The Associate Marketing Director at Ubisoft has recently revealed that Prince of Persia: The Lost Crown has sold over 1.3 million units. Prince of Persia: The Lost Crown was not considered a very successful game by Ubisoft, so it can be somewhat surprising for some people to see it selling over a million units. View the full article
Thanks to the likes of Stardew Valley, farming and life simulation games are one of the most popular game genres in the modern gaming world. Offering a very relaxed take on the gaming experience, these types of games are often designed with slow living in mind, allowing players to temporarily escape the stresses of day-to-day life. Additionally, the art styles in these games are often colorful and cheerful, and many, including Stardew Valley, feature gorgeous pixel art that blends retro inspiration and modern influences. View the full article
More Jujutsu Kaisen skins may be coming to Fortnite in the near future if a popular leaker's claims turn out to be true. Fortnite is well-known for bringing in crossover characters, including those who saw their origins in anime and manga, and this latest claim states that a very powerful jujutsu sorcerer is on the way. View the full article
Midnight Society, the videogame studio that recently dismissed co-founder and popular livestreamer Guy 'Dr Disrespect' Beahm, has announced that it will be shutting down after spending three years developing its NFT-infused extraction shooter Deadrop. Read the rest of the story... RELATED LINKS: Midnight Society finally speaks out following Dr Disrespect issue View the full article
Epic Games has dropped a teaser for the next season of Fortnite OG, making it possible for fans to check out the content coming to the game with Chapter 1 Season 2, and this includes named locations, weapons, and OG Pass cosmetics. For a long time, Fortnite players had to limit themselves to Battle Royale, Save the World, if they bought access to it, and Creative Mode. However, in the past year or so, this has changed drastically with the permanent addition of several major game modes, such as LEGO Fortnite Odyssey, Fortnite Festival, Rocket Racing, Fortnite Ballistic, Fortnite Reload, and Fortnite OG. View the full article
When you begin your career in Sniper Elite: Resistance, you can hop into almost any mode, whether it be the level-based campaign or the competitive multiplayer. The new Propaganda mode, however, is locked off, and you're going to have to do some work to unlock it. This mode challenges you to try to kill as many enemies as quickly as possible with a set loadout, making it an ideal test of skill once you have some sniping hours logged... Read more.View the full article
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Monster Hunter Wilds introduces many changes, new features, and quality-of-life improvements to the Monster Hunter series. But did you know the developers were experimenting with ideas for this behemoth of a new installment all the way back during Monster Hunter World’s crossover events? Specifically, suggestions from Final Fantasy 14’s director, Naoki Yoshida, made during the FFXIV crossover and positive reception to The Witcher 3 crossover directly affected new gameplay elements in Monster Hunter Wilds. In short, conversations with Yoshi-P while collaborating for the FFXIV crossover inspired a change to Monster Hunter Wilds’ heads-up display (HUD): introducing attack names appearing on screen as you perform them. As for The Witcher 3 crossover, players’ positive reception cemented the inclusion of more dialogue options and a speaking protagonist in Monster Hunter Wilds. How Final Fantasy XIV’s Director Influenced Monster Hunter Wilds While working together on the Monster Hunter: World and FFXIV crossover, at a reveal event, Yoshi-P told Monster Hunter Wilds Director Yuya Tokuda that players like to be able to see the name of the attack they’re doing as they do it. And so, the new HUD feature was born, which you can see highlighted in the image above. We got a tiny taste of this feature during the 2018 FFXIV crossover event in Monster Hunter: World. It was a pretty huge collaboration that featured catchable Cactuars, a giant Kulu-Ya-Ku with a crystal hunted to the Chocobo music, incredibly cool Drachen armor, and a lot more. Most notably, the collab featured a notoriously difficult fight in Monster Hunter: World – Behemoth. As in most MMORPGs, you can see boss Behemoth’s moves appear in text on screen as it casts them in the World collab, which you can see in action in the video below. After completing the repel quest for Behemoth, you unlock the Jump emote, directly inspired by the Dragoon’s movements in Final Fantasy. When using the emote, text pops up on the screen: “[Hunter] performs Jump.” This was the only other instance of an “attack” name appearing on screen in this way before in Monster Hunter, as far as I know. How The Witcher 3 Influenced Monster Hunter Wilds Monster Hunter Wilds director Yuya Tokuda mentioned being impressed when some people compared Monster Hunter Wilds’ new dialogue options and some of its gameplay elements to The Witcher 3, because that is exactly what inspired the addition. The team looked at the popular, impressive Monster Hunter: World Witcher 3 collaboration as a “test” of sorts to see how players would react to more dialogue and options in a Monster Hunter. In The Witcher 3 