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Larian Studios Head Tackles Issues Regarding AI in Artistic Creation: "We Are Not Substituting Concept Artists with AI"
Larian Studios Head Tackles Issues Regarding AI in Artistic Creation: “We Are Not Substituting Concept Artists with AI”
8:13 pm

Larian Studios, the company famous for its highly praised RPG *Baldur’s Gate 3*, has lately found itself at the center of controversy concerning its use of generative AI technology. The studio’s founder, Swen Vincke, released a statement to clarify their position in light of escalating worries and pushback from both the gaming community and within the studio.

The uproar began after a *Bloomberg* interview indicated that Larian was adopting generative AI, sparking fears among employees and fans that it could threaten the creative process or result in job reductions. Vincke quickly responded to these concerns, stating that the use of generative AI is intended to complement, not substitute, the skills of their creative team. He pointed out that AI is being used for functions such as crafting placeholder text, generating presentations, and exploring initial concept art—none of which would appear in their forthcoming title, *Divinity*.

Reactions on social media were varied, with numerous fans voicing their discontent. One Reddit user expressed, “Don’t mind me, currently living through my personal 9/11,” conveying a feeling of loss regarding the studio’s creativity approach. An artist who was once part of the *Baldur’s Gate 3* team urged the studio to rethink its course, advocating for respect for the abilities and creativity of their staff.

In a follow-up statement to *IGN*, Vincke elaborated on Larian’s strategy and their commitment to hiring additional creative talent. He emphasized the studio’s expansion in terms of personnel, mentioning they currently have 23 concept artists and are actively looking to hire more. Vincke reiterated that the purpose behind utilizing generative AI is to alleviate the routine tasks of artists, allowing them to concentrate on more imaginative work instead. He firmly declared that no AI-generated content would be featured in *Divinity*, and there are no intentions to downsize the team in favor of AI technology.

Vincke’s remarks addressed the wider concerns of generative AI in the gaming sector, recognizing the doubts surrounding its implementation. Critics have referred to AI tools as plagiarism machines, raising issues about their effect on artistic integrity and creativity. Former *Giant Bomb* host Jeff Gerstmann noted that Larian Studios had built goodwill with its community through openness and interaction during the development of *Baldur’s Gate 3*, questioning why the studio would jeopardize that trust by adopting potentially contentious technology like AI.

In reaction to ongoing criticism, Vincke took to social media to clarify misunderstandings regarding Larian’s utilization of AI. He strongly denied the accusations that the studio was aggressively pursuing AI integration or replacing human artists with technology. He emphasized that Larian hires human creatives for their specific talents, using AI simply as a tool to assist in the preliminary stages of idea development, similar to referencing Google or art books.

As Larian Studios continues to find the right balance between innovation and maintaining the artistic integrity of its games, the developing discussion on the role of generative AI in creative fields remains a key topic among developers and gamers alike. The company’s commitment to transparency with its audience and its resolve to uphold a robust workforce of creative professionals will be crucial as they adapt to an ever-changing technological environment.

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The Defect Mechanism in The Outer Worlds 2: An In-Depth Examination
The Defect Mechanism in The Outer Worlds 2: An In-Depth Examination
7:13 pm

### The Flaws System in The Outer Worlds 2: A Game-Changer for RPG Experiences

I found myself nearly 30 hours into *The Outer Worlds 2* when I encountered an intriguing situation during a character interaction: I decided to deceive. Moments later, a notification appeared on my screen, presenting a unique chance. Having lied frequently, I could gain a new secret trait that compelled me to lie whenever possible, but with perfect success. This feature, termed the Flaws System, swiftly became one of my favorite elements of the game.

Launched in 2023, *The Outer Worlds 2* stands as Obsidian Entertainment’s bold sequel to the acclaimed 2019 action RPG, *The Outer Worlds*. While the original aimed to encapsulate the essence of Bethesda’s *Fallout* series, the sequel thrives by refining its mechanics and narrative. With enhancements in writing, combat, and inventive features like the Flaws System, *The Outer Worlds 2* represents a significant advancement.

