Bungie confirms recent reports of a perk weighting issue with various legendary weapons in Destiny 2, promising a fix is currently in development. For a game like Destiny 2, part of the fun for many is the thrill of the hunt for specific loot, finding that perfect roll of stats and perks to help accentuate a certain build. View the full article
Intel missed a significant opportunity a few years ago. The company could have purchased Nvidia at a fraction of its current value, but its focus on x86 architecture and resistance from the board worked against the acquisition. Read Entire Article View the full article
YouTuber modding channel Restore Technique recently unveiled a custom portable PlayStation 4. The device shrinks all of the console's essential functionality into a package just a few centimeters thick with a battery life of around 90 minutes. Read Entire Article View the full article
Valve has just reversed a Team Fortress 2 tweak that came 17 years after launch. I'm not talking about ******* balancing, map changes, or even team adjustments. No, I'm talking about the Scout's pants. While Deadlock keeps getting major updates and Counter-Strike 2 continues ******* tweaks, the TF2 crowd was given a small, but impactful, update only to have it ripped away within 24 hours. Read the rest of the story... RELATED LINKS: After 17 years, Valve fixes Team Fortress 2's most annoying 'problem' Team Fortress 2 Halloween update adds seven new community maps Team Fortress 2's 'Save TF2' petition has been delivered to Valve HQ View the full article
If you want to make a seasonal appetizer in Disney Dreamlight Valley, the 3-Star Pumpkin Puffs are the way to go. While it may not be a 5-Star recipe or make the most money, it is sure to be a holiday hit with you and any villagers you share it with. If you are struggling with what ingredients you need or how to get your hands on them, you are in the right place. View the full article
The spooky season is upon us, and Throne and Liberty is celebrating with the addition of the Haunted Labyrinth as a new level 50 dungeon packaged into its seasonal event. While you won’t be getting any gear drops or the other usual dungeon loot from the Haunted Labyrinth, it comes with tons of seasonal rewards and is the only source of the event currency used to buy exclusive items from the event vendor—here’s a rundown on what to expect in the Haunted Labyrinth in Throne and Liberty. View the full article
Call of Duty: ****** Ops 6 has split-screen multiplayer, but you’d be forgiven for not knowing about it, considering Activision has done a great job in hiding it for both Zombies and Multiplayer. Not only that, but the method to use split-screen is a bit confusing and requires a bunch of different steps and accounts to work. It’s easy to see why players find it hard to get to work, considering the amount of things you need, but have no *****. View the full article
Twitch temporarily banned Nyanners, one of its most prominent virtual streamers, following her live playthrough of a controversial game. This isnt Nyanners first suspension from the platform; her initial temporary ban on Twitch occurred two years ago when she was still an emerging creator. View the full article
The next Diablo 4 Vessel of Hatred patch notes are here, and they're pretty lengthy. The ARPG's latest update is mostly focused on fixes, with some of the ******* frustrations tackled alongside some welcome changes for recurring irritations such as the constant flood of Gem Fragments. Alongside those come improvements to Legion events and the Kurast Undercity, as Blizzard prepares the table ahead of its midseason patch for Diablo 4 Season 6. There's a lot to dig through, so here are the most important changes. Read the rest of the story... RELATED LINKS: Diablo 4 dev asks players if broken Spiritborn builds should be fixed yet Best cross platform games 2024 Diablo 4 Halloween event features free cosmetics and a shrine shakeup View the full article
****** Ops 6 provides plenty of weapons to take down the Zombie horde but one of the most powerful is the Jet ****. However, wielding such a ******* of power requires some legwork, so we’ll tell you how to unlock the Jet ****. The Jet **** is one of ****** Ops 6’s powerful Wonder Weapons and assembling the ******* is one of the many Easter Eggs available on the Liberty Falls map. While it is possible to get the Jet **** from the Mystery Box, the odds are stacked against you. View the full article
Does Arm's latest move – canceling a Qualcomm license – imply they're willing to take the very risky step of pushing this lawsuit all the way to a jury trial? At the most basic level, this lawsuit is essentially a contract dispute: Qualcomm pays one rate, and Arm thinks Qualcomm... Read Entire Article View the full article
