Sony Interactive Entertainment has announced a partnership with Bad Robot Games, which will see Sony publishing its first internally developed game. Bad Robot Games is the video game division of Bad Robot, the film and TV production company owned by JJ Abrams which previously co-produced such films as Star Wards Episodes 7 and 9, the Star Trek reboot trilogy and the Cloverfield trilogy. The studio is currently working on an unannounced four-player co-op shooter, which will be directed by Mike Booth. Booth is Bad Robot Games’ chief creative officer, but is best known as the creator and lead designer on Left 4 Dead and its sequel. Read More... View the full article
If you own the Elden Ring Nightreign Deluxe Edition or bought the DLC on its own, here's how to access The Forsaken Hollows content including new characters, boss, and more. View the full article
GOG have announced today that as part of the 25th anniversary of the series, four classic Total War games are now on GOG in their Preservation Program. Read the full article here: [Hidden Content] View the full article
The creators of the Fallout TV show have confirmed Season 2 avoids making any New Vegas ending canon by taking what they call "the fog of war approach." Fans of the Fallout video games had wondered how Season 2 might reflect the endings of Obsidian’s much-loved Fallout New Vegas, given the show is canon and is set 15 years after the game. A quick reminder of where we’re at in the Fallout timeline: the Fallout TV show is set in 2296, nine years after the events of Fallout 4 and 15 years after the events of Fallout: New Vegas. We’ve already seen a debate about which Fallout 4 ending should be considered canon, if any. Based on already released trailers, we know Mr. House is in Season 2, so does that suggest a canon ending is being used? Depending on the choices the player, aka The Courier, makes throughout the course of the game, New Vegas can end with victory for the player during the Battle of Hoover Dam, which drives out all factions including Mr. House himself, a victory for Mr. House in which he remains in control of New Vegas and takes over Hoover Dam, a victory for Caesar's Legion, or a victory for the New California Republic. There are variations within these endings, but given Mr. House is in Season 2 in a post-war setting, and is alive (sort of) when the main characters turn up at New Vegas, it seems he survived the events of New Vegas the video game. But does Season 2 make a decision on who won Fallout New Vegas? It does not, executive producer, creator, and showrunner Geneva Robertson-Dworet and executive producer Jonathan Nolan told IGN in an interview. Nolan said Geneva Robertson-Dworet and co-showrunner Graham Wagner took “the fog of war approach,” which he called "an absolutely brilliant way to make a bit of an end run around that whole question." “This was a really early decision that Graham and Jonah, and I made together,” Robertson-Dworet added, “was that we wanted to try, as much as possible in our show, to honor all gamers' experiences and all the choices they might make as they play the game. So we always wanted to avoid trying to make one canonical ending the ending that led to the events of the show.” In Season 2, all the various factions at play think they won the events of the New Vegas video game. “We had the delicious idea that at the end of a conflict, 15 years down the line, every faction might think they won, which I think has a bit of a poetic quality to it,” Nolan said. “It's like, the story of history depends on who you ask,” Robertson-Dworet added. “That was the idea.” There is one fan-favorite minor faction in New Vegas who very much did not win: the Kings. In the video game, the Kings are a street gang made up of people who discovered an Elvis impersonation school and decided to live their lives according to the King’s ideals. But in Fallout Season 2, we see they have become ghouls. “It hasn't worked out very well for the Kings, at least some of them,” Nolan teased, confirming the Elvis ghouls we see in the show are indeed the Kings characters from the game. Nolan continued: “One of the fun ideas is that, with all the factions, whether it's the Legion, or the NCR, or the Kings, is that in any version of the ending, there'd be some rebuilding to be done, right? Whoever won, whoever lost, all these factions would be in rebuilding mode, and the sort of sanctity of Vegas, this place that House very carefully protected, has been, for reasons we'll come to understand in the season, has been removed or violated, which means that the folks who were in the game, safe and sound, have had some hard times.” Still, there is much about Season 2’s New Vegas that fans of the video game will find familiar. Robertson-Dworet described the Strip, for example, as “a very sacred kind of location.” “You really feel like you're almost going into the heart of the game when you reach the Strip. And so it was really unbelievable to see what our production designer, Howard Cummings, pulled off. We took over an abandoned shopping mall and built there, and the scale of it was just phenomenal. So that was really exciting to see come to life. Freeside was also unbelievable, also because it's shot on the same street that Westworld was shot on and Deadwood. So just seeing that transformed at a place that's had so much TV history, for me, as a fan, as well as now making a show there, was really, really exciting.” Fallout Season 2 kicks off December 17. Image credit: Lorenzo Sisti/Prime. Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article
