ReportWire

Tag: in

  • Dex-Starr is the goodest of kitties

    Dex-Starr is the goodest of kitties

    [ad_1]

    context:
    cat is put in a bad cause its trying its best to protect his human, some ******* throw him into a river, the anger he feels is so strong that it makes him worthy of a red ring,
    his human gets killed so he hunts down the ******* that did it and kills them all

    [ad_2]

    Source link

  • Rupert’s Retirement and Fox’s Place in Hollywood

    Rupert’s Retirement and Fox’s Place in Hollywood

    [ad_1]

    Matt is joined by journalist and former chief media correspondent for CNN Brian Stelter to discuss the unique business behind Fox and its relationship with Hollywood moving forward in the post-Rupert era, including how it continues to generate billions in profits every year, its lucrative deal with the NFL, and its ad-supported TV service, Tubi. Matt finishes the show with a prediction on Tom Brady’s media career.

    For a 20 percent discount on Matt’s Hollywood insider newsletter, What I’m Hearing …, click here.

    Email us your thoughts!

    Host: Matt Belloni
    Guest: Brian Stelter
    Producers: Craig Horlbeck and Jessie Lopez
    Theme Song: Devon Renaldo

    Subscribe: Spotify

    [ad_2]

    Matthew Belloni

    Source link

  • How to get a broom in Hogwarts Legacy

    How to get a broom in Hogwarts Legacy

    [ad_1]

    The world outside of Hogwarts is huge, so you’ll definitely to get a broom in Hogwarts Legacy.

    Although quidditch was banned by Headmaster Black, you can still fly wherever you want. Unfortunately, you don’t start out with a broom when you arrive, but you’ll unlock one fairly early on.

    Read on to learn when you get a broom in Hogwarts Legacy, whether there is such a thing as the best broom (spoilers: there is not) and a list of all brooms and where to buy them.


    How to get a broom in Hogwarts Legacy

    To get a broom in Hogwarts Legacy, you need to complete the main story quest “Flying Class.” If you were to only complete main story line quests, you would find these quests fairly early on — meaning it’s possible to get your first broom in your first few hours of playing.


    Hogwarts Legacy brooms list, and is there a ‘best’ broom?

    There are a total of 13 brooms in Hogwarts Legacy, and all of them have the same speed. None are faster than the others; the only difference you’ll find between brooms is a matter of appearance. Other than that, there are no differences between brooms in Hogwarts Legacy – meaning there is no one ‘best’ broom.

    To see what all of the brooms look like, check out the gallery below. If you’re searching for where you can unlock the brooms and how much those brooms cost, read on to the next section.


    Where to buy brooms in Hogwarts Legacy

    You can unlock brooms by purchasing them from a vendor or by popping balloons while riding your broom. Some vendors have prerequisite quests that you must complete before purchasing their brooms:

    • Arn: Complete the side quest “Carted Away” and the main quest “Flight Test”
    • Leopold Babcocke, Priya Treadwell, Rohan Prakash: Complete the main quest “Flight Test”

    Check out the gallery and table below to see how to unlock all of the brooms and how much they cost.

    All of the brooms in Hogwarts Legacy

    Broom Name How to unlock Cost
    Broom Name How to unlock Cost
    Aeromancer Purchased from Rohan Prakash 3,000 gold galleons
    Bright Spark Pop balloons challenge Pop 32 sets of balloons
    Ember Dash Purchased at Spintwitches Sporting Needs 600 gold galleons
    Family Antique Purchased from Pryia Treadwell 2,500 gold galleons
    Hogwarts House Purchased at Spintwitches Sporting Needs 600 gold galleons
    Lickety Swift Pop balloons challenge Pop 7 sets of balloons
    Moon Trimmer Purchased at Spintwitches Sporting Needs 600 gold galleons
    Night Dancer Pop balloons challenge Pop 2 sets of balloons
    Silver Arrow Purchased from Arn 5,000 gold galleons
    Sky Scythe Purchased from Leopold Babcocke 5,000 gold galleons
    Wild Fire Pop balloons challenge Pop 17 sets of balloons
    Wind Wisp Purchased at Spintwitches Sporting Needs 600 gold galleons
    Yew Weaver Purchased at Spintwitches Sporting Needs 600 gold galleons

    How do I upgrade my broom in Hogwarts Legacy?

    After you purchase a broom for the first time, you’ll start a series of side quests given by Albie Weekes at Spintwitches Sporting Needs, which can be found in Hogsmeade. In these side quests, you’ll test your broom upgrades against Imelda Reyes, a Slytherin student, in a series of time trials. To easily beat Imelda’s times, make sure to fly through the golden bubbles as you progress through the race. These bubbles will refill your boost meter and increase your speed for a short period of time.

    After you complete the time trials, return to Albie Weekes, and he’ll begin working on the next broom upgrade. You’ll need to complete three time trials to unlock the ability to purchase the three broom upgrades. These upgrades will increase the speed for every broom you own, not just the one that you have equipped. Check out the table below to see when you can upgrade your broom, and how much it costs to upgrade it.

    Broom Upgrades at Spintwitches Sporting Needs

    Upgrade Quest name Cost
    Upgrade Quest name Cost
    First upgrade Sweeping the Competition 1,000 gold galleons
    Second upgrade The Sky is the Limit 4,000 gold galleons
    Third upgrade After The Sky is the Limit 7,500 gold galleons

    [ad_2]

    Johnny Yu

    Source link

  • Hades leads a major wave of game announcements from Netflix

    Hades leads a major wave of game announcements from Netflix

    [ad_1]

    Netflix has been investing heavily into gaming over the past few years in its continued effort to become the Netflix of… well, everything. In addition to acquiring and building new game studios, nabbing big name talent, and moving into cloud gaming, the streamer is making a concerted effort to make the Netflix app a competitive destination for subscription-based mobile gaming. Though as of now, less than 1% of all Netflix users take advantage of the service.

    That hasn’t slowed down Netflix’s determination in the space. During this year’s Geeked Week virtual event, the company announced a slew of new titles coming to the Netflix mobile app in 2024.

    Along with major announcements and trailer premieres for several of its biggest upcoming series and movies like Avatar: The Last Airbender, Scott Pilgrim Takes Off, Stranger Things, and The Umbrella Academy, Netflix has also shined a spotlight on several of its biggest games coming to the Netflix mobile app, as well as recent releases like Oxenfree II: Lost Signals and Slayaway Camp 2: Netflix and Kill.

    Here are the biggest game announcements and trailers from Netflix Geeked Week 2023.


    Hades

    If you’ve never played Supergiant’s peerless action roguelite before — or always wanted to play it on mobile — Netflix has you covered. An iOS version of Polygon’s 2020 game of the year is coming soon, exclusively to Netflix subscribers. Set in a gaudy, funny, sexy, and mysterious version of the Underworld of Greek myth, Hades follows Zagreus, prince of the Underworld, as he tries and tries and tries again (and again, and again) to escape his father’s domain. With near-infinite permutations of weapons, skills, and boons granted by your fellow gods, Hades never plays the same twice, and it will automatically be the best game in Netflix’s catalog when it arrives there.

    Braid: Anniversary Edition

    The long-awaited anniversary edition of Jonathan Blow’s time-bending puzzle platformer, which was first announced way back in 2020, is finally being released in April of next year. If that weren’t enough, it’s also coming to the Netflix mobile app!

    The Anniversary Edition of the game comes with a suite of new features, including the ability to switch between the old and new graphics at will and 15 hours of developer commentary from Blow himself and Frank Cifaldi of the Video Game History Foundation.

    Chicken Run: Eggstraction

    Coming hot on the tail (feather) of the long-awaited sequel Chicken Run: Dawn of the Nugget, Aardman Animations has announced Chicken Run: Eggstraction — a top-down, real time stealth action game set shortly after the events of the film. You’ll hatch plans, assemble a crack team of chicken commandos, improvise gadgets, and sneak into farms as you liberate whole flocks of new recruits when the game is released in 2024.

    Death’s Door

    Death’s Door, the isometric action-adventure game from Acid Nerve and number seven on our list of the best games of 2021, is coming to the Netflix mobile app. As a sword-wielding crow, you traverse the afterlife collecting souls for the Reaping Commission Headquarters. Think a slightly easier take on Dark Souls — though not that much easier.

    Katana Zero

    The stylish, neo-noir action platformer Katana Zero is also headed to Netflix mobile. You play as a katana-wielding amnesiac assassin as you hack and slash your way through swaths of enemies, slow down time, and dodge deadly attack as you bob and weave your way through a dystopian neon-lit metropolis.

    Money Heist

    One of Netflix’s biggest international hits is its Spanish heist thriller, which now gets this interactive spinoff from the in-house studio Netflix Stories. Dialogue choices and hacking minigames abound when you join the original Money Heist crew in the theft that started it all — La Perla de Barcelona. Like all the games based on Netflix’s original shows and movies, the Money Heist game will remain exclusive to Netflix subscribers when it releases soon, alongside spinoff series Berlin.

    Shadow and Bone: Enter the Fold

    Fans of Shadow and Bone are still waiting on word of a possible third season of the fantasy mystery drama. But in the meantime, Netflix announced a new narrative roleplaying game set between the events of season 1 and 2, which is available to play now on the Netflix mobile app. Explore the world of Grishaverse as Alina, Jesper, Sturmhond, and General Kirigan as you traverse the war-torn land of Ravka, meet familiar faces, and make hard decisions in Shadow and Bone: Enter the Fold.

    The Dragon Prince: Xadia

    Due next year, The Dragon Prince: Xadia is a Diablo-style co-op action role-playing game with hack-and-slash combat and loot galore. It’s being made at Wonderstorm, the studio responsible for the animated fantasy series that’s one of the longest-running shows on Netflix (its sixth season debuts next year), so it should capture the show’s vibe perfectly. This one will be exclusive to Netflix on mobile at launch, but it’s getting a PC version too.

    [ad_2]

    Toussaint Egan

    Source link

  • A Legal Battle Over Injections in SLC?! Plus ‘Salt Lake City,’ ‘Beverly Hills,’ and ‘Potomac.’

    A Legal Battle Over Injections in SLC?! Plus ‘Salt Lake City,’ ‘Beverly Hills,’ and ‘Potomac.’

    [ad_1]

    Rachel Lindsay and Jodi Walker kick off today’s Morally Corrupt with a breakdown of the piping hot tea concerning Heather Gay’s Beauty Lab + Laser and Monica Garcia’s legal battle over injections (14:09), followed by an in depth discussion of The Real Housewives of Salt Lake City Season 4, Episode 9 (20:52). Then, Jodi and Rachel recap The Real Housewives of Beverly Hills Season 13, Episode 3 (42:08), before Callie Curry returns to the pod to dish about the Real Housewives of Potomac Season 8 premiere (1:04:16).

    Host: Rachel Lindsay
    Guests: Jodi Walker and Callie Curry
    Producers: Devon Manze
    Theme Song: Devon Renaldo

    Subscribe: Spotify

    [ad_2]

    Jodi Walker

    Source link

  • ‘Golden Bachelor’ and ‘Bachelor in Paradise’ Episode 7 Recaps

    ‘Golden Bachelor’ and ‘Bachelor in Paradise’ Episode 7 Recaps

    [ad_1]

    Juliet returns with cohost Callie Curry to discuss all the happenings of both The Golden Bachelor and Bachelor in Paradise Episode 7. First, with Golden Bachelor, the ladies discuss Theresa getting picked to be in the final two (:47), the very interesting potty humor that has gone on throughout the season (7:38), Jesse’s all-around hosting performance this season (10:14), “The Women Tell All,” the ladies’ reactions to being on The Golden Bachelor, and who they think will be the Golden Bachelorette (17:01). On the Paradise side, the ladies discuss the Kat, John Henry, and Olivia love triangle (19:33); Jess and Blake’s situationship (26:01); Brayden and Becca’s short-lived romance (29:32); Charity’s appearance for Eliza and Aaron B. drama (36:30); and more!

