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  • Halo Infinite: 343’s Statement Runs Against Deep Cuts in Halo Development Team – IGN

    Halo Infinite: 343’s Statement Runs Against Deep Cuts in Halo Development Team – IGN

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    Halo developer 343 Industries says Master Chief and Cortana are staying under its roof, but reports of deep cuts to Halo’s development staff calls into question the studio’s ability to sustainably develop future Halo content.

    This saga began last week, when we learned that the Halo studio was impacted by Microsoft’s plans to lay off 10,000 people. Since the news broke, speculation has run rampant about Microsoft’s plans for its flagship franchise, including rumors that Microsoft could pass Halo development to another studio entirely, leaving 343 Industries in more of a producer role. These rumors prompted 343 Industries to speak out over the weekend to put the rumblings to rest.

    343 Industries’ studio head Pierre Hintze shared a message on Halo’s official Twitter account, writing, “Halo and Master Chief are here to stay. 343 Industries will continue to develop Halo now and in the future, including epic stories, multiplayer, and more of what makes Halo great.”

    But for a studio that has struggled to meet Halo Infinite release dates multiple times, can the recently downsized 343 continue to handle development of a big-budget, AAA first-person shooter franchise? It’s hard to say.

    IGN reached out to Xbox’s representatives, but did not receive comment ahead of publication.

    ‘Hit hard’

    IGN has learned that significant cuts have been made to 343’s Halo development team. One former 343 employee impacted by the layoffs estimated about a quarter of 343’s staff was impacted, although that’s not a firm statistic. We’ve also learned that around 30 people were let go from 343’s art department alone, with former employees saying 343 Industries was hit “hard with positions impacted across all disciplines.”

    Meanwhile, at least one senior-level source with knowledge of 343’s internal workings, but who is no longer with the studio, has claimed to IGN that it is being reduced to to publishing team. However, based on conversations that IGN has had with knowledgeable sources, the situation at 343 appears to be ongoing, and there is a growing — if unconfirmed — conviction that 343 will no longer be Halo’s sole developer when it’s settled.

    Looking through LinkedIn profiles of other laid-off employees reveals hits to folks working on Halo Infinite’s engine, presentation, VFX, gameplay, game design, and more essential departments. It’s clear that 343 is a significantly different studio compared to just seven days ago. In addition, 343 Industries was already dealing with the growing pains of launching a live service game, with a whirlwind of highs and lows over the last year since Halo Infinite’s initial release.

    Despite a strong launch at the end of 2021 that included praise for both Infinite’s fresh take on a Halo campaign and the franchise’s first-ever free-to-play multiplayer, the cracks quickly started to show. Fans instantly pushed back against Infinite’s controversial multiplayer progression system, as 343 scrambled to fix the shop and battle pass.

    But the problems didn’t stop there, with the cancellation of split-screen co-op, lengthy delays to Forge Mode, and long content droughts during Halo Infinite’s first Seasons. Just five months after what appeared to be the start of Halo’s big comeback, the community was out of patience.

    343 rapidly saw a creative exodus after launch, with 343 founder Bonnie Ross, multiplayer creative director Tom French, and lead narrative designer Aaron Linde all leaving the company in 2022.

    Patrick Wren, a former senior multiplayer designer now working on Star Wars Jedi: Survivor, was unsparing in his assessment of 343’s leadership in a post on Twitter.

    “The layoffs at 343 shouldn’t have happened and Halo Infinite should be in a better state. The reason for both of those things is incompetent leadership up top during Halo Infinite development causing massive stress on those working hard to make Halo the best it can be,” Wren wrote.

    Along with those departures, 343 is facing another creative void at the top, with Halo Infinite director Joseph Staten leaving 343 to rejoin Xbox publishing. Staten’s return to Halo was always designed to be a temporary arrangement, but his departure is still causing concerns among the Halo faithful.

    Regardless of what happens with Halo in the future, it’s clear that the initial 10-year plan for Halo Infinite isn’t playing out exactly as Microsoft had hoped. For now, Halo Infinite Season 3: Echoes Within is still set to kick off in early March, adding new maps, modes, and weapons to the game.

    Additional reporting by Kat Bailey.

    Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over six years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

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    Logan Plant

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  • Who Owns Pokémon?

    Who Owns Pokémon?

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    Below is an excerpt from our History Of Pokémon feature


    Pokémon is owned by a number of companies, leading to a complicated relationship for the valuable brand and its parents. When asked if he could explain the relationship between Game Freak, Nintendo, and The Pokémon Company, while visiting Game Freak in 2017, co-founder Junichi Masuda turned to a white board behind him to draw out his explanation.

    After drawing circles for Game Freak, Nintendo, and former producer Creatures, Masuda explained. “Game Freak? We develop all the main Pokémon games. Originally, Creatures, they were the producers of the game. Nintendo was the seller of the games – the distributor. So that was the original structure of Pokémon games. In terms of who owns the rights to the games, it’s these three companies.”

    These days, Creatures mostly handles the Pokémon card game, and The Pokémon Company was formed in 1998 – shortly before the release of Pokémon Gold and Silver – to manage the brand and all of its assorted merchandising. In terms of genuine ownership, Masuda says it’s one-third each for Game Freak, Creatures, and Nintendo. “It’s a little more complicated than that in certain scenarios, like for example, the producing role that Creatures originally held went to The Pokémon Company, and a percentage of the rights went with that so there are certain complications, and it depends on the project, but there is no situation where Nintendo and The Pokémon Company will put pressure on Game Freak or something like that,” Masuda says.

    Masuda points specifically to Game Freak’s relationship with Nintendo as a friendship, which is why Game Freak only makes Pokémon games for Nintendo platforms, even when its other projects release with other publishers for other platforms. “Everyone really knows Nintendo; there is a familiarity with the brand, and they have that really strong brand and Pokémon being associated with that and being affiliated with that brand is very important,” Masuda says.

    When asked if Pokémon would ever appear on another platform, Masuda says it is highly unlikely. “With Pokémon, at least, we really feel it is really important to be with Nintendo, specifically with the Pokémon titles, so I don’t think that would ever happen.”

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    Kyle Hilliard

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  • Disney+ Series Ms. Marvel Gets VFX Tweak To Reflect Spider-Man: No Way Home

    Disney+ Series Ms. Marvel Gets VFX Tweak To Reflect Spider-Man: No Way Home

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    When we imagine what Marvel Studios head Kevin Feige’s workday is like, we picture dozens of spinning plates about to crash to the ground yet somehow keep spinning into infinity. Occasionally, though, one of those needs some help to keep going–such is the case with a recently-fixed continuity error found in the Disney+ series Ms. Marvel.

    The alteration was first spotted by fan account MsMarvelUK on Twitter, which noted that the depiction of the Statue of Liberty has been updated. When the New York City icon appeared surrounded by scaffolding during the climactic battle of Spider-Man No Way Home, the statue has a copper appearance (the pale green is a result of the statue’s copper finish oxidizing). The statue had been under renovation to add Captain America’s shield to the statue, though Spidey’s battle knocked the shield off.

    Prior to the VFX team working up their Disney magic, the statue appeared with its traditional, oxidized look in the opening credits to Ms. Marvel. However, a look at the credits now shows the copper-colored statue.

