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  1. On top of doing their own ****** Friday *****, the indie store itch.io has its Creator Day today as well where they take no cut from developers. Read the full article here: [Hidden Content] View the full article
  2. Valve has pushed out yet another new Deadlock update in the wake of its balance changes. The combination of hero shooter and MOBA might still technically be in an invite-only playtest, but getting access is more of a formality than a challenge, and its development team has been rolling out major patches in leaps and bounds. This latest overhaul isn't quite as big as last weekend's offering (thank goodness, as we're all still figuring out every last piece of that puzzle), but it does make some adjustments that could really benefit solo lane play. Read the rest of the story... RELATED LINKS: A new Deadlock update completely transforms laning and progression, and I'm not sure Valve knows the meaning of 'small' Best Deadlock crosshair settings and command console codes All Deadlock characters, abilities, and hero tier list View the full article
  3. A wave of speculation among fans of Alan Wake 2 and Control developer Remedy Entertainment has been sparked by the filing of a fresh trademark, just days ahead of The Game Awards. As spotted by MP1st, a trademark for something named "Control: Resonant" was filed yesterday, November 27, by Remedy's legal firm, Nordic Attorneys at Law Ltd. This, it's stated, is the same group responsible for all of Remedy's other trademarks. The obvious conclusion here is that Control: Resonant will be the title of Remedy's upcoming Control sequel, which the developer first announced for PC, PlayStation 5 and Xbox Series X/S back in 2022. Little else is known about the project, however. The timing of the trademark's filing raises eyebrows, coming exactly two weeks before this year's The Game Awards broadcast on December 11. And Remedy has gone big at the show before, with a full dance number during the show's 2023 ceremony to celebrate Alan Wake 2. Of course, there's a possibility this isn't the Control sequel that fans are waiting patiently for. Remedy also has ideas for film and TV adaptations cooking in collaboration with Annapurna Interactive, or this could alternatively be some other kind of spin-off. But the sense among fans is that now is the right time for Control's full sequel to be revealed, two years after Remedy's last blockbuster game project arrived, and as a statement of intent following the disappointing performance of FBC: Firebreak, the studio's scrappy attempt at a Control multiplayer experience. IGN has contacted Remedy for more, and will of course be reporting all the announcements from The Game Awards 2025 live. If you're hunting for the best offers this week, we're actively rounding up the strongest ****** Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full ****** Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals. Tom Phillips is IGN's News Editor. You can reach Tom at [email protected] or find him on Bluesky @tomphillipseg.bsky.social View the full article
  4. The Holidays are approaching, and you know what that means: tanks. Lots and lots of tanks. And to celebrate the season, Wargaming just revealed that none other than Benedict Cumberbatch will be the official Ambassador for the World of Tanks Holiday Ops 2026 event. You can check out an exclusive behind the scenes look at the actor’s appearance in the game in the player above. Cumberbatch sat down with IGN to dive into his participation in World of Tanks, break down his favorite video games as a kid, and share whether Doctor Strange would beat Doctor Doom in a fight. “World of Tanks is about as good as it gets,” Cumberbatch says. “My character in the game does much more than just handing out assignments. From the winter garage, he shares bits of life (and) wisdom through stories that inspire players to push forward. There’s also the special Holiday Ops Challenge filled with over 50 battle missions that grant exclusive, customized rewards – including my role as a tank commander with my own voice in the game.” Cumberbatch follows in a long line of celebrities who’ve participated in World of Tanks Holiday Ops events including Arnold Schwarzenegger, Jason Statham, Milla Jovovich, and Vinnie Jones. Cumberbatch says that his favorite tank in the game is the M24 Chaffee, but that all the artillery in the game wouldn’t stand a chance against one of his famous on-screen characters. When we asked Cumberbatch who would win a face-off between every single tank in World of Tanks combined and Doctor Strange, he scoffed. “Doctor Strange. Come on guys, of course it would be the good Doctor.” Cumberbatch, who’s appeared in games like The Nightjar, Sherlock: The Network, LEGO The Hobbit, and Family Guy: The Quest for Stuff, says video games were an essential part of his childhood. “It all started with a little Nintendo Donkey Kong Jr.,” Cumberbatch