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Dota 2 Update – November 20th, 2018

7.20b:
==
* Meepo: Agility gain reduced from 2.2 to 1.4
* Meepo: Poof damage reduced from 80/100/120/140 to 70/90/110/130
* Meepo: Ransack hero steal reduced from 8/12/16/20 to 6/10/14/18
* Meepo: Level 10 Talent reduced from +15 Damage to +10
* Meepo: Level 15 Talent changed from +10% Lifesteal to +15% Evasion
* Meepo: Level 20 Talent changed from +15% Evasion to +10% Lifesteal
* Meepo: Level 25 Talent reduced from +600 Health to +400

* Luna: Lunar Blessing reduced from 8/14/20/26 to 6/12/18/24
* Luna: Level 15 Talent changed from +14 Lunar Blessing Attributes to +30 Movement Speed

* Slark: Now only steals agility when he kills the enemy himself
* Slark: Pounce leash duration from 3.5 to 2.75/3/3.25/3.5
* Slark: Pounce leash range from 325 to 350
* Slark: Shadow Dance cooldown increased from 60 to 80/70/60
* Slark: Level 20 Talent reduced from +3s Pounce Leash to +2s

* Dazzle: Poison Touch manacost increased from 80/90/100/110 to 80/100/120/140
* Dazzle: Bad Juju debuff duration reduced from 10 to 8

* Sand King: Sandstorm cooldown increased from 34/28/22/16 to 40/32/24/16
* Sand King: Sandstorm manacost rescaled from 60/50/40/30 to 60

* Underlord: Intelligence gain reduced from 2.6 to 2.3

* Lone Druid: Spirit Link attack speed reduced from 30/50/70/90 to 20/40/60/80
* Lone Druid: Spirit Link cooldown from 42/34/26/18 to 44/36/28/20

* Wraith Band: Attack speed bonus reduced from 8 to 7

* Drow: Base agility increased by 4
* Drow: Precision Aura increased from 20/36/52/68% to 20/40/60/80%

* Outworld Devourer: Base Intelligence increased from 24 to 28
* Outworld Devourer: Equilibrium mana restore from 60/80/100/120% to 80/100/120/140%
* Outworld Devourer: Equilibrium slow from 8/16/24/32% to 12/20/28/36%
* Outworld Devourer: Equilibrium cooldown from 20 to 18

* Clinkz: Burning Army base attack time improved from 1.8/1.65/1.5 to 1.65/1.5/1.35
* Clinkz: Burning Army cast range increased from 800 to 1200

* Chaos Knight: Chaos Strike cooldown from 8/7/6/5 to 7/6/5/4
* Chaos Knight: Phantasm damage increased from 40/70/100% to 50/75/100%

* Centaur: Retaliate max stacks increased from 10 to 13

* Ember Spirit: Fixed a bug with multiple Fire Remnant instances not doing damage properly
* Ember Spirit: Sleight of Fist damage increased from 30/60/90/120 to 35/70/105/140

* Medusa: Agility increased from 20 + 2.5 to 22 + 3.4
* Medusa: Level 15 Talent increased from +20% Mystic Snake Mana Steal to +35%

* Treant Protector: Nature’s Guise fade time reduced from 4.75/4/3.25/2.5 to 4/3.5/3/2.5
* Treant Protector: Nature’s Guise total damage increased from 30/80/130/180 to 30/90/150/210
* Treant Protector: Nature’s Guise movement speed increased from 10/15/20/25% to 14/18/22/26%

* Storm Spirit: Electric Vortex duration from 1/1.5/2/2.5 to 1.4/1.8/2.2/2.6
* Storm Spirit: Electric Vortex cooldown from 21/20/19/18 to 22/20/18/16
* Storm Spirit: Overload attack speed reduction from -50 to -80 (matches movement speed now)

* Sven: Warcry shield health increased from 100/200/300/400 to 110/220/330/440

* Venomancer: Poison Sting slow from 11/12/13/14% to 11/13/15/17%

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Treat yourself to big savings and discounts with Nintendo eShop Cyber Deals

