Quake 2 Remastered is probably getting announced at QuakeCon 2023

It looks like iD Software and Bethesda are going to announce Quake 2 Remastered at QuakeCon 2023 after a rating sprang up in South Korea

It looks like iD Software, makers of DOOM, and Bethesda are going to announce Quake 2 Remastered during QuakeCon 2023 after a new rating sprang up in South Korea (thanks, Gematsu). A similar situation happened in 2021 when the rating for Quake Remastered appeared a few weeks before the FPS game’s official announcement.

The description calls it “an FPS game that wages war against the hostile alien race, Strogg, who plans to invade the earth [with] excessive expression of violence.”  There’s also no shortage of “blood and body damage.” 

So basically it’s your standard iD game.

The remastered version of the first Quake included all the game’s expansions, updated graphics, and a few different screen support options for roughly $9.99, though it frequently goes on sale as well. It also launched on console and PC simultaneously, and this one likely will as well.

Quake 2 drops you in the middle of a war between humans and the alien Strogg race, with a brand-new setting and shiny new weapons to help in the race to shut down the Strogg war machine before it’s too late. It originally launched in 1997, so the updated graphics would certainly be appreciated.

QuakeCon 2023 begins Aug. 10, 2023.

As for what else iD might be working on, that’s a bit of a mystery. They didn’t show up at the Xbox showcase, and Todd Howard debunked rumors that they aided in developing Starfield‘s combat.

Written by Josh Broadwell on behalf of GLHF

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Dishonored 2’s failure is why Bethesda wanted Deathloop

Bethesda was unhappy with Dishonored 2’s commercial failure and decided Arkane needed to make Deathloop instead of another sequel

Bethesda was unhappy with Dishonored 2’s commercial failure – in terms of making the stealth game popular with broader audiences, at least – and decided Arkane needed to make Deathloop instead of another sequel. Arkane founder Raphael Colantonio told Rock, Paper, Shotgun that Bethesda wanted the Arkane team to experiment and learn with a smaller project, and that’s how Deathloop was born.

“And then [Deathloop] became a big thing, over the years,” Colantonio said. “That was the funny thing: ‘Nah, we don’t wanna do Dishonored 3, but if you can pitch us a small game, something that maybe has multiplayer so we can learn multiplayer, something that maybe has microtransactions, maybe something with a lot of recycling, like a roguelike.’”

The popularity of roguelikes at the time meant that particular feature request became a permanent fixture. The project grew to the point where Colantonio said it would’ve cost just as much to make Dishonored 3, but Bethesda believed in its potential. The team thought multiplayer component, revamped layouts after Colt dies, different enemies, and basically everything else that makes Deathloop unique among roguelikes gave it a strong chance of success.

While he left Bethesda to make Weird West and didn’t say whether Deathloop lived up to the company’s expectations, it made its way to our list of the best games in 2021. Arkane Lyon also added a bit of Dishonored to Deathloop after the PS5 game launched, though. The team said both games take place in the same universe.

Written by Josh Broadwell on behalf of GLHF

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The 10 best announcements from the Xbox & Bethesda Games Showcase

There’s no shortage of amazing games coming to Xbox and PC over the next year, that’s for sure.

Well, the highly-anticipated Xbox & Bethesda Games Showcase was pretty solid. Perhaps light on earth-shattering reveals, but there are tons of games coming from Microsoft’s (many) studios within the next 12 months.

Everyone knew that Redfall would be there, and whew-boy does it seem like a wild co-op adventure. The gameplay footage is exceeding many people’s expectations, which is saying a lot for an Arkane Studios title. Of course, sudden release date announcements for Overwatch 2 and Diablo 4 were probably the show’s highlights for many. 

Naturally, all eyes went wide when Starfield‘s gameplay demo came up. It’ll be one of those titles that will steal all of your free time, no doubt.

The showcase was almost two hours long, so there were tons more games shown off. If you missed it, worry not – I’ve put the best announcements in one neat list below.

Starfield trailer shows off gameplay and spacefaring adventures

The team that brought you Skyrim is back with another massive RPG.

After numerous development teases and one unfortunate delay, we finally got to see Starfield in action. 

During the Xbox & Bethesda Games Showcase on Sunday, Starfield‘s first-ever gameplay trailer was shown off. The massive, new-generation RPG is taking everything that made Skyrim a classic and dialing it up to 11. There’s no denying that while this is a new franchise, Bethesda Game Studios’ DNA is on full display here. Hopefully, with fewer janky animations and bug-riddled quests this time.

