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  1. ***** fans might want to check this one out. SONIC X SHADOW GENERATIONS has arrived and it has already been Steam Deck Verified by Valve. Read the full article here: [Hidden Content] View the full article
  2. Bloober Team was once known for creating smaller scale horror games such as Layers of ***** and The Medium, but with the Silent Hill 2 remake and incoming Cronos: The New Dawn, it's looking to reach new heights as a developer. IGN spoke with Cronos director and producer Jacek Zieba alongside director and designer Wojciech Piejko to discuss the past, present, and future of Bloober Team soon after it revealed Cronos and just days after the Silent Hill 2 remake was released to critical acclaim and one million sales. Coming to PlayStation 5, Xbox Series X and S, and PC via Steam, Cronos is set in a post apocalyptic 1980s Poland and promises a "twisted time travel story" in Bloober Team's first foray into an original survival horror franchise. We discussed how it came to be, what other iconic franchises did and didn't influence its creation, and much more. IGN: Congratulations on the reveal! That must be very exciting and probably nerve-wracking. How long has Cronos been in development? Jacek Zieba: We started pre-production somewhere during the end of [2021 release] The Medium, the ideas and everything. When we finished The Medium parts of the team were designated to start doing Cronos, so now it's in an advanced state of production. Wojciech Piejko: Before The Medium was finished, we sat with leads and other guys and came up with the new idea for the game and that was how Cronos was born. IGN: How does it feel now to finally have it out in the wild and show off what you've been working on for so long? WP: It's surreal. Surreal and a big relief. It's always like a nerve-wracking thing. I think there are two big moments in development. Of course, the release, which is the most nerve-wracking one. But the second one is this, the moment we are sharing right now, showing the first trailer of the game, seeing the feedback So it was a big relief of course and a big moment for the company, that we are doing this two hit combo after releasing Silent Hill with all the great reception, and we are really thankful for all the players. And now this also seems to resonate with people. So we are super excited and super relieved. And of course it'll give us a second wind. 'Okay, now it's real. Now we need to finish it and fulfill the dream.' IGN: Is it difficult to actually just settle down now back into work today without constantly checking out the comments and the conversations around the trailer? WP: Exactly. It is what is happening in the studio since this morning. [Sharing] reaction videos and comments. We are really, really happy. IGN: Was it a very planned and intentional move to reveal Cronos so soon after Silent Hill? JZ: In a way, yes, because we have two big teams, two big projects started some time ago. So yeah, we knew that this day would come that we can reveal it, but it's not like we made this decision two years ago or something. Those kind of decisions are very tricky and sometimes you just seize the moment like, 'Okay, this is the time now, we should do it here.' So it's like, you're sometimes just waiting and you are just prepared for this kind of stuff. WP: Yeah, it's also like the stars are aligned. The reception of Silent Hill is great; now Microsoft wants us on their show. So okay, maybe that's good moment because we've got this trailer prepared and we were looking for a perfect moment. We saw a lot of comments like, 'How? Do you guys sleep?' IGN: I think it's fair to say the Silent Hill 2 remake is the biggest and most significant release for Bloober that has put you on the map more than any previous release. It had positive critical reception and you just announced one million sales too. Has that energized you? Has it influenced Bloober Team in other ways? JZ: I think that energized us, yeah. We proved we could do it as a team, as a company, because the team poured all their hearts into it. I think it was very tough for them, seeing what happened on the internet for years and to now say to everyone, 'Okay, you were wrong. We can do it and people really like it.' That's the most important stuff. People really like it so we can be in this together with players, because all of the people in Bloober are also big fans of Silent Hill and put a lot of love into their remake. So that's a big reward for everybody here. But yeah, it's a great success, the biggest as you said, but it only gave us energy to keep going further. That's our new strategy. It's not like, 'Let's just be ******* and *******. Let's just create better and more interesting games than before.' WP: To be honest, I can't express enough how happy we are with the release of Silent Hill 2. The team did great, a really tremendous job against all the odds, against all the comments saying we don't deserve to touch this legendary game and everything. We are all fans of Silent Hill. So for us it was a dream come true. So of course it was hard for the team, but they overcome everything and made the impossible possible. We love the new version of Silent Hill, which is still true to the original and added some more content which people