    Hosts: Juliet Litman and Callie Curry
    Producer: Jade Whaley
    Theme Song: Devon Renaldo

    Subscribe: Spotify / Apple Podcasts / Stitcher / RSS

    [ad_2]

    Juliet Litman

    Source link

  • ‘Precious Cargo’ item and weapon locations in Modern Warfare 3

    ‘Precious Cargo’ item and weapon locations in Modern Warfare 3

    [ad_1]

    “Precious Cargo” is the second mission in Modern Warfare 3. Several of the main campaign missions have collectible items and weapons to find. This gear doesn’t carry over between missions, but, once you’ve collected it, you can change your loadout both during the mission and any time you replay it.

    Our Modern Warfare 3 guide will show you all of the weapon locations and item locations in “Precious Cargo.”

    All ‘Precious Cargo’ weapon and item locations in MW3

    Graphic: Jeffrey Parkin | Sources: Sledgehammer Games/Activision

    There are 21 weapons and items to find in the “Precious Cargo” mission.

    1. MTZ-556

    Call of Duty: Modern Warfare 3 screenshot with the MTZ-556 location marked.

    Image: Sledgehammer Games/Activision

    You’ll find the MTZ-556 assault rifle in the Shadow Company shipping container just east of the starting location.

    2. Silenced WSP Swarm

    You’ll find the Silenced WSP Swarm SMG in the same shipping container as the MTZ-556 above.

    3. Recon Drone

    Call of Duty: Modern Warfare 3 screenshot with the Recon Drone location marked.

    Image: Sledgehammer Games/Activision

    Back outside, turn to the right. A little east of the container, you’ll find an open container with the Recon Drone field upgrade inside.

    4. Silenced Rival-9

    Call of Duty: Modern Warfare 3 screenshot with the Silenced Rival-9 location marked.

    Image: Sledgehammer Games/Activision

    Hop onto the boxes just to the right of the Recon Drone’s container. Climb up to find another orange crate with the Silenced Rival-9 SMG inside.

    5. Heartbeat Sensor

    Call of Duty: Modern Warfare 3 screenshot with the Heartbeat Sensor location marked.

    Image: Sledgehammer Games/Activision

    Head back to the first container and turn south to find another Shadow Company container. Inside, you’ll find the Heartbeat Sensor field upgrade.

    6. Silenced Expedite 12

    Call of Duty: Modern Warfare 3 screenshot with the Silenced Expedite 12 location marked.

    Image: Sledgehammer Games/Activision

    From the Heartbeat Sensor, head south and take the first left. Turn right immediately and you’ll find the Silenced Expedite 12 shotgun in a crate on the second row of shipping containers.

    7. 556 Icarus

    Call of Duty: Modern Warfare 3 screenshot with the 556 Icarus location marked.

    Image: Sledgehammer Games/Activision

    Head east along the bottom of the map and watch for a small building on your left. Get past the guards and you’ll find the 556 Icarus light machine gun in a crate in the northwest corner.

    8. Snapshot Pulse

    In the northwest corner of the same room, you’ll find the Snapshot Pulse field upgrade.

    9. PILA

    Call of Duty: Modern Warfare 3 screenshot with the PILA location marked.

    Image: Sledgehammer Games/Activision

    Back outside, look for a ladder on the south-facing wall. Climb to the roof to find the PILA launcher.

    10. Munitions Box

    Call of Duty: Modern Warfare 3 screenshot with the Munitions Box location marked.

    Image: Sledgehammer Games/Activision

    Keep heading east across the bottom of the map to reach the tower — where you’ll find the manifest for this mission’s objective. On the ground floor, head into the garage to the southeast to find the Munitions Box field upgrade.

    11. RPK

    Call of Duty: Modern Warfare 3 screenshot with the RPK location marked.

    Image: Sledgehammer Games/Activision

    Continue up the tower to the third floor. In the room across from the Harbormaster’s Office, you’ll find a crate against the window with the RPK light machine gun inside.

    12. Pulemyot 762

    Call of Duty: Modern Warfare 3 screenshot with the Pulemyot 762 location marked.

    Image: Sledgehammer Games/Activision

    Inside the Harbormaster’s Office, there’s a hallway leading to the southwest. Head through it to find a crate with the Pulemyot 762 light machine gun.

    13. Explosive Victus XMR

    Call of Duty: Modern Warfare 3 screenshot with the Explosive Victus XMR location marked.

    Image: Sledgehammer Games/Activision

    Continue up the stairs to the roof and take a left to find the Explosive Victus XMR sniper rifle (and a good perch to clear out some baddies).

    14. Silenced ISO Hemlock

    Call of Duty: Modern Warfare 3 screenshot with the Silenced ISO Hemlock location marked.

    Image: Sledgehammer Games/Activision

    From the roof, look to the northeast and you’ll find another building standing on its own. The Silenced ISO Hemlock assault rifle is in the crate inside.

    15. Signal 50

    Call of Duty: Modern Warfare 3 screenshot with the Signal 50 location marked.

    Image: Sledgehammer Games/Activision

    From that building start working back to the west. A little to the north, you’ll pass by one of the automated gantries. Climb up it to the catwalk on the northern side (not quite the very top of the gantry) to find the Signal 50 sniper rifle.

    16. Hybrid STB 556

    Call of Duty: Modern Warfare 3 screenshot with the Hybrid STB 556 location marked.

    Image: Sledgehammer Games/Activision

    Drop off the gantry heading southwest and you’ll find another small building. Head to the room on the north side to find the Hybrid STB 556 assault rifle.

    17. BAS-B

    Call of Duty: Modern Warfare 3 screenshot with the BAS-B location marked.

    Image: Sledgehammer Games/Activision

    Exit the building and climb onto the shipping containers heading west. You’ll find the BAS-B in an orange crate on the top of the northern edge of the stacks of shipping containers.

    18. GS Magna

    Call of Duty: Modern Warfare 3 screenshot with the GS Magna location marked.

    Image: Sledgehammer Games/Activision

    Continue along the tops of the shipping container heading west. Just before you reach the edge of the map, look for a small open area on the ground. You’ll find the GS Magna handgun in a small orange crate.

    19. Incendiary Bryson 800

    Call of Duty: Modern Warfare 3 screenshot with the Incendiary Bryson 800 location marked.

    Image: Sledgehammer Games/Activision

    When you first board the ship, cut to the north (port) side as you work forward. Stay on the deck level and take the first door on the left that you come to. You’ll find the Incendiary Bryson 800 shotgun in a small room there.

    20. RGL-80

    Call of Duty: Modern Warfare 3 screenshot with the RGL-80 location marked.

    Image: Sledgehammer Games/Activision

    Keep heading east toward the bridge. When you enter, take the first door on the left to find a crate with the RGL-80 launcher inside.

    21. KVD Enforcer

    Call of Duty: Modern Warfare 3 screenshot with the KVD Enforcer location marked.

    Image: Sledgehammer Games/Activision

    A little further into the ship, you’ll find the Control Room with the GPS trackers on a long table. Go through the first door on the left to find the KVD Enforcer sniper rifle.


    For more Modern Warfare 3 guides, see how to earn the Back in the Field trophy and the A Shot Blocked achievement, or check out our walkthrough for “Deep Cover.” If you’re jumping into multiplayer when it goes live, check our guides on the best Striker loadout, best MCW loadout, and best AMR9 loadout.

    [ad_2]

    Jeffrey Parkin

    Source link

  • What Are We Going to Watch in 2024? Plus, More Marvel Problems.

    What Are We Going to Watch in 2024? Plus, More Marvel Problems.

    [ad_1]

    Chris and Andy talk about the news this week that HBO CEO Casey Bloys was using fake Twitter accounts to hit back at TV critics (1:00) and also that some of HBO’s most popular shows, like White Lotus and Euphoria, won’t be released until 2025 (16:31). Then they talk about an article published in Variety this week that detailed problems at Marvel Studios, including what to do with Johnathan Majors’s “Kang” character and the forthcoming low box office performance of The Marvels (27:21).

    Hosts: Chris Ryan and Andy Greenwald
    Producer: Kaya McMullen

    Read the Variety article here.

    Subscribe: Spotify / Apple Podcasts / Stitcher / RSS

    [ad_2]

    Chris Ryan

    Source link

  • Cult Stash locations and puzzle solutions in Alan Wake 2

    Cult Stash locations and puzzle solutions in Alan Wake 2

    [ad_1]

    Every Cult Stash you open in Alan Wake 2 will grant you helpful rewards. Like Lunch Boxes and Nursery Rhymes, finding Cult Stashes is an optional pursuit while you’re in control of Saga around Bright Falls and the surrounding areas as she investigates the Cult of the Tree.

    In this Alan Wake 2 guide, we’ll show you where you can find Cult Stash locations, how to solve every Cult Stash you find, and what rewards you’ll get from every Cult Stash you open.

    Note: This guide is in progress. We’ll add more Cult Stashes as we find them.


    Cult Stash locations in Cauldron Lake

    There are a total of five Cult Stash locations in the Cauldron Lake area, but you’ll only be able to get four of them during your first adventure in the area. These Cult Stashes come with a variety of supplies, but one of them in the Cauldron Lake area comes with an inventory expansion, which is definitely something you’ll want to have sooner rather than later.

    If you miss any of these stashes on your first trip, you will be able to grab them later on in the game.

    Cauldron Lake Cult Stash #1 (“Confused? Follow the Steps”)

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The first cult stash is just south of the Murder Site and general store (where you get the shotgun) on the map. In front of the long, rectangular trailer, you’ll find a heavy box with a lock on it.

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    On top of the box, you’ll find a taped piece of paper, which reads: “Confused? Follow the steps! Wash hands, take chicken out of fridge, take a nap.”

    The note is directing you toward the trailer. If you go inside the trailer and look at the bathroom sink, the fridge, and then the bed in the bedroom, you’ll see three symbols in order:

    1. Two triangles with their points touching at an angle
    2. Two triangles with their points touching that are vertical
    3. Horizontal elevator “open door” buttons

    (These symbols don’t have names, so if our descriptions are tough to follow, run through the house in the order we listed above to check for yourself.)

    Head to the lock on the chest and input the three symbols we’ve listed above. Once in the right order, the chest will pop open and you’ll be rewarded with some handgun ammo and a trauma pad.


    Cauldron Lake Cult Stash #2

    A map of Cauldron Lake showing the location of a Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    You won’t be able to access this Cult Stash until after you’ve defeated Nightingale — the game’s first boss — and woken up on the shore with a mysterious companion.

    Once you’re headed back toward the Witch’s Sign and the Overlap, hang to your right and you’ll find a ton of gnarly tree limbs scattered along a shore area. It doesn’t really look like you can adventure any further, but if you walk up to the biggest tree blocking your way, Saga will climb under it.

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once on the other side of the big tree, make your way through the narrow path until you reach another Cult Stash. This lock is the simplest to open by far. Activate it and some lights will flash in an order. Hit the buttons in the same order that the lock just showed you — like Simon Says — and it’ll pop open.

    This is a pretty great stash to find, as it includes some shotgun ammo, a propane tank, a hand flare, and most importantly, an inventory expansion.