says, “which I was obsessed with, and then Mario Brothers of course. I had an Atari console which I used to remember playing very basic ping-pong with my dad and a rather scary end of days nuclear strike game where you had to intercept intercontinental ballistic missile(s)! I remember how stiff the control sticks were but (they were) all very fond memories and despite the simplicity a great deal of fun. “I had a ***** Game Gear a little later on, but apart from that now the console and gaming world kind of left me behind with adult life. At moments like this I wish I could find some time to while away the hours either with a shoot ’em up or strategy-heavy game. Everything that happened (with World of Tanks) was a completely new experience for me - engaging with the video gaming world and its creative side in such an intense way. It’s been fascinating, and I’m excited to see how players will receive it.” Cumberbatch, who’s known for his appearances in the MCU, on-screen roles like Sherlock and Smaug, and critically acclaimed turns in films like The Power of the Dog, August: Osage County, and The Imitation Game, says he and the Wargaming team recorded hundreds of voice lines to give his character depth and make him “instantly recognizable.” “Like all things gaming, (World of Tanks is) wild and clever and fast moving. Here I am stepping into a completely new world and exploring a role that’s both grounded in a certain reality that then slowly swirls into magic realism and absurdity via some great comedic beats. “I’m the virtual commander in World of Tanks, but in the guise of a highly inappropriate therapist. I’m guiding players through the battlefield with a steady hand. My character is eccentric and high-energy but also the embodiment of calmness. He is a tactician and strategist who knows that true strength lies in composure and clarity of thought.” Beyond World of Tanks, fans are eager to know if Cumberbatch will appear as Doctor Strange in next year’s Avengers: Doomsday. While he’s tightlipped on that possibility, Cumberbatch does have an opinion as to who's the ultimate Doctor in the MCU. When we asked him who would win in a fight - Dr Strange or Doctor Doom - he didn’t ****** words. “I hope Dr Strange!” The World of Tanks Holiday Ops 2026 event kicks off on December 5, 2025, and continues through January 12, 2026. Michael Peyton is the Senior Editorial Director of Events & Entertainment at IGN, leading entertainment content and coverage of tentpole events including IGN Live, San Diego Comic ****, gamescom, and IGN Fan Fest. He's spent 20 years working in the games and entertainment industry, and his adventures have taken him everywhere from the Oscars to Japan to Buenos Aires, Argentina. Follow him on Bluesky @MichaelPeyton View the full article
  5. A new trademark related to Control appears to have been filed by Remedy Entertainment. As spotted by MP1st, the trademark was filed on Thursday and is for the name ‘Control Resonant’. Although the word Control could be trademarked for any number of things, this particular trademark was filed under the typical categories most video game related trademarks are filed under, most notably the category which includes “computer gaming software” and numerous other forms of digital entertainment. Read More... View the full article
  6. Renegades is coming to Destiny 2 as the next major expansion, and less than a week is left for it to go live on PCs and consoles. The upcoming expansion will drop as part of update 9.5.0 and includes plenty of new content. But first, you'll have to pre-load and install the update, and then wait for it to go live. This guide will help you keep track of all the upcoming maintenance and when they can jump in to access the servers. Destiny 2 Renegades release countdown Destiny 2 Renegades goes live on Dec. 2 across all platforms. While most updates usually go live at 12am CST, Renegades will follow a slightly different set of timings. The following countdown will expire once the update goes live, and you can access the servers. [hurrytimer id="1147882"] The countdown is based on the following timings. 9am PST11am CST12pm EST5pm GMT6pm CET The timings are based on the latest This Week in Destiny blog. The countdown expires when players will be able to access update 9.5.0 and all the Renegades content that will be available at launch. To do so, they will have to pre-load the update that goes live one hour before the servers are online (at 10am CST). Do note that the complete maintenance is scheduled to end at 1pm CST, so expect some issues in the first couple of hours after Renegades goes live. Bungie has also informed the total space you'll require to install the update. PlayStation 5: 173.5 GBPlayStation 4: 204.87 GBXbox Series X|S: 171.11 GBXbox One: 161.02 GBSteam: 326.10 GBEpic Games Store: 325.65 GBMicrosoft Store: 159.33 GB The total required storage space mentioned here includes all the previously released expansions and the additional capacity you'll need for downloading Renegades. There's plenty of exciting content coming our way as part of the expansion, and we will have dedicated guides to help you clear all the content. The post Destiny 2 Renegades release countdown: Exact date and time appeared first on Destructoid. View the full article
