Star Wars Outlaws Planets As Big As Early Assassin’s Creed Maps

I think everybody expected Ubisoft’s upcoming open-world Star Wars game, Star Wars: Outlaws, to be huge. That’s been the case with most of the publisher’s recent open-world games. But the developers behind Outlaws recently confirmed just how big it might be, explaining that planets in the game will be as big as multiple regions in Assassin’s Creed Odyssey.

In June, after rumors and teases, Ubisoft and in-house developers Massive Entertainment finally revealed its Star Wars: Outlaws, an open-world game set in that famous galaxy far, far away. In Outlaws, which takes place between the events of The Empire Strikes Back and Return of the Jedi, you’ll play as scoundrel and thief, Kay Vess. And because this is Star Wars, a franchise built on found family and ragtag groups coming together, you won’t be alone: you’ll have a cute alien sidekick and an (according to the internet) oddly sexy droid partner. While we still don’t know what the game’s actual narrative is, nor what you’ll be doing precisely, we do know that the galaxy in Outlaws is going to be very, very big. Although not stupidly big.

In an interview with Edge Magazine, Outlaws’ creative director Julian Gerighty compared the size of the game’s hand-crafted planets with areas in Assassin’s Creed: Odyssey, another Ubisoft open-world blockbuster.

“It’s a crude analogy, but the size of one planet might be [equivalent to] two of the zones in Assassin’s Creed: Odyssey,” said Gerighty. “It could be two to three zones. But it’s not this sort of epic ‘the whole of England recreated’ approach.”

Now, depending on which zones you are referring to, this could mean the planets in Star Wars: Outlaws are pretty big, or even incredibly enormous, as some regions in Odyssey were small islands while others were giant chunks of ancient Greece. Based on what Gerighty told Edge, even a modest estimation would likely mean some planets in Star Wars: Outlaws are multiple times bigger than entire Assassin’s Creed games, like Syndicate or Unity.

How big are the planets in Star Wars: Outlaws?

When you compare the maps of those titles to the recent, open-world RPG entries in the AC series, you can see just how much bigger the locations have gotten over the years. For example, Assassin’s Creed Syndicate’s London map—a large and highly detailed playground—can fit easily inside a small corner of Assassin’s Creed Origins’ open world. In fact, you can fit a dozen copies of that world in Origins. And Origins’ map fits in Odyssey’s huge Greek open world with plenty of room to spare. So when talking about two or three regions from Odyssey, even just the medium-sized areas, we are dealing with some vast areas of digital land.

DG VFX / Ubisoft

Impressively, Gerighty also told Edge Magazine that all of the planets in Outlaws are handcrafted and not built using procedural generation, which is the opposite approach of how Bethesda is tackling the hundreds of worlds in its epic RPG, Starfield. That game uses procedural generation to help fill out its galaxy. In contrast, Gerighty says Massive and Ubisoft are taking a “handcrafted” and “manageable” approach to the open-world (or galaxy) in Outlaws. Of course, we don’t yet know how many worlds will be featured in Outlaws, though based on Gerighty’s comments, likely significantly less than the hundreds of planets in Starfield.

Of course, while giant, handcrafted Star Wars planets filled with exciting missions and places to explore sounds nice, I also already feel tired when trying to visualize these massive, Assassin’s-Creed-sized worlds. I really, really hope they aren’t covered in thousands of icons and symbols. I’d prefer some empty space, areas where you just travel through them and don’t stop and spend four hours checking off items from a never-ending list. One can hope, right? We have at least learned that you can’t just fly your ship and land anywhere, but rather at designated points on each planet, which suggests some hope of containment.

Star Wars: Outlaws doesn’t have a specific release date, but Ubisoft says it will be out in 2024 and will launch on PS5, Xbox Series X/S, and PC. So it will be 2025.

Starfield Will Get DLSS Support, FOV Slider And Better Maps

Starfield’s first update is here and it’s…pretty small and not very exciting. However, Bethesda has confirmed that some highly desired features and improvements, including DLSS support, will be added to the RPG via future updates.