Check out the Starfield gameplay trailer for yourself below. If that’s all in-engine, then this will be one technical powerhouse of a game. Get comfortable too, since this demo is a long watch.

Starfield is coming out next year for Xbox Series X|S and PC, but there’s no hard release date yet. It’s coming day-one to Game Pass, at least. Much to the chagrin of Todd Howard, who’s probably never living it down. Maybe his son will roast him again on our behalf.

Written by Kyle Campbell on behalf of GLHF.

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How to transfer your Bethesda games and saves to your Steam account

Everything you need to know to transfer your games and saves from your Bethesda account to your Steam account.

After it was confirmed earlier this month, you can now transfer your Bethesda account games to your Steam account, as the Bethesda launcher will become unusable as of May 11. You can still transfer your games past that point, but if you want to keep your access at all times, you should transfer sooner rather than later.

In this guide we’re breaking down how you can transfer your Bethesda.net account games to your Steam account, thanks to Bethesda’s own transfer tool. Just read our instructions below for everything you need to know about transferring your games and your local save data.

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How to transfer Bethesda account games to Steam

A frost dragon in Skyrim

We have step-by-step instructions for transferring your Bethesda launcher games to Steam, just take a look at our guide below.

  • From the Bethesda.net transfer page, click the Link Steam Account if you haven’t already linked it.
  • Click through to “Add a Platform” and select Steam.
  • Log in to your Steam account.
  • Once you’re logged in, the Transfer Your Games option will become available. Note that this will not transfer offline saved games – scroll down below for details on how to tackle that.
  • Once you click the Transfer Your Games option, your Bethesda Account games will become available in your Steam library, including all items attached to your online games, such as Fallout 76.

It’s a slightly complex process to get started, but once you’re logged in, things should go smoothly.

How to transfer Bethesda save data to Steam games

Transferring your local Bethesda save data is actually a bit of a hassle, and you’ll need to manually transfer most of the files yourself by dragging save files from previous folders, into the correct current folders. In many cases, this may require having both Bethesda and Steam versions of the game downloaded in order to access the required folders. Frustrating, we know.

Luckily you can find complete instructions on where to find your save data folders for each Bethesda launcher game being transferred to Steam via the Bethesda to Steam save data migration page.

Written by Dave Aubrey on behalf of GLHF.

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Bethesda Launcher migration to Steam begins April 27

The publisher’s games will move to Valve’s storefront.

Well, it’s nearly time to say goodbye to the Bethesda Launcher, as its entire games library will move to Steam. You’re gutted, I’m sure — but we’ve all known this was coming

Steam migration from the Bethesda Launcher will begin on April 27, 2022. The process doesn’t sound all that complicated for game libraries, as Bethesda claims there’ll be a migration tool. The company didn’t specify when that’ll be available, but it should soon. According to the official FAQ page, certain games may require manual save data transfers — though most titles with a Bethesda.Net login don’t require the extra hassle. 

Fallout 76 players will have to put in a bit more work, as Bethesda will require a bit of paperwork during the transition. There’s an enormous Fallout 76 Steam migration FAQ detailing what you need to do. Bethesda is giving players until May 11, 2022, before Fallout 76 fans must move over to Steam. There are a bunch of in-game rewards for migration, so hop to it!

Bethesda has never explained why it’s ending supporter for the launcher, but it’s probably for the best regardless. Between Steam, The Epic Games Store, Xbox’s PC launcher, and Origin, there are already enough of these applications floating around.

Written by Kyle Campbell on behalf of GLHF.

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Bethesda is retiring its PC Launcher and moving to Steam in April

Fallout 76 and other titles are moving off the storefront.

The Bethesda.net launcher is retiring in April with its entire library of games moving to Steam.

Bethesda announced on Tuesday of the storefront’s closure while reassuring fans that they’ll be able to migrate games they own onto Steam.

“We’re saying goodbye to the Bethesda.net Launcher this year. We would like to thank you for your support and assure you that all of your games are safe,” reads a statement on Bethesda’s website. “Starting in early April, you’ll be able to migrate your games and Wallet to your Steam account.”

The company has yet to outline how migration will happen or the exact date of the Bethesda.net launcher’s closure. 