    It’s a minor change, but in a franchise with so many concurrent stories and interacting characters, details like this can help not just the fans but the studio itself help track when and where things are happening. With so many productions under its belt, the Marvel Cinematic Universe has been subject to a variety of continuity errors over the years, including re-using actors for more than one character a few times.

    The products discussed here were independently chosen by our editors.
    GameSpot may get a share of the revenue if you buy anything featured on our site.

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  • Warhammer 40K: Darktide Console Release Delayed: ‘We Fell Short of Meeting Expectations’ – IGN

    Warhammer 40K: Darktide Console Release Delayed: ‘We Fell Short of Meeting Expectations’ – IGN

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    Since Warhammer 40,000: Darktide’s launch in November, players have issued complaints about its incomplete gameplay mechanics and unstable framerate, with just 35% of its 8,510 recent Steam reviews currently being positive. Now, Fatshark, the team behind the co-op shooter, is shifting its focus to address these complaints.

    Today, Fatshark CEO Martin Wahlund addressed the game’s launch and outlined the team’s plan moving forward with an open letter published on the @Darktide40K Twitter account.

    When creating Warhammer 40K: Darktide, according to the open letter, the team wanted to “create a highly engaging and stable game with a level of depth that keeps you playing for weeks, not hours.”

    “We fell short of meeting those expectations,” Wahlund acknowledged.

    He then moved to announce a new focus on addressing feedback, which will include “a complete crafting system, a more rewarding progression loop,” and improved “game stability and performance optimization.”

    The team’s new focus will indefinitely delay the launch of the game on Xbox Series X|S, which was slated to release shortly after the game’s November PC launch but hadn’t yet received a release date at the time of the delay. Fatshark is also delaying seasonal content rollout and upcoming premium cosmetics.

    Initially revealed in 2020, Warhammer 40K: Darktide faced a two month delay before its eventual release in November 2022. We gave the game an 8 in our review, praising its satisfying gameplay but docking points for its tedious progression grind and “persistent framerate dips.”

    Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun. Find them on Twitter: @ameliazollner.

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    Amelia Zollner

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  • Reviews Featuring ‘Persona 4 Golden’ and ‘Void Prison, Plus the Latest Releases and Sales – TouchArcade

    Reviews Featuring ‘Persona 4 Golden’ and ‘Void Prison, Plus the Latest Releases and Sales – TouchArcade

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    Hello gentle readers, and welcome to the SwitchArcade Round-Up for January 24th, 2023. We’ve got a few more reviews for you today, all of which were written by yours truly. The main star is Persona 4 Golden, and backing it up are the decent Void Prison and the not-so-decent Motorcycle Mechanic Simulator 2021. After that, we’ve got a couple of new releases to look at, one of which is rather intriguing. Finally, the lists of new and outgoing sales are waiting for you to sift through. Let’s get to it!

    Reviews & Mini-Views

    Persona 4 Golden ($19.99)

    I mean, yes. I’m going to do it. If this isn’t a full five out of five, what is? While Persona 3 lost as much as it gained in its transition from PlayStation 2 to PlayStation Portable, Persona 4‘s jump from PlayStation 2 to PlayStation Vita was, well, nothing short of golden. It had everything the original game had, plus a whole lot more. And not only did it not have to compromise its visual presentation in the process, it actually was able to improve it. This Switch version uses the Vita Persona 4 Golden as its base, upscaling and upgrading the graphics where it can, adding the option to choose between English and Japanese voices, putting in more granular difficulty options, and including a highly-welcome quick save feature. It’s a total win.

    In broad strokes, the gameplay of Persona 4 is similar to that of Persona 3. By day, you’ll do normal teenager things like attend school, hang out with your friends, and study. By night, you’ll explore dungeons and engage in turn-based battles against evil creatures using the power of your Persona. It’s largely up to you how you want to spend your time each day, and it’s important to make the most of it. You have to decide whether you want to devote more time to building relationships or fighting evil, but whatever you choose you’ll have to overcome hurdles at set points on the calendar.

    In the particulars, there are a lot of differences between the previous game and this one. The setting is in the countryside rather than the big city, which itself sets a different mood. While Persona 3 saw you trying to explore the massive dungeon of Tartarus to get to the bottom of a mysterious mind-destroying phenomenon, Persona 4 has you trying to solve a series of mysterious murders. The main link between them seems to be televisions, and you’ll soon find yourself venturing into the TV World to battle evil demons and monsters. Instead of exploring one big dungeon, you’re dealing with several smaller ones, each with its own theme. I’ve heard people say that if Persona 3 is Buffy the Vampire Slayer, then Persona 4 is Scooby-Doo, and I can’t really argue with that.

    Like its immediate predecessor and successor, Persona 4 is an exceptional JRPG experience. The low-pressure time management and relationship side of the game blends perfectly with the role-playing bits, playing off of each other in ways that make sense and bring out the best in both. Pursuing the social links with characters not only rewards you with some satisfying mini-stories, but also strengthens you in the role-playing side. The overall plot is fantastic, and the characters in this game really stand out. There are some character bits that perhaps don’t land as well as one would hope, but on the whole it’s hard not to get attached to this wacky crew. People tend to love these characters even above those in other Persona games, and that’s not for nothing.

    The gameplay also holds up its end of things. While it’s down to preference as to whether you like Persona 3‘s single giant dungeon or Persona 4‘s many smaller dungeons more, it’s hard to deny that the latter’s have more personality. I also think that Persona 4 has a marginally fairer difficulty curve, but that might just because Persona 3 trained me well. By default it’s a relatively challenging affair that forces you to actually use your brain a little bit in battles and make some proper preparations for boss battles, but there are so many tweaks and toggles in this version that you can make it as easy or hard as you want it to be. The core loop of leveling up, fusing, and gradually building a powerful team of Personas to use is also a winner.

    Persona 4 Golden is shining its absolute brightest in this Switch port, and it was already a truly brilliant game that any fan of the genre should play. The fact that you can get an RPG this great for such a low price is wild, and Persona 4 has always been a great game to enjoy on a portable. If you already played through it on the Vita, I’m not sure you’ll find enough here to make it worth another scoop, but if this is your first time tuning in to the Midnight Channel the Switch version is an incredible way to experience it.

    SwitchArcade Score: 5/5

    Void Prison ($2.99)

    Void Prison feels a lot like the kinds of amusing mobile games we used to see on the regular back in the glory days of iOS. It’s cheap, fun, and while it doesn’t make a huge lasting impression, it’ll be a good friend to you for a week or so. You’re in a circular arena with a lot of unfriendly enemies who teleport in with ever-increasing numbers. You have a gun that you can fire in any direction with the right stick, and you can roll. You can pick up the occasional power-up. Oh, and the enemies can’t hurt you. They can only bump you backwards. Take a bullet, bump. Run into a foe, bump. But if you touch the outer edge of the arena, you’re toast. The goal is to last as long as you can. The longer you survive, the higher in the online leaderboards you’ll place and the more skins and power-ups you’ll unlock. That is everything there is to it, and I do mean that.

    It’s a fun game to play, but it gets repetitive after a while because very little changes from session to session. There just aren’t very many variables in play in Void Prison, and the ones that are here feel a little more random than I’d prefer. You can be doing everything right only to have an enemy pop in next to where you are standing and bounce you out without any recourse. Void Prison is best enjoyed as a little snack here and there, a few sessions at a time. In that capacity, it certainly earns its meager keep.

