How do you solve the Silent Hill 2 motel safe puzzle? Silent Hill is rife with puzzles to solve, but few can cause more consternation than the humble safe puzzle. Safe codes in Silent Hill 2 are randomly generated, so there's no straight answer - instead, you need to track down the note to solve it. Following Maria to her "special place" in Silent Hill 2 takes you through Jacks Inn, a prominent location in the horror game series - there are even a few easter eggs to spot while you're here. However, while Jacks Inn was just a save point in the old game, you won't be able to proceed through it in Bloober's remake without the Silent Hill 2 motel safe code. Thankfully, we can guide you to the note's location and explain the logic to reach its solution. Read the rest of the story... RELATED LINKS: How to beat Pyramid Head in Silent Hill 2 remake Silent Hill 2 jukebox puzzle solution Silent Hill 2 Brookhaven padlock combination puzzle View the full article
How do you solve the Silent Hill 2 remake music box puzzle? The Silent Hill 2 remake puzzle retains some elements of the original game, for example, the three princesses of classic folklore and their riddles. However, instead of having to decipher which goes where, the remake puzzle has been slightly extended, with two more steps after the statuettes have been placed. Silent Hill 2 is as much a puzzle game as it is a psychological horror, and that's no more true than in the remake, where these puzzles are somewhat stretched out, as we explore in our Silent Hill 2 remake review. So, whether you've played the original or not, here's some help getting the all-new Silent Hill 2 music box to play once you've collected all three figurines. Read the rest of the story... RELATED LINKS: How to beat Pyramid Head in Silent Hill 2 remake Silent Hill 2 motel safe puzzle solution Silent Hill 2 jukebox puzzle solution View the full article
Building on the success of the LEGO Fortnite game mode, Epic Games and LEGO have collaborated to bring real-life Fortnite LEGO sets to the market—and we’ve got them all listed below. The Fortnite LEGO sets were initially leaked in July and released to the market in October 2024. Though the initial set includes many of your favorite characters and scenes from the game, there’s still plenty of scope for more to be added. View the full article
What is the Silent Hill 2 remake ****** room combination? The Silent Hill 2 Historical society might be filled with stunning works of art, but that's not the only thing awaiting you in this part of the town. You might get a few minutes peace in the upstairs area of the museum, but there are plenty of horrors waiting for you downstairs - this is Silent Hill, after all. At this point, you're nearing the final stages of the horror game, so the puzzles are only getting more difficult. As such, it can be easy to overthink the ****** room puzzle when you're suddenly trapped among hundreds of buzzing Silent Hill 2 critters in the puzzle game, but it's simpler than you might think. Here's what you need to know about the Silent Hill 2 creeper room combination lock solution, and this applies to both the original game and the remake. Read the rest of the story... RELATED LINKS: How to beat Pyramid Head in Silent Hill 2 remake Silent Hill 2 motel safe puzzle solution Silent Hill 2 jukebox puzzle solution View the full article
What is the Silent Hill 2 remake coin puzzle solution? Bloober Team has added more than 100% extra content to Silent Hill 2 with its remake, and some of that content comes in new puzzles, while other extensions have been made to some puzzles themselves. One such example is the classic coin puzzle from the 20o1 game. In the Silent Hill 2 remake, this puzzle has been made longer and requires a few extra steps, so even if you finished the coin puzzle in the first game, you may still be struggling with the reincarnation of the horror game riddles. Take a look at our Silent Hill 2 review for more about how the game has been expanded, or read on for everything you need to know about solving the Silent Hill 2 coin cabinet puzzle. Read the rest of the story... RELATED LINKS: How to beat Pyramid Head in Silent Hill 2 remake Silent Hill 2 motel safe puzzle solution Silent Hill 2 jukebox puzzle solution View the full article
It’s October, which means it’s officially Halloween, and there’s no better time to load up some of the best co-op horror games and play them with your pals. Some horror games are made to be played alone, but others are so much more enjoyable with company. You can play Horror games all year round, but there’s something particularly immersive about loading them up during October when everything feels at its spookiest. Here are a few recommendations for co-op horror games to ring in October with all your teammates. View the full article