There was no reason given for the storefront’s shuttering, but one could guess Microsoft now owning Bethesda has something to do with it. Between Xbox Game Pass and its healthy relationship with Steam owner Valve, Microsoft probably doesn’t need another PC games launcher in the mix.

If you were hoping Bethesda.net accounts were getting nixed, think again! In the FAQ section of the same post, Bethesda stated that those logins aren’t going anywhere.

“Many of our games and services still rely on you to have a Bethesda.net account. This will allow you to retain access to Bethesda.net services including game mods, in-game items like skins, and access to exclusive news and updates,” Bethesda clarified on its website.

Not surprising, but still slightly annoying.

Written by Kyle Campbell on behalf of GLHF.

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Casting authentically was important for Ghostwire: Tokyo – Cory Yee interview

We sat down with voice actor Cory Yee who plays Akito, the main protagonist in the upcoming action-adventure game Ghostwire: Tokyo.

Ghostwire: Tokyo is Tango Gameworks’ upcoming role-playing game set in Tokyo overrun by supernatural entities. This marks Cory Yee’s biggest role in voice acting yet, as he plays the main protagonist, Akito. For Yee, it started off like any other job.

Those who were in charge of the casting sent out the “sides”, which are pages or selections from the script that actors are provided to learn for an audition. Yee then gave his own read of the sides and submitted them. When he auditioned for Ghostwire: Tokyo, he didn’t realize how important of a role he would eventually end up getting. 

“But at the same time, I try to take every project seriously,” he tells GLHF. “It’s like ‘oh my god, that’s super exciting!’ For me, this was probably one of the biggest long-term projects last year.”

Yee’s most prominent past roles include Gorou in Genshin Impact and Shaw Han in Destiny 2: Beyond Light. Typically, he gets cast for his lower register voice, similar to his performance as Shaw. In contrast, Yee’s voice was at a higher pitch for Gorou due to the character’s younger appearance. Yee approached Akito’s voice more as a young adult, and not necessarily a teenager.

“Ultimately, we want it to give Akito kind of this mixture of youth, but also that he’s a normal guy in a serious situation,” he says. “But really, Akito is not very far off from my normal voice. He’s kind of just a more innocent version of what I am.”

There are parallels between Shaw and Akito. Both characters are survivors, where Shaw’s comrades lost their lives following an enemy assault and Akito is the lone person waking up in the streets of Tokyo with mysterious powers after everyone in the city suddenly disappears.

To Yee, what makes Akito different from past roles he’s voiced is that the tone of Ghostwire: Tokyo’s story is more serious, but contains lighthearted moments. “I think that there’s always this level of seriousness mixed with levity that I bring to some of the characters,” he says.

When it comes to voice acting, the English recording is usually done first, and then the Japanese one follows, according to Ghostwire: Tokyo producer Shinsaku Ohara. For this, however, the recording process was done the other way around: Japanese first, then English second. Since the game is set in Japan, Tango Gameworks wanted to make sure that the proper actors for the Japanese voices were found, and then use those to find similar English voice actors that fit.

Ohara also notes that authenticity was also important in casting voice actors for the game, saying, “When we were auditioning for Akito, everyone had to be Asian. All of the actors that we hired that are Japanese [characters] in the game had to be Asian.” Yee says that this approach meant a lot to him personally to be able to provide a level of authenticity, being from an Asian culture himself.

According to Ohara, Yee had a humble tone to his voice, and that’s what stood out. Ohara muses that if Akito was bilingual in both Japanese and English, then he would sound like Yee. Yee notes that there is a cultural element of being Asian-American that bleeds through his own personality without actively thinking, saying, “It’s kind of baked in, to try to be more humble or respectful or quiet on certain times, even though there are things we have to be passionate about.”

One of the most important aspects of Akito is that he’s just a normal, young Japanese man. Ghostwire: Tokyo director Kenji Kimura says that Akito carries grief and memories of how he acted towards other family members in the past. He isn’t the greatest at expressing his emotions, but he’s also the kind of person that did his best to show how much he cared for his family.

The family connection is something that Yee resonated with personally, as he lives with some regrets of his own in past family interactions. Every person goes through those kinds of experiences where they feel like they were a complete jerk in the past – we’re all flawed, and we’re just doing our best. This is why flawed characters are often more relatable. 

After a special encounter in the game’s story, Akito becomes able to speak his mind more clearly. Picking Yee was a unanimous decision for Tango Gameworks since he was able to get across that character growth. “I was looking for an actor that could bring that range to the table and that was Cory,” Kimura explains.