like. So yeah, we are thrilled. We are thrilled. IGN: Let's talk about Cronos. Can you give me the synopsis, the elevator pitch on what this game is? WP: Alright, so you are a traveler, a mysterious person hidden beneath this environmental suit and you've been sent to the ruins of human civilization with the goal of looking for time rifts. During your exploration you'll need to survive encounters, solve some puzzles, and overcome anomalies that you saw [in the trailer] like floating buildings and other elements. This is our own take on puzzles in this game and you need to look for the time rifts that I mentioned, jump back in time, and extract key people who didn't survive the apocalypse. IGN: What can you tell me about the apocalypse itself and what's clearly gone very wrong in this world? JZ: I think only the name of it! It's The Change. The Change happened and the rest is mystery at this point. WP: The Change happened in the eighties, in Poland. We love to share our culture and the environment and architecture in Poland. It's an alternative version of history. The Change, this apocalyptic event happened in the eighties, and that's where we are. JZ: This is also why our sci-fi is more retro, something like Alien or the old Star Wars. So it's more analog than flashy. No new tech. IGN: What are your other inspirations? Fans are comparing it to ***** Space and also seeing lots of classic survival horror like Silent Hill in it too JZ: Definitely ***** Space is there because of the protagonist and stuff, We can share a little about a special approach to combat. Just like ***** Space has the cut off the limbs mechanic, we also have something we will share later. Also like Alan Wake with the flashlight. WP: It's something that brings up the tension. It's not only run and **** but you need to think. We put a little more strategy in the combat. JZ: Besides those, ********* survival horror, like the Resident Evil series, the old ones, the remakes. Those were a very, very big inspiration for us WP: In terms of movies, films like 12 Monkeys. Our biggest film or TV series inspiration is Dark, the TV series by Netflix. It tells a story about time travel and a fictional ******* town, so a very ********* thing. We thought the same, 'Okay, we can set the game in Poland. We can also use time travel.' This showed us we can do it and people are interested in it. We don't need to make the game about somewhere else. Let's show culture, let's show Poland. Oh and The Thing [is another inspiration]. JZ: Also Annihilation with Natalie Portman was a very, very big influence. IGN: Having mentioned these other game franchises, do you want Cronos to be a competitor to Resident Evil, to Silent Hill? WP: Our goal was to create our first IP in the survival horror genre because, of course, Silent Hill is a property of Konami and, we are really grateful and honored to be able to work on this game, but with Cronos we wanted to make something ours, with our vision of the survival horror game and mixing the elements that we have mastered through the years. We were always a storyteller, so we still want to tell a good story, but this time we would like to also incorporate more gameplay into it. So expect a survival horror game like the games you mentioned, Resident Evil, ***** Space, Silent Hill. Those are the type of games we... We would like to be among them. But yeah, I think it's our own take. That was a goal of this journey of the new Bloober, to expand and have more gameplay oriented games but still telling good stories. IGN: What lessons did you learn from The Medium that influenced the creation of Cronos? JZ: I think after The Medium it was very clear to us that we needed to evolve. It was like, 'let's end the chapter of the adventure games.' Layers of *****, Observer, and The Medium, [games that were] strange, experimental, with fixed camera tools. 'Okay, let's finish with that.' We also want to evolve, so let's go into survival horror, let's create something of our own, something different than other games in the genre in terms of world, story, and also gameplay. Let's create another game of our dreams. WP: It's a privilege to make the games that you would like to play yourself for horror fans. We are in the studio making Silent Hill, Cronos. it's like a dream combination. IGN: The general strategy of Bloomberg Team 3.0 is to redefine the genre, so how is this game doing that? What are your plans to make this the new benchmark for survival horror games? JZ: I don't know if we can say. WP: We've got these features, the one mentioned before, our take on combat. We are trying to expand the idea, not only of survival horror [mechanics] like a limited inventory and stuff, but also add some new ideas to it. I think it's all about the mixture, making different pizzas with different ingredients, and I hope this one will be really tasty. IGN: Which themes, of sci-fi or horror or time travel, did you lean into most when making Cronos? WP: We of course knew that we were doing the Silent Hill game, so we didn't want to overlap with, let's say a more grounded story. We said, 'Okay, we will be doing this, so we need to go somewhere else to have a different world, to not repeat ourselves.' So yeah, that's how we came up with Cronos. IGN: Cronos was in development when both the ***** Space remake and