibility have often been the result of disabled people advocating for themselves. Microsoft’s Xbox Adaptive Controller was developed with guidance from advocacy groups like AbleGamers to better address the needs of disabled players. A letter from a disabled player is what pushed Naughty Dog’s team to consider accessibility in their games. They prioritized accessibility in The Last of Us Part II as a result, and the game was praised for its wide range of customizable options like remappable controls and audio cues for players with low vision.

Those pushes for more accessible features are also found on social media platforms, where disabled people band together to bring awareness to what’s missing in games and what fixes have been made. “The disabled community on social media has been growing and becoming more and more vocal,” says Courtney Craven, founder of Can I Play That, an accessible game review site.

Players continue to advocate for accessibility in games by reaching out to developers and showcasing and sharing the kinds of solutions they use. Chaosparrot’s Parrot.Py is designed to address his needs, but he and other players know that accessibility will never be one-size-fits-all.

“I encourage devs to take a look at their game and their mechanics, and then think about ‘how do we make these accessible,’’’ says Abbate. “And then when you’re making your next game, ‘how can we iterate again, and make those changes, make it even better.’”

microsoft-says-the-latest-xbox-series-x-update-fixes-controller-disconnect-issues

Microsoft says the latest Xbox Series X update fixes controller disconnect issues

Microsoft released a new Xbox update earlier this week that brings toggles for Auto HDR and FPS Boost and improvements to better support the new Xbox Wireless Headset. But there was another big feature that wasn’t mentioned in the official release notes: the update also fixes “many” of the Xbox Series X controller disconnect issues that have cropped up, according to the Xbox team’s Jason Ronald.

Lots of Xbox news this week, but in case you missed it we released our March Xbox System Update yesterday.

In addition to the new features, this release also fixes many of the controller disconnects players have reported.

Keep the feedback coming.https://t.co/bltTsL6Lty

— Jason Ronald (@jronald) March 10, 2021

Players began reporting disconnect issues with the controllers just days after the console’s launch, and you can see some of those reports in this 89-page thread on Microsoft’s support forums. In January, however, Microsoft acknowledged that it was aware of the issues and said that fixes were coming “in a future update” in a statement to The Verge.

We haven’t tested the new update ourselves to see if it fixes issues that people have seen. But if you have been experiencing controller disconnects, it sounds like the new update could address them for you.

microsoft’s-xbox-series-x-/-s-consoles-are-in-stock-again-at-target

Microsoft’s Xbox Series X / S consoles are in stock again at Target

Microsoft’s Xbox Series X and Series S consoles are some of the most sought-after consoles to buy right now. Those looking for another shot to get either console can buy one right now at Target. You will have the option to pay for either console in full or through Xbox All Acces, allowing you to get either console upfront at no cost.

Similar to the PS5 restocks that went up earlier this morning, Target is limiting the purchase of these next-gen consoles to in-store pickup only. Not every store has the next-gen Xbox hardware in stock and the ones that do have a very limited supply.

Xbox Series X / S

  • $300

Prices taken at time of publishing.

The Xbox Series X is Microsoft’s flagship console, serving as its most powerful (and biggest) option that costs $499.99. While the $299.99 Series S is aimed at smooth 1440p performance, the Series X is focused on fast 4K gameplay.


  • $300


    at Target (Series S)


  • $500


    at Target (Series X)

Less than 5 units are available at my local Target.

Once you secured your next-gen Xbox, I would suggest stocking up on games and accessories I think will allow you to get the most out of your new console.

Several of the most popular games to play on these consoles include third-party titles like Yakuza: Like a Dragon. Additionally, some popular Xbox One titles like Halo: The Master Chief Collection and Gears 5 have all received graphical updates that take advantage of the next-gen hardware.

Of course, if you are unsure what games to buy, you could always subscribe to Xbox Game Pass Ultimate, which gives you access to a slew of first and third-party titles from various developers and publishers.

A must-have accessory I think is worth buying includes an additional Xbox controller, moreso if you are planning to play local cooperative games with loved ones as the console only comes with one controller.

microsoft’s-xbox-tv-era-ends-in-may-with-the-removal-of-oneguide-tv-listings

Microsoft’s Xbox TV era ends in May with the removal of OneGuide TV listings

Microsoft is removing its TV listings feature on the Xbox One in May. Originally introduced as part of its broad ambitions to take over the living room, the OneGuide TV listings on Xbox One was designed to overlay on top of your cable box and provide a better way to access content. You could also combine the feature with an Xbox USB TV tuner to access free-to-air TV channels.

