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Gamer’s Thoughts: Let’s Roleplay With AI
AI is everywhere lately. I think it’s something that won’t blow over or will go away in our lives. In the past few months, I had a craving to write stories again. So, I downloaded one of those AI chatbot apps on my phone and at first, I was afraid that it would be something very niche or something that was a fad. Yet, I found value in these apps and I wanted to talk about them in this article. This article isn’t meant as a review of these apps, but more to open a general discussion of these apps. Since, I think these apps have their place in our lives and can help if they are used correctly. Yes, they also have their pitfalls and dangers. And that’s what I wanted to explore in this article. So, let’s dive right into the world of roleplay and story creation with AI.
What are these apps?
There are a lot of these apps. You have examples like Talkie, Character.AI and Moescape. The idea of these apps is that you create a character that replies to you. In a lot of cases, these characters fantasy characters to play out a story.
Some of the advertisements don’t do these apps any favors. By advertising them as apps where “you can create your own girlfriend” or “combat being lonely”. And it’s a darn shame, since the creativity that you can find on these platforms is amazing.
I personally feel that these apps are the strongest when you look at them what they really are. Apps to let you roleplay a story like old school text adventures. The biggest difference is that you can totally craft the world and have full control of the story line.
This does create a big risk that you fall in an echo chamber. I call it the “main character syndrome”. Where your character in these stories barely get any problem in their way, without it being solved in a few dialogues later. Then again, power fantasies are something that’s quite attractive to people. It’s fun to play a character that can overcome anything and is the best version of yourself. Or where you can say anything you want in an argument.
Some of these apps add additional features for you to play with. Things like a character speaking their dialogue, creating various AI generated images or even love songs. After trying various apps, I personally landed on Moescape. At the moment of writing, this app keeps things quite simple in the character department. Giving great replies and amazing in playing multiple characters.
Essentially, these apps are apps where you can write a story, but AI plays another character and tries to challenge you from time to time to be creative. This is really something where you have to create your own fun.
Limitations of AI
While ChatGPT turned two years old this week, AI isn’t still fully there yet. It still needs quite a lot of processing power and other things to run properly. It’s quite clear that the AI is also quite dependent on your reply.
I notice that the AI in the apps I tried is rarely to never negative towards the player. Which is a tricky thing, especially when you want to create character depth.
I tested this with playing a couple going through a rough patch. And I noticed that the AI always tried to get back together with you. Even when you give it the worst backstory, your mind can come up with. But that’s not the only problem. The AI story memory is quite limited. Sometimes you need to repeat certain parts, like where you are, or what your name is.
Thankfully, almost every app has a regenerate button. This regenerates the message in case you disliked the reply or if it didn’t fit the storyline you are making at all. Some apps even allow you to give feedback to the AI on the generated messages, so the AI knows how to craft more engaging messages for you.
What I personally love about Moescape AI is that you can tweak the settings of the AI quite a lot. You have various different models to play around with to get the best experience. I even tried to play the same 3 scenarios with one of my characters with different models and got very different and interesting results.
Now, how do you make apps like this profitable? I have seen apps that limit the amount of regeneration you can do or have other limitations. Some apps even offer a call feature where you can call your AI bot. Personally, I haven’t tried that yet, since I love playing stories where there are multiple characters involved. And since the calls only answer in one voice, it’s a difficult.
But most apps have ads or limit the more advanced features. I have tried some apps, but as soon as the “BUY PRO NOW” features became too aggressive, I stopped using them. I’m not here to buy the PRO version right away. Let me first try out the quality of your AI and if I like it, I’ll buy a PRO subscription.
There was one app where I almost bought the PRO membership, but it has one major issue that I notice in a lot of apps. The issue of multiple characters.
The perfect app
For me, the perfect AI chatbot app should be able to handle to play multiple characters. I dislike app where the AI only plays one character. It’s not the stories I like to write.
I like to write stories where you can play multiple characters and interact with multiple characters. Yet, with AI, this brings its own can of worms. Sometimes the AI ends their message with a question to a character they are playing. Why don’t they reply on it themselves?
Or better yet, I have a story where you are part of a friendgroup where almost, without fail… One character gets forgotten and barely gets any interactions. So, you are not only playing the story out to its conclusion, but you are also playing a moderator on how the AI is reacting.
At the moment of writing, the app that best fits my needs is Moescape AI. The reason why is quite simple. It has the best models that fit my writing style and the way how I want to go through the story. It allows quite fine control on the settings of the app and the bot. You can see earlier generations when you regenerate replies. You can create a wiki with trigger phrases for your bots to reply too. Like if you set up certain lore, you can use a trigger phrase you set up and the AI will keep it in mind.
But, I’ll keep a review on that platform for a later article. Since, I mainly wanted to focus on how these apps can be used for good. I personally use them to write out various stories I always wanted to write and see if certain arcs would work or if they would fall flat on their face. I find them a great outlet of my creativity.
Sometimes the strange replies, forgotten characters and other weird generation things can pull you out of the story… But, a good writer knows how to solve these things. Sadly, some of these apps can be money traps. So, before you spend any money on these apps, look into it. Test it out and see if it’s for you. Since, I have to admit, I’m somewhat addicted to my stories. I’m so glad I have these apps a chance and I found the app that best clicked with me. If you want to see the characters and stories I came up with, you can find my Moescape profile here: https://moescape.ai/@jonez
I’m curious what you all think about these apps. I totally understand that they seem “weird” but, I urge you to give them a chance and look at them with an open mind. Since, they hold value. Yet, I have talked about some traps in this article. So, keep those in mind as well.
With that said, I have said everything I wanted to say about these apps for now. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another one, but until then, have a great rest of your day and take care.
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Gamer’s Thoughts: Let’s Find The Difference Extreme Edition
Today I wanted to talk about a totally new type of game that’s gaining a lot of popularity. In late 2018, a totally new type of game called I’m on Observation Duty got released on Steam. Recently, these type of games are exploding on Steam. A spin-off called The Exit 8 gave a totally new spin on the formula. The games are actually a scary spin on the spot the difference style of gameplay. But, what does attract players so much into this formula? Let’s talk about a few titles, and maybe we find an answer to that in this article. Now, feel free to leave a comment in the comment section down below with your thoughts and/or opinions on these games, similar games and/or the content of this article.
Two main gameplay styles
There are actually two major styles in this genre. A lot of streamers call, one style Observation Duty and the other style Exit 8. Both styles have the same core concept. You need to first look at a room and then notice if anything changes or anomalies appear. The way how you deal with these anomalies differs in both styles.
In Observation Duty style games, the idea is mostly always that you are a security guard watching camera’s. You have to flip through camera’s and report the anomalies before there are too much present in the area. In Exit 8 type games, you play through them while walking through the rooms themselves. You have to walk one direction when there is no difference and another direction when there is a difference. The difference is that you have to make a certain amount of correct judgements in a row. One wrong judgement and you are sent back to level 0.
The gameplay is tricky to explain in words and in an article. I wanted to write this article several times, but I was unable to describe it properly. The best way to describe it in my opinion is a non casual spot the difference game.
Ever since, “I am on Observation Duty” and “The Exit 8” hit the scene… A lot of horror game streamers played through them. They gained a lot more popularity. A lot of new titles came out in a rapid pace with different spins on the genre and interesting innovations. I think it will become more clear when I talk about the games I played through or watched my favorite streamers play through.
During the summer of this year, Klamath and I streamed through these two titles. The Exit 8 is one of the earliest games to my knowledge in the 3D style.
The idea is that you are trapped in a looping metro hallway where you have to reach the 8th exit. Travelers are advised to continue walking when nothing out of the ordinary happens. But when suddenly a poster changed or something else changed, you need to turn back.
Like I said in the introduction, when you make one mistake, you start at level 0 again. The first passage through the hallway is always safe. After that, you have to do 8 correct answers in a row. Now, at least 8, since if your 8th run has an anomaly, you need to turn back. You can only win if you have a hallway that has no strange thing, and you are above the 8th hallway.
Something really nice that this game does is, it doesn’t repeat anomalies. When you defeat a certain anomaly, it won’t repeat until you see all of them or reset the game. This makes the game more unpredictable and replayable.
The anomalies in this game range from extremely obvious like suddenly the hallway flooding… But others are sneaky, like a camera that moved location to the other side of the hallway. So, it was a puzzle. Is this room really the same, or did something change. Since you couldn’t go back to check. And there were various details that added to the complexity of the game.
In May of this year, we got the follow-up to this game called The Platform 8. If you thought that was more of the same, think again. This time, you are in the actual metro, and you have to survive 8 carts. The big change is that you can’t fail with an anomaly this time around since the exit door is locked if you need to find the anomaly first.
It’s a change that didn’t sit well with me at first, but I totally understand why. This game is now turned into a more tense game where you have to survive the crazy things that the game throws at you. The game is shorter than The Exit 8, but I’ll say… This game had me spooked and jump several times.
At it’s core, this game is an Observation Duty game. But with a big twist. You are a security guard at the entrance of a building. There are imposters out there, trying to look like your neighbor, and you have to keep them out.
This game tests your reasoning skills and tests you if you can look at all the clues. The best I can describe this game is: a mixture between Papers Please, and I am on Observation Duty. The added layer of difficulty is that you have a lot to keep track of. Who did you let already inside? Who is on the list and for who do you better call their apartment first?
This game is getting frequent updates with more lore and more modes. Each time I see this game being played by the streamers I watch, the new update impresses me. And I totally understand why this game got so big.
There is this extremely catchy song by longestsoloever. The amount of times I played it on repeat is just getting silly. Give it a listen if you like electronic music, but I warn you. It’s an earworm.
Confabulation, noun. Confabulation is a memory error consisting of the production of fabricated, distorted, or misinterpreted memories about oneself or the world.
This game does a very interesting take on the actual formula. Instead of explaining the differences and anomalies with unexplained events, in this game it’s caused by a mental illness.
The flow of each play trough of this game is the same. But, the puzzles, the changing objects amongst other things are randomized. It’s up to you to make sure that you avoid you going insane and finding the truth of what happened.
This is an Observation Duty style game, but you can walk around in the area instead of watching at camera feeds. There is an extra layer added with the puzzles that add more information and lore of what happened.
I could talk about it more, but I highly recommend you play this game as blind as possible. The story, scares and impact is that much stronger when you don’t know what’s coming and let yourself be surprised. Watch the candles since they give you amazing hints on where to look next.
ATTA -Spot the Oddities in the Strange Hotel-
What if you have to count the amount of differences in a hallway instead of deciding there is a difference or not? Well, then you describe “ATTA, -Spot the Oddities in the Strange Hotel-“.
This game is an Exit 8 type of game with multiple rooms, where you have to count all the errors in a hallway… While various strange things happen. Like a train suddenly appearing and you have to duck for cover.
The atmosphere this game has, where it leaves you with an open ending that raises more questions than it answers, is the cherry on the cake. It’s a more intense game than your usual games. It may be a short run, but it’s a wild and pleasant ride all the way through.
The final game I want to talk about today is called Hospital 666. In this game, you try to escape a cursed hospital. The first level has you running down a looping hallway. The second level, has one side room open.
Now, an impressive option that the game gives you is that you can choose if you want anomalies in the hallway or not. So, if you are in the second level, you can choose if you want things in the hallway to change or only focus on the new room.
Something impressive that this game does as well, is when you make a mistake, you can go back to the hallway to see what the mistake was that you made. You still start from the lowest floor of that level, but being able to see what got you is amazing. Since this game has very crazy anomalies but also various very sneaky ones. Like one is that some smiles faces appear on the wall.
In between the levels, there is a boss fight/puzzle that separates the floors from each other. They can be a bit janky, but the developer has updated and optimized the game quite a lot, and it is a lot better. Now, he is currently creating a sequel taking place in a school. And as somebody who works in education, I can’t wait to play through that.
Final thoughts
These games are only a handful of games in the genre. I have given a quick rundown of the games mentioned in this article, but if you are interested, I’m willing to talk more in depth about these titles. My intention with this article is to promote these titles.