The new Shattered Space DLC for Starfield sends players off to Va'ruun'kai to learn about the destruction of Dazra and the House of Va'ruun. This moon is dangerous, so you'll have to be prepared when you set off on your new sci-fi adventure. If you're itching to buy new items, six new vendors in the wreckage of Dazra offer items for your quest. View the full article
Ubisoft have released a big new Star Wars Outlaws patch which, amongst other things, tries to fix and improve the open world game’s stealth. I’ve seen, read, heard, intuited and telepathically detected a lot of complaints about Outlaws stealth, ranging from “it doesn’t look realistic when she punches out stormtroopers through their blaster-resistant hats” to “please remove the hide-and-seek entirely, I wishly merely to pew-pew”. Seems likely that the patch won’t lay all these grievances to rest, to say nothing of the other problems people have with Outlaws. But I’m always interested in how developers Find The Fun in stealth mechanics, given that they are very easily unfun. Read more View the full article
I've been involved in more speeder crashes that were definitely my fault than I can count during my time with Star Wars Outlaws, but the good news is that the game's latest patch sounds like it'll stop me being such a danger to the other road users of the galaxy. It's just a little bit of a shame my version of Kay Vess is already doomed to spend ages on the holo-phone when her renewal's due. Read more View the full article
The Smite 2 alpha has just added two new gods to its roster, Baron Samedi and Yemoja. They are the first Voodoo and Yoruba Pantheon Gods to join Smite 2 and sound extremely useful. View the full article
Unified Linux Wine Game Launcher (UMU) from Thomas "GloriousEggroll" Crider version 1.1.1 is out now as the first official release to help improve Linux desktop and Steam Deck gaming. Read the full article here: [Hidden Content] View the full article
Palworld has launched on PS5 in Japan even as its developer battles a lawsuit with Nintendo and The Pokémon Company in the country. Palworld’s long-awaited PS5 release shadow-dropped on September 24 after an announcement during Sony’s State of Play broadcast, but while gamers in 68 countries worldwide were downloading the survival and crafting game dubbed 'Pokémon with guns' on PlayStation, ********* gamers had to wait. The ********* PS5 release comes hot on the heels of Nintendo and The Pokémon Company’s shock ****** lawsuit against Pocketpair for alleged patent infringement, which was filed in Japan. Pocketpair has insisted it had no idea which patents it’s accused of infringing, but experts have pointed to a “******* patent” that revolves around the mechanic of catching Pokémon itself. Last week, one patent expert said the lawsuit shows “just how seriously Nintendo views the threat of Palworld.” After Palworld’s huge launch earlier this year on PC and Xbox, comparisons were made between Palworld’s Pals and Pokémon, with some accusing Pocketpair of "ripping off" Pokémon designs. But rather than file a copyright infringement lawsuit, Nintendo and The Pokémon Company have gone down the patent route. It is worth noting that Palworld does include a mechanic that involves throwing a ball-like object (called a Pal Sphere) at monsters out in a field to capture them, similar to the mechanic seen in the 2022 Nintendo Switch exclusive Pokémon Legends: Arceus, and this may prove the key to the lawsuit. Palworld launched on Steam priced $30 and straight into Game Pass on Xbox and PC earlier this year, breaking sales and concurrent player number records in the process. Pocketpair boss Takuro Mizobe has said Palworld's launch was so big that the developer couldn’t handle the massive profits the game generated. Still, Pocketpair acted swiftly to capitalize on Palworld’s breakout success, signing a deal with Sony to form a new business called Palworld Entertainment that’s tasked with expanding the IP. And in a further sign that Pocketpair ******** undeterred in pushing Palword as far is can possibly go, it this week announced a deal with PUBG company Krafton to develop a mobile version of the hit game. Tweeting the announcement of Palworld’s PS5 launch in Japan, Pocketpair apologized for the delay and promised to “continue to provide exciting and large-scale updates to the PS5 version so that everyone can enjoy the game even more.” Pocketpair has said it will begrudgingly investigate the patent infringement claims while continuing to update Palworld despite the lawsuit, and apologized to players left concerned about the future of the game. Wesley is the *** News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article
