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The Last of Us TV showrunner confirms four season plan, says "no way" to wrap things up in three
Game Reviews

The Last of Us TV showrunner confirms four season plan, says “no way” to wrap things up in three

by admin May 20, 2025



Craig Mazin, the showrunner behind HBO’s acclaimed live-action TV adaptation of The Last of Us, has confirmed the team is working to a four season plan, insisting there’s “no way” the narrative can be wrapped up in three seasons.


This isn’t the first time the magic number four has been floated in regard to The Last of Us’ TV adaptation, of course. Mazin started the chatter all the way back in 2023, suggesting the show could “end up being three or five [seasons]. But four seems like a good number. Some seasons, because of the story we’re telling, will need fewer episodes and some will need more.”


Then earlier this year, HBO exec Francesca Orsi mirrored those comments, saying it was “looking like four seasons” for the adaption, but stressed HBO didn’t have “a complete or final plan”. Instead, she appeared to defer to Mazin, adding, “I wouldn’t want to confirm that, but it’s looking like this season and then two more seasons after this and we’re done.”


And now Mazin has seemingly made that official in an interview with Collider. Discussing the big Joel moment that kicked off season two, Mazin explained, “It’s so impactful. It’s such a narrative nuclear bomb that it’s hard to wander away from it. We can’t really take a break and move off to the side and do a Bill and Frank story. I’m not sure that will necessarily be true for Season 3. I think we’ll have a little more room there.”


“There’s a decent chance that Season 3 will be longer than Season 2,” he elaborated, “just because the manner of that narrative and the opportunities it affords us are a little different… but certainly, there’s no way to complete this narrative in a third season. Hopefully, we’ll earn our keep enough to come back and finish it in a fourth. That’s the most likely outcome.”


As for season two, there’s just one episode to go following this week’s sixth instalment. Opinions on the second season have been a little more mixed compared to the widely acclaimed original, with Eurogamer’s The Last of Us superfan Victoria Kennedy recently pondering if Mazin and team might have bitten off more than they can chew.



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May 20, 2025 0 comments
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Fortnite In Legal Trouble After Adding AI Darth Vader
Game Reviews

Fortnite In Legal Trouble After Adding AI Darth Vader

by admin May 20, 2025



Screenshot: Epic / Lucasfilm / Kotaku

SAG-AFTRA, the massive actors and media union with over 160,000 members, has filed an unfair labor practice charge with the National Labor Relations Board against Epic Games over its inclusion of an AI-powered Darth Vader in a recent Fortnite update.

Nintendo Switch 2 Price Is Set at $450 for Now, But Could Go Higher

You might have heard about the AI-powered Darth Vader that was added to Epic’s popular battle royale game last week as part of an ongoing Star Wars-themed season. Players could talk to this AI-powered Vader and ask him questions. The AI character’s voice was designed to mimic that of the late James Earl Jones and was done with his and his estate’s permission. Pretty quickly after he was added to the game, players got him to say slurs, swears, and other questionable stuff. Epic patched him up and seems to have gotten the Sith Lord under control. But now the developer is in hot water with one of the largest media unions in the country because it included this AI-powered Vader without first communicating or bargaining with SAG-AFTRA.

On May 19, as reported by Eurogamer, SAG-AFTRA announced that it had filed an unfair labor practice charge against Epic Games and its subsidiary, Llama Productions.

“We celebrate the right of our members and their estates to control the use of their digital replicas and welcome the use of new technologies to allow new generations to share in the enjoyment of those legacies and renowned roles,” said SAG-AFTRA in a statement.

“However, we must protect our right to bargain terms and conditions around uses of voice that replace the work of our members, including those who previously did the work of matching Darth Vader’s iconic rhythm and tone in video games.”

SAG-AFTRA says that Epic and Llama Productions “chose to replace the work of human performers with A.I.” and did so without “providing any notice of their intent to do this” and without allowing the union to bargain over fair terms.

SAG-AFTRA voice actors are currently on strike against large video game companies including EA and Activision over various issues. The strike started in 2024. One of the big ones is more protection against AI copies, like Darth Vader in Fortnite.

  .



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May 20, 2025 0 comments
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RoadCraft review: Streamlined building biz beset by bumbling AI Bobs
Game Reviews

RoadCraft review: Streamlined building biz beset by bumbling AI Bobs

by admin May 19, 2025


It’s getting close to 10PM on a Friday night.