    Cauldron Lake Cult Stash #3 (“Rock Rock Tree”)

    A map of Cauldron Lake showing the location of a Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once you’ve removed the flooding from Cauldron Lake and you’re able to get down by the river, you’ll find another Cult Stash just south of the Private Cabin, in a little ravine that leads out to the lake itself.

    The Cult Stash is on a shelf next to the cabin, and simply says “Rock, Rock, Tree. Are you bright enough?

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    This one is a little tricky, as you’ll need to do some minor math and hunt around for the code. If you’re just looking for the code, here you go: 658.

    The gist is that there are two numbers written on a rock down by the river (to the south) that say 7 and -2. Then there’s a tree to the left of the box with a 6 and a +2 on it. And then there’s another rock to the right of the box with 3 and +3. If you do the math on this, that means you’re dealing with 5, 6, and 8.

    The cache doesn’t specify which rock is first, so we just had to try both to figure out the order.

    You’ll get a propane tank and a first aid kit for your trouble.


    Cauldron Lake Cult Stash #4

    A map of Cauldron Lake showing the location of a Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Just west of the Witch Sign, next to the tent icon in the Crow’s Foot Hills on the map, you’ll find another stash. Depending on how you approach it, you’ll likely see the golden arrows before you see the box itself.

    A Cult Stash sitting in the woods of Cauldron Lake in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The box just has a picture of a lightbulb on it. If you look at the trees from the west (looking east, toward where your car and the parking lot is) with your flashlight, you’ll see a bunch of arrows leading you to the right (or south, on the map). Follow these arrows and you’ll eventually find some keys on a mound of dirt.

    Pick up the Streamside Stash Key and bring it back to the stash to unlock it and earn a hand flare, some shotgun ammo, and a trauma pad.


    Cult Stash locations in Watery

    There are a total of eight Cult Stash locations in Watery, which you’ll be able to head to as Saga once you complete the first Alan gameplay section. These Cult Stashes come with a variety of supplies — as usual — but one of them in Watery is how you’ll unlock the Crossbow, which is a powerful long-range weapon for Saga.

    If you miss any of these stashes on your first trip to Watery, you will be able to grab them later on in the game.

    Watery Cult Stash #1

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    North of downtown Watery, just after you meet the Taken Throwers for the first time, you’ll find yourself on a winding trail up into the woods. Keep going until you’re able to turn right and head back the way you came along a small ridge — if you make it to the rest shack with the generator, you’ve gone too far, and if you find a nursery rhyme, you didn’t go far enough.

    A cult stash case sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    After passing by some foliage you’ll find yourself on a ridge overlooking the area you just walked through. On the lip of the ridge is a Cult Stash. This has the same Simon Says-style lock as the second Cauldron Lake Cult Stash. Copy the inputs and it’ll pop open, netting you a propane tank and some shotgun ammo.


    Watery Cult Stash #2

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    North of downtown Watery you’ll find a safe room shack with a generator outside. Once you turn it on and save your game, walk outside the safe room and you’ll see another Cult Stash sitting under and awning by the shooting range. If you read the note you’ll see that this Cult Stash is where you can get a Crossbow — if only you could figure out the code…

    A cult stash case sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The code here is 527, and the way you figure it out is actually pretty cute.

    If you look at the crossbow training area to the right of the stash, you’ll see a bunch of targets with numbers on them. The five has one bolt sticking out of it (indicating it’s the first number), the two has two bolts, and the seven has three bolts.

    Input the code and steal the Crossbow for yourself. You can grab all of the bolts out of the aforementioned numbers to get some extra ammo.


    Watery Cult Stash #3 (“Only striped cups”)

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once you make it inside Coffee World, you’ll find another Cult Stash at the foot of the Slow Roaster, the creaky death-trap of a Ferris Wheel.

    A cult stash case sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The code here is 147, and the clue says “only striped cups.”

    If you look up at the Slow Roaster you’ll see that all the Ferris Wheel carriages are numbered and some are striped. You just need to pick the three striped ones and put in their corresponding numbers. You’ll get some shotgun and handgun ammo for your trouble.


    Watery Cult Stash #4 (“What hides behind the smile?”)

    A map of Watery showing the location of a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    In Coffee World, in the section of the map sandwiched between the “Coffee World” area (the one south of the Slow Roaster, not the big red sign on the map) and Kalevala Knights Workshop, you’ll find the Huotari Well. And behind the Huotari Well, against the back wall of the area, is another Cult Stash.

    A key sitting on the ground in Watery in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The clue shows a picture of Drippy — the giant coffee pot mascot for Coffee World — and says “what hides behind the smile.” This sounds cryptic, but it’s actually quite literal. Head back toward the Coffee World area and the main entrance to the park (remember, you entered from the back) and you’ll see the giant, painted Drippy made out of concrete, sitting on a wall. Walk up behind the mascot and weasel your way though a little gate to what looks almost like a tiny garden. You’ll find a key sitting on the ground.

    Grab the Coffee World Stash Key and take it back to the Cult Stash to get some handgun, shotgun, and crossbow ammo.


    Watery Cult Stash #5

    A map of Watery in Alan Wake 2 showing the location of the Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    West of the Watery Lighthouse and its nearby safe room, you’ll find a ledge you can grab up on. Climb up to find a Cult Stash sitting against a rock. Here, you’ll need to shine your flashlight around looking for cult symbols in a particular order. But there are way more symbols here than codes to place into the lock, so you’ll need to narrow it down.

    Saga attempts to open a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The code to the box is:

    1. Two triangles facing down on top of each other
    2. Two triangles facing up on top of each other
    3. Two triangles next to each other facing down

    You can find this pattern for yourself by looking around for the roman numerals above each symbol. These symbols are marked with an I, II, and III respectively.

    You’ll get a propane tank, an arrow, and some pistol ammo for your trouble.


    Watery Cult Stash #6

    A map of Watery in Alan Wake 2 showing the location of the Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once you’ve conquered the Overlap in Watery and made the flooding subside, head back to Saga’s trailer (marked “‘My’ Trailer” on the map) and go to the trailer one just south of it. Head toward the front door, which faces the dock, and you’ll see the Cult Stash hanging out under an awning near the front door.

    Saga find a key for a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    There is no hint on this stash at all, and while you could go into the house and read some emails to figure out where to find the key, we’ll just tell you where it is.

    Facing the stash, walk right and you’ll see a ramp that leads up to a pole. Walk up the ramp and look to your left. Grab the Trailer Park Stash Key off of the electrical box and use it to open the stash.

    You’ll get an arrow, a propane tank, and a trauma pad for your trouble.


    Watery Cult Stash #7 (“Battery 1600 Amps math problem”)

    A map of Watery in Alan Wake 2 showing the location of the Cult Stash

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    Once the flooding has gone down in Watery, head back into downtown and go down the dock facing to the east, on the farthest edge of town. You’ll find the Cult Stash box sitting next to some other boxes and it’ll have a bit of a math problem for you to solve. Let’s take a look:

    There are 3 batteries (B1, B2, B3) which have a combined charge of 1600 Amps. B2 has 128 Amps more than B3. B1 has two times as much charge as B3. How many Amps does B2 have?

    Saga attempts to open a Cult Stash in Alan Wake 2

    Image: Remedy Entertainment/Epic Games Publishing via Polygon

    The correct answer and code is 496.

    Show our work? Sure! Subtract 128 from 1600, which gives you 1472. Divide that number by four (three different batteries, but we know one of them is double the other, so it counts for two), to get the value of our lowest battery, B3: 368. Multiple B3 by two and you’ll get B1: 736. And add that 128 back to B3 and you get the code and answer to B2: 496. Check your work by adding 368, 736, and 496 back together and you get 1600 Amps exactly. Math!

    You’ll get an arrow, a trauma pad, and shotgun shells for flexing your math skills.


    More Cult Stash locations coming soon!

    [ad_2]

    Ryan Gilliam

    Source link

  • Sam Bankman-Fried Often Didn’t Recall in His Testimony. But the Prosecution Did.

    Sam Bankman-Fried Often Didn’t Recall in His Testimony. But the Prosecution Did.

    [ad_1]

    Of all the deliciously tedious courtroom conversations that have happened between federal prosecutors and failed crypto founder Sam Bankman-Fried—who is standing trial on seven counts of fraud, conspiracy, and money laundering related to the loss of $8 billion of customer funds at his crypto exchange, FTX—one on Tuesday really had it all. Pedantic dissembling! Experienced persistence! The Bahamas! FPOTUS Bill Clinton! It began when assistant U.S. attorney Danielle Sassoon asked Bankman-Fried what ought to have been a straightforward question on cross-examination, and things quickly snowballed into the absurd:

    Sassoon: In April 2022, you invited the Bahamian prime minister to a private dinner hosted by FTX, right?
    Bankman-Fried: When was that? Sorry?
    Sassoon: Around April of 2022.
    Bankman-Fried: It’s possible. I don’t remember what that’s referring to.
    Sassoon: Well, do you recall inviting him to a private dinner in 2022 with former president Bill Clinton and former U.K. prime minister Tony Blair?
    Bankman-Fried: No, but it doesn’t surprise me.
    Sassoon: Did you in fact attend a dinner with the Bahamian prime minister, Bill Clinton, and Tony Blair?
    Bankman-Fried: During the conference, the FTX conference, there was a—something like a dinner with them, yeah.
    Sassoon: When you say “something like a dinner,” was it a dinner?
    Bankman-Fried: It may—I don’t remember whether there was food. It may have been.
    Sassoon: And you were there, right?
    Bankman-Fried: Yup.

    Perhaps out of deference for his may-have-been-dinner-mate Clinton, Bankman-Fried thankfully avoided bickering over the meaning of the word “is.” Still, he argued about plenty of other terms during his three-ish days on the stand. For example, less than a minute into Sassoon’s cross, which began Monday afternoon, Bankman-Fried said the phrase: “Depends on how you define ‘trading.’” The next day, he haggled with Sassoon over the meaning of “transact with.”

    At one point, after being asked whether he remembered making various positive statements about the company he founded, SBF responded, “No, but I may have,” to five consecutive questions. More than once, he called something “effectively correct” instead of just saying yes. And he responded, “I’m not sure what you’re referring to,” to Sassoon’s inquiries often enough that Judge Lewis Kaplan finally broke in.

    “The issue is not what she is referring to,” Kaplan admonished, as a few jury members smirked. “Please answer the question.” The question in question: “Generally, do you recall in substance making statements that FTX was a safe platform?” Bankman-Fried’s eventual answer: “I remember things around specific parts of the FTX platform that were related to that. I don’t remember a general statement to that effect. I am not sure there wasn’t one.” Got it!

    While Bankman-Fried continued in this manner, a filmmaker sitting next to me in the gallery murmured that the defendant ought to be lifting his face up more, that maybe he might appear more sympathetic if he found better light. When your defense revolves around keeping everything shrouded, however, it turns out there really isn’t much you can illuminate.


    United States v. Samuel Bankman-Fried commenced in early October and could conclude as soon as the end of this week. In its closing argument on Wednesday, the government stated that Bankman-Fried had said some version of “I can’t recall” over 140 times in his cross-examination and that, as attorney Nicolas Roos put it, “A pyramid of deceit was built by the defendant. That ultimately collapsed.”

    As I watched Bankman-Fried testify in his own defense over the past week, I thought a lot about chaotic spreadsheets. This was, at least in part, because throughout the trial, a lot of .xls files have been entered into evidence, each more tenuous than the last.

