After a slow month in the world of video game marketing, things are starting to pick up. The past week has given us a first look at the new Fallout TV show, a few release dates and a trailer for a little game called Grand Theft Auto VI — and the Game Awards are still to come. What good timing for us to launch a weekly video game show to dig into the news.
This week’s stories
The Game Awards
The Game Awards
The Game Awards will go live on Thursday, December 7, at 7:30PM ET. Expect a few hours of game announcements, new trailers, awkward interviews and musical performances, including one by the fictional band from Alan Wake 2.
Amazon MGM Studios
Fallout, but on TV!
Amazon dropped the first trailer for its live-action Fallout series — and, man, it sure does look like Fallout. The show is set in Los Angeles 200 years after the nuclear apocalypse, and it stars Yellowjackets actor Ella Purnell, plus Walton Goggins, Aaron Moten and Kyle MacLachlan. It’s heading to Prime Video on April 12, 2024.
GTA VI is coming in 2025
The biggest news item this week, pre-The Game Awards, was the first official trailer for Grand Theft Auto VI. As of writing it's already reached 105 million views on YouTube — a pace usually reserved for only the finest K-Pop videos. GTA VI is set in Vice City, it’s coming out in 2025 and I'm sure we’ll hear a lot more about it before then.
Nexon
What is an indie game?
The meat of this week’s episode focuses on the longstanding debate about what “indie” actually means. One of the titles nominated for Best Independent Game at the Game Awards, Dave the Diver, was commissioned and bankrolled by Nexon, one of the largest video game studios in South Korea. It’s not indie, and its inclusion in this category highlights how little consensus there still is around the definition.
This is kinda my area of expertise — it’s my 13th year as a video game journalist and indie games have always been a core feature of my reporting. I’ve spent a lot of time thinking about what I mean when I say “indie,” so I sat down and formalized this thought process. There are three questions that can help define a game in an indie gray area: Is the team on the mainstream system’s payroll? Is the game or team owned by a platform holder? Do the artists have creative control? I dug into these questions this week, and discuss how having a publisher isn’t related to the indie label at all.
But when all else fails in the indie debate, there’s one ultimate question to ask: Can this team exist without my support? This is why the distinction matters: The indie label helps to identify the artists that would not exist without game sales, crowdfunding or word-of-mouth support from players. It exists to determine the teams that are truly living and dying on game sales, and it helps players decide where to spend their money. If Dave the Diver didn’t sell well, its team would likely have the chance to try again. If, say, Pizza Tower didn’t sell well, its studio could have folded.
I think this is an important conversation, so give that story a read and let us know in the comments if you think my questions help or just make things more confusing. It’s probably a little bit of both.
Now playing
I’ve been thoroughly enjoying The Cosmic Wheel Sisterhood on Steam Deck — it’s the latest game from Deconstructeam, the indie studio that made The Red Strings Club and Gods Will Be Watching. The Cosmic Wheel Sisterhood is a game about building tarot decks, manipulating elections, betraying a coven of witches and seducing everyone; it’s sexy and well-written, and I highly recommend it. Another game I’m looking forward to is A Highland Song from indie studio Inkle; it just came out this week and I’m excited to dive in.
Let us know in the comments what you’re playing! Also, we still don’t know what to call this weekly video game news show, so leave us some name suggestions, too. Thanks!
This article originally appeared on Engadget at https://www.engadget.com/gta-6-the-game-awards-and-the-great-indie-debate--this-weeks-gaming-news-153051306.html?src=rss
Amid COVID-prompted lockdowns, many major movies skipped US theaters entirely and went straight to streaming services. Those included the Pixar films Soul, Luca and Turning Red, all of which debuted on Disney+. In 2024, though, you'll get the chance to see those animated films on the big screen. Soul will get a theatrical release on January 12, Turning Red will hit cinemas on February 9 and Luca will emerge on a silver screen near you on March 22.
Given that these movies have been around for as long as three years, it's unlikely that they'll set the box office charts alight. But the theatrical releases mean you'll have a chance to enjoy these films as originally intended.
They could also help pad out Disney's bottom line a bit during a rough spell for the company. Among other issues, Disney is slated to release just one Marvel movie next year, Deadpool 3. In addition, the three Pixar films will act as a lead up to the studio's next film and perhaps help get very young viewers accustomed to going to the movies. Inside Out 2 will arrive in theaters on June 14.
This article originally appeared on Engadget at https://www.engadget.com/pixars-disney-pandemic-movies-are-hitting-theaters-after-all-193622444.html?src=rss
Naughty Dog is giving The Last Of Us Part 2 more than just a fresh lick of paint in a PS5 remaster of the game. The upcoming version includes a playable mode called Lost Levels (which features several segments that were cut from the final game), as well as one called No Return. The latter is an all-new roguelike survival mode and Sony has revealed more details about it in a trailer.
