Tuesday, August 29, 2023

The Developers of The Lord of the Rings: Return to Moria Created Tolkien’s Secret Dwarven Language

The developers of The Lord of the Rings: Return to Moria took a frankly over-the-top approach with their Fourth Age-set Dwarven-focused survival-crafting game: they created the entire secret Dwarven language just so players can hear their characters use it in-game.

While Tolkien fans have worked to develop the Dwarven language, called Khuzdul, over the years, the developers at Free Range Games went one step further and worked with a linguist to create a full Khuzdul grammar.

That linguist is David Salo, who worked on the languages of Tolkien for the Lord of the Rings and The Hobbit film trilogies, expanding the languages (particularly Sindarin, one of the languages spoken by the Elves) by building on vocabulary already known from published works, and defining some languages that previously had a small published vocabulary.

This collaboration created a full lexicon and a full grammar of Khuzdul, game director Jon-Paul Dumont told IGN in an interview at gamescom 2023. Free Range Games used this to recreate Khuzdul in-game. It means that when you create your dwarf, you can choose to tell it to always speak Khuzdul.

Khuzdul extends to Return to Moria’s eye-catching singing mechanic. Sometimes your dwarf will have ‘inspiration’ and burst into song, a buff that may, for example, lighten the burden of mining. Some songs were written by Tolkien himself. Some are sung completely in the dwarven language.

According to Dumont, the inclusion of the Dwarven language started out as “just a fun idea”, but quickly snowballed. “There are some people on the internet that have built their own versions of the language and we were like, ‘oh, maybe we could use these.’ And then we realised they weren't based as authentically on Tolkien's work as we wanted.

“We went out to find somebody that could help us write it. And in the act of making it, it became more important than just that cool idea at the beginning. So we were like, ‘it’d just be neat if we could say some Dwarven phrases.’

“But as we started to get the first deliveries back from the linguist, and as I started to dig deeper into Tolkien's life, he did what we inadvertently did. He started by building the language and then thinking about, 'who are the people that have this language?' Then every delivery that came back from the linguist became, 'how can we use this?' This word sounds like it could be a creature that maybe doesn't exist anymore. Let's invent that creature and get it into the game.”

Dumont admits his enthusiasm around the recreation of Khuzdul perhaps went a little too far. He theorised that because the dwarves are miners it would be extremely loud in Moria, so they would have developed a sign language to help communicate.

“That became a little too far,” Dumont joked. “I talked to the animators, I'm like, ‘hey, could I have them do sign when they're talking?’ And then they're like, ‘come on dude, how much do you want?’ But it became super important to us, and now we have something that is unique.”

We joked about getting Duolingo to do a little learn Dwarvish

The work done by Free Range Games and Salo is particularly exciting because of how little we've read or heard of Khuzdul from the books, films, and TV shows. While some Khuzdul names appeared in early versions of The Silmarillion, a very limited vocabulary was previously known. Even in-universe, little is known of Khuzdul because the Dwarves kept it secret.

The inclusion of the Dwarven language is sure to delight Lord of the Rings fans, but it comes with risk. Tolkien experts may have something to say about Free Range Games’ interpretation of Khuzdul, or indeed its representation of the Fourth Age (70 years since the ring was destroyed) and the state of Moria at the time.

Still, Free Range Games is already thinking about working out a way to share its Dwarven language with the wider community. No promises, Dumont stressed, but there’s a hope it can be published. “We joked about getting Duolingo to do a little learn Dwarvish or something like that. Right now we're so focused on shipping, those are just fun ideas.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Microsoft Pulls $1 Xbox Game Pass Trial Just Days Before Starfield Release Date

Microsoft has removed the $1 / £1 Xbox Game Pass trial, just days before Starfield launches.

Earlier this year, Microsoft confirmed it would put an end to the monthly $1 Xbox Game Pass Ultimate trial offer, but after raising the price of the subscription, the $1 trial returned in 14-day form.

XGP spotted the removal of the 14-day trial from Microsoft’s Xbox Game Pass sign-up page. This 14-day trial was the only trial option left after Microsoft cut the full month $1 Game Pass trial earlier in August. IGN has asked Microsoft for comment.