“Based on customer usage and feedback, we’re constantly evolving the Xbox experience,” says Jonathan Hildebrandt, a program manager for Microsoft’s Xbox Experiences group. “To that end, beginning this May we’ll be sunsetting live TV listings for OneGuide on Xbox One.” OneGuide users will still be able to access the HDMI passthrough feature on the Xbox One to watch connected devices, or still access a TV tuner, but TV listings will be removed.

Microsoft’s OneGuide TV listings on the Xbox One.

It’s the final nail in the coffin for Microsoft’s original dream of turning the Xbox One into a digital entertainment hub, or modern cable TV box. Kinect and an HDMI pass-through were central to this plan, but the $100 price gap between the Xbox One and PS4, bulkier VCR-like hardware with less performance, and the focus on entertainment muddied the waters on what was primarily a game console.

Microsoft has gradually been walking back its Xbox TV efforts in recent years with the removal of Kinect, the Xbox One snap mode going away, media features disappearing, and an axed Xbox TV DVR feature. The Xbox One looked like a cord-cutters dream, but that quickly dissipated only a few years into the console’s existence. Microsoft’s latest Xbox Series X / S consoles no longer include a HDMI pass-through, or the company’s OneGuide app.

i-guess-i-have-to-watch-ads-everywhere-on-my-$1,500-lg-tv-now

I guess I have to watch ads everywhere on my $1,500 LG TV now

This afternoon, I was updating the streaming apps on my 2020 LG CX OLED TV, something I do from time to time, but today was different. Out of nowhere, I saw (and heard) an ad for Ace Hardware start playing in the lower-left corner. It autoplayed with sound without any action on my part.

Now I’m fully aware that it’s not unusual to see ads placed around a TV’s home screen or main menu. LG, Samsung, Roku, Vizio, and others are all in on this game. We live in an era when smart TVs can automatically recognize what you’re watching, and TV makers are building nice ad businesses for themselves with all of the data that gets funneled in.

But this felt pretty egregious even by today’s standards. A random, full-on commercial just popping up in LG’s app store? Is there no escape from this stuff? We’re just going to cram ads into every corner of a TV’s software, huh? Imagine if an autoplay ad started up while you were updating the apps on your smartphone.

The Ace spot wasn’t particularly annoying — it was over in 15 seconds — nor did it feel targeted at me or creepy. It’s really the placement that feels like a step too far.

This stuff can come off as invasive, but it’s also partially what’s steadily brought the prices down on even high-end TVs. I got this 55-inch CX on sale for like $1,400, and it’s pretty much the best TV on the market for next-gen gaming. But even if this beautiful panel came cheaper than it might have without ads plastered in random places, the level of ad infiltration on display here is still disheartening to see. LG recently announced it will be licensing webOS to other TV brands, so maybe the company is trying to see how far it can push things.

I guess I can always cut the TV’s internet connection and stick to a streaming stick or my Xbox Series X if the autoplay commercials keep popping up everywhere. Or maybe I can opt out of a setting somewhere to end the barrage. Some people aren’t bothered by this stuff, but if you are, check out this excellent Reddit thread, which can help you fight back and block some of the domains that these TVs phone home to for their ads. A lot of people on Twitter also pointed me to Pi-hole as a fix.

I guess I have to watch ads everywhere on my $1,500 LG TV now

This afternoon, I was updating the streaming apps on my 2020 LG CX OLED TV, something I do from time to time, but today was different. Out of nowhere, I saw (and heard) an ad for Ace Hardware start playing in the lower-left corner. It autoplayed with sound without any action on my part.

Now I’m fully aware that it’s not unusual to see ads placed around a TV’s home screen or main menu. LG, Samsung, Roku, Vizio, and others are all in on this game. We live in an era when smart TVs can automatically recognize what you’re watching, and TV makers are building nice ad businesses for themselves with all of the data that gets funneled in.

But this felt pretty egregious even by today’s standards. A random, full-on commercial just popping up in LG’s app store? Is there no escape from this stuff? We’re just going to cram ads into every corner of a TV’s software, huh? Imagine if an autoplay ad started up while you were updating the apps on your smartphone.