crossover in Monster Hunter: World, players actually play as the Witcher himself, Geralt of Rivia. As such, he actually speaks to other characters and has conversations, allowing the player to choose dialogue options. This contrasts the innate playable character of Monster Hunter: World and the iterations before it, where the MC is both voiceless and wordless. That’s not the case in Monster Hunter Wilds, where, just like Geralt, your character has a voice and conversations with the NPCs around you. We learned this interesting info during our exclusive visit to Capcom’s Japan offices as part of this month’s IGN First. Don’t miss the full hands-on, final preview of Monster Hunter Wilds, new in-depth interviews, and other exclusive gameplay from January’s Monster Hunter Wilds IGN First: Behind Monster Hunter Wilds' New Approach to Starting Weapons and Hope Series GearMonster Hunter Wilds Interview and Gameplay: Meet Nu Udra, Apex of the Oilwell BasinEvolving Monster Hunter: How Capcom’s Belief in the Series Made it a Worldwide Hit Monster Hunter Wilds: Gravios Returns in This Exclusive Gameplay Casey DeFreitas is deputy editor of guides at IGN and has been hunting monsters since the PS2 era. Catch her on socials @ShinyCaseyD View the full article
On day three of my visit to Capcom in Osaka, Japan, I once again sat in a dimly lit conference room. I was playing Monster Hunter Wilds, empty cans of coffee and tea strewn around my station. “You must be tired of being stuck in here playing,” said a friendly employee. All I could think was: “I wish I could play more.” This is after I played the first five hours of Monster Hunter Wild’s story and hunted four monsters in the Oilwell Basin in a different play state. I just couldn’t get enough; there are so many nuances to master with the new weapon and gameplay features and I’m the type of person who wants to scrutinize everything and figure out exactly how everything works through repetition and experimentation. I’m a guides writer - it comes with the territory - but because of my limited time, I needed to focus on the main story. That’s fine. After this hands-on, I know I’ll enthusiastically spend hundreds more hours in the game once it’s out. Is Monster Hunter Getting Easier, or Are You Just Better? I beelined it through the story to make sure I could see every monster there was to see, and in doing so, I didn’t make optimized equipment; instead, I crafted and upgraded what I could as I went. That’s the basic loop of Monster Hunter: Hunt monster, make better equipment, hunt stronger monster, and sometimes, hunt something multiple times to get what you need. With my minimal preparation, I hunted the first seven monsters without much trouble and never once carted* (aka, knocked out): Chatacabra, Quematrice, Congalala, Lala Barina, Balahara, Doshaguma, and finally, a repel quest for the Leviathan Uth Duna. When I played Monster Hunter: World for the very first time, even Tobi-Kadachi gave me trouble, so I was surprised to encounter such little friction while playing Wilds. I was actually so surprised that I went back and replayed the story in Monster Hunter: World through Anjanath, the seventh large monster. Well, the answer is that I’ve just gotten a whole lot better since I first played World, even though by that point, I had been playing Monster Hunter since the very first one on PlayStation 2. I easily ripped through everything up to Anjanath, who then made me sweat a bit before I defeated it on my first try. It’s funny, because I felt the same as when I played Monster Hunter Rise. I thought to myself, “This feels so much easier,” and in some ways, this could be because of the fun, zippy Wirebug mechanic and other factors, but that feeling was largely due to my increased skill as a player after 600 hours in World and Iceborne. That’s not to say I’m now some pro-level Monster Hunter–I’m certainly no speedrunner–but I’ve improved enough to notice. I’m bringing this up because I often see this lamentation in the community, questioning, “Perhaps, is Monster Hunter simply getting easier?” I would suggest that we may just be growing into better hunters. The developers’ goals don’t suggest they intend to make Monster Hunter easier. Things are certainly becoming more streamlined and accessible (see: Optimal Health and Status Recovery that removes the need to choose exactly how to heal, and the Focus Mode that makes it easier to aim) but the developers’ goals don’t suggest they intend to make Monster Hunter easier. Art director and executive director of Wilds, Kaname Fujioka, said the difficulty in Wilds generally follows suit from World. Series producer Ryozo Tsujimoto added: “We’ve been incredibly careful in Wilds to guide players to the fun of Monster Hunter without changing the core of the series,” and I very much feel that. Wilds immediately directs players into the meat of what Monster Hunter really is: hunting large monsters that could be set-piece bosses in other games. he main missions smoothly integrate mini small monster hunts and gathering as part of the story, which is a wonderful way to teach players about these necessary activities without them feeling like a roadblock. I’m conflicted about all of these…upgrades. I find myself always wanting to pull a “Back in my day…” and describe some archaic, ludicrous thing we used to have to do just to get by to be able to enjoy the game…like