Where Is Xur Today? Destiny 2 Exotics Location, Weapon, Armor (October 11-15)

It’s the second week of the Shadowkeep expansion to Destiny 2, and the Season of the Undying is in full effect. Not only are you now free to hunt loot on the moon with Eris Morn, but there are several other sources for new guns and armor, like the Vex Offensive event and the Garden of Salvation raid. But if you’re still working on Deathbringer don’t have the team or the time to complete the very complex quest to unlock the raid Exotic, Divinity, our man Xur has you covered. He’s back for another weekend with a haul of Exotics, including all those you could get from random drops in Year Two.

Here’s where you can find the Agent of the Nine and what he has to offer.

Where Is Xur?

Drop by the Tower to find Xur hanging out in the Hangar. From the staircase where you enter the area, turn left and head up the stairs to find Xur standing on a catwalk near the edge of the Tower.

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What Is Xur Selling?

Like last week, there’s not much of note in Xur’s haul today. Leading the list is The Jade Rabbit, an Exotic scout rifle that’s been in the game for quite a while. It’s very useful if you’re trying to get the Crucible’s new Ritual Weapon, however.

More useful to most returning players is the fact that Xur’s Fated Engram, which gives you one Exotic you don’t already have per week, now includes more possibilities. Xur’s inventory has been expanded to include all the random Year Two Exotic drops from the Annual Pass, which means Exotic armor from the Season of Opulence is now available from the expensive engram. If you’re a PC or Xbox One player taking advantage of cross-save, you can now potentially get Wavesplitter from the Fated Engram as well.

Xur also carries the Five of Swords challenge card that lets you add modifiers to standard Nightfall Strikes, and if you’re looking to work through Annual Pass content from Year Two, you can also get an Invitation of the Nine bounty from him.

Xur Item Lineup (October 11-15)

  • The Jade Rabbit (Exotic Scout Rifle) — 29 Legendary Shards
  • Mechaneer’s Tricksleeves (Exotic Hunter Gauntlets) — 23 Legendary Shards
  • The Stag (Exotic Warlock Helmet) — 23 Legendary Shards
  • Ashen Wake (Exotic Titan Gauntlets) — 23 Legendary Shards

The Jade Rabbit

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If you’re hunting the new Crucible Ritual Weapon, Randy’s Throwing Knife, and need scout rifle kills, you might want to pick up The Jade Rabbit. The scout rifle is great for racking up kills in PvP. It gives you increased damage on your headshots when you chain them together with body shots first, and returns ammo to the magazine when you successfully activate the perk.

Mechaneer’s Tricksleeves

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If you’re a Hunter who likes sidearms in emergencies, Mechaneer’s Tricksleeves are the gloves for you. They increase your handling and reload speed for sidearms generally, and give you increased sidearm damage when you’re critically wounded–making them great for those panic moments when you absolutely need to kill whoever’s about to kill you.

Stats:

  • Mobility: +4
  • Resilience: +6
  • Recovery: +16
  • Discipline: +6
  • Intellect: +6
  • Strength: +10
  • Total: 48
  • 1 Energy

The Stag

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Another handy death-related Exotic, The Stag lets Warlocks help out their teammates even when they fall in battle. The helmet gives you Rift energy when you’re critically wounded, which means you can more quickly save yourself if you’re using Healing Rift. If you should die, the helmet creates a Healing Rift on your corpse to make it easier for a teammate to revive you.

Stats:

  • Mobility: +6
  • Resilience: +6
  • Recovery: +14
  • Discipline: +6
  • Intellect: +10
  • Strength: +6
  • Total: 48
  • 1 Energy

Ashen Wake

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Titans get their Fusion grenades amped up a bit by Ashen Wake. Instead of lingering on the ground, Fusion grenades you throw while using the Exotic explode on impact. You also get increased throw speed, so you can fastball your grenades into enemies.

Stats:

  • Mobility: +6
  • Resilience: +8
  • Recovery: +10
  • Discipline: +12
  • Intellect: +6
  • Strength: +6
  • Total: 48
  • 1 Energy

from GameSpot – Game News https://www.gamespot.com/articles/where-is-xur-today-destiny-2-exotics-location-weap/1100-6470496/

Ridiculous And Unreasonable: Blizzard Slammed By Hearthstone’s First Champion

Blizzard’s decision to harshly punish professional Hearthstone player Blitzchung has already received criticism from across the political spectrum and game community, and another high-profile personality has joined the chorus with his thoughts: the very first Hearthstone World Champion.