    SwitchArcade Score: 3.5/5

    Motorcycle Mechanic Simulator 2021 ($19.99)

    Let me start this review by saying that if you enjoyed any of the other mechanic simulator games released on Switch by Ultimate, you’ll probably have a nice time with this one. It’s another scoop of the same gameplay seen several times before. This game isn’t doing anything wrong that all of the other games before it didn’t already do. But that’s part of the problem, isn’t it? Six years down the line, and we’re getting the same old thoughtless PC ports from this publisher. Sometimes it works out, sometimes it doesn’t. But when it does, I suspect it’s only by sheer chance. Nothing I can see here suggests that Ultimate considered how this game would play on this platform. The UI is dreadfully clumsy and obviously designed for a mouse. The text is small enough to be nearly illegible at times on the handheld screen. It’s buggy in a lot of weird ways.

    It’s hardly surprising that Motorcyle Mechanic Simulator 2021 is as unpleasant to play on the Switch as it is. Most of these simulator games are, simply because they’re built around PC play and the proper considerations haven’t been made for the Switch’s input methods and display. If you can get your head around the terrible controls and user interface, you might have fun taking apart bikes, fixing them, and putting them back together again. But at the very least, I’d wait for a deep, deep discount.

    SwitchArcade Score: 2/5

    New Releases

    Right and Down ($9.99)

    This looks interesting. It’s a roguelite card game, and yes I know we have a lot of those, but this one has a gimmick wherein the moves you can make are right or down. Each turn you make that one choice and have to live or die with the results. The dungeons are randomly generated, but everything else in the game is fixed, so you have all the information you need to make the best choice at any given moment. There are several unlockable alternate heroes, tons of artifacts to unlock that can modify your abilities, and a total of nine different dungeons to tackle, each with an additional rule to mix things up. I haven’t had a chance to play this one yet, but it seems like a lot of fun to me.

    Garden of Pets ($7.99)

    They say that nature abhors a vacuum, and if there is one vacuum on the Switch that can be felt it is the lack of Nintendogs. So here is another game making an attempt to fill that hold, with a variety of different dog breeds to choose from and a number of activities you can engage in with them. You can also decorate the garden space they inhabit. It doesn’t look very fancy to me, but I suppose people can latch on to all kinds of things if they’re cute enough. But just having dogs when it says pets in the title? When will I get my leopard gecko pet-raising sim, hunh?

    Sales

    (North American eShop, US Prices)

    Well, not much in either list today. Haiku, the Robot is pretty solid and that is its lowest price yet. Otherwise, I don’t have much to say. The New Year’s sales have truly subsided at this point, but I’m sure all of our wallets could use a rest anyway. For those looking to toss some cash, I’m sure we’ll find some reasons to do so later on in the week.

    Select New Games on Sale

    Haiku the Robot ($13.99 from $19.99 until 1/30)
    Pid ($1.99 from $19.99 until 1/30)
    Furry Hentai Tangram ($2.00 from $2.99 until 1/30)
    Hot Tentacles Shooter ($3.34 from $4.99 until 1/30)
    Lonesome Village ($14.99 from $19.99 until 1/30)
    Floppy Knights ($13.99 from $19.99 until 1/31)
    Overwatch 2: Watchpoint Pack ($23.99 from $39.99 until 2/6)
    LIT: Bend the Light ($5.60 from $8.00 until 2/12)
    Mail Mole + Expansions ($9.99 from $14.99 until 2/13)
    Package Inc ($4.49 from $4.99 until 2/13)
    Alpaca Ball Allstars ($7.99 from $19.99 until 2/13)
    Discolored ($1.99 from $9.99 until 2/13)
    The Company Man ($12.99 from $19.99 until 2/13)
    Classic Games Collection Vol.2 ($1.99 from $4.99 until 2/13)

    Sales Ending Tomorrow, Wednesday, January 25th

    Azure Saga Pathfinder Deluxe ($2.99 from $9.99 until 1/25)
    Coffee Talk ($8.70 from $12.99 until 1/25)
    Jade Order ($1.99 from $2.99 until 1/25)
    Rage in Peace ($3.89 from $12.99 until 1/25)
    She and the Light Bearer ($2.99 from $9.99 until 1/25)

    That’s all for today, friends. I got my fifth vaccine shot today, and it’s my first Omicron one. I have absolutely no idea how hard the side effects will kick my booty, so I can’t guarantee we’ll have an article tomorrow. If I can crawl out of bed, I absolutely will do one. And if I do, you can look forward to more new releases and sales, plus whatever big news hits. I hope you all have a great Tuesday, and as always, thanks for reading!

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    Shaun Musgrave

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  • Adult Swim cuts ties with Rick & Morty creator Justin Roiland

    Adult Swim cuts ties with Rick & Morty creator Justin Roiland

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    Adult Swim says it’s ending its working relationship with Rick and Morty co-creator — and voice of both title characters — Justin Roiland, who is currently facing felony domestic violence charges. “Adult Swim has ended its association with Justin Roiland,” the company said in a statement from Marie Moore, senior vice president of communications.

    Development on Rick and Morty will continue without Roiland’s involvement. The Hollywood Reporter says that Roiland’s roles will be recast and that co-creator Dan Harmon will serve as the series’ sole creator moving forward.

    Roiland faces felony domestic violence charges related to an incident in January 2020. NBC News reported on the arrest and charges earlier this month, citing a criminal complaint filed in May 2020 in Orange County, California, by the county’s district attorney. Roiland is charged with two felonies: one count of “domestic battery with corporal injury” and one count of “false imprisonment by menace, violence, fraud, and/or deceit.” If convicted, Roiland could face years in prison. The Rick and Morty co-creator was arrested in August 2020 and released on a $50,000 bond. Roiland pleaded not guilty to both charges at his Oct. 14, 2020, arraignment.

    According to the official Rick and Morty Twitter account, the remainder of the creative team is currently developing season 7 of the show. Season 6 premiered in September 2022 and ran for 10 episodes. In 2018, after the show’s third season, Adult Swim ordered an additional 70 episodes of Rick and Morty, which would extend the show through season 10.

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    Michael McWhertor

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  • Warhammer 40K: Darktide developers pause new content to address “mostly negative” feedback

    Warhammer 40K: Darktide developers pause new content to address “mostly negative” feedback

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    Warhammer 40,000: Darktide developers Fatshark have announced that they’re delaying the co-op horde shooter’s seasonal content in order to focus solely on addressing “the feedback that many of you have.” That feedback is best witnessed via the recent Darktide Steam reviews, which sit at “Mostly Negative” after 8471 submissions. Specifically, Fatshark say they’re going to improve crafting, stability and performance.

    (more…)

  • Overwatch 2’s ‘Sexual Harassment Simulator’ Mode Made A Brief Return

    Overwatch 2’s ‘Sexual Harassment Simulator’ Mode Made A Brief Return

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    Image: Activision Blizzard

    Trigger warning: sexual assault and harassment.

    An inappropriate Overwatch 2 game mode reappeared, but it’s not one to get excited about. The mode, titled “sexual harassment simulator,” was played enough times that it appeared as one of the most popular over the weekend for some players, according to PC Gamer, which spotted the reappearance just before Blizzard quickly pulled it down.

