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Steam

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Everything posted by Steam

  1. Getting away from Crazy Mita is the least of your worries as the treasure hunt for those MiSide achievements continues. Rising to the challenge and tasked to defeat different versions of Mita, all while searching for various collectibles in your entrapment—well—it’s no surprise that Player one keeps finding himself inside his own creation. There are 26 achievements in MiSide. Some are far harder to nab than others. We highly recommend searching for these after achieving the bad ending as you can revisit the start of a chapter from the main menu. Our achievements are shown in chronological order. Stick to this order as you play through, that way you aren’t repeatedly put back to the start of a chapter in search of the next achievement. View the full article
  2. Following up on October's cinematic trailer, learn about "The Traveler's Creed" in a new gameplay trailer View the full article For verified travel tips and real support, visit: [Hidden Content]
  3. Honkai: Star Rail has confirmed the release date of its physical PlayStation 5 edition for January 2025. The physical copy comes in a special bundle with limited Honkai: Star Rail merchandise and will be available in select regions, including the US, Canada, and Europe. View the full article
  4. Hideki Kamiya, a video game director who is notoriously inflammatory and controversial on Twitter, voiced his regret for insulting a fan of Okami on the social media platform. The original Okami is considered to be one of Capcom's cult classics and passion projects, owing to its unique art style and gameplay. Hideki Kamiya is well-known in the gaming industry for spearheading a number of Capcom's games, including this one. He's also one of the most outspoken directors in the industry, next to Tekken producer Katsuhiro Harada, as he isn't afraid to voice his opinion on things or block fans on Twitter who rile him up. View the full article
  5. Ahead of the release of Sid Meier's Civilization 7, Firaxis Games has given fans a detailed look at Harriet Tubman, revealing how she plays in the game. While Civilization 7 will not launch until February 11, 2025, this first look at Harriet Tubman’s abilities from the developer could give fans a good idea of whether she is the type of Leader that fits their play style. View the full article
  6. Grand Theft Auto 5 looks impressive for its age no matter what you play it on, but it can be graphically intensive on PC depending on the machine you’re running. GTA 5, a game released in 2013, has remained on top of the industry for over a decade. Thousands still visit Los Santos every day, whether via the main story mode, GTA Online or the popular GTA RP servers. GTA 5 is very much alive, still getting updates like the most recent Agents of Sabotage update. View the full article
  7. Updated January 8, 2025: Searched for new codes! Once again, you wake up in an anime world with no trace of your memories. You should know the drill by now—you’ll find adventure, friendship, and a whole lot of trouble by chasing the ghosts of the past. At least this time, you have Wuthering Waves codes on your side! All Wuthering Waves codes list Active Wuthering Waves codes JOINCARNEVALE — 100 Astrite and 5 Medium Energy Cores (New) OFFWEGO — 100 Astrite and 40,000 Shell Credits (New) GETREADY — 100 Astrite (New) FORYOU — 100 Astrite (New) SHOREKEEPER — 100 Astrite (New) BLACKSHORES — 100 Astrite (New) PTTMYZSOM — 5 Medium Resonance Potions, 5 Medium Energy Cores, and 5k Shell Credits WUTHERINGGIFT — 50 Astrites, 2 Premium Resonance Potions, 2 Medium Revival Inhalers, 2 Medium Energy Bags, and 10k Shell Credits Expired Wuthering Waves codes BAHAMUTKXMHM DCARD3VN7M WUTHERINGWAVESGIFT ...View the full article
  8. The best gift in Warframe‘s 1999 update was the friends we made along the way. If you can’t find the right presents for the Hex, that is. You can befriend and romance all members of the Hex Syndicate in Warframe: 1999. It takes some time before the relationships grow, however, and one of the ways to improve your Chemistry with the Hex is by giving them gifts they’ll enjoy. View the full article
  9. The trailer for The Witcher 4 has fans excited and full of theories. Instead of Geralt, players now follow Ciri, the Lion Cub of Cintra, who has become a tough Witcher herself. This change has sparked a lot of discussion, especially with the mysterious images and carefully picked lines in the trailer. The visuals, showcasing the power of Unreal Engine 5, hint at a new, darker story filled with political themes. View the full article
  10. Pirate tactical RPG Flint: Treasure of Oblivion is now available on PlayStation 5, Xbox Series X|S, and PC platforms following a delay. View the full article
