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WTF Moments: The Ceti eel scene in Star Trek II: The Wrath of Kahn

Ceti Eel in Star Trek II: The Wrath of Khan

Credit: Paramount

In 1982, E.T. found himself stranded on Earth, Flynn was transported to the world of Tron , and Dekkard discovered he, too, was a Replicant. But, nothing that happened in this pivotal year for genre movies was as wild as a moment from the highly anticipated second Star Trek  movie,  The Wrath of Khan . 

The movie, which famously marked the return of Ricardo Montalban as Captain Kirk's nemesis, Khan Noonien Singh, eventually cemented itself as one of the standout installments to the franchise. It's also one of the most frightening  Trek  stories, thanks to Kahn's menace and a terrifying, squirm-worthy scene involving a brain-hungry ear bug, better known as a Ceti eel.  WTF , indeed. 

Credit: Paramount Pictures

Before the eel crawls into Pavel Checkov's head to turn him into a pod person, the Enterprise's  navigator joins Captain Terrell (Paul Winfield) on a mission to Ceti Alpha V, a planet they believe to be completely deserted. Of course, it doesn't take long for them to realize the land they are traversing is actually the current home of Khan, who was exiled 15 years prior.

He's been plotting his revenge against Kirk in this barren wasteland, and Chekhov's arrival fits into his diabolical plan quite nicely. Kahn has Chekhov and Terrell taken captive. In their bindings, surrounded by henchmen, the pair look on as Khan introduces them to the most gruesome version of a domesticated pet we've ever seen.

"Let me introduce you to Ceti Alpha V's only remaining indigenous life form," Khan says, referencing the slithering, slimy, bony species — a formidable creature which was responsible for killing some of his own pals. "What do you think? They've killed 20 of my people, including my beloved wife."

In his own sort of twisted logic, it becomes clear that Khan blames Kirk, not these eels, for this loss. Because, if it weren't for the Captain of the USS Enterprise, he wouldn't even be on this planet in the first place. And so, realizing he's found his ticket off this dusty hellscape, we watch as Khan takes a pair of tongs and pokes at something slithering underneath a layer of sand. We gasp as this Satanic-looking Armadillo clings onto the tongs with its lethal-looking pincers. And after the brief introduction to this thing, Khan uses a secondary pair of tongs — because even in exile, kitchen utensils are quite prevalent — and plucks two eel babies from under the layers of scales on the mama eel's back.

Placing the two tiny slugs into a petri dish of sorts, Khan focuses his attention back onto Chekhov and Terrell, delivering a Bond villain-esque monologue explaining what is about to happen to them. "You see, their young enter through the ears and wrap themselves around the cerebral cortex," Khan tells the men. "This has the effect of rendering the victim extremely susceptible to suggestion."

Like we said, pod person. Yet, while this moment feels inspired by the likes of Invasion of the Body Snatcher s — and even CBS' short-lived comedic alien-invasion series Brain Dead , a show where alien insects possess their human victims by entering their ear canals — this still is very much a Star Trek movie. A rather grim one, at that.

"Later, as they grow," Khan continues, "follows madness … and death."

With the tiniest of signals to his henchmen, his two prisoners are forced to their knees. And while Chekhov tries to talk some sense into the man, his words fall on deaf ears. Unfazed, Khan takes the greasy slug babies and drops them into each of the men's space helmets. Initially, it feels like an odd choice. Why wouldn't he just hold his victims down and drop the bugs straight into their ears? Simple: this cinematic choice builds the terror and tension in a quick and effective manner.

There's something quite horrifying about watching the facial expressions of both officers as their helmets drop back onto their heads, as they see and feel the eels slithering on their cheeks. And with the help of the movie's score, once the bugs find their way to the men's ears, and claw a path into the tight confines of the ear canals, the outcome is shocking, cringeworthy, and gross enough to spark a whole variety of inner ear phobias.

Visual effects have come a long way in the past 37 years, but there's something quite tactile in the terror presented here. In just moments, the Ceti eel burrowed its way into the annals of sci-fi history. And while we've not really seen them return to the franchise, Roberto Orci and Robert Kurtzman did give the tiny creature a creative nod when they introduced the Centaurian slug to the mix in 2009's retconned Star Trek reboot, leaving fans everywhere covering their ears — maybe just for a second — knowing full well that the most horrific things, at any moment, could crawl right in.