    Another “sexual harassment simulator” was discovered in October 2022, but both tasked players with knocking down Overwatch 2‘s female heroes (like Mercy and Widowmaker) while playing as the cowboy Cole Cassidy and repeatedly crouching over their bodies, apparently, as PC Gamer reported, with the word “raping…” until the character in question is labeled “pregnant” as an AI-controlled Torbjorn supposedly fills the role of the baby. This is disgusting on so many levels it’s not even funny, especially because players are forced to play as Cassidy, previously known as McCree, the same name as the ousted Activision Blizzard developer who took part in the controversial “Cosby Suite” meetups.

    A screenshot of the custom mode was posted to Overwatch’s official subreddit by user Joyolo13, who simply asked: “What in god’s name?”

    “Lol I remember seeing this every day in [Overwatch 1],” said Redditor sw1nky. “Can’t say I’m surprised it’s still around, [to be honest].”

    “McCree is back in the game I guess,” said user FoulfrogBsc.

    Kotaku was unable to find the custom game mode in Overwatch 2 as it appears Blizzard took the “sexual harassment simulator” offline—for now. So, it seems the company is aware that such a mode exists but might be having a hard time preventing it from reappearing in the game.

    “Inappropriate or explicit content has absolutely no place in our game,” a Blizzard spokesperson told PC Gamer when the outlet asked about the first version of the mode last year. “We immediately removed the user-created game mode once made aware of its existence. We are continually working to improve automatic filters to prevent inappropriate user-created content, and manually removing any that are not caught by the system.”

    Kotaku reached out to Activision Blizzard for comment.

    While this is at least the second time the “sexual harassment simulator” has popped up in Overwatch 2 specifically, players noted that a similar mode existed in some form in the original Overwatch game. At the time, players posted PSAs to warn the community about the offensive content. Of course, not all player-created game modes are this egregious. But it is concerning that this issue has come up more than once within a few months.

     

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    Levi Winslow

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  • The Multi-Medium Free Download – World Of PC Games

    The Multi-Medium Free Download – World Of PC Games

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    The Multi-Medium Direct Download:

    The Multi-Medium is a cutting-edge video game that offers players an unprecedented level of immersion and interactivity. This game is designed to be played across multiple platforms and devices, with an emphasis on multiplayer gameplay. It is a revolutionary new way to experience video games, and it is sure to change the way we think about gaming forever. Multi-Platform Compatibility The Multi-Medium is designed to be played on a wide range of devices and platforms, including PCs, consoles, smartphones, and tablets. This means that players can switch seamlessly between different devices,

    allowing them to continue their game progress no matter where they are or what device they are using. The game is also fully cross-platform, meaning that players can play together regardless of the device they are using. Multiplayer Focus At the heart of The Multi-Medium is its emphasis on multiplayer gameplay. Players can join together in teams to take on challenging missions and battles, or they can compete against each other in fast-paced multiplayer matches. The game also features a robust matchmaking system that ensures that players are matched up with opponents of similar skill levels.

    The Multi-Medium Direct Play:

    Immersive Game World The Multi-Medium’s game world is incredibly detailed and immersive, with stunning graphics and lifelike animations. Players will feel like they are truly in the game, with realistic physics and a detailed environment that reacts to their actions. The game also features a wide range of interactive elements, such as destructible environments, vehicles, and weapons, that allow players to truly impact the game world. Progressive Storyline The Multi-Medium features a progressive storyline that evolves as players progress through the game.

    Features and System Requirements:

    • Challenging missions and battles
    • New levels
    • Beautiful game

    1 :: Operating System :: Windows XP/7/8/8./10.
    2 :: Processor: 2.8+ GHz or better
    3 :: Ram :: 8 GB RAM
    4 :: DirectX: Version 9.0
    5 :: Graphics:: Radeon HD5450 or better; 256 MB or higher
    6 :: Space Storage:: 6 GB space

    Turn Off Your Antivirus Before Installing Any Game

    1 :: Download Game
    2 :: Extract Game
    3 :: Launch The Game
    4 :: Have Fun 🙂

    Download Here

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    Skring

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  • Forspoken demo is now on PC

    Forspoken demo is now on PC

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    Forspoken (opens in new tab) looked pretty good when we played it in late 2021, but a trailer that dropped in August 2022 left a very different and much less positive impression. Some of the edgy dialog, which commentators on Twitter (opens in new tab) have compared unfavorably to Joss Whedon, quickly dominated the conversation, while the PlayStation 5 reviews that began flowing yesterday found Forspoken to be, as PC Gamer features producer Mollie Taylor put it, “bullseye average (opens in new tab).”

    We don’t have our own Forspoken review up yet—no pre-release PC codes were offered for review, so Mollie is still working on it—but you can still get a sense of what it’s all about courtesy of the Forspoken demos that are now available on Steam (opens in new tab), Epic (opens in new tab), and the Microsoft Store (opens in new tab).

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    andy.chalk@pcgamer.com (Andy Chalk)

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  • The next title from Tango Gameworks has leaked ahead of tomorrow’s Developer Direct

    The next title from Tango Gameworks has leaked ahead of tomorrow’s Developer Direct

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    A new title from Tango Gameworks is in development, and Microsoft plans to announce it tomorrow during its developer showcase, according to a report. It has, however, leaked ahead of time.

    The title of the game is said to be called Hi-Fi Rush or Project Hibiki, and the game was brought to light by leaker BillbilKun from Dealabs.

    Ghostwire: Tokyo – Official Gameplay Deep Dive

    A Reddit states that Rand al Thor on the XB2 Podcast with Jez Corden of Windows Central stated the game is coming this year.

    Apparently, Zenimax Media trademarked the title two years ago, and the logo was trademarked three months ago. Concept art said to be from the game has also been posted to resetera.

    We’ll find out for sure whether or not an announcement will take place when the Microsoft Bethesda Developer Direct kicks off at 3pm EST/8pm UK.

    Tango Gameworks released its latest game, Ghostwire: Tokyo, on PC and PS5 last year.

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    Stephany Nunneley-Jackson

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  • A Much-Maligned, Off-the-Cuff RPG Is Somehow Freakin’ #1 on Steam

    A Much-Maligned, Off-the-Cuff RPG Is Somehow Freakin’ #1 on Steam

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    News

    Steam has (For)spoken.

    There’s nothing better than to experience a game for the first time. That’s why a new release has started hot and taken the number one spot on Steam over always at the top Counter-Strike: Global Offensive, PUBG: Battlegrounds, or Grand Theft Auto V. The game? None other than Forspoken.

    The action-role, open-world, single-player game tells the story of Frey Holland (Ella Balinska), a young woman who is transported from New York City to the fantasy world of Athia. To survive and get back home, she needs to use magical powers, learn spells, and get into fights that will give her experience points.

    The world of the game, Athia, is under the cruel rule of the Tantas, who’ll do anything to kill Freya, and anyone that helps her, like Frey’s sentient bracelet Cuff (Jonathan Cake), the archivist Johedy (Keala Settle), or Auden (Monica Barbaro).