Each game listed here is between 5 to €10 and is an amazing ride. These games are short little romps but are bursting to the seams with creativity. I always think, now, I have almost seen everything this genre has to offer. But, then I’m surprised with a new gameplay mechanic or a new setting that changes the atmosphere completely.
So, depending on how well this article does… I might write more of these. If you found amazing titles like this, feel free to send them my way or leave them in the comment section down below. But, for now, I’m going to leave you with my usual outro. Thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another one, but until then, have a great rest of your day and take care.
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First Impression: The Legend of Zelda – Echoes of Wisdom (Switch) ~ Renewing the Echo
Wikipedia – Nintendo Microsite
After the release of Tears of the Kingdom, I was afraid that we would never see a new game in the style of the 2D Zelda game. Yet, I have been proven wrong when this game was announced. To be very honest, I didn’t have very high hopes for this game. Especially since this game was announced this summer and released in late September. I felt that this game going to be a game to fill a gap while the developers are working on a much larger game. Now, the game is released, and I have played through a fair chunk of it. So, what is my opinion on this game? Well, that’s what I’m going to tell you in this first impressions article, while I all invite you to leave a comment of your thoughts and/or opinions in the comment section down below.
Renewing the Echoes
After a short introduction where you play as Link, the main story of this game is introduced. There are all consuming interdimensional rifts appearing all over Hyrule, and it’s eating various people in the kingdom.
Link gets eaten by one of those rifts while freeing Zelda and when Zelda tells her father, the king, about these rifts… A new rift appears and replaces the king with an evil clone of himself. Zelda gets thrown in the dungeon and there she meets a fairy named Tri. This fairy gives Zelda a special staff where she can summon objects into the world using echoes. With those echoes, she escapes the dungeon and sets out on an adventure to save Hyrule from doom before the land is fully consumed by the rifts.
Something I always love about the Zelda games is that there is a different core mechanic at the base of the game. In this game, we get two things. We got the rifts to another dark world, but we also got the magical staff, which we can use to summon various echoes into the world. These echoes mean you can tackle this game in various different ways. But I’ll talk more about that later in this article.
In terms of story, this game is hitting all the same beats as your typical Legend of Zelda game. It might be disappointing, to some, that in this game there is no voice acting anymore apart from the grunts and various emotional noises. Personally, I think it adds to the charm of this game. That’s because the characters in this game are way more expressive. While the story isn’t going to leave you at the edge of your seat of “what’s going to happen next”, it’s still well quite enjoyable, and the more expressive characters add quite a lot to the charm and atmosphere of the game.
Something I really like is how in this game, you are free to explore the world at your own peace. This game isn’t limiting you to go in a certain order. While this game isn’t fully open world like Breath of the Wild or Tears of the Kingdom, it’s somewhere in between. You can tackle parts in a different order. Like the first two major dungeons can be done out of order. Each area is its self-contained puzzle, and everything you need can be found in that general area.
In my introduction of this article, I said that I was afraid that was afraid that this game would be a short one where you were able to beat it in a few hours. That it was going to be a game that’s supposed to hold players over for the “next big 3D Zelda title”. To my surprise, this game is rather lengthy for a 2,5D Zelda game. It clocks in at 25 hours of casual playtime, which is, to my knowledge, one of the longest 2,5D Zelda games.
Climbing with beds
Something I find myself doing quite a lot while playing this game was climbing the area with beds. I summoned various beds stacked on top of each other to climb a wall. Since, I wanted to know if the developers hid a secret on that cliff face.
The exploration of this version of Hyrule is a blast to do. While you visit a lot of familiar places and meet your usual suspects like the Zora and the Gerudo, it’s a treat seeing them again. The only thing I missed a bit is showing the impact of the rifts. Something that this game only tells through dialogue was how things got impacted by the rifts. I wish it was shown a bit more visually. Like different animations of the characters before and after. But maybe, Tears of the Kingdom set the bar a bit too high for those expectations where each major area had a certain curse.
In terms of gameplay, this game really leans into the echoes mechanic. It also remembers that Zelda is a princess and didn’t really have combat training. So, you have to use summoned enemies to your advantage to let them fight for you. Now, you do have a sword, but you can only use it when your power meter has charge. I always reserved that for the dungeon bosses or when the situation got pretty dicey. Since recharging that meter is either done with potions or by defeating monsters from the rift world. These enemies aren’t exactly common in the overworld, and the energy bar drains fast.
In general, this game hits the same general gameplay beats as all other Zelda games. You go from dungeon to dungeon, learning a new technique or skill, defeating the boos and moving forward to another dungeon. There are also side quests in this game, that give you a nice reward. In this game, you also have a nice system to keep track of these side quests, like in Tears of the Kingdom. Something they also brought over from that game is the cooking system to a degree.
That’s something I personally feel mixed about. Maybe it’s me, but I feel the ingredients are quite rare to come by and there is no real way to farm certain ingredients like in Breath of the Wild. I have to admit that it adds a certain charm to this game, but I feel it’s a bit under implemented here. Like when you first meet the potion creators Deku shrubs, they talk about recipes… And I had a hard time finding any.
Like in Tears of the Kingdom, you can also eat most of the ingredients without cooking them. While I personally dislike the fact you have to do two clicks to consume an item, I do understand why they did it. To avoid you consuming them too much. Yet, this is a change from the two previous games and I honestly really feel it’s a set backwards. A fine solution would be to give the player an option to switch between both systems.
Grezzo playset
This game was co-developed by Grezzo. Their previous original Zelda game was Tri Force Heroes. But, this game looks very similar in graphical style to the remake of Link’s Awakening on the Nintendo Switch from late 2019.
This game looks like a plastic toy set and it looks amazing. While I was playing this game, I felt amazed at how expressive they were able to make everything without breaking the illusion that this is a toy set brought to live by our imagination. I don’t have a lot of complaints about the visuals and animations. And most of my complaints aren’t that big of a deal in the grand scheme of things.
Just like, I don’t have any complaints about the music and sound design of this game. If you take the music and sound design in a vacuum, you would say that it sounds just like very other Zelda game. It sounds like a remix of the familiar melodies we all know and love from the Zelda games. But, this isn’t a problem, since it sells the illusion that you are a child playing with a sort of Playmobil toy set of Hyrule and trying to recreate the sound effects and music of the game.
In terms of controls, this game plays like a dream. I rarely had problems with the controls and something I really like is the fact that with one press of a stick, you can see a view from on top when you feel the camera is blocking something. Now, there is one thing that I do have some things to criticize about. And that’s about the jumping.
It’s pretty difficult sometimes to judge how high Zelda can jump. I had moments in combat where I wasn’t aware I could jump on a higher ledge until I saw an enemy jumping backwards on that ledge. I also got tripped up several times with how far Zelda can jump. Her jump is shorter than I think, and the amount of times I jumped into a pit misjudging the jump is quite a lot. Something that would have helped is something a small landing shadow when Zelda was coming down. Then again, that must have been a nightmare to implement… So, maybe I should keep her shorter jump just better in mind.
Now, something else. Something I really like is how this game has two difficulty modes. I’m playing through this game on the normal difficulty setting and I have to say, I’m happy that I did. This game can lure you into a false sense of security. I wouldn’t say that this game is hard, but it isn’t a cakewalk either. You really need to keep your wits about you and think fast sometimes.
Being aware of what’s around you is also quite important since this game loves to hide things in little side area’s and using the map system is a must. I love how you can put pins and such on the map. Yet, I have to admit that I still keep notes in my phone like: “treasure in Gerudo dungeon, need to check later”.
The more I play through this game, the more I realize that the critiques I can make about this game are more on the minor side. Like how it feels like a waste of time when you are scrolling through a long list of echoes when you just want to find one. An easy solution would be to give the player an ability to favorite certain echoes. But then again, the sort function in the quick menu has “most used”, “recently learned” … So, it’s kinda that.
Now, you have two save slots in this game. So, you can play through this game and let a friend or a sibling play through a different slot. Now, this game also autosaves for you frequently, in case you forget to save. The game also keeps like several autosaves in case you want to return to an earlier point.
Something I really like is how this game also has a quick travel system. The system works similarly like an owl statue in Majora’s Mask or a water vane in Link Between Worlds. It makes it easy when you feel stumped by a puzzle and want to return later. The fast travel locations are very fairly placed all over the land.
While I went quite critical in this game, the more I played it, the more it won me over. This game is a new 2,5D Zelda adventure game I hope we were going to see again. The last new, non remake 2,5D Zelda game was released almost 11 years ago. And, I’m so happy to see a return to this style. I’d love to see a this style also making an appearance very so often since it’s clear there are still various unique ways to explore Hyrule and tell a story about the Hyrule legend without going fully 3D.
Apart from a few small complaints you read in this article, I honestly don’t have any major complaints about this game. This is a game I’m going to finish for sure, since I’m enjoying my time with this title quite a lot. If you are into the series, I highly recommend this title to you. If you enjoy exploration and playing with unique mechanics, I also think this game is for you. This game is totally worth it’s price tag and it pleasantly surprised me.
And with that said, I have said everything I wanted to say about this game for now. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another one, but until then, have a great rest of your day and take care.
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Preview: Cave Hikers (PC) ~ Point and Drag
Today, I want to talk about a new game that’s going to come out later this year. It’s called Cave Hikers. It’s being developed by Porcupine Parkour. This small Croatian based studio reached out to me to review their demo in July. I would have written an article about it before, but I have been suffering from a writing burnout. Thankfully, I’m slowly getting back in the groove. And I’m going to make it up to the developers by publishing an article on their game today. Let’s take a look at the demo together, shall we? And I have a small surprise in store later.
Demo review
In this demo, you get an introduction to the gameplay. If you ever played a game like My Brother Rabbit, you will feel right at home in this game. This is a point and click game where you go from screen to screen. Each screen has a small puzzle or hidden object moment for you to take part in.
This game feels like playing through a children book. The voice of the narrator sounds like a (grand)father telling a story to their children. It’s extremely charming, and the story book art style really helps to sell this story.
Overall, there is no real tutorial in this game. Yet, the gameplay is quite simple. You learn quite quickly that this game is controlled with only the mouse. The menu system exists out of icons that make the game a lot easier to localize.
The demo is rather short but gives a very good impression of the full game. This game looks like it’s something I’m going to play. It’s a charming point-and-click game with hidden objects that feels nostalgic. Since the demo is so short, I don’t have a lot to talk about in terms of feedback.
The art style, voice acting, animation is all pretty well done. I only have a few minor complaints. The first complaint is that clicking to unmute the music or sound effects can’t be done right away. It doesn’t always register right away. And the second complaint is the in some rare spots, like with the red crystal at the end of the demo, the hitbox of placing it in the crusher is too tiny.
So, the game describes itself as:
Cave Hikers is a relaxing and humorous 2D interactive cartoon mockumentary that follows three characters through a cavernous world, on a quest to find the mystical “cave with an infinite ceiling”.
And I think it fits the game pretty well. Like I have been saying, the humor and charm of this game is there, and it’s pretty clear that maybe from some very minor things, this game is going to be an extremely charming game.
Now, how interesting would it be if I asked some questions to the developers of this game? Well, I had a few interesting questions in mind, so I went and asked them. Here are their replies.
Interview with the developers
– What games inspired you take to make this one?
It was mostly HOPA style games, which are usually made by much larger companies with inexpensive artists and a pseudo-realistic and kitsch-y style. So we went more in line with our own kind of art style, with some inspiration from Amanita games.
– What’s your process in creating puzzles?
It’s a strange process. As we started making the game in our free time for fun between odd jobs and more “serious” projects, we made a number of locations, creatures and simple mechanics. First we take a look at what already exists on the screen, then we intertwine the narrative with some clicking and potential puzzle elements. Then we play around with it until we are happy with the amount of “work” the player needs to do before accomplishing the goal.
Sometimes it includes a bit of moon logic. First, we make it clearer through conversation clouds and drawings. Then, whatever is unclear or hard to find for testers, we explain further through the Narrator.
– What are the funniest bugs or whoopies that happened during development?