The XM4 is excellent for players who want the reliability of a powerful ******* and don't mind sluggishness in Call of Duty: ****** Ops 6. It's known for its manageable recoil, consistently making it a popular choice for players seeking a ******* with a balance of accuracy and firepower. The XM4 is arguably one of the best weapons in the game, and it has a decent rate of *****. While minor, the slowness is noticeable, which is what the loadout should try to fix. View the full article
Are you always searching for new songs to enhance your playlists? Today’s NYT Mini Crossword clue “2024 Chappell Roan hit spelled out in its chorus,” refers to a popular phrase in one of the songs of her debut album. If you can’t figure out today’s NYT Mini Crossword clues, you can use our hints and answers to easily solve the puzzle. View the full article
As Xbox Game Pass offers a library of hundreds of games, subscribers can explore an array of titles with unlimited access, including lots of choices when it comes to cozy games. The genre includes a wide array of options from puzzlers to simulators, which can make it overwhelming to know where to begin. View the full article
Have you ever witnessed a mind-blowing performance and showered your love for an artist? Today’s NYT Mini Crossword clue, “Cheer for a diva,” asks you to find an Italian word to praise female performers after they’ve taken your breath away. If today’s NYT Mini Crossword clues prove to be a challenge, you can use our hints and answers to make it easy and breeze through the word game. View the full article
Valve has just rolled out one of the most important Deadlock fixes yet. Since the Half-Life, Portal, and TF2 maker's MOBA went public, games have been anything but balanced. Players of an incredibly high skill level were constantly being paired with people playing for the first time, creating uneven matches for everyone. Because of this, the key complaint I've been reading for months is that games are either far too easy or way too hard. Now though, one simple matchmaking change should isolate Deadlock's bad matchups. Read the rest of the story... RELATED LINKS: Long Deadlock queues should be a thing of the past, thanks to Valve Valve massively nerfs Deadlock's Bebop just to buff him a day later New Deadlock patch notes nerf Wraith and remove accidental wallhacks View the full article
For the majority of its runtime, Cyberpunk 2077 is an action-packed RPG. Even if you hone your protagonist, V, into a stealth ninja *********, the neon-soaked Night City is still frequently the stage for tense combat encounters. That is, however, until Somewhat Damaged, one of the Phantom Liberty expansion’s final quests. Inside a bunker ******* deep beneath the city, Cyberpunk 2077 leaves its RPG structure behind and morphs into a survival horror. A relentless robotic hunter stalks you through chambers and corridors, and there’s nothing your weapons can do to stop it. To find out how this level and its terrifying mechanical monster were created, we spoke to staff from developer CD Projekt Red. With their insight, we examine how Somewhat Damaged makes use of logical environment design, increasingly stressful objectives, and resourceful AI scripting to manifest Phantom Liberty’s terrifying crescendo. Phantom Liberty tells the story of Song So Mi, better known as Songbird, and Reed, two NUSA agents and former partners. Throughout the campaign it’s revealed that Songbird is on a personal mission to escape the toxic grip of her employer. If you help her, she will save you from your terminal brain virus (AKA Johnny Silverhand) using a Neural Matrix she plans to steal. As the campaign reaches its climax, you’re given a choice: work with Songbird, or betray her and let Reed take her into NUSA custody. Choosing that second option triggers Somewhat Damaged, a terrifying final quest that’s unique to this branch of the story. Somewhat Damaged sees a devastated, mentally unstable Songbird flee to Cynosure, an abandoned facility beneath Night City. There she connects with the Blackwall, a defence network that protects the world from unknowable digital horrors, and activates a rogue AI to stalk, hunt, and ***** you. Within the dark, decaying corridors of the bunker, all you can do is run and hide. It’s a bold left turn for a game normally so focused on action. “I really wanted to do something Eldritch horror,” says Patrick Mills, CD Projekt Red’s former Cyberpunk 2077 loremaster and the person responsible for Somewhat Damaged’s initial design document. “I went to [quest director] Paweł Sasko and I said, ‘Hey, I want to do this. A lot of people aren't going to like this, but I think the people who do are really going to like it.” From near enough the very beginning, Mills wanted to create the quest alongside Miles Tost, a senior level designer he knew would be on the same page. Tost immediately agreed to join the project. “I wanted to make something that was way out of my comfort zone,” he says, “and