The Ace spot wasn’t particularly annoying — it was over in 15 seconds — nor did it feel targeted at me or creepy. It’s really the placement that feels like a step too far.

This stuff can come off as invasive, but it’s also partially what’s steadily brought the prices down on even high-end TVs. I got this 55-inch CX on sale for like $1,400, and it’s pretty much the best TV on the market for next-gen gaming. But even if this beautiful panel came cheaper than it might have without ads plastered in random places, the level of ad infiltration on display here is still disheartening to see. LG recently announced it will be licensing webOS to other TV brands, so maybe the company is trying to see how far it can push things.

I guess I can always cut the TV’s internet connection and stick to a streaming stick or my Xbox Series X if the autoplay commercials keep popping up everywhere. Or maybe I can opt out of a setting somewhere to end the barrage. Some people aren’t bothered by this stuff, but if you are, check out this excellent Reddit thread, which can help you fight back and block some of the domains that these TVs phone home to for their ads. A lot of people on Twitter also pointed me to Pi-hole as a fix.

apex-legends-is-out-on-the-switch,-but-it’s-missing-a-key-feature:-cross-progression

Apex Legends is out on the Switch, but it’s missing a key feature: cross-progression

Apex Legends is the latest major cross-platform Switch port. After years of availability on Xbox, PlayStation, and PC, EA has finally brought the battle royale shooter to Nintendo’s handheld console, adding a fresh wave of players to the mix and a new, on-the-go option for existing Apex Legends fans. But there’s a glaring issue with the Switch port: right now, there’s no cross-progression, making the Switch port effectively a nonstarter for dedicated players.

At launch, the new Nintendo Switch version of Apex Legends offers cross-platform gameplay — meaning that you can play with and against players on Xbox, PlayStation, and PC in addition to other Switch players. But any progress or purchases that players have made on those other platforms won’t carry over. Effectively, Apex Legends players on the Switch are starting from scratch.

Despite the “Season 8” branding that covers Apex Legends, there’s no continuity for players on the Switch version — so much so, that players have to replay the tutorial before they’ll actually be able to drop into a full match.

In an interview with Nintendo Life, Chad Grenier (Respawn’s game director for Apex Legends) said that cross-progression is planned for the future, but with the caveat that “we’re a ways out from being able to offer that.”

Grenier explains that there are a mix of issues preventing Respawn from offering cross-progression, with contractual, legal, and technical problems that need to be sorted out. “It’s a complex challenge of multiple accounts existing for various users that we have to resolve or merge, there are legal and contractual things to navigate with purchasing on other platforms and having those carryover and also some technical challenges.”

Apex Legends is by no means the first mainstream game to run into this issue. Unfortunately, the lack of cross-progression is more common than not for most cross-platform games, both on the Switch and on other platforms.

Overwatch, for example, has been struggling with the lack of cross-platform progression and gameplay for years, despite the emphasis that Blizzard puts on cosmetic content unlocks.

Control has been ported to plenty of platforms since its launch, including Amazon’s Luna, a cloud-based version for the Nintendo Switch, and a next-gen version for PS5 and Xbox One. But there’s no crossover for saves between those titles — if you started Control on a PS4, then that’s where your save is stuck forever, even if you want to try streaming it from an internet service or playing with fancier graphics on a next-gen console.

Obviously, there are real technical and legal issues here. Overwatch’s skins are heavily tied to its loot box economy, which are all purchased through the platform-specific stores, which can complicate things. Control’s lack of next-gen saves are tied to updates to the game engine that prevented Remedy from offering continuity for existing players.

But there’s also a wealth of games in 2021 that show that a better way is possible. Fortnite and Rocket League are the gold standard here: simply log into Epic’s free-to-play games on your platform of choice, and all your stuff is there waiting for you. You can play with friends on any platform (well, except iOS), from any platform, with all of your skins, emotes, items, and unlocks.

And even recent Ubisoft games have added cross-play and cross-progression through Ubisoft Connect, letting players start playing sprawling RPGs like Assassin’s Creed Valhalla on one system and continue on another.

In 2021, offering cross-progression and cross-play is increasingly becoming table stakes for major games. With massive titles that can take dozens, if not hundreds of hours of players’ time, locking down progression to a single console or platform just doesn’t make sense.

