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Metro
26-06-2025
- Entertainment
- Metro
Front Mission 3: Remake has updated its graphics with AI slop and fans are angry
The remake of PS1 game Front Mission 3 has replaced its 2D artwork with generative AI images, that have made a mess of everything. Even before the first Front Mission remake came out, Polish publisher Forever Entertainment committed itself to also remaking the second and third games for the Nintendo Switch. This was a big deal, since the first two games had never seen a European release (the second game never even left Japan), while Front Mission 3 hasn't been re-released since the original PlayStation version in 2000. The first two remakes were fine enough updates, albeit skin deep and just as old-fashioned as the originals, but any excitement for the third has evaporated due to what seems to be AI generated artwork. The Front Mission 3 remake only launched today but screenshots have already been making the rounds on social media, comparing the remake's visuals to the original game. These screenshots come courtesy of RPG Site and when shared side-by-side with the original version, it does appear that a lot of 2D artwork wasn't simply upscaled to be less blurry but outright replaced. Aside from background art, photos from the Network (an in-universe web browser that provides extra worldbuilding and lore) have been recreated and the results are frankly horrendous. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. Even without comparisons, a lot of these photos simply don't look natural, like one man's bizarre hand gestures or the example at the top of this page, of a soldier holding an already weird looking gun like a camera. Some of the new images don't even accurately depict the original illustrations. One especially egregious example is of what's meant to be a crashed Wanzer, a type of mech in the Front Mission series, being turned into a parked helicopter. Everything points to the original art being fed into an AI algorithm and, since the originals are blurry and pixelated, creating hallucinations and things that were never there to begin with. At least we hope that's what's happened, because if these were designed by actual humans, with no AI involved, it'd be extra shocking they were ever approved. There's no mention of generative AI being used for the remake's development in the credits and we can't recall ever spotting AI art in the first remake when we reviewed it. Although that was based on a SNES game, whereas Front Mission 2 and 3 are PS1 titles. As you can imagine, fans are not happy, with CheeseGX on X describing it as a 'a new all time low when it comes to video game remakes.' 'It's a damn shame to see that the remake team apparently used s***** AI art upscalers to replace a lot of the lower resolution 2D art assets with completely bizarre looking people, tech and landscapes. Definitely won't be buying this!' says JCP Designs on Bluesky 'This isn't even AI upscaling like I assumed, they went and gen AI'd wholly new images using the originals as a base. Legit worst case scenario outcome for this game,' adds Matt B on Bluesky. We've contacted Forever Entertainment for clarification on whether any generative AI was used and will update this article should we hear back. More Trending Despite enthusiasm for using generative AI for game development amongst some companies, including Microsoft, it remains an extremely contentious subject with gamers. Just yesterday, it was discovered the new Everybody's Golf game, which launches this in September, is using generative AI for leaf and tree textures, which is enough of a dealbreaker for some to swear off buying it. The upcoming Jurassic World Evolution 3 came under similar fire for advertising the use of AI generated scientist portraits, but fans must've kicked up enough of a stink because those portraits will now no longer be included. 'Thanks for your feedback on this topic. We have opted to remove the use of generative AI for scientist portraits within Jurassic World Evolution 3,' reads a statement from developer Frontier Developments on the game's Steam community page. Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Xbox AI plans already getting roasted by devs: 'Nobody will want this' MORE: As Xbox triples down on generative AI, multiple indie devs reject it MORE: Leaked Sony AI video makes the future of PS6 and next gen Xbox plain
Yahoo
25-06-2025
- Entertainment
- Yahoo
The Outer Worlds 2 director says not every RPG is "for every single person," so Obsidian is "not going to make a game for literally everybody" because "it waters down the experience a lot"