delivering explosive Powderstones from the top of a volcano while avoiding Gravios and Ioprey…and then doing it three more times because the quest didn’t count as cleared unless you were the one who posted it, and your whole party of four needed to clear it to join the next quest. I suppose I’m trying to say Monster Hunter has come a long way, and making it less convoluted and stripping away its “nonessential” bits and pieces has made it more palatable to a much larger crowd. Now, it’s largely just delectable meat with the occasional bone and dessert: there are no bitter vegetables to power through to be able to enjoy everyone’s favorite parts (except, maybe, grinding for a specific material.) And while on one hand I’m overjoyed that so many people have grown to truly enjoy something I love, there was something about being one of the few who prided themselves on eating their vegetables with a smile on their face. Even so, the evolution of Monster Hunter has continued to impress me. The nostalgia I have for how things used to be doesn’t cloud my judgment enough to make me misremember how I actually felt about needing to gather dozens of mushrooms and herbs and Wyvern eggs before I could finally hunt: “This is boring and tedious and my god please just let me kill a monster.” Wilds delivers the thrill of hunting a monster extroadinarily fast. The main story immediately spits you into the thick of things, and you’ll have hunted your first large monster in the first twenty minutes after customizing your character and Palico. There are no Kestodon Kerfuffles to contend with–you are one of the chosen hunters to protect your fleet from the big bads, and so that’s what you do. The action of these monster-hunting quests is seamlessly woven together with narrative tasks that drive the story and exciting cutscenes that drop you right into the fray. Travel is often accompanied by NPCs who progress the story with dialogue, so little time is wasted. The entire experience feels full and is structured like a more traditional RPG, as you aren’t posting quests from a board and loading into a map like in previous Monster Hunters. At the same time, you still have robust freedom to explore and discover things on your own without having your hand held too tightly. I’ll need to play more to discover exactly how the new decoration system and ingredient farming work, but it does appear you’ll still need to keep up on eating and inventory management yourself to be the best hunter you can be. I do hope there are challenges ahead that will require adequate preparation to succeed, as that’s where I think Monster Hunter shines brightest, but I do believe I may have encountered at least one of those in the Oilwell Basin. Alone in the Depths We discuss the Oilwell Basin and the four monsters I hunted there at length in our interview with the developers. Rompopolo, Ajarakan, Gravios, and the area’s apex, The ****** Flame, Nu Udra inhabit the Oilwell Basin, which is designed to be more vertically connected, rather than the more horizontally laid out Windward Plains and Scarlet Forest. Though it’s a rocky, cave-like locale filled with lava and mucky oilsilt, it’s inspired by the deep sea and the inhabitants of the ocean floor. This is much more apparent during the Plenty, where deep into the Oilwell Basin takes on an ethereal blue hue to contrast its muddy palette during the Fallow and bright, burning red-oranges of the Firespring. The change in climate sometimes made me feel like I was in entirely different places, and this was even more pronounced in the Oilwell Basin. The changes in these three-mode cycles, plus the drastic visual changes between day and night, add even more variety to these vast, large, diverse maps— meant to be two to two-and-a-half times the size of the maps in World. And we've only seen three, but I'm sure there must be more. I feel like I barely got a handle on the layout of the Oilwell Basin while hunting, and will likely need to make a concerted effort to learn its flow and remember where things are, like the very helpful environmental traps, including a perfectly placed Sleeptoad beneath precariously placed stalactites in the ceiling of a cave. When I beat it down enough, it deflated–a hilariously sad sight I was delighted to experience. As for the monsters I faced there, they were a unique and impressive bunch. Rompopolo is absolutely grotesque, using its needle-like mouth to spew poison and the sharp appendage on its tail to inject gas into the ground, making use of the flammable oilsilt to cause large AOE explosions. It made great, unique use of its environment. When I beat it down enough, it deflated–a hilariously sad sight I was delighted to experience. I can see Ajarakan giving some players a bit of trouble. It’s an ape-like fanged beast that’s aggressive, fast, and strong. It also just looks cool–how its body glows when it gets ramped up is magnificent, as is one of its strongest attacks, where it spins in the air and crashes down, like a fiery Sonic the Hedgehog homing attack. If you let it grab you, it will roar in your face before brutally dragging you across the ground and tossing you like a rag-doll. Though Gravios, a returning monster, has been a pain in the **** to fight in previous games, with its hardy HP pool and super tough defenses, I found fighting it in Wilds much more enjoyable. Its hitboxes are more finely