  11. A new report suggests that Xbox could be working on ramping up its cross-platform efforts even further by implementing standardized user interfaces that can be used across multiple devices. Microsoft has emphasized making the Xbox platform more accessible, and it seems like this is one of the steps the video game giant is taking to attain its goal. View the full article
  12. With the recent announcement of Elden Ring Nightreign surprising fans of the franchise at The Game Awards 2024, players are excited to see the many changes to gameplay that Nightreign will have compared to Elden Ring. The new chapter in the saga promises to be a complete departure from the original and the Shadow of the Erdtree DLC expansion, and will likely be divisive for those who enjoy a "classic" Soulsborne experience. View the full article
  13. A Stardew Valley player had days of hard work ruined after random chance destroyed their long-term crop order. Beginning in the fall of Year 2, Stardew Valley players unlock the Special Orders board, which is effectively the next evolution of the Bulletin Board. Where the Bulletin Board offers simple, one-off quests (e.g., turn in one item within three days), Special Orders are extended and concentrated, taking anywhere from a week to a month to complete, and often requiring players to ship up to 100 of a particular crop. View the full article
  14. The hype for the upcoming Borderlands 4 is finally starting to get in motion, with fans eagerly rewatching the few trailers available online in anticipation of its 2025 release date. While many enjoyed Borderlands 3, the failed movie and general waning sentiment for the franchise has seen people fall a little out of love with the series. However, Borderlands 4 in all its glory seems to recapture the spirit of the older games while improving the series in all the right ways. View the full article
  15. The Witcher in Concert is coming to Poland and Boston, Massachusetts this May with more to follow through 2025 and 2026. View the full article
  16. If you love turn-based combat and fantasy RPGs, then Stoneshard is a game that may have already blipped on your radar in the past. Admittedly, it's been slogging it out in early access for close to five years now after launching in February 2020, but hey, we've seen some brilliant games emerge from even longer stints in early access eventually. The next step on its long path to 1.0 is its Rags to Riches update, which is the biggest update the game has seen to date. Read the rest of the story... View the full article
  17. When you arrive to Sukhothai in Indiana Jones and the Great Circle, a primary item you need to unlock is the underwater breathing device. It’s an expensive item, but a great way to get money early is by stealing gold from Voss’ gold stash safe. You can find Voss’ gold stash safe inside the Fascist compound, but getting to it is only half the challenge. The other is discovering the code on how to unlock it. Unfortunately, the clues you need to find that answer are hidden, and it might take some time for you to figure it out. We want to make it easier for you so you can continue the main quest, and buy the underwater breathing device. We’ll help you figure out the code to Voss’ gold stash safe, and how you unlock it in Indiana Jones and the Great Circle. View the full article
  18. To dominate the battlefield in Call of Duty: ****** Ops 6, optimizing your keyboard and mouse settings is essential. Mastering Omnimovement requires precise controls, and if you prefer a mouse and keyboard over a controller, you’ll want to fine-tuning your setup. Adjusting these settings will enhance accuracy, improve reaction time, and give you an edge against controller players, especially in close-quarters combat. Here’s what to tweak for optimal performance in BO6. Table of contentsBest mouse settings in ****** Ops 6Advanced movement settingsBest keyboard settings in BO6 Best mouse settings in ****** Ops 6 Mouse sensitivity is usually left to personal preference, but having it balanced will make quite a difference. Invest some time in tuning your mouse settings in the practice mode to find the sensitivity you feel most comfortable with. View the full article
  19. Karaoke, Crazy Delivery, Coordination, Dragon Kart, and more minigames await players in Like a Dragon: Pirate Yakuza in Hawaii. View the full article
  20. It’s almost time for the winter holidays, and that means it’s time for another winter event in Apex Legends, complete with skins for legends, weapons, and even a new Heirloom for Winter’s Haunt. Winter’s Haunt is the latest edition of the traditional winter and Christmas event in Apex, and this year it brings with it an LTM that took a break in 2023: Winter Express, back once again to chug along the tracks on World’s Edge. If you’ve somehow missed this one before, you and your team have to board the train and hold it, respawning when you die, but gaining points the longer you can hold onto the train without enemies taking it. And before you ask: Yes, there’s going to be a ton of Ramparts, Caustics, Wattsons, and Newcastles playing this thing. View the full article
