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UHQBot

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  1. rssImage-d3af864a0f686e106effb4116657ee3e.jpeg

    When High On Life took the stage at this year's Gamescom Opening Night Live show, I was reminded that not enough shooters try to make us laugh. They're so serious, and not even just the competitive multiplayer ones! Whether it's over-the-top demon murder or "grounded" tactical military murder, rarely do you see a game that plays with the inherent absurdity of dropping bodies by the dozens.

    Justin Roiland and the folks at Squanch Games are making a rare comedy FPS that is unmistakably the work of the Rick and Morty creator: your guns are aliens who talk incessantly about their neurotic worries and violent fantasies, often breaking the fourth wall to bluntly deliver a punchline. 

    I think that's a great idea for a game, but I get why it'd make some people cringe. A lot of folks got a bit exhausted with Rick Sanchez's whole shtick around season 3 of Rick and Morty (the Pickle Rick season), and after the whole Szechuan Sauce incident showed how annoying the show's fanbase could be, it became fashionable to dislike Rick and Morty. I still like the show, but it has lost some of its charm, and Roiland's whole thing hasn't changed much in High On Life, though we've yet to see a character who fills the narcissistic nihilist role of Rick Sanchez.

    High On Life is similar enough to Rick and Morty that I noticed an immediate negative reaction to the Gamescom trailer on my social feed. Some said it was "painful" to watch. I do think that trailer was too much. Three minutes of the Morty pistol negging the boss you're fighting was draining, even if he got some funny jabs in like "come on admit it, we're hurting you!" I wasn't won over until I watched this 25-minute gameplay demo shared by IGN a few days later.

    The longer video shows an abridged version of an early mission. It sounds like the meat of the game is hunting down bounty targets and finding new gun-alien companions along the way. Doom-like arena fights and platforming challenges are broken up by choice-driven dialogue moments in which, for some reason, the Morty pistol does all the talking (maybe he's translating into alien speak?).

    This was the first time that I could really appreciate how nice High On Life looks. The alien designs are delightfully funky and gross—shooting the Morty pistol's secondary grenade out of his "trick hole" makes the whole gun briefly flop around like a wet noodle. Not to mention that every line coming out of your gun's mouth is believably animated and lip-synced. A budget game this is not.

    Much like Rick and Morty, not every High On Life gag landed for me, but the ones that did are still making me smile a day later. I had a good laugh at the kid who dares you to shoot them. The Morty gun flat-out refuses to shoot when you pull the trigger at first, but eventually gives in: "Wow, I didn't think we'd be allowed to kill them. Normally killing kids in games isn't allowed. Are you happy now? A kid is dead. There goes our E for Everyone rating." Even as it pokes fun at the unkillable children of videogames, High On Life holds back in a way that's comforting rather than going for full shock humor, and even pulls back later to soften the tone: The self–described "kid" sounds more like an adult doing a kid voice, and if you talk to his mom a bit later, she confirms he was actually 30 (which is still an adolescent for their species, but "not as bad as killing a 5-year-old").

    High on Life

    (Image credit: Squanch Games)

    A few other smaller lines got me pretty good, too. When you suddenly shoot one of the two alien bug guards telling you to beat it, the other one reacts in shock with, "Hey, you just killed Jason!" As I'm mowing down virtual baddies in videogames, I do sometimes think about the implications that these are people with names, careers, and loving families. I appreciate High On Life hitting this note in an absurdist, dark comedy way instead of, say, Last of Us 2's heavy-handed NPCs that are almost too realistic.

    And then there is, of course, the knife that is only interested in cutting things and eating their buttholes. Knifey probably opens his piehole one too many times throughout the mission, but I still chuckled at one of his introductory lines antagonizing the bug guards in the room. "I'm gonna carve out your 'donkey' cavity. Gonna make it three times as big. Your 'frack''s just gonna drop right out of there."

    If this demo turns out to be all of High On Life—get bounty, talk to aliens, shoot other aliens, and fight a boss—I think I'll be satisfied. The shooting looks pretty slick and there's just enough Doom 2016 going on with Knifey's glory kill executions and grapple hook mode that I'm convinced Squanch cares about making a good shooter on top of all the jokes. And unlike so many Gamescom games shown off this week, High On Life is out this year. It's coming to consoles and PC on December 13.

    View the full article

  2. rssImage-d89a706d2f37f8607c29dc817e2114a2.jpeg

    As reported by our friends at GamesRadar, prolific Souls series dataminer Zullie the Witch has released a new video touching on a slightly controversial aspect of Elden Ring's much-discussed difficulty: enemies' propensity for reacting to certain actions (like self-healing) almost as fast as you can perform them, sometimes referred to by fans as "input reading."

    Has this ever happened to you? You've whittled down the Godskin Guy's health to within bare millimeters of victory, as he has done to you. Thankfully, you've got an ace in the hole: the healing Flask of Crimson Tears. One little chug and you'll have some breathing room in these final moments of the battle. But as soon as you pull the flask from your belt the Godskin Guy is already charging up his little blackflame hadouken.

    Already committed to the drinking animation, you can only watch as that fireball smacks you in the face before your health can fully restore. You die, everything is ruined, your marriage is in shambles, Rome has fallen, game over.

