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  1. The Magic: The Gathering card Bumi, Eclectic Earthbender has jumped in price from $14 to $34.70, a rise of 147% in the week since the cards were released. This card, from the MTG Jumpstart set, is eternal legal only, so we must look to the Commander format to see what has set it a'spiking. Read the rest of the story... RELATED LINKS: MTG scraps Monster Hunter Secret Lair five days before release and is "committed to doing better" 9 rising MTG Avatar The Last Airbender cards you don't want to sleep on This cracked Red MTG deck wins in 3 turns, and it's boosted one uncommon card's price 500% View the full article
  2. The unique world of Falloutoffers plenty of different mutated enemies or friends to populate the wasteland, but easily one of the most iconic is the zombie-like ghouls roaming the wasteland. While expanded lifespans, regenerative abilities, and resistance to radiation make ghouls sound like the perfect kind of person to survive Fallout's post-apocalyptic wasteland, they're often discriminated against or take a ********* due to their grotesque appearances. View the full article
  3. Организаторы The Game Awards готовят множество анонсов и показов, однако одну игру обойдут стороной. Генеральный директор CD Projekt RED Михал Новаковский сообщил, что грядущая церемония вручения наград обойдётся без The Witcher 4. View the full article
  4. Ubisoft не планирует выпускать второе масштабное дополнение для Assassin's Creed Shadows, о чём в интервью JorRaptor заявил младший руководитель разработки Симон Лемэ-Комтуа. Речь идёт о сюжетном DLC вроде «Когтей Авадзи», представленных в сентябре. View the full article
  5. Including the Attack on Titan crossover the internet's been clowning onView the full article
  6. Despite sitting alongside the big guns in our best survival games list, Icarus is a beautiful yet strange anomaly. While I feel constantly surrounded by news, hype, and controversy regarding the likes of Ark, Rust, or Valheim, Icarus quietly hums away in the background, despite its decently sized community. Arguably one of the best looking survival experiences on Steam, and packed with plenty of base game content and DLC expansions, it somehow drifts to the back of my mind. One thing I've always kept an eye out for, though, is Dangerous Horizons, an update that developer RocketWerkz (formed by ex-DayZ creator, Dean Hall) initially said would arrive in 2024, but has been mysteriously absent. Well, some new details about it have finally emerged, with RocketWerkz claiming it's been "hard at work preparing" for the new expansion. Read the rest of the story... RELATED LINKS: Open-world survival game Icarus gets a fresh tier of apex weapons, and a new DLC Survival game Icarus reimagines boss encounters alongside new Great Hunts DLC Survival game Icarus has a new flamethrower, and is free to play for the weekend View the full article
  7. A new Total War Warhammer 3 mod manager is now live for testing, and you'll definitely want to take a look at it if you've ever experimented with tweaking your experience. For all the ups and downs Creative Assembly's strategy behemoth has faced over the years, the best Total War Warhammer 3 mods have always been a reliable way to make one of the biggest and most impressive Warhammer games even better. Now, however, CA is finally in the process of replacing its legacy TW launcher with a new, custom-built mod management system, and it's in the process of gathering feedback before it makes the transition permanent. Read the rest of the story... RELATED LINKS: Total War Warhammer 3 is finally giving its most underloved Chaos God the attention it deserves, and I can't wait Get Total War Warhammer 3 for just $15, and score seven other games for free Total War Warhammer 3 dev gets "pretty raw" on why armies stand around doing nothing, and you might need a new campaign View the full article
  8. Ah, Sheriff of Nottingham. Back when I was a fresh-faced gamer, with only a handful of board games under my belt, you were the height of sneaky social deduction. You were the first tabletop title that compelled me to play over and over again. We may not have met for many years now, but I still cherish the memories we made together. And now, with Amazon US slashing your price by 41% for ****** Friday, you can make memories with a whole new audience. Read the rest of the story... RELATED LINKS: My favorite solo board game of all time is on ***** for ****** Friday, with a killer 24% discount If you only buy one ****** Friday board game deal, make it this $14 masterpiece The Great Library board game reveals how beautiful eurogames can be View the full article
  9. Or a TV series / Movie project at leastView the full article
  10. Amazon’s Fallout TV show is canon, so the question of which Fallout: New Vegas ending it will rubber stamp as official has been a burning question within the community ever since it was confirmed that Season 2 would take place in what remains of the city. But recent comments from one of the actors on the show suggest Season 2 will dodge the question entirely. Warning! Spoilers for Fallout Season 1 and Fallout New Vegas follow. The Fallout TV show is set after all the Fallout games and is considered canon, so when it was confirmed that Mr. House would be in Season 2, it sparked all sorts of fan theories about how he would make his live-action appearance, and what it would mean for Obsidian’s much-loved New Vegas itself. Robert House appears in New Vegas as Mr. House. He rules the Strip as a brain plugged into a supercomputer that has extended his existence from the pre-war era hundreds of years into the post-war era. Robert House makes a cameo appearance in Season 1 during a pre-war scene in which the then RobCo Industries boss plots with Vault-Tec management and the heads of other companies to not only survive the inevitable nuclear apocalypse, but maybe even trigger it. Season 1 ends with a Power Armor-clad Overseer Hank stomping towards New Vegas, with The Ghoul and Lucy MacLean in hot pursuit. Much of Season 2 — based on trailers released so far — will be set in New Vegas and deal with the coming together of the main characters there. 