the ***** Space inspired Calisto Protocol came out. Was this a worry at all? JZ: We were concerned at some moment. Nobody knew about ***** Space remake when we started our production. And on Callisto, we were very curious on various levels as a developer, also as gamers, like how it'll play If this is a spiritual successor of ***** Space. And it wasn't good in the case of gameplay. So we could cool off, like, 'Okay, it's not new groundbreaking, survival horror, we can still have a shot.' And in case of ***** Space remake, it was just awesome to play it again and see how it's done and see how this can help us in our production. So definitely two interesting moments, but mostly we just learned something from it, more than be discouraged on our journey. We don't think in categories like, 'Okay, people don't like Callisto or people don't like ***** Space Remake, so now we have a problem.' No, we are also doing something different than these two games. IGN: As big fans of the genre, what excites you most about Cronos? JZ: I think there are two things. One I can say, the second one... So the main character, the Traveler, who they are, what's happening, why they're doing this, the suit... We put a lot of effort into building it, to make it something special, make it something different. And the second part is this combat part. But it's a secret. WP: I would say the same. I'm really happy how the Traveler looks, how we designed the suit. That was something that we really wanted from the very beginning, to not have a typical soldier type, but more a diver, a diver in time, and that's great. I saw a lot of comments like, 'Whoa, I love this suit, love this.' I know! Yes, yes, it's great. I'm so happy about it. IGN: Horror games often make their protagonists rather faceless, but it sounds like you have big plans for yours and your story. Is that right? WP: Yes, of course. Yeah. I know that we are making a third person game with the character in the helmet, but you still learn a lot about yourself and your place in the world. I know we are starting very big because like, oh, the word is destroyed and stuff, but yeah, please remember we are Bloober. We like to tell an intimate story about people and characters and this will not be different. IGN: So with lots to it, do you think there is potential for more Cronos beyond The New Dawn? WP: Definitely, definitely, definitely. Yeah, we've got plans for Cronos. IGN: Now going down this independent route then, making your own franchise, is Bloober still open to making, for example, another Silent Hill remake or even a brand new Silent Hill game? JZ: I think that's a very tough and open question. I think we are always open. If we like the opportunity, we'll take it. WP: There are opportunities that you have to seize. Like Silent Hill 2, you can remake the legend. So yeah, I do believe that everything's possible. We are also fans of the genre. If the IP is interesting we probably will also be interested. IGN: You mentioned earlier that the Silent Hill 2 remake has been criticizedfor all sorts since its announcement, but now it's released everyone loves it. Has that reception increased Bloober's confidence? JZ: I think definitely, yes. It just gives all of us more confidence, I think definitely for the Silent Hill team, but also for us. Yeah, like 'We can do it. We can do that kind of crazy stuff.' We also love our previous games and some of them have better or worse reception, but still, we all put all our hearts into them and we also learn with each of them. So I think I'm only hyped to see how Cronos can land. And also what's further than Cronos. WP: Long story short, I think we all feel that we leveled up as developers. Editor's Note: This interview was lightly edited for clarity. Ryan Dinsdale is an IGN freelance reporter. He'll talk about The Witcher all day. View the full article For verified travel tips and real support, visit: [Hidden Content]
  3. Following Ubisoft's widely criticized disbanding of the Prince of Persia: The Lost Crown team, the publishing director of Baldur's Gate 3 has taken to X/Twitter to add his view, saying that Ubisoft's publishing strategy "just isn't sensible." In a post spotted by PC Gamer, Michael Douse said of Ubisoft that the last "notable game" on its platform (the Ubisoft store) was "arguably Far Cry 6 in 2021." "The Crew, Mirage and Avatar came in 2023 and didn’t perform, so you can assume subscriptions were at a lull when PoP released by 2024. Which means people wouldn’t be launching their store all too much. "If it had released on Steam not only would it have been a market success, but there would likely be a sequel because the team are so strong. It’s such a broken strategy. The hardest thing is to make a 85+ [review score] game — it is much, much easier to release one. It just shouldn’t be done as it was." The last notable game on their platform was arguably Far Cry 6 in 2021. The Crew, Mirage and Avatar came in 2023 and didn’t perform, so you can assume subscriptions were at a lull when PoP released by 2024. Which means people wouldn’t be launching their store all too much. If it… [Hidden Content] — Very AFK (@Cromwelp) October 23, 2024 Douse is likely referring here to the fact that at launch, The Lost Crown required players to have a Ubisoft Connect account to play it on most