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Pete Hines on Starfield, Bethesda and bugs: "We embrace chaos"

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Starfield is not technically out until next week, yet it is already dominating conversations in many ways across the games space – and inevitably bugs are a factor.

While multiple reviews from the initial wave of critique for Bethesda’s latest blockbuster refer to Starfield as the company’s most polished game to date, this comes with the slight caveat that it’s not completely polished. Indeed, thanks to those with early access or review code, images of in-game bugs such as floating heads are already doing the rounds on social media – although these seem to be rarer than in Skyrim or Fallout.


Pete Hines, Bethesda

GamesIndustry.biz spoke to head of global publishing Pete Hines ahead of launch at last week’s Gamescom 2023, where the subject of Bethesda and its history with bugs inevitably came up. But while the company has become known (fondly, in the case of many fans) for the quirky errors in its open-world RPGs, Hines suggests its less important that the team’s efforts to give players more freedom.

“We embrace chaos,” he told us. “We could make a safer, less buggy, less risky game if we wanted to. But what we try to lean into is player freedom. Yes, there’s going to be some little things here and there where your companion might stand a little too close to you sometimes, yet the freedom you get, and the things that happen because of that, we absolutely love and embrace.

“Of course there are bugs. But does it take away from your experience? Or do you have a consistent, fun game that you just can’t stop playing and experimenting with?”

Our conversation with Hines delved into the state of the industry and where Starfield fits in, the influence of Xbox and Game Pass on how Bethesda has approached the game, following the mixed reception to Redfall, and facing the company’s reputation for bugs in its biggest titles.

The interview can be read below. Please note it has been edited for length and clarity.

Starfield is not just the biggest Bethesda release in years, but also the biggest Xbox release. Does this add to the pressure? How do you approach the challenge of living up to these expectations?

No. Now that we’re a part of Game Pass, every game we make is our biggest game because our audience only grows. Having said that, a [Bethesda] Game Studios game is something special – they don’t come around that often. For something like this, if you like Elder Scrolls, if you like Fallout, it builds excitement. But in ways that is, for us, less pressure and more affirming.

I’ve been at this company for 24 years. We’ve shipped some garbage during that time. I know what it’s like when you have a game that nobody cares about or is talking about. Trust me, you would kill for somebody to talk about you, even in a negative way, just to acknowledge that you exist. At the end of the day, people talking about you, and being interested and speculating, it’s because they care. It’s because they’re really interested. So we try and embrace that, and make sure that, when we’re talking to our players, that we’re giving them the kinds of information and showing them the things we think they want to see.

Bethesda’s previous release – the Arkane-developed Redfall – didn’t receive the warm reception that was expected. How has that changed things internally at Bethesda? Has it placed more pressure on Starfield? How have you adapted to this?

We are always in a process of learning, so that’s not new for us. We don’t like failing to meet our players’ expectations. At the same time, we are the same company that has had launches that didn’t go the way we wanted, and we don’t quit or abandon stuff just because it didn’t start right.

“We don’t quit or abandon stuff just because it didn’t start right”

The Elder Scrolls Online’s PC launch was not flawless but we stuck with it. Now it’s like this insanely popular multiplatform. It’s the same with Fallout 76. Redfall is no different for us. Okay, we didn’t get the start we wanted, but it’s still a fun game… and we’re going to keep working on it. We’re going to do 60fps. We’re going to get it to be a good game because we know, as a first-party studio, Game Pass lives forever. There will be people ten years from now who are going to join Game Pass, and Redfall will be there.

As for pressure on Starfield? There’s always pressure with every launch. The pressure is an external thing we keep an eye on, but we don’t allow it to be a focus because we have zero control over it. What can we control? We control the game. How good is it? How does it run? How fun is it? Well, then let’s do that, and everything else will sort itself out.

How involved is Microsoft in the marketing side these days and how do you strike that balance between what the two companies do?

The marketing for Starfield was our responsibility. That’s what my company does. We greenlight, we develop, we sell, we market our own titles. What Xbox does is take what we do, and extend that to places that we can’t – whether it’s brand partnerships, or giving us visibility in places. Whatever it is, we’re just looking for somebody to hold the biggest megaphone they can in front of what we have to say.