Elden Ring Nightreign's The Forsaken Hollows DLC introduces a new Shifting Earth event titled The Great Hollow, and it has certainly made things a lot more difficult. The new event introduces a crystal curse modifier across the base game. This modifier slashes your pool of health by half in specific areas, which isn't ideal. This curse becomes a ******* headache when you're trying to farm resources. Thankfully, you can remove the curse by completing The Great Hollow event, and this guide will list all the steps. Elden Ring Nightreign The Great Hollow event walkthrough Your main objective is to find four blue crystals located all around the map. Their exact locations, as per my understanding, are random (and so is the timing of their spawn). Whenever you find one while roadming in an area, you'll have to smash them to advance your progress of lifting the curse. They will look exactly like the one in the following image. Image via FromSoftware When you get close to a crystal, you'll have the option to interact with it. Choose this to break the crystal. When you break one, you'll get a message that the Great Crystal is cracking. To shatter the Great Crystal, you'll have to interact with and destroy four smaller Blue Crystals. In my experience, you'll always find the smaller crystals on the first day itself. Try to smash all four on the first day, but use day two to complete the task (of destroying all four). Both the locations and spawn rates of these crystals are entirely random. Once four smaller crystals are shattered, head to the Great Crystal in the center of the map. You can locate it with the help of a red flag marker on the map (same as any Shifting Earth event). When you reach there, you'll be able to grab the buff offered by the shattered Great Crystal. Image via FromSoftware Gaining the buff will end the crystal curse, and you'll also gain an increased art charge rate after using all your flasks. Once complete, you'll be able to enjoy full HP at every location. If you're a beginner, you'll need to complete a few extra steps to gain access to all the contents of the DLC. This guide will help you unlock the new two Nightfarers, along with starting The Forsaken Hollows DLC. The post How to complete The Great Hollow Event in Elden Ring Nightreign appeared first on Destructoid. View the full article
From Andrea Lucco Borlera / Santa Ragione, HORSES has proven to be a highly controversial title with both Epic Games and Steam banning its release. Read the full article here: [Hidden Content] View the full article
The golden age of the BioWare RPG may be past, but there are still developers willing to go the distance with a genre that begs for good fantasy worldbuilding, good game mechanics, and interesting well-written stories all in one. Spiders is one of them, and Greedfall 2: The Dying World is their sequel to the colonial fantasy RPG that was a very welcome and pleasant surprise back in 2022. That said, there are a few big changes to how it plays that might put some people off the trail—but after a few hours with advanced portions of the game's storyline I saw the makings of another success. Kicking it Old School Greedfall 2 takes cues from the early-2000s era of roleplaying games. It's more like Dragon Age: Origins or Knights of the Old Republic than anything released recently, for better and for worse. I distinctly got the feeling that Greedfall 2 is specifically harkening back to this era of games for a reason: This is a style of game that the developers at Spiders want to emulate and keep alive because they prefer it—at least for their own games. Whether or not you enjoy that style of real-time-with-pause combat and emphasis on character arcs, dialogues, and analyzing the environments for plot options will probably determine whether or not Greedfall 2 is interesting to you. At least based on what I played. Fantasy Island As with the first Greedfall game, the fantasy world is the real selling point here. Based on the ideas of the European Age of Discovery, or the Spanish golden age, with a dash of the 18th century, and delving into the fascinating clash between cultures in a world that is approaching what we'd consider modern. Except, you know, with the backdrop of magic, monsters, gods, and other fantastical things. Technically a prequel to the first game, I really got the feeling it's narratively designed so that you can pick it up and play only knowing the most basic premise—which is helped along by the part where you're a native of far-flung island Teer