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The Dragon Ball: Sparking! Zero leaks have begun a week before its official release date — and Bandai Namco has responded in perhaps the only way it can: with takedowns and shifty eyes. It seems someone got hold of a copy of the game early and, as is the internet way, started streaming the game. It didn’t take long for Bandai Namco to ***** that stream from orbit, but of course the internet noticed and never forgets. Since then, Bandai Namco has worked to plug further leaks, but it faces an uphill battle at this stage. And in a tweet responding to the leaks, Bandai Namco made clear it’s keeping an eye (or two) on the internet. In any case, if you’re mindful of spoilers, now might be the time to batten down the hatches. — Bandai Namco US (@BandaiNamcoUS) October 3, 2024 Dragon Ball: Sparking! Zero is one of IGN’s most anticipated games still to come in 2024. It’s a true sequel to the Budokai Tenkaichi series that has been largely dormant ever since Budokai Tenkaichi 3 came out way back in 2007 on the PlayStation 2. There's a lot we already know about the game, much of which is covered in IGN’s Dragon Ball Sparking! Zero preview, and we recently got a chance to speak with producer Jun Furutani for more insight into the development and Bandai Namco’s plans for the future. Wesley is the *** News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article
If you were wondering how many changes have been made to the Until Dawn remake and whether it is still faithful to the original, here is our Until Dawn remake vs. original comparison, with all differences listed. Until Dawn (2024) changes from the original The sisters get more screen time. Screenshot by Dot Esports Outside of cinematography changes, there aren’t many differences in Until Dawn (2024). Somehow, Ballistic Moon has greatly improved the interactive feel of this installment. The camera angle changes offer a fresh perspective that truly makes you feel like you’re watching a horror film instead of playing a video game. While I love me some fixed camera angles and wide-angle shots that isolate the character and make them feel minuscule compared to the threat around them, Until Dawn’s cinematography lets you take in the beautiful scenery—and feel scared to take it all in. View the full article
With the impending release of Horizon Zero Dawn Remastered, Sony has elected to include the open-world action game into the list of games that eschew millions of players in over 170 countries around the world. Read more View the full article
After losing to a 0.01 second defuse at VCT Ascension 2024 in front of their home crowd, ***** Esports woke up to life-changing news when they learned Bleed Esports had been removed from the VCT Pacific League in 2025, opening a slot for the Indonesian organization. On Oct. 4, five days after VCT Ascension 2024, Riot Games removed Bleed Esports from the league. The official announcement said the organization was removed due to “******** to comply with critical reporting requirements and other key obligations under the Team Participation Agreement (TPA).” View the full article
Game development is a complicated ******, a constant challenge to get funding and for Studio ****** Flag who were building the promising looking Orphan Age it's all over. Read the full article here: [Hidden Content] View the full article
Concord. ******** Squad: ***** the Justice League. Star Wars Outlaws. Final Fantasy 16. The list of big budget video game failures is growing longer each month, with triple-A publishers struggling to make a dent in the dominance of older, more established players in this most brutal of markets. Throughout it all, massive hits come out of nowhere. One of those is Warhammer 40,000: Space Marine 2, developed by World War Z and SnowRunner studio Saber Interactive and published by Focus Entertainment. Of course, Space Marine 2 benefited from the strength of the Warhammer 40,000 brand, which is carefully managed by Games Workshop and about as big as it’s ever been. But still, Space Marine 2’s breakout success came as a surprise even to its developer, as Saber Chief Creative Officer Tim Willits told IGN in a recent interview. As the video game industry comes to terms with the high-profile ******** of the likes of Concord and ******** Squad, what enabled Space Marine 2 to succeed? Both Concord and ******** Squad took years to develop at the cost of hundreds of millions of dollars, and launched into genres some say gamers had long since moved on from. In some respects Space Marine 2 is similar. It is Saber’s biggest ever video game undertaking and took over four years to develop — a significant cycle as far as triple-A production goes although, as we’ve seen with Concord and ******** Squad, hardly an outlier. Indeed we’ve seen huge hits from video games that had similarly long developments. Arrowhead’s