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stories

Varric and Harding in Dragon Age: The Veilguard.
Product Reviews

We can’t keep making videogame stories for players who aren’t paying attention to them

by admin August 18, 2025



Harvey Randall, Staff Writer

(Image credit: Future)

Last week I was: Talking about entropy in MMORPGs, and being a busy bee in World of Warcraft.

I’ve noticed a trend—particularly in some recent RPGs—of, well, let’s call it ‘Netflixiness’.

Dialogue designed to leave absolutely nothing to interpretation, to exposit information in the most direct way possible, devoid of any real character or context. There’s an assumption that any moment the audience spends confused, curious, or out-of-the-loop is a narrative disaster.

I hate to keep knocking Dragon Age: The Veilguard about, especially since I still had a decent time with it all told, but the thing that made me break off from it after 60 hours really was its story. It’s a tale that does get (slightly) better, but it gave me a terrible first impression I never quite shook.


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Given the game’s troubled development history, and the fact that some of its writers have produced perfectly fine work before (Mordin Solus, for cryin’ out loud), I’m led to believe this pattern comes from the top. Well, I have a hunch.

When Varric says “That ritual is going to tear down the Veil—the only thing separating us from the Fade and an endless number of demons” to Rook, his mission partner, who should know all of this already, I can’t help but think of one thing. Second screen viewing.

In this excellent article in the International Journal of Communication, Daphne Rena Idiz recounts a time where an interviewee told her that Netflix had insisted: “What you need to know about your audience here is that they will watch the show, perhaps on their mobile phone, or on a second or third screen while doing something else and talking to their friends, so you need to both show and tell, you need to say much more than you would normally say.”

Now Harvey, one might say, that makes absolutely no sense. Videogames—with some exceptions in genre, like idlers—aren’t played as second screen activities. To which I would reply: You’re exactly right, but since when has that stopped executives from chasing trends against common sense before? These are the people who thought Veilguard still should’ve been a live service game. After everything.

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This is conjecture, but I don’t think it’s out of pocket to assume some of these companies are chasing the narrative successes of streaming services. Or that in doing so, their big bosses might adopt all sorts of “wisdom” designed for making media meant to be consumed, not enjoyed.

After all, in these second-screen shows, nothing is left up to chance. If your audience gets lost, it’s bad. If your audience gets confused, it’s bad. Bad stories are confusing. Good stories are understood. I know these things because I’ve looked at other good, popular stories.

The Veilguard follows in this trend, because it’s a game that’s terrified of audiences getting lost at any point. As fellow PCG writer Lauren Morton put it, it’s “desperate to chew my food for me”. And whether the problem lies with big movers and shakers at EA, or their selected testing audiences, it doesn’t matter. Because we’re shooting ourselves in the foot, here.

Everybody loses

Videogames are enjoyed in a ton of different ways—some are even designed for you to tap out of the story entirely, or to only engage with it as an option. And this is fine. But you cannot, as EA did, reach for other audiences on the assumption that the nerds will like whatever you give ’em.

(Image credit: BioWare, Electronic Arts)

Some players will skip every cutscene, glaze over every dialogue entry, and hammer their skip button ’till the face button’s worn out. And I have no qualm with these people—they simply value a different set of things from me. We can coexist. It’s the design assumption that we must be met in the middle that’s messing us up.

For this player, a story that’s impossible to ignore will barely register for them. If anything, it might backfire—making them feel coddled or pushed into situations they don’t care about. And for me, dialogue that’s written for people who aren’t paying attention makes my brain want to crawl out of my skull and autonomously go do anything else.

Here’s the thing: Good writing advice says to ‘show, not tell’ not because everything must be shown as soon as it comes up, lest the audience be lost, but because it’s inherently more interesting to give us the pieces we need to draw conclusions. Crucially, you don’t always have to actually give people information.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster. It’s okay to let a question mark float above your player’s head, or to trust they’ll get the gist from context clues. We can tell the ritual Varric and Rook are trying to stop is dangerous because they’re trying to stop it. I promise.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster.”