Fradee with little knowledge of the continent at the other edge of the ocean. As with the first Greedfall game, the fantasy world is the real selling point here. What's cool is that whereas the first game took place entirely on the island, in Greedfall 2 you get to travel to the continental cities only loosely described in Greedfall. They're delightful culture shock and a welcome change of pace: Winding streets of crowded buildings, huge port complexes of tall ships, including your own ship as a base of operations, and sprawling palatial estates for the wealthiest. It also continues Greedfall's tradition of including some absurd, wonderful, and downright dapper riffs on early modern clothing. Including an array of some absolutely wonderful hats. Seriously, someone's going to play this just for the silly hats and helmets. Like I'm ready to do a second preview, right now, just talking to the Spiders art department about some of these hats. On the Nose Your character is Vridan Gerr, which means "Short Roots" in your own language, an up-and-coming initiate of your tribe's combined magical tradition and religion. The character creation was pretty robust, introduced in the first scene with a cute little dialogue involving a foreign artist making depictions of the natives to send home. It had all the features you'd expect, and more besides—seven different sliders for the nose alone, for example. I'm sure some people will be able to make art with it, while others will make monsters. There were a good amount of classes to play with. Across the three segments I explored I tried out a tank-focused Protector, a greatsword-and-magic-wielding Living Blade, and a stylish swashbuckling rapier-and-pistol-wielding class with a sideline in party buffing skills. Because, to be clear, when a game offers you an opportunity to arm yourself and behave like one of The Three Musketeers, well, you take it. KOTOR Combat Combat is much-changed from the first game, focusing on a real-time-with-pause combat where you control or automate your entire party rather than just your main character. It's a pretty big tonal shift if what you loved from the first game was the action style, but it's a familiar form if you grew up on Knights of the Old Republic or Dragon Age Origins. I'll admit that I wasn't completely sold on the combat. Real-time-with-pause does sometimes feel like a dated way to play games, a halfway compromise between simultaneous resolution and turn-based combat. You're often just using your best abilities in the order that it seems good to use them, or setting up and executing the same combo on enemies content to stand there and take it rather than react in unexpected ways or use surprising abilities. That said, it's combat that's playable in three forms. There's Tactical Mode that has a free-moving camera, has you control your entire team, and do lots of pausing to ****** up moves. There's a Hybrid mode that has more automated options for your companion team and fewer pauses. There's also Focused mode, which defaults to your character's point of view and has you really only controlling their moves in detail, with very limited pausing. I tried all three modes and found myself only really loving the Tactical mode, but even though I'm a tactics junkie I saw the genuine appeal of the Focused mode if what you really care for is the story and want to turn the difficulty down so the combat is there as flavorful excitement for the narrative. Story Time Greedfall 2's story looks like it's shaping up to be just as much epic fantasy as the first game's. The stakes are high, the heroes are heroic, and the villains are properly awful. That said, I got the impression that more characters in Greedfall 2 were just stuck in the middle—morally grey, stuck between two worlds, powerless, or just playing politics. That really plays out in the opening, which sees your character and their friends abducted as the introduction to a rollicking adventure… the goal of which seems like to get back home. But the things you discover along the way mean that you'll need to return to the mainland and play hero to ensure your peoples' survival—whether you like it or not. Greedfall 2's story looks like it's shaping up to be just as much epic fantasy as the first game's. Along for the ride on your adventure are some really choice companions across an array of cool archetypes—at least from what I saw. Each of the companions has their own preferred fighting style and unique skill tree, as does the main character, which really helped to sell me on these being different people and not just a possible player character class palette-swapped to a new body. In true RPG style, these companions will also inject themselves into conversations you have during your travels. The veteran warrior Till, for example, busted out his sergeant's bluster and pulled rank on some harbor guards when they confronted the party about permits for travel. The best example I saw, however, was older explorer Safia, whose years of wisdom and maternal character showed as she'd