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Yes, The Witcher 4’s Ciri has been recast

Yes, the rumours are true – CD Projekt Red has indeed recast The Witcher 4’s Ciri. Whilst originally it only sounded as though the character’s original actor, Jo Wyatt, had been replaced in Witcher 4’s reveal trailer, the development studio has now confirmed it. The Witcher IV — Cinematic Reveal Trailer | The Game Awards 2024.Watch on YouTube “Ciara Berkeley was cast as Ciri for The Witcher 4 cinematic reveal trailer,” the studio said in a statement to TheGamer. “Ciara is a talented actress who impressed us with her enthusiasm and vocal acting skills, and in this trailer we believe she truly brought Ciri to life in a way that is both faithful to the character and exciting for fans of the series.” The studio did not expand on why Berkeley had been brought in to replace Wyatt, but did confirm to press that Berkeley wasn’t only brought in for the trailer, but will portray Ciri in the full game, too. No, your ears were not deceiving you about Geralt, either. That was definitely Geralt voice actor Doug Cockle popping up at the end of the Witcher 4’s reveal trailer, and yes, the white-haired monster hunter will absolutely feature in some way in the upcoming game. While many had assumed as much – let’s be honest, it is hard to miss the gravelling tones of Cockle’s Geralt – developer CD Projekt has now officially confirmed what we all thought.

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Xbox Insiders can now use cloud streaming on their consoles to play “select” owned games

Microsoft is expanding its suite of cloud gaming features by introducing the ability for Xbox Game Pass Ultimate subscribers to stream a “select” number of their owned games to Xbox Series X/S or Xbox One consoles, without needing to install them first. It’s available to Xbox Insiders now, and will launch for all users at a later date. Microsoft has been touting the ability to stream owned games since 2019, with the feature initially expected to launch alongside its Xbox Cloud Gaming platform the following year. Unfortunately, it missed that target by quite some margin, and then failed to hit its revised launch of 2022. In the end, it took another two years for the feature to finally arrive, but since November this year, Xbox Game Pass Ultimate subscribers have been able to stream their owned games – and not just those available on Game Pass – to a limited number of platforms. Initially, it was only possible to stream games through TVs and via browsers on supported devices such as tablets, smartphones, and Meta Quest headsets. At the time, Microsoft said it would be bringing the feature to Xbox consoles and the Xbox app on Windows, but not until next year. So it’s a pleasant surprise to see that, earlier than expected, the console rollout is now here – albeit only for Xbox Insiders at the moment. Stream Your Own Game trailer.Watch on YouTube Starting today, Xbox Insiders in the Alpha Skip-Ahead and Alpha rings can – provided they also have an Xbox Game Pass Ultimate subscription – preview the ability to stream their owned games to Xbox Series X/S and Xbox One consoles. Users that meet both criteria can start exploring the feature by going to My games & apps > Full library > Owned Games on their console, then looking for (or filtering for) the cloud badge on compatible games. After that, it’s simply a case of selecting a game then choosing ‘Play with Cloud Gaming’. Image credit: Xbox The catalogue of supported titles does, however, remain extremely limited, with only around 50 games currently compatible. The good news is it’s a fairly strong line-up, mixing new and old blockbuster titles with acclaimed indie games. Baldur’s Gate 3, Cyberpunk 2077, Star Wars Outlaws, Call of Duty: Modern Warfare 2, Warhammer 4K: Space Marine 2, Life is Strange: Double Exposure, Balatro, Hades, Animal Well, Dredge, Phasmophobia, and The Plucky Squire are some of the more notable games on the list – and Microsoft previously promised its “library of cloud-playable titles will continue to grow, as we work with our partners around the world”. If you’re not already part of the Xbox Insider Program, you can join up by downloading the Xbox Insider Hub for Xbox Series X/S & Xbox One or Windows PC. The full list of games currently compatible with Microsoft’s new cloud gaming feature can be found on its website.

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The world is ending but here’s a side quest – will RPGs ever solve their urgency problem?