Hines says Bethesda is focuses on enabling player freedom and any bugs don’t take away from that experience

Has Game Pass and the fact Starfield will be included on this from day one changed your approach to marketing?

It definitely changes how we think about bringing the game to market, no question. For most of my time at Bethesda, we were a small, independent publisher who made all of our own decisions. We were not a platform holder. It’s a very different conversation.

We’re coming to a launch where, yes, you can buy our game for $70 if you’re into Starfield, if you know you want to play it. We think it’s going to be an amazing value. But you know what else is an amazing value? Game Pass for $17 to play everything we’ve ever made – it’s crazy. I can totally see [people] signing up for Game Pass. Truthfully, I don’t care which one. I’ve never cared.

“I look to lower productivity on this planet when we put games out. I want people not sleeping and staying up”

The way that cloud gaming integrates with the Xbox and PC, and is making that a whole experience? [That] only pushes that value even more. I’ve done it. I’ve gone into work and then cloud streamed Starfield at lunch, using the same saved game that I left there.

And truth be told, we would hear from players: “I’m at work, but all I want to do is play Oblivion. I’m at work, but all I want to do is play Fallout 3.” I just love the idea of bosses walking through their office, and everybody during their lunch is playing Starfield. I look to lower productivity on this planet when we put games out. I want people not sleeping and staying up.

That’s how you know you’re doing a good job, when other game studio directors are emailing us, like, “I can’t get any work done on my game because everyone is exhausted from staying up all night playing Fallout 3 or Doom Eternal or whatever.” Good. That’s what we’re going for. We want games that gamers go, “I have to play this. I need this in my life.”

This year has seen a handful of triple-A games breaking records (Zelda, Hogwarts Legacy, Diablo 4, etc.) while everything else struggles to reach those levels. Why do you think this is the current state of the market? Where does Starfield fit in, following these blockbuster releases?

There could be any number of reasons. Our philosophy has always been: walk softly and carry a big stick. Which is to say that we try – believe it or not – we try really hard not to overhype stuff, because we want to feel we’ve got your expectations here, and we can exceed them by some big leap.

I don’t want to show you everything in the game. I don’t want you to feel like you know it all. I never say, “This is the greatest game of all time.” I don’t get to say that. I work at the company. I don’t get to judge it. Everyone else gets to judge it.

We have to be in a position of like: we’re going to come into this space with confidence, like we know what we’ve got. We feel like if we do our jobs, and what we’re supposed to do, [then] what happened in Diablo or not, whether this [other] game did well or not… well, that’s them. But this is us, and we know how to do this.

We think we’re amongst the best in the world at bringing a game to market in a way that connects with our fans. Hopefully, we then overdeliver with the game.


The fact Starfield is included on Xbox Game Pass from launch “definitely changes” how Bethesda has thought about bringing it to market, says Hines

The industry seems to still be cautious about launching games with lingering technical issues, especially following Cyberpunk. Given Bethesda’s history of slightly janky games at launch (which some fans still seem to love you for), how have you approached this with Starfield?

Bethesda gets lumped into this catch-all bucket that I don’t think is particularly fair. Doom Eternal is a Bethesda game. I would like to see the person who says that, bug-wise, that game did not meet players’ expectations – or Deathloop or Dishonored 2.

“Our philosophy has always been walk softly and carry a big stick. Believe it or not, we try not to overhype stuff”

Bethesda Game Studios has a reputation for things that happen in their games, yes. The thing people miss far too often is that there is some amount of that which is intentional, meaning we embrace chaos. We could make a safer, less buggy, less risky game if we wanted to. But what we try to lean into is player freedom. Yes, there’s going to be some little things here and there where your companion might stand a little too close to you sometimes, yet the freedom you get, and the things that happen because of that, we absolutely love and embrace.

Of course there are bugs. But does it take away from your experience? Or do you have a consistent, fun game that you just can’t stop playing and experimenting with?