  7. I’m parked at the back of the grid on Mount Panorama, awaiting the race start, and there are cars ahead of me literally facing backwards. This is not going to go well. As you’d expect, pandemonium ensues when the lights go off. The race has just begun and it’s already a mess. Unfortunately, this is Project Motor Racing in a nutshell right now. On paper, Project Motor Racing is precisely the sort of racing game I want to play. It has a great selection of cars, a number of which are thoroughly underrepresented in modern racers. It’s also not crippled with free-to-play chicanery or subject to a monthly subscription, and its focus isn’t primarily multiplayer. All of this is high-octane music to my ears. In practice, however, Project Motor Racing simply hasn’t worked out, and I’ve totally bounced off it in its current state thanks to AI that essentially ignores your presence on track, a hopelessly uneven penalty system that serves only to frustrate and ruin your races, and its array of bugs and peculiar physics quirks. Project Motor Racing arrives as a spiritual successor to Slightly Mad Studios’ now-defunct Project CARS series, which failed to survive the Codemasters acquisition of Slightly Mad (and the subsequent EA purchase of Codemasters). There may be some different logos on the loading screen, sure, but developer Straight4 Studios is basically a rebirthed Slightly Mad after someone hit the VIN with an angle grinder. Perhaps more specifically, it’s attempting to pick up where Project CARS 2 left off – brushing aside the bafflingly casual reinvention of the series in Project CARS 3. If you need a comparison to chew on, it’s a little like how Jaws 4 ignores the events of Jaws 3D. Unfortunately, just like Jaws 4, things get real fishy, real fast. Superficial Intelligence To be fair, Project Motor Racing’s single-player set up has a good base and I do like how malleable it initially is, with three starting budget figures that give us the flexibility to approach the career mode however we choose. That is, you can select to begin with just enough cash to scrape into the entry-level categories, or a wallet big enough to buy any car on offer and head straight to the top classes. It’s smart that it has these options. There are actually slots to have three separate careers on the go simultaneously, so it’s possible to experiment with multiple approaches (or, in my instance, for my sons to dabble with their own career saves without messing around with mine – an underrated addition to any racing game). I do like how malleable it initially is, with three starting budget figures that give us the flexibility to approach the career mode however we choose. Your in-game payouts can also be tweaked to fit your playstyle. For instance, you can opt to keep things simple and take a flat payout per event, or you can mix it up and take bonuses for winning only – or even have your damage repair bills covered in return for a steady portion of your event takings. This is an equally smart way of slinging out credits to us, regardless of how differently you or I may plan to go about our racing. The management component plateaus here, though, since there are no other meaningful aspects to it. There’s no in-game way of creating a custom team appearance for the cars you buy and race, or applying sponsor logos. In this regard, don’t expect anything like, say, the recently released NASCAR 25. Support for mods is a much-touted feature of Project Motor Racing on both PC and console – and I have no doubt that many recognisable liveries will be convincingly recreated and available via user-created mods – but mods feel unlikely to fill this specific gap. Once you have a team and a car, the campaign mode becomes a simple matter of selecting a championship or event, paying the entry fee, and competing. At this point, the overall objective is really that of any real-life race driver – spend your work days at high speed on 18 world-famous race tracks and do your best to win (or, failing that, not send your team bankrupt). This approach works for me. Or, at least, it would have, if Project Motor Racing had not been so bafflingly irritating to race in. The racing is frustratingly close to being entirely decent, but it’s currently completely undermined by its aggressively oblivious AI and its brazenly unfair penalty system – both of which are so annoying I have no desire to keep playing at the moment. The racing is frustratingly close to being entirely decent, but it’s currently completely undermined by its aggressively oblivious AI and its brazenly unfair penalty system. The big problem with the AI is that they regularly drive like you’re not on track. I’m