For a while, we had a splash screen that looked exactly like the main menu, which created a lot of confusion! That was because the engine was upgraded, and also we started working with a much better programmer, we consolidated it into a coherent menu.
As for actually funny bugs, at one point we had Valeriano’s secret twin showing up at the cutscene. It took a while to realize we accidentally put two Valerianos of which one was outside the camera view.
– What engine did you use and why?
It’s Construct 3. At first, we made this project for fun and the Animator wasn’t exactly a programmer, so he used a really simple engine. (Un)fortunately, the project got out of hand and got some funding. Now we have a real programmer, but he had to learn Construct with all its limitations, but it’s also a really simple engine so we can still make a lot of the game without much hassle.
– What are some things you learned during developing this game?
Something that we re-learned time and time again… a game is easier to build if you have the whole team and a proper plan. Because otherwise you leave a lot of work and frustration for “future you”. We also learned that Construct can be a lot stronger than we initially thought… but also that it can be really stubborn in some areas.
– How many people worked on this game?
It first started with Sven the illustrator and Zvonimir the animator. At first, we were building a completely wordless game. But some testers were a bit confused at what the characters are really doing. So we hired Tom Bennet as the narrator and also Lea Konjetić to compose original music for the game. In the last six months, Fabjan the programmer also joined the team and superpowered our development process. All in all, five people, excluding all the translators.
Final thoughts
I’m very happy that games like these are getting more attention. Hidden object games have a strange reputation of being “too casual” or “boring”. Yet, I dare to argue there is something to love in these games. Especially when a game is created with this much passion and love.
I want to apologize to the developers again for taking such a long time in creating and article about the demo. But, I’m happy I did today. Since, if you have any interest in playing this game after reading this article, go and play the demo. Or share this article with somebody you think will enjoy playing this game. The demo takes roughly 15 minutes to finish.
I wish the developers a lot of luck and success with their game and when it’s fully released, I’m going to play this game and most likely review it on my blog. And with that said, I have said everything I wanted to say about this game for now. Thank you so much for reading this article, and I hope you enjoyed reading it as much as I enjoyed making it. I hope to welcome you in another article, but until then, have a great rest of your day and take care.
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This Week in Mobile Gaming: Apple Arcade Unleashes Big Updates & 3 New
For mobile gaming news this week, Apple Arcade has revealed a wealth of updates to their mobile titles with three new title announcements, and mobile darling Genshin Impact is finally heading to Xbox.
Mobile gaming has had yet another busy week in August, with Gamescom ONL 2024 launching a wealth of news on the gaming landscape for fans to dive into. Probably the most surprising is Genshin Impact has received a release date of November 2024 for Xbox. However, no release has been announced yet for the mobile Nintendo Switch despite HoYoverse announcing it for Switch way back in January 2020.
Aside from that, Apple Arcade has upped its offerings with three new titles launching in September 2024, which were announced this week, and a boatload of updates for its existing titles.
This Week in Mobile Gaming For August 24
Apple Arcade has Announced Three New Titles For Mobile!
- Monster Train+ by Good Shepherd Entertainment – Good Shepherd Entertainment is bringing their lightning-in-a-bottle title to Apple Arcade from Steam, making it a true mobile gaming experience. Players must defend the burning pyre from the celestial forces of heaven as monsters would. This title functions as a roguelite deck-building game and introduces a new strategic layer with three vertical playing fields to defend. The ‘plus’ version for Apple Arcade also includes The Last Divinity DLC, adding a new clan and challenges to the fray.
- NFL Retro Bowl ’25 by New Star Games – Retro Bowl is coming back to mobile gaming, and it’s exclusive to Apple Arcade in NFL Retro Bowl ’25. The newly revamped title brings full NFL licensing to the title, allowing NFL fans to utilize their favourite athletes in the game, just like Madden 25‘s Franchise Mode, Retro Bowl allows NFL fans to create their own dynasty by choosing their favourite official NFL teams and taking them the distance.
- The last new game announced for Apple Arcade is Puzzle Sculpt by Schell Games, an Apple Vision Pro and Apple Arcade exclusive that brings coziness to an already cozy space of a living room. Players can look around and solve puzzles while completely relaxed in this new title. There are many puzzles to solve and challenges to overcome with an ever-increasing difficulty that ramps with the player’s skill.
Other Mobile Gaming Updates Coming to Apple Arcade
- Vampire Survivors+ Introduces a new stage called Room 1665, doubling as a Challenge stage made of 16 rooms that will challenge players to fight the floors as a crucible. This update also adds two new character skins — ‘Unbinded Imelda’ and ‘Retired Poe’ — with new Darkanas modifiers.
- TMNT Splintered Fate now lets players pair four controllers to enjoy four-player couch co-op on the same device. With new cross-platform support, four-player online co-op can now happen on any platform.
- Temple Run: Legends introduces customization with new unlockable Outfits and a new Outfit System. Outfits also grant wearers buffs during specific runs, proving that the sneakers matter when foot racing.
- SpongeBob: Patty Pursuit adds the conclusion of the latest Tales of the Deep called Inner Machinations of the Thoughtless Mind.
- Simon’s Cat – Story Time lets players try out the new Summer Search Party event to earn daily rewards for finding beach balls in the gardens.
- Fruit Ninja Classic+ blasts off a Jetpack Joyride 2-themed in-game event, where players can earn the Jetpack Blade and Moon Tombs Dojo from joyride, but in Fruit Ninja Classic+.
- A Slight Chance of Sawblades+ celebrates International Dog Day (August 26) with an all-new canine character and dog-themed background.
- Disney Coloring World+ lets players join the Muppets in a new colouring pack.
Mobile Gaming news hasn’t wrapped just yet. Disney Dreamlight Valley Arcade Edition also brings the new free and paid expansion to mobile devices this week, capping off A Rift in Time (and Jaffar’s time as the big bad). With that, though, mobile gaming news ends this week. Fans looking for all of the additions and where to check them out can visit the official Apple Arcade website.
Fan Expo Canada 2024: Cosplayers & Special Guests Galore
Fan Expo Canada 2024 had a great variety of cosplayers, activations, shopping, panels and guests throughout the convention weekend.
This year was star-studded and packed with so many great guests! Fan Expo Canada 2024 kicked off with many attendees flocking to the Toronto Metro Convention Centre. CGMagazine was able to capture the most important part of the show: the fans! The fans brought a great assortment of cosplay clothing, offering both sophisticated looks and zany ones. Many of them ranged from some of the hottest anime series, TV/film, comics, video games and more.
Fan Expo Canada 2024 comes back back swinging harder than ever post-pandemic, even bringing back the Xbox exhibit! There are many new and returning celebrities and special guests too, such as Barbie and Shang-Chi and the Ten Rings star Simu Liu, Emily Swallow, Giancarlo Esposito and Temuera Morrison from The Mandalorian/The Book of Boba Fett, and so much more. On top of that many installations and fun prizes are to be won throughout the con. This collection captures the general minutiae of the whole convention across the whole weekend.
Fan Expo Canada 2024 Thursday Kick-Off
Fan Expo Canada 2024 Friday Rush
Fan Expo Canada 2024 Saturday Bonanza
Bonaparte is Studio Imugi’s New Steampunk French Revolution For 2025
Studio Imugi has given fans a brief glimpse at their new upcoming title, Bonaparte, which answers the question ‘What if the French Revolution had Steampunk Gundam?’
Studio Imugi has finally unveiled their debut strategy simulator, Bonaparte, an homage to the former Revolutionary’s skill in identifying weaknesses in opposing battle plans, placing the player firmly in control. My knowledge of the French Revolution comes from two sources: college history courses and the 2006 film Marie Antoinette. This means I know practically nothing.
However, one thing is certain—France did not have ‘steampunk Gundams’ as their main force. This is where Bonaparte introduces a paradigm shift to the French Revolution formula. Studio Imugi has also released a trailer to coincide with their announcement, which you can view below.
Bonaparte places the player firmly in the commander’s seat, allowing them to not only make battlefield decisions but also wield a politician’s greatest weapon: diplomacy. The trailer showcases an in-battle scene where Céline Bonaparte discusses her allegiance—whether to the subjects of France or the mighty monarchs—adding a notable Fire Emblem feel to the turn-based combat. These decisions will likely lead to battles playing out differently, considering “Rewrite History” is central to Bonaparte‘s identity.
What sets this strategy simulator apart is the reliance on advanced machines to decimate the enemies of France, we are talking Steampunk-humanoid-shaped vehicles that use weaponry (similar to Code Geass‘s nightmare frame, or Neon Genesis Evangelion units) to rule the battlefield. This title allows the player to enter the capable boots of either Céline or César Bonaparte and change the course of history by siding with notable historical figures (like Marie Antoinette) or taking up arms against them.
Bonaparte launches at a TBD date in 2025, and fans can check out their Steam page for more info.
Rotten Tomatoes Drops Audience Score For Popcornmeter
Rotten Tomatoes is a trusted source that aggregates all review scores for film and TV and this week, they announced a change in the site’s viewable ratings.
First off, for the uninitiated, Rotten Tomatoes serves the internet as a source to head to when looking for not one but multiple reviews on a hit TV show or film that has been released. The site even goes as far back to show how older films have done in the past, with review aggregations of films like 1994’s The Crow letting fans compare it to the recently released film also called The Crow (with a new ensemble). The site focuses on giving critics a communal voice, certifying whether films are ‘fresh’ or ‘rotten,’ hence Rotten Tomatoes.
This week, the review site underwent a drastic change that has watered down its audience score system. The new system is referred to as ‘The Popcornmeter’. The new designations show films branded with “Verified Hot,” “Hot,” or “Stale,” depending on the feedback of the Verified Audience. The new Verified Hot rating will be reserved for films and TV that score 90% or higher initially, and it will stay hot until the score falls below 80%.
How does one become a verified audience member? Rotten Tomatoes says they will verify the audience in attendance by using Fandango ticket purchases. It’s worth mentioning that RT is owned by the US Fandango platform. With this move, it appears the site favours the Fandango ticketing service due to their connection, but RT is working on collaborating with other platforms to verify purchases as well.
Recently, ‘review bombing’ has gone mainstream. Angry fans have taken to Rotten Tomatoes, IMDB, and other sites to unleash their fury when things don’t go their way. The steep difference in scores between RT’s Star Wars: The Acolyte‘s critical review and audience review could be one instance. Other instances show fans openly and brazenly targetting titles like Helldivers 2 on Steam and blasting the ‘1-star’ button due to behind-the-scenes operations (in this case, Sony requiring PC players to need a PS Network account to play the title). In this sole case, they walked back the decision and Helldivers 2 can be played on Steam without the need for a PSN account.
Either way, implementing the new rule stifles the audience score for better or worse. Fans can check out the rules rollout on the official Rotten Tomatoes website.
World of Warcraft: The War Within Early Access is Now Live!
For the first time in World of Warcraft history, Blizzard has given both tickets to Beta and early access periods to War Within Epic Edition buyers, and the early access has just begun!
The early access period for the World of Warcraft: The War Within has begun, and players who have purchased either the physical collector’s edition or the Epic Edition digital bundle can dive right into the action four full days early. World of Warcraft launched a specialized cinematic trailer to prep Azeroth inhabitants for the upcoming expansion, which can be seen below.
World of Warcraft: The War Within Key Features
- Explorers will be able to head to the new continent of Khaz Algar, which lies off the western shores of Pandaria. Within the continent lies the surface-level city of Dornogal, which will serve as the new main city hub of the expansion. Expeditious adventurers can explore what dwells beneath the surface of the city in the lava-fuelled forge of The Ringing Deeps, the Hallowfall, and the Nerubian society monument, Azj-Kahet.
- Hero Talents will be introduced in The War Within. They are a new class feature that allows more levels of class specialization customization. Hero Talents are modelled after well-known archetypes from the Warcraft universe, including Dark Ranger, Farseer, and more.
- A new world content feature is being added to World of Warcraft, and it is called Delves. These are small adventures seamlessly integrated into the world (similar to delves in The Elder Scrolls Online), which scale to support 1-5 players and offer a new rewards track in the Great Vault.