The casting process for Ghostwire: Tokyo had another positive effect as well. Tango Gameworks worked with veteran voice director Kris Zimmerman, who directed fabled franchises like Metal Gear Solid and God of War. Ohara explains that this was the studio’s first game with Asian characters, and so more outreach was needed to cast Ghostwire: Tokyo authentically for the English voice track.

The studio took the opportunity with Zimmerman to expand and diversify the voice actor pool to include more Asian-American talent, and that’s how Yee got involved. This was the first time he worked with Zimmerman, and he recognizes the dedication and effort that she put in reaching out to different agents in order to find the right actors.

“I’m just so grateful to be given that chance just to be listened to in the first place, but then to be trusted with such an important role meant so much to me,” says Yee. 

He notes that Ghostwire: Tokyo’s scope is immense, combining beauty with horror, levity with sadness, saying, “This was just another amazing story. And I can’t wait to see how it continues to help me evolve my own acting abilities.”

Written by George Yang on behalf of GLHF.

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Cut centaurs and controversial butterflies: Stories from making Skyrim

From cut centaurs to creating the butterflies we all know and love, here are some stories from the development of Skyrim.

We recently published a lengthy interview with Skyrim lead level designer Joel Burgess on how Blackreach, one of the game’s most famous dungeons, could have never existed. The reason it did was thanks to a process called spotlighting, which allowed the devs to pay extra attention to aspects of the game that were promising but needed some extra love.

Naturally, there was also an opposite, unnamed process. If something wasn’t going to plan, and was exhausting too much cash and too many resources, there would come a time where a decision would need to be made about whether to continue spending time and money on it, or cut it. One of the most fascinating cuts from Skyrim saw the removal of a whole new species: centaurs. Bet you didn’t know how much effort went into scripting butterflies, either — but more on that latter.

“We knew we wanted to have giant mammoths, we knew we wanted giants, and we knew we wanted centaurs because those are all in the early sketches,” Burgess says. “But they didn’t get past the concept stage. In those early days, we didn’t know we were going to cut them. So we’re sitting trying to figure out, like, what is the connection between everything? We had talked as a group and worked on this idea that the mammoths should feel really special and sacrosanct. They should feel like a sacred creature that is iconic and symbolic of a land like Skyrim. 

“And then we had these giants. We liked this idea of the giants being gentle and peaceful — they were just extremely powerful, like a powerful dog that you antagonize at the park is going to hurt you when it bites you, but only because you went and poked him with a sharp stick.”

A giant in Skyrim

Giants and mammoths obviously made it into the final game, with elements from the original vision feeding into their relationship — we can clearly see the practice of animal husbandry and the inherent companionship shared between the two species. It’s also evidently designed to be a unique encounter type. As Burgess puts it, from a “capital V video game perspective,” giant camps are official points of interest and involve different kinds of combat, from the mammoths’ sweep attacks to giants doing area-of-effect damage with their clubs.

“And then we also had the centaurs,” Burgess says. “The centaurs didn’t have a lot of lore around them, they were something new that maybe had been mentioned in some old lore book. And we came around the idea of like, sometimes you have sacred animals. We had been thinking maybe the giants are vegetarians but not vegans. They eat the cheese but they don’t butcher the mammoths. Maybe they do the elephant burial ground thing from the real world. I think that idea shows up in the game — we have some mammoth burial grounds giants are protecting and tending to.

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“But then we explore the sacred animal through a different cultural lens of something like the sacred beast. And that’s where we thought the centaurs would be cool. The centaurs are this group that lives out in the wild and they hunt the mammoths. And then we can have this natural tension, where we can have centaurs be more nomadic, they sort of move around the landscape. When they come across a mammoth and start a mammoth hunt, that would naturally incense a giant — you get this nice triangle of centaurs, mammoths, and giants. And that just tended to be the way we thought about all of our creature encounters as much as we could. I mean, draugr show up in places where ancient Nords are buried and Falmer show up in places where you have the dark elf stuff going on with the Dwemer. It gave us the building blocks for players being able to exist in a place that has sensible cohesion and feels thought through.”