I feel like there’s this phantom assumed viewer who, without a full set of narrative cards in their hand, will throw their controller and immediately do something else. And that makes me sad, because it assumes your players aren’t curious. That they don’t want to have questions, or aren’t interested in seeing where something leads.

Some aren’t, sure, but if you design videogame stories for them, you rob from your most invested players the simple pleasures. Analysing the story, looking deeper into scenes, discussing it with each other online. And as someone who watched Final Fantasy 14 reach a fever-pitch of over-explaining during Dawntrail, that stings, let me tell you.

I’m sick of seeing games with an air of corporate weight sitting on top of them. I’m tired of watching a scene and going “yep, that probably tested well with audiences”. I’m exhausted by this pervasive idea that writers are to be resented, or that I have the memory of a goldfish (I do, but that’s besides the point).

I want to get a little lost. I want to have to think about what a scene I just watched meant. I want to see where your story goes, rather than be told where it’s headed. We simply cannot keep making videogames for people who aren’t paying attention, because it won’t change anything for them—and it’s making the rest of us bloody miserable.

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August 18, 2025 0 comments
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Death Stranding 2 review: sticking it to convention with one of Kojima's most impactful stories yet
Game Updates

Death Stranding 2 review: sticking it to convention with one of Kojima’s most impactful stories yet

by admin June 23, 2025


Death Stranding 2 has some big shoes to fill. With those shoes it not only has to walk the same lengths as its beloved predecessor, but walk further too. It must make the same strides, but in new and exciting ways. It’s a hard thing to live up to! Thankfully Kojima Productions has pulled it off, though not without a few stumbles and missteps along the way.

For those who don’t know, Death Stranding 2 is a third-person action game in which you must travel vast distances, delivering packages to scattered survivors of the Death Stranding – an extinction event which plagued the world with perilous BTs. You, as Sam Porter Bridges, must connect this world on the brink via an experience that champions the saying “it’s about the journey, not the destination” better than any other series out there.


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In Death Stranding 2, that core established by the original remains the focus, refreshed through new gadgets, setting, and a riveting new chapter in Sam’s story. The vast majority of your time is spent traveling from shelter to shelter, gradually improving your equipment and building rapport with those around you. It’s a borderline relaxing endeavor! Evening after evening I slapped on the in-game music player and just spaced out while driving my custom buggy around.

However a drastic shift in messaging in Death Stranding 2 results in an overall more exciting experience than before. In Death Stranding 1, the game orbited the idea of the rope, connecting people together. In Death Stranding 2, the stick is king. Enemies come packing an increasingly deadly arsenal of weapons, and you in turn must figure out which weapons of your own are best suited to the task of taking them down.

A great highlight for me and a perfect example of this was the EX Capture grenades. Rather than the old EX grenades that made BTs flee when hit, these are essentially pokeballs that allow you to capture Chaser BTs when at low health. You can then whip them out in future BT fights. This is the sort of thing I wanted from Death Stranding 2, a fun expansion on previous ideas that push the experience further, with bold innovations on the prior game.

There’s a funny air of self reverence in Death Stranding 2. | Image credit: VG247

I really felt the DNA of Metal Gear Solid V in Death Stranding 2. The game is so generous when giving you new tools to play around with, and I found myself constantly surprised with the wacky things you can do with each of them. You can, if you want, use a basic assault rifle the entire way through. The game lets you do that, no questions asked. But experimenting with the bola gun, or the smoke grenades, or the tranq rifle offers unique and invigorating tools to your tool belt.

It was when I was sledding down a massive mountain with an unlockable gadget I was never forced to use that I concluded that there is a wrong way to play Death Stranding 2. You can just ride your bike everywhere, whip out the rifle when you have to and tune out to a podcast. But by doing that you’re not enveloping yourself in all the sticks the game gives you. These sticks when stacked together form the foundation onto which a wonderful game is perched upon.