It means those hoping to jump into Game Pass just to play Bethesda’s space role-playing game now have to pay $9.99 / £7.99 for a month on PC, or $10.99 / £8.99 for a month on Xbox, or $16.99 / £12.99 for a month of Ultimate, if you sign up through Microsoft’s website. Check out IGN's guide on how to avoid the Xbox Game Pass price hike if you're looking to save money.

While Microsoft pulled the Game Pass trial on the quiet, it’s an unsurprising move given the high-profile and commercially crucial imminent launch of Starfield. Microsoft has a lot riding on the game, which is expected to boost Game Pass subscribers significantly. By ditching the $1 trial, Microsoft is also boosting Game Pass revenue.

Starfield releases globally on Xbox Series X|S and PC on September 1. In the meantime, check out our own interview with director Todd Howard.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Monday, August 28, 2023

Sea of Stars Review

I had to go back and play a little of Chrono Trigger just to make sure my eyes weren’t deceiving me about the obvious similarities between that classic RPG and Sea of Stars. This brand-new yet old-school game doesn’t present nearly as much time-hopping or world-traveling as its clearest inspiration, but its seafaring adventure still has plenty of twists and turns that fill up a solid 30 hours of linear spelunking. Rich and often funny character-driven stories wrap up with surprising twists that give weight to the story and provide a reason for its visually wild and mechanically interesting boss fights. At the same time, there’s just not that much depth to its combat options, and its 16-bit graphics generally satisfy nostalgic cravings rather than inspiring shock and awe all over again.

By its name alone, Sea of Stars may immediately sound like a generic knockoff of its forebears. The opening scenes present a story about two decently written albeit occasionally overly talkative teenage protagonists who set off to save the world by skipping over to a neighboring island to kill off the big bad once and for all. Fortunately, saving the world is never so simple, and the story’s true form begins to take shape before too long. The brilliance of this is how many times it twists and turns in a completely unexpected direction before the real ending, and I’m pleased by how it unfolds into a story about the importance of each individual.

It conveys the story competently, without frontloading too much exposition after letting you loose within its first hour or so. I’m impressed by how it introduces its villains, magic, and the stakes of its world organically, and if you want to know more you can simply return to camp and speak to the traveling bard to hear them recount the stories about the world and its denizens that took place there.

Speak to the traveling bard to hear them recount the stories that took place there.

Speaking of progression, Sea of Stars excels in its level design. This map is split up into islands that are navigated in an overworld that connects different zones with no combat between them, much like in the classic Chrono Trigger. But once you get into a zone, there are often tons of combat encounters and puzzles that fill up the space between larger story moments and boss battles. You get to fight a giant world-eating kraken, and a robot queen that transforms into a giant handgun! And most of them feel like a well-balanced challenge rather than something you have to grind to overcome.

There’s an admirable amount of variety as well. One particularly cool zone had me tumbling down a series of cascading waterfalls adorned by gorgeous plants and flowers, whereas another had me exploring a clockwork castle and teaming up with its immortal residents to face a big boss. It all did a fantastic job of sucking me in and not letting go, much like the RPGs that inspired it.

The puzzles are simple but often require a decent amount of thought. There are some tricky block-pushing puzzles and some that require you to remember a certain sequence of triggers to erect platforms in a certain order so you can climb up to the next doorway. Sea of Stars also makes great use of day and night mechanics, often requiring you to shift the time of day with the shoulder buttons to shine daylight or moonlight on special nodes that unlock parts of the map.

It’s cool that this world’s NPCs respond to your actions and your growing power as literal superheroes, and it’s nifty to eventually gain the ability to fly – that lets you move around the overworld and finish up quests without the hindrance of returning to your ship. Yes, Sea of Stars has a ship, but you won’t spend too much time sailing around since it mostly just serves to connect major points of interest between story events. The world’s most interesting side locations, such as the many Solstice Shrines dotting the map, only become available to visit once you unlock flight.

I’m especially impressed by how the protagonists’ solstice warrior powers are represented in combat.