    There are spreadsheets with line items labeled “Oops this seems like not a thing we should be counting,” like one that Caroline Ellison, the former CEO of Bankman-Fried’s trading firm, Alameda Research, said she prepared. There are spreadsheets where the accounting is rounded not to the nearest decimal, but to the nearest billion. There are spreadsheets where the accounting is labeled with euphemisms, like “exchange borrows,” that mean illicitly wormholed FTX customer funds. There are spreadsheets showing Alameda’s $65 billion line of credit on FTX’s systems, an allowance that was $64,850,000,000 more than that of the next-highest customer. So many spreadsheets, all crowded with tabs, each one lousy with alarming valuations and bad news.

    But it wasn’t just the spreadsheets themselves that stood out to me. It was the fact that Bankman-Fried, up on the witness stand, often resembled a spreadsheet himself. Sometimes this was because of the way he processed, added up, divided, and extrapolated his thoughts and testimony in real time, stacking and rearranging his words in linked columns and rows. More often, it was because he said, again and again, that he didn’t know what Sassoon was referring to—a living embodiment of the dreaded #REF! error. Number-loving and load-bearing, Bankman-Fried was, for years, the guy whose base values provided the enterprise value to an entire apparatus of people and industry. Now, his cell contains only his own errors. When he went bust, everything linked to him went broke.

    “I trusted Sam,” testified Adam Yedidia, Bankman-Fried’s former MIT classmate who also worked at FTX, in early October. A few days later, Ellison, one of three trial witnesses who were a part of Bankman-Fried’s inner circle and have already pleaded guilty to fraud and conspiracy charges as part of a cooperation deal with the government, described Bankman-Fried as so ambitious that he felt he had a 5 percent chance of becoming president of the United States. Former FTX employee Nishad Singh—whose own bottom line went from “billionaire” to “#REF!” with the collapse of FTX just about a year ago—also recently testified for the prosecution. He was asked how he would describe his relationship with the defendant. “I have always been intimidated by Sam,” Singh began, to the overruled objection of the defense. Singh continued: “Sam is a formidable character, brilliant. So I had a lot of admiration and respect for him. Over time, I think a lot of that eroded, and I grew distrustful.”

    When Bankman-Fried took the stand, a will-he-or-won’t-he decision that had been hotly speculated about for weeks, the full arc of all of these descriptions of him was on display. For a time, courtroom observers did get a sense of the once-formidable iteration of Bankman-Fried. And then we also saw that same erosion, right before our eyes.


    While most white-collar defense attorneys typically don’t like to have their clients testify—the risks of perjuring oneself, irritating the sentencing judge, or getting pinned down on cross-examination all frequently outweigh the potential upside of, say, charming a juror—Bankman-Fried’s counsel almost certainly had little choice in the matter. Their client has a famously idiosyncratic risk tolerance. And the case was not going well for the defense otherwise: Their cross-examinations, particularly of Ellison, hadn’t drawn much blood, and the judge denied a number of their proposed expert witnesses. So why not swing big?

    In his direct examination, which began for the jury on Friday, Bankman-Fried got off to a steady start. When asked what his early vision was for FTX, SBF said that he had hoped to “move the [crypto] ecosystem forward,” but “it turned out basically the opposite of that.” (Shades of his “same, except exactly the opposite” quip to Ellison, which will live in ex-boyfriend infamy.) Bit by bit, he and his lawyers chipped away at some of the prior witnesses’ testimonies, trying to establish that mistakes were made and money was lost, but crimes were not intentionally committed.

    To that point in the trial, the government had repeatedly offered evidence that Bankman-Fried is well-attuned to the best PR angles for him and his companies. As he sat on the stand, we in the courtroom could see the defendant strive to be perceived as forthright—and maybe also a little bit funny? Speaking about FTX’s decision to enter a 19-year, $135 million arena-naming deal with the city of Miami and the NBA’s Miami Heat, for example, Bankman-Fried unexpectedly and amiably roasted both Dak Prescott’s Sleep Number bed ad campaign (too unmemorable, per his analysis) and the Kansas City Royals (“With no offense to the Royals,” he said, talking about having considered working with the team on a possible stadium-naming deal, “I didn’t want to be known as the Kansas City Royals of crypto exchanges, so we passed on that one”). Honestly, some of it was solid material. A number of jurors grinned, maybe even chuckled a little, and so did I. And that was before he had this exchange with his lawyer, Mark Cohen:

    Cohen: Can we turn to the second page, please? Pull up the paragraph entitled: “Things Sam Is Freaking Out About.” First entry is hedging. Do you recall discussing this with Ms. Ellison?
    Bankman-Fried: Yes.
    Cohen: Were you freaking out?
    Bankman-Fried: I don’t tend to show a lot of freak-out-ness, but relative to my standard, yes.

    Unlike the jurors, though, I was getting a kick out of this mainly because I had a good idea of what would be coming down the pike. Last Thursday, due to a dispute between lawyers about the admissibility of certain topics of inquiry, the jury was sent home early so that Bankman-Fried could offer limited testimony in a special “hearing” in front of Judge Kaplan (and the rest of the gallery). The direct questioning in that period had gone smoothly, much like it did in front of the jury—Sam’s father even gave him a big thumbs-up during a courtroom break.

    But during a truncated cross-examination by Sassoon that afternoon, Bankman-Fried wilted. Simple questions like when …? or where …? or with whom …? gave him (and his mother, scoffing in the gallery) fits. The jury wasn’t there, so it was in some ways a dress rehearsal for both sides, but it went so resoundingly badly for the defense that I spent the night fretting that we’d come into court the next morning to find out that Bankman-Fried had run the numbers and would no longer testify at all. Luckily, that wasn’t the case.


    When it came time for the real cross-examination, Bankman-Fried’s whole presence on the stand shifted. Gone was the strenuous (approaching affable) nerd who had described his college living situation as “coed, nerdy, and dry” and had explained to the jury why he’d been photographed carrying a deck of playing cards: not because he was a gambling man who wanted to be ready in case a poker game broke out, but rather to give his fidgety hands something to do. (It wasn’t a sustainable solution, he said: He shuffled the cards so often that he shredded through a pack of them a week at one point, and he had to switch to a fidget spinner.) Gone were the chatty asides about how most people strive for Inbox Zero, but his goal is Inbox 60,000. Bankman-Fried was now on the hot seat, and while he’d clearly learned since Thursday to keep his answers as close to “yep” and “nope” as possible, he still couldn’t help but veer into his own way.

    In his direct testimony, Bankman-Fried had displayed a precise, expansive memory, but on cross, he had a much tougher time recollecting even the recent past:

    Sassoon: You testified that you stumbled your way into Michael Kives’s Super Bowl party. Do you recall that?
    Bankman-Fried: The seats at the actual, physical Super Bowl, yes.
    Sassoon: And you flew to the Super Bowl in a private jet, didn’t you?
    Bankman-Fried: I don’t remember.
    Sassoon: You don’t recall flying to the Super Bowl in a private plane?
    Bankman-Fried: I don’t recall how I got there.
    Sassoon: Is that because you traveled on private planes so frequently?

    Again and again, Sassoon asked him about specific statements he made, and he said he didn’t recall or didn’t know what she was referring to. Again and again, she came calmly with the receipts, posting Google Docs or old articles or video links or Signal messages. “Does that refresh your memory?” she would ask. “No,” he’d reply.

    Sassoon [calling up a photo of SBF on a plane]: Mr. Bankman-Fried, is that you in shorts and a T-shirt on a private plane?
    Bankman-Fried: Chartered plane, at least, yes.

    Sassoon established that Bankman-Fried had bragged about being wholly separate from his trading firm, Alameda, but that he had also been directing trading activity—a big blow to his attempted defense that Ellison, the Alameda CEO, should have hedged better. She made Bankman-Fried read aloud a DM of his that said “fuck regulators” and had him admit that he had called some of the folks on crypto Twitter “dumb motherfuckers.” (Well, kind of admit: Bankman-Fried would agree that he had said that about only “a specific subset of them.”) She pulled up stock transfer agreements and wryly observed: “And this says, ‘Unanimous Consent of Board of Directors.’ Looking at the bottom, you were the only member of the board, correct?”

    Once, cornered, Bankman-Fried piped up plaintively: “I can explain …” Sassoon wasn’t interested in that. “That’s all right,” she said, with the exact singsong cadence Miranda Priestly uses when dismissing an underling, as the exhibit monitor displayed all the explanatory proof she needed.


    During the defense’s redirect on Tuesday morning, Bankman-Fried reverted to being a more eager talker and reminiscer. His memory became clearer when he was asked about past conversations and states of mind. He joked to the court about the photo of him on a private jet that the government had posted: “very flattering one.” Ha ha, I guess. But the whiplash in tone mostly served to make his reticent responses to the prosecutor’s earlier questions seem even more shady and petulant.

    In Bankman-Fried’s time on the stand, the wide scope of his personality became clearer and clearer: how convincing and, in his way, winsome he could be; how cold and harsh he could become. Business in front; coed, nerdy, and dry in back. Still, while a lot of his chatter seemed designed to fill the air and distract the jury from the painful caesuras he’d endured from Sassoon, one thing he said came almost certainly from the heart.

    Asked by Cohen why he had told Sassoon “no” under oath when asked if he had spent the missing $8 billion of FTX customer funds, Bankman-Fried had a couple of answers. One was, “Money is fungible anyway.” In other words: Hey, who’s to say?! But the other seemed to speak to one of Sam’s broader, odder points of view. “The other part of it, I mean, I don’t know if this is right or wrong, but for better or for worse, it has been a part of me that, like: I wasn’t particularly interested in trying to dole out blame for it. That wasn’t my priority. It generally wasn’t my priority. It was generally something I de-prioritized.”

    This tracked with something his mother, a law school professor and ethicist, had written for the Boston Review a decade ago: a polemic against “blame mongering.” It also tracked with what Bankman-Fried had told Michael Lewis in the course of being interviewed for his book Going Infinite: that at his first job out of MIT, “Jane Street [Capital] really didn’t like blaming people. … They sort of asked, ‘Did anyone do anything contrary to what they were being told?’ When the answer was no, they said it could just as easily have been the CEO who did it.”

    Later in Going Infinite, Bankman-Fried is quoted as saying, “Fault is just a construct of human society. It serves different purposes for different people. … I guess maybe the most important definition—to me, at least—is how did everyone’s actions reflect on the probability distribution of their future behavior?” In Bankman-Fried’s case, the record seems clear: His actions made him more likely, in the future, to behave as though there would be no consequences for them. His actions made him more likely, in the future, to repeat said actions. And his actions made him more likely, in the future, to arrive at a scenario where he would want to testify in federal court in his own defense in a multibillion-dollar fraud case.

    On Thursday, a different construct of human society—the jury—will begin its deliberations on the seven counts of fraud, conspiracy, and money laundering leveled against Bankman-Fried. And they will ultimately be the ones to determine whether the fault lies with Bankman-Fried or if he’s not guilty of the charges against him. “He took the money. He knew it was wrong. He did it anyway,” Roos said in the government’s closing argument. “Because he thought he was smarter. … [He thought he could] talk his way out of it.” Cohen, speaking for the defense, told the jury, “The government has sought to turn Sam into some sort of villain, some sort of monster. … It’s both wrong and unfair.” Regardless of whom the jury believes, both sides are referring to the same missing billions, the same broken spreadsheets, the same defendant who sat up on the witness stand and made one thing really clear: that he’s forgotten so much more about all of this than we’ll ever be able to know.

    [ad_2]

    Katie Baker

    Source link

  • The Rewatchables: ‘The Omen’ | The Most Terrifying Kid in a Horror Film?

    The Rewatchables: ‘The Omen’ | The Most Terrifying Kid in a Horror Film?

    [ad_1]

    The Ringer’s Bill Simmons and Chris Ryan do it all for Damien by rewatching Richard Donner’s 1976 horror classic, The Omen, starring Gregory Peck, Lee Remick, and Harvey Spencer Stephens.