In this single-player mode, the aim is to survive as long as you can. You'll need to stay on your toes as the encounters with enemies are randomized and feature boss battles. You'll have to contend with unique gameplay modifiers too, such as setting enemies ablaze when you punch them or visual effects being applied. I'd actually advise against watching the trailer if you haven't played through the main game yet, as it spoils a few of the more fearsome enemies you'll come up against.
In No Return, you'll be able to play as Ellie, Joel and Abby. On top of those, you'll be able to take on the guise of several unlockable characters that haven't been playable before. Per the trailer, those are Dina, Jesse, Tommy, Lev, Yara, Mel and Manny. Every character has unique traits that support different playstyles. Pick Yara, for instance, and her brother Lev will help her out in combat (a co-op version of No Return could be pretty compelling!). Dina, meanwhile, will be able to craft trap mines and stun bombs.
You'll unlock more characters, skins, weapons (and weapon upgrades) and levels as you progress through No Return. While it strikes me as somewhat odd to introduce an infinitely replayable survival mode to a game in which the core theme is ending the perpetual cycle of violence, TLOU 2's combat is exceptional. No Return should let the combat mechanics shine without players needing to worry too much about remaining stealthy.
The Last Of Us Part 2 Remastered will hit PS5 on January 19. Those who own the original PS4 version of TLOU 2 will be able to upgrade for $10.
This article originally appeared on Engadget at https://www.engadget.com/the-last-of-us-part-2-remastereds-no-return-trailer-reveals-all-the-playable-characters-160325747.html?src=rss
Rockstar has released the trailer of Grand Theft Auto VI, the next game in the blockbuster video game franchise a day earlier than expected. Unfortunately you'll have to wait until at least some point in 2025 to play it.
It's been a decade since Rockstar Games released Grand Theft Auto V. While fans have been more than able to keep themselves busy with GTA Online and a few re-releases, they've been waiting patiently (or impatiently) for more single-player action. The wait now has a theoretical end with Rockstar revealing the first official look at the game and a 2025 release window.
As indicated by a recent teaser image, leaks and various rumors, GTA VI will be set in Leonida, Rockstar's take on Florida, and largely centered on Vice City, the series' stand in for Miami. Given that the trailer features a ton of Instagram-style live streaming, GTA VI seems to be a contemporary game, rather than one set in the '80s like 2002's Grand Theft Auto: Vice City. It remains to be seen if those streams are an integral game mechanic, purely narrative tool or just an aesthetic choice for the trailer, though.
It also appears that the game will have a playable female character, Lucia, for the first time in the modern incarnation of the franchise, just as the rumors predicted. Other highlights of the trailer include Florida's swampy Everglades National Park, an airboat, some wildlife and, of course, a strip club.
There's almost zero detail about the broader story of GTA VI, other than Lucia being in prison, presumably at the start of the game. But there are plenty of glimpses of the kind of shenanigans you'll be able to get up to, including your usual robberies and car chases. There's also brief shot of an alligator wandering into gas station store — gut instinct says your character might be behind that. Unfortunately it'll be over a year before we know for sure.
This article originally appeared on Engadget at https://www.engadget.com/rockstar-just-released-a-trailer-for-grand-theft-auto-vi-233306692.html?src=rss
Back in August, TikTok teamed up with Ticketmaster to allow artists to sell tickets to live events directly through the social media app. The service, however, was exclusive to the US, until now. TikTok just announced the partnership with Ticketmaster now extends to more than 20 countries throughout North America and Europe, in addition to Australia and the UK.
The tool only applies to artists officially certified by the platform, though TikTok says that amounts to more than 75,000 entertainers and event providers. The functionality is simple. The artist embeds a link to a relevant Ticketmaster event on a video. Users click a link on the bottom left of the screen and purchase a ticket, but we encourage would-be buyers to keep an eye on those hidden fees.
Music is the primary motivator here, but you can snag tickets for comedy shows and sporting events, among other types of entertainment. TikTok boasts that the program has already supported successful ticketing campaigns for artists like Shania Twain, Burna Boy, The Kooks and many more, going on to say that there has been more than 2.5 billion views of videos that utilize the in-app ticketing feature since launch.
The tool’s available now for those living in newly-eligible countries, like Sweden, Switzerland, Poland and around 17 more. TikTok hasn’t announced future availability for additional locations, but a spokesperson has stated that the company is “very excited to see how the partnership with Ticketmaster will develop over time.”