often admonish others for behaving in dishonorable ways, or ways that reflected poorly on their shared nationality. I also quite liked Fausta, an exiled religious wizard from a theocratic state whose loyalties to the hero's party were conflicted at best. Not only was her light-based magic interesting in combat, but her stance as yet another fish out of water alongside the player character made for interesting conversations. Final Thoughts It's good that the companions are at least interesting from the about three hours of preview I played, but it's better that those slices of storyline from different parts of the game all seemed pretty immediately compelling. There's clear stakes, plots, and interesting things to do at every point I played, and all of it was written well enough that I stayed interested even when I was tossed into a situation and hadn't fully played the few dozen hours of story that came before it—something that's just not always true for RPG previews. That said, there was a sense that the story was big and epic just for the sake of it, because the more compelling parts of the plot were the places where characters were interacting with each other amid the larger historical forces they had no power over. Upon finally returning to your home island, for example, you might find your village destroyed and your people missing. What of your loved ones? Your mother? Those stories were really compelling and could have carried the game on their own, to be honest—but I think that epic fantasy fans want something big and magical to happen and they'll be pretty interested in what Greedfall 2 has cooking. It's a twist on the exciting big reveals from the possible endings of Greedfall, and an obvious outgrowth of setting this game on the continent rather than entirely in the new lands. Either way, this is definitely looking to be Spiders at the top of their game. I hope that bears out when it releases in 2026. View the full article
"Don't shoot!" Forget Wolfpack grenades and Snaphooks: those two words can be your most powerful tool in Arc Raiders. My favorite runs have all started with that voice line, such as the time when I spent 15 minutes hunting an espresso machine in Buried City with a South African guy who loved talking about rugby, or when I teamed up with four other solos on Spaceport to destroy dangerous ARC and debate the best pizza topping. But when uneasy alliances break, it feels horrible. If you've played for more than a few hours, particularly as a solo player, then you've likely been betrayed by somebody who seemed friendly right until they shot you in the back and feasted on the tasty loot you'd plundered alongside them. It feels like players are more hostile now than they were at launch, emboldened by hours of play, and that betrayals are more frequent. So how do you spot traitors and kill them before they kill you? Well, you learn the signs. It's not an exact science, but after 80 hours of Arc Raiders, these are my top tips. 1. Your Shadow Traitors stab in the back. They won't instigate a fair fight and will try, whenever possible, to stay behind you before opening fire. If you've teamed up with a random somebody, keep an eye on exactly where they run. If they deliberately stay behind you, or keep circling around you, then they may be planning their attack, especially if they insist on keeping their weapon drawn. If you spot this behaviour, take cover and ask them to put their gun away. The tension might be easily defused – perhaps they were just suspicious of you, for example – and you want to avoid conflict when possible because gunfire will draw third parties who could prove even more difficult to deal with. But if you don't like your companion's answer, either run away or open fire. Smoke grenades are brilliant in this situation: they can buy time to help you escape, or simply obstruct a traitors' line of sight. 2. The Never-Looter The safest time to kill is when someone is looting. If you're focused on your inventory, you can't see your surroundings, and so you can't react when shot. For that reason, traitors will avoid breaching, calling elevators, or otherwise interacting with objects themselves. If you do the looting, their hands are free to catch you at the perfect moment. These players may try to appear busy by sprinting, strafing, or running between rooms – but if they're not looting, be worried. If a player turns their back to me and loots, it instantly makes me trust them more. 3. Magnetic Eyes In Arc Raiders, your character turns their head as you move the camera, which indicates to other players where you're looking. Keep an eye on where your opponents are watching – if they keep swivelling their head to keep you in their sight, make an exit plan. Of course, to keep a close eye on them, you might have to keep moving your camera, and your apparent allies might simply be doing the same, so this behavior isn't enough on its own to warrant conflict. Get on voice comms to seek reassurance. 