  • Star Trek II: The Wrath Of Khan
  • WTF Moments

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Memory Alpha

Parasitic being

  • View history

Possessed Remmick

" We mean you no harm. We seek only peaceful co-existence. "

The mysterious race of " parasitic beings " and their " mother creature ", recognized as an intelligent alien non-humanoid parasitic lifeform . They were later colloquially known by conspiracy theorists as " butt bugs ", out of a colourful theory about how they entered the bodies of their victims. ( TNG : " Conspiracy "; LD : " Reflections ")

  • 1.1 Federation infiltration
  • 2.1 Parasitic beings
  • 2.2 Mother creature
  • 4.1.1 Script
  • 4.1.2 Design
  • 4.2.1 Literature
  • 4.2.2 Games
  • 4.3 External link

History [ ]

This species was first discovered by the United Federation of Planets during the mid- 2360s . At the time, the true origins of these parasitic beings were specifically unknown, but were determined to have originated from an unexplored sector of the Milky Way Galaxy .

Though stating, " We mean you no harm. We seek peaceful co-existence, " the actions of these aggressive parasites said otherwise, as they had the ability to invade and control humanoid species , notably Humans and Vulcans . ( TNG : " Conspiracy ")

Federation infiltration [ ]

The Federation first discovered the creatures on a distant uncharted planet during a survey mission . Over a period of approximately six months ending in late 2364 , these lifeforms had infiltrated the Federation's Starfleet Command , even high-ranking admirals within the organization.

Persons who fell victim to infiltration included Admirals Gregory Quinn , Aaron , Savar , as well as Captain Tryla Scott , Lieutenant Commander Dexter Remmick , and the first officer and medical officer of the USS Horatio were also suspected. ( TNG : " Conspiracy ")

Admiral Quinn suspected that something was wrong at the highest levels of Starfleet Command in mid-2364. Seeking allies he could trust, he ordered Lieutenant Commander Remmick to investigate Captain Jean-Luc Picard to determine his trustworthiness. Remmick's investigation found that, despite a sense of over-familiarity among the USS Enterprise -D 's bridge crew , Picard was above reproach. Quinn told Picard of his suspicions and that he wanted to promote Picard to admiral, and make him Commandant of Starfleet Academy , so he could be nearby. Picard turned down the offer, believing he could serve Quinn better by remaining as captain of the Enterprise . ( TNG : " Coming of Age ") Other high-ranking officers had their own suspicions. Admiral Norah Satie was also instrumental in discovering the conspiracy. ( TNG : " The Drumhead ")

Captains Walker Keel , Rixx , and Tryla Scott noticed a pattern of unusual orders and activity coming from Starfleet Command. Officers they had known for years were, in Keel's words, suddenly " bluffing their way through talk of old times, " Starbase 12 was mysteriously evacuated for two days without explanation and Onna Karapleedeez , Ryan Sipe , and McKinney had all died under mysterious circumstances.

Quinn and Scott eventually fell victim to the parasites, both becoming hosts, while Remmick became the unwilling host to the parasites' "mother creature." Several other officers were infected and either kept at Starfleet Headquarters or transferred to starbases to increase the creatures' influence.

Captains Keel and Rixx were unaware of this and called Picard to a meeting on Dytallix B via a Code 47 signal. They warned Picard of the threat, and to watch his back. Soon after, Keel's ship, the USS Horatio , was destroyed with Keel aboard. This incident, and evidence of a pattern in Starfleet's unusual orders found by Lieutenant Commander Data , led Picard to order the Enterprise to Earth to confront Starfleet Command directly.

Remmick aftermath

Mother creature destroyed

On Earth, Quinn boarded the Enterprise , and, while Picard was on the surface with Aaron and Savar, Quinn attempted to implant Dr. Beverly Crusher with one of the parasites. Instead, Commander William T. Riker caught Quinn's attention first, and Quinn attempted to infect him instead. Riker attempted to fight him off, but was easily overpowered, as were Worf and Geordi La Forge . He was only subdued when Dr. Crusher shot him repeatedly with a phaser set to kill .

Having subdued Admirals Savar and Aaron and Captain Scott, Picard and Riker tracked one of the parasites to a room where Dexter Remmick, inhabited by the "mother creature", was discovered transmitting a message. The creature – communicating through Remmick – said its race sought "peaceful coexistence," contrary to the death count they had amassed to that point.