Skyrim centaurs

So what happened? Somewhat ironically, Bethesda pumped a huge amount of time and effort into Skyrim’s “upscale” creatures. Previously, stuff like Liberty Prime in Fallout 3 had been very scripted, although this time around the studio was focusing on figuring out how to seamlessly integrate dragons, giants, and mammoths into the world so that they just existed of their own accord. Dragons should be able to land; mammoths should be able to roam the plains; and a giant should know that it can’t fit through the same door as a little person, which Burgess notes was not necessarily true of Oblivion or Fallout 3.

While all of this was going on, the team was also working on implementing horses into the game. There are a lot of technicalities when it comes to making a video game model move, from pivot points to character controllers, and movement in general has become more sophisticated and seamless in the years since Skyrim came out. At the time, however, Skyrim hadn’t fully made the leap to more modern mobility systems, which was most obvious in its quadrupeds. 

While the team eventually managed to work something out with wolves, whose heads would turn ahead of their bodies, they never quite figured out horses in time for release — this is perhaps best seen in the infamous Skyrim horse glitch. At this point, Bethesda had a choice to make: continue burning time and money on fixing the horses; cut the horses; or just stop emphasising the horses. The studio chose the third option.

A horse in Skyrim

“If we had cut horses, there wouldn’t be horses, right?” Burgess explains. “In all the Skyrim memes about the horse on the mountain, you can sort of see the problem there, where the horse is moving on a central point and its body isn’t conforming. So we left the horses in, you can mount horses and ride them around. But we decided to stop trying to solve some of the problems. And importantly, we decided to cut some of the work that depended on the horses — crucially, mounted combat, which would come back later in DLC, and the centaurs. 

“Because the centaurs are going to be an entire encounter type based around like… being a centaur, right? It’s not just a horse, it’s even more complicated than a horse because now you have a horse that can stop and turn and shoot an arrow while it’s running at you. If you want a centaur to feel right, that’s how it has to go. The decision was made before anything had gone into the centaur. I don’t think we ever modelled it, I think they’re just concept art pieces. And so yeah, it was cut. And what that left us with was the mammoth and giant ecology, that relationship — it just meant we lost that third element to it.

“Like Blackreach, it’s one of those things where if you make the decision at the right moment, it’s a clean break. Nobody plays Skyrim and goes like, ‘Something’s missing, I think it’s a centaur’. You don’t know we had these plans. I’ve always been a bit sad because I was really excited about what we could do with the centaurs, exploring their culture and all that. But at the end of the day it was a good cut. If we’d kept banging our heads against the wall and built a bunch of centaur art, what are we gonna do – rebrand it? Centaurs are dead?”

Decisions like this were commonplace due to how tight a schedule Skyrim was operating on. It was the same team of approximately 100 people who worked on Fallout 3, which shipped just three years prior to it, and the same team who would also go on to work on Fallout 4, which came out four years later. Both of these factors — the relatively low number of devs, at least by modern triple-A standards, and the quick turnaround time — made Bethesda extremely good at choosing what to prioritise and what to leave behind.

The mournful giant in Skyrim

“It was more important that Skyrim had this number of dungeons or this number of weapon tiers for upgrades than it was that somebody spent an extra ten weeks making sure that horses took a crap and the crap became cold depending on where they took the crap,” Burgess says. “Not that Skyrim doesn’t have a bunch of those details, but we were pretty pragmatic about knowing when the details were really mattering to the end product and when they were just us kind of entertaining ourselves.”

As mentioned earlier, this resulted in the removal of centaurs, as well as a whole new skill based on spellcrafting. Because of these cuts though, the team were able to add more scripted story sequences like the flashbacks we see in the main quests, improve the Dragon Priest storyline, and design multiple different variants of dragons as opposed to just one standard type. In a way, choosing to put less into Skyrim’s horses directly influenced how well the dragons turned out. Probably for the best in a game about dragons.

After everything was wrapped and Skyrim had launched to enormous critical acclaim, the idea of DLC — which had been pioneered in Oblivion, expanded on in Fallout 3, and widely adopted by the industry at large — was floated. Obviously we’re aware of Dragonborn’s Solstheim and Dawnguard’s Castle Volkihar now, but it wasn’t just a case of ‘let’s build a big island off the coast of Skyrim and add some quests’. 

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“The need for Solstheim and for the expansions to add new areas — this was something we actually kind of tried to avoid,” Burgess explains. “We built such a big game, why do we have to build more big game to add value? Player expectations come into that. We could try and do stuff — we had a way more complex Civil War system we had thought about bringing back with fully simulated battles happening. That was scaled way back. 