    Subscribe: Spotify / Apple Podcasts / Stitcher / RSS

    [ad_2]

    Bill Simmons

    Source link

  • Can Yamask be shiny in Pokémon Go?

    Can Yamask be shiny in Pokémon Go?

    [ad_1]

    Yamask, the Spirit Pokémon from Unova, can be found in the wild in Pokémon Go. Yes, Yamask can be shiny in Pokémon Go!

    Graphic: Julia Lee/Polygon | Source images: Niantic

    Both versions of Yamask can be shiny. Whether you have a Galarian Yamask or the original Unovan Yamask, you can use the same candy to evolve and power up both.

    What is the shiny rate for Yamask in Pokémon Go?

    As per old research by the now-defunct website The Silph Road (via Wayback Machine), the shiny rate for Pokémon on a regular day is approximately one in 500. Yamask is not a confirmed Pokémon that gets a “permaboost” (meaning that it’s a rare spawn and thus gets a boosted shiny rate).

    What can I do to attract more shiny Pokémon?

    Not much, unfortunately. It appears to be random chance. Shiny Pokémon catch rates are set by developer Niantic, and they are typically only boosted during special events like Community Days or Safari Zones, or in Legendary Raids. There are no consumable items that boost shiny Pokémon rates.

    Where can I find a list of available shiny Pokémon?

    LeekDuck keeps a list of currently available shiny Pokémon. It’s a helpful visual guide that illustrates what all of the existing shiny Pokémon look like.

    For more tips, check out Polygon’s Pokémon Go guides.

    [ad_2]

    Julia Lee

    Source link

  • What if Super Mario Bros. Wonder’s talking flowers were in Alan Wake 2?

    What if Super Mario Bros. Wonder’s talking flowers were in Alan Wake 2?

    [ad_1]

    Alan Wake 2 is bleak stuff. Sure, your flashlight makes the darkness a little less scary, and the full-motion video commercials are a lighthearted wink to players who seek them out. But for some, the game could benefit from a constant positive presence to raise the mood while you traverse the Overlap and beyond.

    Of course, this thought comes after playing Super Mario Bros. Wonder, where each level features a goofy talking flower character who remarks on the player’s actions, or on what’s happening in the game world. After going back and forth between the two games, it’s hard not to imagine what the talking flower would be like in Alan Wake 2.

    Image composition: Cameron Faulkner/Polygon | Source images: Remedy Entertainment/Epic Games Publishing, Nintendo EPD/Nintendo

    Beyond blurting out quips to take your mind off the dread of walking through forests at night with scarily few bullets, or when running from the Dark Presence, the talking flower could be a useful tool for marking objectives, or helping you figure out combinations to safes.

    Inevitably, I think the game would take a dark turn with this, turning the talking flower into a deceptive plot device. Eventually you wouldn’t know if you could trust what the talking flower is telling you, adding to Alan Wake 2’s deft skill of extending its dark fiction over the game’s reality. Are the Taken a threat, or are you the threat? Maybe, just maybe, it’s the talking flower.


    It’s putting thoughts into my mind, ones that I’d rather not be having.

    The chaos is reminding me of how simple things were, back when Alice and I first arrived in Bright Falls. Now, I’m stuck in the Dark Place.

    T̶̘͉̯̀̾̑̈́̈́͑̏̚̕͝h̸̝͔̭̹͎̲̦̖͉͓̊͊̒̓̎͒̑̚͜e̶̢̛̦̠̤̳͍̭̠̠͊̄̑̓̌̂̍̐̍͝ ̵͈͚̞̑͛̀̈́̅ţ̶̧̭̜̙̥̀̐̔͜ă̶̲̬̞͔̠͚̪̣̤̎̀̂̈́̕ḽ̸̬̬͎͙̥̘̈͐͗͋͋͋̍̌̀͛̕̕͠k̸̖͎̙̭̖̝̎̽̃̀͊̃̏̑̾̃͒ḭ̶̧̠͙͕̺͎͊̄̈́̾̇̈̐͋̏͘͝ń̸̢̮̩̰͙͌̆͛g̴̞͖͖͉̭͚̞͋́̒̈̃̄̾͗͂̈̎͘̚ ̵̢͎̺͎̙̭͕̹̞̑̆̈́̿f̴̨̨̧̱͖̫̱̥̖̩̝̯͇̪̀͋̒͐͗̓̎͗̂͐͜͠ĺ̸̡̦̼̖̦͔̗̳̭̫̼̳̘̱̝̎̂͛́̀̓̇̈̎͝o̷̡͓̭̞̲̯̞̘͊̈́̉͋̾̿̓̔̈̅͌͜͝ͅw̴̘͖̉̈́̽͗̏̈́̄̈́̓̈́̓̕͠ȩ̸̡̞̱̟̺̹̲͍͖̹̹̀̈́͒̆̀̊̾̉̑̽̑̕͠ͅŗ̷͉̝̘͚͉̱̫̰̈́ ̸̺̥̤̞̭͙̗͚͍̗̺͈͔̣̃͜͠ḩ̴̡̧̰͕͈̩̱̲̯͚̥͚̦́̇͜a̶̜̰̝̼̬̦̼͓͊̉̈́ṡ̸̡̟̩͎̗̘̭͕͕͍͍͖̠͜ ̵̗̬͉̜̩̂t̵̹͓͍̯̤̭͍̻̹̟͚̎͐͛͠ą̵̟̠̬̮̌̊̍̿̒̂̊͌͋̐̚͝k̶̨̛̝̻̫͕͇̙̼͎̞͕͓̥͒͂̔̽̀̑͒̏̚͜͝ȩ̴̝͓̬̝̘̘̙̤̰̫̞̤̈̎̏̐̒̋̏͋͊͝n̸̢̛̠̖͚̠͎͆̂͛̑́͠ͅ ̵̢̘̹͓͖̘̽͛̀͋̐̚m̵̛͚̊̃͂̃̆̋̓̂͛͆̋̎̃͌y̴̙͖͔̳͍͍̟̫̩͎̙̟̔͛̔̏̓̇̀̈́͆̀ͅͅͅ ̶̠͓̝͉̬̤̟̼̞͉͚͋̇̂͗́ͅp̴̨̞̲̹̩̙̫̖͉̩̠̗̜̀͜l̷̲͚̱͉͓̥̪͑̓̔͛̿̐͋͑͂̈́͘͜ã̸̢͚͓͚͔͊̓̒̈̎̆̾̎̚ç̶̟̤̟̯̘̖̝̫͎̣̹̚e̸̜͓̯͐̑̾̈́̂̉̓̆̐͝ ̶̙̖̲̮̏͌͜ͅí̸̯̇̇̇̆̄̔͋͊̾̋͠n̵̨̠̙̟͎̏́̄̓̔͗̀̚͝͝ ̶̜̞̥̭̰̼̖̞̖̭̈̂͒͒̓͑͛̾̐̽̿̕̕͝͝ŗ̴̮̜̼̔͗͋̉ͅę̷͍̥͖̞̻̗͓͓̥̎̅͑̅̾̓̾̃̿̄̕͠ä̸̛̻̎̅̔̈̈́̅̀̎̂̈́̚͝͝ļ̷͕̫̫̜̄̉́̎̐͝į̷͎͇̖̖͚̍̓̀̉̂́̏͂͑̂͌̕ͅt̷̡͉͎͓̻͙̩͍̙͈͋̏̈̏̎̉̀̕y̵͙͉̩̘̐̈́̃̄́̉̓̍̀̂̅̔͝.̵̢̡̢̭̻̝̭͎͔͖̻͔̓̀͜͜͠ͅ

    [ad_2]

    Cameron Faulkner

    Source link

  • In ‘Alan Wake 2,’ Sam Lake Will Lead You Deeper into the Woods

    In ‘Alan Wake 2,’ Sam Lake Will Lead You Deeper into the Woods

    [ad_1]

    As a child in Finland, Sam Lake spent his summers in water as much as on dry land, by virtue of his family’s annual trips to a lakeside cabin outside his hometown, Helsinki. He would often stand poised on a wooden pier that extended over a body of pristine water, his back arched into his shoulders, arms pointed forward, ready to dive. But the tranquility of these aquatic sojourns was tinged with dread, even for an accomplished athlete like Lake, who represented his local swim team. Finnish water is not bright, crystalline blue but deep and impenetrably dark, a surface that’s practically impossible to see beneath. Lake often felt a compulsion to puncture this water, or “black mirror,” as he calls it, and immerse himself in its inky, fathomless depths.

    The video games that Lake has either written or directed at Remedy Entertainment over the past 27 years conjure a similar foreboding through spaces that threaten to swallow the player whole. In 2016’s Quantum Break, you navigate a university town that fractures like glass as the very fabric of time is disrupted; in 2019’s Control, a towering brutalist building traps a young woman in a shifting, supernatural panopticon (one that seems to be constructed from a strange liquid substance as much as from actual bricks and mortar). Alan Wake, published in 2010, and its newly arrived, long-awaited sequel, Alan Wake 2, meanwhile, hem the player into confined forests where pines sway with an unrelenting, paranormal menace. Players explore these vividly realized worlds while engaging in altogether baser pleasures: namely, letting loose a hail of bullets and leaving a plume of atomized debris in some of the medium’s most refined gunplay. Remedy’s games have long sought to bridge the gap between genre craftsmanship and high art, and Lake’s writing embodies this daring, high-wire approach: pulpy, allegorical, poetic, and infused with a streak of absurdist humor that, at times, threatens to derail the entire experience.

    Lake, who was born Sami Järvi in 1970 (järvi means “lake” in Finnish), describes Alan Wake 2 (published by Fortnite maker Epic Games) as a “dream project,” one he has agitated to make ever since the original was released for the Xbox 360 13 years ago. Microsoft initially passed on a sequel to the cult favorite in favor of something new (this became Quantum Break), and then a second pitch eventually turned into Control. “It’s been such a long time coming that I felt a kind of fever throwing myself into it,” he says via a video call from Remedy’s office in Espoo, a picturesque city that sits next to Helsinki on the southern coast of Finland. Lake says that everything he was “burning” to do with the game he has done: “It’s been quite an effort,” he stresses. “But I honestly feel, sitting here, that I can say: I have given it my everything.”

    When we spoke in late September, Lake was deep in the final production push, playing Alan Wake 2 at every opportunity, making last-minute tweaks, and ensuring that the finishing touches being put on the game, like custom music, were up to scratch. He describes his work on the game as a kind of “creative chaos,” primarily because of the many hats he’s worn: writer, codirector, even actor (Lake is a recurring presence in Remedy’s games, this time playing FBI agent Alex Casey). Still, he hoped to take a breather the weekend after our conversation and venture into the countryside to do some foraging. “It’s a very good year for mushrooms,” he says.

    Alan Wake 2 has taken four years to complete, and it’s notable for being neither an open-world behemoth nor an always-online, live-service game. Like its predecessor, it’s a committedly linear single-player experience set in an oppressively hostile yet oftentimes strikingly beautiful version of the Pacific Northwest whose cold yellow sun evokes the perpetual twilight of the Northern Hemisphere’s far reaches. You play as two characters: Alan Wake, a writer of Stephen King–esque thrillers and the protagonist of the first game, and Saga Anderson, an FBI agent who has been sent to this usually bucolic pocket of the United States to investigate a spate of ritualistic murders.