Both Remmick and the "mother creature" were killed by combined phaser fire at the hands of Picard and Riker, which caused the deaths of all the other parasites on Earth . Admiral Quinn made a full recovery.

The "mother creature" had sent a signal into deep space , which Data identified as a beacon, indicating that their return would only be a matter of time. ( TNG : " Conspiracy ")

After their defeat, the parasites' infiltration became a well-known conspiracy theory . Theories were accompanied by wildly inaccurate details that occasionally bordered on the nonsensical, resulting in some younger Starfleet officers not believing that it really happened due to the rampant and outlandish misinformation. Conspiracy " truthers " believed that the parasites entered their victims through the butt , and that they were still active in the Federation.

In 2381 , a pair of conspiracy truthers on Tulgana IV demanded the truth about the "butt bugs" from Ensigns Beckett Mariner and Brad Boimler , and accused them of being controlled by the parasites themselves. The truthers also had a model of a parasite at their recruitment booth . ( LD : " Reflections ")

Biology [ ]

Parasitic beings [ ].

Parasitic being

A neural parasite

The appearance of these "parasitic beings" resembled that of common crawling insects . The body was approximately twelve centimeters in length and light purple in color. The arrangement of the extremities, from anterior to posterior, were two pincers, six legs, and a blue gill .

When invading the host-victim, the parasitic being's gill protruded from the victim's skin at the base of the neck allowing it to breathe. This was the only identifiable physical attribute shown by the parasite through its host.

While inside the host body, the "parasitic being" took complete control over all brain functions by placing its tendrils around the victim's brain stem . Their tendril placement also stimulated the victim's adrenal glands , which allowed the parasite to generate megastrength for the host-victim, while also allowing much greater resistance to otherwise normal physical harm.

During a physical altercation between two Humans and a Klingon , it was claimed by the host-victim that he " could snap your neck in a second, but that wouldn't be as much fun, " while one of his opponents described how, " he picked me up like a rag doll . " This host-victim experienced little effect to a phaser set on " stun ", while one set on " kill " was required to effectively immobilize the host being.

When hosted, the single weakness of the host that was identified was the " lack of memory , " forcing them to speak through their victims " by bluffing their way through talks of old times. "

Once integrated, the parasite could not be removed by means of surgery without killing the patient. Though it was unknown how they entered the host's body, it was known that when a host was incapacitated, the invading parasite evacuated through the host's mouth and returned to the host of the "mother creature."

A being attached to Gregory Quinn

Mother creature [ ]

Mother creature

The mother creature

The "mother creature" was much larger in size, appearing over half a meter tall, and was capable of making audible roars.

It too was capable of living within a humanoid host, along with dozens of progeny "parasitic beings" coexisting throughout the body, while the "mother creature" itself inhabited the host's lower body cavity.

The death of the "mother creature" meant the inability for its progeny to continue to survive. ( TNG : " Conspiracy ")

Culture [ ]

Overall, these parasites viewed themselves as superior lifeforms to humanoids, noting that " patience is one of our virtues. " They also stated that they in fact appreciated drama , and shared that when compared to Humans, " one thing both races share is a love of theater . " ( TNG : " Conspiracy ")

Appendices [ ]

Background information [ ].

Andrew Probert conspiracy concept art

Probert's concept art

Mother parasite prop

The "mother creature" parasite prop

The "parasitic being," as it was called by Dr. Crusher, was described in the final draft of the script as " looking something like an oversized silverfish . " Later in the script it was also described as a " strange insect-like animal. "

The "mother creature," as it was called by Captain Picard, was described in the final draft of the script as being " dull yellow – looking like a cross between a parasite and a Human fetus . " It was also described as a "fetus-creature."

The Star Trek Chronology  (2nd ed., p. 290) noted: " Although Picard and company were successful in eradicating them, the parasites did send a mysterious radio signal, presumably to others of their kind. At the time the episode was written, this was apparently intended to lead to the introduction of the Borg in Star Trek: The Next Generation ' s second season . The Borg connection was dropped before " Q Who " (TNG) was written, and the truth about the parasites remains a mystery. "

The Art of Star Trek (p. 104) stated that although the parasites were " tame in comparison to Alien , this type of story was not typical of what viewers had come to expect of STAR TREK , and was not followed up. "

These parasites were designed by Andrew Probert . In his concept designs, dated 4 March 1988 , the "mama bug" originally had a head with pincers appearing more reminiscent of the smaller parasites.