There’s a wide world to travel across, and on occasion, do sick jumps over. | Image credit: VG247

Advancements have been applied to the world itself, one of my favourite twists to the formula. The environment can turn against Sam, adding another layer of challenge to each trip across the map. Before a river could be easily surmounted with the clever use of a ladder, and while you can still do that, rivers can flood now! The waters rise, wiping out constructs near the bed. Maybe a quake will send boulders rolling down a mountain, maybe fire will rain from the sky setting shrubbery alight and blocking your path.

This is brilliant as it forces you to take potential narrative disasters into account before you head off on a mission. Sure, going up the East side of a mountain may be the fastest route, but if an avalanche hits you’ve got to quickly get out of the way or risk dying, losing all your carried cargo in the process.

Freedom is the glue that keeps the whole thing exciting, a game made to consider any approach a player might conceive when completing a delivery. Regardless of how you play, a stealthy infiltrator that nicks loot from enemy camps without being seen, a gung ho combatant looking for a fight, or a postman glued to his car. It all works, and all feels fulfilling.

Some sticks are more dangerous than others… | Image credit: VG247

The joy of community effort remains strong in Death Stranding 2. There’s nothing quite like spending an hour gathering materials for a stretch of road, finally building it, and seeing a flood of likes from other players wash over your UI. Going back to prior areas and finding generators, ziplines, watch towers, postboxes, and more dot the surroundings make an often lonely game feel bustling. Other players make their own journeys out of sight, but not out of mind.

I do wish there were more new constructs available here though. Many big projects you unlock are returning from the original game, and while I understand that pushing too many of these could totally rid the deliveries of their sense of peril, why not make the most of the new setting with some variations? In terms of gameplay this game can feel like a bolt on to Death Stranding, rather than a sequel.

I was also torn on the foes you find during your time with Death Stranding 2. There is a new antagonistic faction, and with them come a handful of new enemies which force you to take a more combative approach to missions in which they’re present. I think visually these are some of the coolest looking designs we’ve seen in a Kojima game since the Cobra Unit in Metal Gear Solid 3. Crimson red futuristic hazards you can’t hope to beat unscathed.

But when it comes to the most climactic moments, there’s less variety than I had hoped. I can’t write about it at length due to spoilers, but Kojima seemed content to re-use a lot, pulling from earlier in the game or from his prior works.

Hello again, mysterious samurai. | Image credit: VG247

Now for the story. As you’d expect it’s a wild ride, but in many ways Kojima’s maturing shines through in Death Stranding 2. The story has you travel across Mexico and Australia, linking up the continent to the chiral network to expand the reach of APAS. This digital system has essentially automated porting work in the US, but Sam and porters like him are required to reach where its digital tendrils can’t reach.

Narratively Death Stranding 2 touches on a lot of heavy topics: unwanted expansion from foreign governments, environmental disasters, the role of technology and its impact on those who’d still rather handle tasks with a human touch. To name anything else would spoil a lot of surprise, and Death Stranding 2 has reinforced my belief that experiencing a Kojima story is arguably the best part of playing any of his games for the first time.

I can say that it’s a heavy story, bold in its direction and not afraid of throwing the odd gut punch here and there. The folks at Kojima Productions have managed to create a game that reflects its themes throughout the gameplay in a way that enhances both aspects of the game. I’d argue it’s probably a more compelling tale than what was present in Death Stranding, thanks in part to the extended cast of crewmates Sam travels with throughout.

Speaking of, while every actor does a great job in Death Stranding 2, a special shout out goes to George Miller! I didn’t expect it going in, but he’s fantastic in his role as Tarman. Not the most bombastic of people, but a real solid supporting character that adds a lot to every scene he’s in. Troy Baker too, deserves his flowers. Higgs is outstanding, entertaining, and a fantastic character of contrast. Like a guitar solo in the middle of a string quartet.

Shout out to George Miller! | Image credit: VG247

Ultimately, playing through Death Stranding 2 was an emotional and utterly enjoyable experience, full of thrills and impossible to put down during its bigger moments. My only negative feeling towards it is also unfortunately a big one, that I wish Kojima Productions went further in evolving this sequel from the original. When the story goes to such an extent to explore new grounds, it’s kind of a shame the gameplay feels the need to play it safe.