And that’s doubly true for free-to-play games like Apex Legends, which live or die on the strength and size of their multiplayer community and the money that they can make off selling cosmetic items. When your game is free to download on any platform, it’s critical that the time and money that players invest into getting those digital rewards be consistent across those platforms, because the collection of those items is the main reward structure of those games.

Bungie figured that out a while ago, back when it transitioned Destiny 2 to a free-to-play title — it now allows players to sync their in-game items to whatever platform they’re playing on (even if Bungie is still working out cross-platform gameplay).

The whole point of putting a game like Apex Legends on the Switch is to offer players another avenue to play the game. Sure, it may attract some new players, but for many others it’s a way to spend even more time with a game they already love. But by locking things like hero characters or items that players have painstakingly unlocked through time or money to a single platform, the game is still stuck in an outdated model of game design.

Players have a finite amount of time. And why would you open up Apex Legends to unlock all your old gear again when you pick up your Switch when you could make progress on your Fortnite battle pass — a far more substantial unlock that isn’t tethered to a single system — instead?

Microsoft Store will now show you what languages Xbox games support

Microsoft is updating its store for Xbox and Xbox Game Pass to include language support, the company announced today. The Languages label is meant to make it “easier to decide if you’d like to purchase or play that title” by including information on the game’s interface, audio, and subtitles.

Whatever language console owners have set as their default will display first. The feature applies to 27 languages and displays how localization has been applied to various parts of the game, such as controls, subtitles, or spoken dialogue. “We’ve already added language tags to hundreds of games and will add more over time,” the announcement reads.

Fans have previously criticized Microsoft’s handling of localization, specifically outside of the US. As reported by Windows Central, players in territories like South Korea have documented which games support Korean languages. Platforms like Nintendo and Steam already support language guides.

Microsoft will continue to add updates later this year to “make it even easier for you to find and play games that are right for you.” The company did not specify what those changes would look like.

microsoft’s-long-awaited-new-webcam-reportedly-arriving-at-surface-spring-event

Microsoft’s long-awaited new webcam reportedly arriving at Surface spring event

Microsoft is reportedly planning to release a new webcam this spring. The software giant has previously offered a variety of webcams under its LifeCam brand, but Microsoft hasn’t updated these significantly for 10 years. Petri reports that a Surface event will take place this spring, and a new webcam will be on the agenda alongside Microsoft’s new Surface Laptop 4.

The webcam will reportedly include a privacy cover and support high dynamic range (HDR). While Microsoft uses 4K USB-C webcams on its Surface Hub 2 device, this new webcam is rumored to skip 4K support. It’s not clear what resolution will be supported, or whether it will support Windows Hello facial recognition.

Microsoft’s old LifeCam webcams.
Image: Microsoft

Whether Microsoft choses to use the Surface branding on this new webcam also remains to be seen. Microsoft’s Windows and devices chief, Panos Panay, hinted all the way back in 2018 in an interview with The Verge that the company was looking at releasing Surface-branded webcams. “Look at the camera on Surface Hub 2, note it’s a USB-C-based camera, and the idea that we can bring a high fidelity camera to an experience, you can probably guess that’s going to happen,” hinted Panay at the time.

This isn’t the first time a new Microsoft webcam has been rumored. Thurrott reported that two new webcams would arrive in 2019, one for Windows and one for Xbox. Those webcams never launched, and consumers and businesses have been relying on webcams from Logitech, Razer, and others instead.

Webcams quickly became the gadget of 2020, as consumers flocked to buy the devices to work from home during the pandemic. Prices of webcams also shot up briefly early on in the pandemic, before supply caught up and demand settled towards the end of 2020.

the-xbox-series-x-/-s-are-available-at-microsoft-store-[update:-series-x-out-of-stock]

The Xbox Series X / S are available at Microsoft Store [UPDATE: Series X out of stock]

The Xbox Series X and Series S are some of the hottest and most challenging gadgets to buy right now. Fortunately, the Microsoft Store has restocked both the Series X and Series S gaming consoles. Get ‘em while supplies last.

Whether you purchase the most affordable next-gen console (the Xbox Series S) or Microsoft’s most powerful gaming console to date (Series X), both share many accessories that are great for early adopters.

Several of the most popular games to play on these consoles include third-party titles like Assassin’s Creed Valhalla and Yakuza: Like a Dragon. Additionally, some popular Xbox One titles like Halo: The Master Chief Collection, Gears 5, and Ori: The Collection have all received graphical updates that take advantage of the next-gen hardware.

