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Don’t Miss: How a band of modders restored Star Wars: Knights of the Old Republic II

Obsidian’s Knights of the Old Republic II: The Sith Lords holds a strange place in the Star Wars video game canon.

KOTOR II was critically acclaimed on its 2004 release, with weird and morally ambiguous characters who felt more at home in a Fallout game than the George Lucas-verse. But it didn’t receive the same universal praise as its predecessor.

Firm deadlines led to many bugs, and complaints that the story felt “unfinished.” Its plot wrapped up very quickly and ended on a mysterious cliffhanger; modders later discovered entire storylines that were included on the disc but had not been implemented. Most players assumed that KOTOR II would remain an unpolished gem unless Obsidian was able to revisit it and fill in some of the gaps.

Then on July 22nd, all of that changed. Publisher Aspyr Media, responsible for porting games to non-Windows platforms including OSX, Linux, iOS and Android, updated KOTOR II on Steam for the first time in 10 years, and with it came a crucial patch note: support for Steam Workshop mods, and with that, The Sith Lords Restored content mod.

Now any KOTOR II player can install this fabled mod with a simple button push, and play the storylines that were previously abandoned. The work of one dedicated modder community has fleshed out a flawed masterpiece, and their work is sure to bring newfound attention to this game. (It’s already drawing praise from KOTOR II’s lead narrative designer, Chris Avellone.)

“I don’t feel like I ever ‘own’ a game I work on. It’s something to be shared, improved upon, and whenever possible, seen from a new perspective that gives the title new life. – Chris Avellone”

The mod includes numerous bug fixes, new areas, and dialogue options that flesh out the story in the main game. It was actually in development since before 2009, when it was first released in open beta by modder Zbigniew Staniewicz, aka Zbyl, with his modding partner Darth Stoney.

Staniewicz was a big fan of the KOTOR series, and wanted to play the cut content  as soon as he heard about it. “I also thought ‘finishing up’ the game would make me super famous, but I may have overestimated the size and reach of the KOTOR community,” he jokes.

Staniewicz and Stoney’s first versions of The Sith Lords Restored, built on the back of research and work done by other modders, added what they believed to be part of a known list of cut content found on the disc. “It turned out our list didn’t include even half of the trivial stuff left out of the game,” he says. “It was always exciting and at times surprising to realize how much more there was buried in there.”

Staniewicz was joined by modder Hassat Hunter as development on The Sith Lords Restored continued. Hunter started out in the mod community bug testing and teaching himself the dialogue editing tools for KOTOR before signing on to work on The Sith Lords Restored.

Hunter’s passion for fixing KOTOR II’s bugs grew into a desire to dig out all the unknown story content and present a “true” version of KOTOR II to the players.

“We didn’t just want people to experience the cut content, we wanted to give people the KOTOR 2 that should have been,” Hunter says. “I don’t think anyone expected to still work on it five years later, or that eventually we’d take up a greater scope, albeit in steps.”

Doing this kind of restorative mod work isn’t just a process of cleaning up bugs and extracting unused models though. As Staniewicz and Hunter describe their process, it becomes clear that they wound up doing plenty of design work too, building on Obsidian’s work from a decade prior.

Doing this kind of restorative mod work isn’t just a process of cleaning up bugs and extracting unused models.

“For example in the very first closed beta of [the mod], you could finish the HK assassin droid factory without firing a single shot,” says Hunter. “That just didn’t fit the story of the HK droids though, not to mention that it was extremely boring. The factory went through a lot of transitions, but I think the current version works very well.”

Much of the restored content reflects the core of what made KOTOR II so unusual as a Star Wars game. HK-47, a murderous assassin droid from the first KOTOR, began his life as a fan-favorite character in the context of a more traditional hero’s story (or villain’s story depending on the player’s choice), but like many other plot points from the first KOTOR  he and other characters evolved under the moral lenses Obsidian took to the Star Wars universe. KOTOR II spends a large amount of its cut and uncut content examining how droids shape the world of Star Wars, and how the way most species treat them leaves them in a perfect position to perform acts of villainy or heroism overlooked by most.