- Introduced as dragon riding in Dragonflight, the function will be expanded into sky riding, allowing a larger number of mounts to be used. This system will allow more mount types to be used in mid-air, and the previous flight system will now be referred to as steady flight.
World of Warcraft: The War Within launches globally on August 26, but for those who have early access, It starts today. More info can be found on the official website.
Avowed Targets 30fps on Series X for a “Juicy” Visually Rich Experience
Avowed & Obsidian Entertainment’s Art Director, Matt Hansen took to the Iron Lords podcast to reveal some “juicy” information about the upcoming title.
Obsidian Entertainment’s next title, Avowed, is coming out this February 2025. Ahead of the big release, Obsidian Entertainment’s Art Director Matt Hansen and Production Director Ryan Warden have jumped onto the IGN Iron Lords podcast to reveal some upcoming information about the title.
Hansen explains that Avowed development is focusing on getting the title to run at a crisp 30fps and getting to 60fps would be a hard task even for the more robust Xbox Series X console. He even goes so far as to say that as a first-person single-player title, “you don’t necessarily need that 60 frames.” Below is the latest story game trailer revealed by Obsidian back at the Xbox Games Showcase 2024.
Hansen continues with an explanation of how smooth gameplay is paramount to the overall experience, which is why they’re targeting 30fps. He says “[The 30fps] allows us to get a lot juicier with VFX and lighting and all this other stuff. It’s a trade-off we opted to make relatively early, and we’re really happy with that. The game’s running pretty smooth for how visually dense it is, and that was always our goal.” The notion is that Obsidian would rather have Avowed run excellent at 30fps than choppy at 60fps. The recent single-player release of Black Myth Wukong has also been said to run smoothly at 30fps.
Other Xbox-published titles like Starfield and Hellblade 2 have launched at 30fps as well, to help avoid input or performance issues they could trip on. While Starfield has since seen an update that brings the performance near 60fps, Hellblade 2 still has yet to receive an update, but this means Avowed can also launch at 30fps and get an update later on to boost visual fidelity.
Avowed launches on February 18, 2025 for Xbox Series S/X and PC.
inZoi Preview Marries Life Sim With Unreal Engine 5 — gamescom 2024
South Korean publisher KRAFTON is probably best known for titles such as PUBG and The Callisto Protocol. Recently, however, in an effort to bolster their gaming portfolio, they’ve turned heads by saving studio Tango Gameworks from being shut down by Microsoft. With that goal in mind—to expand on their offerings—KRAFTON has been hard at work on inZoi: a life simulation game developed using Unreal Engine 5 and boasting a variety of creative tools. If this brings The Sims to mind, you’d be encouraged to know that the inZoi team is well aware of the comparison, the overall goal for their virtual world being to combine Sims and SimCity and add some innovative features to boot.
Having spent 5 hours playing an early build of the game, I found that what they’re trying to do rightfully sounds too good to be true. With some more polish and work on tightening its elaborate systems, inZoi might just rise up to its lofty ambitions and carve a place for itself within the genre. Nevertheless, on start-up, inZoi begins with the explanation that the player is working as a “trainee god” for an in-game tech giant.
“For now, despite some frustrations, inZoi is largely an enjoyable experience.”
According to the tutorials, referred to in-universe as the “onboarding”, being a said trainee god involves creating Zoi, the game’s name for the inhabitants of its digital world, and ensuring that they have good relationships with others and the environment. Failure to do so would result in “a meeting with the CEO”.
With this warning in mind, I began work on my Zoi in earnest, trying my hardest to make the perfect digital version of myself. The final result, I think, looks more like YouTuber hasanabi than me, but that’s not the fault of the character creation tool, which is genuinely amazing. Beyond getting the basics right, inZoi’s character creator is mindful of the details. This might not sound like a big deal at first, but put together, these small choices make for a customisable experience that already makes inZoi stand out from the rest.
This dedication to the minutiae can also be seen when it comes down to the city-building element. Whereas not as elaborate as something like SimCity, I was pleasantly surprised by what inZoi allowed me to do. To give just an extreme example, I decided that the main park in town should have a high density of cats, pandas and…crocodiles. To my great disappointment, the crocodiles, from what I could tell, had no effect gameplay-wise as they were simply content meandering here and there. In any case, after maybe 3 hours of fine-tuning, it was finally time for some action.
What took me by immediate surprise when taking control of my Zoi was that I was able to maneuver him as if he were a character in a third-person action-adventure game. I still had to issue other commands with a click of the mouse, but still, this added to my immersion. This being said, inZoi was dropping frames left and right and continued to do so during my time with it despite running it on a decent PC.
Another issue was the overall game logic, as all the Zoi I encountered were often making inexplicable decisions. My Zoi, when left to his own devices, was obsessed with deep cleaning his house even though it was brand new and squeaky clean.
To test the AI further, I decided to see how easy interactions with other Zoi were and, to my amusement, I was able to get the character I created married to someone he had just met and spent the last half of an in-game day (or about ten real-life minutes) complimenting. Now, I’m not necessarily opposed to love at first sight, but the ease with which I made this happen reminded me of the OG Sims, which reflects a bit badly on inZoi.
“Whereas not as elaborate as something like SimCity, I was pleasantly surprised by what inZoi allowed me to do.”
For now, despite some frustrations, inZoi is largely an enjoyable experience. The team over at KRAFTON have a lot of work left, yes, but what I’ve played so far is encouraging. My hope for the game, which is set to release in Early Access later this year, is that the developers remain committed to seeing through their ambitious vision. Time will tell if that will indeed be what happens.
inZoi is set to launch in Steam Early Access in 2024. Make sure to check out all things gamescom here on CGMagazine.
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The Casting of Frank Stone Reveals New Features & 4 Player Couch Co-op
Behaviour Interactive and Supermassive Games’ team-up title, The Casting of Frank Stone continues an exciting reveal spree, and a new trailer has come out of The Fog revealing new exciting features not seen in a Supermassive game before.
Gamescom 2024 continues to steamroll ahead and at the Xbox Gamescom Broadcast 2024, The Casting of Frank Stone has walked straight out of The Fog and into a new trailer. The new trailer presents new features not seen before in a Supermassive Games title, and even implements some of the tried and true mechanics (albeit loosely) from Dead by Daylight. The trailer can be seen below as shown at the showcase.
The Casting of Frank Stone New Features
- Supermassive games open the Cutting Room Floor. Fans can sit in the director’s chair and revisit key story decisions. This also allows fans to seek missing collectibles or relive thrilling moments without starting a new game. The Cutting Room Floor opens by purchasing the Deluxe Edition or completing the narrative of The Casting of Frank Stone.
- Twitch Integration will let streamers and audiences experience The Casting of Frank Stone together. With Twitch Integration, viewers can vote on each choice throughout the game (similar to the poorly received Silent Hill: Ascension project from 2023). Votes will be placed into the streamer’s hands and they will have a limited number of vetoes to override a decision, if they dislike the audience’s direction.
- Plunderer’s Instinct makes its way to The Casting of Frank Stone from being a Dead by Daylight perk and allows the player to see the aura of any Trinket Chest that may have been missed.
- Up to four-player couch co-op allows fans to share the experience in the same room. Fans can pass the controller back and forth as the character perspective changes throughout the game, and it cohesively immerses the audience into the storyline with a group of friends.
The Casting of Frank Stone will be available on PS5, Xbox Series X/S, and PC on December 3. Fans can check out the official Supermassive Games website in the meantime for more information.
NHL 25 Cover Athletes & New Details Revealed By EA Sports
EA Sports has announced the newest cover athletes for the upcoming NHL 25, and it’s a family affair. The Hughes brothers (Quinn, Jack, and Luke) become the first set of brothers to grace the cover of the annual hockey title.
NHL 25 marks the second time in three years that the yearly hockey franchise has placed more than one player on their cover, with NHL 23 featuring Trevor Zegras and Sarah Nurse, and the NHL 24 cover featuring Colorado Avalanche superstar Cale Makar.
Quinn Hughes, the oldest of the three brothers, was drafted 7th overall by the Vancouver Canucks in the 2018 NHL Entry Draft. He was nominated for the Calder Memorial Trophy as the leagues best rookie in 2020 and is the most recent recipient of the James Norris Memorial Trophy as the leagues best defenseman.
Jack Hughes was drafted 1st overall by the New Jersey Devils in the 2019 NHL Entry Draft, just one year after Quinn. Jack has earned himself 3 consecutive All-Star Game selections and was nominated for the Lady Byng Memorial Trophy (awarded to the player that shows the best sportsmanship and gentlemanly conduct) for the 2022-2023 Season.
Luke Hughes, the youngest of the three brothers, was drafted 4th overall by the New Jersey Devils in the 2021 NHL Entry Draft, joining older brother Jack on the team. After a stellar rookie season in 2023-2024 that saw him set a new franchise record for points by a rookie defenseman, he was named as a finalist for the Calder Memorial Trophy as the leagues best rookie, and was subsequently voted to the All-Rookie Team unanimously.
More details were also shared about the annual hockey title, too. NHL 25 will be powered by a brand-new gameplay intelligence system called ICE-Q, and is designed to give the player the space and ability to be in control of every inch of ice there is. Player skating has been completely revolutionized by the Next-Gen Vision Control system, which allows you move easier on the ice, creating opportunities, walking the blue line, squaring up on an opponent, and a whole lot more.
The CPU Player system has also been improved by Empowered AI, allowing the CPU to execute intricate and authentic plays, make smart decisions off the puck, leading to more opportunities on the powerplay.
In addition, a wealth of new gameplay modes and structures have been implemented, namely a revamped Franchise Mode, HUT Wildcard Mode, and a single-path XP progression system that is shared across HUT. Last but not least, the introduction of Sapien Technology to NHL 25 brings player likenesses to the next level, meaning your favourite players will look a whole lot more like your favourite players.
NHL 25 is now available for pre-order with a Standard Edition and a Deluxe Edition available. Pre-ordering the Standard Edition will get you 500 NHL Points, a HUT NHL Player Pack, WOC Battle Pass XP Boost (x2), and an immediate reward in NHL 24 with a digital pre-order (Choice of Quinn, Jack or Luke Hughes at 99 OVR).
Pre-ordering the Deluxe Edition will get you 7-days of Early Access, including a head start in the initial HUT campaign and WOC season, 4600 NHL Points, HUT NHL Player Pack, HUT “Hockey is Family” Objectives Choice Pack (x2, 82 OVR), HUT Cover Athlete Choice Pack (85 OVR, 1 of 8), HUT Wildcard Starter Choice Pack (84 OVR, 1 of 6), WOC Battle Pass XP Boost (x2), WOC Season 1 Premium Battle Pass, Exclusive WOC Player Set, Immediate Reward In NHL 24 (Choice of Quinn, Jack, or Luke Hughes at 99 OVR).
NHL 25 should be released later on this year, though a specific date has yet to be announced by EA.
Megalopolis Trailer Withdrawn After Shocking Fake Review Quotes Are Found
Lionsgate decided to pull down the trailer for their new film, Megalopolis after fans figured out the trailer quoted falsified reviews for the Director’s previous films.
To say Megalopolis had a rocky production is putting it mildly. Director Francis Coppola (known for award-winning films like The Godfather and Apocalypse Now) has been trying to get the film made for many years, even fronting $120 million to foot the production costs. But today, Lionsgate has decided to pull the new trailer off the internet due to reports suggesting the trailer used fake quotes coming from Coppola’s earlier films.
The trailer was released Wednesday morning, and it didn’t take long for people to figure out that the ‘bad reviews’ quoted in the trailer from films like The Godfather were fictional, it’s also worth mentioning a critic themselves noticed they didn’t write what was quoted in the trailer.
This is after the film has gotten questionable attention, specifically from The Guardian where Coppola himself suggested he was going to make “a really s*****, embarrassing, pompous film on an important subject, and I am doing it,” and the report further alleges the Director mismanaged time and wasted a lot of production hours. The report continues with allegations the Director acted inappropriately with female extras on set, claiming he was “trying to get them in the mood.”