In a September 9 update on Steam, Bethesda confirmed that it would add DLSS support to Starfield’s PC port. Nvidia’s DLSS upscaling technology often helps players achieve higher resolution and better performance in demanding PC games. The popular feature was missing from the massive space RPG at launch, leading to a lot of controversy and fan mods to add it to the game. Starfield did support AMD’s FidelityFX Super Resolution feature, FSR2, though many PC players greatly prefer DLSS and modded it into the RPG as soon as they could.

Bethesda also confirmed more quality-of-life features would be added in the future, including better maps and an FOV slider.

Here’s the full list of “top community requested” features Bethesda is promising will be added via a series of updates:

  • Brightness and Contrast controls
  • HDR Calibration Menu
  • FOV Slider
  • Nvidia DLSS Support (PC)
  • 32:9 Ultrawide Monitor Support (PC)
  • Eat button for food!

“This is a game we’ll be supporting for years and years to come, so please keep all the feedback coming,” said Bethesda. “Even if we don’t get to your requests immediately, we’d love to do it in the future, like city maps. Our priority initially is making sure any top blocker bugs or stability issues are addressed, and adding quality-of-life features that many are asking for.”

The company explained it is working “closely” with Nvidia, AMD, and Intel on Starfield drivers and promised that each update will include “stability and performance improvements.”

Bethesda also re-confirmed that official Starfield mod tools would be coming in early 2024. The company explained that these “Creations” will work across all platforms, similar to how console mods worked in Skyrim and Fallout 4.

As for Starfield’s first update, Bethesda calls it a “small hotfix” that targets “top issues” the publisher has seen players encountering. Here are the full patch notes:

Performance and Stability

  • Xbox Series X|S Improved stability related to installations.
  • Various stability and performance improvements to reduce crashes and improve framerate.

Quests

  • All That Money Can Buy: Fixed an issue where player activity could result in a quest blocker.
  • Into the Unknown: Fixed an issue that could prevent the quest from appearing after the game is completed.
  • Shadows in Neon: Fixed an issue where player activity could result in a quest blocker.

After first releasing in paid early access, Bethesda’s Starfield is out now on Xbox Series X/S, PC, and Game Pass. Click here to read all of our past coverage of 2023’s biggest game.

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Halo Infinite’s Season Five Maps Are Awesome

Halo Infinite’s fifth season, “Reckoning,” arrives on October 17, 2023. With two new maps, a returning multiplayer mode from Halo 4, a new variant of the Bandit rifle, and more, it’s shaping up to be an excellent season for 343’s shooter.

Buy Halo Infinite: Amazon | Best Buy | GameStop

Halo Infinite’s new Arena maps: Forbidden and Prism

While Halo multiplayer is capable of delivering many different experiences, the core 4v4 experience of “Arena” is essential. Halo Infinite shipped with solid maps on launch, and has seen some wonderful new additions, but I’d suggest that these new maps are a step above what we’ve seen added to the game before.

A screenshot of Forbidden shows overgrown Forerunner ruins.

Image: 343 Industries

Forbidden

“Forbidden” is a symmetrical map that 343 Industries multiplayer level designer Cliff Schuldt said was designed “specifically for Capture the Flag.” It features a well-known Forerunner ruins art style that’s very reminiscent of Halo 2’s “Sanctuary” and has a dash of “Warlock” as well.

As a symmetrical map, it’s a natural fit for competitive play, and I found it to be quite fun in game modes besides CTF as well. But it’s the visual design that I especially appreciate. With varied amounts of overgrown vegetation covering its structures and a looming Halo ring visible from the very center,it has that distinct Halo vibe that other competitive maps in the game like Aquarius or Streets are somewhat lacking.

Gif: 343 Industries / Kotaku

There are a lot of neat opportunities for some fancy movement across Forbidden. In particular, I loved the “rat holes,” as Halo Infinite’s multiplayer level designer Cliff Schuldt called them. These are chutes on either side of the map that you can slide into to drop down to the lower level, making for great flag getaways or quick repositioning.