    The game includes technologies like ray tracing for enhanced lightning effects and procedural generation for the creation of large-scale locations. The open-world adventure has received “mixed or average” reviews according to Metacritic, which makes it an even bigger surprise that right now is leading the Top-10 Steam list.

    It’s worth noting that Forspoken has writers from both video games, cinema, and TV, including Gary Whitta (Rogue One), Amy Hennig (Uncharted 3: Drake’s Deception), Allison Rymer (Shadowhunters: The Mortal Instruments), and Todd Stashwick (12 Monkeys)

    You can become Frey and try to save Athia on both PS5 and Windows.

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    Rafa Boladeras

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  • Forspoken Purple Magic guide: How to get the most out of your spells

    Forspoken Purple Magic guide: How to get the most out of your spells

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    Forspoken is finally available on PS5, and it’s time to show off your wicked cool magic-slinging combat skills to the world.  You’ll learn a lot of different magic types during Frey’s journey, but Purple Magic will be with you from the beginning and remains a great tool throughout the game. To help you get a leg up on your journey, let’s take a closer look at Frey’s combat-focused Purple Magic and what it can do.

    Frey will start with the following attack magics: Burst Shot, Shield Shot, and Scatter Shot (each at level 1), along with the support magic Bind. To learn more spells, you’ll need to spend the mana points you accumulate from leveling up and by finding mana pools scattered across the massive landscapes of Athea. The order you learn spells is up to you, but if you think you made a mistake, don’t worry–you can always unlearn a spell to get a mana refund to use elsewhere. 

    Now, let’s check out some Purple Magic spells and detail how to best use them:

    Attack Magic

    Burst Shot: A powerful and reliable way to attack, burst shot creates a huge rock explosion after you release its charge. The higher the spell’s rank and the longer the charge, the bigger the ka-boom that ensues. When enemy defenses are tough, give a charged Burst Shot a try–it can penetrate the defenses of enemies who flaunt shields at you with ease.

    Shield Shot: Some enemies don’t respect Frey’s personal space. That’s where the shield shot comes in. If you’re charging Shield Shot and an enemy tries to attack you from the front, they’re in for a nasty surprise when you counter by blowing up the shield in their face. The shield grows bigger at higher levels and can also function to protect you from certain projectile attacks. Be careful, though, because you’re still vulnerable to side and back attacks and shield-breaking strikes.

    Scatter Shot: Do you love powerful attacks but hate that whole “can’t attack while you’re charging” thing? Then you’ll appreciate the mechanics of Scatter Shot. Holding down the button will send out a rapid-fire spray of small magic blasts while you charge up to unleash a big finishing blow. The higher the spell level, the bigger the blast. Scatter Shot is excellent for long-range combat and especially effective on many flying enemies.

    Support Magic

    Bind: Some enemies aren’t going to sit still while you try to aim at them, but Bind is here to help. Bind will temporarily hold enemies within a wide radius still while you take your shots freely, or if you’re just not feeling up for a fight, you can hold them at bay while you skedaddle.

    Tendril: If you’ve got an angry mob coming at you from all sides, Tendril is an amazing crowd-control spell. It can be used on the ground or in the air and sends a huge vine sweeping around Frey in a large circle. Not only can it knock down numerous enemies at once, but it also heals based on the damage you’ve dealt.

    Implant: Implant might not seem to be doing much at first, but every time your attacks hit, you’ll also do a little bit of extra damage. It’s a nice spell to use when facing an opponent with a big health bar.

    Prime: This spell is a little tricky but well worth it. Use Prime to lay a trap in the ground, then try to lure your foes into it by using yourself as bait. As soon as they step on the trap, a blast will lay nearby enemies on the ground. (Or, if you feel mischievous, your charged burst shot can also set the trap off.) The knockdown potential makes this one great for setting up killing moves.

    Disperse: This spell lets Frey plant a massive flower in the ground, which quickly blossoms into a beautiful turret hell-bent on shooting any foe that comes into range. It works well in tandem with scatter shot for when you want to keep a distance, and it’s also great on flying enemies.

    Leach: It cures you if you’re poisoned. Not much else to say here, but keep it close to mind whenever you find yourself at the precipice of death by slowly depleting health.

    Screen: Want the guard functionality of the shield shot, but up against enemies that it doesn’t work well against? Screen provides a similar protective wall against a hit from the front. Careful, though: it takes quite a long time to recharge and can be broken through with guard-break attacks.

    Surge Magic

    Genesis: Genesis is a Surge Magic spell, a powerful attack you can use by pressing L2 and R2, preferably during sticky situations, as it has a long recharge time. The spell sends out rock vines hitting anything on the ground a short distance in front of Fray. By upgrading Surge and holding down L2 and R2 longer, the area of effect grows larger over a few seconds, causing even more damage. As devastating as this spell is, it doesn’t cover Frey’s back and sides and can leave Fray vulnerable to attacks, especially when holding down L2 and R2 for extended periods. Be mindful of your surroundings whenever you decide to unleash Genesis’s power.

    That’s a lot of spells and plenty to develop fun combat strategies with. And if you think these spells are cool, just wait until you see what Red, Blue, and Green magic offers. Don’t forget to use the Spellcraft books to undertake combat and exploration challenges centered around each spell, as completing them offers some very beneficial combat boosts.

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    Heidi Kemps (she/her)

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  • Want to try Forspoken on PC? There’s a demo for that

    Want to try Forspoken on PC? There’s a demo for that

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    A demo for Forspoken releases for PC today, a few weeks after PS5 players were handed the trial.

    It is available through the Epic Games Store, Steam, and Windows Store.

    Forspoken PC features highlight video

    In the PC demo, you will face a variety of enemies, and test your fighting skills. This will give you a feel for the action you will encounter in the full game.

    Forspoken puts players in the shoes of Frey Holland, a young woman who has been mysteriously transported to Athia. This fantastical land is devastated by an unknown force known as the Break.

    After experiencing this strange phenomenon, she finds herself armed with a magical sentient bracelet called Cuff. Offering Athia a beacon of hope, Frey must harness her magical abilities to save the land and find her way home.

    Released today, Forspoken reviews are out in the wild, and at present, it’s getting middling scores. There are some low and high ones in there, but the scoring average sits in the middle. On OpenCritic the game has a 69/100 median score with a 28% recommendation. The Metascore on Metacritic sits at 68.

    In our VG247 review of Forspoken, James said the game was on “borrowed time,” as it feels like “a new IP that’s trying to run full pelt alongside heavy-hitting franchises from other big publishers.” That said, the combat system is “worth investing the effort to learn, but it takes so long to get up to full speed.”

    Later this year, the DLC In Tanta We Trust will be released, and if you pre-ordered the Digital Deluxe Edition, you will receive early access to this prequel story DLC when it becomes available.

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    Stephany Nunneley-Jackson

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  • Blooming Terror – Building The Last of Us episode 2

    Blooming Terror – Building The Last of Us episode 2

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    The Last of Us offers no shortage of challenges to players’ survival, and perhaps none are more imposing than the various Infected Joel, Ellie, and others encounter. They vary in size and tactics, all memorable in their own right, but one of the most iconic among them is the Clicker, one of the first Infected players come across in The Last of Us Part I.