just pushed everything that I knew about working with our engine. We tried to come up with how we could push our technology and our encounter system to create this truly unique experience for the player.” The Invincible ****** Like some kind of restless spirit from beyond the veil, Songbird’s rogue AI possesses a Cerberus. It’s a maintenance ******, but don’t let that basic purpose fool you: this is a relentless, powerful ******. And, unlike any ****** you’ve faced in the campaign before this point, it’s completely impervious to damage or hacking. The first thing the development team had to do, then, was to teach players that the Cerberus wasn’t a boss to ******, but a monster to avoid at all costs. “The ideal of a great RPG boss ****** is a boss that acknowledges the skills that you've chosen in order to defeat the boss,” says Mills. “But in this case, I went completely against that. None of your abilities are really going to help you here. We just have to disable all of those things because if you give a player the ability to chase the thing off or to disable the thing, if your guns do anything to this thing, that's what players are going to try to do to get through it.” “We need them to understand the very first time it ****** them there's nothing you can do,” he explains. “It's the only way to immediately communicate that idea.” To put players in the right headspace, the development team carefully designed the path towards the initial Cerberus encounter with a focus on tone. After betraying Songbird in the previous quest, Reed and V attempt to capture her in an explosive raid on a MaxTac convoy. From that point onwards, as V follows Songbird into the bunker, things begin to veer further and further away from the experience you typically expect of Cyberpunk 2077. “I need to make sure as you're moving through this space that there isn't any *********,” says Mills. “There's as little traditional gameplay as possible. I'm moving you through thematic airlocks, one after the other, to just keep that sense of space between those things. The objective is to make sure that the player understands that it's a different game now.” That different game is, perhaps rather obviously, partially informed by a landmark survival horror. “The Cerberus monster itself came from Alien: Isolation,” reveals Paweł Gąska, who took over quest design duties from Mills. “They nailed this idea of an unpredictable predator that is hunting you on the level and is keeping you tense even when it's absent. We thought ‘This is exactly what we want.’” Achieving such an experience is easier said than done, though. The entirety of Alien: Isolation revolves around the cat and mouse gameplay between the player and the xenomorph, and so developer Creative Assembly could put significant time and resources into coding its sophisticated artificial intelligence system. CDPR, on the other hand, only needed such a hunter for one single quest… a quest that many players wouldn’t even experience thanks to the branching narrative. And so the team had to find a way to replicate that hunted feeling using craftier techniques. From the ******’s perspective, it's never actively actually hunting the player, sorry! The first section of the level, known internally as the outer bunker, is a collection of five rooms linked by a T-shaped corridor. “The game does a check of where V is,” explains Tost. “Is V in this room? No. Okay. Is V in that room? No. Okay. Is V in that room? Yes. And then it basically sends the Cerberus into that room.” It’s a fairly straightforward process, but there are layers to the programming that ensure the ****** feels authentically autonomous. For example, there are multiple different patrol paths that the ****** can follow. When the system completes its room check and discovers where you are, it randomly assigns one of those paths to the Cerberus. The ****** then follows that circuit, which will by design eventually lead it to the room you were discovered in. “From the ******’s perspective, it's never actively actually hunting the player, sorry!” laughs Tost. “It happens to walk within the area that V is in. So that coincides, which is a bit of a problem for V, but really the ****** is just on a walk.” It may be just an illusion, but that doesn’t keep the ******* from feeling very real. That result is partly thanks to Tost and the team realising that “the horror really lives in the absence of the ****** compared to its presence.” That’s why close attention was paid to the Cerberus’ distinct audio signature. Its six metal legs thud against the flooring with a regular pattern, allowing you to approximate its position even when it’s far out of view. You can hear the whine of its servo motors as it climbs into the air vents that snake around the facility – a signal that the corridors are now free of its presence. But making this hunter operate as intended was a much