not just talking about them coming across on you when you only have a slight overlap and probably got optimistic sticking your nose there in the first place (although they will do that, and watching the replays exposes that they’ll do so by sometimes clipping through your front end like you’re a ghost). I’m talking about the absolute argy-bargey that occurs when you’re right alongside them and they want to carry on sticking to the racing line like freight trains, so they thump into you with zero regard for your existence. It certainly doesn’t help that it currently features no radar or proximity indicators for the cars around you, and no spotter either. On PS5, the single-player opponent count is actually limited to just 15 (crossplay multiplayer allows up to 32). Frankly, 15 isn’t near enough for a racing sim of this type but, considering the way they drive, I guess I don’t know that I’d want any more of these lunatics out there right now. Let’s be clear, my favourite real-world racing categories are old school Super Touring and V8 Supercars, so I am unequivocally all for elbows-out, panel-punishing racing in my games, too – but this just takes the piss. Project Motor Racing’s AI regularly reminds me more of classic Gran Turismo, where the AI racers always felt exponentially heavier and generally incapable of being affected by the player’s car. To experiment, I’ve cannoned into the back of opponents for no result. They just carry on cornering without losing a position, while I’m parked in the gravel. The issue is compounded by a ruinously strict track limit penalty system that will just nuke your whole race for zero reason. Get bumped off track by the AI? That’ll be a two-second penalty for breaching track limits. It doesn’t matter that it wasn’t your fault, and it doesn’t matter that you’ll have already likely lost time because of it. If you have the opponent strength slider set at just the right level to have your times toe-to-toe with the AI, two seconds can be a lifetime. It just immediately ruins races. It’s a real buzzkill to be in the groove, lapping consistently with the pack a bit spread out, and thinking, “You know what? This actually feels pretty good right now” – then, bam; tiny moment, dud penalty. Get bumped off track by the AI? That’ll be a two-second penalty for breaching track limits. For comparison, Assetto Corsa Competizione also dishes out penalties, but only if it detects an advantage. If you’re forced off track – or if your ego writes a cheque your tyres can’t cash and you grab a bit of impromptu dirt on a corner exit – ACC won’t penalise you if you didn’t benefit from the off-track excursion. Project Motor Racing is the exact opposite, whacking you with penalties for tiny mistakes that have already cost you time. Hell, they don’t even have to be tiny; you can spin, get overtaken by the whole field, and still be slapped with a two-second penalty the moment you rejoin. I wasn’t cheating; I was crashing. Confusingly, I had better luck actually cheating, because the penalty system allowed me to blast straight ahead at T1 on Project Motor Racing’s off-brand version of Monza, pay my dues by slowing to 60km/h, and immediately go from 16th to 1st. This is repeatable, too – and sometimes I actually didn’t get penalised at all. At any rate, it’s thanks to the penalty system I certainly have no interest playing the career on “authentic” difficulty, which locks the opponent strength at 100 and does not allow race restarts. This might be a problem if trophies are important to you, because a horde of them are tied up behind completing the career on “authentic”. Authentic mode is optional, but Project Motor Racing would do well to remember we’re not all as quick as real racing drivers when we play video games. That’s why I play video games. For now, any time I get pinged unfairly in my current career I typically just hit the pause menu and try again. I just need to hope that everyone is facing the right way when we restart. A Storm is Coming Project Motor Racing’s weaknesses on track are annoying considering how much I like its current garage, and doubly so considering how excited I was to learn that *********** touring cars from two separate eras of the Supercars series are planned to arrive as DLC later next year. Project Motor Racing features over 70 cars, and I admire the distilled approach of focusing strictly on racing models. Ferrari and McLaren appear to have turned down a seat at the table for now – which does create some hefty holes in the categories it focuses on – but it’s particularly neat to see some of the old GT and N-GT cars that rarely get much love in contemporary racing games. For instance, I’ve always had a soft spot for the Lister Storm and its 7.0l V12. After all, there ain’t no replacement for displacement. The cars look nice in the menu screens, but they’re not as glamorous out on track. In action, it’s actually quite washed out, and it absolutely does not look a generation newer