    Whether you encountered these foes when the original The Last of Us debuted in 2013, watched their live-action versions appear on The Last of Us on HBO, or have recently experienced them in The Last of Us Part I on the PlayStation 5 console, or are planning to play Part I on PC starting March 3 via the Steam or Epic Games Store, the Clickers are not to be taken lightly.

    Following our deep dive into The Last of Us’ unforgettable opening for our series Building The Last of Us, we next spoke to members of the Naughty Dog team both from the original TLOU and in Part I to make these Clickers, well… click, and about how the TV show’s creators tackled bringing the tension of TLOU combat to live-action.

    Creature Creation

    The Last of Us’ Clickers are an immediate threat when introduced to players, but they of course had to feel natural to The Last of Us’ unique take on a post-pandemic world.

    “When we started working on the [The Last of Us]…It was very clear you’re going to fight other factions, other humans as they’re trying to survive, and you will have competing goals. That was very clear. And then we’re like, ‘Do we even want the Infected?,’” Naughty Dog Co-President Neil Druckmann explained.

    The team considered keeping The Last of Us so grounded as to only have human enemies, but in realizing another enemy type could help showcase the idea of what brought mankind to the brink, the germ of the Infected was born. But they didn’t suddenly spring to life fully formed.

    “We were always wary of how we differentiate ourselves from zombies, because there have been a lot of zombie movies, a lot of zombie games, and we could easily fall into that trap of just being one more zombie thing without having some fresh take on it,” Druckmann said, explaining that a specific piece of art during the concepting phase solidified where the team could take the Infected.

    “Hyoung Nam, one of our concept artists, eventually did this mash up…he took these fungal growths, these photographs of them and this person that was slumped against a wall and bashed them together, so this person that was against the wall, just covered in fungus, you couldn’t even see their face anymore,’” Druckmann said.

    From there, the team kept iterating and refining this core idea of what the infected could be, including the idea that the Cordyceps infection at the heart of this outbreak would grow into a person’s brain and split open their head, leading to what eventually became the iconic look of a Clicker’s head.

    “We tried to be true to the idea and the concept of the Cordyceps,” Art Director Erick Pangilinan said. “That unique bloom in the head is how we were trying to tie that back into the Cordyceps idea. The Clicker bloom was definitely an ‘Ah, ha!’ moment.”

    Just as important to conveying the fear the Clicker strikes in players is its movements. The quick snaps of its neck, the flicking of its limbs – every step the Clicker takes is one scary step closer to it discovering you. But, as Lead Cinematic Animator Bryant Wilson, who worked on The Last of Us Part I and Part II, describes it, his personal philosophy when animating a Clicker’s movement is rooted in an idea that stays true to Nam’s original concept – a human body being controlled by something else.

    “My own way of thinking about whenever I was animating a Clicker is that these are alive human beings that have something pulling their strings,” Wilson explained. “It’s almost like they would be marionetted by this fungus inside their brain. That’s why you get these motions where, while they move in the right direction, it’s like someone’s pulling them in that direction.”

    And as The Last of Us players will know, the introduction to the Clicker is a striking moment.

    “The first introduction to a clicker, other than the dead one, is one that’s right up in your face, and we do that on purpose,” Wilson said. “It’s a jump scare that works because, at this point, we’ve kind of only talked them up. You’ve seen the regular runners, and this is the first time that you see [a Clicker] that’s, that’s been out there for a while in the wild.”

    But what players will perhaps know is just as frightening as being up close with a Clicker right in Joel’s face is what you hear before you see it, and that’s what gives it its namesake.

    Click, click, click

    The Clickers earn their name for a reason – without sight, Clickers use these sounds to not only conveniently strike fear in the player, but also to understand their surroundings and track their prey. Though the team knew it wanted to emulate the idea of Clickers using these sounds as a means of echolocation like a bat or dolphin, they still needed to land on what that was.

    “One of the most important things was to try to use human sounds as much as possible. We did not want to just make it very creature-y,” PlayStation Studios Senior Director of Sound and Lead Audio on the original The Last of Us Phil Kovats said of the entire Infected soundscape.

    “We weren’t sure what we needed. We weren’t sure how we were going to get that. We hired probably four or five actors and spent some time on the stage with them to let them evolve into a sound and figure out what they could do because that’s what they’re good at,” Kovats explained. “We hired very specific actors. And the one actor that found the voice was Misty Lee. And we’d worked with her in the past before, and she’s amazing, and she’s very fun and creative and playful, and she did this back of the throat, kind of dolphin sound, which Derrick Espino and I look at each other, and we’re like, ‘Oh, my God, what is that? This is amazing.’”

    Phil and the team took Lee’s sessions and worked with them to establish the depth and range of sounds the Clicker can emit, as the wider Naughty Dog team continued to iterate, refine, and collaborate on what these Infected were capable of. But even with Lee’s work, which was intended for female Clickers, Kovats realized pitching it down or adjusting the audio didn’t sound quite right for what they intended for male Clickers. The answer to that solution came from a surprising place – Kovats himself.

    “I found out that I could do the same sound. I think I surprised myself in that. I spent a lot of time laughing with Derrick Espino and Erick Ocampo and recording myself in the sound rooms [at Naughty Dog],” Kovats said, noting how he differentiated his performance a bit. “I’m a little resonate, and using the back of my throat, I always had this tailing whine that would happen as well, too.”

    But as players of The Last of Us will already know, and future players will find out, is how dynamic the Clickers are in their vocalization. There is clear and distinct emotion in their soundscape, and that’s very much intentional and achieved thanks to the collaborative work across departments.

    “We had to work on creating all these stages and then work with the animation teams and the AI teams to script this as if it was dialog,” Kovats explained. “It’s not just a sound effect. We treated these sounds like dialog of a character.”

    Delivering that authenticity meant providing enough depth and believability to the various states players might find a Clicker in, from more docile (though still threatening) moments to how they’d behave in the midst of combat encounters.

    “There was a lot of work that went into making sure that you could place the emotion and the state of the character, from unaware, sleeping, there was just breathing and maybe occasional clicks. We saw the animation and how they would have the character twitch, and so we would add little things that would happen like that randomly. We would have buckets of sound that we could call randomly in this to make it seem very organic and natural in that state,” Kovats said.

    “And as it started to move…if it was unaware, we would have very quiet vocal tones and nothing that sounded really threatening, but still trying to creep the player out,” he continued. “There were these light clicks as it was navigating its environment…and once it knew something was around, then it was more aggressive sounding, more of the vocal content would be added, as well as higher clicks, louder clicks.”

    This variety of sound of course not only adds authenticity and depth to the Clickers to make them feel like more of a threat, but it also serves an important gameplay function – as players choose whether to stealthily avoid these foes, being able to hear their alert level, and their location relative to you, allows the player to better determine how to survive against one of The Last of Us’ most iconic threats.

    And that threat continues to linger all these years later, a legacy built from the work across developers and departments throughout Naughty Dog to bring Clickers to life, and continue to do so, most recently via The Last of Us Part I, now available on PlayStation 5 and available for pre-purchase on PC via Steam and the Epic Games Store.

    “There were very talented sound designers at the time [of the original game], Derrick Espino and Erick Ocampo, who took on a large mantle of trying to put all that together for the game,” Kovats said. “We worked on it together, and we tried to make sure it was right, and there was a lot of iteration back and forth to get it to be great. And then moving forward into the second game and what people are hearing more now for Part I, Beau Jimenez came in later and reworked a lot of the sounds for the second game. They had a lot more to work with, there were more behaviors, it was more dynamic in the second game and for Part I.”