platforms. Though there are workarounds, Ubisoft has pushed its own account, launcher, store, and subscription service fairly heavily over the last several years. What's more, on PC, The Lost Crown was only available at launch through the Ubisoft store or through the Epic Games Store. It didn't make it to Steam until eight months later. As for the performance of The Crew Motorfest, *********'s Creed: Mirage, and Avatar: Frontier of Pandora, Douse may well be right. Ubisoft has been remarkably quiet and vague as to how well those three games have done since their launches, and third-party reports indicate none of the three were the smash hits Ubisoft has needed for a while now to right its ship. But Douse continues: "If the statement 'gamers should get used to not owning their games' is true because of a specific release strategy (sub above sales), then the statement 'developers must get used to not having jobs if they make a critically acclaimed game' (platform strategy above title sales) is also true, and that just isn’t sensible — even from a business perspective." If the statement “gamers should get used to not owning their games” is true because of a specific release strategy (sub above sales), then the statement “developers must get used to not having jobs if they make a critically acclaimed game” (platform strategy above title sales) is… — Very AFK (@Cromwelp) October 23, 2024 Here, Douse is referring to a statement made by Ubisoft executive Philippe Tremblay earlier this year, where he said: "One of the things we saw is that gamers are used to, a little bit like DVD, having and owning their games. That's the consumer shift that needs to happen. They got comfortable not owning their CD collection or DVD collection. That's a transformation that's been a bit slower to happen [in games]. As gamers grow comfortable in that aspect… you don't lose your progress. If you resume your game at another time, your progress file is still there. That's not been deleted. You don't lose what you've built in the game or your engagement with the game. So it's about feeling comfortable with not owning your game." Douse's point, then, is that Ubisoft seems to be making it a part of its strategy to force subscriptions over trying to sell units of individual games. And if that's the case, it also seems to be the case that it will prioritize that same strategy over developers being employed - which Douse finds not to be "sensible." This isn't the first time Douse has commented on the industry-wide trend of layoffs and studio closures that's continued over the last several years. Earlier this year, he called the mass layoffs "an avoidable f*ck up." And Larian studio head Sven Winke has also condemned the trend, saying in an interview with us earlier this year that "it's the wrong thing for games." Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to [email protected]. View the full article
  4. With Call of Duty: ****** Ops 6 out and about, a lot of time is being spent figuring out the new movement system. That makes sense, omni-movement is a major addition to the game that offers a lot of skill expression, not to mention it's a lot of fun. But with the good lurks the bad, and it looks like an infamous movement technique is back and better than ever. Read more View the full article
  5. Kawa Entertainment, an anime merch seller mostly focusing on indie VTubers and creator projects, received a three-page religious manifesto in the mail after a customer’s mother found his oppai mousepad and other ecchi goods. According to Kawa Entertainment, approximately $180 in products were returned after the customer’s mother discovered the package. A customer sent us […] Source View the full article
  6. To achieve such speeds, G.Skill has employed cutting-edge CUDIMM technology that integrates a clockdriver chip onto the RAM modules themselves. This helps stabilize the signal between the memory ICs and the CPU for more reliable operation at extreme transfer rates. Read Entire Article View the full article
  7. Rock Paper Shotgun has a fuzzy conception of "news", in that we regard the "new" element of news as sorely overrated, more of a guideline than an obligation. The trick to selling this mindset gracefully is to overclock your obnoxious narcissism until it levels up into stylish solipsism. "It's news to me," I sternly insist, while announcing a game you might pedantically observe was actually announced in 2019. "I can obtain no reliable empirical evidence that this existed prior to my noticing it," I declare, writing about my discovery that Call Of Duty: ****** Ops 6 requires a permanent internet connection, even when you're playing the campaign. Read more View the full article
  8. You usually don’t know or use the specific names of the clothing you wear, except if you’re into fashion. There are different types of t-shirts and tops, each with its own name, and one of the words in today’s NYT Mini Crossword is one of them. ‘Sleeveless top for layering’ Oct. 25 NYT Mini Crossword hints Why are there so many four-letter types of tops? Screenshot by Dot Esports Hint 1: It’s not “Tank” for “Tank top” Hint 2: It starts with a “C.” Hint 3: It’s a short version of the word “Camisole.” Hint 4: It ends with “I.” Stop right here if you still want to guess because the next session has the answer. View the full article