“But when it comes to actual worldbuilding, one of the most instructive things I ever did was I went back to Morrowind. I played a bunch of Morrowind to meditate and ruminate on things. And like a lot of people, I installed a bunch of mods and was running far better hardware than whenever I first played Morrowind before I worked at Bethesda. Once you install level of detail so you can see distant mountains and stuff, and change the fog of the world, Morrowind doesn’t work anymore. The distance from Balmora to Vivec feels massive, like I’m travelling to the Ash Mountain. Once you add LOD and you take away the fog — oh there’s Vivec’s house, there’s the mountain. The density of that world doesn’t work anymore because the vibe doesn’t work.”

Raven Rock in Solstheim, off the coast of Skyrim

This is when the team realised that, despite initially being against the idea of building yet another massive part of the map, Solstheim was necessary to preserve the atmosphere of Skyrim. “I would argue — and I think I did at the time — you can’t really just add a dozen new forts to that map,” Burgess says. “I mean, you could, there are spaces where you could. But the world and the vibe would slowly and irrevocably change the more you added stuff, and then you’d start having to get cute about having holes, or towers, or magic portals or whatever. 

“You could add a thing here and there if you need a new dungeon for DLC, or a new point of interest or camp. But if you’re going to try and add a Solstheim level of content onto the existing map, you’re going to be touching a bunch of stuff, having to retest a bunch of stuff, and you’ll be changing a pretty carefully tuned feeling of exploration.”

It’s easy to see the words “carefully tuned” and think, “Yeah, I suppose Skyrim is pretty detailed.” You’ve got massive spectacles of architecture like Dragonsreach and the Blue Palace, incredible feats of nature like the Throat of the World, and hidden havens like the sublime Ancestor Glade. Those are just the big set pieces, though — when it comes to being “carefully tuned,” to focus on those alone is to do Skyrim a disservice.

“Something I tend to admire about certain games is the confidence in quiet moments,” Burgess explains. “A lot of teams or individuals I’ve talked game design with have a hard time in the heat of thinking about E3 or making a 32nd trailer or whatever. The focus tends to be on the spectacle, and the biggest, most obvious, most exciting thing in the game. 

“Sometimes you end up feeling that when you play the final game, and you’re not watching the 15-minute demo in a theatre at E3, you’re playing it after dinner, five hours in at your house, it’s like, ‘Oh, this game is set-piece spectacle surrounded by filler’. The critters – butterflies, fish, fireflies, and so on – and a lot of the small details are about filling in those middle spaces meaningfully and letting the game have the quiet moments and the confidence for that.”

A pair of Monarch butterflies in Skyrim

These “critters,” despite being much smaller in scale than most of the things people discuss when they reminisce on Skyrim, actually have one of the most fascinating stories about the entire game behind them. They were planned — sort of — but not in a way that was remotely close to how they ended up shipping. Originally, they were supposed to be made with a particle system that would allow animated butterflies to move around in little swarms. Instead, their addition became a huge point of tension in the studio. 

“There was a confluence of things that ended up producing the critter system as it was,” Burgess says. “There was an inherent dissatisfaction with the most superficial way of doing it. For a game where I can pick up an individual strawberry, and that strawberry has statistics and I can put it into a potion and apply it to a sword as a poison, having butterflies that were just fake particles flying around didn’t feel cohesive with the style of the game.” 

Fortunately, Skyrim creative director Todd Howard was of the same opinion, and constantly pushed for verisimilitude to be paramount in designing the simulation. It wasn’t just that the butterflies needed to be an active reagent in the world — they needed to serve the sense of scale by being positioned opposite the likes of giants and dragons.

That wasn’t the point of contention, though. When it came time to start implementing critters into Skyrim, Bethesda was in the process of introducing a new scripting language called Papyrus. A lot of the devs who had been there for a while weren’t sold on it, so Burgess and his team saw critters as a golden opportunity for proving that Papyrus could accomplish powerful things that just weren’t possible using the old tech — fish would school, butterflies would be attracted to flowers, lightning bugs would glow in the dark, and so on. It was a controversial subject to broach in the studio, with some devs being anti-Papyrus purely due to the fact it was different. 

A frost dragon in Skyrim

“One of the things that happens when you’re making the first ambitious implementation of a new feature is it generates bugs — no pun intended,” Burgess says. “But the bugs created bugs. For example, when we were putting in the new scripting commands, we had safety features in the game that said like, ‘hey, this script is running a lot and it could be hurting your frame rate’ and it would pop a warning. Anybody who plays games has probably accidentally triggered a warning before.