But I’m especially impressed by how the protagonists’ solstice warrior powers are represented in combat. Zale is a blade dancer attuned to the fire magic of the sun, whereas Valere is a lunar monk attuned to the ice magic of the moon. While facing a few of the campaign’s biggest bosses and their minions, they are often the only two party members capable of dealing damage with their basic attacks and spells. This frustrated me at first, but as the campaign went on I began to understand its pivotal lock-pattern mechanic. Battles are fully turn-based, but enemies liven things up by telegraphing their upcoming attacks in patterns that can be broken with attacks of specific types. For instance, you can interrupt an enemy powering up a spell by hitting them three times with fire attacks, breaking their concentration, and staggering them until their next move.

Later on, these patterns grow more complex and require a mix of attacks from your teammates, and it’s interesting how the other available party members contribute to these fights even without the same damage output. This often lends their unique fighting styles to group combos that can inflict multiple types of damage and break certain locks after the combo bar is powered up through regular attacks. This momentum is helped along by basic attacks that restore MP and can potentially release bubbles of live mana that your active party member can absorb to add potency to the next move.

Each party member also gets their own unique ultimate move which functions similarly to summons in a Final Fantasy game; showing a cool cinematic before dealing a massive amount of damage. They’re not as exploitable, though, since they rely on their own gauge that builds up over the course of battles.

Sea of Stars’ combat system doesn’t get much deeper than that.

It’s great that you can affect the flow of combat by pressing a button to critical hit, critical heal, or block an incoming attack as it lands. I found it satisfying that most later battles required me to hit these boosts consistently in order to feel fair. But it took a while to get the hang of because their reaction window is frustratingly short, and without using a special relic that shoots a flare each time you land a boost, it’s not always clear exactly when you’re supposed to respond. That’s especially hard to pin down when each animation has a different point of impact. For instance, one character jumps around before landing their strike on an enemy, and it’s easy to tap too soon or too late unless you memorize this whole thing. Even so, it’s still extremely satisfying to pull off certain moves that require you to react to these finicky windows.

Overall though, I’m disappointed Sea of Stars’ combat system doesn’t get much deeper than that. With only six potential teammates to play with – and only a few skills and combos total – I found myself running through the same strategies over and over by the end. Often, the most fun part of progression was getting better at precise timing. The campaign wraps up just before the limited combat options overstay their welcome, but I’d have liked a few more spells or combos per character to master.

In its favor, there’s a lot of strong nostalgia vibes here. I grew up playing the 16-bit SNES, GBA, and PS1 classics – essentially, the good old days of RPGs – and Sea of Stars hits all the right notes to make me long for those good old times. Its zones are varied and colorful, featuring emotive soundtracks composed by none other than Yasunori Mitsuda and Rainbowdragoneyes. The former produced the soundtracks for Chrono Trigger and Xenogears – to name a few – and his unique style brings back memories of those old games. Each area exudes a unique personality, thanks to catchy tunes that masterfully capture their essence.

Everything about Sea of Stars’ look and feel is clean and approachable, and each of its menus is easy to navigate. Even its side quests are easy to finish once you approach the endgame, thanks to a convenient map that tells you which areas still have more things to do and find. Save points and campfires are scattered liberally, and it was great to never have to worry about autosaves – they’re placed exactly where you need them: before tough fights.

It’s neat that you can easily return to your camp from the overworld or from any campfire, where you can speak to key characters and craft food for the next adventure. I also liked the fact that healing items take the form of food rather than generic potions. Cooking ingredients are easy to find, and there’s a real benefit to discovering new recipes and taking the time to play around with Sea of Stars’ competent fishing system in order to keep your pantry stocked – particularly because each item has a different effect, such as healing the whole party’s mana or reviving a single teammate. Since you can only carry 10 food items at once, it does add an extra layer of consideration when choosing which items to carry in your loadout, but it never feels unbalanced.