more difficult task than making it sound right. Before the final Cerberus was a prototype based on Royce, the cybernetic psychopath from the main Cyberpunk 2077 campaign, but his programming “had the issue of not really understanding when to stop running after you and fighting you,” says Tost. Royce was later replaced with another ******, the Blood Ritual cyberpsycho, who “was less of what we wanted in the final version, but functionally worked a bit better.” Finally, after a less than ideal length of time, the final Cerberus mesh was given to the design team. “He worked even worse than both [Royce and the cyberpsycho]!” laughs Tost. “He would just glitch in animations. Most of the time he didn’t have animations!” These difficulties almost saw the entire idea of a stalking ****** scrapped. “There were quite a few moments throughout development where we were this [close to] just making it a combat encounter,” Tost reveals. “There was actually a long time where we did have a ****** with the ****** planned, but we really couldn't get it to work. That basically forced us to really commit to [the hunter idea].” The Haunted Bunker The Cerberus is an important part of Somewhat Damaged, but avoiding it is not your primary task. Instead, this predator is a constant threat as you attempt to fulfil your main goal of venturing deeper into the Cynosure facility and finding Songbird at its core. Accessing the core first requires opening the colossal bulkhead door that connects the inner and outer bunker, done by disabling four different data terminals: Alpha, Bravo, Sierra, and Victor. Each is located in different rooms around the facility. It’s hardly a scary prospect for a horror-themed level, but a smart shift in how the world is presented makes the simple act of finding computers much more interesting than you’d first expect. “The belief that I had back then, together with Patrick and the rest of the team, was that in order to really put the player into this horror mindset, we need to get their attention and their eyes on what was happening as much as possible,” says Tost. The solution was to eliminate the minimap. When you enter Cynosure, Songbird hacks your GPS link. This removes the distraction from your screen, but also cuts you off from your location data and objective markers. That manifested a whole new challenge – the bunker had to be designed as a space that clearly communicated its pathways through architecture and in-game signage. While the majority of Night City’s geography does adhere to some level of real-world logic, this was a new and unfamiliar approach for Somewhat Damaged. Thankfully, Tost had recently conducted a deep-***** analysis on how immersive sim developer Arkane Studios approaches its best-in-class level design. The findings of that investigation formed the bedrock of Cynosure’s layout. “What we came up with was that we gave each room a name, and we put the names very visible on the level,” explains Tost. “We needed to have an in-game map. We needed to have this terminal where you can look at the status of the door and for it to be really, really clear that it has four locks and these locks are linked to these data terminals that you need to get to them. “How does the player understand which data terminal is activated and which one isn't and all that? We worked with the UI team in a collaboration and they really helped us with that.” The inner bunker tends to be much more stressful. The rooms are smaller, the spaces are more claustrophobic. This meticulously designed, easy-to-read environment is just one of the components that make this whole level work as intended. The second is the Cerberus and its clever AI behaviour. The final piece comes in the form of objectives. With the Cerberus inflicting so much pressure, the mission’s tasks had to be carefully balanced. They couldn’t ask players to do anything overly-complex. And so opening the bulkhead door is simply a case of activating four data terminals. The resulting challenge is not the terminals themselves, but the tense exploration required to find them. “It's a high stress environment so it's difficult to make complicated decisions,” explains Tost. “So we make the [objective] difficult through the Cerberus being around, but we keep the things themselves simple.” “A lot of this is really inspired by other horror games and looking at what they're doing,” Mills reveals. “What is it that you have to do in Soma or Alien: Isolation to progress? Well, the gameplay comes from you're being hunted. You need to go and press this switch and operate this device and when you're doing it, you can't see behind you, and there’s that ***** of this thing lurking.” While much of the objective design was fuelled by the quest’s horror approach, the team still had to ensure that some element of Cyberpunk’s RPG design remained. “Your objective has to give you some chance [against