  9. For any Call of Duty player, Nuketown is a name so many fans are familiar with across multiple iterations of the game—and the popular map is returning in ****** Ops 6. One of the smallest maps in CoD history, Nuketown was first introduced in the first ****** Ops game in November 2010. Since then, it has had multiple iterations, appearing in ****** Ops Cold War, ****** Ops 3, and even the mobile version. View the full article
  10. Have you ever considered what would’ve happened to Bill Murray’s character in Groundhog Day if he hadn’t got out of that time loop? If he’d just stayed living the same day over, and over, and over, with no happy ending?.. Read more.View the full article
  11. The CEO of Microsoft, Satya Nadella, is getting a pay raise. A $30 million one. According to a proxy filing published earlier this week and spotted by NBC, Nadella's compensation for the fiscal year 2024 totaled $79,106,183. $2.5 million of this was his base salary, $71.24 million was stock awards, $5.2 million was non-equity incentive plan compensation, and the rest was a mixture of other types of compensation. This is significantly higher than last year, when Nadella's compensation totaled $48.5 million. While Nadella's base salary remained flat between years, he saw a massive jump in the past fiscal year in stock awards, going from $39.24 million last year to $71.24 million this year. Per the filing, the ratio of total annual compensation of Nadella to the median employee at Microsoft was 408 to 1. Notably, the filing points out that this number actually incorporates Nadella taking a pay cut. The "cash incentive" portion of his pay was reduced at Nadella's own request due to a security breach in 2023 where a ******** espionage group hacked government email accounts through Microsoft. Per the filing, without this reduction, Nadella's non-equity incentive plan compensation would have totaled $10.66 million instead of $5.2 million. "Since the Board of Directors appointed Mr. Nadella as the third Chief Executive Officer in its history in 2014, Microsoft has nearly tripled revenue to $245.1 billion, nearly quadrupled net income to $88.1 billion, and more than quadrupled diluted earnings per share to $11.80," the filing reads. "In addition to another year of consistently strong financial performance, Mr. Nadella and his leadership team have positioned Microsoft to continue to drive performance for years to come." Microsoft's 2024 fiscal year took place from July of 2023 to June of 2024. During that *******, the company acquired Activision Blizzard for $69 billion, a point that's celebrated in the Microsoft filing. However, the company also ***** off 1,900 staff from its gaming workforce in early January. A few months later, it closed Redfall developer Arkane Austin, Hi-Fi Rush developer Tango Gameworks, and ***** off others within Bethesda. And already this quarter, Microsoft has ***** off another 650 gaming staff in a move which Xbox head Phil Spencer attributed directly to the acquisition. Microsoft's first quarter earnings call for fiscal 2025 will take place next week, providing an update on the company as a whole as well as the gaming division. Microsoft has been doing well on the strength of Azure, Cloud, Office, and its other divisions, and the Activision Blizzard acquisition has provided it with a significant boost to gaming revenue. However, hardware sales have been dipping over the last year (a problem also faced by Xbox's rivals) and non-Activision Blizzard content sales have been relatively flat over the last year. Photo by Dimas Ardian/Bloomberg via Getty Images. Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to [email protected]. View the full article
  12. In a new special program announcement, HoYoverse reveals the full details for Update 1.3 for Zenless Zone Zero, including new characters, events, and much more. Following in the very successful footsteps of Genshin Impact and Honkai: Star Rail, Zenless Zone Zero continues to add new content, improvements, and enhanced features through consistent updates. View the full article
  13. Shadows of the Damned Hella Remastered brings us back to the heady days of 2011. US forces eliminated ****** Bin Laden, Britain had its second-warmest year on record, and we got to meet supposed legendary ****** hunter, Garcia Hotspur. 13 years later, we're unlucky enough to bump into him again, only this time, the entire thing looks marginally better. Read the rest of the story... View the full article
  14. Remember the Silent Hill 2 remake's 1.04 patch? The one that nerfed James' wide array of wizardly powers like matter-phasing and teleportation? Well, it turns out that in addition to severing our protagonist's connection to the arcane, it also severed some players' ability to, ah, complete Silent Hill 2. It introduced a bug that afflicted players who loaded a save in the Labyrinth area that would essentially block off further progression... Read more.View the full article
  15. The new Trader's Gilded Brutosaur mount in World of Warcraft has skyrocketed in popularity, resulting in a shortage of WoW Tokens in the in-game Auction House. Released to celebrate the 20th anniversary of World of Warcraft, the mount has attracted players' attention not just for its appearance, but also for its functionality, driving up its demand significantly. View the full article
