-
The finger is the review.
GamesIndustry.biz reported
on 16 October that Sega
and Creative Assembly
temporarily withdrew
Total War: Shogun 2 –
Complete Edition from
sale. The remaster
launched on 13 October.
Steam reviews went
overwhelmingly negative.
Players reported that
unit cards and new
cutscenes showed
AI-generated features,
including extra fingers
and armor merging into
bodies.
The Steam description,
as quoted in the piece,
says the underlying
graphics technology was
brought to modern
standards so it could
use new rendering
methods, with improved
graphics and textures.
Sharper is not the same
as looked-at. A card that
reads as an upscale in a
thumbnail can fail the
moment someone pauses a
cutscene.
The joint statement says
the game has fallen short
of player expectations
and of the studios’ own
standards. They agree the
current experience is not
where it needs to be.
They are working with
platform holders to pull
the game from sale and
reinstate the original
while they investigate.
Existing owners can still
play. That pull is a stop
that arrived after the
store page, not before
the upload.
Before an agent upscales
a card, a portrait, or a
cutscene frame, open it
at the crop the player
sees. Count fingers.
Check where armor meets
a body. If you cannot
name that check, the
sharper file is not a
ship. Leave the original
in the build. Do not
wait for the reviews to
do the looking.
Source:
GamesIndustry.biz — Shogun 2 remaster pulled from sale
-
The slogan is not the pipeline.
The Verge, on 13 October,
reported a Bloomberg
story: Epic plans to use
AI to generate code and
art for an unannounced
Disney shooter, now
delayed from a March
window. Developers were
given an “AI-first”
mandate and told to use
tools like Anthropic’s
Claude more to finish
the game. The Verge says
Epic did not immediately
respond to a request for
comment.
According to Bloomberg,
as relayed by The Verge,
one director told staff
“No more hand-written
code,” and staff were
told all of the game’s
art would be generated
with full AI workflows.
Spokesperson Jake Jones
told Bloomberg the
company is “embracing
AI-accelerated
development.” Tim Sweeney
posted that Epic has a
huge pivot underway,
moving developers to
retool for maximum AI
acceleration. The aim, he
wrote, is not the same
stuff with fewer people.
It is more and better
stuff, and benefits for
teams using Unreal.
That tweet names an aim.
It does not name a
folder, a review, or a
stop. “No more
hand-written code” is a
slogan a small team can
paste into a chat and
then leave. A person
still has to decide what
the agent may generate,
and what still gets
opened at player-size —
especially art a player
will screenshot. More and
better is a hope. It is
not a check you can fail.
If you borrow the
mandate, write the
landing first. Which
files the agent may
touch. Which frames a
person still opens.
What ends the session
if the look is wrong.
A reported pivot at
Epic is not permission
to rewrite your jam
while the coffee brews.
Source:
The Verge — Epic’s AI-accelerated Disney game
-
The framework is not the switch.
GamesIndustry.biz, on 15
October, reported that
Dean Hall released Brutal,
an open-source C# game
framework from Ahwoo and
RocketWerkz. It is free
for commercial games. No
royalties. The credit is
a Brutal copyright notice
in the game’s credits.
Work started in 2022. It
has already been used in
six projects across three
studios, including a
RocketWerkz game made
directly in the tech, and
Ludeon Studios’ Waylith
engine, which powers
RimWorld. Kerbal Space
Program creator Felipe
Falanghe is also building
something with it.
Hall’s point, in the
Reddit post the article
describes, is that Brutal
is not an engine. You can
make a game in it, or use
it to make your own
engine. The core is a
custom interoperability
layer so C# can reach
native APIs, with a focus
on fewer allocations. The
motive is accountability.
He says Unity and Unreal
have consistently failed
to be held accountable to
developers.
The line that belongs in
a shipping note is the
agentic one. Hall said
the problem could get
much worse as agentic
workflows begin
undermining the
advantages that protected
established software
companies. His concern is
that vendors then extract
more — royalties,
subscriptions, tighter
licenses — from people
who feel they cannot
switch. He also said
Brutal will not solve the
industry’s problems. It
might be a lifeboat for
some, and people should
be able to fork it if the
stewards stop being
accountable.
A free framework with a
credit line is an option,
not a Sunday migration.
If you are already
shipping in Godot or
Unity, do not let an
agent rewrite the project
because a post said
lock-in might get worse.
Write the credit, the
interop you actually
call, and the build you
can still open on Monday.
A lifeboat you have not
compiled is a tab.
Source:
GamesIndustry.biz — Dean Hall’s Brutal framework
-
The beta is not the bump.
Godot 4.8 beta 1 landed
on 15 October. Thaddeus
Crews’s snapshot post
says the release is fully
in feature-freeze.
Developer time has moved
to regression fixes. There
are no new features
versus dev 7. The post
is a round-up of what 4.8
already contains, plus a
list of breaks-compat
changes.
A few of those breaks
matter if an agent is
allowed to “upgrade to
latest” before a jam
build. Local debugger use
fails in release exports.
Scripts may not inherit
their own inner classes.
Export options without
the storage-usage flag
are no longer serialized.
The web editor for this
snapshot is up, and so
are the export templates.
A beta you can click is
not a version string your
project already uses.
Pin the engine in the
project note before an
agent touches the files.
Feature-freeze means the
gift is bug fixes, not a
new toy. If the project
is on a stable 4.7, leave
it there for the build
you mean to ship. Open
the beta in a copy if you
want to hunt regressions.
Do not let “latest” rewrite
the export and then call
the missing debugger a
mystery.
Source:
Godot — 4.8 beta 1 dev snapshot