    Bringing the Clickers to life

    And of course, the Clickers have now been seen in live action via The Last of Us on HBO. The second episode also marked Druckmann’s television directorial debut and allowed him to bring the franchise’s most iconic Infected to life. In doing so, he had to consider the differences in making such a scary creation so effective in a new medium during a sequence like the museum Clicker encounter.

    “One of the biggest differences for an action sequence, we would almost never put that in a cutscene in the game because it’d be like, ‘Oh, I want to play that.’ Those are the parts we want to give control to the player and say, ‘Deal with the situation,’ and that gets you to feel the threat,” Druckmann said. “You can’t do that with the show. So, what the show is a lot about, especially a show like this, was a lot about restraint. When something is horrific like this, it’s scarier when you don’t see it.”

    That leads to tense moments where Joel, Ellie, and Tess in the TV show get a glimpse of the Clickers, but don’t immediately come into combat with them.

    “We’re going to see glimpses of them, or you’re going to see them in a reflection in the glass. Even at the end of that episode, when that horde [of Infected] is coming towards Tess, we keep them out of focus because it was creepier not to see them, to just feel their presence,” Druckmann said. And it’s scarier, especially in that medium, to see the fear in the character’s eyes. So, a lot of the direction, as far as where you put the camera is, ‘Let’s show the characters’ fear as much as possible, even more so than the thing that’s chasing them.’”

    The scarcity of the Clickers, and the tension it elicits in the television version, also plays into some of the differences the creators were challenged by between the different mediums. In the game version, players want to have multiple encounters and test their skills while engaging with stealth and combat mechanics. But too much action in a show could feel repetitive.

    “When you have an action sequence, it should be singular. So, one of the things we talked about was the role of action in the show and our belief that we would appreciate the action moments more if they were each unique, separate and apart from each other, each one of them impacting the story directly in a very clear way and either being very small or very big,” executive producer Craig Mazin said.

    And there’s one mechanical element in particular that the show’s creatives had to consider when adapting action to TV: they can’t have characters healing as often as players can.

    “The other issue with the show where we had to do things differently than the game is games have healing mechanics and healing doesn’t work quite that way on television. It’s just, we can’t crouch, bandage, you know, and be fine. So, violence has a different impact. Smaller bits of violence do a lot more damage, and the damage lasts much, much longer or permanently,” Mazin said.

    A shift from game to television also necessitates a change in the choreography of a sequence like this. Viewers don’t need to be taught combat or stealth mechanics like players do, and so the ways in which the characters behave can also be changed to better suit the goals of a scene.

    “We don’t just want Joel to sit there and say, ‘Okay, this is what happens.’ In the game, we actually had to do that because we wanted to make it very clear what those mechanics are. Here, we can go, ‘Okay, let’s do it in a very cinematic way with no dialog,’” Druckmann said. “So, Joel’s putting his finger to his mouth and pointing to the ear and trying to explain to Ellie what they need to do, why it’s so important to be quiet and then demonstrate what happens when you’re not. That became really important.”

    Action, in general, marked a major difference in philosophy between mediums.

    “In the game, you need to have enough action for mastery of mechanics so you can connect with the characters, you get into a flow state,” Druckmann said. “With the show, every action sequence, our approach was, ‘How do we make it character driven?’ Something needs to happen with the characters. They can’t be purely about spectacle. And in this [Clicker] sequence, up until that point, Ellie is really connected to Tess. Only when she’s forced to does she talk to Joel, and it feels like it’s an effort for her to ask him questions. They don’t like each other, but this sequence forces them together and forces Joel to protect her in a way that he didn’t want to, but he can’t help himself.”

    In whatever medium, the action of The Last of Us brings to a head the tension, emotions, and themes of the world through every encounter. And the Clickers themselves represent the work of members across Naughty Dog’s development team working together to bring a frightening, but true-to-the-world adversary to life. For those wanting to test their mettle against the Clickers and many other Infected, The Last of Us Part I is currently available on PlayStation 5, and available for pre-purchase on PC via Steam and the Epic Games Store until its release on March 3. The Last of Us airs on HBO and streams on HBO Max.

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    Jonathon Dornbush

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  • The Last Of Us Episode 2 Broke A Massive Record For HBO

    The Last Of Us Episode 2 Broke A Massive Record For HBO

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    Last week, The Last of Us’ premiere scored HBO’s second largest debut for an original series since 2010. And now, Episode 2 of The Last of Us, “Infected,” has broken another HBO record.

    “Infected” brought in 5.7 million viewers across HBO and HBO Max streams, marking a 22% increase over last week’s 4.7-million premiere. That increase is the largest audience increase from a first episode to a second episode for an original drama series on HBO in the network’s history, as first reported by Variety. HBO calls it the “largest week 2 audience growth for an HBO Original drama series in the history of the network,” which speaks further to the wide success of The Last of Us. 

    Weirdly enough, even though HBO is usually quick to capitalize on series success with an announcement of a second or sequel season, it has not yet done that for The Last of Us, although every sign points to a greenlight for a Season 2. 

    Episode 1 of The Last of Us crossed 10 million viewers after just two days last week and now, Variety reports that it is tracking 18 million, which is nearly four times its premiere night audience. 

    While waiting for this week’s episode, read our interview with game co-creator Neil Druckmann and Joel actor Pedro Pascal about how The Last of Us was changed for TV, and then read about how there are no plans for The Last of Us show to go beyond the games

    [Source: Variety]


    Did you like Episode 2 more than Episode 1? Let us know in the comments below!

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    Wesley LeBlanc

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  • New Nvidia GeForce driver preps for Forspoken, Dead Space remake, and DLSS 3 upgrades

    New Nvidia GeForce driver preps for Forspoken, Dead Space remake, and DLSS 3 upgrades

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    There’s a new Nvidia GeForce Game Ready Driver out, and for once it sounds pretty interesting – especially if you’re lucky/rich/unhinged enough to have dropped megabucks on one of Nvidia’s megabucks RTX 40 series GPUs.


    The 528.24 WHQL driver is mainly aimed at tuning up GeForce graphics cards for imminent PC releases Forspoken, the Dead Space remake, and Deliver Us Mars. All three will include DLSS support, which might come in handy for Forspoken in particular, given its slightly bananas system requirements. But 528.24 will also get Hitman 3 and Marvel’s Midnight Suns ready for DLSS 3 upgrades, with both games set to gain support for the overhauled upscaler in forthcoming patches.

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  • Here are the 2023 Oscar nominations

    Here are the 2023 Oscar nominations

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    After two years of semi-forced awards seasons made up of whatever was done enough to release in theaters, the 2023 Academy Awards are finally looking like a normal Academy Awards. There are big movies (Avatar! Top Gun: Maverick!), tiny gems (Triangle of Sadness! Women Talking!), and as the 2023 Oscar nominations prove, everyone’s getting a piece of the pie. Announced on Tuesday morning, the list is full of recognizable hits from the last year in movies and few under-the-radar picks film lovers will want to seek out.