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June 23, 2025 0 comments
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The Xbox Rog Ally, WWDC logo and Garmin watch
Gaming Gear

ICYMI: the week’s 7 biggest tech stories from Apple’s beautiful Liquid Glass to the Xbox’s surprise handheld launch

by admin June 14, 2025



It’s been a massive week for tech news, with Apple’s WWDC taking place and a raft of big announcements in the gaming world.

Missed it all? Never fear – because you can catch up on it by scrolling down for our handy recaps of the week’s seven biggest tech news stories.

And once you’re all up to speed with that, be sure to also check out our picks for the 7 new movies and TV shows to watch this weekend.


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7. Xreal told us more about Project Aura

(Image credit: Xreal)

We already knew Xreal’s Project Aura glasses would bring Android XR features to Xreal’s lineup, but we didn’t know too much about the hardware itself. Now we do.

For a start, the device will apparently boast a 70-degree field of view – which is much larger than the FOV found on the 57-degree Xreal One Pro and which will give the Project Aura glasses a massive virtual screen.

It’ll also be tethered to a compute puck which will run Android XR using a Snapdragon chip from Qualcomm, though the glasses themselves will still have a “modified” X1 processor.

The glasses won’t land until sometime in 2026, but when they do this pair of Android XR specs could be something special.

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6. Garmin found its Apple Watch Ultra 2 rival

(Image credit: Garmin)

Surprise! Garmin has revealed the Garmin Venu X1, an “ultrathin” smartwatch with a massive 2-inch AMOLED display and up to eight days of battery life.

The new model packs 32GB of internal memory, presumably for on-watch music, plus Garmin’s updated Elevate v5 heart-rate sensor, most recently used on the Garmin Forerunner 570 and 970.

Unfortunately the Garmin Venu X1 doesn’t come cheap, costing $799.99 / £679.99 / AU$1,499. We’ll be testing it as soon as possible to see if it justifies that price tag.

5. New Bose earbuds were cleared for launch

(Image credit: Bose)

The best noise-cancelling earbuds you can buy right now are made by Bose (which makes sense – the company created the first ever active noise cancelling headphones), and right now we’d suggest not buying them. Why? Because there’s a newer version incoming, and Bose says they’ll be even better.

The Bose QuietComfort Ultra Earbuds 2nd Gen will launch later this summer with a price tag of $299 – which is around £220 or AU$460, although these are guesses since pricing and availability for these regions has yet to be officially announced.

What can we expect? AI algorithms for better filtering of sudden noise spikes via Bose’s ActiveSense system, plus improved voice pickup and call quality, The latter is particularly good news, because that was a weak spot compared to rival earbuds from Technics and Bowers & Wilkins.

Also, the new case will be able to charge wirelessly – the first-gen Ultra Earbuds needed a sleeve to pull off this feat, but it’ll be here by default now.

4. Summer Game Fest 2025 wrapped up

(Image credit: SUMMER GAME FEST)

Summer Game Fest 2025 has been and gone, and between PlayStation, Xbox and the event’s own showcase, there was plenty to be excited about.

Some of the most thrilling game announcements came in the form of world premieres such as Resident Evil Requiem, Marvel Tōkon Fighting Souls, Scott Pilgrim EX, and Street Fighter 6’s Year 3 Character Pass.

We also got new looks at anticipated upcoming games like Death Stranding 2: On the Beach, Clockwork Revolution and The Outer Worlds 2.

There’s loads to look forward to, then, and that’s all before we’ve even had a chance to see what Nintendo is cooking up with a new Direct showcase that will likely happen soon.

3. Xbox announced a handheld

(Image credit: Microsoft)

Finally, after years of rumors, Microsoft has announced an Xbox handheld: the ROG Xbox Ally. In fact it gave us two.

Unlike Asus’ current ROG Ally and ROG Ally X, the Xbox version has a tweaked design with contoured grips that echo the shape of the current Xbox Wireless Controller. And as one would expect, both Xbox Allys sport the Xbox ‘ABXY’ button layout and a dedicated Xbox home button.