than the excellent Project CARS 2. Damage is underwhelming, as is the rain. There are a lot of layers to the sound, which does capture a good deal of the raw, mechanical noises of a race car – although broadly speaking there’s room for improvement, and I’d love the engine notes to be a little thicker and throatier. In terms of how the cars handle, however, I’m tugged in two directions – literally, in this instance. There’s really nothing more important to a race sim than the handling, and I have to say there are some car and track combos in Project Motor Racing where I’ve felt very satisfied with the overall feel on a wheel (the only PlayStation wheel I have is the Thrustmaster T-GT II, which isn’t a direct-drive wheel, but is about as good as belt-driven wheels get in terms of force feedback). For instance, in a GT3 car like the Audi R8 or the Ford Mustang at Mount Panorama, I can lap clean and the cars feel compliant beneath me. Am I as quick as a real GT3 driver? Not at all, and I’m probably underdriving the cars by some margin – but it does all feel quite intuitive to me at the speed I race. The buzz from kerbs is strong, and the sensation of weight fluctuating is impressively pronounced – like everything lightening up for a beat as you barrel over a crest and your car becoming heavier and stickier as you scoot from the end of a slope. This is a big factor on a track with such profound elevation changes, like Bathurst. The disparity in performance on a cold tyre versus a warm tyre is also huge in Project Motor Racing, and the very real necessity to drive the first lap or so more delicately is also a satisfying enough challenge here. I’ve been far less confident in other cars, however. The hypercars are the worst culprits. They just want me dead. Obviously I’m not a professional racing driver, and I’m not going to speak to you like I am – or act like I know exactly what’s going on beneath the surface of something like Project Motor Racing when it comes to simulating a Le Mans prototype. The hypercars, however, are undriveable out of the box – even on a wheel. They pull left and right, they slip, slide, and scrub – and there’s just zero feeling of the immense downforce I expected. For clarity, we’re talking about cars that produce four times as much downforce as they do drag. Unfortunately, on gamepad, the news is worse. It’s just way too twitchy to be a satisfying sim on a standard controller – especially when the tiniest erroneous flick of a stick can mean a nonsense penalty. I tried dialling down the sensitivity of the steering, but it really had little effect. Cars (especially the prototypes) get so unsettled when steering from left to right on a gamepad I just can’t really recommend picking up Project Motor Racing if that’s exclusively the way you plan to play it. View the full article
  8. The brutal combat system in Of Ash and Steel can be pretty tricky, but finding the Meoran Rapier will make things slightly easier. The piercing weapon has decent damage, but it also offers 110% attack speed. Once you invest sufficient points in Dexterity, the Meoran Rapier should easily carry you to the latter chapters. This guide will help you find out the weapon, and its location can be quite confusing. How to obtain the Meoran Rapier in Of Ash and Steel To obtain the weapon, you've to clear all the quests in the lead up to the first chapter. Starting Act 1 will be necessary to find the weapon. We will begin from the starting point (your hut) that you use as your base for clearing the quests. Chances are that you won't have access to the map, so we will use different structures for navigation. Image via tinyBuild Take the path that goes straight from the main entrance (as shown above) and continue straight until you reach a point where the road divides. Turn left, and continue straight on the new path. You'll come across a few broken-down structures to your right. Go past those until you come across a bridge on a set of rocks. There's an enemy at this location, and try not to engage it. Image via tinyBuild There are a few treehouses at this location (three of them), and the Meoran Rapier is in the highest one. To begin our ascent, use the rocks to reach the bridge. Run straight and jump from the ledge to get the first house. This place doesn't have anything to offer. From there, jump on the nearest rock, and then jump once again to reach the second tree house. You'll find a book inside, and a ladder in front. Use the ladder to reach a set of creepy-crawlies. Climb to get on a platform. You'll now find a house in front of you. Image via tinyBuild This will be the most dangerous jump out of all, and you'll need to have momentum. Once you jump successfully, you can then find the Meoran Rapier inside the house. Make sure you have sufficient Dexterity actually to wield the weapon. The post How to get the Meoran Rapier in Of Ash and Steel appeared first on Destructoid. View the full article