The "mother creature" studio model was later built by Makeup & Effects Laboratories , a company headed by Allan A. Apone , following a design by Rick Sternbach . ( Star Trek: The Next Generation 365 , p. 111)

The puppet was operated by prop master Alan Sims .

The soft-wire armature prop used within the stop motion puppet of the "parasitic beings" was made by the Starlight Effects shop, and measures 4.5 inches in length. ( Per Roger Sides eBay listing for prop. )

Apocrypha [ ]

Literature [ ].

The parasites reappear in the comic book series The Broken Moon! , when Geordi La Forge thwarts their attempt to take over the Onglaatu ( β ).

In the Deep Space Nine relaunch series of novels , the short story "Sins of the Mother", from the anthology The Lives of Dax , revealed that the neural parasites were discovered on a comet near Trill , by then-head of the Trill Symbiosis Commission Audrid Dax , whose husband was a victim of a parasite. The Trill authorities classified the knowledge and never released it to the public.

Mission Gamma , and the conclusion Unity , had the neural parasites return in 2376 , following the end of the Dominion War . Shakaar Edon was one of those infiltrated and was assassinated by a Trill delegate to Bajor 's entering of the Federation.

In Unjoined , it was revealed that the neural parasites were genetically created from Trill symbionts in an ancient Trill colony on Kurl ; these symbionts were designed to be removed without killing the host and were passed from Trill to Trill. The colony was annihilated by the regular Trill when it was discovered that the fatal combination of a mutated virus and genetic engineering caused the symbionts to go mad.

The neural parasites most recently appeared in the roleplaying scenario Star Trek Adventures - A Star Beyond the Stars where they attempted to infiltrate the Romulan Star Empire.

The CCG: All Good Things expansion for the Star Trek Customizable Card Game gives their species name as "Bluegill".

In Star Trek Online , these parasites, called the "Bluegills", were bio-engineered by the Solanae on behalf of the Iconians . The Iconians used the Bluegills to elicit the aid of the Vaadwaur , helping them become a feared power in the Delta Quadrant in exchange for the Bluegills taking possession of the Vaadwaur leadership.

The mission "Uneasy Allies" establishes that Trill physiology was very resistant against the parasites, giving them a much better chance at surviving possession. Joined Trills were said to be immune thanks to their symbiont.

External link [ ]

  • Bluegill at Memory Beta , the wiki for licensed Star Trek works
  • 2 Star Trek: The Next Generation
  • 3 USS Enterprise (NCC-1701-G)

Screen Rant

A baldur's gate 3 bug gives a powerful buff, but you have to die to get it.

Baldur’s Gate 3 is no stranger to bugs and glitches, but some bugs can be beneficial, such as this one in Act 2 that gives you a powerful buff.

  • There is a bug that turns a status effect from Gerringothe Thorm into a buff in Baldur's Gate 3 's Honour Mode.
  • The bug lets character who were turned into gold by Gerringothe keep the status effects associated with the transformation after they're revived.
  • The bug is only available in Honour Mode, however, where trying to get the incidental buff is incredibly risky.

Baldur's Gate 3 has a few buffs that feel overpowered, but it seems like not all of them are intentionally included in the game, and there's one buff that might be a bug that's only available during an Honour Mode playthrough. But since it's available at all in Honour Mode and gives any affected party members all the resistances that Gerringothe Thorm has, this is one bug worth pursuing.

Gerringothe Thorm is one of multiple optional bosses in Act 2 who's part of the Thorm family, showing their heavy influence in the Shadow-Cursed Lands. However, she's a difficult fight even in a Normal playthrough if the party doesn't defeat the spectral skulls found within the Tollhouse to remove her gold armor. Then, the challenge becomes more deadly in Honour Mode , since Gerringothe Thorm, like other bosses, is also given Legendary Actions .

"An Iconic, Engaging Mess Of Brilliant Ideas": Baldur's Gate 3 Review

Gerringothe thorm can give party members extra resistance, but it requires dying.

Using a Legendary Action, Gerringothe can turn a party member into gold, which is an instant death for the targeted member when the action succeeds, and this ability refreshes at the start of each round. But according to Jamesbondbadil on Reddit, there can be an unexpected benefit to having party members receive the Turned to Gold status effect. In their run, three members turned into gold and the last surviving companion was able to finish the fight. However, after being revived, everybody who turned into gold kept the many resistances that come with that status .