James Kostesich aka “Firebat” won the Hearthstone World Championship in 2014, when the game was just getting started as a competitive esport. He’s still a popular streamer and competes on Team Omnislash. In the streaming show Omnistone, fellow Hearthstone personality Brian Kibler reiterated his previous statement that while Blitzchung definitely did violate the rules, the punishment is too extreme. Kostesich agreed.

“I agree that he’s not supposed to do that. That is definitely, clearly against the rules of Grandmasters,” Kostesich said. “But it’s definitely ridiculous how much he was punished for it. I agree that there’s probably something else going on–they want to make an example of him or something, because it’s just so unreasonable. I think they’re totally in the wrong to punish him that much: absolutely murdering the guy’s Hearthstone career, or attempting to anyway. It’s very sad to see. I wish they would support their players more. Using a player as an example, it doesn’t make me feel good.”

Kostesich’s comments are the latest in a series of sharp critiques leveled at Blizzard, which has included sitting US Senators, competing companies, and even some of Blizzard’s own employees. Kibler has quit his position as a Grandmasters caster in protest.

The incident began when Ng Wai Chung aka “Blitzchung” expressed his support for Hong Kong protests during a post-match interview. Blizzard said this violated its rule against any act that “brings you into public disrepute, offends a portion or group of the public, or otherwise damages Blizzard’s image.” As punishment, Chung was banned from competitive events for a year and forced to give up his $10,000 in winnings.

Kibler and Kostesich say they agree that Chung did actually commit a rule infraction, but it’s the year-long ban and $10,000 at stake that appear too harsh.

Meanwhile, Blizzard fans are still rallying a boycott. Several users on the Hearthstone subreddit have announced they are quitting the game or deleting accounts. Some fans have also called for Hearthstone streamers to quit the game in protest. This prompted at least one popular former streamer, Disguised Toast, to respond that such an expectation isn’t necessarily viable–but he issued a different kind of ultimatum of his own.

from GameSpot – Game News https://www.gamespot.com/articles/ridiculous-and-unreasonable-blizzard-slammed-by-he/1100-6470490/

Ebay Just Launched A Massive Gaming Sale, Includes Nintendo Switch For $280

Ready for some early holiday shopping? Throughout this weekend, Ebay is offering major discounts on consoles, games, accessories, gaming laptops, and more as part of its first-ever gaming weekend sale. The shopping bonanza officially begins at 9 AM PT / 12 PM ET and runs until Sunday, October 13.

Friday Drop

The sale overlaps with Ebay’s first “Friday Drop,” a series of spotlight deals the site plans to unveil every Friday at 9 AM PT / 12 PM ET. The first Friday Drop features the new model Nintendo Switch with better battery life. Check out that deal below, and act fast–it may sell out quickly.

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Nintendo Switch | $280 ($300)

See at Ebay

More great gaming deals

You can also pick up the Xbox One S 1TB NBA 2K19 bundle with Gears 5 thrown in for $200. While NBA 2K19 isn’t the latest entry in the basketball sim franchise, getting Gears 5 with it makes this a pretty great deal.

It’s always smart to nab Nintendo’s first party games when you see them on sale. The weekend sale features a bunch of awesome Switch games at discounted prices, including the recently released (and wonderful) The Legend of Zelda: Link’s Awakening.

Games

See all new release game deals at Ebay

Hardware

If you’re in the market for a new gaming laptop, there are a few really stellar discounts, including a $700 discount on the Asus ROG Strix Hero II.

See all gaming laptop deals at Ebay

from GameSpot – Game News https://www.gamespot.com/articles/ebay-just-launched-a-massive-gaming-sale-includes-/1100-6470491/

The Surprising Way Call Of Duty: WWII Devs Captured Some Of The Game’s Sounds

Appearing at PAX Aus today in Melbourne, Call of Duty audio designers from Sledgehammer Games shared some interesting insight into how they made the sounds for Call of Duty: WWII.