Games aside, there are also a few accessories to consider — most notably, an extra game controller for your new console. You can expand your store, there’s an external SSD you can purchase, but it is not cheap. Additionally, if you are not interested in buying some games now but need something to play, I suggest getting a subscription to Xbox Game Pass for console or Xbox Game Pass Ultimate.

yakuza’s-lead-writer-on-how-like-a-dragon-reinvents-the-series

Yakuza’s lead writer on how Like a Dragon reinvents the series

A long, spoiler-filled chat

Yakuza: Like a Dragon is a bold shift for Sega’s long-running series, doing away with beloved protagonist Kazuma Kiryu and shifting to turn-based RPG-style combat. In Kiryu’s place is the wild-haired Ichiban Kasuga, who finds himself homeless in Yokohama after doing 18 years’ hard time for a murder he didn’t commit.

The PlayStation 5 version of Like a Dragon was just released last week, a few months after the PS4, Xbox One, PC, and next-gen Xbox versions. Since then, I’ve played several dozens of hours of Like a Dragon on the Xbox Series X, and it’s become one of my favorite games in the series.

I took the opportunity to ask Masayoshi Yokoyama, Sega’s chief producer and writer on the game, some questions about how the team approached Kasuga as a character and his story from beginning to end.

Warning — there are some pretty heavy spoilers toward the end of this interview.

First, I’d like to ask about Kasuga himself. How involved were you with the character creation process? What were the principles for the character you kept in mind when writing for him?

Basically, I have been in charge of the character settings (such as personalities, speech mannerisms, and the backbone of their action principles) for the main characters that appear in the main story since the first game.

The character, Ichiban Kasuga, was originally born during the development of Ryu Ga Gotoku Online, which is a mobile app title being serviced in Japan.

At the time, we just finished the development of Yakuza 6 and were ideating on a new protagonist to take Kiryu’s place. That’s when we decided on taking apart the indestructible hero image and creating a more “real-world hero.”

Kazuma Kiryu’s personality is representative of characters that appear in “Ninkyo” films, which is a genre of Japanese mafia films that have been around from back in the day. He is generally reserved, stoic, and self-sacrificing, but stronger than anybody and prefers to act alone. In a way, his character embodies qualities that Japanese boys and men would look up to.

Kasuga, on the other hand, was created with the intention of being more “relatable” rather than “admired.” I wanted to create a character whose words and actions would emotionally move us, and someone that you’d want to cheer for and fight alongside.

Since the aforementioned Ryu Ga Gotoku Online was a card battle game in which players form decks with their friends to fight against enemies, I wanted to depict the strength of a “leader” rather than the strength of an “individual,” which became the origin of my idea.

After that, I compiled all of Ichiban Kasuga’s origin and life story into a document and presented to executive director [Toshihiro] Nagoshi and my team members. This led to talks of potentially using this character for the next console game and then eventually became official for Yakuza: Like a Dragon.

Masayoshi Yokoyama of Sega’s Ryu Ga Gotoku Studio.

Was there a conscious effort to make him different to Kiryu? What do you think the two characters have in common?

For those that have played both Yakuza and Yakuza: Like a Dragon, you may have noticed that Kazuma Kiryu and Ichiban Kasuga lead a similar path.

Both had a difficult childhood without the love of their immediate family, then felt extreme gratitude and admiration for the ones that took care of them. Unable to suppress these emotions, both set out on the path of yakuza. Right when they’re about to become full-fledged yakuza, they both go to prison for a crime neither committed. What awaited them after their long sentence was an unimaginably cruel reality… This general flow is exactly the same for both of them.

However, just because the two characters’ personalities differ so much, the same general plotline gives off a totally different feel for both. Upon release from prison, Kiryu goes straight to find his mentor Kazama. While Kasuga also tries to find his mentor, Arakawa, before he sets out to do so, he decides to clean himself a bit first and stops by the hair salon to get a botched perm. Both characters follow the same path, but vastly differ in their portrayal.

I actually haven’t had too much difficulty depicting each of the characters. For Yakuza: Like a Dragon, I set out to write the story after fleshing out Ichiban Kasuga as a human being, so while writing, I even surprised myself at times how different these characters acted within very similar circumstances.

Which came first: the idea to make Kasuga an RPG obsessive, or the decision to shift Like a Dragon to RPG-style turn-based combat?