KOTOR II’s lead narrative designer, Chris Avellone, has loosely kept up with modder’s progress over the years, with the HK Droid Factory being one of the biggest pieces of content he’s glad players can experience. “While we had HK-50 and HK-51 droids in the game, I always…intended the player and even HK-47 itself to feel offended by their presence,” he says

“This was intended to make the final confrontation with them all the sweeter when HK-47 gets to turn the tables on its upstart “successors” by using their programming that they inherited from him as a weakness,” he adds. “There’s a ‘panicked’ sequence in the excised content where the HK-50s figure this out, and I always meant it as a scene to make the player grin.”

Elsewhere, Kreia’s cut lines reinforce her as a character who possesses traits of both the Jedi and the Sith, constantly judging the player no matter which side of the Force they give in to, and the Sith are shown more to be a complicated, nuanced political group rather than an embodiment of raw evil. All of these ideas are far removed from their film incarnations, and are not even the kind of storytelling that Disney has endorsed in its video game tie-ins realesed after the Lucasfilm acquisition.

Hunter says that Aspyr approached them a month before it planned to push out KOTOR II on Steam (mostly to open up ports for Mac and Linux), but wasn’t able at first to properly say why they were interested in talking to the KOTOR II modders.

When they learned of Aspyr’s plans though, Hunter and Stanwiecz dove in to patch the mod to be Steam Workshop ready.

“They pretty much laid down for us what we had to do to make [the mod] work for the Steam Workshop so everything could go as smooth as possible at release,” says Hunter. “And now hopefully we can get rid of all the remaining bugs and annoyances still in this version, and be in the unique position to fix things we couldn’t as modders. I can’t say that we or anyone else expected this to happen at this time or date, so that was a pretty nice surprise.”

For its part, Aspyr Media’s primary goal was to include Steam Workshop among a large batch of featured updates, including controller support, Steam Achievements, and playability on Linux and other platforms. Product manager Michael Blair explains that they knew the mod would be a huge feature to have on launch, which was why they reached out to Staniewicz and Hunter to get them on board. 

“In order for our QA team to test ‘live’ content from months of working on this update, we moved our Steam branches from beta to live 2 days before launch,” Blair says. “During that time, we allowed the mod team access and instructions on how to get their mod up in the Workshop, and ensured it remained hidden from public view. Our team then tested it before we hit ‘go’ on the launch.'”

Obsidian’s only involvement in the game’s update seems to be unofficial. Hunter says Obsidian lead programmer Adam Brennecke voices a character on the planet M4-78EP, but that connection came from chatting with him during a Pillars of Eternity (Obsidian’s latest RPG) promotional stream, not any official endorsement.

Regardless, Hunter and Staniewicz both are floored by the positive feedback that they’ve received for their work, and are glad more players can make their mod a core part of playing KOTOR II. For his part, Avellone remains thrilled by the collaborative spirit of the modders pulling his old work out of the shadows.

“I love it, and I have much respect for the Total Restoration mod and any modders willing to experiment with gameplay and narrative aspects to our titles,” he says.

“I don’t feel like I ever ‘own’ a game I work on, it’s something to be shared, improved upon, and whenever possible, seen from a new perspective that gives the title new life.”

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Lenovo opens orders for its standalone Daydream VR headset, Mirage Solo

Lenovo has opened up orders for its Google Daydream-powered VR headset the Mirage Solo. 

Priced at $399.99, the standalone VR headset runs without the assistance of a smartphone or PC and is notably the first to use Google’s WorldSense positional tracking technology. Thanks to that tech, the Mirage Solo is able to offer inside-out tracking and track a range of movement without the need for any kind of external sensor. 

The sudden availability of the Mirage Solo notably falls just days after VR rival Oculus launched its own standalone VR headset, the Oculus Go, for about half the price of Lenovo’s latest offering. Both of the soon-to-ship head-mounted displays offer virtual reality without a PC or smartphone connection, but the Oculus Go doesn’t offer the level of positional tracking boasted by the Mirage Solo. 