Snapchat made a similar move last year, partnering with Ticketmaster to match users with nearby live concerts. However, TikTok’s method is more streamlined and should allow for quicker access to tickets.
This article originally appeared on Engadget at https://www.engadget.com/tiktoks-ticketmaster-integration-expands-to-users-outside-the-us-182324778.html?src=rss
Kiss’ final live performance at Madison Square Garden in New York last night also turned out to be the first for the band’s successors — four digital avatars that will play on in the real members’ retirement from physical shows. Kiss concluded the last show of its “The End of the Road” tour by introducing the new virtual band, which then performed “God Gave Rock And Roll To You.”
The avatars weren’t just straight replicas of the current band members — Paul Stanley, Gene Simmons, Tommy Thayer and Eric Singer — but interpretations of them “as fantasy-based superheroes,” said Pophouse Entertainment, which partnered with George Lucas’ Industrial Light & Magic for their creation. And, it says that’s just “one of the many and varied ways in which Kiss will live on as digital performers through their avatars in the future.” Industrial Light & Magic also created the digital avatars of ABBA (or ABBAtars) for the ongoing ABBA Voyage show in London.
No specific plans for the virtual band have been announced just yet, but it wouldn’t be surprising to see similar Kiss experiences pop up in the near future. Gene Simmons, who founded Kiss alongside Paul Stanley, said the move will keep the band “forever young and forever iconic,” while Stanley called it a way to “see Kiss immortalized” and take the group “to a completely different level beyond being just a music band.”
This article originally appeared on Engadget at https://www.engadget.com/kiss-final-show-ended-with-a-performance-by-digital-avatars-made-to-immortalize-the-band-210024877.html?src=rss
Amazon has released the first official teaser trailer for Fallout, its upcoming live-action series based on the best-selling video games. The clip gives us a look at Amazon’s take on the post-apocalyptic wasteland, and Yellowjackets actor Ella Purnell emerging from Vault 33 to meet it for the first time. The series will be set in Los Angeles 200 years after a nuclear war brought Earth to ruins.
The trailer arrives a few days after Amazon released stills from the show, now showing a deeper look at the characters and the horrors they’ll encounter in the wastes. And it so far seems a promising indication of how the series will approach its well-loved source material.
Starring alongside Purnell, Fallout also features Walton Goggins (The Hateful Eight) as a breakout ghoul, Aaron Moten (Emancipation) as a member of the Brotherhood of Steel and Kyle MacLachlan (Twin Peaks) as a vault overseer. There’s also a dog named CX404, which we see in the video and in marketing materials toting around a severed hand. Fallout comes out on Prime Video on April 12 next year.
This article originally appeared on Engadget at https://www.engadget.com/amazon-just-dropped-the-first-teaser-trailer-for-its-fallout-series-182055521.html?src=rss
The Game Awards got it wrong this year. One of the titles nominated for Best Independent Game, Dave the Diver, was produced by Nexon, one of the largest video game studios in South Korea. No matter how hard you squint, it is not indie. Dave the Diver is an excellent pixel-art game about deep-sea fishing and restaurant management, but it was commissioned and bankrolled by Nexon subsidiary Mintrocket, with billions of dollars and decades of experience at its back.
When The Game Awards nominees were announced on November 13, fans were quick to point out the error, and the recurring debate over what “indie” means was reignited. Taehwan Kim, Nexon’s overseer of Mintrocket, weighed in on November 14, saying Dave the Diver “may look like an indie, but it's not necessarily the case.” The official tweet listing the nominees for Best Independent Game now carries a reader-generated context tag reading, “Dave the Diver is not an indie game. Mintrocket, the game's developer, is a subsidiary of Korea's biggest game company Nexon. They are not independent in any sense of the word.”
Nexon
A discussion around the definition of “indie” bubbled up throughout November, but it raised more questions than it answered. One common conclusion was that the media outlets who voted Dave the Diver into the independent category were fooled by its pixel art, a style that’s associated with indie games. During a live Q&A on Twitch on November 26, The Game Awards organizer Geoff Keighley argued that “independent” was a broad term with an unknowable definition, before essentially saying Dave the Diver’s inclusion in the indie category was the jury’s fault.
Specifically, Keighley said the following: “It’s independent in spirit and [it’s] a small game with a, I don’t know what the budget is, but it's probably a relatively small-budget game. But it is from a larger entity, whereas there are other games on that list that are from much smaller studios. Even like Dredge I think is published by Team17, so is that independent or not because you have a publisher? It’s a really complicated thing to figure out and come up with strict rules around it, so kinda we let people use their best judgment. And you can agree or disagree with the choices, but the fact that Dave the Diver was on that list meant that, out of all the independent games the jury looked at, or what they thought were independent games, that was one of the top five they looked at this year.”