The decision to shift to RPG came first. The character setting that Kasuga loves RPGs came after.

As previously mentioned above, the concept was “to create a new relatable hero,” so we chose the most optimal game system (a party system) that would make Ichiban Kasuga’s story interesting. We wouldn’t have made the same decision for Kiryu, who fights with only his own power.

One of my beliefs in creating games is to “value the core of play.” This involves deciding what the game is supposed to entertain, and then assigning the various components to the right places accordingly.

The story is the core element of the Yakuza series. This game was made to enjoy the story, and the other elements such as the city used as the setting, music, mini-games, and battle action are all there to elevate the story experience.

For Yakuza: Like a Dragon, the most optimal way for players to experience the story and show the battles of Ichiban Kasuga and his friends that gathered around him was the RPG style. So, upon deciding the RPG genre, there were then a few questions that we had to address, such as: How will we make Kasuga relate to the “hero” job class? What is the logic behind the exchanges during these battles within Kasuga’s mind? One way we addressed these was to make Kasuga an RPG enthusiast.

The character’s personalities are often expressed in their combat moves — was there discussion between the writing and gameplay teams on specific abilities that would be funny or appropriate?

Here at Ryu Ga Gotoku Studio, there isn’t much of a clear distinction between the writing and game design teams. I started out in what we call in Japan as a “planning position” (game designer), and I’m now kind of like the boss of the whole planning team [laughs]. All the other writers on the team are selected from among the current planning staff based on their writing skills and put on different projects.

Basically, the game designing and narrative writing are not compartmentalized, so our planning crew meetings always have the mini-game designers, battle action staff, and writers in attendance. Even the voice recording is supervised by the person in charge of each part of the game.

That’s the overall gist of things, so even for anything minor, we discuss and make decisions as a whole team. Ideas are always flowing, but since we value the energy and momentum over the precision of an idea, so we do end up axing a lot of them [laughs].

I don’t know if this is the same for everyone, but Like a Dragon took me a lot longer to finish than other games in the series. This is probably because of the slower-paced combat, but did the longer running time affect your approach to story writing and pacing?

The volume and length of the story is actually not that different from the past games in the series. So, it didn’t affect the story writing and pacing all that much. We look to the general volume of a 10-episode Japanese drama series when creating the Yakuza series.

For this game, I think the reason for the longer playtime was because of the shift to RPG, requiring more time to level up.

The accelerating the battle tempo was something we worked on until the very end of development. We also continued to make adjustments to the time it takes to level up, but the game is designed so it will become difficult to beat the stronger bosses unless you change jobs and collect materials for better weapons.

For those players that are playing this game in the same way you played through the past ones, it might feel a bit longer, but we went with this kind of balancing because we wanted players to discover the fun sights of the city while leveling up their party, instead of simply grinding to level up.

The Yakuza series has a really unique blend of serious and light-hearted subject matter. How do you balance those aspects when writing and make sure everything feels appropriate for the series?

As touched upon earlier, I think the greatest strength of our team is that the narrative, game design, character design, animation, and sound creation staff all have a deep understanding of what the “core” is.

The reason for this isn’t simply how long we’ve known each other or how well we get along. I think that each and every staff member loves Ryu Ga Gotoku (Yakuza) and I think that’s the biggest reason. I personally am in charge of story writing and also am the chief producer and have a hand in ideating and executing on some marketing and PR initiatives, but every decision I make is based on how to reflect the content of the game in any kind of promotion or campaign, and how to make the game itself more interesting.

All staff members that are involved with the game, including those working within the game and outside of the game, such as the sales team, advertising team, and marketing team, are working hard to increase the produce value of the game, so everyone’s accumulated effort is maybe what creates this great balance.

In a past game, someone on the advertising team even wrote and implemented an original story scenario for a real company that appeared in Kamurocho that he was the point person for [laughs], so as you can kind of see what kind of team Ryu Ga Gotoku Studio is.

This is the first Yakuza game where you’re accompanied by a party of characters for almost the entire running time, and they all have their own motivations. Was that a challenge compared to previous Yakuza games, where the focus tends to be on the current protagonist?

In the past, when creating games like Yakuza 0, which depicted the past of Yakuza, and other remake titles, I would dig deeper into the characters other than the protagonist, so this wasn’t so much of a challenge for me.