Google notes that Lenovo’s headset has access to the over 350 games, apps, and experiences already in the Daydream library at launch and that at least 70 of those titles, including Blade Runner: Revelations and Rez Infinite, offer additional enhancements or features that make use of the WorldSense positional tracking tech. 

The headset itself weighs about a pound and a half, lasts 2.5 hours on a single battery charge, and houses a Qualcomm 835 chipset, 4 GB of RAM, and a 2560 x 1440 LCD screen. 

Additionally, Lenovo has launched a VR camera alongside the headset that allows for the capture of video and images with a 180-degree field of view, then viewable from within the Mirage Solo. Orders for the $299 Mirage Camera are now open as well.

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Blog: First impressions of the scripting in RPG Maker MV

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


I started looking into RPG Maker MV to update some of my VX Ace scripting panels and posts, and… it’s different. If you’ve read some of those posts, here’s a few things that might help with the transition.

JavaScript all the way down

Where RPG Maker VX Ace uses Ruby, MV uses JavaScript, and it’s more than just swapping out a scripting engine.

For example, if you build your project for web, the index.html file is literally just a list of the code files in your project:

RPG Maker MV web build index.html file

RPG Maker MV web build index.html file

This seems like a smart move, because it makes it easier to support multiple platforms. There’s at least one way to run HTML5 on every platform.

It also means you have access to all of the code in your project. For someone who’s comfortable digging into the inner workings of the engine, that’s huge. It allows for a lot of flexibility, but it means you also have to be careful. (Regular backups or source control are, again, crucial.)

… which is a double-edged sword.

VX Ace’s Ruby code seemed to use fairly standard object-oriented programming practices. This made it easier to explain–classes are templates for things that can exist, methods are actions those things can take, properties define the details of those things, etc.

JavaScript is not exactly a traditional object-oriented language. It’s not that it doesn’t have those concepts, but they’re not exactly first-class concepts.

In JavaScript, classes are functions. Class methods are defined by assigning properties to the “prototype” property of the class. It’s all sort of backwards if you’re just learning. Rather than writing code, you’re often writing code that (more or less) writes the code you’re going to use later.

(To make things more confusing, MV tends to throw multiple classes into the same file, whereas VX Ace’s script editor had a well-organized list of classes.)

But it’s not actually bad. You can do some powerful things if you know what you’re doing. It’s probably not where you want to start programming, though.

RPG Maker MV code example

This plugin included in the default MV project changes where the Title Screen menu is shown by replacing the methods on the Window_TitleCommand class responsible for positioning.

I’m not sure you can just wing it as easily as you can in VX Ace. If you’re interested in programming MV, I would suggest some good JavaScript tutorials first–specifically, ones that focus on the language, not simply its use on the web. JavaScript: The Good Parts by Douglas Crockford is a good resource and a fairly quick read.

Built for real development tools

One of the most frustrating things about working with VX Ace as a developer is everything is stuck in a binary file. Code was only editable through the RPG Maker application. Collaborating through source control was a pain, because there was simply no way to merge changes.

In MV, it’s all text. All of the code is JavaScript and all of the data is JSON (JavaScript Object Notation). That means it’s possible to merge changes from multiple users (although it’s still possible to create conflicts that require manual resolution).

A map file in RPG Maker MV

A map file in RPG Maker MV

(Interestingly enough, it’s really the same pattern. VX Ace uses built-in Ruby serialization to store this data, where MV uses built-in JavaScript serialization. It’s just that built-in JavaScript serialization is text.)

One side effect is that you can bring your own editor rather than using an in-application scripting editor. I use Visual Studio Code, but there are lots of IDEs that support JavaScript out there. The benefit is, you get syntax highlighting and, in some cases, code completion and navigation. (Since JavaScript is a dynamic language, the information needed to make these features work isn’t guaranteed to be there, unlike strongly typed languages like C#.)