    As in every other Remedy title (barring the studio’s 1996 debut, the vehicular-combat game Death Rally), the camera is slung behind the back of a character clasping a gun (or flashlight, in the cases of Alan Wake and its sequel). But Alan Wake 2 isn’t an action-thriller like the studio’s prior releases (which hewed closely to the formula laid out by Remedy’s second game, Max Payne, in 2001). Alan Wake 2 is survival horror, the studio’s inaugural effort in the genre. Rather than riffing on the time-bending high jinks of The Matrix, à la Max Payne, Lake and his codirector, Kyle Rowley, have looked to Resident Evil games, seeking to inspire terror through newly claustrophobic encounters, a deeper sense of vulnerability, and violent acts rendered with stomach-churning photorealism.

    The game’s structure mimics the glassy body of water in Lake’s memories of his childhood. Above, Anderson and the events playing out in a world similar to our own. Below, Wake, who has been trapped in a surreal, metaphysical location called the Dark Place for more than a decade. You’re able to freely switch between these two characters at the game’s equivalent of Resident Evil’s safe rooms, exploring one or the other’s story to whatever extent you wish (perhaps even leaving Anderson or Wake to languish in their respective realities). Together, they embody a duality—one of the game’s big themes, says Lake. The solid, stable world of Anderson’s adventure, the submerged dream logic of Wake’s: light accompanied by dark.

    Lake’s mother harbored artistic ambitions while working as a secretary at the University of Helsinki; his father was a computer programmer. As a child, he was an avid reader (his “fondest form of entertainment”), drawn especially to the fantasy worlds of J. R. R. Tolkien, which in turn led him to the Icelandic sagas. As a teen, he read the English-language version of Terry Brooks’s Sword of Shannara with a dictionary nearby to help him translate unfamiliar words, but this proved to be a laborious process. He gave up the dictionary, and so “if there were some words I didn’t understand, I just let my imagination fill that in.” By the time Lake was studying English language and literature at the University of Helsinki in the mid-1990s, he was writing fiction for his friends’ Dungeons & Dragons campaigns. “That’s a wonderful way to start as a writer,” he says. “You have a captive audience.”

    In college, Lake studied postmodern literature, falling in love with Thomas Pynchon’s 1966 novella, The Crying of Lot 49, which centers on a conspiracy involving a centuries-old feud between two mail distribution companies. He recalls one seminar discussing the work: “There were a number of students in the class who absolutely hated it because they couldn’t quite figure it out,” he says. “They felt that it was rubbish, pointless because of that, protesting rather loudly: ‘This doesn’t make any sense.’” He enjoyed the moment not because he got the story and was able to lord his intellect over his classmates. Rather, he reveled in the sense of the unknown that Pynchon inspired in him. “The whole book is a kind of reverse detective story where the main character comes to [the events] naively and then starts to chase down its mystery,” he says. “When we come to the end, there are no clear answers. If anything, we know less because we understand more.” The feeling The Crying of Lot 49 left Lake with was a “haunting”—he couldn’t “let it go.”

    The games that Lake has written and overseen as creative director have increasingly left their own trail of metatextual breadcrumbs, which have led players not out of the woods but deeper into them. Alan Wake features a handful of stray manuscript pages read not by Wake’s voice actor, Mathew Porretta, but by Payne’s James McCaffrey, the hard-boiled words appearing to reference the studio’s earlier noir shooter. A live-action trailer for a fictional film called Return appears at the start of Quantum Break, showing two FBI agents (one played by Lake) searching for an unnamed writer who bears a striking, bearded resemblance to Wake’s performance actor, Ilkka Villi. During Control, it becomes increasingly clear that it and Alan Wake share a universe, with the writer appearing in the hallucinations of Control’s protagonist Jesse Faden before making a more concrete arrival in Control’s expansion, AWE (“altered world event,” according to Remedy’s idiosyncratic lore). Lake admits that such winking postmodern flourishes started as little more than a “joke,” though they have steadily grown into something “much more.” It’s all starting to resemble the “super-allusion”-filled shared universe that Stephen King—whose words open the original Alan Wake and whom Lake is an avowed fan of—has been crafting for decades.

    As it stands, Alan Wake and Control are the only Remedy franchises confirmed to be part of what the studio is calling the Remedy Connected Universe—think less the broad popcorn appeal of the Marvel Cinematic Universe and more an eerie, Easter egg–filled matryoshka doll of virtual worlds within worlds as dreamed up by A24. If there is a defining trait of this universe, it’s a sense of creepy unease: “doubles, doppelgängers, twisted mirror images,” says Lake. This feeling is reinforced by Remedy’s increasingly avant-garde approach to environment design, in which in-game locales twist and reconfigure themselves like a series of endlessly ramifying labyrinths. In Alan Wake 2, the labyrinth manifests most intensely in the Overlap, where realities bleed into and are layered atop one another. As she’s trekking about the Pacific Northwest wilderness, it’s as if Anderson is having the worst mushroom trip of her life.

    Lake has a knack for posing questions in a tantalizing manner and leaving just enough space within his fiction for them to stoke the imagination. It’s this aspect of Lake’s work that Ville Sorsa, principal audio designer at Remedy, has long admired: “elaborate, seemingly complex stories” filled with details to “discover and speculate on.”

    That said, it’s easy to feel cynical about the Remedy Connected Universe in light of Marvel’s creatively and commercially exhaustive approach to shared fiction. On one level, the Finnish studio’s efforts can be construed as a ploy to keep players hooked on its games via an IV drip of insular references. Lake himself has the exuberant and enthusiastic air of a fan, and so he perhaps knows as well as anyone what such an audience craves. His TikTok account almost exclusively shows him drinking coffee, both a reference to Alan Wake 2 (see its opening credits sequence) and an extended ode to Twin Peaks, one of his favorite TV shows (the levels of homage also run many layers deep).

    On another level, it’s practically a miracle that the Remedy Connected Universe exists at all in light of the past decade’s upheaval for independent studios of the Finnish outfit’s size (some 360 people). Remedy has had to contend with the declining stock of “one-and-done” single-player titles (its bread and butter), the resultant industry-wide pivot to live-service titles, and the increasingly rapacious acquisitional moves of major platform holders and publishers looking to bolster their own fortunes. Amid it all, the studio had to regain the publishing rights for Alan Wake from its initial publisher, Microsoft.

    “Six years ago, if we were talking about the Remedy universe, we’d be like, ‘Who fucking cares? There’s not going to be a Remedy Universe because the studio’s going to be closed,’” Rob Zacny, former senior editor at Vice Media’s gaming vertical, Waypoint, and cofounder of Remap, tells me over a video call. But Zacny remembers playing Control and seeing the Alan Wake references for the first time: “I was like, ‘Oh my God, they’re still doing stuff with that universe. It’s still something they want to explore.’” Yes, Zacny admits, it can feel “indulgent,” but its very being is cause for celebration. “I think, when you have your entire universe put on ice for a decade, and you’re wandering the deserts of what the independent studio landscape became in the 2010s, you get to send yourself some flowers,” he says.

    The original Alan Wake was the product of a torturous six-year production. It started life in 2004 as an open-world adventure inspired by Grand Theft Auto before eventually transforming into a linear, level-based third-person shooter in the vein of Max Payne. This tension is palpable in a game that’s frequently panoramic in scope before zooming in to lead the player down an altogether more confined garden path. The pacing is unsatisfying, at least in the first half, but the game’s unrealized open-world ambitions also yielded its central mechanic: light as a weapon and a place of safety, stemming from the day-night cycle the team developed. Rather than burying the agonizing development process in his mind and the vaults of Remedy’s Espoo headquarters, Lake incorporated it into the game’s narrative. Alan Wake’s back half plays out as an extended, warts-and-all analogy for its real-life creation.

    In one standout sequence, Wake finds himself in an asylum, essentially being gaslit into thinking he’s experiencing hallucinations. He meets two geriatric rock stars and a painter who are being treated for work-related problems and encouraged to create as part of their therapy. At one point, the leader of the institution, Dr. Emil Hartman, suggests that what these patients really need is a producer. It’s a freaky, meta, and utterly disconcerting set piece and, Zacny opines, an example of the way Remedy’s “self-referentialism” can lead to “transcendent moments.”

    Alan Wake 2’s development has been fraught and intense, but Control’s director, Mikael Kasurinen, says Lake “always had his eyes on the prize.” According to Kasurinen, “a new sense of creative confidence was born” at Remedy because of Control’s critical and commercial success, which naturally fed into Alan Wake 2. Indeed, Lake himself says the game arrives with its original concept remarkably intact. “There hasn’t been a Remedy game before that has actually retained its original vision as closely as this one. I felt confident that this is how the game should be,” he continues. It’s also notable for being the studio’s first sequel in 20 years, albeit with a “creative ambition” that exceeds that of its other titles, says Lake.

    From what I’ve played of the game, there’s a strong case that it’s the weirdest triple-A blockbuster ever made, stranger even than Hideo Kojima’s most perplexing (and arguably best) works, Metal Gear Solid 2: Sons of Liberty and Death Stranding. The sections in which you play as Wake in the nightmarish Dark Place are delightfully confounding, presenting an extraordinarily rendered New York as a grimy fantasia of fiction, memory, and reality. The third-person action is tense and challenging, while the game’s horror shocks are paired with cerebral, surprisingly robust detective gameplay. The game’s investigations evoke not only Lake’s university days hunting down clues in postmodern literature (House of Leaves is another favorite) but also, more concretely, 2011’s L.A. Noire (and, at times, a sillier, more fantastical take on David Fincher’s police procedurals). The live-action elements (screens within screens, fictions within fictions) that have become Lake’s artistic calling card and leitmotif have never been more seamlessly integrated; the awkward game-television hybrid of the intermittently compelling Quantum Break feels like a distant memory.

    Yet a nagging suspicion persists that Remedy’s games remain a case of flashy stylistic tics over substance—that beyond the undeniably thrilling moment-to-moment experience of playing them and interrogating the reams of metatextual questions they pose, these games lack a little weight. This is perhaps the fundamental critique leveled at postmodernism: that the movement’s works exude a kind of flatness and depthlessness—a superficiality. To quote Lake’s own self-reflexive fiction: “What lies beneath the surface?”

    I mention the fact that in many Remedy games, protagonists find themselves trapped by abstract forces: time itself in Quantum Break, fiction in Alan Wake, the invisible hand of bureaucracy in Control. Does this speak to any of Lake’s own latent anxieties? “Maybe it’s more a fascination with the mystery of the unknown,” he muses while stressing, on the contrary, that his own “stable, normal life” contains little of the trauma his protagonists have experienced. The unifying element that Lake chooses to focus on in his work is the idea of truth—more specifically, the idea of a “single truth.” He refers to the conversation we’re having, which each of us will remember differently (although only one account is being published). “Still we want to say, ‘This is the truth, and this is what I believe in,’” Lake says. “Part of the struggle of our hero characters is this comfort being ripped apart and taken away. They find themselves in this reality that they didn’t think was possible, and they have to deal with it, piece it back together, find a new identity, beliefs—a new reality, in a way.”

    Alan Wake 2 has two protagonists and thus two different perspectives. Wake looks up toward the “black mirror”; Anderson peers down into it. Regardless of their respective viewpoints and their takes on precisely what is real or not, both are forced to adapt to new circumstances, be they straightforwardly material or bizarrely metaphysical. When you first encounter Wake, he is bewildered by his new surroundings, as if awoken from a trance—a man at sea.

    Lake has also felt the ground shift beneath his feet at various points in his life. Plunging back into his childhood, he recalls his father reading bedtime stories to him at home in suburban Helsinki. “I can still think back and see the jungle and the great apes,” he says of Edgar Rice Burroughs’s Tarzan stories. Another selection was Arabian Nights, the collection of Middle Eastern folk tales that deal with challenging, decidedly grown-up themes. “Those times when something is too much, too strong, or slightly too scary, it does something to your imagination,” he says. “It kind of pushes it forward in an interesting way—makes you think and feel differently.” At their core, Lake’s video games inspire a similar uncanny emotion: the strange, not wholly unpleasant sensation of feeling “overwhelmed” by forces, and stories, far beyond our means of comprehension.