There’s a slightly muddy hill. Halfway up it, their tires spinning helplessly, are two trucks carrying goods they need to deliver to a shed about half the map away. I sigh, and give my bulldozer/cargo truck the beans. As one fourteen-wheeled mass, we begin to crawl up the gentle slope, which would be easy pickings if the AI-manned haulers glued to my front scoop had any off-roading capabilities whatsoever.

They don’t. There’s no driving skill to make up for it, either. If they run into an obstacle during the course of the route I’ve plotted out for them which can’t be overcome by simply reversing and pulling forwards less than three times, they just give up. Small rocks terrify them, turns that happen to be in any way sharp are the banes of their existence, and sometimes they seem to roll over just for a laugh. They need me. When I’m not Bob the builder, I’m Bob the babysitter.


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What I’ve just described is one of the main things that sets RoadCraft – the latest entry in Saber Interactive’s Spintires series of off-roading sims – from its rugged, outdoorsy siblings. These games, MudRunner, SnowRunner, and last year’s Expeditions, were generally games about you – the player – getting from A to B through untamed environments and getting stuck when you messed it up.

I’ve regularly, and slightly sarkily, compared these games to the driving equivalent of FromSoft’s boss battlers. Notoriously unforgiving adventures about eventual success earned through overwhelming skill or luck, and usually preempted by a crap-tonne of failure that gradually pushes those who haven’t already taken their lumps in the direction of doing the right thing.

When you’re behind the wheel, RoadCraft’s by far the least hardcore title in its delivery of that gameplay loop that Saber has put out to this point. Don’t get me wrong, there’s still a learning curve and plenty of ways to mess up that’ll require a reset. However, in its creation of a game that’s more focused on construction, maintenance, and logistics management than it is straight-up haulage or frontier-conquering exploration, the studio’s simplified things.

As you carry out jobs, you no longer have to keep a watchful eye on your fuel gauge or do any repairs if you slam into a wall. RoadCraft’s fleet is permanently fully-fueled and indestructible unless you roll over, sink, or otherwise get wedged in a spot you can’t extricate yourself from. While this, and the resulting lack of an in-depth upgrade system for vehicles, might be a bit frustrating to hardcore haulers, you can see why Saber’s opted to do it.

See? Told you there are still ways you can monumentally mess things up. | Image credit: VG247/Saber

The rides you’re handed the keys to this time are generally a lot more specialised towards very specific roles for the jobs you’ll be doing as the game walks you through getting locations which have suffered different kinds of natural disaster – from floods, to earthquakes, to hurricanes – up and running again.

You’re running a construction firm that you start off by naming and picking out a livery/logo combo for. When you first deploy into one of the maps, which thankfully are openly free-roamable outside jobs unlike those in Expeditions, you’ll do the usual thing and head out in a nippy scout 4×4 to recon the environment.

Then, your re-construction efforts begin, and can be divided into about five or six different general activities you’ll do in various orders and with different quirks as you progress – scouting, logging, road and bridge building, plotting routes for AI supply runs, debris clearing, and resource delivery.

In terms of the latter, there are four types of resources you’ll need to fix various things – logs, steel beams, metal pipes, and concrete slabs – all of which you’ll acquire by either recycling debris at the plants on each map that part of your job is to get up and running. Getting ahold of those, ferrying them where they need to go, and installing them is done in very SnowRunnery fashion, albeit with manual loading being your only option.

As such, the vehicle I’ve spent by far the most time in during my time with the game so far is the Mule T1 crane cargo truck. As the name suggests, it’s a lorry with very decent off-roading capabilities that’s built to transport goods, and even boasts its own built-in crane.

(Slaps roof) You know how much junk this Mule can haul? | Image credit: VG247-Saber

If you’re playing solo, it’s by far the most important purchase you’ll make early on, because its good stats and that crane mean it’s ideal to handle the vast majority of haulage jobs the game gives you. There is a point where some loads start to get a bit too heavy for it to deal with easily, but I’ve made it up to level 12 so far and it’s still the heart of my fleet. That arguably exposes a bit of a flaw in RoadCraft’s launch vehicle offerings – there’s only one or very occasionally two better successors you can unlock for each of the different vehicle types as you progress.