tuned, and the developers were able to gradate the toughness of its body more specifically, so it was easier to land hits on the points I actually wanted to get at. I also didn’t get hit by seemingly unfair hip-checks, which was a welcome change. Gravios has a new attack the developers were happy to be able to implement, too: a beam focused on the ground that turns the immediate surroundings into molten rock that persists for a few seconds with a fiery effect. An Impressive, Fiery New Foe When it comes to the apex, Nu Udra: wow. That thing is awesome, and it also really threatened to kick my ****. It’s the only monster that carted me during my playtime with Wilds, and I had the hardest time getting a read on its movements and intentions. Nu Udra is an octopus-like cephalopod that uses a skeleton (in game-design terms) entirely new to the Monster Hunter series, so of course I wouldn’t have any familiarity to rely on. Its tentacles can all move independently of each other, it moves with a graceful slickness, and it hits hard with its body and flame attacks. Its unpredictable, multi-directional attack patterns seem to encourage teaming up with friends, or at least NPC Support Hunters, too. Nu Udra is also uniquely beautiful–the sensory organs on the tips of its tentacles glow when it intends to use them in an attack, and occasionally covers itself in oilsilt and engulfs itself in flames–another cool use of the environment by an Oilwell Basin inhabitant. One of its attacks even resembles a dangerous fireworks display. Truly, Nu Udra is an impressive sight to behold: a slithering, octopus-like, menacing creature engulfed in flame, hellbent on your destruction. How exciting! I’m really looking forward to how this creature is incorporated into Monster Hunter Wilds’ story, too. I had no real context around the monster hunts in my time in the Oilwell Basin, as I could only really experience the hunts themselves after the Quest Start and before the Quest Complete screen, so all I can really tell you is that the monsters I fought in this build were in high rank, as was my equipment. The builds I played (in graphics mode on the PS5) also performed significantly better than the Open Beta Test. The monsters and environments acted as they were meant to, for the most part, and I didn’t experience any jarring graphical issues or bugs. This comes with the caveats that I was offline playing in single-player and that I, personally, probably wouldn’t notice if there was a small graphical stutter while fighting for my life. But if you’re in it for the gameplay, I can confidently say that Monster Hunter Wilds works well and looks good–in my opinion. I’m especially impressed by the fire and lava effects I saw in the Oilwell Basin– for example, the compressed fire beams from Gravios and Nu Udra engulfing itself in fire in real time. One of my biggest curiosities is how Wilds’ story progression will work in multiplayer, as it’s one of the best parts about Monster Hunter, and something I haven’t been able to experience in Wilds outside of the Open Beta Test. But, I’m told you’ll be able to play through the story with friends without the roadblocks encountered in World, which is the most important factor for me. The impressive variety of monsters in Monster Hunter Wilds, both in appearance and behavior, and the environments I’ve seen have so much attention to detail that it’s clear how much care the developers put into the series. This is especially so after speaking with them about it. Wilds developers implemented ideas they had been working on since back in World after players responded positively to it in the Witcher 3 collaboration, and they took advice from Final Fantasy XIV’s producer Naoki Yoshida while working with him on the FFXIV collab–which you can read more about here. Truthfully, I could yap about Monster Hunter for days, but I’ll leave it at this–I can’t wait to sink another 300 hours into a new Monster Hunter. View the full article
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Firaxis Games has unveiled its Sid Meier’s Civilization 7 post-launch roadmap as part of a special livestream event today. The team came prepared, revealing names and release windows for a few of the more substantial updates it has planned to launch throughout 2025. Several DLC pack collections are on the way for those who plan to stick with the seventh entry in the long-running strategy series in the months ahead, with things like additional Leaders, Civilizations, and Natural Wonders set to be included. Alongside the paid drops arriving in the spring and summer, players can expect free Civilization 7 content to launch via patches, events, and more. Headlining the paid DLC is a two-part release called the Crossroads of the World Collection. Part one launches in early March and comes with Leader Ada Lovelace, four Natural Wonders, and the Carthage and Great Britain Civs, while part two is set to arrive in late March with Leader Simon Bollvar and Civs Bulgaria and Nepal. Free content is also expected to release in early and late March, too, with the month split up between the new Natural Wonder Battle event and Bermuda Triangle Natural Wonder in the first half and the Marvelous Mountains event and Mount Everest Natural Wonder in the second half. March is set up to kick off Civilization 7 post-launch support with a strong start, but there's more set arrive later in