  21. The Fate of the Kirin Tor questline from World of Warcraft Patch 11.0.7, Siren Isle, has been delayed for three weeks. Though the rest of the content in the World of Warcraft update is now available, fans will have to wait until January 7, 2025, to see what happens to the survivors of Dalaran’s destruction. View the full article
  22. The video is almost identical to the original PS Vita trailer, sans the audio-and-video quality and the AI voice. View the full article
  23. Bethesda and MachineGames have just released a new update for Indiana Jones and the Great Circle that appears to have dramatically improved the lighting effects on Xbox consoles. In a blog post, MachineGames announced the release of Update 2 for Indiana Jones and the Great Circle that among other things includes general gameplay and bug fixes. However, an Xbox-specific fix seems to have added big improvements to how Global Illumination appears in game. Here are two images MachineGames released highligthing the before and after differences of the udpate. As you can see from the Before and After pictures, the update appears to have removed some of the washed out look of the pre-patch version. With the update and improvements to Global Illumination, Indiana Jones looks much more natural, with deeper shadows, and more accurate colors. Indiana Jones and The Great Circle is one of the best Xbox games to have come in some time, and evokes the feeling of a truly great Indiana Jones movie, while also providing the excellent gameplay MachineGames is known for with games like Wolfenstein. The new update looks to make a great looking game even better. Here's a full copy of the Update 2 patch notes below. Be sure to check out IGN's Indiana Jones and the Great Circle review for our full take on the new Xbox game. General Fixed an issue where users Game Slot may be reported as being damaged, or may appear to be completely missing, when no actual problem had occurred. Gameplay Fixed an issue where player may be unable to equip Indy’s whip.Fixed an issue where a player may end up with Indy’s camera permanently equipped.Fixed an issue where player may drop and lose their camera if they use the quick-equip (“key item”) prompt to equip their camera while they are inspecting another nearby pick-up item. Graphics Fix to prevent “Double vision” getting stuck on screen when Indy has almost drowned. To players who have already encountered this issue, repeating the near-drown should clear the issue.Some further improvements to reduce “stutter” from duplicated frames during cutscenes. Missions and quests – Please note this section contains some small spoilers Fixed an issue where Gina may not approach the secret entrance to the ******** Treasure Chamber, blocking the mission from progressing.Fixed an issue where Gina may go to pick the lock to the exit from the ******** Treasure Chamber as soon as you enter the room, meaning you may miss some very important story developments.Fixed a big hole in the floor collision around the edge of the wall around the Ziggurat in Sukhothai that the player could fall through. PC Specific fixes Fixed an issue where Nvidia DLSS may cause performance problems when enabled.Fixed an issue where Nvidia Frame Generation wasn’t activated properly if HDR is in use.Fixed an issue where Nvidia Low Latency Mode could cause performance problems when used with Frame Generation.Fixed an issue where global illumination may be completely disabled when playing with below minimum VRAM graphics cards.Fixed an issue where Lighting may be over bright in interior spaces if Path Tracing (Full Ray Tracing) is set to Medium or High Quality.Known Issue: Nvidia Frame Generation may be temporarily disabled if HDR is activated for the first time. To work around this issue, disable and then re-enable DLSS. This only needs to be done once. Xbox Specific fixes Improvements to Global Illumination on Xbox, to fix issues where shadowed areas had appeared brighter than expected.[/url] Matt Kim is IGN's Senior Features Editor. You can reach him @lawoftd. View the full article