Helldivers 2, the fastest-selling PlayStation Studios game of all time, took just shy of eight years to develop and at significant expense. It is an oversimplification to say Concord and ******** Squad's long developments were the root cause of their ********, although they clearly played a big part. A lot of games are released with high budgets, and they're not selling nearly as well as expected. This week, Epic Games boss Tim Sweeney said the games industry was going through what he called a “generational change” that had led to some games failing to sell as well as their publishers had hoped. "One of the manifestations [of that change] we're seeing right now is that a lot of games are released with high budgets, and they're not selling nearly as well as expected," Sweeney said. "Whereas other games are going incredibly strong. What we're seeing is a real trend where players are gravitating toward the really big games where they can play with more of their friends." That reads as a somewhat ill-advised dig at single-player games, or at least their sustainability as triple-A projects. Yes, Space Marine 2 and Helldivers 2 are boosted by their co-op play, but single-player games continue to sell in record numbers. Just look at FromSoftware’s Elden Ring and Game Science’s ****** Myth: Wukong — both predominantly single-player games. Willits has his own theory on what’s happening. Speaking to IGN, Willits said that the problem isn’t necessarily that triple-A games take too long to develop and thus launch into already abandoned genres. Rather, Willits believes, triple-A developers are tending to “over-scope” their games, which in turn means they fail to do any one thing brilliantly. For Space Marine 2, Willits explained, Saber made sure to nail the core combat and kept a handle on the scope of the game, so much so that some have praised it for rekindling memories of the Xbox 360 era of action games. “It is not necessarily the genre that has moved on, because great games will always do well,” Willits insisted. “One of the things that we try to do at Saber, and this is part of my job as creative officer of all the teams, we have a core belief that what you do every second and what happens when you push these buttons and that core gameplay loop is so critical. So we focus on the moment-to-moment interaction in the gameplay and the feeling you have. “And then we adhere to our core pillars, like be the ultimate Space Marine, melee, ranged, swarms, that's it. And a lot of teams throughout development will over-scope games. They look at some other game that just came out and say, ‘oh, we got to do that, let's add this, we got to do this.’ And they lose focus on the core, what actually makes the game fun. “We are not in Space Marine 2 doing things that… well, the swarms are new technology, but there isn't some revolutionary new gameplay mechanic that no one's ever seen before. There are gameplay mechanics that people are familiar with, but we do it really, really well. And we ******** really, really well.” What business are we in where you fail if you sell less than five million? Then there’s the question of the cost of development, which pretty much every triple-A publisher has said has risen sharply (once again) with the launch of the latest generation of consoles. Development costs, Willits said, have got so out of control that some triple-A games, especially those in U.S. states such as California, now have unreasonable sales expectations set against their budgets. Saber, Willits insisted, developed Space Marine 2 “affordably,” with a budget less than half that of ***** Eternal, the last game Willtis worked on while boss of id Software before leaving to join Saber in 2019. “We don't need to sell four million units to make it [Space Marine 2] a success,” Willits said. “There are many games, sadly, especially out of North ********* developers, where if you do not sell five million copies you are a ********. I mean, what business are we in where you fail if you sell less than five million?” He continued: “There are examples like that, and we do not want to be that business. We want to be a developer that focuses on the core experience, what makes the games actually fun, and then do it really well and then make it affordably. “Look at SnowRunner! Dude, SnowRunner is literally driving trucks through mud. That's it, I'm done. I just described the game. 15 million people played it because the experience is perfect. Look at World War Z. Like, come on, we're not going to get an Academy Award for that game, but 25 million people have played it because it's just this perfectness, and that's what we do well.” Even with Willits’ over-scope argument in mind, there are exceptions to the rule. Consider Larian’s Baldur’s Gate 3 which, including its successful