David Swenson (Audio Director) and Michael Caisley (Lead Sound Designer) came from the San Francisco Bay Area to speak on the panel, and one of the most intriguing stories they shared was about how they captured the sounds for the the Normandy Beach landing scene in Call of Duty: WWII.

Swenson and Caisley talked about how their original idea to capture the Normandy Beach sounds was to work with the United States Coast Guard. In fact, the audio team went out with the Coast Guard, climbing into their boats and going out on the water to create more realistic-sounding water noises.

However, due to legal issues related to the rights, Sledgehammer was unable to use these sounds. In this tough position, Sledgehammer came up with a unique and inexpensive solution.

To create splashing sounds and the sound of water hitting jackets, Caisley used his own garden hose–at his house–and sprayed the water in a stream onto an old leather jacket attached to a metal chair. It was a unique and inexpensive solution that ended up with a great result with excellent sound in the final mix.

The developers also shared another story in a similar vein. To capture some of the sounds of fighter planes like the B-24 Liberator and the B-25 Mitchell, the team had a unique challenge because the planes are not widely in operation anymore. So what did they do? A local airshow near Sledgehammer’s office featured classic WWII planes, giving the team an opportunity to capture the sounds. But getting close was another issue. So the audio team went to a nearby golf course and parked out on Hole 3. When the planes flew overheard, they broke out their recorders and captured the sounds in a way you probably didn’t expect.

In another example, Swenson said Sledgehammer was struggling to find a way to faithfully capture the sound of a soldier walking through a creek for Call of Duty: WWII. They tried capturing the sound of a person walking in a pool, but when they got back to the tool, that’s what it sounded like: a person walking in a pool, with reverberations from the edges and other unnatural elements that just wouldn’t do. California, where Sledgehammer is located, was going through a drought and the nearby creeks were dry.

The team was in a tight spot, but it all worked out, as Swenson went on a camping trip further away from the office and lo and behold, there was a water-filled creek nearby he could use to capture the sound. Audio designers should always bring their recording equipment with them, wherever they go, Swenson said.

One further story involved an earlier Sledgehammer title, Call of Duty: Advanced Warfare. Swenson struggled for a while to find the right sound for Walker Tanks, but he had a stroke of good fortune one morning. Swenson, who sleeps with his recorder on his bedside table, woke up one morning to the sound of the the garbing truck driving by. He raced outside and followed his garbage truck for “like 100 houses” to capture the various heavy and mechanical sounds of what would become the Walker Tanks,

Swenson and Caisley provided these examples, and others, to make the point that Sledgehammer’s audio team is known for being crafty and smart with the resources they have. Swenson said when he first started working on Call of Duty, he thought he would have a never-ending budget and all the resources he needed. In reality, however, that wasn’t always necessarily the case. So they changed mindsets to act and operate more like a startup. The team has in the past spent a lot of money on big shoots, but this comes with a lot of pressure, both Swenson and Caisley agreed.

PAX Aus runs October 11-13 in Melbourne, and GameSpot is on hand at the show all weekend to bring you news and further coverage. For more, check out a rundown of all the panels in the GameSpot Theatre.

The next Call of Duty game is Modern Warfare, from developer Infinity Ward. The game launches on October 25 for PlayStation 4, Xbox One, and PC.

from GameSpot – Game News https://www.gamespot.com/articles/the-surprising-way-call-of-duty-wwii-devs-captured/1100-6470488/

Shannon Noll, Australian Singer And Meme, Has Started An Esports Team

Shannon Noll, a singer-songwriter known for his appearance on Australian Idol and for being a meme, is starting a competitive gaming team. Announced at PAX Aus in Melbourne today, Noll has been named the captain of the “Motley Squad” team that will compete in the upcoming Legion of Champions Series IV tournament presented by Lenovo. Noll’s gamer name is apparently “Nollsie.”

Motley Squad is currently recruiting “celebrity” gamers to join him, though no other names have been announced or hinted at thus far.

“I can’t wait to begin recruiting some fellow celebs to take on some of the regions top gamers in November at Lenovo’s Legion of Champions tournament,” Noll said in a statement. “People still have an outdated idea that only hardcore gamers are interested in gaming. That’s just not true. My kids play, and I’m here at PAX meeting all kinds of people–from lawyers to doctors, kids to grandparents.