Treat yourself to big savings and discounts with Nintendo eShop Cyber Deals

In addition to the holiday shopping fans may be doing for loved ones this season, they can also treat themselves to a wide selection of digital games with this year’s Nintendo eShop Cyber Deals sale. Starting now and running until Nov. 28 at 8:59 a.m. PT, the Nintendo eShop Cyber Deals promotion offers up to 50 percent off the digital versions of select Nintendo Switch and Nintendo 3DS games. Games featured in the sale include Donkey Kong Country: Tropical Freeze, Starlink: Battle for Atlas Deluxe Edition, The Elder Scrolls V: Skyrim and CELESTE for Nintendo Switch, and The Legend of Zelda: Ocarina of Time 3D, Hyrule Warriors Legends and Shovel Knight: Treasure Trove for Nintendo 3DS.

“Nintendo eShop is an excellent way to discover new games and explore a vast catalogue of Nintendo Switch and Nintendo 3DS games,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “The Nintendo eShop Cyber Deals are the perfect opportunity for gamers to expand their gaming library, with a wide selection of digital games available at a great price to purchase and download directly to their systems.”

All games included in the sale will be available for purchase in Nintendo eShop, as well as directly at https://happyholidays.nintendo.com/cyber-deals/. My Nintendo members will also earn Gold Points on all qualifying purchases.

Select games from the Nintendo eShop Cyber Deals promotion will also be discounted at GameStop, Best Buy, Walmart, Amazon and Target beginning Nov. 22 at 12 a.m. PT.

If you’re heading to stores on Black Friday, you can also pick up some additional deals on physical products. Nintendo’s Black Friday deals include a Nintendo Switch system with the hit Mario Kart 8 Deluxe game as a full game download at a suggested price of only $299.99, a set of two Joy-Con Wheel accessories at a suggested retail price of $14.99 and a yellow-and-red Nintendo 2DS system with the Super Mario Maker for Nintendo 3DS game pre-installed at a suggested retail price of only $79.99. In stores, fans can also pick up a bundle that includes the Super Mario Party game and a pair of Neon Green/Neon Yellow Joy-Con controllers at a suggested retail price of $99.99, while supplies last. To check out Nintendo’s interactive holiday gift guide, visit https://happyholidays.nintendo.com/.

Nintendo eShop features a wide variety of content, including new and classic games, applications and demos. Users can add money to their account balances by using a credit card, PayPal or purchasing a Nintendo eShop Card at retailers in-store and online, and entering the code from the card. All funds from one card must be loaded in Nintendo eShop on Nintendo Switch, Wii U or the Nintendo 3DS family of systems, but can be used in any Nintendo eShop if the systems are linked to a single Nintendo Account.

Remember that Nintendo Switch and the Nintendo 3DS family of systems feature parental controls that let adults manage the content their children can access. For more information about other features, visit https://www.nintendo.com/switch/ or https://www.nintendo.com/3ds.

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Video: Virtual Rick-ality Postmortem: VR lessons learned

In this GDC 2018 talk, Owlchemy Labs’ Alex Schwartz and Devin Reimer break down the successes, failures, and lessons learned during the development of Rick and Morty: Virtual Rick-ality.

The duo provide early development videos, failed prototype interactions, and share the horrors of building and implementing portals, interacting with characters in room-scale, zone-based teleportation, and managing performance.

It’s an insightful talk that’s definitely worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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How Umihara Kawase began as two separate prototypes

An original Umihara Kawase (a Japanese platforming game developed by Studio Saizensen for the Super Famicom) developer has released video of the first two prototypes of the game, showcase drastic differences between early versions of the game and its final release.

While the YouTube video of the prototypes is in Japanese, the auto-translated English subtitles are actually pretty accurate and gives enough information to be useful for curious developers.

It’s always fun to see what changes throughout development, especially for games published outside of America. 

A Twitter thread by developer Brandon Sheffield (and Gamasutra contributor) explains how the design and name of the main character was decided from the start, but because of uncertainty around what kind of game it would be, two prototypes were developed first on the X68000 (a computer exclusive to Japan). 