4. The Silent Type Players without mics are more likely to betray you: their silence is like a social shield that numbs their guilt. That doesn't mean mic-less players are all traitors, of course: if you prefer to remain anonymous, things like using voice lines, flashing your torch, crouching, and holstering your weapon can all build trust. What's more worrying is when a player who was chatty suddenly goes silent. They might just be AFK, but sometimes they're masking their location or pretending they've left the area. If you call out and don't get a response, stay alert. And if you catch a silent player crouch-walking, shoot on sight: they're about to spring an ambush. 5. The Shifty Guy Betraying somebody is nervewracking. Some players can't take the strain and you'll literally hear the adrenaline pumping in their voice. If they seem edgy, take cover and watch them closely. Equally, if they're acting loud, ******, or exaggerating their voice in some way, they're less likely to play fair. Arc Radiers' built-in voice changers are a grey area. Players who use them are, in my experience, more volatile, but it's not an ironclad sign of a traitor. Remain vigilant. 6. Getting Personal Asking a raider, "What gear have you found?" or "What level is that gun?" is the equivalent of asking a stranger when they last showered. It's too personal. The big difference, though, is that questions about your washing habbits don't tend to be followed by betrayal. In Arc Raiders, questions about your personal equipment often signals that a player may be deciding whether or not your inventory is worth the risk. Whenever anyone asks me something like this I usually laugh it off then immediately find an excuse to leave. 7. "What team are you?" The self-declared war between the followers of two streamers – TheBurntPeanut and HutchMF – is technically over for now, but you may run into people who still ask whether you're a Bungulator or an FMFer. I personally haven't found this on European servers and would be baffled if I did, but judging by the game's subreddit it's pretty common in North America. I recommend escaping or shooting these players. If you're not following popular Arc streamers then it's hard to know the right answer, and your interrogators may have already made up their minds to kill you. Be particularly wary of groups roaming around with the same cosmetic skin – these groups have "uniforms" that signal their allegiance (and potentially their intentions.) Final tip: Trust your instincts, and don't take risks If your gut tells you not to trust a player, something is probably off. Take cover, call out their behaviour, ask for an explanation, and weigh their response. If you really feel uneasy, then shoot first, ask questions later: they can talk when they're down. I always carry a defibrillator in my safe pocket in case I realise they're innocent and I've made a horrible mistake, and it's normally rectified with a revive, an apology, and a contrite gift from my inventory. Even More Arc Raiders Tips and Tricks Are you struggling to extract all the gear you need? Our Arc Raiders guides are here to help. IGN's expert extractors have played dozens of hours to bring you all the tips and tricks you need to beat the 'bots and build the best blasters. Arc Raiders General Tips and TricksLoot Guide: Arc Raiders Crate Types and RaritiesAll Arc Raiders BlueprintsBest Arc Raiders WeaponsSkill Tree and Best Arc Raiders Abilities[/url] Samuel Horti is a journalist with bylines at the BBC, IGN, Insider Business, and Edge. View the full article
Are you trying to figure out how to complete "An Indestructible Flame", where "Agapea" is, or what the "Tavern of Nil" is in Octopath Traveler 0? This page will help you out. View the full article
One of the game-long quests in Octopath Traveler 0 involves collecting the Eight Sacred Treasures, which requires eight Crested Keys. Here's where to find them. View the full article
There are five Letter Fragments to find in Octopath Traveler 0, and obtaining all of them leads to another Traveler you can recruit. View the full article
If you are quickly trying to figure out where the books are in order to complete the quest Books Overdue in Octopath Traveler 0, this page will help. View the full article
Sonderland Games (Bella Wants Blood, Landnama) announced FIXKIN: A Long Way Home - a new cozy rhythm-based adventure and there's a demo available. Read the full article here: [Hidden Content] View the full article
ArenaNet have released Guild Wars Reforged bringing together the Prophecies, Factions, and Nightfall campaigns together along with various improvements. Read the full article here: [Hidden Content] View the full article
Russia has banned Roblox in the country over fears that it is rife with inappropriate content that can "negatively impact the spiritual and moral development of children." According to state-owned news agency TASS, the measure was taken due to the site's systematic distribution of materials containing propaganda and justification of... Read Entire Article View the full article
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