“I’m excited to assemble the rest of the Motley Squad and show how people with different lives and experiences can come together to enjoy gaming together.”

Popular pro gamer FaZe Hazz is working with Noll and the other celebrity members of Motley Squad to help them improve their skills.

“I know we’ll have to work hard to get a team in shape by November, but I’m excited to open up the world of gaming to a new group of people,” Hazz said in a statement. “While the competition may be stiff, and the team inexperienced, the passion of a new group of gamers is sure to make for an exciting journey. Keep your eyes peeled for who Nollsie ecruits, and how they do.”

PAX Aus runs October 11-13 in Melbourne, and GameSpot is on hand at the show all weekend to bring you news and further coverage. For more, check out a rundown of all the panels in the GameSpot Theatre.

from GameSpot – Game News https://www.gamespot.com/articles/shannon-noll-australian-singer-and-meme-has-starte/1100-6470487/

Cyberpunk 2077 Has A Wicked “Demon Software” Ability

One of 2020’s most anticipated games, Cyberpunk 2077, had a big debut at PAX Australia today. Local publisher Bandai Namco showed off about an hour’s worth of gameplay, and in it, we saw a couple of new and interesting abilities.

The first of these was “Demon Software.” The player character, V, can use this ability to make an enemy attack itself. In the demo shown at PAX Aus, V used the ability targeted at an enemy’s arm, and then that arm attacked the rest of the enemy’s body. It was pretty wicked the way the enemy became possessed and then fought against itself.

One of the other Cyberpunk 2077 abilities shown during the demo was the Nano Wire. Players can use this wire to hack into or connect with other characters in Night City. Alternatively, the wire–which glows orange–can be used to slash and kill enemies.

The Cyberpunk 2077 demo shown at PAX Aus today was seemingly the same behind-closed-doors demo that was released during Gamescom in August. The demo, which was played live on stage by a CD Projekt Red developer, has not yet been released publicly. If history is any indication, that will happen at a later date.

PAX Aus runs October 11-13 in Melbourne, and GameSpot is on hand at the show all weekend to bring you news and further coverage. For more, check out a rundown of all the panels in the GameSpot Theatre.

Cyberpunk 2077 launches in April 2020 for PlayStation 4, Xbox One, and PC. The futuristic game also features movie star Keanu Reeves in a big role.

from GameSpot – Game News https://www.gamespot.com/articles/cyberpunk-2077-has-a-wicked-demon-software-ability/1100-6470486/

Hidetaka Miyazaki Says Bloodborne Was His Favorite Game To Make

From Software president Hidetaka Miyazaki (who directed a few Armored Core games and most of the Soulsborne games) says that Bloodborne is his favorite of all the games he’s worked on. Miyazaki took on a more supervisory role for Dark Souls II to focus on the development of Bloodborne–a game that’s similar to but altogether a different beast (pun intended) from the Souls series.

“If I [have to] say which one I keep in my heart, it’s Bloodborne,” Miyazaki said in an interview with GameSpot Brazil, our sister site. “It’s the one that left [the biggest] mark on me.” But even for how much he loves the games, Miyazaki still believes Bloodborne could have used a bit more polish prior to release. “I would’ve improved the Chalice Dungeons and the Blood Gems, which I wish were more detailed.”

In the interview, Miyazaki spoke about boss battles and the process of designing the Soulsborne games’ notable enemies. “First comes the design,” he said. “When I have a general idea of how the boss will be, I make a request to the designer so he can create the art… I describe the minimum requirements that a boss needs, and I leave the rest with the designer. Because I believe that adds even more originality.”

In regards to his favorite boss, Miyazaki pointed to an enemy from the original Souls game: the Old Monk from Demon’s Souls. “[The Old Monk] has a unique system, where the player fights other players. Back then, this wasn’t a common system, so I got some critics and warnings,” Miyazaki said. “But in the end, the users liked it, it was something very different. So, inside me, it is the one that marked me the most.”