The jury comprises 120 media outlets (Engadget has traditionally been one of these, but we did not participate in voting this year and look what happened), so Keighley is chalking the mistake up to mass hysteria and moving on. Meanwhile, there’s still little consensus on what constitutes an indie game, at The Game Awards or elsewhere.
Nexon
I’ve reported on video games for 13 years and indies are a central theme of my coverage. I ran The Joystiq Indie Pitch back in the day, and I’ve made a concerted effort to write about smaller games from creators working outside of the mainstream machine, because these are the experiences that speak to me personally. The indie scene is the source of the industry’s magic. This isn’t just a debate about language — “indie” is a distinction that identifies which games and teams need outside support to survive and expand on their innovations. Understanding the label can help players make decisions about where to spend their money, the lifeblood of any game-development studio.
All that to say, the debate over the definition of “indie” is not new, but it is constantly changing, and it’s something I’ve spent a lot of time contemplating. So, I’m here to offer guidance on the question of what makes an indie game or studio indie. It is a weirdly complicated topic and my approach is one of many, but the loose framework I use could help resolve some common, recurring arguments.
Basically — it’s all about the system, man.
I’m joking, but also I’m not. Generally, when I’m trying to decide whether something is actually indie, I rotate through three questions:
Is the team on the mainstream system’s payroll?
Is the game or team owned by a platform holder?
Do the artists have creative control?
The first question is about identifying where a studio’s money is coming from and what kind of support a game has outside of sales. If a team is wholly owned by another company of any size, it is not indie. We’re not talking about publishing deals; this opening question is about acquisitions or subsidiaries of bigger studios. Dave the Diver is a prime example here — it’s developed by Mintrocket, a subsidiary of Nexon that was created just to develop more contained, experimental games for the publisher. Dave the Diver is definitely not indie, and we’re only on question one.
The second query feeds into the first, and it’s helpful in making fine distinctions about games that exist in gray areas. What about something like Cyberpunk 2077? It’s a big-budget game built by CD Projekt RED (CDPR) — a studio that, at first glance, seems like it could be indie. However, there are two factors that take it out of the running for me. First, CD Projekt, the umbrella organization that supports CDPR’s game-making, is a publicly traded company with shareholders and a board to answer to. Second, CD Projekt is the owner of GOG, a distribution hub that allows the studio to sell its own games and DLC outside of Steam and the Epic Games Store. This ability to sell directly to players at massive scale takes CD Projekt out of the indie realm. Generally, companies with the most influence and money are console makers and platform holders like Valve, Xbox, PlayStation, Epic Games, Ubisoft, EA, and, yes, CD Projekt. They are the AAA system, and anything they own is not indie.
Nexon
Lastly, on to publishers. Sorry, Keighley, but securing a publisher has very little to do with whether a game is indie nowadays. We’re blessed in 2023 to have a thriving indie industry constantly pushing against the AAA complex with different goals, more diverse voices and a broader sense of innovation — and publishing is a big part of this system. Today, indie-focused publishers (of which there are many) tend to include clauses that protect a developer’s creative vision, preventing the larger company from interfering with artistic decisions and keeping the game indie to the core. Once upon a time, it might’ve made sense to only consider self-published games indie, but that era is long gone.
The indie scene has evolved massively since the early 2010s, when games like Braid, Super Meat Boy and Fez were carving out the market’s modern form. Back then, self-publishing was all the rage for independent developers because it was often their only option, and as a result there were more distinct lines between AAA, AA and indie games. Devolver Digital found its first breakout hit as an indie publisher with Hotline Miami in 2012, and that’s around the time the floodgates opened. In 2014, as the industry’s largest companies started funding and publishing programs for them, the number of indie games skyrocketed across platforms including Steam (remember Greenlight?), the App Store, Xbox, PlayStation and Ouya (RIP).
Today, indie games come standard on every console. There are multiple indie-focused publishers, including Devolver, Annapurna Interactive, Panic, Raw Fury, Team17 and Netflix, and most of them offer complete creative freedom as a main selling point. Meanwhile, platform holders like Sony and Xbox are hungry to sign distribution deals with developers of all sizes in an effort to score exclusives and pad their streaming libraries. It’s the most stable (and crowded) the indie scene has ever been. Having a publisher has no bearing on whether a game is indie.
Being owned by a publisher, however, changes everything (see question one). This is more of a concern than ever, as platform holders like Microsoft, Sony and Epic Games have recently been buying studios they like, no matter their size. Hell, even Devolver has dipped its toes in the acquisition pond recently — which, yeah, means those teams are no longer indie.