You do unlock some new types of vehicle around the midpoint, such as a heavy crane and beefier cargo truck that together can handle the heavier loads the Mule struggles with, but in plenty of cases there’s a beginner rusty variant of a specific vehicle, a refurbished version of the exact same model with slightly better stats, and then an advanced variant you’ll unlock once you’re starting to home in on the endgame.

The most egregious example of this is with the field service vehicles. There are two. One you’re given for free at the start of the game and can’t even be repainted in your company livery as far as I can tell, and then its endgame replacement, which you won’t unlock until level 20, which based on my progress so far looks like it’ll be when you’ve basically finished all of the game’s current content.

You’re still unlocking one or two new vehicles or variants of existing vehicles with each level you gain to help freshen things up a bit, but the relatively thin depth at each position and lack of part customisation means the sense of progression feels a lot more limited. No doubt there’ll be plenty of DLC to beef up the roster, but Focus seems to be leaning a bit too heavily on that.

C. W. McCall intensifies. | Image credit: VG247/Saber

Combined with the aforementioned stripping out of stuff like fuel management, and the XP/cash rewards for jobs being quite generous (the latter especially so because you aren’t constantly spending on upgrades), to this point RoadCraft is the entry in the uber-hard Spintires series I’ve made my way through with the least struggle. The one exception to that, as I outlined in the intro, is that damn route plotting for AI trucks. If it’s the part of the game that’s supposed to dial the difficulty back up, it certainly does just that at regular points, often in infuriating fashion.

If I’ve gotten stuck while driving, usually because I’ve done something stupid, that’s annoying, but at the end of the day it’s on me to do a better job. If an AI lorry I’ve already built a bunch of bridges and roads for requires me to follow it along its entire route and do some push-based babysitting whenever it encounters the tiniest obstacle because it’s using a truck that only works on perfectly straight asphalt highways, that’s less easy to take on the chin. Kudos to Saber for trying something different, but some of the ways I’ve had to resort to helping its lorry Lemmings feel like they pretty much defeat the point of not having me just make the deliveries myself.

While folks who take a bit more time to clear the perfect path might well find RoadCraft lacking a bit of challenge, I’ve personally enjoyed the non-AI lorry bits of it generally being a lot more chill than the usual. The game’s at its best when you’re heading to a base or driving your field service vehicle somewhere and setting up to spend some time doing a specific job. Both act as spawn points for vehicles, though the latter requires fuel tokens that’re pretty easy to earn from side jobs. Once you’re there, you’ll be doing something like watching the four stages of RoadCraft’s namesake party trick, building roads by dumping sand with a dump truck, using a dozer to flatten it, wheeling out your paver to coat it an asphalt, and then hopping in a steamroller to make it nice and smooth.

It’s as mega-satisfying as you always dream baking a cake will be, even if the first step can be pretty unforgiving because it’s near impossible to drop sand in a nice uniform fashion. Luckily, you’ve got the choice to do each step manually or let the computer do it automatically, with the latter tending to go ok given you’re only making short stretches of road. Well, unless your paver finds a small rock you haven’t cleared.

It’s a piece of cake to lay a pretty road. If the way is hazy, you gotta do the laying by the codex. | Image credit: VG247/Saber

Logging by chopping down trees with a tree harvester, picking up the big twigs with a log hauler, and then cleaning up your mess with a stump mulcher is just as fun. There’s not as much process to laying electrical wires between different spots on the map to power up substations, but finding a way to guide the comically unwieldy cable layer through the backwoods has its good moments, even if it’s possible to get stuck in weird ways.

Overall, RoadCraft offers a unique enough twist on the established Spintires formula, if a streamlined one, to be worth giving a go. Some series veterans will end up longing for the elements it’s stripped out, especially when the new stuff that’s been drafted in is being more frustrating than fun. But, that central loop of frustration giving way to jubilation as you overcome the environment is still there and regularly just as satisfying.

Especially when the convoy you’ve spent all evening pushing up hills finally reaches its destination.

RoadCraft releases on March 20 for PC, Xbox Series X/S, and PS5. This review was conducted on PS5 using a code provided by the publisher.