Miyazaki has already moved on to directing From Software’s next game: Elden Ring. The game boasts a high-profile partnership with fantasy author George R.R. Martin, taking the Souls-like formula and putting it into an open-world setting–a brand-new step for the From Software created catalog. “With a larger world, new systems and action mechanics inevitably become necessary,” Miyazaki said in an interview for Elden Ring. “In that sense, I think that Elden Ring is a more natural evolution of Dark Souls.” Though it doesn’t have a release date, Elden Ring is scheduled to launch on Xbox One, PS4, and PC.

from GameSpot – Game News https://www.gamespot.com/articles/hidetaka-miyazaki-says-bloodborne-was-his-favorite/1100-6470484/

Dragon Age Writer Shares Stories And More From His BioWare History At PAX Aus

Dragon Age franchise writer David Gaider have the keynote address at PAX Australia today where he shared stories and interesting insights from his time at BioWare before leaving the company.

Gaider, who announced a brand-new game and studio at PAX Aus, started off by recalling his time with BioWare which started in 1999 when he was recruited by BioWare’s James Ohlen to work on Baldur’s Gate II. Gaider was working in hotel management at the time, and he initially turned down the job to work as a writer on Baldur’s Gate II. However, as fate would have it, the hotel he was working for at the time was acquired by a larger hotel chain, and as part of this, Gaider lost his job.

He called Ohlen to ask if the Baldur’s Gate II writing job was still available–and it was. It was a big job working on Baldur’s Gate II, as Gaider and his team wrote an astounding 1.2 million words for the game. After completing that game, Gaider wrote for Neverwinter Nights and the Star Wars game Knights of the Old Republic, which is one of the most highly regarded Star Wars video game stories. Gaider said during the panel that he’s proud that some of what he wrote for the game is Star Wars canon, along with the HK-47 Assassin Droid that went on to become a fan-favorite. He described HK-47 as a combination of C-3PO, Bender from Futurama, and the dog from the Canadian TV show The Littlest Hobo.

Also during the panel, Gaider spoke about how he became known as BioWare’s “romance guy” for the characters he wrote in Baldur’s Gate II and Neverwinter Nights. However, some female fans complained about the romance options in those older games, and to make better characters and romance options, Gaider and his team looked at various online forums, including “Ladies of Neverwinter,” to help improve things.

The conversation then shifted to Dragon Age, the franchise that Gaider is perhaps best known for. He was the lead writer on Dragon Age: Origins, and he said part of his guiding philosophy for the title was for it to steer clear of what Gaider saw as pitfalls from Dungeons & Dragons. Specifically, Gaider said it was important for him to writer the world such that it didn’t have the kind of all-power, unquestionable gods like in D&D. Gaider pointed out that “faith requires doubt,” and it was important to him to communicate this in Dragon Age.

Gaider also shared an interesting, if not completely new, story about how BioWare came up with the name of Dragon Age’s setting, Thedas. The team struggled to come with a name for the Dragon Age setting, so they called it “The DA Setting.” The shorthand became (The) (D)ragon (A)ge (S)etting. Later, in an editorial meeting, a writer asked if they could just call it “Thedas.” And that’s it–that’s how it happened.

Here are some other takeaways from Gaider’s keynote at PAX Aus today.

  • People assuming Gaider is the reason why BioWare games have same-sex relationship options, but in fact, a separate team inside BioWare that made Jade Empire is responsible for making BioWare’s first same-sex relationships.
  • Gaider said around the release of Dragon Age II is when the interaction with fans began to change, due in part to the access fans had to the team–it wasn’t always positive. Gaider remarked, “Maybe familiarity breeds contempt.”
  • Some people thought BioWare focused too much on same-sex relationships at the expense of other content. “There should gave more much more focus on making sure us Straight Male Gamers were happy,” Gaider recalled someone saying.
  • A Dragon Age II expansion called Exodus was canceled, and Gaider remarked, “I was devastated.” The idea, he remembers, was that BioWare would cancel the expansion to focus on making Dragon Age: Inquisition bigger and better.
  • Dragon Age Inquisition was designed to be a “comeback” story for BioWare after Dragon Age II disappointed some fans. There were 850,000 words in the script.
  • Gaider broke down and began to cry when discussing an Inquisition storyline he wrote involving Dorian that related to themes about gay conversion.
  • He said this storyline, and the impacted it had, proved to him the power of video games and their ability to communicate important, powerful, and impactful stories.
  • Gaider worked on the world-creation elements of Anthem, but he ultimately moved on. “It just wasn’t the same for me; something was missing,” he said.