“And so we would do work on the system and things would get checked in, and then the next day we might have a playtest and everybody on the team would get a popup that says, ‘The following script is running 50 instances and could be frilling your frame rate’ and the name of the script would be like, critter dot PSC slash butterfly. And so then pitchforks would come out like ‘why the **** are we putting butterflies in the game? ****ing Dragons and you got a butterfly.’” 

A good and recently famous example of the complexities imbued in these little creatures actually comes from Burgess’ friend, Nate “Purkey” Purkeypile, who posted about how a bee broke the Skyrim intro on Twitter. Bees weren’t technically critters in the conventional sense — Burgess had originally considered trying to make bees attack you if you had honey in your inventory, but it didn’t work out — but the point stands: Even the most ostensibly minor parts of Skyrim can serve major purposes.

“There were definitely people who were ideologically opposed to the critter system, which I thought was a really interesting litmus test of like, what’s more important to Skyrim — is it dragons or butterflies?” Burgess asks. “I mean, the fact that’s even a question that would be interesting to talk about over dinner with some friends says a lot about Skyrim. Probably the dragons, but you could at least talk about it over beers. Both of these things define the game in pretty equal measure, because I think if you took a game like Skyrim and you dropped getting married and picking flowers and all of those quieter, cosier elements, the entire game would feel a lot more hollow and cynical. I think from a very soft-touch point of view, these things are important. They’re worth the effort.”

They’re also indicative of an important design principle at Bethesda in general, which is that things should just work because they’re supposed to. That’s been the design ethos at the studio ever since its more obscure games like Daggerfall and even Morrowind. The people who went to work at Bethesda didn’t do it just because it was a job they saw advertised in the paper — they did it because they loved these games and wanted to help make more of them. That sentiment serves as a pretty nice bowtie for everything discussed in this piece, from the removal of centaurs to focus on other aspects of Skyrim to the push for butterflies to be tangible objects in the world.

“If you go and play the old Hitman games, it was like, here is a villa,” Burgess explains. “There are windows and air ducts and a basement entrance and this catering stuff. Here is just a toy box. And if I go into the toy box and I want to use a door this way, things just work the way they ought to work. Some of the best Dark Brotherhood quests are just ‘go kill that guy’. There’s no scripted, special way to do it. 

“There’s no dungeon, it’s one of those things where the harder you work to make it feel special the less special it feels. Because it’s like, the designer put a bunch of time into this sequence of events that felt very cool or cinematic and I felt like I had no personal input. I had no agency. And I’m just checking off the choreography. For me, and I think for a lot of Bethesda developers particularly of that time period, that sort of immersive sim mentality of things should just work, and respond the way the player would intuitively expect them to work, is why the idea of butterflies that just fly through players was wildly offensive. Instead, we have a game where players can have a discussion about ‘Oh, the best way to gather butterfly wings is to equip a spell with a big cone effect and then find a cloud of butterflies so you can quickly kill the butterflies and pick their wings up off the ground.’ I love that that stuff exists.”

Written by Cian Maher on behalf of GLHF.

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Starfield has two ‘step out moments’ where you’re introduced to the world

In a new video, the Starfield developers discuss their approach to the game, comparing it to previous works.

It’s an important moment in any Bethesda Game Studios title – the moment where you leave the tutorial dungeon and step out into the sprawling, beautiful open world. According to game director Todd Howard, Starfield has two. 

In a new video documenting the development process behind Bethesda’s upcoming spacefaring RPG, the developers discuss their approach to the game while comparing it to previous works and showing off some concept art.

During that chat, Todd Howard mentions that Starfield has “two step out moments”. Since Starfield is set in space, he could be referring to the first time you step out into the world of the starting planet and the first time you break through the atmosphere in your ship.

Elsewhere in the video, the developers talk about how Starfield will still be a Bethesda Game Studios-style experience, despite its ambition. You’ll be able to interact with props, uncover NPCs stories from the game’s rich environmental storytelling and create your own stories with its systemic mechanics.

Starfield is set for launch on Nov. 11, 2022. It’s coming to Xbox Series X/S and PC.

In the meantime, why not check out our list of the best RPGs. We’ll see much more of Starfield next summer.

Written by Kirk McKeand on behalf of GLHF.

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