  9. Базирующееся на Кипре издательство Brickworks Games анонсировало ремейк культового квеста Sublustrum. Релиз игры состоится в 2026 году на ПК и консолях. View the full article
  10. Подходящий к концу осенний период оказался довольно увлекательным с точки зрения наблюдения за индустрией. Мы стали свидетелями краха Call of Duty, очередной серии промахов от Microsoft, воскрешения Battlefield, становления ARC Raiders и так далее. Однако даже на этом фоне Dispatch не только не затерялась, но и стала ярким событием. View the full article
  11. Since it was bought by Krafton in July, players have been looking at Last Epoch developer Eleventh Hour Games with a worried expression. Will the formerly independent studio pivot to AI, or be gutted like Subnautica developer Unknown Worlds was?.. Read more.View the full article
  12. This will appear as an expansion to the original goHELLgo game that came out in 2024. View the full article
  13. TownCo. is pretty happy with its new recruit, seeing as they're energetic, eager to please, and maybe not any too bright overall. They're the perfect candidate for the task of mayor, running a new town with zero population or infrastructure, taking an empty plot of land and starting the process of developing it to its full potential. Sure, they'll have to do everything by hand, but that's what the whole "energetic" part of the mayoral requirement is all about. With a little bit of work the basics of the town can be laid down and a few residents might even move in, ready to be given jobs that will start injecting life into the place and take some of the load off the mayor's shoulders. Either way, TownCo. gets paid, and if the mayor succeeds in turning the barren landscape into a bustling town worth living in the company will be paid even more. There is no possible down-side. View the full article
  14. brand new YouTube channel called Games' Past dedicated to unearthing prototypes and canceled videogames has kicked things off with a humdinger of a find. It's a pre-release build of Fallout: New Vegas from a month before it went on *****, one that's two gigabytes larger than the final version and jammed full of things that were ultimately cut or altered from the New Vegas that arrived on shelves in 2010... Read more.View the full article
  15. Помощник руководителя разработки Assassin’s Creed Shadows Симон Леме-Комтуа (Simon Lemay-Comtois) в интервью блогеру JorRaptor прокомментировал судьбу второго дополнения к игре.View the full article
  16. Ubisoft reveals new Assassin's Creed Shadows Switch 2 port details including lighting, VRR, DLSS, frame rate, and more. View the full article
  17. Rockstar Games has made many controversial games in its history. One might even argue every game it has ever produced has been controversial. But none ever reached the levels of Manhunt and its brutal, horrifying displays of violence. Now it's coming back, not as a game, but a fan-made movie. As shown by IGN, Manhunt is the title of the upcoming fan-made movie adaptation of the eponymous 2003 game, whose release was covered in controversy and even forbidden in certain countries. Never has a title generated so much bad rep and anti-gaming press, which is not least because there was a strong crowd at the time advocating for banning video games because they were "teaching" kids to be violent and cruel. Rockstar's output was particularly targeted due to the nature of its sandbox titles, where one could take out a chainsaw and cut down an entire city of people, or, as was the case in Manhunt, play as a brutal serial killer going after people in the most despicable ways possible, all while making sure it's all filmed and documented. Essentially, players were tasked with making snuff films, and while the game has many merits and thematic depth, that fact alone caused quite the stir. Over two decades later, it's getting made into a movie. And that, of course, means even more blood, gore, guts, and violence on full display with no artistic compromise. [Hidden Content] The style of the movie appears to closely follow that of the game, with a retro camera filter over the entire screen, emulating the sense of "snuff" in question. In just 40 seconds of footage, we can see heads split open, blood flowing in rivers, and chainsaws going to work. It takes what Manhunt the game is and elevates it to a whole different level, making significant use of our advances in technology and practical and digital effects, as well as of the fact that this is a movie and not a game. All the limitations of the original seem to have been overcome, allowing for a true R-rated horror fest that is bound to be a super fun splatterpunk flick. Now I'm not saying I particularly love horror movies like this (even though I am a fan of Rob Zombie), but this seems to be quite a faithful, thoughtful, and, most importantly, fun adaptation that turns a game that hasn't aged so well into something worth watching. If the story has been expanded or refined, we could be looking at the ultimate way to experience Rockstar's most controversial game, now in a better time when there are no groups of politically motivated gaming haters trying to shut it down. The post Rockstar’s most controversial game is getting a fan-made movie, and it’s even more brutal than its inspiration appeared first on Destructoid. View the full article