In the first prototype, players could dig trenches and connect them to water and flood enemies out. There was also a pump used to attack them, but it was never implemented due to trouble with the water/trench system. After lots of trial and error the developers realized it wouldn’t work.

Instead, the team moved on to prototype two, which went in a completely different direction. Rather than digging and draining water, players would connect and break open doors in order to flood certain areas.

There was an issue in prototype two where enemies were too easy to defeat, so in an attempt to figure out a more technically interesting way to attack enemies, the developers tossed around the idea of shooting something out of a wire to capture them. 

Thus, the final version of Umihara Kawase was born. 

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Open Beta on Steam – MINImax Tinyverse

7.20b:
==
* Meepo: Agility gain reduced from 2.2 to 1.4
* Meepo: Poof damage reduced from 80/100/120/140 to 70/90/110/130
* Meepo: Ransack hero steal reduced from 8/12/16/20 to 6/10/14/18
* Meepo: Level 10 Talent reduced from +15 Damage to +10
* Meepo: Level 15 Talent changed from +10% Lifesteal to +15% Evasion
* Meepo: Level 20 Talent changed from +15% Evasion to +10% Lifesteal
* Meepo: Level 25 Talent reduced from +600 Health to +400

* Luna: Lunar Blessing reduced from 8/14/20/26 to 6/12/18/24
* Luna: Level 15 Talent changed from +14 Lunar Blessing Attributes to +30 Movement Speed

* Slark: Now only steals agility when he kills the enemy himself
* Slark: Pounce leash duration from 3.5 to 2.75/3/3.25/3.5
* Slark: Pounce leash range from 325 to 350
* Slark: Shadow Dance cooldown increased from 60 to 80/70/60
* Slark: Level 20 Talent reduced from +3s Pounce Leash to +2s

* Dazzle: Poison Touch manacost increased from 80/90/100/110 to 80/100/120/140
* Dazzle: Bad Juju debuff duration reduced from 10 to 8

* Sand King: Sandstorm cooldown increased from 34/28/22/16 to 40/32/24/16
* Sand King: Sandstorm manacost rescaled from 60/50/40/30 to 60

* Underlord: Intelligence gain reduced from 2.6 to 2.3

* Lone Druid: Spirit Link attack speed reduced from 30/50/70/90 to 20/40/60/80
* Lone Druid: Spirit Link cooldown from 42/34/26/18 to 44/36/28/20

* Wraith Band: Attack speed bonus reduced from 8 to 7

* Drow: Base agility increased by 4
* Drow: Precision Aura increased from 20/36/52/68% to 20/40/60/80%

* Outworld Devourer: Base Intelligence increased from 24 to 28
* Outworld Devourer: Equilibrium mana restore from 60/80/100/120% to 80/100/120/140%
* Outworld Devourer: Equilibrium slow from 8/16/24/32% to 12/20/28/36%
* Outworld Devourer: Equilibrium cooldown from 20 to 18

* Clinkz: Burning Army base attack time improved from 1.8/1.65/1.5 to 1.65/1.5/1.35
* Clinkz: Burning Army cast range increased from 800 to 1200

* Chaos Knight: Chaos Strike cooldown from 8/7/6/5 to 7/6/5/4
* Chaos Knight: Phantasm damage increased from 40/70/100% to 50/75/100%

* Centaur: Retaliate max stacks increased from 10 to 13

* Ember Spirit: Fixed a bug with multiple Fire Remnant instances not doing damage properly
* Ember Spirit: Sleight of Fist damage increased from 30/60/90/120 to 35/70/105/140

* Medusa: Agility increased from 20 + 2.5 to 22 + 3.4
* Medusa: Level 15 Talent increased from +20% Mystic Snake Mana Steal to +35%

* Treant Protector: Nature’s Guise fade time reduced from 4.75/4/3.25/2.5 to 4/3.5/3/2.5
* Treant Protector: Nature’s Guise total damage increased from 30/80/130/180 to 30/90/150/210
* Treant Protector: Nature’s Guise movement speed increased from 10/15/20/25% to 14/18/22/26%