#### Understanding the Flaws System

The notion of Flaws was introduced in the first entry of *The Outer Worlds*, though in a less compelling manner. Players could opt to accept Flaws in return for extra perk points, which negatively impacted specific stats— for example, suffering excessive head damage would drastically hinder gun accuracy. This system often felt more punitive than rewarding, detracting from the overall enjoyment.

In contrast, *The Outer Worlds 2* rejuvenates the Flaws mechanic, allowing for a more unpredictable and entertaining gameplay experience. Flaws can now yield a combination of negative and positive results. For instance, if a player frequently engages in theft, they may be offered a Flaw that allows them to sell stolen items at double value but requires them to steal anything nearby, resulting in hilarious and sometimes awkward scenarios in shops or towns.

#### Revitalizing the RPG Experience

In numerous RPGs, there comes a time when players reach maximum levels, equip ideal weapons, and refine their skills, leading to a predictable and, at times, tedious gameplay experience. This often leads to players losing interest and leaving the game. However, the Flaws System in *The Outer Worlds 2* effectively addresses this issue, offering layers of unpredictability and excitement even in the latter parts of the game.

For instance, after trying to quickly rush through dialogue sequences, I received a Flaw that granted additional experience points but randomly selected dialogue options. Another Flaw increased the lethality of melee attacks at the expense of greater damage taken when blocking. These unexpected twists encouraged me to reconsider my strategies and choices, ultimately revitalizing the gameplay in the final hours of my journey.

The introduction of these quirky choices kept me engaged long after I had adapted to a comfortable routine. Each Flaw notification reinvigorated my interest, prompting me to reflect on how these traits could uniquely influence my playthrough. For example, I accepted a Flaw that instilled a fear of mechanical enemies while simultaneously boosting my damage output against them. This not only diversified my gameplay but also motivated me to adopt unconventional tactics.

#### A Call to RPG Developers

As I transitioned to other games after my experience with *The Outer Worlds 2*, I found myself longing for the whimsical and potentially game-altering Flaws that kept me invested. The thrill of the game adapting to my playstyle, coaxing me to embrace quirks or flaws for amusing consequences, highlighted the potential for deeper narrative engagement in RPGs.

In conclusion, I enthusiastically encourage other RPG developers to consider incorporating the Flaws System featured in *The Outer Worlds 2*. This innovative aspect adds a layer of complexity and excitement that significantly enriches the overall gaming experience, encouraging players to explore different dimensions of their characters while facing the unpredictable nature of their choices. The Flaws System exemplifies how thoughtful design can revolutionize the traditional RPG experience, creating memorable and dynamic gameplay that keeps players returning for more.

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Exploring a Billionaire's Abandoned Bunker for Hidden Adult Media Collection
Exploring a Billionaire’s Abandoned Bunker for Hidden Adult Media Collection
6:23 pm

Friends, it is time to break into Jeff Bezos’s bunker and steal his porn. Jeff Bezos – so sorry! I mean J### B#### – doesn’t need his porn anymore because he’s dead.

Unfortunately, the bunker is now full of “RICH MAN DEATH RADIATION”, making it unsafe for humans. Fortunately, the people’s pervert committee have supplied us with some remote-operated drones that are capable of firing clones of themselves in the direction of the camera. To secure the B#### smut, you must accordingly point and click-hurl yourself around the bunker’s surprisingly soft and hazy confines.

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Brian Fleming Leaving Sucker Punch Productions Following 28 Years at Ghost of Yōtei Studio
Brian Fleming Leaving Sucker Punch Productions Following 28 Years at Ghost of Yōtei Studio
6:03 pm

**Brian Fleming Resigning as Leader of Sucker Punch Productions**

After close to thirty years of impactful service in the gaming sector, Brian Fleming has declared his intention to resign as the leader of Sucker Punch Productions, the esteemed game development studio located in Washington. Renowned for developing legendary franchises like *Ghost*, *Infamous*, and *Sly Cooper*, Sucker Punch will hand over the reins to seasoned team members Jason Connell and Adrian Bentley, who will take on their new duties in January 2026.