the year. Firaxis says the Right Rule Collection will launch sometime this summer, bringing two new leaders, four new Civs, and four New World Wonders. The April through September window will also see the release of more free content and updates. It's a promising roadmap (below) that has the 2K Games strategy-focused developer promising to deliver more post-launch support from October 2025 "and beyond." Specific release dates for everything revealed today have yet to be announced. Firaxis revealed even more plans in a recently published developer diary blog post, which includes the promise to add teams to multiplayer games, increased multiplayer lobby sizes, additional map variety, and even modding tools. The team explains that it will release features like these "as soon as we can." "The first set of updates we'll be providing are those that directly target the game as it currently stands," the dev diary explains. "There will be some bugs to fix, plenty of balance changes to make, and we know there are spots in the gameplay and user interface that can be enhanced with any number of quality-of-life improvements. You'll see regular updates from us in all of these areas." In addition to a breakdown of how Firaxis will tackle Civilization 7 post-launch content, the livestream gave fans a closer look at how all of its systems work together in multiplayer. The hour-and-a-half-long gameplay presentation saw creative director Ed Beach take on senior designer Tim Flemming live to show off how two different strategies can be used to achieve victory regardless of whether you’re playing alone or against others. Today’s stream, Firaxis’ last before launch, also included Q&A sections where the team answered some of the community's questions. Sid Meier’s Civilization 7 launches for PC via Steam, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X | S February 11. If you’re too excited for Firaxis’ latest domination strategy to wait, you can pick up the Deluxe Edition for $99.99 to take part in an early access ******* that begins February 6. For more, you can check out our preview, where we took a look at how things are shaping up so far. Michael Cripe is a freelance contributor with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe). View the full article
In Japan, Ninja Gaiden was called Legend of the Ninja Dragon Sword until localizers settled on Ninja Gaiden because it sounded cool. The name stuck and spawned an awesome series of brutal action games across multiple generations. It is the father franchise for Dead or Alive and Nioh, connecting itself with a broad, sweeping universe […] Source View the full article
Netflix has revealed the opening credits and a premiere date for their ****** May Cry animated series. The new animated series is based on the popular video game series by Capcom, and is directed by Adi Shankar with animation by Korean team Studio Mir. Here’s the opening credits: Netflix’s ****** May Cry animated series was announced way […] Source View the full article
The Elder Scrolls: Legends players are sharing commiserations online as the digital card game they've been playing for years has gone dark once and for all... Read more.View the full article
A live-action feature film adaptation of Clair Obscur: Expedition 33 has recently been revealed. Clair Obscur: Expedition 33 is not even out yet, so this is certainly a surprising move, as fans do not even know many details about the game’s story or its characters yet. View the full article
A rumor has begun swirling that MultiVersus' upcoming Season 5 may be its last. While there's no confirmation from developer Player First Games or producer Warner Bros., one popular MultiVersus leaker is spreading the grim news that the future of the free-to-play fighting game may depend on its next season's performance. View the full article
Hello Kitty Island Adventure has finally arrived on the Nintendo Switch and Steam. You’ll want to know how to befriend all your Sanrio companions with the perfect gift to increase your hearts. Table of contentsHow to give gifts in Hello Kitty Island AdventureAll friendship gifts in HKIAAll friendship rewards in HKIA How to give gifts in Hello Kitty Island Adventure Giving gifts is important for growing friendships. Screenshot by Dot Esports Giving gifts is relatively straightforward. You’ll need to approach the character and select the gift icon in the lower right-hand corner (X on Nintendo Switch). You can give up to three gifts per day, which resets daily with your timezone. However, if you manage to get a Friendship Blossom, you can gift an extra three presents that day by gifting the Blossom first. Friendship Blossoms are a legendary daily login reward, so make sure to claim them in the phone menu under Daily Rewards. View the full article