* Storm Spirit: Electric Vortex duration from 1/1.5/2/2.5 to 1.4/1.8/2.2/2.6
* Storm Spirit: Electric Vortex cooldown from 21/20/19/18 to 22/20/18/16
* Storm Spirit: Overload attack speed reduction from -50 to -80 (matches movement speed now)

* Sven: Warcry shield health increased from 100/200/300/400 to 110/220/330/440

* Venomancer: Poison Sting slow from 11/12/13/14% to 11/13/15/17%

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Substance Painter Fall Update

Substance Painter, the popular PBR based texturing application, just received a major update.  The fall update comes with a completely new rendering engine resulting in better performance with lower hardware demands by incorporating Sparse Virtual Textures, which simulate large textures using less memory.  The new engine also supports up to 300 UV Tiles at once enabling support for massive scenes.  There are also several new tools aimed at mobile users including a new 2D viewport exporter with the ability to bake into a single high resolution texture and more.

Complete details on new features from the release notes:

Added:

  • Summary: a huge boost in performance, viewport upgrades, proper 2D view export, new UI helpers, an enhanced symmetry tool and new content
  • [SVT][Engine] Sparse Virtual Textures (SVT)
  • [SVT][Preferences][UI] SVT hardware support acceleration option
  • [SVT][Log] Additional information for Sparse Virtual Texturing feature (e.g. size disk)
  • [SVT][UI] Message window at start if size on disk too low for the cache
  • [SVT][Preferences][UI] Substance Painter global cache location
  • [SVT] New environment variable to specify the path of the cache of Substance Painter
  • [SVT] New environment variable to activate the SVT hardware support acceleration
  • [SVT] Detect sparse support by hardware
  • [SVT][Hardware Sparse] Raise minimum driver version for Nvidia GPU
  • [SVT][Shader][[Viewport][UI] Warn user if artefacts present with Sparse Virtual Texturing at project opening
  • [Anti-aliasing][Viewport] New temporal anti-aliasing filtering for 3D viewport (via Display Settings)
  • [Export] Export the content of the 2D viewport as a single texture
  • [Export][Dithering] Expose dithering at export
  • [Layer stack] Colors on layers and folders
  • [Layer stack] Quick activation and deactivation of multiple layers and effects
  • [Layer stack] Easier navigation for blending modes with up down keys and mouse scroll
  • [Proj][UI] Additional rotation manipulator on all three axis for triplanar
  • [Proj][Shorcuts] – and + to change the UV projection manipulator size
  • [Shader] Control coated layer parameters with channels in the PBR-coated shader
  • [Substance] Expose new mesh-based texture inputs for filters and generators
  • [Symmetry][Viewport][UI] Control symmetry offset with manipulators
  • [Symmetry][Contextual toolbar][UI] New symmetry panel with options
  • [Symmetry] New symmetry line intersection mode
  • [Symmetry] New symmetry clone cursor
  • [Symmetry][Shortcuts] Q to hide and -, + to change size and shift to snap
  • [Log] Improve error messages when unable to export textures
  • [Scripting] Allow to change or update the resources in Display Settings
  • [Scripting] Allow to create or remove channels in Texture Sets
  • [Content][Shaders] Add support for anisotropy with a dedicated shader (pbr-metal-rough-anisotropy-angle)
  • [Content] Update of the preview sphere with anisotropy and modified angle
  • [Content] Updated matFx shutline
  • [Content] New Texturing.XYZ seamless face scan
  • [Content] New anisotropic procedurals
  • [Content] New filter: baked lighting stylized
  • [Content] New environment map: studio automotive neutral
  • [Content] New project template: PBR – metallic roughness Anisotropy angle (with anisotropy channels)
  • [Content] New project template: PBR – metallic roughness Coated

Fixed:

  • [Color Picker] Painting cursor appearing when trying to pick a color
  • Crash by Selecting or Unselecting layers in a specific order can lead to crash
  • Crash when pasting as an instance a layer with a mask
  • [User Channel][Regression] Crash when renaming user channel
  • [User Channel] Grayed brush preview
  • [Alembic] Only one texture set from several materials after import
  • [Engine] Exported texture differs from viewport for brush stamps
  • [Engine] Invert with a level effect does not fully affect a texture
  • [Material picker is applying a brush stroke while picking
  • Switching resolution to 128x128px leads to a crash
  • Mesh map links are not updated properly when rebaking or instancing layers
  • [Substance] UserData ColorSpace does not work on Baked Mesh Normal requested as input
  • MDL association mismatch when using multiple shaders instances
  • [Symmetry][Fill Layer] Symmetry plane and its manipulator active in Fill Layer
  • [Viewport] Pivot point for translation not always updated after clicking
  • [UI] Fixed icons and removal of placeholders for HDPI monitors

Known Issues:

  • Computation freeze on AMD VEGA GPUs
  • Huion tablet issue with shortcuts on Windows OS
  • Anti-aliasing and shadows when active together may give unexpected results

You can learn a great deal more about this release in this blog post.

Art GameDev News


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Developing the unique multi-genre murder-mystery The Hex

Daniel Mullins suddenly came to prominence in indie development for his unique and metafictional game Pony Island back in 2016.

Now he’s released The Hex, another mysterious and multifaceted game that includes sections from wildly different genres: point-and-click adventure, platformers, fighting games, top-down shooters, Japanese-style RPG, turn-based tactics and first-person puzzle-solving, to tell a cohesive story, in a way like Six Characters In Search Of An Author. (Six Game Protagonists In Search Of A Developer?)

It’s already become a hit, gaining a Very Positive rating on Steam at over 100 reviews and a laudatory review from RockPaperShotgun.

Here, Daniel Mullins tells us a bit about how he put The Hex together, from his creative process to the challenges of constructing a game that covers so much design ground.

My process, if you can call it one, is very haphazard! I think it’s something I could improve upon going forward. I seem to acquire a handful of exciting ideas that pop into my head while I’m not working. I try to think about how this or that idea will fit into the overarching structure of the game but, ultimately, if it gets me excited then I force it to fit in somehow. Eventually I construct a playable section of the game that is far more than a prototype (it usually has final art assets, sound, etc.) but is still a rough draft. Much of the cohesion that The Hex seems to have comes from making fairly large edits to the rough draft. This is a process that happens over a long stretch of time with a lot of playtesting and reflection. A lot of the foreshadowing and tying together of various story elements happens in edits.

I used Unity for both The Hex and Pony Island. This was the perfect tool for The Hex as it easily supports the development of both 2D and 3D games. 2D games in Unity are really just 2D assets sitting on a flat plane in a 3D scene. So it really isn’t much of a technical hurdle to have 2D and 3D scenes in the same game; I think it isn’t done as much due to convention.

As for easing the development of multiple genres, I was able to share things between the chapters like the dialogue system, the point-and-click interaction system, save file system, etc. However, the differences between the game genres included in The Hex were great enough that they all required plenty of unique systems and code that only served the purposes of a single chapter/genre. This was a lot of work! It was eased to a degree by my experience doing smaller games and game jams. I have made turn based tactics games, platformers, shooters, and RPG’s before.

I really enjoyed making the Final Fantasy-esque RPG as well as the turn-based tactics game within The Hex. There’s something that I find immensely satisfying about creating little bits of data such as items, upgrades, special moves, etc. I could make little icons with associated stat boosts and special powers all day… Why do I make narrative games instead of roguelikes?!

I think the two chapters that would work best as their own games would be Rust’s chapter (turn-based tactics) and ???’s chapter (first person puzzle game similar to The Witness). Both had the potential for interesting mechanics that were far from being exhausted by the ~1 hour segments they got in The Hex. I’d be especially excited to continue creating Waste World, the post-apocalyptic turn-based tactics game.

I pulled a bit of (fictional programmer character) Lionel Snill’s character from my own experience but he’s largely a fictional creation. This was different earlier in the ideation process. I imagined that the character would directly represent me and his name was going to be “Lienad Snillum” (my name backwards). As more details fell into place his character drifted a bit and I renamed him. I wouldn’t want to be mistaken for that guy in his final incarnation, haha. I do find that writing for a game developer character comes very naturally to me.