    [ad_2]

    Lewis Gordon

    Source link

  • Pokémon Go leader counters for Sierra, Arlo, and Cliff in October 2023

    Pokémon Go leader counters for Sierra, Arlo, and Cliff in October 2023

    [ad_1]

    Pokémon Go has its own version of the notorious Team Rocket, called Team Go Rocket. In this Pokémon Go guide, we’ll break down how to find leaders Sierra, Cliff, and Arlo and take them down.

    Below, we list their parties and strategies as it stands in October 2023, with the most recent changes following the the Team Go Rocket Takeover event that activated alongside the arrival of the “Showdown in the Shadows” quest in late Oct.


    How to find leaders Sierra, Cliff, and Arlo in Pokémon Go

    Team Go Rocket leaders can be found in black PokéStops or hot air balloons flying above you with a Rocket Radar equipped.

    To get a Rocket Radar, you must get six Mysterious Components, with one regular Go Team Rocket encounter rewarding one Mysterious Component each.

    With the Rocket Radar equipped, you will then encounter a leader at random. The three leaders are Sierra, Arlo, and Cliff.

    Some Timed Research and Team Go Rocket Special Research tasks require you to beat all three leaders. Completing the Team Go Rocket Special Research will reward you with a Super Rocket Radar, allowing you to find the boss, Giovanni. Beating Giovanni will net you a Legendary Shadow Pokémon.


    Team Go Rocket leader Sierra counters

    Image: Niantic

    Note: Leader Sierra’s team will update in Rocket Balloons from Thursday, Oct. 26 onwards, with the first encounter as Sableye, which can be a possible shadow shiny.

    The previous Sierra team — still active in PokéStops until Friday, Oct. 27, is:

    • Geodude (rock/ground)
    • Gardevoir (psychic/fairy)
      Steelix (steel/ground)
      Sableye (dark/ghost)
    • Houndoom (dark/fire)
      Gyarados (water/flying)
      Victreebel (grass/poison)

    Though coming in to scope out her team first is recommended, if you come equipped with water- and fighting-types, that will help a ton. Her party is pretty diverse, so you may also want to sprinkle in electric-, steel-, and ice-type moves as well, depending on what she’s running. Notably, Sableye is only weak against fairy-type moves, so you’ll want to either bring a Pokémon that knows fairy moves or you’ll want to brute force it.

    We recommend using the following:

    • Raikou with Thunder Shock and Wild Charge
    • Magnezone with Spark and Wild Charge
    • Lucario with Counter and Aura Sphere
    • Machamp with Counter and Dynamic Punch
    • Kyogre with Waterfall and Origin Pulse
    • Swampert with Water Gun and Hydro Cannon
    • Glaceon with Ice Shard and Avalanche
    • Avalugg with Ice Fang and Avalanche
    • Metagross with Bullet Punch and Meteor Mash
    • Dialga with Metal Claw and Iron Head

    Team Go Rocket leader Arlo counters

    Team Rocket leader Arlo stands in purple fog, readying to battle

    Image: Niantic

    Note: Leader Arlo’s team will update in Rocket Balloons from Thursday, Oct. 26 onwards, with the first encounter as Bellsprout, which can be a possible shadow shiny.

    The previous Arlo team — still active in PokéStops until Friday, Oct. 27, is:

    • Bellsprout (grass)
    • Sharpedo (water/dark)
      Alakazam (psychic)
      Scizor (bug/steel)
    • Magnezone (electric/steel)
      Mismagius (ghost)
      Snorlax (normal)

    If you come with ghost-, fighting-, and fire-type moves, you’ll take down almost every possible encounter in Arlo’s party.

    We recommend using any of the following:

    • Giratina with Shadow Claw and Shadow Force
    • Gengar with Shadow Claw and Shadow Ball
    • Lucario with Counter and Aura Sphere
    • Machamp with Counter and Dynamic Punch
    • Reshiram with Fire Fang and Fusion Flare
    • Volcarona with Fire Spin and Overheat

    Team Go Rocket leader Cliff counters

    Cliff from Team Rocket stands in purple smog, ready to throw a Poké Ball

    Image: Niantic

    Note: Leader Cliff’s team will update in Rocket Balloons from Thursday, Oct. 26 onwards, with the first encounter as Dratini, which can be a possible shadow shiny.

    The previous Cliff team — still active in PokéStops until Friday, Oct. 27, is:

    • Aerodactyl (rock/flying)
    • Gallade (psychic/fighting)
      Cradily (rock/grass)
      Mamoswine (ice/ground)
    • Dusknoir (ghost)
      Slowking (water/psychic)
      Tyranitar (rock/dark)

    Cliff’s potential parties are diverse in typing, so you should match up against him just to see what he has and then plan accordingly. Water-type moves will help you take out Aerodactyl, Mamoswine, and Tyranitar. Ghost-type moves also have some good coverage here. Steel– and flying-type moves will also help you a good amount.

    We recommend using a mix of the following:

    • Kyogre with Waterfall and Origin Pulse
    • Swampert with Water Gun and Hydro Cannon
    • Origin Forme Giratina with Shadow Claw and Shadow Force
    • Chandelure with Hex and Shadow Ball
    • Metagross with Bullet Punch and Meteor Mash
    • Dialga with Metal Claw and Iron Head
    • Moltres with Wing Attack and Sky Attack
    • Honchkrow with Peck and Sky Attack

    Team Go Rocket leader tips

    If you’re struggling against the leaders, here’s a few tips to keep in mind:

    • They will use their shields on the first two Charge Attacks you use. Using a Pokémon that can charge and use Charge Attacks quickly will help you get rid of their shields, allowing you to freely damage them.
    • You should be prepared for the first Pokémon you use to get knocked out. If you use a Pokémon that gets through shields easily, that’s fine, but your other Pokémon will need to have decent type advantages to defeat any remaining Pokémon.
    • Remember, you can attempt the battle many times using one Rocket Radar, so you can queue up your strongest Pokémon just to see what the leader is carrying. If you defeat them on the first try, great! If not, you can swap your party around for some type-effective counters.
    • The team leaders have high CP Pokémon, so you should definitely be using the highest CP Pokémon you have if you’re struggling.
    • Facing Leaders is an efficient way of earning Shadow Shards for Purified Gems, with each battle rewarding three Shards.

    [ad_2]

    Julia Lee

    Source link

  • How to get the Hang Ten trophy in Spider-Man 2

    How to get the Hang Ten trophy in Spider-Man 2

    [ad_1]

    Hang Ten is one of the more difficult trophies to pull off in Spider-Man 2. A puzzling aerial challenge, completing this trophy requires you to perform 30 individual tricks while in the air.

    In this guide, we’ll cover everything you need to know about how to earn the Hang Ten trophy, including suit upgrades, locations and techniques.

    How to prepare for the Hang Ten trophy

    Image: Insomniac Game/Sony Interactive Entertainment via Polygon

    There are a few upgrades that make the Hang Ten trophy much easier to complete. First off, in the Shared skill tree, you can both the Spider-Jump and Spider-Dash upgrades in the middle tree, as two parallel skills near the end.

    Spider-Jump boosts you into the air when you press L1 + X, and Spider-Dash is a horizontal dash which you can activate with L1 + Triangle. When you’re running out of momentum in the air, these skills can be triggered to buy you more time, allowing you to pull off extra stunts and build your combo.

    The caveat with these upgrades is that they have a cooldown timer, which can get in the way of success. We recommend investing in the Aerial Escapades upgrade, too, which is right after both skills in the same tree. Aerial Escapades allows you to replenish your Spider-Jump and Spider-Dash cooldowns quicker by performing tricks in the air, creating a feedback loop that allows you to maintain an airborne state.

    A menu shows the Active Spider skill in Spider Man 2 on PS5.

    Image: Insomniac Game/Sony Interactive Entertainment via Polygon

    You can also buff these skills with the Suit Tech Traversal upgrade Active Spider, which boosts the height of Spider-Jump and the distance of Spider-Dash. While this upgrade isn’t essential to completing the trophy, it might help if you are still struggling.

    How to get the Hang Ten trophy in Spider-Man 2

    You can attempt the trophy anywhere, though we recommend using the coastal edges of Manhattan. When you’re in the middle of the city, you might find yourself accidentally slamming into buildings and other obstacles, negating your success. The one thing to be wary of along the coast are the bridges, of course, which can get in the way due to their varying heights.

    Once you’ve found a good spot with a long, clear line of buildings to your right or left side, you’re ready to start your attempt.

    Spider Man swings above the FDR in Manhattan in Spider Man 2 on PS5.

    Image: Insomniac Game/Sony Interactive Entertainment via Polygon

    You can either climb up a tall building or jump up from the ground, but in both cases, start with a huge swing and boost out of it by tapping X at the height of your momentum. Once you’re at a decent altitude and peeling through the air, hold the Square button and jostle the left stick in all directions to string together a variety of tricks. The combo multiplier will only increase when you switch between tricks, so don’t hold anything for long — just keep activating new tricks in order to juice the multiplier all the way to 30.

    When you begin to fall, and it gets a bit sketchy, use your Spider-Jump and Spider-Dash skills to avoid hitting the ground by pressing L1 + Triangle or L1 + X. If you chose to upgrade the Aerial Escapades skill, you’ll find that as you complete tricks in quick succession, you’ll earn back your Spider-Jump and Spider-Dash, creating a sustainable loop of momentum. Your mileage may vary, but this should ensure you don’t run out of steam, and before long, you will have put together a 30 trick combo. Keep going as long as you can just to be safe, and then hit the ground gracefully to pop the trophy.


    For more Spider-Man 2 trophies, see where to find Big Apple Ballers Stadium (for the Home Run! trophy), Aunt May’s Grave (for the You Know What To Do trophy), or the science trophy (for the Just Let Go trophy). You can also learn the best way to get the maddening Soar trophy.

    [ad_2]

    Sarah Thwaites

    Source link

  • ACX Announces Key Trades on World’s First Regulated Carbon Exchange and Clearing House in ADGM – World News Report – Medical Marijuana Program Connection

    ACX Announces Key Trades on World’s First Regulated Carbon Exchange and Clearing House in ADGM – World News Report – Medical Marijuana Program Connection

    [ad_1]

    World’s first regulatory framework based in Abu Dhabi for voluntary carbon markets elevates confidence

    ABU DHABI, SINGAPORE, October 25, 2023 /EINPresswire.com/ —
    • World’s first regulatory framework based in Abu Dhabi for voluntary carbon markets elevates confidence
    • First Abu Dhabi Bank (FAB) and Helix Climate conduct first trade on the exchange
    • South Pole executes first over-the-counter transaction on Carbon Market Board

    ACX (AirCarbon Exchange) proudly announces its exchange and clearing house in Abu Dhabi Global Market (ADGM), ACX Abu Dhabi, is live. Key trades have already been executed and settled on the platform, signifying the commencement of what is anticipated to be a burgeoning market for voluntary carbon markets (VCM).

    ACX established its regional base in ADGM in August 2021 with the support of Hub71, Abu Dhabi’s global tech ecosystem. Hub71 is powered by Mubadala Investment Company PJSC (Mubadala), an Abu Dhabi sovereign investor. Mubadala invested in ACX in September 2022 as a strategic step in line with its economic diversification mandate and commitment to responsible investing.