I think Arakawa is probably the most pivotal character in the game. The intro does a good job of making him a sympathetic character before setting him up as the villain, and then he’s revealed to have been on the Tojo Clan’s side all along, before meeting a tragic end. How early on in the writing process was his role decided, and was he always intended to have an arc that spanned most of the game’s story?

This was something that was decided at the start of writing the first chapter. When creating the intro scene of the game, my determination was that “I’m going to depict the life of this man, Masumi Arakawa,” so the game started out on that scene.

The Han Joon-gi twist was particularly unexpected for me given how he died in Yakuza 6. What was the thought behind (sort of) bringing him back as Kim Yeonsu?

This was actually something that was decided around the time I started thinking of Ichiban Kasuga’s story. There wasn’t too much deliberation behind this decision, but my personal thought was that if the Jingweon Mafia were to make an appearance, then Han Joon-gi has to be there, too. In addition, I feel like the Jingweon Mafia would do something like that. Sorry for surprising you [laughs].

Of course, the biggest reveal of the game is the return of Kiryu, although his role is quite minor. Were you planning from the beginning to include him in Like a Dragon, considering how Yakuza 6 seemingly drew a line under his storyline?

This wasn’t decided in the early stages of planning the story. When the main themes of the game were decided to be about the dualities of the front and back — the hypocrisy and justice, the superficiality and the truth of Japanese society — I thought it was impossible not to have him appear in the episode of the underworld, so we decided that he would make an appearance.

I have the same question for Goro Majima, who seems to appear in every Yakuza game to varying degrees now. In Like a Dragon, he’s a difficult boss fight but doesn’t otherwise have a big role in the story — how did you approach his inclusion?

The reason why we decided that he’d make an appearance is the same as for Kazuma Kiryu. However, the big difference is that we cut all ties to the past. This game is unwaveringly seen from Ichiban Kasuga’s perspective, so we got rid of any information or connections that Kasuga has no need of knowing.

This is the beginning of the tale of Ichiban Kasuga, and not a continuation of the Kazuma Kiryu story.

We wanted those players that started the series with Like a Dragon to have the same amount of knowledge and emotions as Kasuga when interacting with Majima and other characters from the past series, so we didn’t include any unnecessarily deep interactions.

I’m sure you can’t say anything specific about potential future games, but I thought it was interesting how Like A Dragon finished on an open-ended note, with Kasuga deciding his friends are what’s most important to him. Is there a direction you’d like to take the character in the future?

I think that Yakuza: Like a Dragon is only the first chapter of Ichiba Kasuga’s life. Since he was in prison for 18 years, he has only just begun his life as an adult man. I’m sure there’s probably many trials and tribulations that await him.

Even Kazuma Kiryu, who was said to be the strongest, had his life turned upside down with his encounter with a little girl. As Kasuga starts out his new life, he will surely encounter challenges that he cannot solve through violence or brute force.

I develop each game with the intention of creating a life of a single person. I’m not sure if I’ll continue to write Ichiban Kasuga’s life or not, but I can totally imagine him in deep trouble somewhere on the face of this Earth [laughs].

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Vudu is finally coming to Amazon’s Fire TV devices

Vudu, the digital video service that was owned by Walmart before Fandango bought it last year, is finally making its way to the Amazon Fire TV platform. The app is a big source of high-quality, 4K HDR movie rentals. You can also access your existing Vudu library — including Movies Anywhere titles — with the Fire TV app, which should be rolling out in the coming days.

“We want Vudu fans to be able to watch movies and TV shows on all of their favorite devices, and Fire TV has been one of our customers’ most-requested devices for streaming content,” Kevin Shepela, Fandango’s chief commercial officer, said in a press release.

With Vudu joining the roster of apps, Fire TV owners will get another go-to destination for Dolby Vision content. Vudu notes that it offers “more than 150,000 new release and catalog movies and TV shows, along with an extensive library of content in 4K UHD, including many titles unavailable on subscription services.”

Before this latest expansion to Fire TV, Vudu released apps for PlayStation 5 and Xbox Series X / S last year — along with a Tivo app. It also came to Comcast’s Xfinity Flex and X1 platforms earlier this month.

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Six Days in Fallujah publisher now says the game is ‘inseparable from politics’

Nearly a month after distancing itself from political statements, the publisher of the controversial military shooter Six Days in Fallujah has backtracked and now says the events in the game are “inseparable from politics.” The game, which takes place during the Iraq War’s Second Battle of Fallujah, has come under scrutiny for seemingly portraying a US-centric focus on a campaign in which an estimated 800 Iraqi civilians were killed, according to the Red Cross.