I’m not sure if putting secrets in a game is especially risky. It’s true that no one player will find them all and that some may never be found if the community isn’t dedicated enough. But the experience of the player can be made much more exciting even by uncovering a single secret. It can make the player feel like there’s a secret around every corner if they are observant enough. There are ways to create this kind of intrigue without blowing the budget with extra art or sound assets. Sometimes a simple line of cryptic text can create a sense of mystery and the desire to start digging.

I’m a bit concerned about datamining ruining the secret-hunting experience and have took some basic steps to prevent it. I was more naive when creating Pony Island and included the final secret in its own Unity “scene” file. This made it extremely easy for a hacker with some knowhow to boot up that specific scene without getting to it through the intended flow. This time the deeper secrets are embedded within existing scenes. I have also taken some precautions to obscure certain sensitive strings. All that said, even if things are spoiled a bit by datamining the secret hunters are often eager to uncover things the proper way.

As most gamers and developers know, being on Steam is sort of mandatory for PC. It gets so much more traffic than any other PC digital distributor that you would be crazy not to put your game on it. I think its algorithms have favored me for Pony Island. I still get plenty of players referred to the store page from elsewhere on Steam. As for The Hex, it remains to be seen.

I would love to have my games on consoles, especially the Switch. However, both of my games require a lot of pointing and clicking and this is hard to translate to gamepads. For this reason it’s unlikely that Pony Island or The Hex will end up consoles. I’m interested in making a more universal control scheme for my next game!

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Jump into an ever-evolving cooperative experience

Jump into an ever-evolving cooperative experience

In this free-to-play, third-person, looter-shooter, play solo or with a squad of up to four players to complete objectives, explore the Plains of Eidolon open-world environment, play through Cinematic Quests, and much, much, more!

Story:

After generations in cryostasis, the Tenno wake to find a solar system devastated by war and greed. The Grineer, clones twisted by genetic degeneration, and the Corpus, credit-obsessed scavengers, fight for control of the Origin System.

Your task is to assemble an Arsenal of powerful Warframes, ancient armors equipped with the power of the fallen Orokin Empire. Master the Warframes, and none will be able to stand against you.

If would like to download the game for free, please visit https://www.nintendo.com/games/detail/warframe-switch.

Nintendo Account required for online play.


Blood and Gore
Violence
Users Interact
In-Game Purchases

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Video: The audio processing of NieR: Automata

Because of recent technological advances with game hardware, sound designers have become able to apply real-time audio processing to their games in more creative ways.

In this GDC 2018 talk, PlatinumGames’ Shuji Kohata explains the spatial audio techniques used in NieR: Automata’s desolate landscapes and natural environments, and the noise and retro effects used to augment its mechanical themes.

It’s an insightful talk that’s definitely worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Activision addresses why Spyro Reignited Trilogy has no subtitles

Activision has released a statement regarding the lack of subtitles during cutscene sequences in Spyro Reignited Trilogy, an omission which greatly impacts accessibility for players who are deaf or hard of hearing. 

Accessibility in games is important, and developers should be aware of the resources at their disposal in order to make sure all players are included.

The studio may want to look at how Microsoft worked with accessibility advocates in the future when considering a patch to include subtitles. 

First noticed by GamePitt, Spyro 2 and Spyro 3 both feature general subtitles, but when the player enters a pre-rendered cutscene they vanish.

GamePitt reached out to Activision and Toys for Bob (of Skylanders fame) regarding the issue and received a statement from an Activision spokesperson. 

“The team remained committed to keep the integrity and legacy of Spyro that fans remembered intact. The game was built from the ground up using a new engine for the team (Unreal 4), and was localized in languages that had not previously been attempted by the studio,” the statement reads.

“While there’s no industry standard for subtitles, the studio and Activision care about the fans’ experience especially with respect to accessibility for people with different abilities, and will evaluate going forward.”

A few developers have chimed in on the matter, noting that nothing in game development is easy, especially when it comes to implementing subtitles. However, it seems pretty clear that game development is all about solving tough problems, and that includes ones around accessibility too.