    Here are the 2023 Oscar nominees announced so far:

    Best Picture

    Everything Everywhere All at Once
    The Fabelmans
    The Banshees of Inisherin
    Top Gun: Maverick
    Tár
    Elvis
    Avatar: The Way of Water
    All Quiet on the Western Front
    Triangle of Sadness
    Women Talking

    Best Director

    Daniel Kwan and Daniel Scheinert — Everything Everywhere All at Once
    Steven Spielberg — The Fabelmans
    Martin McDonagh — The Banshees of Inisherin
    Todd Field — Tár
    Ruben Östlund — Triangle of Sadness

    Best Actor

    Brendan Fraser — The Whale
    Colin Farrell — The Banshees of Inisherin
    Austin Butler — Elvis
    Paul Mescal — Aftersun
    Bill Nighy — Living

    Best Actress

    Cate Blanchett — Tár
    Michelle Yeoh — Everything Everywhere All at Once
    Ana de Armas — Blonde
    Andrea Riseborough — To Leslie
    Michelle Williams — The Fabelmans

    Best Supporting Actor

    Ke Huy Quan — Everything Everywhere All at Once
    Brendan Gleeson — The Banshees of Inisherin
    Barry Keoghan — The Banshees of Inisherin
    Brian Tyree Henry — Causeway
    Judd Hirsch — The Fabelmans

    Best Supporting Actress

    Angela Bassett — Black Panther: Wakanda Forever
    Kerry Condon — The Banshees of Inisherin
    Jamie Lee Curtis — Everything Everywhere All at Once
    Hong Chau — The Whale
    Stephanie Hsu — Everything Everywhere All at Once

    Best Original Screenplay

    Everything Everywhere All at Once
    The Banshees of Inisherin
    The Fabelmans
    Tár
    Triangle of Sadness

    Best Adapted Screenplay

    Women Talking
    All Quiet on the Western Front
    Living
    Glass Onion: A Knives Out Mystery
    Top Gun: Maverick

    Best Animated Feature Film

    Guillermo del Toro’s Pinocchio
    Turning Red
    Marcel the Shell with Shoes On
    Puss in Boots: The Last Wish
    The Sea Beast

    Best Documentary Feature

    All the Beauty and the Bloodshed
    All That Breathes
    Fire of Love
    Navalny
    A House Made of Splinters

    Best International Feature Film

    All Quiet on the Western Front
    Argentina, 1985
    Close
    The Quiet Girl
    EO

    Best Production Design

    Babylon
    Avatar: The Way of Water
    Elvis
    All Quiet on the Western Front
    The Fabelmans

    Best Cinematography

    All Quiet on the Western Front
    Empire of Light
    Bardo, False Chronicle of a Handful of Truths
    Elvis
    Tár

    Best Film Editing

    Top Gun: Maverick
    Everything Everywhere All at Once
    Elvis
    The Banshees of Inisherin
    Tár

    Best Makeup and Hairstyling

    The Whale
    Elvis
    The Batman
    All Quiet on the Western Front
    Black Panther: Wakanda Forever

    Best Costume Design

    Black Panther: Wakanda Forever
    Elvis
    Babylon
    Everything Everywhere All at Once
    Mrs. Harris Goes to Paris

    Best Sound

    Top Gun: Maverick
    Avatar: The Way of Water
    Elvis
    All Quiet on the Western Front
    The Batman

    Best Visual Effects

    Avatar: The Way of Water
    Top Gun: Maverick
    The Batman
    All Quiet on the Western Front
    Black Panther: Wakanda Forever

    Best Original Score

    Babylon
    The Fabelmans
    The Banshees of Inisherin
    All Quiet on the Western Front
    Everything Everywhere All at Once

    Best Original Song

    “Naatu Naatu” — RRR
    “Lift Me Up” — Black Panther: Wakanda Forever
    “Hold My Hand” — Top Gun: Maverick
    “Ciao Papa” — Guillermo del Toro’s Pinocchio
    “Applause” – Tell It Like a Woman
    “This Is a Life” — Everything Everywhere All At Once

    Best Animated Short Film

    The Boy, the Mole, the Fox, and the Horse
    The Flying Sailor
    My Year of Dicks
    Ice Merchants
    An Ostrich Told Me the World Is Fake and I Think I Believe It

    Best Documentary Short Subject

    The Elephant Whisperers
    38 at the Garden
    How Do You Measure a Year?
    Haulout
    The Martha Mitchell Effect
    Stranger At the Gate

    Best Live Action Short Film

    Le Pupille
    An Irish Goodbye
    The Red Suitcase
    Ivalu
    Night Ride

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    Austen Goslin

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  • Blox Fruits Devil Fruit Finder Script Roblox Scripts – World Of PC Games

    Blox Fruits Devil Fruit Finder Script Roblox Scripts – World Of PC Games

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    Blox Fruits Devil Fruit Finder Script Roblox Scripts Download Free Roblox Exploits Hacks And Cheats For Roblox Games Best Roblox Codes And Scripts.

    About Blox Fruits:

    Decided to try Fruits Inc. 2, figuring the story wasn’t really important. The text in the story sections gets cut off, and there seems to be no way to scroll or something to read it completely. The sections of the text that are readable though, have bad English, and while it seems the game might be from Brazil, I am unsure if those errors would not have been caught by Word if the text was written into it.

    Blox Fruits Devil Fruit Finder Script Roblox Scripts Compared to Fruits Inc. 1, Fruits Inc. 2 seems to be even more lenient when it comes to the available time for the gold trophy, so I couldn’t really find the challenge in it (in as far as I played, I can’t talk about later levels) The game has achievements, which I suppose would make it more challenging, if you are into that. I decided to move on and play better games.

    How to run Blox Fruits roblox script / Exploit /Code / Hack and cheat

    1. Download The Exploit (How To Download Guide)
    2. Make Sure You Don’t Download Any Advertisements
    3. Run The Script Via Your Favorite Executor App (Zeus, Delta, Furk Ultra etc)
    4. Enjoy

    Download Here

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    Skring

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  • The Lord of the Rings Returns to Netflix Next Month – IGN

    The Lord of the Rings Returns to Netflix Next Month – IGN

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    Peter Jackson’s The Lord of the Rings trilogy is finally coming back to Netflix in the U.S. on February 1.

    As reported by GameSpot, Netflix announced the return of all three films on Twitter (below), meaning The Fellowship of the Ring, The Two Towers, and The Return of the King will once again be available to watch.

    Somewhat oddly, this will also be the first time all three films have appeared on the streaming service at the same time. The Fellowship of the Ring was available for two brief stints in 2018 before being removed in January 2019, and its sequels appeared from September 2019 to March 2020, but none of the films have been available since.

    Though what’s considered by many to be the best fantasy film trilogy of all time doesn’t need much help, The Lord of the Rings was making headlines again last year thanks to Amazon’s The Rings of Power series.

    The Rings of Power takes place during The Second Age of Middle Earth’s history, a time only briefly touched on in the Lord of the Rings trilogy. This is the era when the Rings of Power were created and Sauron was defeated by the formation of the Last Alliance.

    Amongst its many characters are Galadriel, played by Cate Blanchett in the trilogy, and Isildur, the ancestor of Aragorn and king who cut Sauron’s finger off and claimed the One Ring.

    Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

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    Ryan Dinsdale

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