the indestructible Cerberus],” says Gąska. “You are not a passive person here. You are disempowered, you cannot do what you've been doing before, but bits of [your character build] remain. If you invested in the stealth tree, your footsteps will not be as loud, so you have more room to check stuff out.” To allow all players, not just those with high stealth stats, to successfully avoid the Cerberus while exploring the outer bunker, a number of hiding spots were built into the design of each room and corridor. Such areas of cover are signposted through lighting, with flashing bulbs indicating safe havens. “One benefit of having the fixed patrol lines [for the Cerberus] was that I could predict for each patrol point where cover should be to make each and every one of them fair,” says Tost. With all four data terminals activated, the door to the inner bunker opens and you can continue your search for Songbird. The next task is to shut down the facility's core, which requires you to sabotage three key systems: the Neural Network, the Datafront’s firewall devices, and the Thermic Control. Similar to the outer bunker, you once again need to cautiously explore the environment to find these objectives, but this time each task involves more risk and danger. With the Cerberus still very much on your tail, the section ratchets up stress and panic levels. “The idea was always to have the outer bunker be the tutorial area, and the [inner bunker] was where we wanted to switch it from just the sheer ******* of being in this space to you being confronted by that thing much, much more often,” Tost reveals. “So this section tends to be much more stressful. The rooms are smaller, the spaces are more claustrophobic.” We're really forcing the player to interact with the ****** in a way that they know will end badly for them. “The objectives are no longer just you hooking yourself to the system and shutting it down,” says Gąska. “You have to be more visceral, you have to rip the cables, you have to ******** stuff.” That destruction always, without fail, summons the Cerberus. “We're really forcing the player to interact with the ****** and the environment in a way that they know will end badly for them,” says Tost with a smile. With all three objectives complete, the facility goes into emergency lockdown, trapping you in the observation room. It makes you a sitting duck for the Cerberus, which of course turns up for one final hunt. Thankfully the room is arranged in a circle, allowing just enough space for you to stay out of the patrolling ******’s vision cone provided you keep moving. It makes for a white-knuckle finale to Night City’s most terrifying game of hide-and-seek. “We have this issue of balancing how often the ****** should be there,” explains Tost. “In this particular section, which generally is smaller, we had moments where the player would be able to simply speed run it without the ****** having any chance to show itself. So the decision was made to just lock the door and you have to endure the ****** being in there.” With the objective locked in, Tost settled on using the observation room as the Cerberus’ final hunting ground, as no matter what order you complete the inner bunker objectives, it's always the last room you progress through. To suit the envisioned gameplay, the room was increased in size to create a large, circuit-loop environment. “The patrol there is basically just an ‘O’, and what the player needs to do in order to hide is basically either tail him or be ahead of him,” Tost says. “But you can’t stay static.” Successfully avoiding the Cerberus here isn’t the final showdown, though. That comes as you head back to Core Control to shut the system down for good. But rather than an explosive battle, the Cerberus is instead defeated thanks to an emotional heart-to-heart with Songbird. Convinced by your words and worn down by the world, she finally calls off the hunt and powers down the ******. As previously mentioned by Tost, an early draft of the quest involved a traditional boss battle with the ******. Its temporary inclusion was an admission of defeat – a blip in the design timeline that marks a ******* when the team just couldn’t get the Cerberus to work correctly. But it wasn’t just the team’s determination to realise their ambition that saw the boss battle wiped from the level. “We decided that [defeating the Cerberus in a boss battle] would give you a sense of victory,” says Gąska. “But we don't want you to have that sense of victory. We want you to be in the stage of, ‘Okay, *****, I survived this’ and not ‘I finally ******* that bastard.’ And then we let you settle down, and after all this we hit you with the big question at the end.” The Final Choice Two missions prior, Phantom Liberty serves up the campaign’s biggest choice: will you stand by Songbird, or betray her? During Somewhat Damaged, in the very heart of the Cynosure bunker, you reach the campaign’s most important choice. You betrayed Songbird to get here, but will you stick by your decision? Will you force this devastated woman into the clutches of the people who broke her, or will you allow her one final mercy and end her suffering – knowing full well that if you do, your chance to cure your own terminal illness will be lost forever? It’s a duology of decisions that demanded a huge amount of work to ensure they felt both challenging and satisfying for players to navigate. “Do I help So Mi or do I betray So Mi?” asks Mills. “And if you help So Mi, you learn things that make you doubt your choice. And then in the other path, where you decide to betray So Mi, you're going to learn things that make you doubt your choice. And that's really important because then we offer you another choice at the end of those two paths. Do you regret your decision now? How do you feel about this? So it was really necessary to get So Mi's story in there once we had a better idea of who she was, what her backstory was, and what those dilemmas were going to be.” To reveal the final, vital pieces of Songbird’s story, a series of flashback visions were added to V’s journey through the bunker. Each one shows a key moment of So Mi’s life, pulling the curtain back on her mistakes and misfortunes. “The bunker was a metaphor of going deep into Songbird’s mind,” says Gąska. “But there are two sides of Songbird. One is this caged bird. We wanted to tell you that ‘Okay, she did betray you and all that, but while she's wrong, she was also a victim of circumstances. Those circumstances are depicted through each flashback. The first shows Songbird meeting with Phantom Liberty’s villain, Kurt Hansen, during the events of the expansion itself. Each subsequent flashback winds the clock further and further back. “You have her operation, so you see her still without cyberware,” explains Gąska. “You have her oath to Myers, just like you had your oath. You have her first encounter with Reed. “And then you jump into Brooklyn, where it's an even happier time,” he continues. “This is the core of her identity, her happy place, where she's safe from whatever else was happening in the world. Where she had friends, where she had relationships. Relationships that she herself ******* and when it all went down she was forced into this life. We wanted you to have this knowledge because you would soon be choosing what to do with her. If you just see her as this crazy person who betrays you, you will just be antagonistic towards her. You already chose [to hand her over to] Reed once, so there is no reason for you to not choose him again unless we give you additional information.” I'm not that concerned if people are having fun. Am I engaged? That's the important thing. While the flashbacks tell a very sympathetic story, CD Projekt Red prides itself on moral ambiguity. Its narrative branches are rarely, if ever, a choice between good and evil. To communicate the two sides of the upcoming choice, the visions of Songbird’s troubled life are delivered while her broken, current-day self is trying to ***** you with a deadly ******. “She is an unstable individual that is packed with top cyberware and has an active connection to AIs from beyond Blackwall,” says Gąska. “She is like a cyber ***** in this world, and left alone she's extremely dangerous. If you think that running away from one maintenance ****** in one small area of the world was scary, think of what would happen if she hacked the whole of Arasaka headquarters!” Armed with that knowledge, you can make your final decision: will you hand Songbird over to the NUSA, the organisation that ruined her life and turned her into a cybernetic *******? Or will you grant her wish of ******, finally allowing her some peace? “******** So Mi felt to me like the mercy option,” says Mills. “Returning her to the people who effectively tortured her should feel ******. It should feel really icky. “She's broken, she's pathetic,” he says. “She is someone who has been tortured. She's been mistreated, and whatever your feelings about her, I want you to feel sympathy. I want you to feel that nobody deserves this. That whatever she's done, that's wrong. This is too much. This is not okay. I want you to really be torn up when you make that decision whether to mercy ***** her or give her back to Reed. I want the player to find that place in themselves that has sympathy for broken things.” “I'm not that concerned if people are having fun,” Mills admits. “Am I engaged? That's the important thing. Are my emotions being played with? How am I doing it? And I don't want you to feel manipulated either. I want you to just go with it, feel the vibes, go with the vibes.” Somewhat Damaged is, arguably, not a very fun mission – at least in the traditional sense of the word. It’s an incredibly stressful experience in which