When you buy through links on our articles, Future and its syndication partners may earn a commission. It's no secret that The Outer Worlds 2 stands apart from the RPG genre with its unique story and systems – features that game director Brandon Adler says Obsidian Entertainment wouldn't give up to cater to all flavors of players rather than a niche, because "sometimes you have to pick a lane." Speaking to RPG Site in a recent interview, Adler, whose background includes genre gems like Fallout: New Vegas and Pillars of Eternity, explains what makes The Outer Worlds 2 different than other games more modern players might be familiar with. Between its New Vegas-inspired perk system that lets players "build out really crazy combinations of stuff and get these fun gameplay effects going" and no respec ability, there's a lot. That's right – Obsidian, the company that now proudly stands as Xbox's most prolific studio, won't "allow" fans to respec in The Outer Worlds 2, even if many "love respec" overall. "I personally want the player to understand their choices are permanent – they matter – and then they think more about their choices." With respec enabled, lots of players don't do so (and I, admittedly, tend to be one of them while playing RPGs). "There's a lot of times where you'll see games where they allow infinite respec, and at that point I'm not really role-playing a character, because I'm jumping between – well my guy is a really great assassin that snipes from long range, and then oh, y'know, now I'm going to be a speech person, then respec again, and it's like… for me, it's not wrong that people like to play like that," describes Adler. Not wrong, but not right for The Outer Worlds 2. "Look, if we're going to do The Outer Worlds 2, I want to make sure that the role-playing is really strong," admits the lead. "I want to make sure that you're building your character and really doubling down – making sure that role-playing comes through the whole experience." If that means that the pool of potential players is smaller, Adler says that's all right. Catering to literally everybody just is "not as important" as making the game developers want. "It's probably not a popular thing for me to say," states the director. "But, like, that's just not as important. That doesn't come into the calculus of the cool, fun game I want to make." The lead says developers "want to respect people's time, and for me in a role-playing game, this is respecting somebody's time." In an RPG like The Outer Worlds 2, it's all about the decisions a player makes and how much they matter throughout the game. "Saying your choices matter, so take that seriously – and we're going to respect that by making sure that we give you cool reactivity for those choices that you're making," explains Adler, "that's respecting your time." It may not be for everyone, but it'll certainly be for someone. "You've got to be clear with people early on what the experience they're getting is. If that's not for them, that's understandable." The director concludes by reaffirming his points: "We hope that we can convince you that it is – but I'm also not going to make a game for literally everybody because then I feel it waters down the experience a lot. I mean, yeah – we want to make a game that people want to continue playing for a long time, obviously. But I'll tell you, not every game is for every single person. Sometimes you have to pick a lane." That you to know more about one of the most exciting new games yet? Check out our The Outer Worlds 2 preview to read our thoughts on the RPG sequel.
Yahoo
25-06-2025
- Entertainment
- Yahoo
The Outer Worlds 2 has over 90 perks, but you can't respec your character because your "choices are permanent" and the RPG's director wants to make sure "you're building your character and really doubling down"
When you buy through links on our articles, Future and its syndication partners may earn a commission. The Outer Worlds 2's director has explained why the upcoming RPG has ditched the ability to respec your stats, and it's all in service of the role-play. Obsidian's latest RPG had its grand unveiling at the Xbox Game Showcase 2025 and the Outer Worlds 2 Direct that followed, and while it has some of the most unique perks on the RPG market, with the likes of bad knees being part of the apparently 90+ perks. It's also being unique by ditching one of the genre's most beloved mechanics. In The Outer Worlds 2, you'll be unable to respec your characters, meaning you'll need to think carefully about where you want your points to go before doing it. The Outer Worlds 2 director Brandon Adler spoke to RPGSite and explained the decision, saying, "Lots of people love respec… that is definitely one way you can go about things. I personally want the player to understand their choices are permanent – they matter – and then they think more about their choices." While the first Outer Worlds game did allow you to respec, Adler didn't work on that game, so his presence is definitely being felt with the sequel. Adler explains, "There's a lot of times where you'll see games where they allow infinite respec, and at that point I'm not really role-playing a character, because I'm jumping between – 'well my guy is a really great assassin that snipes from long range', and then oh, y'know, 'now I'm going to be a speech person.'" He adds, "For me, it's not wrong that people like to play like that… I want to make sure that the role-playing is really strong. "I want to make sure that you're building your character and really doubling down – making sure that role-playing comes through the whole experience." The Outer Worlds 2 director says not every RPG is "for every single person," so Obsidian is "not going to make a game for literally everybody" because "it waters down the experience a lot."