early access *******, was in the works for around six years before its record-breaking launch in 2023. Predominantly single-player and with a “Rockstar-level nonsense for scope,” as one developer put it. What to make of all this? Perhaps all we can say is that video game development is super hard and not an exact science. If it were, every game would be successful. Willits had previously told IGN that the success of Space Marine 2 “changes everything” for Saber, and would even positively affect its future projects. While neither Saber nor Focus have announced a sales figure for Space Marine 2, Focus has confirmed over two million played at launch. In fact, Space Marine 2 is the most-played Warhammer video game of any type ever released on Steam, with 225,690 peak concurrent players on Valve’s platform. Willits won't go into hard numbers for Space Marine 2's success, either in revenue or profit terms, but he has gone on the record to say Space Marine 2 is the fastest-selling game he's ever worked on, and that includes all the *****, Quake, Wolfenstein, and Rage games id Software released over the 24 years he was at the studio. Wesley is the *** News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article
Whether you like Josh or not, it’s debatable whether he deserved what he got in Until Dawn. While his fate ******** the same as seen in the original Until Dawn, you may have forgotten the crucial way to give him a proper send-off—that doesn’t include getting crushed. Here’s everything you need to know about altering Josh’s fate in Until Dawn. View the full article
If you prefer air travel to climbing mountains or horseback, and are keen to try out cool The Witcher 3 add-ons made using its REDkit modding tools, it seems you're in luck. As part of a big new quest mod that's had its opening missions released early, you can take Geralt on a trip to a mysterious island via hot air balloon. Read more View the full article
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Developer Eric Engestrom announced the release of Mesa 24.2.4 open source graphics drivers, coming with multiple bug fixes for this stable release. Read the full article here: [Hidden Content] View the full article
Among multiple sandbox changes coming to Destiny 2 next week with Revenant, the long-forgotten raid, Garden of Salvation, will finally get a ******* update. Bungie gave us a preview of what we can expect from the reprised loot pool. In This Week In Destiny blog post on Oct. 3, Bungie revealed Garden of Salvation is getting reprised weapons in the upcoming Destiny 2 Episode, featuring new perks, elements, and Deepsight versions so you can craft them. Every week, Hawthorne will offer a quest that grants a Deepsight *******, much like the O Deepsight Mine quest for Last Wish. Bungie said it still wants to “reward invested players with great weapons that can be crafted,” despite shifting focus back on attunement and chasing **** rolls with seasonal weapons. View the full article
Caves of Qud is easily (and I keep saying this) one of the best roguelikes ever made, and with the latest Beta it's a lot easier to get into. You might also want to buy it soon before the price rises. Read the full article here: [Hidden Content] View the full article
After a ******* Steam Beta Client recently that had some nice improvements for Game Recording, and various Linux fixes along with another SteamOS Beta - we have yet another tiny SteamOS update. Read the full article here: [Hidden Content] View the full article
Always the bridesmaid but never the bride, SpongeBob’s sleepy sidekick, Patrick Star, has often been overlooked in favour of his over-the-top neighbour – at least in the world of video games. That hasn’t stopped him from making a home in our hearts, though, so I was riding high when I learned the enigmatic starfish was finally being thrust into the limelight… but then the emotional rollercoaster dipped back down as I discovered SpongeBob SquarePants: The Patrick Star Game is little more than a sea of uninspired minigames and repetitive activities that waste almost all of its obvious potential, outside of a boatload of cute references to the show. Stepping into the flowery shorts of Patrick himself, you embark on a six-hour sandbox platforming expedition through a thoughtfully recreated Bikini Bottom. In addition to having a dedicated burp button, Patrick can pick up items with either hand and fall asleep on command, turning the invertebrate into a possessed bowling ball that you can send hurtling across the sea floor. Due to the underwater setting, gravity is kinder than in most physics-based puzzlers, meaning there’s added time to plot your jumps and fix mistakes when you’re off the ground. This forgiving, familiar control scheme is applied to a mixed bag of activities