I only wish there were more ways to customize my party’s playstyle, given that each character only has a few pieces of equipment available to them. Unique accessories are sparse, and those we have lack much oomph. This means there’s even less customization than there is in Final Fantasy 16, and that can make the RPG elements of Sea of Stars feel weaker for anybody who doesn’t find themselves invested in the story.

The Old Republic Gets Brief Synopsis as Disney Organises Its Star Wars Eras

Disney has updated the Star Wars website to include a neat list of eras (and where ever film and TV show fits) and provided a brief synopsis of what The Old Republic will entail.

As spotted by SWNN, the update to StarWars.com gives us a breakdown of the different time periods in the galaxy far, far away, including the time of The Old Republic.

“The Republic is founded among the worlds of the Galactic Core,” it reads, “and the Jedi Order emerges to protect it. A schism within the Jedi leads to the creation of the Sith in this epic era.”

"The Republic is founded among the worlds of the Galactic Core and the Jedi Order emerges to protect it."

Of course, The Old Republic has existed in Star Wars lore for some time, even if it's no longer Canon thanks to Disney taking over. The original Knights of the Old Republic game from BioWare began to explore this long-forgotten era of Star Wars history, 4,000 years before the rise of the Galactic Empire.

The series gave rise to a new formidable character, Revan, who has not yet appeared on the big screen even though The Rise of Skywalker made them canon.

In fact, no Star Wars projects yet exist in the Old Republic era, but its inclusion in the timeline certainly suggests there may be something on the way.

Other eras without any projects or descriptions include Dawn of the Jedi and the New Jedi Order but these will be headlined by two upcoming films. Dawn of the Jedi is a time some 25,000 years before Star Wars: A New Hope and will be the setting for the upcoming film by director James Mangold which promises to take us back to the earliest point in the Star Wars timeline.

Meanwhile, the New Jedi Order takes place 15 years after The Rise of Skywalker and will see the return of Daisy Ridley’s Rey in a film directed by Sharmeen Obaid-Chinoy.

As for The Old Republic, there’s very little developing here so far, at least that we know of. The recent Knights of the Old Republic Remake has seemingly stalled, with Embracer Group switching development from Aspyr to Saber Interactive after the project was said to be on hold indefinitely.

Still, with its own section on the official Star Wars website and a new, albeit brief, synopsis, it begs the question — when will we get our first film or TV project set in the Old Republic? Hopefully we’ll find out sooner rather than later.

Want to read more about Star Wars? Check out which Parks and Recreation star is now officially a stormtrooper as well as how Andor writer Beau Willimon quoted the show at the WGA picket line.

Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

Starfield Global Release Times and PC Specs Revealed

Starfield is just about here and Bethesda has revealed its global release times alongside the minimum and recommended PC specifications ahead of its early access release date of Friday, September 1.

Bethesda Game Studios shared the details in a blog, giving important details to those of us still living on the "old neighborhood" called Earth. First up, it shared the release timing for those who will get access to Starfield via early access.

If you pre-ordered or purchased the premium edition, premium edition upgrade, or the Constellation Edition, you will be able to take off into the great beyond on September 1 (or even earlier!). If you have the standard edition, you will have to wait until September 6.

You can see the image below for the full global release times, but those in Eastern and Pacific time zones will be able to play Starfield right at 5pm PT/8pm ET on August 31. That translates to September 1 at 1am BST/10am AEST.

Starfield PC Specs

As for Starfield's PC specs, both the minimum and recommended options require an SSD and will require 125 GB of avaialble space. Check out the full minimum and recommended specs for Starfield below;

MINIMUM:

  • OS: Windows 10 version 21H1 (10.0.19043)
  • Processor: AMD Ryzen 5 2600X, Intel Core i7-6800K
  • Memory: 16 GB RAM
  • Graphics: AMD Radeon RX 5700, NVIDIA GeForce 1070 Ti
  • DirectX: Version 12
  • Storage: 125 GB available space
  • Additional Notes: SSD Required

RECOMMENDED:

  • OS: Windows 10/11 with updates
  • Processor: AMD Ryzen 5 3600X, Intel i5-10600K
  • Memory: 16 GB RAM
  • Graphics: AMD Radeon RX 6800 XT, NVIDIA GeForce RTX 2080
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 125 GB available space
  • Additional Notes: SSD Required

While we don't know the exact performance on PC, Bethesda's Todd Howard previously confirmed that Starfield will run at 4K and 30 FPS on Xbox Series X and 1440p and 30 FPS on Xbox Series S. The decision to lock the game to 30 FPS was to ensure a "consistency" of performance.