Why is it that in a role-playing game where the stakes are usually ‘the end of the world’, the end of the world always has to wait for us to finish our sprawling to-do list first? There’s no way you’ve never encountered this. I came across it most recently in Dragon Age: The Veilguard, which, after a thrilling end to Act One, effectively turned to me, the player, and said, hey why don’t you focus on some companion quests now instead, eh? The world was still ending, the danger hadn’t diminished or passed in any way, it’s just the game needed a pace change and for me to see some of the other cool stuff in it.

Egregious though it was, The Veilguard is far from the only BioWare game to have done it – I think, throwing my mind back across a dozen of them, they probably all have. The Reapers are going to destroy the galaxy! But don’t worry you’ve got time to go scan some planets if you want, first. BioWare games are far from the only RPGs to have done it either. In Baldur’s Gate 3, you have a tadpole in your eye for crying out loud, one that you know will turn you into a mind flayer probably pretty soon, and yet still you have time for, well, anything you want to do. In The Witcher 3: The Wild Hunt, you’re racing to find your daughter-of-sorts Ciri who’s being chased by a menace of legend, yet you’ve got plenty of time to become the bareknuckle boxing champion of the continent, or Gwent champion, if you so wish. This approach is so common in RPGs it’s like dwarves with Scottish accents; a better question to ask would be whether there’s an RPG that doesn’t do it – one that hurries you up instead?

I’m thinking. It’s tricky.

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Pentiment? It doesn’t quite fit the RPG template but it’s one of the only games I can think of that has a sense of passing time, and of either-or choices associated with it – you won’t be able to do everything so you will have to choose. It’s a game in which time feels like time – time that’s as inexorable and immovable as we know it be. Couldn’t a system like that work in a more fully fledged RPG?

I wonder whether anyone else is bothered by it, or whether we’ve become so accustomed to it now we just don’t see it. Perhaps it’s even become part of what we know and expect an RPG to be. What is a role-playing game after all – how do we qualify a game as one? Do we think of them as games we play roles in, to use the purest meaning, or do we think of them in terms of mechanical trappings like side quests and character progression? For me, it’s the latter, slightly ashamed as I am to admit it. But can you imagine an RPG without side quests – would it even be an RPG? It’s a label that’s come to mean certain things, and one of them, for better or worse, is being able to take our time and have the ‘end of world’ wait for us. Some games are reluctant to release us from their grips at all – just think of all the ways live service RPGs make continual demands on our time and attention.

I think you can trace all of this back to Dungeons & Dragons, like so much in RPGs, because it is, after all, the original one. That’s a game that very much revolves around the players – that presents them with a world and tries to guide them around it, but famously usually ends up with players going wildly off course and dungeon masters trying to keep up with them. Are our video game RPGs a legacy of this behaviour – pandering to players?

Is there another way? When, I wonder, was the last time someone sat down and questioned the trappings of an RPG and thought about mixing them up? What if we weren’t given an inexhaustible amount of time to see all areas of a game so we had to more mindfully plot our course through it – wouldn’t that make for more interesting subsequent playthroughs? Wouldn’t hurrying players – because of an impending ‘end of world’ event – help us better understand the urgency of it? Why is it we’ve settled for things the way they are?

Maybe this is their ultimate evolution – that’s a possibility, as bedgrudging as I am to entertain it. After all, one of the allures of RPGs is their being places we can escape to and submerge ourselves in, soak ourselves in, like warm baths, in an effort to forget our worries elsewhere. Adding a new tension to that mix might spoil it. Similarly, I know there’s an allure in wanting to scour a world and do everything in it, and knowing you will be able to – I can’t imagine starting a game knowing I couldn’t. It would feel very weird, but then, maybe that’s because no one’s tried.

What if? That’s all I’m asking. What if we haven’t completely nailed it? Just because we’ve done things this way for a long time doesn’t mean it’s the only way forward. There might be a game being made out there that’s about to come crashing down from proverbial outer space to rewrite the rules and show us that time and urgency can be just as compelling as an endless to-do list. Maybe it already exists and I just don’t know it yet (answers on a postcard in the comments if you do!). But I do know I’m ready for change. I want my time in games to matter again.