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May 19, 2025 0 comments
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In Theory: will next-gen Xbox run on a Qualcomm Snapdragon ARM processor?
Game Reviews

In Theory: will next-gen Xbox run on a Qualcomm Snapdragon ARM processor?

by admin May 19, 2025


Could the next generation Xbox run on an ARM-based processor? The possibility has been mooted ever since Microsoft’s FTC-related leak revealed that the firm was investigating which architecture to consider for a circa-2028 console. Would it be x86 or ARM? Would Microsoft collaborate on a custom chip with AMD or tap into the firm’s roadmap of upcoming technology? We never found out. However, Microsoft commentator Brad Sams found something interesting last week: a Qualcomm job ad discussing “the next generation of Surface and Xbox products built on Snapdragon solutions”. Based on his tweets, Sams believes the upcoming tenth generation Xbox will run on ARM – but how plausible is it?

Well, job ads are notorious as a poor sourcing for actual company strategy but can sometimes offer up some insights. This one, for a sales director, seems particularly slight – and after Sams’ reporting, the link stopped working, with the ad eventually re-appearing with all Xbox mentions deleted. So is this an unintended leak or just an error?

Based on everything we know about how Microsoft works, what its intended strategy is, and its comments on delivering the “largest technological leap ever in a generation”, it’s difficult to reconcile any of this with the notion of an Xbox console running on Snapdragon hardware. While Qualcomm has achieved incredible success with its Snapdragon processors on mobile phones, its collaboration with Microsoft on the Surface line has so far been unimpressive. I bought a Surface laptop with the fully enabled Qualcomm Snapdragon X Elite, finding that gaming was a mess: the PRISM compatibility layer for running x86 code on ARM was missing key support to the point where many games would not even boot. Meanwhile, GPU performance was frankly awful with tremendous stuttering problems.

Xbox and Snapdragon is just one of the many stories within the latest edition of DF Direct Weekly.Watch on YouTube

  • 0:00:00 Introduction
  • 0:00:57 News 1: Nintendo reportedly not sending early Switch 2 review units
  • 0:11:52 News 2: Should we criticize “forced ray tracing”?
  • 0:32:03 News 3: Next-gen Xbox to use Snapdragon ARM chips?
  • 0:43:03 News 4: Assassin’s Creed Shadows devs spill ray tracing revelations
  • 0:59:11 News 5: Days Gone patch brings balanced modes, VRR support
  • 1:13:27 News 6: John tests the Backbone Pro
  • 1:23:23 Supporter Q1: Are we reaching the end of the home console era?
  • 1:29:46 Supporter Q2: Should Halo run on id Tech?
  • 1:38:38 Supporter Q3: Could Doom: The Dark Ages get a PS4 version? A Switch 2 version?
  • 1:41:55 Supporter Q4: What happened to the review of Spider-Man 2 on PC?
  • 1:48:33 Supporter Q5: What are your favourite memories of the Sega Saturn?

To base a new Xbox on Snapdragon hardware would see Microsoft facing huge challenges on every front. Interestingly, developing games on CPUs using the ARM architecture is possibly the least onerous problem. After all, developers got to grips quickly with Nintendo Switch, which ran a range of CPU-heavy games. Ultimately, it would all be down to how good the compiler is.

Graphics? Well, the latest Snapdragon processors do deliver the modern range of features. The Adreno graphics core does support ray tracing, for example. Snapdragon processors do ship with an NPU (neural processing units) that could have certain gaming applications: the Surface’s AutoSR upscaling is a very interesting piece of technology, while an NPU could conceivably handle frame generation too.

Where things start to get tricky is with compatibility. It’s hard to imagine even the most potent ARM processor being able to emulate the Zen 2 CPU of the Xbox Series X and Series S with the same level of performance – and it’s key for Microsoft to be able to assure gamers that its existing library of games will run (and run well) on its new hardware. Similarly, while the DirectX API does a lot of heavy lifting, shifting GPU architectures from one generation to the next is also going to cause problems. For that, there’s already a ready-made solution – certainly from the transition from GCN-based graphics in Xbox One and One X to the RDNA tech in the Series consoles, AMD baked in hardware backwards compatibility (which Sony benefits from too).


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Then there’s the whole question of what “largest technological leap ever in a generation” actually means and the extent to which a Snapdragon processor could deliver it. Both Microsoft and Sony face a unique challenge in delivering a tenth generation console: firstly, it needs an actual reason to exist bearing in mind how good the existing hardware is – and how limited the gains were with the PlayStation 5 Pro. Secondly, it needs to deliver this generational leap while still being affordable as a console should, which sounds almost impossible bearing in mind that Microsoft had just raised prices on its five-year-old consoles.