On Neon, a planet covered entirely in water with a city that sits on top of it, we had a bug where a shark was able to get on an elevator. Then the elevator doors would open on a street level and the shark would come sliding out – everybody screams and starts running in every direction. I’m laying into it with weapons, people are screaming and guards are running. I said: “Do not take this bug out of the game!” I’m almost positive they did but I love that stuff.

With Starfield exclusive to Xbox and PC, what does the game have to achieve for Bethesda and yourself to count it as a success?

Our players need to love it and play it. That’s it.

How many players?

As many as humanly possible. Every time, my goal is all the players. Game Pass changes the math so much with how many people we get built into this amazing value and subscription. Our job is to market this game and talk about it in a way that’s authentic.

I think it’s going to be amazing whether you’re playing on an Xbox, whether you’ve got a Samsung TV with a controller, whether you’re on your PC – all those are going to be amazing ways to play this game. We just hope everybody enjoys it as much as we enjoyed making it.

 

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United Airlines will offer free internet on flights using service from Elon Musk’s SpaceX

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CHICAGO (AP) — United Airlines has struck a deal with Elon Musk’s SpaceX to offer satellite-based Starlink WiFi service on flights within the next several years.

The airline said Friday the service will be free to passengers.

United said it will begin testing the service early next year and begin offering it on some flights by later in 2025.

Financial details of the deal were not disclosed.

The announcement comes as airlines rush to offer more amenities as a way to stand out when passengers pick a carrier for a trip. United’s goal is to make sitting on a plane pretty much like being on the ground when it comes to browsing the internet, streaming entertainment and playing games.

“Everything you can do on the ground, you’ll soon be able to do on board a United plane at 35,000 feet, just about anywhere in the world,” CEO Scott Kirby said in announcing the deal.

The airline says Starlink will allow passengers to get internet access even over oceans and polar regions where traditional cell or Wi-Fi signals may be weak or missing.

The Canadian Press. All rights reserved.

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How to Preorder the PlayStation 5 Pro in Canada

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Sony has made it easy for Canadian consumers to preorder the PlayStation 5 Pro in Canada directly from PlayStation’s official website. Here’s how:

  • Visit the Official Website: Go to direct.playstation.com and navigate to the PS5 Pro section once preorders go live on September 26, 2024.
  • Create or Log in to Your PlayStation Account: If you don’t have a PlayStation account, you will need to create one. Existing users can simply log in to proceed.
  • Place Your Preorder: Once logged in, follow the instructions to preorder your PS5 Pro. Ensure you have a valid payment method ready and double-check your shipping information for accuracy.

Preorder Through Major Canadian Retailers

While preordering directly from PlayStation is a popular option, you can also secure your PS5 Pro through trusted Canadian retailers. These retailers are expected to offer preorders on or after September 26:

  • Best Buy Canada
  • Walmart Canada
  • EB Games (GameStop)
  • Amazon Canada
  • The Source

Steps to Preorder via Canadian Retailers:

  • Visit Retailer Websites: Search for “PlayStation 5 Pro” on the website of your preferred retailer starting on September 26.
  • Create or Log in to Your Account: If you’re shopping online, having an account with the retailer can speed up the preorder process.
  • Preorder in Store: For those who prefer in-person shopping, check with local stores regarding availability and preorder policies.

3. Sign Up for Notifications

Many retailers and websites offer the option to sign up for notifications when the preorder goes live. If you’re worried about missing out due to high demand, this can be a useful option.

  • Visit Retailer Sites: Look for a “Notify Me” or “Email Alerts” option and enter your email to stay informed.
  • Use PlayStation Alerts: Sign up for notifications directly through Sony to be one of the first to know when preorders are available.

4. Prepare for High Demand

Preordering the PS5 Pro is expected to be competitive, with high demand likely to result in quick sellouts, just as with the initial release of the original PS5. To maximize your chances of securing a preorder:

  • Act Quickly: Be prepared to place your order as soon as preorders open. Timing is key, as stock can run out within minutes.
  • Double-Check Payment Information: Ensure your credit card or payment method is ready to go. Any delays during the checkout process could result in losing your spot.
  • Stay Informed: Monitor PlayStation and retailer websites for updates on restocks or additional preorder windows.