The varied levels, tight corridors, ramps, and opportunities to snipe down some wonderfully positioned sight lines gives me some very serious “Lockout” vibes, a classic map from Halo 2 on which I used to absolutely terrorize my friends.

A screenshot of Prism shows purple crystals.

Screenshot: 343 Industries

Prism

“Prism” offers a very different flavor from Forbidden and features a welcome injection of Covenant purple that feels like it’s been missing from Halo for far, far too long. While structurally it’s very different from something like “Midship” (it reminded me quite a bit of Halo 4’s “Abandon”), the presence of enormous glowing purple crystals (from which Needler ammo is mined according to the lore) really sells that old-school Covenant vibe. It features varied levels of elevation that have a natural-feeling topography as opposed to the more angular “Forbidden.” In my time with “Prism,” I found that the map naturally lends itself to tight pockets of action, particularly in the new game mode: Extraction.

“Prism” also features some environmental hazards in the form of crystal clusters that, when shot, release dangerous shards that can damage you or your opponent. It gives the map a bit of interactivity, and well-placed shots and grenades around these crystals ought to make for some interesting plays. I didn’t find them overly punishing, but they provided enough damage to either be used strategically or, potentially, to catch you by surprise if you’re not prepared.

Gif: 343 Industries / Kotaku

“Prism” also features the Pinpoint Needler as a power weapon. If you’ve played Infinite’s campaign, you’ll remember it as the reward for taking out one of the High Value Targets. It’s a far more lethal variant of the Needler, feels perfectly at home on a Needler-themed map, and helps shake things up a bit from the usual “go get the rockets/sniper” pattern of most maps and power weapons.

Speaking of weapons, Season 5 also includes a new addition to the arsenal by way of the Bandit Evo, which manages to avoid stepping on the Battle Rifle’s place in the game while still offering some excellent range.

The Bandit Evo might be better than the DMR ever was

The semi-automatic DMR rifle made its debut in Halo: Reach and was arguably the final evolution of the one-shot-at-a-time precision of the overpowered M6D in Halo: Combat Evolved. It worked well enough in Reach, but when it joined the Battle Rifle in Halo 4 (along with the now-retired Light Rifle), it sort of felt like there were three guns competing to do the same thing.

Enter the Bandit Evo with season five of Halo Infinite. On paper it’s rather simple: It’s a Bandit (a semi-automatic medium-range DMR) with a reflex scope as opposed to the ACOG-style featured in Reach, 4, and 5.

Gif: 343 Industries / Kotaku

With just a reflex scope, the Bandit gets the range it deserves, while not stepping on the Battle Rifle’s domain. In my experience it finds a nice middle position between the Sidekick and the Battle Rifle. I predict this weapon will work out very well in Big Team Battle, but its shorter range means that it presents some great utility for standard 4v4 action. To me it feels like a more appropriate version of Halo CE’s pistol.

The return of Halo 4’s Extraction, match XP in custom games, cross-core customization, and yes, AI in Forge

History doesn’t always look too kindly on Halo 4, which is a bit of a shame as it had some great ideas. Extraction, a multiplayer mode where players need to deploy and defend extraction devices in key areas, is one such example. Once you plant an extraction device, the countdown toward scoring a point begins. Fail to defend the area, and the opposing team can take it from you. It’s a straightforward mode, but one that can lead to a lot of interesting outcomes as both sides battle for control of the area.

343 Industries

Season five will also include some other much-needed additions such as cross-core armor coatings and helmets (these were previously locked to specific armor sets), and match XP from custom games, so you can make progress in the battle pass by playing in games other than what’s found in the matchmaking playlists. This is particularly interesting as season five also sees the long-awaited inclusion of campaign AI in Forge, opening the door to all kinds of interesting PvE and PvPvE experiences on Halo Infinite’s maps.

Forge AI, however, is a topic for another day. We’ll dive into that a bit more closer to release.

Halo Infinite Season Five: Reckoning will be available on Xbox Series X/S, Xbox One, and Windows on October 17, 2023.

Buy Halo Infinite: Amazon | Best Buy | GameStop

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