    In September 2022, ADGM, the international financial centre of the UAE’s capital that is established as a financial free zone, became the first jurisdiction to regulate voluntary carbon credits as financial instruments through the introduction of an Environmental Instrument…

    Original Author Link click here to read complete story..

    [ad_2]

    MMP News Author

    Source link

  • Secrets of Shova Mansion secret exit location in Super Mario Bros. Wonder

    Secrets of Shova Mansion secret exit location in Super Mario Bros. Wonder

    [ad_1]

    Secrets of Shova Mansion is a level in Super Mario Bros. Wonders W4 Sunbaked Desert. It has the normal stuff — a Wonder Seed, flower coins, and a flagpole at the end — but the level also has a secret exit. Finding it unlocks a path to a couple more levels and an entrance to the Special World.

    Our Super Mario Bros. Wonder guide will walk you where to find the secret exit location in Secrets of Shova Mansion, allowing you to get the secret, third Wonder Seed.


    Where to find Secrets of Shova Mansion secret exit location

    There are three Wonder Seeds to collect in Secrets of Shova Mansion. The first two — the one you get from the Wonder Flower sequence and from reaching the normal flagpole — are a bit more obvious. You can find our walkthrough of them with the rest of W4 Sunbaked Desert.

    Finding the third Wonder Seed leads to a secret exit — and opens the path to Flight of the Bloomps, Expert Badge Challenge: Invisibility 1, and this world’s entrance to the Special World.

    Image: Nintendo EPD/Nintendo

    You’ll have to play the level a second and get all the way to the end. When you drop out of the final door, there’s a Shova below you pushing a box across a small section of breakable blocks.

    Super Mario Bros. Wonder Secrets of Shova Mansion screenshot showing the route to a Wonder Seed.

    Image: Nintendo EPD/Nintendo

    Ground Pound the blocks and then push the box into the gap (taking out the Shova in the process). This will reveal a new pipe.

    Super Mario Bros. Wonder Secrets of Shova Mansion screenshot showing the route to a Wonder Seed.

    Image: Nintendo EPD/Nintendo

    Go through the pipe and run right. You’ll find another pipe there that will lead you to this level’s secret exit and third Wonder Seed.


    We’ve got guides to help you find every Wonder Seed in Super Mario Bros. Wonder. You can jump to Pipe-Rock Plateau, Fluff-Puff Peaks, Shining Falls, Sunbaked Desert, Fungi Mines, Deep Magma Bog, the Petal Isles, and Special World.

    [ad_2]

    Jeffrey Parkin

    Source link

  • ‘Marvel’s Spider-Man 2’ Finds the Fun in Spider-Stress

    ‘Marvel’s Spider-Man 2’ Finds the Fun in Spider-Stress

    [ad_1]

    The prerequisites to serve as Spider-Man include a long list of superhuman traits: outsized strength, speed, and durability; powerful precognition; extreme stickiness, and so on. But just as essential as the qualities that come from bites by special spiders is a more mundane knack: Spider-Man must be an amazing multitasker. And no on-screen Spider-story has captured that quality more viscerally than Marvel’s Spider-Man 2, Insomniac’s latest, greatest, fastest-selling PlayStation superhero opus. Graphically, mechanically, and most of all tonally, it’s an unsurpassed Spider-Man simulator, a game that represents how it feels to be Spidey in civvies with as much care as it conveys how it feels to be Spidey inside the suit.

    Both in print and in his many movie and video game incarnations, Spider-Man always struggles to juggle his job, his schooling, his friendships, and his love life while moonlighting as a crime fighter. It’s what makes him so relatable: He’s the youthful, harried hero who has trouble making rent and racks up massive sleep deficits. Saving the city pays poorly, and the hours are awful. Those are the biggest drawbacks to being Spider-Man, aside from the unceasing exposure to supervillains and the way one’s aunts and uncles tend to die in one’s arms.

    Spider-Man 2 gets that. The first scene featuring Peter Parker and Miles Morales opens on a clock: Time ticks away as Miles tries to focus on composing a college essay, and Peter, a newly hired teacher at Miles’s school, arrives late for class. Flustered, Peter tries to teach physics, starting with a lecture on surface tension. Soon, tension surfaces in Spider-Man 2, as a crisis forces student and teacher to play hooky. Together, they defuse the threat, and Peter gets fired for his trouble, without completing a single lesson. There’s a lesson in that, though: Good luck holding down a day job while being constantly on call.

    Insomniac’s follow-up to Marvel’s Spider-Man and Spider-Man: Miles Morales embraces the “bigger and better” approach to sequels. Compared to its predecessors, the game features more boroughs of New York City, more combat mechanics, more traversal systems, more enemies, and more upgrade options. And, most importantly, more Spider-Men: Both Miles and Peter are playable this time. The newly expanded city isn’t just big enough for both of them; it’s too big for both of them.

    Spider-Man 2 rarely lets you forget that you’re falling down on at least one of your jobs. As you sprint, swing, and glide across the city as Peter or Miles, you’re bombarded by requests and notifications. Texts and calls come in, podcasts pop up, and an app alerts you to active crimes in your vicinity. Everyone wants to know who and where you are. Everyone asks for your help. Everyone tries to steal some of your time. The need to maintain some semblance of work-life balance becomes a common refrain.

    “Don’t push yourself too hard, Parker,” MJ urges Peter.

    “When you get caught up in one part of your life, it’s easy for the rest to fall away,” Martin Li cautions Miles.

    Even the Spider-Men—who, adorably, address each other as “Spider-Man,” their formality suiting the Sisyphean task they tag team—express their uncertainty aloud. “It’s just a lot right now,” Miles laments to his mom. “So much to take care of in the city. Super stressed about my college essay. Pete’s busy doing other stuff.” In one side activity, Peter confides, “It’s hard to balance your own personal life with other responsibilities. Believe me, I know.” In another, he muses to himself, “I should keep an eye on her. And the other on these cultists. I need more eyes.” Most spiders have eight, but Peter and Miles have four put together. It’s not enough.

    Miles suffers from impostor syndrome with a side of grief and writer’s block. Peter, the more seasoned Spidey, takes on too much responsibility and frequently comes up short. One can see why Peter might be seduced by a symbiote, which can’t help him pay the late Aunt May’s mortgage but can make him feel like he’s “finally everything everyone needs me to be.” The real Peter would never sound so sanguine about satisfying a city full of dependents—with no assists from fellow superheroes, including the conspicuously absent Avengers. (Additional Marvel licenses must be pretty pricey.)

    It’s not as if the movies give short shrift to Spider-Man’s overstuffed calendar, but it’s even easier to empathize when you’re steering the Spideys yourself as they’re pulled in conflicting directions. At some of the game’s quieter moments, the stunning set pieces and colossal brawls take a backseat to more intimate moments befitting a friendly neighborhood Spider-Man: revisiting Peter’s high school, or taking in Coney Island, or reuniting a woman with her loving but fading grandfather, or exploring Harlem’s musical legacy. But Peter and Miles have a whole city to safeguard, and pressing demands always interrupt these reveries. The pressure is enough to compress a Spider-person into a tiny white cube.

    Yet as stressful as Spider-Man 2 makes it seem to be Spider-Man, the game is a great hang (pun partly intended). Yes, it’s sometimes overwhelming, as when the game’s wide array of sidequests and collectibles compete for your attention, or you suffer from decision fatigue while trying to decipher several skill trees, or wave after wave of tough-to-target goons surround you (“How are there this many?” Peter asks in one encounter), or a boss has health bars galore, or you dodge when you’re supposed to parry, or yet another supervillain emerges from the woodwork. At one point, a glimpse inside Peter’s psyche reveals one of his deepest, darkest fears: that the bad guys he keeps putting away will keep escaping from custody. I would worry about that, too, if I fought Vulture, Lizard, and Doc Ock and Co. as often as Spidey does.

    Plus, one would think Spider-Man fans would be as subject to superhero fatigue as those of any masked, spandexed character, what with 10 movies and many more games saturating the Spidey market over the past two decades. (Calling this game Marvel’s Spider-Man 2 helps distinguish it from Spider-Man 2, and the other Spider-Man 2, and The Amazing Spider-Man 2, and the other Amazing Spider-Man 2.) Yet all three on-screen Spidey universes and multiverses—the animated Spider-Verse, the MCU (which now links to the live-action Sony Spider-Man Universe), and the Insomniac Spider-Man timeline—are firing on most cylinders, which makes the repetition tolerable. Yeah, you kinda know where things are going when Otto or the Osbornes or the symbiotes show up, but to varying degrees, each panel of this Spidey-IP triptych leans into the sense that we’ve seen stories like these before.

    On that score, Marvel’s Spider-Man 2 benefits from featuring Kraven the Hunter as one of its Big Bads. Kraven comes to NYC in search of quarry that can put up a fight. (It’s so hard to find good prey these days.) Naturally, he assembles a selection of the most dangerous game: supervillains. Kraven, a character created in 1964, feels fresher than the rest of the roster because, unlike the other five members of the original Sinister Six—or Venom, for that matter—he hasn’t yet appeared in a movie (notwithstanding a couple of close calls in Spidey flicks and an extended delay for the 2024 solo film that was previously scheduled to be released this month). There’s no competing portrayal to spoil his first impression.

    Nor can the previous Insomniac Spider-Man games, deservedly celebrated as they are, steal the sequel’s thunder. For one thing, they lack web wings. Spider-Man 2’s tweak to the franchise’s winning formula for traversal sounds gimmicky: suit extensions that let Spidey soar across the city? He’s a spider, not a bird or a plane! In practice, though, they’re exquisite, adding a dose of depth and strategy to what were already joyous journeys. Crossing the city is an exercise in stringing together a combo of swings, glides, and point launches, a gameplay loop so fulfilling it’s sometimes deflating to reach your destination. Spider-Man may be a street-level hero, but in Marvel’s Spider-Man, you’re usually better off airborne.

    That’s especially true in the latest game, because on a clear day in Marvel’s Spider-Man 2, you can see for miles. Three years into the PS5’s lifespan, Marvel’s Spider-Man 2 is one of the first releases for the system to feel fully next-gen, after years of cross-generation releases that straddled the divide between past and present PlayStations and Xboxes amid chip shortages that made shiny new consoles difficult to find. Built by an accomplished first-party studio to take advantage of the PS5’s power, Marvel’s Spider-Man 2 is a gorgeous game whose use of spatial audio, adaptive-trigger integration, and nearly unnoticeable loading combine to provide a distinctly PlayStation experience. There’s no time to stare at loading screens when Peter and Miles are forever running late.

    “We are tired, anxious, stressed, numb,” MJ says. “But we have never lost hope.” If you’re tired, anxious, stressed, and numb while playing Spider-Man 2, you may need to put down the controller, or at least turn down the difficulty level (which can be customized extensively). The game is too fun to feel numb about. But a good deal of its magic comes from illustrating why Spidey’s existence is so taxing, despite the quips and suits and swinging. Spider-Man is never really off duty, and being constantly on would wear anyone down. To paraphrase something often said about Spidey’s hometown: It’s a nice life to visit, but I wouldn’t want to live it. For part of this all-time-great gaming year, though, I was happy to walk in multiple Spider-Men’s shoes—and, better yet, glide in their web wings.

    [ad_2]

    Ben Lindbergh

    Source link

  • WW2 homecoming

    WW2 homecoming

    [ad_1]

    15th October 1945, Gunner Hector Murdoch arrived home in Tulse Hill, London, greeted by his wife Rosina and son John. He had been away for four and a half years, three and a half of which he was a POW. Rosina had no idea if he was alive or dead. He got home on his birthday.

    [ad_2]

    Source link