“We understand the events recreated in Six Days in Fallujah are inseparable from politics,” publisher Victura said in a statement on Twitter. “We believe the stories of this generation’s sacrifices deserve to be told by the Marines, Soldiers, and civilians who were there,” Victura’s statement continued. “We trust you will find the game — like the events it recreates — to be complex.”

The statement follows comments from Victura’s founder and CEO Peter Tamte about how one of the goals of Six Days in Fallujah is to help players empathize with the decisions American troops made during the war and not “make a political commentary.” Tamte, in an interview with Polygon, said:

“For us as a team, it is really about helping players understand the complexity of urban combat. It’s about the experiences of that individual that is now there because of political decisions. And we do want to show how choices that are made by policymakers affect the choices that [a Marine] needs to make on the battlefield. Just as that [Marine] cannot second-guess the choices by the policymakers, we’re not trying to make a political commentary about whether or not the war itself was a good or a bad idea.”

The game uses a mix of military shooter gameplay and documentary segments to tell its story, based on information from “26 Iraqi civilians and dozens of service members [who] have shared the most difficult moments of their lives,” according to Victura. Much of the game will focus on playing as soldiers, but there are also “high-intensity stealth missions” where you play as an unarmed Iraqi civilian.

And while those missions are “informed by” the interviews with Iraqi civilians, very few people are curious what it’s like to be an Iraqi civilian,” Tamte said in a February interview with GamesIndustry.biz. “Nobody’s going to play that game,” he added.

“Ultimately, the reason why people are going to play this game is because they want a more realistic combat experience,” he continued. “That above all else is the experience that we must deliver.”

The game was first announced in April 2009, but its concept was widely criticized. Konami, the game’s original publisher, dropped it later that month. The game was re-announced in February, now being developed by Highwire Games, whose co-founders include Halo veterans Jaime Griesemer and Marty O’Donnell, formerly of Bungie. Victura’s Tamte also worked at Bungie, leading the marketing of the first Halo, according to his LinkedIn.

Six Days in Fallujah is coming to PS4, PS5, Xbox One, Xbox Series X / S, and Windows, targeting a release “late in 2021,” according to an FAQ.

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Aya Neo Crowdfunding Campaign Starts: $789 for an x86 Handheld Game Console

(Image credit: Aya Neo)

Aya, a startup behind the industry’s first crowdfunded handheld Windows 10-based game console, has begun its Indiegogo campaign. The start of the campaign was postponed earlier due to components shortages, but now Aya thinks that the market situation is right to start the company’s crowdfunding campaign.  To be the first to get the Aya Neo, one must pay as much as $789 via the Indiegogo crowdfunding platform, reports Liliputing.

The Aya Neo uses the AMD Ryzen 5 4500U system-on-chip produced using TSMC’s N7 fabrication process (7 nm-class). This APU has six cores running at 2.30 GHz/4.0 GHz along with with the Radeon Vega 6 graphics unit (384 SPs), 16GB of memory, and 1TB of PCIe/NVMe storage. The AMD system-on-chip is cooled down using a proprietary cooling system with to copper heat pipes and a fan.

(Image credit: Aya Neo)

The console has a 7-inch IPS LCD touch-enabled display along with analog sticks, a D-pad, and other game-specific buttons. The Aya Neo exceeds expectations with regard to connectivity, which includes Wi-Fi 6, Bluetooth 5, stereo speakers, a 3.5-mm audio output, and three USB Type-C ports.

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(Image credit: Aya Neo)

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(Image credit: Aya Neo)

While a 7-inch x86 Windows-based PC seems impressive, the Aya Neo has its peculiarities. In particular, the console uses a six-year-old Polar/Vega GCN 1.4 graphics architecture that first came to life in the form of the Radeon RX 470 GPU in early 2016. AMD and game developers support this architecture for now, but only time will tell for how long this architecture will be supported given the fact that AMD is promoting its RDNA/RDNA2 GPUs and it is the RDNA2 architecture that powers both new generation game consoles, the PlayStation 5 and the Xbox One X/S series.

In any case, without any doubts the Aya Neo is an interesting device from engineering and gaming performance standpoints.