Nexon
The “indie” label is transitory. Certain studios can be indie but an individual game may not be, and plenty of small companies flow between states as they age and take advantage of growth opportunities. Bungie, for example, started out as an independent outfit, then it was absorbed by the AAA complex under Xbox, and then it broke free and was briefly indie again, before Sony pulled it back into the mainstream system’s cold embrace.
So, yeah, that's my way of determining if a game or studio is indie. By all means, take my triplet of questions and have fun trying to break the logic — it probably won't take long. There is no perfect structure here and there are plenty of outliers within my own framework. Alan Wake II, according to my questions, would be considered an indie game — but its developer, Remedy Entertainment, is a publicly traded company, which brings shareholders and a board of directors. This pushes the studio and the game into The System for me, but honestly, I’m still unsure about those labels as I type this. That’s OK — when all else fails, look inside your game-loving soul and ask, can this team exist without my support? (Alan Wake II, for what it’s worth, is a delicious and unique experience that’s worth playing, regardless of your feelings on Remedy's shareholders).
Does Mintrocket need my support to keep Dave the Diver and its creative team going? Probably not, and definitely not in the same way as Larian Studios, the independent developer and publisher of Baldur’s Gate 3. Baldur’s Gate 3 is an excellent, expansive 3D adventure from an indie studio and it’s up for Game of the Year at The Game Awards, but it was snubbed in the Best Independent Game category. Meanwhile, Dave the Diver, a cute title backed by billions of dollars, is up for the indie award, but not Game of the Year. It seems like The Game Awards jury made the classic mistake of seeing pixel art and immediately calling it indie. That’s an unforced error, but it reveals one point where we can all agree:
Indie is not an aesthetic.
This article originally appeared on Engadget at https://www.engadget.com/the-game-awards-raises-an-old-question-what-does-indie-mean-205211035.html?src=rss
Telegram has released a major update for its iOS and Android apps that includes an array of new and upgraded features. Since last year, Telegram Premium users have been able to get transcriptions of voice and video messages and now the platform is opening up that feature to everyone, albeit on a more limited basis. Free users will be able to convert two messages per week into text. Just hit the →A icon on a voice message and you'll get a text version of the memo. Telegram notes that it's rolling out this feature gradually, so you may not have access to it right away.
Elsewhere, Telegram is looking to improve channel discovery. Whenever you join a channel, you'll see a selection of similar public channels. Telegram is basing these recommendations on similarities in subscriber bases. You'll be able to view these recommendations at any time by going to a channel's profile.
Telegram
You can now include a video comment or reaction with a story. You'll have the ability to resize this video message and move it around the screen. You can add a video message, a feature that takes a page out of the TikTok playbook, by holding down the camera icon in the story editor to capture a selfie clip. You can adjust the volume by holding a finger on the video track at the bottom of the screen.
Reposting someone else's story is now a cinch too. Just tap the share button on a story, then you'll have the option to repost it. Only stories that have their visibility set to public can be reposted. You can add a video comment to reposted stories too.
Elsewhere, Premium users can set up their profiles with unique color combos, everyone can apply custom wallpapers to each individual chat (Premium users can set the same wallpaper for both participants) and channel admins can customize the emoji that appear as reactions. In addition, any Telegram app can now detect a coding language in messages and highlight the syntax with proper formatting.
This article originally appeared on Engadget at https://www.engadget.com/telegram-now-offers-all-users-limited-transcriptions-of-voice-messages-185114448.html?src=rss
TikTok has introduced the Artist Account, which offers up-and-coming musicians new ways to curate their profiles in ways that boost discoverability. The new suite of tools are not just meant for rising stars: established pop icons can also add an artist tag to their profiles, giving their music its own tab next to their videos, likes and reposted content.
To be eligible for an artist tag, TikTok says you will need at least four sounds or songs uploaded to the app. Artists can also pin one of their tunes so it appears first in the music tab. If a musician drops new content, the app will tag songs as ‘new’ for up to 14 days before and up to 30 days after it goes live. Any new tracks will automatically be added to a profile’s music tab.
TikTok says over 70,000 artists are already using the new tools. The app has proven to be a breeding ground for content to go viral for new artists and established music makersalike thanks to the lightning speed of dance and lifestyle video trends. TikTok’s impact on the music industry has been so massive that even streamers like Spotify have looked into experimenting with video-first music discovery feeds.
This article originally appeared on Engadget at https://www.engadget.com/tiktoks-new-profile-tools-are-just-for-musicians-201723244.html?src=rss