The trailer could have been meant to show former bad reviews for Coppola masterpieces, to insert Megalopolis into the same camp as the films that were shown to have said bad reviews. Variety critic, Owen Gleiberman, was cited in the trailer as saying Bram Stoker’s Dracula is “a beautiful mess” where he himself suggested that wasn’t the case.
Gleiberman said “Even if you’re one of those people who don’t like critics, we hardly deserve to have words put in our mouths. Then again, the trivial scandal of all this is that the whole Megalopolis trailer is built on a false narrative,” continuing with the notion he wishes he said Dracula was ‘a beautiful mess,’ as it “sounds kind”.
Lionsgate has also issued an apology via Variety, saying “We offer our sincere apologies to the critics involved and to Francis Ford Coppola and American Zoetrope for this inexcusable error in our vetting process. We screwed up. We are sorry.” after the trailer’s removal today.
Megalopolis hits theatres on September 27.
Xbox at gamescom 2024 – New Xbox Series Consoles & Adaptive Controller Options
At gamescom 2024, Xbox has come to the event with many game announcements but they’ve also pulled the curtain back to reveal hardware additions to their lineup.
Xbox was given a big platform at gamescom 2024. This is considering Sony and Nintendo did not attend nor make any announcements at the event, and they’ve brought hardware updates to the showcase aside from their announced software on gamescom 2024 ONL. Big Xbox software announcements so far include Masters of Albion from Fable co-creator Peter Molyneux, the previously Xbox exclusive Indiana Jones and the Great Circle is coming to PS5, and Call of Duty: Black Ops 6 showcased new gameplay.
But that’s not all they have in store for fans in the coming months, as new hardware updates are coming for the Xbox Series console lineup. Xbox has also revealed notable accessibility innovations with a new adaptive controller lineup to make gaming more accessible for all gamers.
gamescom 2024 Xbox Series Hardware Lineup
- The Xbox Series S now comes with 1TB of onboard memory in the original Robot White colourway. It will be made available in October 2024 for $349.99.
- The Xbox Series X will be fashioned into a 1TB Digital Edition (as leaked earlier in the year) and will be the first time the Xbox Series X comes in Robot White. It will be available October 2024 for $449.99.
- The last hardware upgrade is an Xbox Series X in a lucrative 2TB Galaxy Black Special Edition and includes a matching Xbox Wireless controller with a Galaxy Black D-pad and Velocity Green back case. The new console will be available in October 2024 for $599.99.
gamescom 2024 Xbox Adaptive Controller Additions For Accessibility
- The Xbox Adaptive Joystick is an affordable entry-level wired joystick designed to meet the needs of players with limited mobility, and to make things easier it can be used as a companion for the Xbox Adaptive Controller and other Xbox controllers. The Xbox Adaptive Joystick will be launching in early 2025 for $29.99.
- Xbox Design Labs is allowing the use of 3D printable files for adaptive thumbstick toppers. The service is offered free of charge with Xbox Design Labs and it allows players to configure six different 3D printable thumbstick topper designs for the Xbox Adaptive Joystick, the Xbox Wireless Controller, or the Xbox Elite Wireless Controller Series 2. Xbox Design Lab outputs the design files that players can 3D print or take to any 3D printing service. The 3D printable files for adaptive thumbstick toppers are available now with Xbox Design Lab.
- The Designed for Xbox Proteus Controller has been unleashed by Xbox partners at ByoWave and revealed at Gamescom 2024. The Proteus is a modular adaptive kit that gives those with disabilities a more accessible way to play (similar to the PS5 Access Controller). The unique modular video game controller kit features ‘snap and play’ parts that connect together easily and the device comes with everything gamers require to play their favorite Xbox games on console and PC right out of the box. The ByoWave Proteus Controller is now available in select markets worldwide.
- Lastly, Xbox showed the designed for Xbox Lite SE 2.4G Wireless Controller at Gamescom 2024. Another third-party controller by 8BitDo is a compact and lightweight controller designed for gamers with limited mobility, featuring low-resistance buttons and Hall Effect joysticks with greater sensitivity. The 8BitDo Lite SE 2.4G Wireless Controller is now available in select markets worldwide for $59.99.
That just about wraps the new hardware additions unveiled for Xbox at Gamescom 2024. Fans looking for more coverage on gamescom 2024 can see the rest of our coverage here. Fans looking for more info on everything Xbox can head to their official site.
Star Wars Outlaws: Women Taking the Lead in A Galaxy Far, Far Away
Star Wars Outlaws is the latest game that takes place in the Star Wars universe right in between The Empire Strikes Back and Return of the Jedi. The story follows a scoundrel named Kay Vess as she makes a name for herself as an outlaw—and her loveable pet, Nix. For the first time, players will be diving into an open-world Star Wars game with Star Wars Outlaws, and they’ll be doing it as a woman.
CGM got to sit down with two women taking the lead with Star Wars Outlaws, Humberly González and Nikky Foy. González, known for her roles in Ginny & Georgia on Netflix and more recently, Tarot, is the voice of Kay and handles all the motion capture for the role. Foy is the Lead Scriptwriter for Star Wars Outlaws at Ubisoft Toronto, which means not only do we have a woman as the face of the game, but we have one narrating it, too.
We talked with Foy and González about what it means to work on such a beloved property, how being women and having women take the lead has influenced Star Wars Outlaws, and what that means to them. Seeing women as the faces and storytellers behind these epic tales is something every girl needs growing up, and that knowledge was not lost on the pair while working on Star Wars Outlaws for the last several years.
I read you both worked on Far Cry 6. Did your paths cross while working on it, or did you recently meet on Star Wars Outlaws?
Nikki Foy: Well, recently is…
Humberly González: The last couple of years, yes!
Nikki Foy: For Far Cry 6, we didn’t really work together. I was mostly doing the villain DLC stuff.
Humberly González: Right. And I played Jonrón, which wasn’t a part of that. We don’t often get to interact with everybody. Sometimes, you’re a part of a project, and there are so many humans attached.
And non-humans in the case of Star Wars Outlaws [Nix].
Humberly González: And then non-humans! It’s kind of cool that we both come from the same projects and now we actually get to interact so often.
Nikki Foy: Yeah, I think, too, as a writer, you see more of the actors than they see of you, right? So, on Far Cry 6, I definitely knew who Humberly was and all her work and stuff. When we were casting this, that was all in there for sure.
So our nerdy fandoms, especially things like Star Wars, present very male-dominated, whether that’s the creative team or the fans. What’s it like to lead the charge on this both as the creative team and as the voice and the body of Star Wars Outlaws? To lead this male-dominated universe and have it be women first right now.
Nikki Foy: It’s a really great opportunity, I think, for not just individuals but for the brand as a whole. I was just talking about how I was at Galaxy’s Edge for the first time in my life and just cried the whole time because I couldn’t believe it. And I was building a lightsaber in that experience, which was so cool. But next to me, there were two sisters, and they were probably six and eight, building one next to me. And I just felt so…
And now I’m crying. I have kids that age.
Nikki Foy: I just cried very hard the whole time because it was just like this brand meant so much to me, and I didn’t have someone like Kay to really see myself in. I loved Princess Leia, but I wanted to be Han, right? And I think getting to bring that to life is so special. And our whole team, really, that’s been the goal from the beginning. It’s been really special.
Humberly González: Yes, to be a leading woman not just in a Star Wars story but in the video game industry, which also tends to have a lot of limitations and misogyny and kind of in-and-out politics of who can be a part of it and who you want to play as. I am incredibly proud of the team having chosen someone like me, but also only me, that there isn’t a male counterpart to the story of Star Wars Outlaws that we are focusing on a female point of view of a scoundrel story because we’ve only really ever seen males in a scoundrel position.
So the representation is incredible for me as an immigrant Latina in Canada to bring, to even get to speak about my country, about Venezuela, about what it means to me as an artist that I followed this dream not having any of my family here, not having a lot of mentors in my family or anyone to look up to or content to look up to. Even in Star Wars, you know, there aren’t a lot of Latinas in this space. And so, for me, I knew that this was going to mean a lot, not just to me and my community and my family, but to everybody else who’s watching it too and playing it.
“Seeing women as the faces and storytellers behind these epic tales is something every girl needs growing up, and that knowledge was not lost on the pair while working on Star Wars Outlaws for the last several years.”
When they go, “Oh, this is a cool character, I wonder where they’re from?” and then they do the research, I just want people to feel seen and if I can be in any of those categories as a woman, a woman of colour, as an immigrant, as a Latina, any of those are so meaningful for someone who enters a franchise as big as Star Wars.
So for the next generation, for those little girls in Galaxy’s Edge, for the little girls watching, for anyone back home, for me, if they just simply get to see someone like them on screen, it means something to them. Feel inspired, feel strong, feel seen, feel represented. That, to me, is the goal. It’s incredible because it really is beyond just me.
Nikki Foy: Yeah, and I think, too, there’s an empathy element to it that I really love to think about. When I was a kid, I think there’s been a lot of research about this, and people who are talking about it talk about it. But I think, too, it’s easy for young girls to empathize with male characters. It’s something that we’ve always been taught. And I think having this female character who everyone can love and see parts of themselves in is so exciting and fun, too.
It’s made me emotional. I have a five-year-old daughter and then a nine-year-old son, so seeing him see her, see that it is possible in Star Wars Outlaws.
Nikki Foy: Yeah, that’s incredible.
Leaning into that, a lot of the time, people will say being a woman is a weakness. We’re emotional. We’re not tough. We’re not as strong as the male heroes. So, did you need to find a balance with Kay in Star Wars Outlaws, both in writing and acting, in terms of her femininity and her strength? Or do you think that her femininity is her strength?
Nikki Foy: Yeah, I don’t know if we’ve thought about it in terms of that. I remember early on writing this huge document about the way in which female protagonists are different from male protagonists. And not in the way of worse or better, but to me, that point of view really infuses the how of things. Often, the why is the same for characters.
Like survival, for example, right? Female characters often are shown surviving in a different way. Maybe a cool, charming female character, she’s going to use her feminine wiles to get something done, or she can pretend to be weak, and whatever. And I made this list of things that I was like, “I don’t want Kay to ever do any of these. I don’t want her to ever pretend to be weak. I don’t want her to ever pretend to be weak. I don’t want her to ever use her femaleness to get something.”
So that was always on our mind. But in terms of, “Oh, how does she treat this?” Or “How does she approach the situation as a female character?” Once we got who Kay was, it was very much like, “How does Kay approach this?” And once we created this character and cast Humberly and got this great vulnerability and real humanity to it, it became so easy to just make choices based on that.
Humberly González: I mean, to step into a character that was made, and then I had to literally give her a soul, and a heart, and a conscience. So knowing that I’m like, “Oh, okay, here’s the character, now bring her to life, quite literally breathe life into her.” I can’t help but bring my heart. I can’t help but bring my vulnerability.
So, if I think of Kay as a mirror to me, and what femininity means to me, and what my strengths are, I do believe that my vulnerability is a strength. I think that women are resilient. We are troubleshooters and protectors, and there’s this nurturing, and I think you get to see some of those traits with Kay and Nix, you know, Nix is her family, and you see her go above and beyond for him and for a partnership, what loyalty means, what it means.
There are a lot of themes in there. I think she’s a scoundrel with a bit of a chip because she is vulnerable and she is flawed. In the end, that’s also what brings her ahead. You always say this line, it’s like failing forward. She isn’t afraid to make mistakes and learn from them. There’s no relying on this ego or overly confident like I got it all figured out.
I wasn’t afraid to bring those aspects to her that may seem weak, but really, in a way, it’s her just navigating her growth. It’s her navigating right from wrong, and what she wants to do, and being autonomous in her own choices in this vast galaxy full of danger. She is naive and a rookie, but those could be her strengths too because, at the end of the day, sometimes not knowing takes you further because she’s not relying on fear and not thinking that she can’t do something. She really believes in herself.