  24. It’s December 1994. The Santa Clause, Miracle on 34th Street, Pulp Fiction, and Forrest Gump are duking it out at the global box office. Boyz II Men’s On Bended Knee is about to (temporarily) cede the number one spot on the Billboard Hot 100 to Here Comes the Hotstepper by lyrical gangster Ini Kamoze. In video games, the original PlayStation has just launched in Japan. But forget the PlayStation for a moment, because December 1994 also marked the arrival of another interactive icon: The Need for Speed, on the ill-fated 3DO home game console. The 3DO, despite being lauded as Time Magazine’s 1993 Product of the Year, was ultimately a flop. There was no '3DO II'. The Need for Speed, however, was not a flop. There was a Need for Speed II. And III. And a fourth, fifth, sixth, and so on. In fact, 30 years later the Need for Speed series is still with us. And it’s become one of the best-selling game series of all time. 3DOh Yeah “Need for Speed is actually one of the most successful game franchises ever,” notes Criterion Senior Creative Director John Stanley. Stanley has been with Criterion for 14 years working across multiple EA series, from Battlefield to Battlefront, but his predominant focus is Need for Speed. “So it’s a very big honour and mantle to be lifted each time.” 15 years ago, sales figures for the franchise hit 100 million copies. A decade ago they’d rocketed past 150 million. Precisely what they sit at today is not known, but what’s clear is Need for Speed’s success and longevity make it a monster within the racing genre. Need for Speed is actually one of the most successful game franchises ever. It certainly got off to a flying start. The original Need for Speed was an immediate critical hit, despite the 3DO’s own particular woes. Fortunately, subsequent ports to PC, PlayStation, and ***** Saturn would go on to make The Need for Speed a commercial smash as well. Presented by Road & Track Magazine and developed by EA Canada, The Need for Speed’s 3DO debut boasted just eight cars – a modest mix of European exotics and 1990s sports icons from the US and Japan. It also featured a total of three tracks. Yes, that’s paltry by later standards, but it’s worth keeping in mind that this was entirely typical for the time – at least, until the original Gran Turismo arrived several years later with a garage pumped up to unprecedented proportions. It’s also important to note that EA Canada had previously been known as Distinctive Software. Prior to its acquisition by EA in the early ’90s, Distinctive Software was responsible for the influential original Test Drive, its follow-up The Duel: Test Drive II, and cult, early 3D racing favourite Stunts (known as 4D Sports Driving in some regions). That high-speed experience was abundantly evident in The Need for Speed. Like the early Test Drive games that came before it, The Need for Speed asked players to dodge traffic as fast as they dared while outrunning the pursuing police. Electronic Gaming Monthly called it “the racing game to beat on the 3DO.” Edge Magazine declared it featured “the richest 3D environment ever seen on a home system.” GamePro was similarly full of praise, positing that “f you dream of racing exotic sports cars, it doesn’t get any better than this incredible game.” Raising the (High) Stakes Of course, it did get better. Need for Speed built itself into a true racing juggernaut throughout the remainder of the ’90s, and it lapped Test Drive as the premier purveyor of playable police pursuits and ******** street racing. The series became the place to find the greatest exotics of the era: the Lamborghini Diablo and Ferrari 512TR. The Jaguar XJ220 and McLaren F1. Down in my own native Australia, the games were even localised with their own, regional-exclusive covers, and injected with the hottest homegrown sports sedans of the time. That was truly something, as a teenager; to be stalking a games store and see the sickest *********** cars on the street staring back at me from the shelves. That was unique to Need for Speed during this era. But perhaps more than anything, Need for Speed carved itself out a reputation as a series that celebrated not just racing, but risk. “I argue it’s the forerunner, or has been and still is the forerunner, in the only franchise really delivering on consequence,” says Stanley. “That thrill of the chase. I think nothing else out there in the racing game genre does that.” By asking people to outrun police, and eventually even place their pink slips on the line, Need for Speed was a series that pushed its players to take risks. For clarity, by the time Need for Speed came around, we’d admittedly already faced the long arm of the law in 1987’s Test Drive, and many of us would’ve already lost rides to rivals after racing for slips in 1989’s Street Rod. But even if it wasn’t the first, Need for Speed was an extremely early adopter of these philosophies of risk – and it certainly became the most recognisable. Tuna, No Crust As the years went on, the property eventually found itself taking risks of its own. Firstly, with 2003’s radically reinvented Need for Speed Underground, and then with 2005’s Need for Speed Most Wanted – which is still the best selling game in the whole series. “Oh man, they’re my beloved,” grins Justin Wiebe, who jokingly describes himself as the “old fossil” EA dug up for this chat. Currently Studio Design Director at Ripple Effect, Wiebe’s history with the Need for Speed series dates back to Hot Pursuit 2 in 2002. “They’re