Since you can build for the browser, you can also debug your code using your browser’s built-in developer tools. This is good, because the playtesting mode error display doesn’t seem to be as robust as it is in VX Ace. You’ll get the exception type and error message, but not the filename and line number.

Plugin architecture

While you can find a number of “plugins” for VX Ace out there on the internet, they often just involve dropping code into a blank page of the script editor. That is, you structured them the same way you would any other additional code.

MV has a plugin system not unlike WordPress’s. Each plugin is stored in a separate JavaScript file, which contains various metadata (name, description, author, etc.) in the comments. You can add them to your project, enable/disable them, and set configurable parameters.

RPG Maker MV Plugin Manager

RPG Maker MV Plugin Manager

Plugins execute as soon as they’re loaded, so they can create, add to, and replace functionality. (Remember what I said about JavaScript code that writes code you use later?) You can enable and disable plugins through the RPG Maker application.

Plus, the plugin system seems fairly well documented in RPG Maker help, along with the default JavaScript library.

Plugins seem like a good, modular way to structure your code, rather than scatter it throughout the default RPG Maker MV code base.

What’s next?

I’ve already worked through my previous “gold window” example in MV, and I found it a little trickier. (Again, playtesting mode doesn’t give you as much information about unhandled errors.)

The good news is, I could build the same thing in the plugin system in only a few lines of code, simply by replacing a method. To me, that’s a win, but I’m not sure what the newbie-friendly blog post for MV scripting looks like.


This post originally appeared on my personal blog, dylanwolf.com.

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Now Available on Steam – City of Brass

City of Brass is Now Available on Steam!

A first-person action adventure, inspired by Arabian Nights, from senior BioShock developers.

Become a daring thief in City of Brass, a first-person action adventure from senior BioShock developers. Armed with scimitar and a versatile whip, you’ll lash and slash, bait and trap your way to the heart of an opulent, Arabian Nights-themed metropolis – or face certain death as time runs out.

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Random House U.S. and Penguin Random Hosue U.K.’s Children’s Divisions launch publishing program for books based on beloved Nintendo characters

Random House U.S. and Penguin Random Hosue U.K.’s Children’s Divisions launch publishing program for books based on beloved Nintendo characters

Random House Books for Young Readers, an imprint of Random House Children’s Books (U.S.), and Penguin Random House U.K. have partnered with Nintendo to publish a dynamic range of coloring and activity books for children. The books, the first two of which entered the marketplace in early January, are based on Nintendo characters and worlds, including Super Mario, the Legend of Zelda, Splatoon, and Animal Crossing.

“We are thrilled to be partnering with Nintendo to bring the whimsy and adventure of these worlds to the imaginations of our young readers,” said Dennis Shealy, Editorial Director, Random House Books for Young Readers Licensed Publishing.“These activity books will let both new and established fans experience Nintendo characters in a whole new way.”

On January 2, 2018, Random House launched the program with two full-color official sticker books based on the Super Mario and The Legend of Zelda series—Super Mario Official Sticker Book and The Legend of Zelda Official Sticker Book ($12.99). This summer will see the release of Mario Time! and Link’s Book of Adventure (On Sale July 3, 2018 / Hardcovers / $9.99), in addition to Splatoon Official Sticker Book (On Sale July 24, 2018 / Trade Paperback / $12.99). The books in the publishing program include full-color pages with mazes, puzzles, trivia, and more—as well as stickers and other value-added inserts.

“This publishing partnership is an exciting way to bring the colorful worlds of Nintendo to young readers while encouraging creativity,” said Tom Prata, Nintendo of America’s Senior Vice President of Strategic Initiatives. “We are always looking for ways to share our fun-loving characters with kids and families in unique ways.”

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Celebrate National Space Day with some stellar games

Celebrate National Space Day with some stellar games

Happy National Space Day, everybody! Today is dedicated to the fascinating topic of space and the brilliant explorers, educators and researchers who study it. It’s the perfect day to go out and learn something new about the cosmos!