That’s something I have a lot as a person, as Humberley. I believe in my dreams, and I believe in myself. I know my worth. I infused Kay with that. So, you know, if that is something that makes me female or whatever, then great. I want to be that person anyway.
Absolutely. You’re talking about breathing life into this character in Star Wars Outlaws, and doing that in a video game is one thing. Doing that through MoCap is another, but you’ve also been on stage, live-action, and just regular voice acting. Do you feel like you’re breathing life into characters the same way or in those other mediums, you are the character?
Humberly González: I have to say, ever since doing motion capture—and I’ve worked with Ubisoft for years and years since, like 2016—I believe my first video game was Starlink, which was a video game from the ground up with Ubisoft. I feel like I have a lot more room and depth to bring into the other mediums of the industry that aren’t motion capture because there’s so much detail that comes with only being a voiceover actor. I think it is actually quite vulnerable to be a voice actor. You are not relying on your face or your mannerisms.
Even right now, I’m talking with my hands but it’s just my voice. How do I convey the real meaning of what I mean if I can’t use everything else? These are all tools that I possess in my being. Motion capture has allowed me to have more awareness of my body. Therefore it infuses my other work. I’m really grateful for this this part of my job. I really love it.
Now, obviously, Star Wars, wow!
Humberly González: That’s it. Wow.
What kind of preparation went into Star Wars Outlaws, and what level of excitement, fear, and nervousness goes into prepping from the ground up and stepping into this role? Especially knowing that there are so many sections of Star Wars and that you are creating your own little pocket.
Nikki Foy: Yeah, I think it’s so weird to have a job where the thing that you should do is consume Star Wars media.
Humberly González: Gotta do it for the job!
Nikki Foy: I remember when I got hired or when I got told, “Yeah, you’re gonna work on this [Star Wars Outlaws].” I didn’t know what to do. So I just, because I was so overwhelmed, I just opened the Clone Wars show on my iPad and had it next to me while I was cooking dinner in a haze and I was like, “I’m working right now. This is part of my job now. I just get to be inspired by all this media that I already love.” So that was what, really, I spent a lot of time-consuming media that I’d already seen, but just with this lens of like, “Oh, okay, Outlaws, scoundrel, underworld.”
Does that change the way you look at it, though? Once it goes from “This is my love” to “This is my job.”
Nikki Foy: Absolutely! It does, but not in a way that turns it into work. It was more like I was paying attention to things that I wasn’t paying attention to before. I remember even in that example when I was cooking dinner, there was a scene where Ahsoka was in a nightclub in Clone Wars, And I was like, “Oh cool, Kay could be in a nightclub!” I was watching it a lot more actively, I think.
From then, with that going on, I really tried to just catch myself thinking. If I’m walking somewhere and my brain is just off, I’ll try to focus on thinking about Kay. Thinking about her relationships. Thinking about the people in her life. I’m listening to a song. It’s like, “Oh, think about how Kay would feel if this and this and this happen,” you know? So I think that combination is really how I approached starting to write this stuff.
Humberly González: Yeah, I mean, honouring what someone has created, and not just this team, but the franchise itself, knowing that it was between Empire Strikes Back and Return of the Jedi. I think one of the first things I did was that I’m going to watch the movies and imagine myself in this world and the tone of it, you know? What people are scared of, what’s out there?
And at the end of the day, it’s also a new story. We have not seen a story where this character isn’t a part of the big rebellion and a Sith or any of this. She is from Canto Bight. She is a young girl who is a thief who’s resilient. She’s surviving. So, there weren’t a lot of examples for me to draw from.
I had to really rely on instinct, asking the writers, asking the directors, like, “Hey is this somewhere where she would be? Is this a thought she would have?” And I think, for me, the work started when I actually got to know more of the story. I think that before, it was just exciting. Anytime I saw anything Star Wars or listened to the theme song or anything, I would just get goosebumps and be like, “Oh, I’m in this! I’m in this!” It just has a different meaning now that I’m forever immortalized in this franchise.
But growing with Kay, it’s like knowing her backstory and why she says the things she does and why she acts the way that she does, that has been the most joyous part of my job because I love backstory. I mean, for an actor, it’s like, “What’s my motivation here? What am I doing?” And knowing that it has been created specifically for her and therefore me, it was just such a special thing that I’m like, “No one has ever said these words. No one has stepped into…” I am literally walking in her shoes! And so it’s really special to really step into something that’s never been done.
I want to know, in one word, your favourite thing about Kay Vess in Star Wars Outlaws. What is her trait that we should pay attention to? Sorry, I was wondering if
Humberly González: What is a word for not quitting?
Resilient?
Nikki Foy: Yeah, resilient is really good.
Humberly González: She does not give up, man. That girl will try and try and try and try in every single way, and she’ll get it. She gets it!
Nikki Foy: Kay’s quality that I love the most is—it is resilient adjacent—but it’s like this whatever effect of “That’s fine.”
Humberly González: Surrender.
Nikki Foy: It’s more active than that. If anything happens, it’s like water off a duck’s back. No matter what’s going on, the worst situation that could happen.
Humberly González: She doesn’t sweat it.
Nikki Foy: She’s just like, “Okay.” And when she is upset, it’s for such a fair reason. And it usually comes from a place of hurt and history and stuff. But otherwise, she’s just rolling with the punches, and I love that. I want to be more like that.
Star Wars Outlaws will be released on August 30, 2024, for PlayStation 5, Xbox Series X|S, and PC. Stay up to date with everything Star Wars Outlaws here.
Spectre Divide Hands-on Preview: They’re Not Pucking Around
Mountaintop Studios and popular creator and former Counter-Strike and Valorant pro, Michael ‘shroud’ Grzesiek have brought a contender to the F2P multiplayer tactical FPS genre. Mountaintop hopes to make a big break with Spectre Divide, as they are an independent studio composed of veterans from Respawn, Epic Games, Riot Games, Bungie, and the like. Spectre Divide features a unique art style for the genre with sci-fi comic book art and the classic Japanese cel animation of the ’90s—a little reminiscent of Rollerdrome or the No More Heroes games. What is more distinct about this game is its gameplay gimmick.
At first glance, the concept of controlling two characters simultaneously does not seem like something that should work in a relatively fast-paced competitive shooter game. Yes, there is some time to strategize around the map and jump-peak or use utility to gain information. However, adding a new concept, like having a second body, appears to be a dynamic addition.
The function of what the devs call ‘Duality’ allows players to control their ‘Spectre’ or second body, as well as their main body. Players can swap between the two bodies. The coolest part is that players can open up their map to lay out their two bodies during the Buy Phase/Pre-round Phase—including having the bodies face a certain direction. Moving characters around via clicking the map looks so choppy and jarring, but once the pre-round timer is up, this function ceases.
Having the second body can be super helpful. If a player’s unused body is idle, it can still give information that an enemy is near or if an enemy is in sight through danger indicators. Additionally, the unused body goes into a crouch position, making it harder for enemies to spot when placed correctly. Or it can be great to have it crouched slightly, peeking as a decoy at strategic angles.
The unused body can also be moved through the ‘pucking’ action, with some delay depending on the distance. This is the primary function so when the main player dies, they are not stuck trying to run all the way from where they had their Spectre setup. Like the game’s name implies, it is relatively smart to divide the Spectre from the main body.
Spectre Divide has utility skills, which are very similar to various Hero skills in Overwatch or Agent utility in Valorant. Another important distinction with Spectre Divide is that there are no Champions, Heroes or Agents; there are Sponsors. Sponsors work in place of roles, such as Assault/ADC/Dualist or Support/Healer in other games. Having a good balance of Sponsors can easily make or break a victory in this game, with the various assortment of utility skills—including recon.
A big question many new players who came from other FPS games asked was what the spray/recoil patterns for each gun, aiming, and ADS aiming were like. For the first part, every fully automatic and semi-automatic gun had a random spray pattern. This is an interesting feature because it means it is not something someone can particularly get used to, like a Vandal spray pattern in Valorant or an AK-47 spray and recoil pattern in CS2 or CS:GO.
“Another important distinction with Spectre Divide is that there are no Champions, Heroes or Agents; there are Sponsors.”
It means that players should practice their ADS firing since the accuracy is pretty near to one-hundred percent. There is also no bullet punch when taking damage, so players do not have to worry about suddenly aiming at the sky when getting shot at. Single-tap or burst-fire skills are more important in Spectre Divide for the guns that require it, otherwise ADS-ing and spraying is the way to go. And like Apex Legends, running in this FPS tac-shooter is encouraged.
What irked me and my teammates the most is the fact that enemy colour highlights are insanely non-user-friendly. It took a few games for us to not accidentally shoot at one of our teammates or teammates’ idle body. Eventually we got used to it, but it was not as distinguished as other FPS games.
The things that will have many Spectre Divide players divided will probably be how overstimulating it can be to jump into a match at first, as well as how many guns they will have to know the names of. The Duster RX6 plays like a Desert Eagle or Sheriff; the M67 Reaver plays like an AK-47, dishing out great range and damage; and the Harpe and Prototype-OP play very much like a high-powered sniper in most FPS games. One shot to the head at any range, one kill, baby!
The gun buys are interesting in Spectre Divide, sort of a mashup of Call of Duty multiplayer default loadouts. Guns are bought in pairs and distributed to the player and the Spectre. Interestingly enough, when one of the characters one player controls dies but the other lives, there can be special economic buys for keeping the same pairing of guns in the next round.
Based on a lot of feedback from other players I talked to from games and my own teammates, I have gathered that this game comes off as something for those who already have put in some if not countless, hours into other FPS games. Spectre Divide is easily an amalgamation of games like Valorant, Apex Legends, Overwatch, Halo, amongst many more. This makes sense since a lot of Mountaintop Studios’ team used to work at the companies that made many of those titles.
There are a lot of fun mechanics to try and experiment with in Spectre Divide, such as using Ghostlink Collective’s Dupe ability while pucking away or using it and running with the decoy body. Another cool thing we found out was how Ryker Industries’ Wave Scan could scan the whole map if you throw it while pucking away.
“The ultimate judgment of Spectre Divide is how it may not be as inviting to newer FPS gamers.”
Hopefully by launch, there will be better aesthetic additions to the game—here is hoping there will be a way to do Fortnite-adjacent dances in the team lobby. The sprays and gun buddies could also be improved upon, but again, that may come with more time and players making memes and/or pro-player and community involvement to grow the fan base of Spectre Divide.
The ultimate judgment of Spectre Divide is how it may not be as inviting to newer FPS gamers. Even someone who is well-versed in other FPS titles will struggle a bit getting used to pucking around their Spectres, and learning more about the advantages and disadvantages of things like guns or Sponsors.
There are a lot of extra keybinds to learn and re-map, too, but the tutorial does a decent enough job explaining it all. The economy catch-up system is great, too, since two losses allow the losing team to get a free light shield. But it could be good for newer players ithe a sense that they can build the proper game sense tailored to this game versus carrying over irrelevant habits from other FPS games.
Spectre Divide will not be out on the PlayStation 5 and Xbox Series X|S consoles at launch, but devs have stated that they have “future plans for consoles.” There is also no release date for PC yet either.
CS2 Case Opening: Should You Stick with the Official Route or Explore Third-Party Sites?
Opening cases in CS2 is one of the most exciting aspects of the game, offering players the chance to snag rare and valuable skins. But with the rise of third-party sites, many players wonder: is it really worth it to open cases in CS2, or should you turn to these alternative platforms? Let’s dive into the pros and cons of both, and see how they stack up.
Opening Cases in CS2
First, let’s talk about the experience of opening cases directly in CS2. There’s something undeniably exciting about the anticipation as you watch the spinning wheel, hoping for that rare drop. It’s a core part of the game, deeply embedded in the CS2 culture.
Pros of Opening Cases in CS2:
- Official and Secure: When you open cases in CS2, you’re dealing directly with the game developers. This means there’s no risk of scams or losing your hard-earned skins.
- Game Integration: Skins obtained from CS2 cases are immediately available in your inventory, ready for you to show off in your next match.
- Authenticity: There’s a certain pride in knowing your skins came directly from the game itself.