Gaider is now heading up the Melbourne studio Summerfall, which is working on a musical adventure game called Chorus. For lots more, check out GameSpot’s interview with Gaider.

PAX Aus runs October 11-13 in Melbourne. GameSpot will be at the show all weekend, and you can follow along with all the action from the GameSpot Theatre.

from GameSpot – Game News https://www.gamespot.com/articles/dragon-age-writer-shares-stories-and-more-from-his/1100-6470485/

Monster Hunter World Iceborne Rajang Guide: Everything You’ll Need to Know About the Rajang Update

Monster Hunter World Iceborne Rajang Guide: Everything You'll Need to Know About the Rajang Update

Capcom starts off Monster Hunter World: Iceborne’s post-launch updates with a boom, and we go over everything you need to know about Title Update 11.0

source /feature/9072-monster-hunter-world-iceborne-rajang-guide-everything-you-ll-need-to-know-about-the-rajang-update

Dragon Age Writer Reveals A New Game, And It Is Completely Different

BioWare veteran David Gaider, who left the esteemed role-playing game studio in 2016 after almost two decades with the company, has announced his next big project. Gaider has started a new team, Summerfall Studios, headquartered in Melbourne, Australia, and their first game is probably not what you would expect. The new game is called Chorus. It is part musical, part illustrated adventure game, and part character-driven narrative. Summerfall is looking to fund the game on the crowdfunding/equity platform Fig, with a projected release in Q1 2021.

Summerfall has assembled top talent for Chorus. In addition to Gaider–the former head writer on the Dragon Age series–the studio brought on former Obsidian and Beamdog developer Liam Esler as the company’s managing director. Being a music-themed game, Summerfall seems to be sparing no expense with its musical talent. The company is working with Grammy-nominated composer Austin Wintory (Journey) on the music, while veteran voice actor Troy Baker (who is also an accomplished musician) will work on Chorus as its Voice Director. Additionally, prolific voice actress Laura Bailey (Gears 5, Uncharted 4) is lined up to voice the main character, Grace.

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Summerfall says Chorus is a “first of its kind” game from an “all-star team gone indie.”

The story follows Grace in a sweeping narrative involving gods, music, and other-worldly creatures. “In Chorus, we follow Grace’s story as she finds herself thrust into a high-stakes world of weary gods and fantastical creatures after her new bandmate dies bleeding in her apartment–but not before granting Grace the divine power of song,” reads a line from the game’s description. “When the gods accuse her of murdering Calliope, the ‘fair-voiced’ muse, Grace must discover the truth… before the gods take her life in exchange.”

Chorus takes its inspiration from a number of different sources, including Buffy the Vampire Slayer’s musical episode, “Once More With Feeling,” the dialogue and companions of Dragon Age, and the quirkiness of Dream Daddy.

“For Summerfall’s first game, Liam and I felt that we wanted to do something a little different,” Gaider, who is the game’s creative director, told GameSpot in an interview. “I’ve personally wanted to work on a musical ever since I was lead writer on Dragon Age back at BioWare, and I used to half-jokingly suggest to my bosses that a musical DLC would be a delightful break from the norm. We never did that, of course, but the idea stuck with me… and when I suggested to Liam that it could be our ‘something a little different,” he jumped on the idea, and everything started falling into place right afterwards.”

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The characters are at the heart of Chorus’s story–and this includes romance options. The romance system in Chorus isn’t relegated to a “side show,” Gaider explained. Instead, romancing other characters is a central part of the plot, and it can even affect how the story ends. “The characters are part of the Chorus universe, and getting the player to care about those characters makes them also care about their world and their problems,” Gaider said. “Indeed, in BioWare games we found that many players were so invested in their relationships that it made the more abstract problems presented by the plot completely secondary.”

While Summerfall is based in Melbourne, Gaider continues to live in Edmonton, Canada. Esler is heading up the team in Melbourne, and he is quick to point out that the studio is planning to do right by its employees by avoiding burnout and crunch, while also actively recruiting with the aim of creating a diverse workforce. Not only this, but Summerfall worked with Film Victoria, a government group that supports media teams and projects, to help create the new game.