dotted around the map, like skydiving or smashing up crates in the local Rage Room. Succeeding in these tasks rewards you with precious Sand Dollars that will eventually afford Patrick a slot to compete against his porous bestie in the prestigious Fry Cook Games. It’s an approachable setup buffeted by charming but eventually repetitious conversations with beloved characters like Mr. Krabs, Plankton and Sandy Cheeks. The surrounding cartoon world is a blend of solid and breakable structures and allowed me to engage my inner chaos merchant as I took out any aggression on glass panes and metal walls alike. It isn’t all down to Patrick’s spiny appendages, though, as you can also take advantage of equippable tools littered around the vibrant underwater wonderland which bolster his platforming abilities. Whether I was sailing across a valley with the help of a paraglider or taking out a false wall with a comically oversized hammer it was easy to get caught in a chaotic feedback loop, bounding around the suburbs and bothering the Bottom-ites. But while it all sounds very freeing on paper, it’s also paper-thin, and I soon saw the limits of this reasonably sized world. When you push the haphazard reactivity too far the mask starts to slip, with clipping issues and unusual NPC behavior that illuminates the frayed technical seams that eventually come apart and leave an otherwise good first impression in tatters. Perhaps the saving grace here is that Bikini Bottom as a whole is such a joy to explore, for the short time the novelty lasts at least. It’s an interactive diorama, decorated with hallowed locations like Mrs Puff’s Boating School and Glove World, and it speaks to the power of SpongeBob SquarePants that I was so enchanted by the referential signage, food items, and flower clouds scattered across the sky. The nostalgia is compounded by Patrick’s unlockable outfits, too – while the promise of entering the Fry Cook Games didn’t prompt much passion, grinding for iconic outfits like The Elastic Waistband and Patrick’s ‘Sweet Victory’ suit certainly did. That magic eventually runs out, though, and a broader shallowness rears its head. While this is felt across The Patrick Star Game as a whole, it’s most apparent in its inconsistent array of minigames, which range from well-meaning imitations of pre-existing ideas to thankless busywork. I most enjoyed the Chum Bucket, an Overcooked clone that had me scrambling to make gooey buckets of eyeballs and bones under a time limit for paying customers. Elsewhere, I found myself clearing out lounging locals from Squidward’s favourite sunbathing spot, which both felt on-point thematically and leveraged the wacky physics to great effect. In these moments, I was reminded of The Simpsons Game's hilarious and moreish slate of tasks, which similarly combined its show's unique humour with appropriately comical jobs. Unfortunately, these moments of clarity were soon overshadowed by a glut of laboriousness. That includes seeking out endless golden gloves across a pint-sized amusement park or trawling the dump in search of an ever-increasing number of treasure chests. In the latter, I soon resolved to tear the place apart with an enormous magnet, but that approach only made my search more challenging as fished-up cars and other detritus got caught in the environment, trapping spoiled mattresses in a state of annoying eternal squeaking. Ultimately, I abandoned all hope and moved on, searching for alternate means of earning the Sand Dollars necessary to enter the Fry Cook Games. And, even when I did reach that coveted finale, I was met with more of the same clunky interactions I was already familiar with – it felt fitting that Patrick fell asleep during the closing ceremony. It’s a shame that The Patrick Star Game resorts to simplistic collect-and-clear tasks when there’s such a deep well of SpongeBob lore to pull from. There are shades of this in the Bikini Bottom University segment, where you take on Squidward in an art contest, but its on-rails, oversimplified nature makes it hard to feel too invested. It would have been nice to see a more cohesive story play out instead of dealing with so many disconnected and lacklustre cameos. It’s small consolation, but at least when I did get bored of the repetitive minigames, I could switch gears and tackle a list of more specific Feats, earning Sand Dollars for serving up burnt Krabby Patties or completing my childhood dream: pulling a full-blown 360 on the neighbourhood swing set. The light-hearted requirements of these Feats provided focus when I was losing interest, and the collectable Mayo Jars placed throughout Bikini Bottom broke up the post-game monotony with some proper platforming challenges. View the full article
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