The problem with trying to replicate this bug to get the increased resistance is that it's only available in Honour Mode , and so an attempt gone wrong can be the end of that playthrough. Not only that, but it requires dying to get the bugged buff, which adds another layer of difficulty, since the party needs to be able to rely on limited party members depending on how many are trying to get this buff. In the end, trying to pursue the chance of this bug occurring - assuming that it is a bug and not possible to grab consistently - is a high risk action, since it can end a playthrough.

Baldur's Gate 3 Honour Mode Is Easy If You Use One Weird Exploit

Not only can it end a playthrough, but it might be inconsistent in sticking around on characters that are turned to gold and revived. Then, there's also the chance that - should it happen consistently or often enough to be replicated - it'll be patched out in an update, since having all those extra resistances for the duration of Act 2 could be too strong , especially in Honour Mode. If anything, it might be safest to only try replicating this bug and keeping the buff on one character in order to minimize the risk of a party wipe, but still have the opportunity to grab this powerful buff.

Safest Way To Defeat Gerringothe Thorm

Which is by not fighting her at all.

Like most of the Thorm family, it's possible to avoid Gerringothe's fight in Baldur's Gate 3 . By choosing the right dialogue options and passing the required Skill Checks, Gerringothe Thorm ends up exploding as a result of not being able to deny the party's logic, which defeats her before the fight even begins. Alternatively, the party can pay her fee to avoid fighting her as well , but it costs quite a chunk of gold, which makes it less viable in Honour Mode, where resources become more valuable.

But there's also the option to skip past Gerringothe Thorm entirely. She's an optional boss in Act 2, so fighting her or defeating her with the power of words isn't required at all. The experience and loot is nice, of course, but Honour Mode forces parties to be careful when they pick their battles and which ones are better to skip. As the party progresses deeper into the run in Honour Mode, a wipe becomes more dangerous, and it's a bigger setback for parties that plan to try again even in the face of their playthrough being ended.

Buffs can be buggy in general when it comes to BG3 , along with other status effects in the game. Shadowheart's Sharran Wound doesn't always go away when her parents are sacrificed, Bloodless from Astarion might end up not clearing from a long rest, and Auntie Ethel's Hag Eye might lose its See Invisibility effect now and then. Overall, quite a few buffs need fine-tuning, and this one from Gerringothe looks like it's a bug, so it might not be available for long in Baldur's Gate 3 .

Source: Jamesbondbadil/Reddit

Baldur's Gate 3

Developed and published by Larian Studios, Baldur's Gate 3 is an upcoming role-playing game set to release in August of 2023. Players will create a character to embark on a large-scale journey and can do so solo or cooperatively with a friend. Combat is a turn-based style this time around.

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star trek 2 bug

Star Trek: Infinite

star trek 2 bug

Originally posted by twitch.tv/philyb1701 : They just need to call one Thomas.

star trek 2 bug

Originally posted by RELLIK : Troy wanted the double stuff.

star trek 2 bug

Originally posted by Pixx : Yeah, except the other Riker is not *that* Riker so nice try there. I got my second Riker when I upgraded the Enterprise from D to E except it never upgraded and stayed the galaxy D even after doing the research project after the mission and that's when the other Riker spawned somehow and took command of the Enterprise and Picard just vanished without a trace. So I had one Riker commanding a normal fleet and the same exact Riker commanding the Enterprise D (which should have been E). Keep huffing copium.

star trek 2 bug

Originally posted by =M$= Oroberus : Originally posted by Pixx : Yeah, except the other Riker is not *that* Riker so nice try there. I got my second Riker when I upgraded the Enterprise from D to E except it never upgraded and stayed the galaxy D even after doing the research project after the mission and that's when the other Riker spawned somehow and took command of the Enterprise and Picard just vanished without a trace. So I had one Riker commanding a normal fleet and the same exact Riker commanding the Enterprise D (which should have been E). Keep huffing copium.

star trek 2 bug

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Best Vernworth quest order for Captain Brant in Dragon’s Dogma 2

Which of Captain Brant’s quests should you do first?

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Captain Brant gives a rousing speech in Dragon’s Dogma 2

Captain Brant, one of the primary NPCs in Dragon’s Dogma 2 , will give you a collection of quests in the early hours of the game — “Monster Culling,” “The Caged Magistrate,” and “Disa’s Plot” — shortly after you arrive in Vernworth. This presents one of your first real decisions: Which quest to do first?