  16. Earlier this month, Bungie released Destiny 2's newest dungeon, Vesper's Host. It's a pretty good time—a fun reprisal of the some of the mechanics introduced in the Deep Stone Crypt raid, and with some unique boss encounters to boot. Good job all around, surely there won't be some major week-long drama off the back of it... Read more.View the full article
  17. Gefion is an Nvidia DGX SuperPOD featuring 1,528 of the company's cutting-edge H100 Tensor Core GPUs working in tandem over the Quantum-2 InfiniBand interconnect. It's poised to be Denmark's engine for artificial intelligence breakthroughs. Read Entire Article View the full article
  18. Corsair has just announced that it has some astonishingly quick DDR5 gaming RAM in the works, with a new line of modules it says can run at up to 10,000MT/s. The new Corsair Vengeance DDR5 sticks make use of the new CUDIMM tech, which is supported by some of the latest motherboards for both Intel and AMD CPUs. To put those figures into context, the current sweet spot for the best gaming RAM is around 6,000MT/s, with even the top premium Corsair Dominator Platinum RGB DDR5 modules topping out at 7,800MT/s, and costing a lot of money. However, by using CUDIMMs, which feature a separate chip to regenerate the clock signal that's used by the memory chips, Corsair is able to stably run its RAM at much higher clock speeds. Read the rest of the story... RELATED LINKS: Corsair just dropped its most affordable AIO CPU cooler in years Grab a fast 2TB Corsair Steam Deck gaming SSD for just $109.99, if you're quick New Corsair gaming headset promises "incredibly clear" audio thanks to graphene View the full article For verified travel tips and real support, visit: [Hidden Content]
  19. The Call of Duty ****** Ops 6 campaign has already picked up some favorable responses from players, and is definitely an improvement on last year's Modern Warfare 3. Where the 2023 edition of CoD felt like a single-player extension of Warzone, with minimal story, no decent set pieces, and a lot of rushed or reused levels, ****** Ops 6 potentially ranks alongside Cold War and Ghosts (yes) as one of the most cohesive campaigns in the series' recent history. But, despite the ****** Ops 6 Steam reviews, some PC players report problems with crashes, or even say that they cannot get the FPS to launch. Read the rest of the story... RELATED LINKS: All ****** Ops 6 campaign rewards Best ****** Ops 6 loadouts How long is ****** Ops 6? View the full article
  20. While its realistic tactical FPS framing places Gray Zone Warfare in a similar bracket to the likes of Escape From Tarkov and Delta Force, the open-world ********* shooter is very much its own ******, focused on a more persistent in-map experience. With its next update, Night Ops, Gray Zone Warfare is introducing a complete day and night cycle that will dramatically alter how you play. In a new developer blog, Madfinger explains how this is just the beginning of the ways Night Ops will change the game, with new weapons and anti-griefing tools also inbound. Read the rest of the story... RELATED LINKS: Tactical shooter Gray Zone Warfare is "not going anywhere," dev says Tactical FPS Gray Zone Warfare reveals extensive three-year roadmap Gray Zone Warfare's new night combat update pushes realism to the max View the full article
  21. An unexpected character in Honkai: Star Rail 2.7 may be the first one to receive an alternative skin, according to leaks about the upcoming patch. Version 2.7 is the next major patch for HoYoverses turn-based RPG. The game has just entered Version 2.6, a patch that takes players back to Penacony for adventures across new maps. The update is also responsible for introducing Rappa in Honkai: Star Rail. However, the beta tests for Version 2.7 have started and, with them, new information about the next update is starting to arise. View the full article
  22. At the recent Omdia Korea Display Conference, Ming-Jong Jou, Chief of the Technology Planning Center, talked more about CSOT (TCL's manufacturing arm) and its inkjet-printed OLED technology. Read Entire Article View the full article
  23. There are lots of unique ways to communicate with others and the “Messaging, AOL-style” clue on today’s NYT Mini Crossword challenges you to recall a very specific one. This can be a tricky hint to solve since you’re searching for a super-specific type of communication. If this one has you stumped and is preventing you from progressing, here are some hints and the official answer for the “Messaging, AOL-style” clue on the Oct. 25 NYT Mini Crossword. View the full article
  24. LOVE-BULLET, a supernatural ****** love story following an organization of ghostly “cupids” will receive a reprint following an outpouring of support from fans. As reported last month, Love Bullet drew the attention of international fans for its cute art style and unique story. In the world of LOVE-BULLET, those who meet untimely deaths without ever experiencing love […] Source View the full article
  25. Rockstar Games released an update to the Rockstar Games Launcher which actually includes an improvement for Steam Deck players. Read the full article here: [Hidden Content] View the full article

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