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. And now we know Mr. House is in Season 2, 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, as in alive (sort of) when the main characters turn up at New Vegas, then it’s likely he survived the events of New Vegas the video game. But does Season 2 make a decision on who won Fallout New Vegas? In a new interview with The Spill, Aaron Moten, who plays Maximus, a Brotherhood of Steel squire, suggests not — and it sounds like this was a talking point among the cast and showrunners. “Actually, you know what's really interesting is our storyline, where we are in time, it's a number of years after the events of New Vegas,” Moten began when asked if Fallout fans will be surprised by the New Vegas they see in Season 2. “An interesting thing, a conversation Geneva [Robertson-Dworet, co-showrunner] and I have been having, was actually about how history is written in the wasteland by whoever writes it. And different perspectives will have a different perspective on who won and who lost. It's a really beautiful thing. We see it really early on that you guys [Ella Purnell’s Lucy and Walton Goggins’ The Ghoul] find out who believes themselves to be winning, and The Ghoul offering a different perspective.” So, based on these comments, it sounds like Season 2 will largely dodge the thorny issue of New Vegas canon and include pretty much every faction from the game to some degree. Indeed, trailers have shown Mr. House in supercomputer form and Caesar’s Legion, although it's unclear in what state they're in. So perhaps we’re in for a bit of a New Vegas mashup where everyone thinks they won the Battle of Hoover Dam. Moten's comments echo those of co-showrunners Graham Wagner and Geneva Robertson-Dworet last year: “All we really want the audience to know is that things have happened, so that there isn't an expectation that we pick the show up in season two, following one of the myriad canon endings that depend on your choices when you play [Fallout: New Vegas],” Wagner said. “With that post-credits stuff, we really wanted to imply, guys, the world has progressed, and the idea that the wasteland stays as it is decade-to-decade is preposterous to us. It’s just a place [of] constant tragedy, events, horrors — there's a constant churn of trauma. We're definitely implying more has occurred.” It won’t be long until we find out. Fallout Season 2 kicks off December 17. 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. 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
  11. The director of Clair Obscur: Expedition 33 always believed the turned-based RPG was going to be "cool," but had no idea it would get this "big." Talking to Radio Times Gaming following this year's Golden Joysticks awards, creative director Guillaume Broche spoke candidly about the studio's work, admitting that the game's reception from fans and critics alike has been so unexpected, saying "nobody really understands what's happening." "I think people don't really realize that, now it's become big, but before the launch, it was not supposed to be big," Broche said. "I think we all felt the same thing. It's going to be cool. It's not going to be big, it's going to be cool. And what's happening today is like, as we say, nobody really understands what's happening. "It's a weird feeling, when you put your heart out into the world and the world embraces it and gives you so much love back. We get so much love from the players... it's so touching and incredible that it's very hard to explain." Ben Starr — who voices Verso in the RPG — feels the same, adding: "It was never intended to be as big as it is. It's turned into this kind of cultural moment, phenomenon, but that's just because the game is very honest, I think. And a lot of people have bought into that. "I don't think anyone expected this because it's a small game. No one expected those numbers, and we've all just been messaging each other thinking, this is, well, this is just silly. This is just silly now. Everyone just stop. It's a silly joke. But yeah, it's been very cool." Clair Obscur: Expedition 33 launched on April 24 across PC and console, but also straight into Xbox Game Pass as a day-one title. In IGN's 9/10 review of Clair Obscur: Expedition 33, we described it as a "modern RPG classic," adding: "In so many ways, Clair Obscur: Expedition 33 reminded me of numerous classic and contemporary RPGs I love, but developer Sandfall truly understood why those games are special and made the pieces it borrowed its own." Clair Obscur: Expedition 33 has sold 5 million copies in five months, making it one of the biggest hits of the year. It also received a record-breaking 12 nominations at this year's The Game Awards, and is up for Best Direction, Best Narrative, Best Art Direction, Best Score and Music, Best Audio, Best Independent Game, Best Debut Independent Game, and Best RPG, as well as the ceremony's coveted Game of the Year gong. Three of its performers are also up for Best Performance. If that's convinced you to give it a go, be sure to check out our tips for the important things to know before going into Clair Obscur: Expedition 33. The studio recently published update 1.4.0, adding key features like a Battle Retry option alongside a host of quality-of-life changes, visual improvements, and bug fixes. 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. Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky. View the full article
  12. Another interesting bundle of games here for you that you may want to pick up with some really nice stuff from Green Man Gaming. Read the full article here: [Hidden Content] View the full article
  13. "Characters' actions were no longer solely dictated by the player, but also by their personalities"View the full article
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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

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