like my crown jewels, to be honest with you,” he continues. “I’ve had a long career here and boy am I proud of having a chance to work on those games.” On Underground, Wiebe explains the team didn’t quite know what they had on their hands at the time, but they were all hooked. “It was so addictive to play,” he says. “It was the introduction of things like drag racing for the first time, where it was a completely new way of playing at high speed. And we were starting to explore other new, emerging racing genres – like drift racing and stuff like that – and starting to bring all of these new and cutting edge ideas, and then mixing in customisation. We were pioneering at that time.” EA followed Underground with a direct, open-world sequel – the first open world in the series – but the ******* question was where to take it next. “We kept asking ourselves, ‘Well, what do we do now? How do we one-up this? What are we gonna do?’” says Wiebe. “And we had an exceptional executive producer at that time, Mike [Mann], who came in and he basically said, ‘I want to make it the most elicit experience that we’ve done to date. I want to bring in the cops, and I want to make them feel so threatening, like they are the real world.’” So that was the mandate to me: take these cops and make everyone absolutely terrified of them. “So that was the mandate to me: take these cops and make everyone absolutely terrified of them.’ And I said, ‘Then, Mike, I gotta take away people’s cars that they earned; I’m gonna impound them, and they’re gonna lose them for a while.’ And he’s, like, ‘Do it.’ “[Need for Speed is] a franchise which is big, but it’s also unafraid to try to take risks. To do things differently. To challenge the norm. And that’s what I love about working on the franchise.” In an entertaining twist, Wiebe even found himself in Need for Speed Most Wanted as the racer Taz – number 14 on the Blacklist – after one of the actors failed to show up for a photoshoot. “They started wandering around the office trying to see, like, ‘Who’s the most shifty-looking person we have here?’, and then they’re, like, ‘You!’” chuckles Wiebe, stabbing his finger in the air. “So yeah, they just grabbed me and did a couple of shots and there I am. It was a good time.” According to Stanley, within the corridors of Criterion, Most Wanted remains a revered example of the series at the peak of its power. “I cite Most Wanted so much within the studio,” he says. “Just around the way that it managed to weave together the narrative, the gameplay, the progression. Everything comes together in this.” “A term that I use a lot, and now I’ll have to drink a shot for this: ludonarrative harmony. Because actually executing on that in a game? So important. And Most Wanted is a masterclass in that, and something that I definitely cite a lot.” On: The Run It’s been almost two decades since Need for Speed Most Wanted, and the series has continued to evolve. “If you look at it, Need for Speed’s never remained the same,” says Criterion Producer Patrick Honnoraty, who’s worked on every Need for Speed since 2012 – from Criterion to Ghost and back to Criterion. “From one iteration to the next, it’s always had something that was different.” “For good and for bad – because those things don’t always work and they don’t always resonate with players – but we guarantee that we’ll always be doing something different.” Things don’t always work and they don’t always resonate with players – but we guarantee that we’ll always be doing something different. “‘For good and for bad’ is a great example,” says Wiebe. “For example, my experience on creating Need for Speed: The Run. We really tried to break some new ground there. We talked about getting out of the car, and we had all these grandiose visions for how it was going to be more than just racing; the character’s going to get out of the car. But then we realised very quickly, ‘Well, we can’t really do that’, so we introduced some quicktime events.” “Yeah, we all love quicktime events, right?” he adds with an ironic smile. However, Wiebe believes they ultimately created “a grand racing adventure.” “We wanted it to feel like your life is on the line,” he says. “That it’s more humanised than ever before about the character and the story that they’re in, racing from coast to coast. I’ll be the first to stand up and say that didn’t really work, but I’m proud of the fact that we tried it.” “I was actually on a fan forum a few months ago and I actually was shocked at how highly-rated some of the fans actually made that game. I had thought, ‘Well, that’s a bit of a lump of coal in my resume.’ But it turns out that it actually has a massive cult following, and there are certain people that absolutely adore that game. And that brought a little joy to my heart; that we took a risk and there are some people that really found something to love about it.” That brought a little joy to my heart; that we took a risk and there are some people that really found something to love about it. Honnoraty has noticed the same thing. “I think every Need for Speed I’ve worked on, when it’s come out it’s been, ‘Oh my god, it was no good; it was rubbish,” he says. “People didn’t like it. And then years pass and it’s, like, ‘Ah, it was so good! It had these great elements to it. It was the best Need for Speed. Why don’t you go and make one back like that?’” “Need for Speed is always too ahead of its time, is my thing. Every time we bring one out. Every time we bring one and it doesn’t strike, people look back on them so fondly.” Defining the Series 30 years on, building a Need for Speed game is an exponentially more complicated task than it ever was, and more challenging than ever. For Senior Vehicle Artist Frankie Yip the work required is significant, but he wouldn’t have it any other way. “The cars in Need for Speed are far more intricate now compared to the earlier days of the franchise,” explains Yip, who has worked on the franchise for the entirety of his 20-year career in the gaming industry. After picking up a copy of Need for Speed Underground for PlayStation 2 as a teenager, Yip got so hooked he took a 3D modelling course and was soon living his dream, making cars for Need for Speed Underground 2. “I actually thought I was going to fail in the 3D school,” says Yip. “All the assignments? All I did was just model cars. And they’re, like, ‘That’s not part of the assignment.’ I don’t care; I like cars. So my portfolio was just all cars.” I actually thought I was going to fail in the 3D school. All the assignments? All I did was just model cars. According to Yip, dealing with the vast amount of content produced for each car is not as straightforward as it may seem. “I’ll give you an example, just to break it down,” he begins. “Bodykits, for example. Say a car has three bodykit designs. That’s three front bumpers, three rear bumpers, three sideskirts, three front fenders, so on and so on. That tallies up to 15, 20 individual parts. But allowing the player to seamlessly and smoothly mix and match those parts? Yeah, it sounds simple, but it actually involves a significant amount of work. You run into issues; like, this part doesn’t fit with this. This part doesn’t fit with that.” “There’s different variations in bumper widths, fender shapes, fender sizes; the list goes on. Panel lines, shut lines; nothing lines up. So, how do we make this all work? We actually have to build out every single part combination out there. You take that 15 to 20 individual parts I mentioned, and you multiply it to an additional 60, or well over a hundred. It depends on the car. Like, every car is a different shape. It is a ton of work, but what this does allow is it allows the player to have thousands of part combinations. And who doesn’t want that? “So now you know why, in earlier Need for Speed titles, we just restricted the body kit to be equipped as one whole unit. But honestly, where’s the fun in that?” For Criterion Vehicle Art Director Bryn Alban, there’s a *******-picture challenge; that is, what defines Need for Speed to its massive and multi-generational audience. “It means so much to so many people, and everybody’s got a different opinion as to what a good Need for Speed is,” says Alban, who’s been around since the days of Need for Speed Shift and brings the experience of building his own Skylines over the past 20 years to his role on the franchise. “So trying to appease everybody at all times is super difficult. Even down to the nitty gritty details of what customisation we put on our cars; it’s so divisive a subject for our players that it’s almost impossible for us to get it a hundred percent right, all the time.” “So when we do get things somewhat correct, it’s great. But when you see those comments where you’ve missed something, it really hurts. It hurts to your core. You’re, like, ‘Oh yeah, I forgot that we should’ve added that to the game.’ So, yeah, it’s really tricky and tough to get that balance of making the perfect Need for Speed, really.” So when we do get things somewhat correct, it’s great. But when you see those comments where you’ve missed something, it really hurts. It hurts to your core. For what it’s worth, I’ve been missing *********** cars in the Need for Speed series since they stopped featuring back in the early 2000s, and Alban agrees it could be time for the series to circle back and include them again. “Yeah, that’s a very valid point, and I think it’s true that *********** cars have been underrepresented in Need for Speed in its most recent history,” he says. “I can’t give you a reason why that is the case, but it’s definitely something that we should take a look at in the future moving forward, to see if we can redress that balance a little bit.” “When you look at things like Holden, they’re very