The Video Game History Foundation has officially opened up digital access to a large portion of its massive archives today, offering fans and researchers unprecedented access to information and ephemera surrounding the past 50 years of the game industry. Today's launch of the VGHF Library comprises more than 30,000 indexed and curated files, including high-quality artwork, promotional material, and searchable full-text archives over 1,500 video game magazine issues. This initial dump of digital materials also contains never-before-seen game development and production archival material stored by the VGHF, such as over 100 hours of raw production files from the creation of the Myst series or Sonic the Hedgehog concept art and design files contributed by artist Tom Payne. A labor of love In a blog post and accompanying launch video, VGHF head librarian Phil Salvador explains how today's launch is the culmination of a dream the organization has had since its launch in 2017. But it's also just the start of an ongoing process to digitize the VGHF's mountains of unprocessed physical material into a cataloged digital form, so people can access it "without having to fly to California." Read full article Comments View the full article
It's not even been six months since Sins of a Solar Empire 2 hit Steam, but the strategy game has already rolled out a couple of big updates to help keep things fresh and, most importantly, challenging. In its next content update, the 4X is adding a new planet and a new gravity well to shake up the galactic battlefield. It's also making tweaks to its AI which should make things a bit tougher and unpredictable for those on higher difficulties. Read the rest of the story... RELATED LINKS: Big new Sins of a Solar Empire 2 update makes its space battles much messier Sins of a Solar Empire 2 review - a space opera with generic 4X joys Sprawling strategy game Sins of a Solar Empire 2 now has a launch date View the full article
In accordance with Xbox’s renewed stance on cross-platform availability, Forza Horizon 5 is making its move to the PlayStation 5. This is yet another major first-party Microsoft title that is being ported to Sony’s console, and warranted or not, it’s making console warriors incredibly angry. Xbox confirmed this port in a Jan. 30 post on X announcing that Forza Horizon 5 would arrive on the PS5 this spring. The 2021 racing title will be the first in the franchise to ever release on PlayStation. Forza Horizon 5 is also one of the best-selling Xbox titles in history, with over 30 million players total. This launch is not that surprising, however, as Xbox chief Phil Spencer recently said that multi-platform releases are the way to go for the company, and that console exclusivity, even with first-party titles, is not the path Xbox wants to follow. View the full article
Blizzard has announced the February 2025 Trading Post rewards that World of Warcraft players can earn soon, with most themed around the Lunar Festival holiday. With February marking the Trading Post's second anniversary of business, World of Warcraft players will also have a chance to get 500 Trader's Tenders via an extended Traveler's Log activity bar. View the full article
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Santa Monica Studio has recently released a new update for God of War Ragnarok. The new update is a small addition that will make the Armor of the ****** Bear Set more easily available to God of War Ragnarok players. View the full article
Ubisoft has been struggling with the cancelation of various projects, including its maligned live-service shooter, XDefiant, as well as the multiple unfortunate yet necessary delays of its next big game, Assassin's Creed Shadows. As a result, fans have begun sounding the death knell for the publisher, a sentiment that has been fueled by Ubisoft actively working with Tencent to offload some of its assets. However, Assassin's Creed Shadows, perhaps in spite of the delays, has the potential to be Ubisoft's best game yet. View the full article
Following months of anticipation, players of the classic Path of Exile have officially been left in the dust, at least for the time being. Naturally, having little to no desire to move to PoE 2, the community is crushed and disappointed, thinking it might be time to “move on.” This comes after PoE game director Jonathan Rogers issued a statement for PoE 1 players on Jan. 30, telling them that development on the sequel has taken up so much time and space in the company that there is simply no room for work on PoE 1. He apologized for making promises he later realized could not be upheld, and said it was a mistake to move PoE 1 developers to the second game’s team, though somewhat necessary due to the early access problems faced by the sequel. Finally, he announced the indefinite delay of new leagues and of patch 3.26, saying that work on them will go full steam once patch 0.2.0 for Path of Exile 2 comes out and is maintained for at least a few weeks. View the full article
Electronic Arts announced a downsizing of BioWare yesterday that saw "many" employees being moved to other studios within the company while "a core team" continues work on the next Mass Effect. EA declined to comment on whether the restructuring would also result in layoffs, but to absolutely no one's surprise, it has, including some serious veteran talent... Read more.View the full article
Call of Duty’s store is always filled with some interesting skins and weapons, but this latest one may leave more gamers scratching their head than usual. Live streamers have truly taken over pop culture, and the newest bundle is all about those who like to stream their gameplay and yap it up with their chat rooms while doing so. Say hello to the MasterCraft: Killer Content Tracer Pack bundle and its most important addition, the Dream Team blueprint for the new Cypher 091 assault rifle in ****** Ops 6 season two. View the full article
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