“When David and I first began to talk about starting a studio, one of the things we immediately agreed on was that we are done with burnout, crunch culture and workplace toxicity,” Esler said. “We are both passionate about diversity of all kinds, and want to ensure we create a workplace where all kinds of people are welcome, and diverse perspectives are appreciated. To achieve these goals, we’ve worked hard to speak with experts and studios all over the globe, inside and outside of games, to create supportive and proactive work policies. It might sound trite, but we’re determined to make Summerfall a studio where the team works together to create something beautiful–not a studio where something beautiful is created at the expense of the team. “

Summerfall met with publishers to discuss deals and partnerships. While various companies expressed enthusiasm, the feedback from these meetings was direct: there was no data to show a game like Chorus could succeed. As such, Summerfall is looking to fund Chorus via crowdfunding. Esler reflected on the conversations he had with publishers.

“There’s nothing like it out there. Chorus has elements from many places, but you can’t draw a direct line between it and any other game without some kind of caveat,” Esler said. “While almost everyone we spoke to was very enthusiastic about the concept, and most agreed it was both novel and that there was a clear audience, there’s just no data or previous success to prove it.

“The audience for musicals–despite massive successes like Hamilton or Frozen–is considered niche. Somebody’s got to try it first, so we figured–why not us? And we would rather talk to our audience directly to find out if they want a game like this!”

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Summerfall is looking to raise $600,000 USD to fund Chorus, with a number of physical and digital bonuses and experiences available for those who support the campaign. Summerfall originally was looking to fund Chorus on Kickstarter, but those plans were canceled in the wake of the revelation that Kickstarter as a company won’t voluntarily recognize employee unions.

For lots more on Chous, check out GameSpot’s interview with Gaider and Esler below. They’ll both also appear on a GameSpot Theatre panel on Saturday, October 12 to discuss lots more about Summerfall and Chorus–get more details here.

Chorus is part musical, part illustrated adventure game, and part character-driven narrative–where did the idea for this kind of game come from?

David Gaider: For Summerfall’s first game, Liam and I felt that we wanted to do something a little different. I’ve personally wanted to work on a musical ever since I was Lead Writer on Dragon Age back at BioWare, and I used to half-jokingly suggest to my bosses that a musical DLC would be a delightful break from the norm. We never did that, of course, but the idea stuck with me… and when I suggested to Liam that it could be our “something a little different,” he jumped on the idea, and everything started falling into place right afterwards.

Can you talk about how the various distinct elements–adventure game, musical, character-driven narrative–tie together and work off each other?

Gaider: A great deal of Chorus is a choice-driven game, much like the RPG’s I’ve worked on previously. The player engages with scenes using branching dialogue, and moves from scene to scene during the story by making selections on a different screen–like “find the owner” or “break down the door”. This allows us to have the kind of choice-driven narrative we both like and are accustomed to making. The major difference is that the big moments in Chorus are resolved not with combat, but with song. A musical scene begins, and the player makes choices during it much the same as they do during dialogue, and that changes the course of the song… and, ultimately, determines where the song ends and how the story changes as a result.

What did you take from Dragon Age and your previous work at BioWare that’s helping or instructing the ideas and themes of Chorus?

Gaider: I’ve spent my entire career working with branching dialogue and branching narrative, so that’s certainly helpful with Chorus. I think I’ve also gained an appreciation for just how much of the audience prioritizes things like characters, romance, and narrative over things like combat and progression mechanics.

Relationships and romance are going to be a part of Chorus. Can you talk about that more?

Gaider: Characters are at the center of Chorus’s story – the player character joins a society of Greek gods that are still alive in the modern world, and very dysfunctional, and she’s going to have to navigate them and make choices about which ones are her friends and enemies. Part of that is also offering the chance to start a romance… not as a side show, but as something that develops into a central part of the plot and can change how the story ends. The characters are part of the Chorus universe, and getting the player to care about those characters makes them also care about their world and their problems. Indeed, in BioWare games we found that many players were so invested in their relationships that it made the more abstract problems presented by the plot completely secondary.

Why did you want to leave AAA and move to the indie space? What kinds of new freedoms and opportunities do you have now at a smaller studio?

Gaider: I think there’s room in the industry for smaller teams and smaller games which can achieve success on a smaller scale. You can make something that’s much more focused on its audience, and there’s a lot of freedom in that, as a creator. A great deal more challenges too, obviously, but so far I’m really enjoying the camaraderie of a small team where we band together and do whatever we think works best, without having to worry about numerous layers of management and greenlight procedures.