Fleming, who co-established Sucker Punch in 1997 alongside other former Microsoft employees, conveyed his trust in the incoming leadership team via LinkedIn, asserting his belief that Connell and Bentley will thrive as studio heads. He plans to stay with the studio until April to aid in the transition before seeking his next endeavor.

Connell and Bentley bring a combined 37 years of expertise at Sucker Punch to their new leadership positions. Connell, who has played a key role as co-creative director, has significantly influenced the studio’s visual storytelling approach, particularly in the *Ghost* franchise. Bentley, in his role as technical director, has overseen engineering and production initiatives that have propelled the studio’s innovation and excellence.

Sony Interactive Entertainment recognized Fleming’s influence on the studio and the gaming community, emphasizing his role in fostering creativity and collaboration at Sucker Punch. Their press release mentioned that the new leadership will persist in the studio’s dedication to providing ambitious, character-focused experiences that embody PlayStation Studios.

Sucker Punch’s journey commenced with its debut game, *Rocket: Robot on Wheels*, launched for the Nintendo 64. Nevertheless, the studio solidified its place in PlayStation’s legacy after being acquired by Sony, introducing *Sly Cooper* on the PlayStation 2. As gaming technology progressed, Sucker Punch shifted towards the *Infamous* series on the PS3 and subsequently produced the critically acclaimed *Ghost of Tsushima* during the PS4 generation.

While numerous PlayStation studios have ventured into multiplayer and live service games, Sucker Punch has stayed true to its emphasis on single-player storytelling. However, the forthcoming *Ghost of Yotei* is expected to feature a standalone multiplayer segment, named Legends, planned for release in 2026.

Brian Fleming’s exit signifies the conclusion of a significant phase for Sucker Punch Productions, a studio that has continuously expanded the horizons of gaming through its dedication to narrative, character growth, and immersive gameplay. With Connell and Bentley at the helm, the studio is poised to preserve its legacy while embarking on new journeys that are set to captivate and inspire players around the globe.

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Paradox Reveals Teaser for Upcoming 2026 Expansions of Crusader Kings 3
Paradox Reveals Teaser for Upcoming 2026 Expansions of Crusader Kings 3
5:13 pm

I can’t believe it either, your majesty. While outlining their plans for Crusader Kings 3 in the new year, Paradox have teased a major expansion by turning around and revealing a work-in-progress donkey. They’ve also spilled the beans on some of the tweaks coming with yet another “realm maintenance” update as part of this year-end dev diary.

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Supporters Seek Unexposed Dispatch Mystery
Supporters Seek Unexposed Dispatch Mystery
5:03 pm

### Unveiling the Enigma of Dispatch’s Elusive Tactician Personality Card

AdHoc’s episodic adventure title, **Dispatch**, has attracted gamers’ attention with its distinctive gameplay features and interactive narratives. After finishing the game, players receive a recap of their character, Robert Robertson III, akin to Spotify Wrapped, highlighting their journey within the game. These personality recaps offer players insights into their playing styles and choices made throughout the gameplay.

#### The Personality Recaps

In a recent discussion, AdHoc co-founder Nick Herman revealed that although numerous players have successfully unlocked three of the possible personality summaries, a fourth one remains elusive. This “incredibly difficult to achieve” summary has become a focal point of intrigue and concern for both players and developers, given that no player has managed to unlock it even a month after the game’s final release.

Herman clarified that these summaries are determined by gameplay performance. Specifically, obtaining the fourth summary necessitates players to perform at an exceptional level throughout the game, essentially “perfecting” it. This requires flawlessly executing all of the game’s dispatching mechanics and succeeding in every task without any uncompleted jobs. Players may also need to excel in action sequences by successfully hitting each quick-time event (QTE).

#### The Possible Bug

Despite the difficulty, Herman concedes that the game’s mechanics ought to permit this fourth summary to be attainable. He remarked, “It might just be a bug,” indicating concerns that something could be hindering players from unlocking this elusive personality descriptor. With players often seeking assistance from online guides, it is expected that someone would have unlocked it by this time.