In this Dragon’s Dogma 2 guide, we’ll tell you the best order to tackle the Vernworth quests , plus break down which objective you should hit first in “Monster Culling.”

Best Vernworth quest order in Dragon’s Dogma 2

Captain Brant speaks to the Arisen about a plot in Dragon’s Dogma 2

When you first enter Vernworth, you’ll meet up with Captain Brant as part of the main quest. He’ll reveal some critical plot details and ask you to meet him at the local bar from now on. He’ll also give you three main story quests:

  • “ Monster Culling ”
  • “ The Caged Magistrate ”
  • “ Disa’s Plot ”

You can do these quests in any order, but you should definitely start with “Monster Culling.”

There are a few reasons why you want to start with the most combat-focused quest, the first being that it’s easily the most exciting of the three and will help you level up ahead of any side quests you might want to take on in the coming hours.

The second reason for doing “Monster Culling” is that it’ll also take you through the “ Vocation Frustration ” quest, which lets you unlock the Sorcerer and Warrior vocations .

Eventually, Brant will offer you more quests, like “ The Stolen Throne ” and “ The Nameless City .” With “Monster Culling” and “Vocation Frustration” done, turn your attention to “The Stolen Throne,” “The Caged Magistrate,” and “Disa’s Plot,” as all three of these quests take place in the same area of Vernworth and interconnect with each other.

Once you finish all of Brant’s quests, you’ll progress the main story to the coronation of the false king, which will eventually lead you into the nation of Battahl .

Best ‘Monster Culling’ objective order in Dragon’s Dogma 2

A map shows the location of Trevo Mine near Vernworth which is where you unlock the Sorcerer vocation in Dragon’s Dogma 2.

“Monster Culling” itself is broken up into three distinct objectives: check on soldiers in Harve, help soldiers in east Vermund, and kill the goblins in Trevo Mine. You should take down the goblins in Trevo Mine first.

Trevo Mine is just northwest of Vernworth, and isn’t too much of a trek. You’ll also find your first greatsword and archistaff during this leg of the mission.

Once you’ve solved the goblin problem, head into west Vermund and travel south to Harve Village. Once you kill the saurians there, you’ll gain a new quest to return to Harve in a few days — which you can do on your way to the Battahl checkpoint.

From Harve, return to Vernworth, sleep, and then head out the northern gate toward the soldiers escorting the freight. Follow the road to eastern Vermund and you’ll find the soldiers there. After you save them, return to Brant to complete the “Monster Culling” quest.

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Dialogue bug on PS5 (PS4 version)

In various scenes a character’s opening line of dialogue will repeat, then dialogue proceeds until their last line, which will be skipped before the next character responds. Consequently I’m missing a lot of of what people are responding to.

Would post this in a bug report section, but there doesn’t appear to be one ready for release day.

See this post on how to report a bug.

:frowning:

Quick question: do you have the game installed on the internal ps5 ssd or a USB-drive? I have it on a very fast but external USB-SSD. All other ps4 games run fine and very fast from it though.

Mine’s installed on the internal SSD. If we’re both having the issue, installation location doesn’t seem to be a cause.

Personally I’ve turned subtitles on to make sure I’m not missing anything. They work better than the audio does.

Okay, thanks, then indeed install location doesn’t matter. The subtitles disappear a lot as well, so I’m still missing too much of the dialogue, imho. It’s just no fun for me personally, so I do hope a fix can be released soon. Strange though this bug wasn’t found during testing - all PS5’s are the same. So that makes me wonder if it has something to do with some setting somewhere. I mean, if every PS5 had this, it must have been discovered during the test phase. I have my PS5 connected to my 4K TV at 4K resolution. I’m not using bluetooth headphones, audio over the hdmi-cable directly to the TV. I have ejected all blu-ray discs as well… Really strange issue….

I assume I’m in the final act of the game, and have about seven hours poured into it. Play about two and half hours each night, and the skipped audio thing only happened once tonight. So I would assume it decreases as the game goes on.

I’m having the same situation. Really enjoying the early parts of the game, but this takes me out of story too much so like @vrowdy I’ll be waiting for some kind of update before I boot up again.

I wonder how such kind of lame stuff can happen, didn’t they tried the game before release? So lucky that I haven’t invested yet, and what I read I am not sure if I want to support such kind of mess.

The developer should at least chime in and apologise for such crap and ensure that there will be an update very soon.

I have the same issue on the PS4.

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