And if you want a quick break from your space studies, here are a few games that are, some would say, out of this world. Each game features a few spacey elements, so hopefully this will inspire you on your future space voyages*!

Super Mario Odyssey
Kirby™ Star Allies
Lovers in a Dangerous Spacetime
Warp Shift
Flinthook
Astro Bears Party
Astro Duel Deluxe
Graceful Explosion Machine

*Or trips to your local library. That’s probably more likely…for now.

Games Shown:

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Donkey Kong Country: Tropical Freeze barrel-blasts its way onto Nintendo Switch!

Donkey Kong Country: Tropical Freeze barrel-blasts its way onto Nintendo Switch!

It’s time to swing into action—anytime, anywhere! The critically acclaimed adventure is now available on the Nintendo Switch™ system with a banana-bunch of new features.

The Snowmads have invaded Donkey Kong Island and turned it into their personal frozen fortress. Join Donkey Kong, Diddy, Dixie, Cranky, and—playable for the first time ever in the Donkey Kong Country series—Funky Kong on an epic adventure to unfreeze their island!

Features:

Funky Mode: In this new mode, enjoy a range of gameplay updates and the option to play as surfing simian extraordinaire, Funky Kong. Less experienced players may find the additional hearts, refreshed items, and new “skip level” feature very handy.

Funky Kong: He may be a bit of a showoff, but his heart is in the right place. Funky uses his surfboard to hover over obstacles and protect himself from spikes. Speedrunners may also love blasting through levels with his double jumps, infinite rolls, and infinite underwater corkscrews!

Original & Hard Mode: Craving for the classic (and more challenging) experience? Don’t worry purists, Original Mode is included from the beginning and Hard Mode can be unlocked. Just be warned…it’s not for the faint of heart

DK Crew: Master the unique abilities of the DK Crew. Diddy Kong can help out with his Barrel Jet and Peanut Popgun. Dixie Kong can blast baddies with her Gumball Popgun and hover with her Helicopter Spin. And Cranky can bounce on certain hazards with his cane and attack enemies with his…dentures?!

Two-Player Co-op: With a single pair of Joy-Con™ controllers, two players can team up to take on the Snowmads!

For more on the game please visit https://donkeykong.nintendo.com/tropical-freeze/.

Game Shown:

Mild Cartoon Violence

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Free Weekend – XCOM 2

Juicy Realm is Now Available on Steam and is 10% off!*

Juicy Realm is a roguelike game in which players must square off against bizarre fruits all across the world. The line between the animal and the plant world has become blurred, and the food chain has been completely disrupted. Humans, upon making this incredible discovery, have set up outposts along the border of the aggressive plants’ habitat for investigations, defense, and in preparation for what may come. You take the role of a soldier on the front lines charged with confronting this strange new enemy.

*Offer ends May 10 at 10AM Pacific Time

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Madden NFL creative director Rex Dickson departs EA

After over a decade with Electronic Arts, Madden NFL creative director Rex Dickson has departed both Madden NFL dev EA Tiburon and EA itself.

Dickson made his departure official in a statement delivered over Twitter, noting that the decision was made after he and other studio leaders decided it “was the best path forward for everyone involved” and will allow the Madden franchise a chance to move in a “new direction.”

Dickson spent the past six years as creative director on the Madden NFL franchise, and all-together has spent 12 years at EA working on games in the Madden and Medal of Honor series.  Outside of his Electronic Arts years, Dickson has also served in design roles at THQ, The Collective, and Acclaim.

“I leave behind a team that includes player-first advocates like Clint Oldenburg, RG, Jake Stein, John White, Kraelo, and many others. A community that includes leaders like Problem, Mr. GoldenSports, Zan, Litez, and iMav (to name just a few),” wrote Dickson.

“I am filled with hope when I think about the passion of those who will pick up the flag and fight on for the future of the Madden franchise. Working on the Madden NFL franchise was a lifelong dream realized. It has truly been an honor.”

While he doesn’t make note of his next steps in his statement, Dickson has since joined up with Backflip Studios as the developer’s design manager.