What are some of the challenges related to being a smaller team?

Gaider: Security is the big one. You always feel like you’re half a step from oblivion, and you don’t have the comfort of many others around you to offer advice and share the blame. Everyone also needs to multitask, since you don’t have enough people to really specialize in their one field… everyone needs to be willing to jump onto something that needs doing, and learn how to do it if necessary. That can be a little harrying, even if it’s also exciting.

David and Liam, why did you choose Melbourne as the city for Summerfall?

Gaider: For me, when I first came to Melbourne and was introduced to its dev community, the thing I noticed was how tightly-knit and friendly they were. There’s a lot of potential for growth, here. I’m still based in Edmonton for now, but if I end up moving to Melbourne personally to join the rest of the team it certainly doesn’t hurt that I’d be leaving the long Canadian winter behind.

Liam Esler: Melbourne is my favourite city in the world–and conveniently has one of the most vibrant and interesting game development communities I’ve seen. I’ve been extremely passionate about supporting and growing the Australian and Victorian game development industry since I worked with the Game Developers’ Association of Australia and helped run Game Connect Asia Pacific–so it made perfect sense for us to start Summerfall here.

You’ve said you want Summerfall to be a sustainable studio that does right by its employees. How are you going about achieving this?

Esler: When David and I first began to talk about starting a studio, one of the things we immediately agreed on was that we are done with burnout, crunch culture and workplace toxicity. We are both passionate about diversity of all kinds, and want to ensure we create a workplace where all kinds of people are welcome, and diverse perspectives are appreciated. To achieve these goals, we’ve worked hard to speak with experts and studios all over the globe, inside and outside of games, to create supportive and proactive work policies. It might sound trite, but we’re determined to make Summerfall a studio where the team works together to create something beautiful–not a studio where something beautiful is created at the expense of the team.

“We’re making Chorus for the people who often get left behind by big-budget video games, who aren’t necessarily here for the combat or the violence, but are EXTREMELY here for everything else.” — Esler

Who is the target audience for Chorus?

Esler: We’re making Chorus for people who love characters and narrative, who love vibrant, human stories, who love musicals and song. Those who loved the characters of Dragon Age, the music of Buffy: Once More With Feeling or Dear Evan Hansen, or who are big fans of urban fantasy and witty writing.

Most of all, though, we’re making Chorus for the people who often get left behind by big-budget video games, who aren’t necessarily here for the combat or the violence, but are EXTREMELY here for everything else.

Why do you think there haven’t been more musical games?

Gaider: I think there have been many games in which music has played a big part, it’s just always been a big part of the background. For most, I suspect the challenge would be how to incorporate music as a more active element. Our biggest challenge was figuring out how to make the songs interactive, allowing the player time to make choices while still preserving the overall pace and flow of the music. There’s also the element of needing to incorporate a composer into the process much earlier. We’re not just adding singing to interactive dialogue, after all – it has to be a production now, and that’s a much more complicated proposition.

Why do you think publishers thought Chorus was too risky or different to take on?

Esler: There’s nothing like it out there. Chorus has elements from many places, but you can’t draw a direct line between it and any other game without some kind of caveat. While almost everyone we spoke to was very enthusiastic about the concept, and most agreed it was both novel and that there was a clear audience, there’s just no data or previous success to prove it.

The audience for musicals–despite massive successes like Hamilton or Frozen–is considered niche. Somebody’s got to try it first, so we figured–why not us? And we would rather talk to our audience directly to find out if they want a game like this!

Can you talk about your relationship with Film Victoria about their contributions to Chorus and the other help they provided to you on the project?

Esler: Film Victoria has been invaluable on Chorus from the get-go. As soon as we had a clear idea of what we were doing and how we needed to be proceeding, we started talking to Film Victoria, who provided advice and guidance on all manner of things. We were lucky enough to be recipients of two rounds of grant funding, which allowed us the time and space to really develop Chorus into something special, while they provided expert feedback and support. We can’t thank them enough!

from GameSpot – Game News https://www.gamespot.com/articles/dragon-age-writer-reveals-a-new-game-and-it-is-com/1100-6470483/