  18. One of the earliest quests in Of Ash and Steel requires you to find Nerest's Supplies, and it can be pretty tricky if you don't know where to look. Once you start the first chapter, you'll find Nerest's Hut. The location is impossible to miss, and you'll find plenty of items inside to loot. You'll also find a bag to open, which includes various resources, and Nerest's Note. The note will inform you about a few missing supplies that you'll have to find. Nerest's Supplies location in Of Ash and Steel To find Nerest's Supplies, read the note that you get from his hut. Next, exit the hut, and go left. You'll find an entrance that leads you to the nearby pond. You'll first have to find a shovel to excavate the treasure. Finding the shovel is quite simple, and it's situated close to the hut. Screenshot by Destructoid Head straight from the entrance mentioned above, and you'll find a stumble near the pond. Turn left, and go straight to find the shovel planted in the ground. Once you pick it up, move the shovel from your inventory to a quick slot and equip the item. The next part of the quest is to unearth the hidden treasure. To do so, you'll need to use the shovel at the correct location. Interestingly, the treasure is hidden right where the shovel was planted. It's at the exact spot, and a big chest appears once you complete the digging process. The chest has useful rewards for you to get that will help you complete various quests. You'll also get Gold, which is always pretty useful. The chest also includes a Dexterity Potion, which is a Legendary item. It also grants you three lockpicks, which can prove to be of use at any given moment. The first chapter has plenty of interesting quests, and it all leads up to you finding the map in Of Ash and Steel. Until then, you'll essentially have to depend on buildings to navigate yourself. The post Where to find Nerest’s Supplies in Of Ash and Steel appeared first on Destructoid. View the full article
  19. ARC Raiders continues to receive update and patches, and even though not all of them are equally big, they are all equally meaningful. This time around, Embark Studios has gone for minor tweaks in an effort to curb exploits, cheats, and other unsportsmanlike behavior, sprinkling a bit of trolling and fun on top of it all in an entirely unique way to deal with nefarious players. Here is everything included in the ARC Raiders 1.4.0 patch released on Nov. 27. Everything included in ARC Raiders Patch 1.4.0 Image via Embark As stated in the intro, ARC Raiders Update 1.4.0 is a minor one, focusing primarily on fixing exploits and cheats that saw players glitching through locked doors to access great loot at no cost and those who utilized weapon swapping to increase their rate of fire. These two fixes are a highlight of the patch, especially the former, where Embark Studios has implemented a mechanic that burns anyone glitching through doors to a crisp, leading to some fun and hilarious moments shared across social media. The exploit that allowed players to "shoot quicker than intended by swapping to a quick use item and back," has also been patched, with shootouts now more likely to play out fairly and without cheating. Outside of these focused fixes, the following has also been changed, tweaked, or introduced: Spaceport's Control Tower locked room can no longer be accessed from the exterior. Low resolution textures should no longer appear in the main menu. Players cannot push one another by jumping on each others' backs anymore. Lighting artifacts on map loading have been fixed. Raider Voice options stay after reloading the game. While admittedly small, the patch's quality-of-life fixes are going to make the game a better place, especially when it comes to players being disallowed from nefariously obtaining high-quality loot that usually requires keys (and, therefore, a lot of experience and luck). The post ARC Raiders Update 1.4.0 patch notes: Exploit fixes and more appeared first on Destructoid. View the full article
  20. The stretch goals reached include more outfits for the protagonists and romance candidates, and the ability to have a child. View the full article
  21. A new set of codes for Genshin Impact has been revealed, which can offer players a good number of Primogems to save before the release of Durin in Version 6.2. HoYoverse’s popular action RPG is about to enter a brand-new patch, which will introduce the anticipated dragon-turned-boy as a playable character. There’s a lot of content planned for Genshin Impact 6.2, including more Archon Quests. View the full article

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