#### The Tactician Card

Within the game’s data, players have uncovered mentions of a potential “Tactician” personality card, but the conditions for unlocking it remain ambiguous. Some players theorize that it could involve achieving a perfect run by adeptly handling the game’s dispatching tasks and efficiently employing the combat mechanics. However, no confirmation or detailed information regarding this personality card has emerged, fueling theories that it might be a remnant of a discarded ending.

#### Moving Forward

As AdHoc continues to assess player engagement and feedback, they may need to delve deeper into the conditions surrounding the Tactician personality card. The anticipation and enigma linked to this summary have ignited fascinating discussions within the community, as gamers share their experiences and strategies in an effort to uncover its secrets.

For players eager to delve deeper into **Dispatch**, reviews and insights are available on platforms like **Kotaku**, where thorough analyses of gameplay and character dynamics shine a light on the overall experience.

As players persist in exploring the intricacies of **Dispatch**, the hope lingers that the Tactician awaits its champion among the adventures of Robert Robertson III.

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Larian Studios Aims to Complete Divinity Series in Three to Four Years, Utilizing Limited Generative AI Technology
Larian Studios Aims to Complete Divinity Series in Three to Four Years, Utilizing Limited Generative AI Technology
4:13 pm

Larian’s new Divinity RPG should spend a lot less time in development than their previous Baldur’s Gate 3 – or at least, that’s the dream. CEO Swen Vincke wants to release the game in “three to four years”, which seemingly includes an early access period.

For context, we first heard that Larian were officially working on a new game (two, actually) back in April 2024. Here, let me run those numbers through Rock Paper Shotgun’s in-house Mirror of Fate. Gosh. Assuming I have performed the rituals correctly, that means Divinity will launch out of early access in 2027 or 2028. In less positive news, Larian are reportedly making limited internal use of generative AI for tasks such as concept art development and internal presentations.

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Extra Dialogue Material Uncovered for Metroid Prime 4
Extra Dialogue Material Uncovered for Metroid Prime 4
3:53 pm

**Title: The Ascend and Misstep of Metroid Prime 4: Beyond**

The launch of *Metroid Prime 4: Beyond* was eagerly awaited, heralding the comeback of Samus Aran to the realm of 3D adventure after an 18-year break. Regrettably, just a few weeks after its debut, the game has started to disappear from charts and player conversations, leaving numerous fans with a sense of sadness about the future of this cherished franchise.

In an unexpected turn, reports have surfaced indicating that the game contains a surplus of dialogue from non-playable characters (NPCs), which many players find distracting, if not annoying. These characters seem to contribute little beyond engaging in small talk with Samus, complicating her central duties of exploration and combat. This addition has faced criticism for being a decision that sharply contrasts with the franchise’s well-established tone, which usually highlights solitude and immersive storytelling.

Notably, the dialogue from NPCs in the released edition of *Metroid Prime 4* amounts to roughly seven-and-a-half minutes. However, fans have discovered an extra 30 minutes of removed dialogue that, while not vital to the game’s narrative, has also been considered unnecessary. This dialogue showcases a variety of mundane conversations labeled as “banter,” which some players may find enjoyable, but many believe detracts from the immersive nature that *Metroid* games are celebrated for.

YouTuber Bearborg has presented this extra content, illustrating how the NPC dialogues were recorded. Although the performances are adequate, the presentation highlights a lack of refinement and suggests that they were meant solely as background chatter rather than essential to the game’s storyline. The inclusion of such dialogue in a game that thrives on its tranquil, solitary exploration appears bewildering.

As the initial enthusiasm for *Metroid Prime 4: Beyond* diminishes shortly after its launch, the disappointment linked to its execution becomes hard to overlook. The aspirations for a momentous return of Samus Aran have been subdued, and the excessive NPC dialogue might represent a misunderstanding of what players genuinely seek from their gaming experiences. Ultimately, this chapter serves as a poignant reminder of the fragile balance between innovation and maintaining the core elements that made the series legendary in the first place.

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