We don’t yet know when it will launch, nor how much it’ll cost, but we expect it’ll be about as pricey as the existing Ally.

2. Apple told us what went wrong with Apple Intelligence

What’s the deal with Liquid Glass, iOS 26 first impressions and iPadOS gets its biggest overhaul – YouTube

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Months after Apple admitted publicly that the Apple Intelligence-infused Siri was harder to deliver than they thought, the tech giant reiterated the statement during its WWDC 2025 keynote, adding almost cryptically that it’ll arrive “in the coming months”.

Most of us still had lots of questions. Fortunately, Apple’s Senior Vice President of Software Engineering Craig Federighi and Apple Global VP of Marketing Greg Joswiak sat down with us (and Tom’s Guide) for a wide-ranging and revealing podcast that finally explains what happened with Siri development, why the smarter version was delayed, and what happens next.

There’s a lot to learn about over-promising and under-delivering and how to avoid similar mistakes, and the full podcast ranges far beyond to cover Liquid Glass, and that surprising iPadOS 26 reveal. Speaking of which…

1. WWDC 2025 unleashed Liquid Glass

Introducing Liquid Glass | Apple – YouTube

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Apple’s software event clued us into what’s in store for the next generation of software from the tech giant and a big change is that every OS will now be version 26 – with Apple explaining that this will simplicity and clarity to its somewhat confusing software lineup.

For iOS 26, and every Apple OS, the major update is Liquid Glass, a new foundational design philosophy inspired by visionOS – which is itself getting a slew of enhancements, such as mixed-reality widgets.

However, the real star of the show for many was iPadOS 26, which finally brings some of the Mac’s best features to the tablet – and it nearly made one of our writers cry with joy (that may be an exaggeration).

There was plenty more to dig into from Apple’s big event, so for the full details check out our guide to the 15 biggest stories from WWDC 2025.



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June 14, 2025 0 comments
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The Steve Jobs Archive shares stories, videos, and notes of his famous commencement speech
Gaming Gear

The Steve Jobs Archive shares stories, videos, and notes of his famous commencement speech

by admin June 13, 2025


Thursday marks the 20th anniversary of Steve Jobs’ famous Stanford commencement speech, and the Steve Jobs Archive has marked the occasion by uploading an HD version of the speech, publishing notes Jobs emailed to himself, and sharing details about the leadup to the speech. You can see everything on a page on the Steve Jobs Archive’s website and watch the HD video on YouTube.

The website’s page about the speech is a little saccharine, but there’s no denying that the address has been very influential – LeBron James used the speech to help inspire the Cleveland Cavaliers during their championship NBA Finals run in 2016, for example – so I found it pretty cool to read some of the history of it all.

I particularly liked reading Jobs’ emailed notes with various outlines, themes, and drafts he was trying out. The website also has the interesting detail that Jobs “read his text verbatim” – given the confidence he had in his many famous presentations for Apple, I figured he might have ad-libbed parts of it. It’s all worth checking out, if you have a few minutes.

Jobs’ friends and family launched The Steve Jobs Archive in 2022 as a place to share things like photos, documents, and stories of the Apple co-founder.



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June 13, 2025 0 comments
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kotaku
Game Updates

Fortnite Criticized For Use Of AI Darth Vader, More Top Stories

by admin May 24, 2025


Screenshot: Cilvanis / YouTube, Naughty Dog / Kotaku, Ubisoft / Kotaku, Epic / Lucasfilm / Kotaku, Image: Atlus, Wizkids / Reddit / Larian Studios, The Pokémon Company / Kotaku, CD Projekt RED, Sandfall Interactive, GameStop / Kotaku

This week saw Fortnite targeted by SAG-AFTRA for its use of an AI-powered Darth Vader voice that mimics that of the late James Earl Jones. Also, the folks behind Assassin’s Creed Shadows told us why they opted not to let you kill animals in the open-world adventure, fans of Clair Obscur react to the trollish behavior of the game’s enemies, and Neil Druckmann is once again explaining stuff about the world of The Last of Us that some fans, at least—our writer included–think would be better left ambiguous.



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May 24, 2025 0 comments
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