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Valheim's Ashlands biome is deadly - but with its new weapons, so are you

Od: Emma Kent

Spoiler warning: This article contains many details about the Ashlands update - now available to test publicly - that some players may wish to keep a surprise. You have been warned!

For those who have journeyed through Valheim's biomes, the prospect of facing a gruelling challenge in the upcoming Ashlands update will not be a major shock. Its predecessor, the Mistlands, brought with it formidable foes, steep cliffs and visibility challenges - and with only the Ashlands and Deep North left to conquer in Valheim's storyline, it's almost a given that both these biomes will be tough to beat. Yet somewhat alarmingly, the dangers of the Ashlands begin before you've even set foot on dry land. As I sail towards the Ashlands in a preview session with Iron Gate lead artist Robin Eyre and senior developer Jonathan Smårs, the sea boils around us, red lightning flashes overhead, and a forest of pointed rocks hamper our progress towards the mainland. Birds mob our ship, and while carefully navigating a narrow passage, a terrifying bone serpent emerges from the deep. "It's going to be a really difficult, challenging place to go," Smårs admits. "It's going to be endgame."

Our journey is made possible thanks to a heavy-duty boat: a massive ship called the Drakkar, which in typical Valheim fashion, can only be crafted with ingredients acquired from defeating the Mistlands' final boss. The Drakkar is immune to damage from the boiling water, which regular wooden ships cannot withstand for long before being destroyed. This is a lethal lesson I imagine some curious souls will learn first-hand, should they attempt to reach the Ashlands before they are ready. Unusually for a Valheim biome, the Ashlands does not border any other environments, and can only be accessed by sea. This difficult journey makes reaching the Ashlands a "chapter in itself," as Smårs explains it, but it also gives this biome a uniquely dangerous feel. There's no easy way of getting in - and once you arrive, there's no easy way of getting out.

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Last Epoch review - paradise for ARPG build-tinkerers that eventually loses steam

Od: Emma Kent

I'm never quite sure whether I'm doing the right thing in Last Epoch, yet as I float around as an undead vacuum cleaner - hoovering up my enemies' health bars while my minions keep them distracted - I know that I'm at least having a good time.

I've opted for a lich build, and thanks to the flexibility of Last Epoch's skill trees, I've been able to dip into other subclasses to create my own personal playstyle. Is it a viable build for the hardest endgame battles? Almost certainly not, but I'm glad I haven't succumbed to the urge to Google the current meta.

That's because tinkering and experimenting with different builds is the point of Last Epoch, and trying to find short-cuts to this would mean skipping the very best part of the game. Which, for me, is the experimentation found in the levelling and build-creation process. As I discovered towards the later stages of the campaign and the start of the endgame, however, this is a strength that gradually loses its potency. When the rate of progression slows down and there is no longer an obvious supply of new abilities or rewards to keep you entertained, Last Epoch starts to feel like it's running out of fresh ideas.

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Last Epoch review - paradise for ARPG build-tinkerers that eventually loses steam

Od: Emma Kent

I'm never quite sure whether I'm doing the right thing in Last Epoch, yet as I float around as an undead vacuum cleaner - hoovering up my enemies' health bars while my minions keep them distracted - I know that I'm at least having a good time.

I've opted for a lich build, and thanks to the flexibility of Last Epoch's skill trees, I've been able to dip into other subclasses to create my own personal playstyle. Is it a viable build for the hardest endgame battles? Almost certainly not, but I'm glad I haven't succumbed to the urge to Google the current meta.

That's because tinkering and experimenting with different builds is the point of Last Epoch, and trying to find short-cuts to this would mean skipping the very best part of the game. Which, for me, is the experimentation found in the levelling and build-creation process. As I discovered towards the later stages of the campaign and the start of the endgame, however, this is a strength that gradually loses its potency. When the rate of progression slows down and there is no longer an obvious supply of new abilities or rewards to keep you entertained, Last Epoch starts to feel like it's running out of fresh ideas.

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Helldivers 2 review - team kills and bug-stomping thrills

Od: Emma Kent

Ten minutes into a mission on the planet of Malevelon Creek, my squad and I emerge from a swampy treeline to finally catch sight of our target. This time it's a scientific base, and we're here to destroy it entirely. After clearing the area of enemies, I summon a hellbomb – one of the largest payloads in our arsenal – and manually arm the device.

We quickly move away, making space for the massive explosion that is to come. Yet as we scurry back towards the bushes, I spot a neighbouring facility that could be destroyed with a simple airstrike. The temptation of completing two objectives within twenty seconds proves difficult to resist, and I bring up my stratagem list to input the combination.

As I pull back my arm to throw the beacon, several things happen at once. The hellbomb behind us explodes, triggering a massive shockwave that rocks my screen. This diverts the aim of my throw ever-so-slightly to the left - instead of gracefully arcing through the air towards the robot facility, the beacon bounces off a large rock, drops to the floor, and lands at the feet of my squad. Before we know it, explosions are raining down around us, and we're all swiftly turned into jam by my airstrike.

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