Final Thoughts

The PlayStation 5 Pro is set to take gaming to the next level with its enhanced performance, graphics, and new features. Canadian gamers should be ready to act fast when preorders open on September 26, 2024, to secure their console ahead of the holiday season. Whether you choose to preorder through PlayStation’s official website or your preferred retailer, following the steps outlined above will help ensure a smooth and successful preorder experience.

For more details on the PS5 Pro and to preorder, visit direct.playstation.com or stay tuned to updates from major Canadian retailers.

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Introducing the PlayStation 5 Pro: The Next Evolution in Gaming

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Since the PlayStation 5 (PS5) launched four years ago, PlayStation has continuously evolved to meet the demands of its players. Today, we are excited to announce the next step in this journey: the PlayStation 5 Pro. Designed for the most dedicated players and game creators, the PS5 Pro brings groundbreaking advancements in gaming hardware, raising the bar for what’s possible.

Key Features of the PS5 Pro

The PS5 Pro comes equipped with several key performance enhancements, addressing the requests of gamers for smoother, higher-quality graphics at a consistent 60 frames per second (FPS). The console’s standout features include:

  • Upgraded GPU: The PS5 Pro’s GPU boasts 67% more Compute Units than the current PS5, combined with 28% faster memory. This allows for up to 45% faster rendering speeds, ensuring a smoother gaming experience.
  • Advanced Ray Tracing: Ray tracing capabilities have been significantly enhanced, with reflections and refractions of light being processed at double or triple the speed of the current PS5, creating more dynamic visuals.
  • AI-Driven Upscaling: Introducing PlayStation Spectral Super Resolution, an AI-based upscaling technology that adds extraordinary detail to images, resulting in sharper image clarity.
  • Backward Compatibility & Game Boost: More than 8,500 PS4 games playable on PS5 Pro will benefit from PS5 Pro Game Boost, stabilizing or enhancing performance. PS4 games will also see improved resolution on select titles.
  • VRR & 8K Support: The PS5 Pro supports Variable Refresh Rate (VRR) and 8K gaming for the ultimate visual experience, while also launching with the latest wireless technology, Wi-Fi 7, in supported regions.

Optimized Games & Patches

Game creators have quickly embraced the new technology that comes with the PS5 Pro. Many games will receive free updates to take full advantage of the console’s new features, labeled as PS5 Pro Enhanced. Some of the highly anticipated titles include:

  • Alan Wake 2
  • Assassin’s Creed: Shadows
  • Demon’s Souls
  • Dragon’s Dogma 2
  • Final Fantasy 7 Rebirth
  • Gran Turismo 7
  • Marvel’s Spider-Man 2
  • Ratchet & Clank: Rift Apart
  • Horizon Forbidden West

These updates will allow players to experience their favorite games at a higher fidelity, taking full advantage of the console’s improved graphics and performance.

 

 

Design & Compatibility

Maintaining consistency within the PS5 family, the PS5 Pro retains the same height and width as the original PS5 model. Players will also have the option to add an Ultra HD Blu-ray Disc Drive or swap console covers when available.

Additionally, the PS5 Pro is fully compatible with all existing PS5 accessories, including the PlayStation VR2, DualSense Edge, Pulse Elite, and Access controller. This ensures seamless integration into your current gaming setup.

Pricing & Availability

The PS5 Pro will be available starting November 7, 2024, at a manufacturer’s suggested retail price (MSRP) of:

  • $699.99 USD
  • $949.99 CAD
  • £699.99 GBP
  • €799.99 EUR
  • ¥119,980 JPY

Each PS5 Pro comes with a 2TB SSD, a DualSense wireless controller, and a copy of Astro’s Playroom pre-installed. Pre-orders begin on September 26, 2024, and the console will be available at participating retailers and directly from PlayStation via direct.playstation.com.

The launch of the PS5 Pro marks a new chapter in PlayStation’s commitment to delivering cutting-edge gaming experiences. Whether players choose the standard PS5 or the PS5 Pro, PlayStation aims to provide the best possible gaming experience for everyone.

Preorder your PS5 Pro and step into the next generation of gaming this holiday season.

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