However, while the official route offers security and authenticity, it also has its downsides.
Cons of Opening Cases in CS2:
- Cost: CS2 cases and keys can be pricey, especially if you’re chasing after rare skins.
- Limited Bonuses: Unlike third-party sites, CS2 doesn’t offer many promotions, bonuses, or gifts.
- No Extras: The experience is pretty straightforward, lacking the added excitement of case battles or other fun features offered by third-party sites.
Exploring Third-Party Case Opening Sites
Now, let’s examine what third-party case-opening sites offer. These platforms have gained popularity due to their enticing bonuses, promotions, and unique features that spice up the case-opening experience.
Advantages of Third-Party Sites:
- Bonuses and Promotions: One of the biggest draws of third-party sites is the variety of bonuses and promotions they offer. Many sites give you extra credits, free cases, or significant discounts, making your money go further. Whether it’s a welcome bonus for new users or regular promotions for loyal customers, these perks can make a huge difference in your case opening journey.
- Gifts and Rewards: Beyond bonuses, many third-party sites offer gifts and rewards. This could be anything from free skins to exclusive items not available in CS2. It’s like a constant stream of surprises that keeps the experience fresh and exciting.
- Case Battles: If you’re looking for extra fun, case battles are a feature you won’t find in CS2. These battles pit players against each other to see who can pull the best skins from their cases. It’s a competitive twist that adds another layer of fun and can lead to some impressive wins.
- Diverse Case Selection: Third-party sites often have a wider variety of cases to choose from, including custom cases created by the community. This means you can find cases tailored to your specific preferences, whether you’re hunting for a particular type of skin or just looking for something new and different.
Risks and Considerations:
While third-party sites offer many advantages, they also come with their own set of risks and considerations.
- Security Concerns: Not all third-party sites are created equal. It’s crucial to choose reputable sites to avoid scams or losing your items. Look for sites with strong user reviews, secure payment options, and transparent policies.
- Withdraw and Deposit Issues: Some sites may have complicated processes for withdrawing your skins or require you to deposit items before you can start opening cases. Make sure you understand these procedures before diving in.
- Fairness and Transparency: Ensure the site you’re using has transparent odds and fair gameplay. Some less reputable sites might manipulate odds, making it harder to get valuable skins.
Is It Worth Opening Cases in CS2?
The answer ultimately depends on what you’re looking for in your case opening experience.
If you value security and authenticity, stick with opening cases directly in CS2. The official route guarantees that your skins are legitimate and safely stored in your Steam inventory. It’s a straightforward, no-frills experience that’s integrated seamlessly into the game.
If you want more excitement and value for your money, give third-party sites a try. With their generous bonuses, diverse case selection, and unique features, CS2 case battle sites can make your case-opening journey much more interesting and rewarding. Just be sure to do your research and choose a reputable site to avoid potential pitfalls.
Conclusion
As much as opening cases in CS2 can be a very enjoyable game, third-party sites offer compelling alternatives thanks to their bonuses, promotions, and added features they provide. When you weigh the pros and cons of both options, you will be able to determine which route is best. It is always important to approach each case opening with a sense of fun and adventure, regardless of whether you stick with CS2 or venture into the world of third-party websites. Have a great case opening, and may your next spin lead to the skin of your dreams.
Ravenswatch Preview—This Ain’t No Fairy Tale
I was particularly interested in Ravenswatch because Passtech Game’s Curse of the Dead Gods was something that caught me completely by surprise—initially hooking me with an art style evocative of Darkest Dungeon and then reeling me in with an incredibly deep and satisfying gameplay experience.
Passtech established itself as a confident crafter of captivating roguelike experiences, so naturally, CGM jumped on the opportunity to get an early look at Ravenswatch. Despite the preview being hands-off, the game and world that was presented definitely got me ready to play.
In Ravenswatch, players enter the world of Reverie, where horrific creatures known as Nightmares are spreading across the land. To stop them, the Witch of the Forest, Baba Yaga, forms the Ravenswatch—a group of folk heroes dedicated to battling the Nightmares and restoring peace.
“One of Ravenswatch’s key selling points is its cast of heroes, all drawn from mythological figures.”
One of Ravenswatch‘s key selling points is its cast of heroes, all drawn from mythological figures. While some characters are based on well-known figures, the team at Passtech wanted to ensure these heroes stood out on their own and included lesser-known mythological characters.
This includes characters such as Scarlet (Little Red Riding Hood), Beowulf and Alladin but extends to characters like The Pied Piper, Sun Wukong and Melusine—who the Lyon-based Passtech felt it especially appropriate to include as a character from French folklore. The team specifically stated they wanted to include a wide array of folklore from various cultures to create a diverse cast and open players up to these unique figures.
This idea was further explored when we were given a sneak peek at the character of Carmilla, who was revealed during Gamescom 2024. Passtech explained that including a vampire in their world was thematically fitting. Still, they specifically wanted to focus on a lesser-known character, as most people typically think of Dracula when it comes to famous vampires.
“While many games borrow heavily from successful predecessors in the genre, it’s refreshing to see a game take unique approaches and interesting risks.”
This not only adds to the game’s unique storybook feel but also allows each hero to fill a specific role based on their characterization. Scarlet, for instance, is a unique warrior who embodies both Red Riding Hood and the Wolf, capable of transforming into a lycanthropic form to deal massive damage. Conversely, Gepetto functions as an engineer, creating puppets to fight for him and assist in battle.
One of the more interesting aspects of Ravenswatch mentioned during the event is that, despite being a roguelike, the game will feature four different difficulty modes. I’ve long moved away from the notion that games, even roguelikes, should be punishingly difficult just for the sake of it—especially since roguelikes are often associated with games like Dark Souls, which emphasize extreme difficulty.
While I was initially hoping Ravenswatch would offer optional difficulty settings, Passtech clarified that players will start at the lower difficulty level, unlocking harder ones with each successful run. They’ve implemented this in a particularly clever way: only four characters are available at the start of the game, with a new one unlocking each time players defeat the final boss. This provides a tangible incentive to improve, as the game becomes more challenging as you learn and grow.
With its dark comic book style, support for up to four-player co-op, and a development team actively tweaking the game based on player feedback, Ravenswatch is shaping up to be an excellent new addition to the roguelike genre. While many games borrow heavily from successful predecessors in the genre, it’s refreshing to see a game take unique approaches and interesting risks.
Ravenswatch will launch for PC, PS4/PS5, Xbox One and Xbox Series X/S on Sep 26th, 2024 but will see a later release on the Nintendo Switch.
Today’s Lotus Eaters Update For Warframe Sets Up Warframe 1999
Warframe‘s update today introduces a new quest called The Lotus Eaters, which will serve as the prelude for the game’s hotly-anticipated winter update, Warframe 1999.
Announced last month at the game’s own convention, TennoCon, The Lotus Eaters is a short, solo-only quest following the events of Whispers in the Walls, last December’s epic addition to the main questline. Its official description warns that “The Man In The Wall does not sit idly by, Tenno.”
Representatives of Warframe developer Digital Extremes are currently at Gamescom in Cologne, Germany—the next stop on their “world tour” which will also take them to the Tokyo Game Show in Japan next month.
“Launching [The Lotus Eaters] update alongside our Tenno across Europe on the opening day of Gamescom is just wild,” said Creative Director Rebecca Ford. “Players have been clamoring for another taste of The Lotus in the story and this bite-sized quest might just offer a tad more insight into her role here.”
At the behest of the Lotus (or “Space Mom,” as she’s known in the Warframe community), players will “investigate a strange but familiar sound that is intrinsically tied to the monumental year of 1999,” before seeking out Albrecht Entrati in Warframe 1999‘s alternate vision of our own history later this year.
In addition to the quest, The Lotus Eaters update brings another revamped Warfame, Sevagoth Prime. After crafting this Warframe or unlocking it through the market, players can use his unique skillset to Reap the souls of the dead, Sow death seeds, or drill a well of Gloom. If all else fails, transform into his Exalted Shadow form to tear your opposition apart in melee.
Rounding out today’s update are the newest Prime companion, Nautilus Prime; the Epitaph Prime, a wrist-mounted sidearm; and plenty of new TennoGen cosmetic items for the “FashionFrame” community. These include a wave of cosmetics inspired by the Jade Shadows update, as well as a deluxe Ares skin for Styanax.
The Lotus Eaters may not be the only update before the long-running free-to-play game time travels back to 1999. Digital Extremes will pull back the curtain on another expansion, tentatively called the “Unannounced Fall 2024 Update,” in their showcase at Tokyo Game Show. Among its contents will be a host of quality-of-life updates and the next Prime Warframe, Caliban.
Then in Winter 2024, Warframe 1999 will take players back to the heyday of boy bands and dial-up internet to explore the Protoframes, the progenitors of many iconic Warframes. The expansion has a star-studded cast including Final Fantasy XVI‘s Ben Starr as Arthur “Exalibur” Nightingale, Cyberpunk 2099‘s Alpha Takahashi as Aoi, and Baldur’s Gate 3‘s Amelia Tyler.
Dragon Age: The Veilguard is Dedicated To Bringing A Great PC Experience
In a Wednesday blog post, BioWare revealed that Dragon Age: The Veilguard has a dedicated force behind its PC development with over 200,000 hours of playtesting done.
Today, BioWare let out a massive blog post that outlines their ongoing development for their upcoming fourth entry in their high fantasy RPG series, Dragon Age: The Veilguard, and specifically how they’re placing special care on development for PC. The blog post starts with “The Dragon Age franchise started out on PC, and we wanted to make sure PC is a great place to play our game. Many of us at BioWare are PC players ourselves, and when testing, PCs made up 40% of our platform testing effort, with over 200,000 hours of performance and compatibility testing.”
The amount of testing that has gone into the new title is staggering. Bioware explains that the importance of getting everything ‘just right’ is paramount to the overall gameplay experience. The UI has been tweaked over thousands of hours of gameplay to ensure that players of all persuasions — whether they play on Xbox, PlayStation, PC or all three — including keyboard and mouse fans, can enjoy a comfortable experience. All three controller inputs: Xbox, Dualsense and KBM will also be available for PC. Going one step further, fans will be able to customize their character’s keybind to make the gameplay as smooth as possible for Warrior, Rogue and Mage players.
Dragon Age: The Veilguard PC Features
- Full Steam Nativity, including full Steam Deck verification—Cloud saving allows you to pick the game up on the Deck and seamlessly play it on PC, and vice versa.
- Linking an EA account will be completely optional (for PC).
- Display Features for PC – Full Support for 21:9 Ultra Wide Resolutions, Ability to Uncap Frame Rate, HDR Support, Optional Upscaling (DLSS 3, FSR 2.2, XeSS), NVIDIA Reflex, DLSS 3 Frame Generation and Optional Dynamic Resolution Scaling are included.
- A huge level of graphic scaling to ensure the game runs great no matter what rig you’re playing on, a small vignette of how the graphics will increase (or reduce) in clarity can be seen on the right.
It’s worth mentioning the sheer amount of turbulent launches the PC has seen since 2023. One of the most widely complained about being The Last of Us Part I, reported to feature staggering performance issues when it launched on PC. CGMagazine’s review of the port said “The Last of Us on PC feels like an infected facsimile of a dearly departed friend.”
At least fans can rest assured Dragon Age: The Veilguard will run smoothly on PC and console when it launches in October this year.
Jackbox Naughty Pack Preview: The Game Goes “Rated-M”
Jackbox is back with the new Jackbox Naughty Pack. Jackbox has long been a go-to party game for anyone looking for a good laugh. Their games are interactive, thus letting the players fill out the provided material, which means that you can play the game over and over again with many different results. This is also true of the group that is playing. A combination of adults and kids produces a much different game than an adults-only game, and this is who Jackbox is playing to with their latest pack, the Jackbox Naughty Pack.