Ironically, it’s PlayStation 5 Pro that gives us some idea of where the platform holders are heading: sacrificing a much larger GPU in favour of ray tracing support and (inevitably) machine learning hardware. Moore’s Law may be alive, but the concept of cramming larger amounts of transistors – more logic – onto the same area of silicon is no longer cost effective. Microsoft itself knew this would happen, hence the creation of Xbox Series S, which as this classic DF interview reveals, essentially came about because the engineers could not foresee a scenario where Series X could be cost-reduced over the generation.

By confirming a tenth generation console, Microsoft and indeed Sony seem to have made the costs work for a future process node (TSMC 3nm being a likely prospect), but costs will be tight – and similar to PS5 Pro, expect that silicon budget to be less about extraordinarily large graphics hardware and more about a balance between graphics, RT and ML. Not much is known about AMD’s roadmap going forward but the unified UDNA graphics architecture (or a customised version of it) seems much more likely. There’s nothing to stop ARM being combined with UDNA on an architectural level, but remember, compatibility is king in a world where persistent digital libraries are so important and in that scenario, ARM is more hindrance than help.

And going back to the Qualcomm job ad, remember that the definition of Xbox is somewhat fluid. Is there any reason why a Surface device running the Xbox app isn’t an Xbox in the “this is an Xbox” era? With a planned mass diversification of Xbox devices, there’s plenty of room for a Snapdragon device of some description – and not just within the Microsoft Surface line.



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May 19, 2025 0 comments
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Lego Bionicle Fan Game Shutdown After 8 Years Of Development
Game Reviews

Lego Bionicle Fan Game Shutdown After 8 Years Of Development

by admin May 19, 2025


An open-world, third-person Bionicle fan game that had a lot of hype in the community and which has been in development for nearly a decade has allegedly been canceled by the Lego Group just a few months before the project’s first big demo was set to release.

This Narrative Adventure About Doomed Teenage Dinosaurs Feels Too Real

Bionicle was a popular line of buildable action figures created by the Lego group in 2001. The line was the first original transmedia franchise created by Lego, featuring a deep amount of lore and stories told in comics, books, and animated movies. It was planned to run for 20 years but, due to low sales, was ended in 2010. It was revived in 2015, but old fans didn’t embrace the reboot and the revival ended in 2016. Despite a decade having passed since Lego made new Bionicle sets, fans still love the weird franchise featuring bio-organic super robots and sci-fi magic. And for the past eight years, a growing group of fans known as Team Kanohi have been developing their dream Bionicle game, Masks of Power, but have been forced to stop after Lego demanded it.

On May 17, Team Kanohi announced that the Lego Group requested that the team shut down the project completely and remove Masks of Power from the internet.

“We’ve been transparent about the hardships our team has faced over the past year as we’ve worked to release the first look at Bionicle: Masks of Power: the ‘FREE THE BAND’ demo,” said Team Kanohi. “After many years of hard work, our team was in the final stages of bugfixing and polishing for the demo’s release. We had planned to shadowdrop the demo on August 10th, 2025.”

“Unfortunately, it seems that will no longer happen. The LEGO Group has asked our team to shut down our project in its entirety, and remove Bionicle: Masks of Power from the public eye.”

Despite not being able to release the demo or finish the game, Team Kanohi has put out a two-hour video showing off the unfinished demo for the Bionicle game. The group says it’s still “incredibly proud” of what it has made and I have to agree. This looks awesome, and I’m not even a Bionicle fan.

So why did the Lego Group shut down this project? According to the dev team, they have been in contact with the company for years and have followed all of the rules surrounding fan-created content. Masks of Power was going to be released for free, and included disclaimers that made it clear this was a fan project. Lego has also officially called out and supported other Bionicle fan games in the past. However, it seems like Masks of Power was starting to look too official for Lego lawyers.

“Unfortunately, it seems like the LEGO Group’s stance on fan-created media has changed. While we can only speculate as to the exact reason why they have asked us to remove the game at this time, what we suspect is that our project was too easy to mistake for an official product,” said the devs. “At the time of writing, searching ‘Bionicle game’ on Google lists the Steam page for Bionicle: Masks of Power within the first couple of links.”

“An average person seeing our game for the first time could easily think that it was an official game at first glance. And no amount of disclaimers we could put up would be able to change that.”

It’s not all sad news, though, as the team behind the now-cancelled fan game has announced plans to develop a new game—Project Rustbound—built off the work they put into Masks of Power. Hopefully this project gets to see the light of day.

.



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