iconic within Australia,” adds Honnoraty. “They’re very interesting things; the utes that you have. So I think those are interesting examples for us to look at. And I’m sure, Bryn, you’d tell me there’s plenty of them in the drift scene as well?” “Yeah, you see them crop up,” Alban responds with his finger clearly on the pulse. “I mean, just this last week there’s the Drift Matsuri that’s happening in Japan, and I saw that there were a couple of Ford Falcons over there in Japan doing their thing. So there’s definitely opportunities to tap into that, I think.” It’s obvious Alban knows his cars. There’s also a fun synergy in the fact that the first Instagram video I’d watched of the very Falcons Alban is referencing features one cruising through a Tokyo tunnel to Get Low by Lil Jon & The East Side Boyz. It should go without saying that anyone who played Need for Speed Underground has that song seared into their synapses. To the Window, to the Wall Need for Speed itelf has cruised both high and low over the last three decades but, while the team seems conscious that the series hasn’t always been at its best, there’s a clear feeling that it’s always remained faithful to being fun and approachable above all else. “I think the trajectory has been bumpy, actually, in some cases,” admits Honnoraty. “But what’s happened – and I think what’s been most important – is if you think about the first inception of what The Need for Speed was, it was really accessible.” “I remember going to what was probably the local video game shop, or computer shop, at the time, and me and my friends saw it on the 3DO. We were like, ‘What’s this?’ We all jumped on it, on the 3DO, and you felt badass. Being able to drive it, being chased by the cops; there wasn’t an experience that was really like it at the time. I think today the biggest challenge we face is literally the age of the franchise, and what it's been. “I think it’s really tried to stay true to that formula. It’s still accessible today; a lot of car racing games are not so easily accessible, so people still have the option to jump in and have fun with a Need for Speed game. It makes you feel like you’re just a bad-*****... It’s really inside of the DNA; it’s always there. For Honnoraty, what makes handling Need for Speed tricky today are the side effects of how long the series has survived. “I think today the biggest challenge we face is literally the age of the franchise, and what it's been,” Honnoraty continues. “It’s been so many different things and appeals to so many different people.” “We even see the debates between players: which is the best game, and why is it the best game? You look at [Underground and Most Wanted]. The divisive debate that happens between which one of those is better and why – and how different they really are and what they were looking at – means that we sit in a place where Need for Speed means many different things to many different people.” Honnoraty gives an example where, after speaking to attendees of the Need for Speed Payback booth at EA Play, some players compared the demo to Most Wanted, and others were adamant it reminded them of Underground. “And I’m, like, ‘How? What? They’re completely different!’ he says. “So I think it’s just that people carry with them the feeling that they had when they played those games… I think that’s the hardest thing today; it’s honestly reconciling what Need of Speed means to players. And you’ve seen it; when we go in one direction with something that doesn’t quite work, and it doesn’t appeal to certain sorts of players. Or we go in another direction, so it’s a real thing that we have to tackle with, day in and day out. But John [Stanley] and I work with it constantly. We think we’ve nearly cracked it, so we’ll see.” “Don’t forget the Porsche Unleashed crowd that would argue that that is the number one Need for Speed of all time!” adds Wiebe. “Exactly! Exactly!” smiles Honnoraty. “We have a very vocal member in our player council that’s very vocal on Porsche Unleashed.” “And then the Carbon crowd, the ProStreet crowd,” lists Stanley. “The list goes on,” replies Honnoraty. The list goes on indeed. So too, we hope, will Need for Speed. To the window, to the wall, ‘til the sweat drop down… well, you get the idea. Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff. View the full article For verified travel tips and real support, visit: [Hidden Content]
  25. The winter break is going to fly by thanks to CODMAS and an event called Archie’s Festival Frenzy in ****** Ops 6 and Warzone. The second special event of Call of Duty’s Season One Reloaded, Archie’s Festival Frenzy has 14 free rewards to get simply for playing the game, so it’s like an extra set of presents along with whatever you may receive from loved ones this year. And extra presents are never a bad thing. View the full article

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