you must face Phantom Liberty’s most terrifying foe using a set of unfamiliar gameplay tools. It forces you to confront one of Cyberpunk’s most depressing storylines and then asks you to permanently pull the plug on one of its best characters. It is, in almost every way, a bad time. And yet that’s what makes it one of CD Projekt Red’s finest ever creations. It is undeniably engaging thanks to its complete commitment to the vision; a vision that jettisons many of the game’s fundamentals in the search for something special. The result is a truly unique mission. This is a horror level through and through. Of course it isn’t meant to be fun. It’s meant to be terrifying. And that’s exactly what Something Damaged is. Matt Purslow is IGN's Senior Features Editor. View the full article
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Gobblegums in ****** Ops 6 are a crucial tool to survival in Zombies and can make a real difference in the battle against the undead. If you want to know how to get more and all of the Gobblegums available, you’ve come to the right place. There are over 25 different Gobblegums in ****** Ops 6, ranging from those that provide smaller benefits like an increased charge time for your Field Upgrade, to game-changers that result in the next **** you buy being Pack-a-Punched—and there are also two Gobblegums just for laughs. View the full article
Love them or hate them, there's now no getting away from Magic: The Gathering's Universes Beyond crossover sets. The TCG's creator has announced some pretty serious changes to its release schedule and formats to accommodate these products, highly profitable tie-ins with franchises like Warhammer 40k or Final Fantasy. There will soon be more MTG Universes Beyond cards than ever, and they'll be impossible to ignore. Read the rest of the story... RELATED LINKS: MTG Foundations isn't a "diet version" of Magic, designer insists Magic: The Gathering release schedule 2025 MTG Foundations release date, spoilers, and latest news View the full article
****** Ops 6 has an abundance of weapons to use against your opponents, whether they’re real-life players in multiplayer or the hordes of the undead in Zombies, and the ****** is a popular choice for many. Hitting an ****** with a melee ******* in ****** Ops 6 does not automatically use the ******. Instead, you will hit the ****** with the ***** of your **** while holding a ******* or use your fists if you are not holding a *******. Fortunately, equipping the ****** can be done easily. View the full article
Many gamers are reporting problems with Star Wars Outlaws after the game's latest update on PlayStation 5, with some deeming the game unplayable in its current state. The latest update for Star Wars Outlaws was only released a few days ago, but it hasn't taken long for gamers on PS5 to notice a massive issue. View the full article
Warframe 1999 promises to be the free-to-play shooter's biggest update ever, with loads of new features, big reworks, and of course a new world that's dripping with '90s goodness. A new developer livestream has today unveiled plenty more exciting additions and showcased some more gameplay. It's also provided us with a better idea of when it will drop but while Digital Extremes isn't giving an exact date just yet, it has at least narrowed down its release window. Read the rest of the story... RELATED LINKS: Warframe 1999 release date window, demo, trailers, gameplay, and more Warframe codes - redeem for glyphs, weapons and boosters Warframe 1999 feels great, but its new demo is far too short View the full article
One thing that's always great to see is an early access game that's making steady progress and clearly knows where it's going. Realm of Ink, a Hades-inspired roguelike, is one such title. A month after launch, it's back with not only a huge patch that adds loads of new content but also a roadmap that tells fans just how the game is going to reach version 1.0. Read the rest of the story... RELATED LINKS: Beautiful Hades style roguelike Realm of Ink launches in early access Hades meets ***** Cells in gorgeous new roguelike with free Steam demo View the full article
Ever found yourself playing Cities Skylines and thinking: 'what would this be like if it was after a huge, planet-ruining apocalypse?' It happens all the time, right? Right? Well, Endzone 2 answers that question perfectly, and as it looks to grow out its feature set during its Steam Early Access *******, it's just dropped its first major update that brings electricity and upcycling to its Fallout-esque wastelands. Read the rest of the story... RELATED LINKS: Frostpunk 2 and Manor Lords inspire new survival city builder, out now Endzone 2 feels like Fallout meets Frostpunk, and you can try it now Fallout inspired city builder Endzone 2 lands soon, will remove demo View the full article
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