The Jackbox Naughty Pack is the company’s first pack directed solely to adults and has an M rating. The games themselves, despite having slightly different names geared towards the tone of the pack, are games that exist within the Jackbox universe already. The difference lies with the questions and prompts that move the game along. According to Creative Director and Product Manager at Jackbox Games Brooke Breit, “The tone of the questions inform the level of spicy answers.” Of the impact that the mature content has on the game, Breit added, “The tone feels very Jackbox. It is our voice but for a more mature-related game.”
One obvious question was raised during our preview event with Jackbox Games, “Isn’t any Jackbox game a mature game depending on the people playing it?” The CEO at Jackbox Games, Mike Bilder, sort of agreed, saying, “If you’ve played a game of Drawful without any kids around, it can get pretty blue. This is just us leaning into that.” He reiterated Breit’s comments on the questions and prompts, leading you into that tone of gameplay.
There are three games in the Jackbox Naughty Pack:
- Fakin’ It All Night Long, a game where one person (The Faker) is answering different questions than the rest of the players and needs to justify why their answer works for their question.
- Dirty Drawful, which is Jackbox’s Drawful, but dirty. You are given a prompt and your goal is to correctly guess other people’s prompts based on their drawing and ensure people vote for yours when your drawing comes up.
- Let Me Finish, which tests your skills as a talker when the game asks the tough questions, like “Where is the Mailbox’s butt?” You circle where you think it is and justify your choice to the other players. The winner of each round is the one with the most votes.
With games working with this subject matter, Jackbox Games wanted to be sure that their own staff assigned to the game was comfortable working with that material. “We made sure folks who were working on the title were comfortable working on the title,” said Bilder, who also noted that the sensitivity level of the work varied over different areas of the game’s development.
We had the opportunity to play a couple of sample rounds of the games during the preview and the same fun of your everyday Jackbox game is there with questions that sometimes make you say, “Wow, they went there?”
The Jackbox Naughty Pack releases on September 12 on Steam via the Jackbox Picker, Xbox, Playstation and the Nintendo Switch. Expect a full review to come in a few weeks, but prepare for a game that may give your dirty mind a run for its money.
7 Tips For Better Monetization For Content Creators
In the competitive world of online streaming and content creation, standing out and making money requires strategic planning and relentless effort.
Streaming has become a viable way to make money and turn a passion for gaming into a profitable endeavour. But it takes time and effort, and it can be really hard work for the streamer. Platforms like Twitch, YouTube, Kick, and TikTok offer a variety of methods to monetize content and build a following. Simply publishing content and live streaming every day doesn’t guarantee success. Below, we look at seven tips and steps to take to help explode your viewer figures and earnings.
Pick A Popular Niche That Isn’t Overly Competitive
The list of most-viewed games on Twitch and YouTube consistently includes games like Grand Theft Auto V, League of Legends, and Valorant. These games are hugely popular with viewers, but their ongoing popularity also means they are popular with streamers. The competition for views is huge, and new streamers, especially, can struggle to get eyes on their content. Research niches, find something you like, and try to stay away from overly competitive channels.
There are active audiences for most genres as well as first-person shooters and online multiplayer games. Show off your speed runs on arcade titles or help others with strategy guides for RPGs. Share your performance on casinos and sites like stake.com. Sports betting specialist Jonathan Askew points to the wide range of games that these sites have available, and not only does this benefit players, but it gives streamers a chance to offer diverse content, too.
Choose Your Content Type
Video game streaming is popular because viewers can pick up tips, watch interactions, and see other players play the games. But streaming is just one possible content format you can use. Other content types include:
- Reviews – New games come out on mobile, game consoles, PC, VR headsets, and in other formats every day. Stick close to your niche and review new titles as they launch. You can include in-game footage of your endeavours highlighting your personal opinions.
- News – Game news is very popular with gamers in every genre and on every platform. Let your viewers know when your favorite title is releasing an update, or even if a player has just posted a new speed run time for others to beat.
- Tournaments – Esports is a booming industry, with teams like FaZe Clan and Team Liquid bringing in viewers from around the world. And you can find tournaments for the most popular games. If you can’t find a tournament, set one up yourself. You could even invite viewers to take part or get other streamers involved as a way to attract new viewers from other channels.
- Highlights – Streaming requires a massive commitment with the most popular streamers posting tens of hours of content every week. Not everybody has the time to commit to creating and publishing that much content, but you can still make money posting in-game footage by putting together highlight reels and posting a few shorter videos several times a week.
Experiment With Platforms
There are a ton of streaming and content-sharing platforms available. Twitch is great for live streaming, YouTube for sharing videos of recorded footage, and TikTok is the perfect platform for sharing short clips that are funny or informative. The best platform for you will depend on the type of content you create as well as the audience you’re looking to attract.
Some of the most successful streamers are those that break the mould. Just because YouTube streaming doesn’t work for everybody doesn’t mean you can’t make it a success. Experiment with different platforms to see which brings you the most viewers and revenue.
Repurpose Your Content
Repurposing your content is a great way to optimize earnings from your gaming sessions. If you live stream five hours of your most recent Rocket League matches on Twitch, condense that down into four 20-minute videos to share on YouTube. Clip some of the funniest moments or your best goals and share these on TikTok. Don’t forget to link between your accounts to get your numbers up on all the platforms.
Use A Variety Of Monetization Methods
Getting viewers might be your immediate goal, but your ultimate goal is to make a profit. There are various ways to monetize your content, including the following:
- Donations – Most streaming platforms, including Twitch, have a donate button that allows viewers to donate money to the channels they view. Donations can be taken in fiat or cryptocurrency, while some platforms use other methods. Tips can be good for the income of novice streamers, but they typically only make up a small portion of experienced streamers’ income.
- Subscriptions – Subscriptions mean regular revenue from viewers. You will need to post regular, high-quality content to attract subscribers and keep them, but it is worth the effort. Subscriptions can form the basis for content creation revenue.
- Ad Revenue – Platforms like YouTube embed video ads in content, and the content creator typically gets just over half of this amount. You do have some degree of control over the ads that are shown and how often they are shown, but the platform has the ultimate say in this.
- Sponsorships – Once you have viewers, sponsored posts and in-post sponsorships can add a serious revenue stream to your content production. Make sure you negotiate every sponsorship deal that comes in not only to ensure you make a decent profit from the deal but also to ensure that the sponsorship is in line with your brand and channel values.
- Affiliate Sales – With affiliate sales, you make a portion of sales when viewers click through links you post or use a promo code you provide in videos. You can even add QR codes to your streams to make it easier for viewers to follow the link and earn you revenue.
- Launch Your Own Merch – Once you have a serious following and a large audience, you can create and sell your own merchandise. You don’t have to pay to have hundreds of items produced, either, as there are services that manufacture on a per-sale basis.
Engage, Engage, Engage
The most successful streamers and content creators are those that engage with the audience. It makes viewers feel like part of the channel, which not only keeps them coming back, but it means they are invested in your success. They will be more likely to click links, scan QR codes, and even promote your content for you.
Engage in live streams by thanking new subscribers. Engage in comments on your videos. Claim your social media profiles, and engage with viewers on these channels, too.
Be Consistent And Persistent
The early days of content sharing can be very difficult. Recording footage, editing, and uploading one hour of content can take several hours, and if you want the greatest chance of success, you need to post this kind of content regularly. You will also need to put in extra work to promote your channel, agree deals with sponsors, and engage with your audience. That time commitment is one of the reasons that many unprepared content creators suffer burnout.
Create a schedule that you can stick to, and then post consistently. And remember that persistence really does pay off. You might not make any money for the first few months, and when you do start to earn a few dollars, it will feel like a slow trickle, but you need a trickle for it to turn into a torrent.
Phil Spencer Explains Xbox’s Surprising Decision to Share Indiana Jones with PS5
After recent confirmation that Indiana Jones and The Great Circle would be Xbox console exclusive, Xbox Head Phil Spencer explains why it’s now coming to PS5 after Xbox.
On Tuesday, Xbox confirmed that Indiana Jones and The Great Circle would no longer be an Xbox console exclusive, and it would be coming out on the PlayStation 5 platform. This is after the Xbox Head, Phil Spencer himself, said on an Xbox podcast episode back on February 15 that the title would be an Xbox exclusive. On that same podcast, Spencer revealed other Xbox-developed titles would come to the PlayStation platform, leaving Indy as an Xbox exclusive. Today, on a stream at Gamescom 2024, Phil Spencer backtracked Xbox exclusivity when asked to comment on the PS5 release announcement.
Phil Spencer said, “Going to the PlayStation announcement, obviously, last spring we launched four games – two of them on the Switch, four of them on PlayStation – and we said we were going to learn,” continuing with, “I think at the showcase I might have said that from our learning, we’re going to do more” regarding the PS5 Indiana Jones announcement. That announcement can be seen below, courtesy of Bethesda.
#IndianaJones and the Great Circle swings onto PS5 in Spring 2025! pic.twitter.com/6TcQdeFeo5
— Bethesda (@bethesda) August 20, 2024
Phil Spencer explains that the gaming industry’s pressure, including the obscene amount of layoffs that have happened since the beginning of 2024, has forced gaming companies to run more like “a business.” Spencer then says, “I think for us as fans and players of games, we just have to anticipate there’s going to be more change in how some of the more traditional ways that games were built and distributed – that’s going to change for all of us” concluding with “But the end result needs to be better games that more people can play. If we’re not focused on that, we’re focused on the wrong things.”
Phil Spencer said:
— Knoebel (@Knoebelbroet) August 21, 2024
They learned from the first 4 games.
They run a business and player numbers on Xbox are higher than ever.
The industry is under pressure and it will be change for all of us. pic.twitter.com/qc2tGZQzSS
Overall, Xbox appears to be rethinking its strategy when it comes to console-exclusive releases, even when it comes to titles they’ve previously announced as Xbox console-exclusive, in favour of an approach to make games more accessible by launching them on as many platforms as possible which echoes the “every screen is an Xbox” statement made by Sarah Bond also ironically on February 15, the same day Indiana Jones and the Great Circle was announced as Xbox exclusive.
Masters of Albion Is Set In Albion Just Like Fable, Peter Molyneux Confirms
Yesterday at Gamescom Opening Night Live, Peter Molyneux announced a new game, and today he confirmed that Masters of Albion will be set in the same world as Fable.
Gamescom ONL 2024 was filled with surprises and new announcements, probably none more surprising than the co-creator of the Fable franchise, Peter Molyneux, taking the stage to announce Masters of Albion. This new “open world god game” is being made by a small team of creators (including Mark Healy, Russell Shaw, and Iain Wright), with Molyneux himself scorning his past decision to move to mobile development, saying, “After messing around on mobile — what the hell was I doing? — I thought to myself, ‘I need to come home to PC and console,” after developing Godus with 22cans.
Molyneux’s return to PC and console development has been expanded on today in a new interview with IGN, suggesting the new title doesn’t just share a name with the world the Fable universe is set in. It is indeed the same world. Molyneux first explains the basic gameplay loop of Masters of Albion, saying, “We’ve got this very simple mechanic where by day everything’s peaceful, you can explore, you can plan, you can build, you can create,” with “And then by night, everything will attack everything you own” similar to Team17’s Gorn.
However, Molyneux then drops the bombshell that Masters of Albion and Fable are both set in Albion, clarifying with “But it’s not actually Fable 5 or anything like that,” with “But if you’ve played Fable, then definitely Masters of Albion will be familiar to you. One of the things that we have got, and we absolutely wanted a nail, was the humour. I think in the Fable games, it’s not so much about telling jokes, it’s more about giving you, the player, the ability to do ridiculous and funny things.” He refers to Albion as an old name for England and Wales, suggesting that no companies can copyright the name of a country.
It’s worth mentioning that Peter Molyneux has made promises regarding game development that have not come to fruition, like the social experimental game Curiosity, which was intended to let the winner be a god in his previous god title, as recorded by Eurogamer. The winner of Curiosity, Bryan Henderson, didn’t attain any winnings because Godus was not profitable, and being the god of the universe never happened as Molyneux suggested it would.
While Molyneux says Masters of Albion will be a hybrid between the Fable we knew and god games like Black&White, fans should temper their expectations until more is shown regarding this ambitious title.