For more, check out a preview of Starfield's opening mission, Bethesda's Pete Hines' comments on how Starfield "doesn't really even get going" until players finish the main quest, and everything else we know about Starfield.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Sunday, August 27, 2023

PSA: Armored Core 6's PS4 Pro Version on PS5 Appears to Run at a Locked 60 FPS

While the PS5 version of Armored Core 6 runs very well and mostly at 60 FPS in performance mode, the PS4 Pro version run on a PS5 appears to give you a locked frame rate of 60 FPS, much like it did for Elden Ring.

As noted by Lance McDonald (@manfightdragon) and confirmed by IGN, the PS4 Pro version of Armored Core 6 will run with a locked framerate of 60 FPS on PS5 despite Namco Bandai saying it maxes out at 30 FPS at 1800p resolution. While it takes a small resolution hit, those looking for the best performance may want to give this a shot.

As previously mentioned, this was the case with Elden Ring as well, as we showed in our Elden Ring performance review.

"One nice benefit of the PlayStation 5’s backwards compatibility mode is you can also play the PS4 version, or in this case the PS4 Pro version, which provides a reduced image quality of 3200x1800 (likely a reconstructed method as per Sekiro) and some graphical cutbacks," IGN's Michael Thompson wrote about Elden Ring. "The reward is a perfectly locked 60fps readout from all tested sections. This offers the absolute best way to play if performance is your main priority, and that includes the PC due to the current patched version experiencing heavy prolonged stutter and slow down when it happens."

McDonald went on to say that the PS5 version of Armored Core 6 runs "GREAT almost all the time, but it does have moments of slowdown that aren't hard to see whatsoever. They mostly happen in cutscenes but also when exploring areas with heavy weather effects. (Yes, this is Framerate-priority mode)."

For more, check out our Armored Core 6 performance review for PS5 vs Xbox Series X/S vs PS4 vs Steam Deck and out review.

In our Armored Core 6 review, we said its "stellar customization options feed into its excellent mecha combat, and the result is challenging combat puzzles that kept my attention all the way through its 15-hour campaign and beyond. It’s let down by a dull story, but lands direct hits where it counts."

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

The Best Cosplay at gamescom 2023

gamescom 2023 was filled to the brim with some incredible cosplay, and the official gamescom cosplay contest showed off some of the best of the best and rewarded these incredible people with some fantastic prizes.

While there were obviously a ton of people in cosplay at gamescom, 30 of them competed for the ultimate prize in the official gamescom cosplay contest. All of these cosplayers deserve recognition for their fantastic work, and there is a good chance you'll find representation from your favorite game somewhere in there.

As for the winners, you can see a full list below alongside a video of their cosplay in action. The overall winner was Pockyy Neko Cosplay's Valkyrie from Apex Legends, but all are worth a look. You can also see some of the best cosplay from gamescom in the slideshow below, and be sure to check out our tour of gamescom's incredible Cosplay Village.

Best Costume - 1st Place: Pockyy Neko Cosplay (Valkyrie from Apex Legends)

Best Costume - 2nd Place: Dragoon Cos (Cleanrot Knight from Elden Ring)

Best Costume - 3rd Place: James (Odon of Confraternity from Blasphemous)

Best Dress: Coffeeowl Cosplay

Best Built: Kiraaramec

Fan Favorite: Funzkopf (Din Djarin from The Mandalorian)

For more on gamescom, check out our recap of the biggest moments from the show and our roundup of Opening Night Live.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Nexon's Medieval Fantasy Brawler Warhaven Shutting Down 6 Months After Launching in Early Access

Nexon's medieval fantasy brawler Warhaven is shutting down on April 5, 2024, just six months after it launched on Steam in Early Access...