    But how does this happen? "Input reading" almost implies the AI is tracking your keystrokes, but Zullie's findings show that enemy AI is keyed to watch for the in-game animation of your moves. It's less that the Godskin Guy instantaneously reacts to you pressing "X," and more that he instantaneously reacts to player usage of certain items⁠—a key distinction when there are more obscure healing methods that the Godskin Guys will not punish. 

    Enemy AI will use a similar function to detect and dodge projectile spells. Zullie demonstrates this last point by showing a boss dodging even when she aims her spells away from it.

    In her video, Zullie she empathizes with some players feeling that this is still "unfair or artificial" difficulty, but you know what? I don't! I think it's awesome. FromSoftware's games have adapted to how people play them over time. Gamers hid behind their shields too much in Dark Souls, so Bloodborne removed shields and prioritized dodging. Noticing some players spamming their dodge and ignoring parries and positioning, FromSoft switched to a parry-dominant combat system in Sekiro, nerfing the invincibility frames of that game's dodge move.

    Elden Ring has notoriously tripped players up with its tricky dodge timing on attacks: bosses like Margit or the Crucible Knights follow interminably long wind-ups with quick attack delivery, punishing early, sloppy dodging. I see the heal punishes as an extension of this design.

    In previous FromSoft games (and with many enemies in Elden Ring) it's a simple enough matter to create some space between you and an enemy and heal up. Punishing that behavior keeps you on your toes and introduces difficulty in a clever, lateral fashion, one you can consciously adjust to. It's possible to time your heals to avoid a Godskin Guy's punish, but then it's also possible to practice not getting hit so many times.

    So I'm glad the Godskin Guys will cheekily interrupt my healing with their obnoxious little flame blasts. They will come up and slap my drink out of my hand every time I go for a sip, and I will say "thank you" when they do it. I will improvise, adapt, and overcome, developing as a person and as an enlightened gamer. 

    View the full article

  3. rssImage-62093e969909fcdd71a338266d6e8c3e.jpeg

    I love fishing in games, though most of my experience is with games that have fishing as a side activity (like Sea of Thieves, New World, and Core Keeper) rather than as the main event. 

    But more dedicated fishing simulation enthusiasts have a big new open world to look forward to at the end of the month. Call of the Wild: The Angler is hoping to hook you on August 31, and today developer Expansive Worlds (makers of The Hunter: Call of the Wild) chummed the water with a new gameplay trailer you can watch above.

    And it looks pretty impressive, even to my less-than-expert eyes. The trailer begins with some of the gear, including rods and reels, lines and lures, and different types of clothing you'll be able to dress yourself up in. The open world looks both lovely and huge, packed with mountains, lakes, and rivers, and you can travel on foot or by ordering up a jeep or boat to go exploring. And while you can go it alone in solo mode, you can also join up with friends or strangers online to do some co-op fishing. Up to 12 players in one session are supported.

    The simulation can get a bit complex depending on which fish you're hoping to hook. Elements like the time of day and even the temperature of the water can dictate which fish you're able to land. You can adjust your float depth, line tension, and make other fiddly little changes based on the kind of fish you're hunting. An in-game guide will help, but I suspect having a notepad handy to keep track of which fish likes what might be helpful, too. And there's also the matter of choosing the correct bait, the right lure, and the proper technique. 

    There are also all sorts of colorfully-named fishing styles mentioned in the trailer, like pumping, jigging, and twitching. I have looked up those terms, and jigging is when you move the lure up and down to attract the fish (though there are many different types of jigging, including cast-and-return jigging, speed jigging, vertical jigging, and my favorite: meat jigging). Pumping is pulling the rod back, then leaning it forward while quickly reeling (Think Quint trying to reel in the shark in Jaws). And twitching, as far as I can tell, is like jigging, making the lure move like it's alive. But, like I said, I'm not an expert here.

    Person holding a large fish

    (Image credit: Expansive Worlds)

    It all looks pretty cool, though if I had one wish it'd be that the fisherpeople, when holding their catches up proudly, had some sort of expression on their face. Maybe a smile? A smirk? A satisfied little grin? You just caught a big fish and it probably took a lot of pumping and jigging to accomplish that. It's okay to show a bit of happiness!

    Call of the Wild: The Angler is out on August 31 on Steam, Epic, and the Microsoft Store. While you're waiting, you can tackle the official site here.

    Person holding a large fish

    (Image credit: Expansive Worlds)

    View the full article

  4. rssImage-d7200c208147b019b4059017d9231737.jpeg

    On Thursday, Meta CEO Mark Zuckerberg confirmed on a podcast that Meta's next VR headset will launch in October. However, as we've reported, this new headset will likely cater to the businessman instead of the gamer

    Zuckerberg spoke with comedian Joe Rogan on the Joe Rogan Experience Podcast for nearly three hours about Meta, virtual martial arts, and other topics. The show opened with Rogan describing his experience with a new VR headset, prompting Zuckerberg to reveal that Meta's new headset will release this October. 

    Here's hoping it's received better than this ridiculous metaverse selfie Zuckerberg took.

    "For me, this is all about helping people connect," Zuckerberg said. The chief executive at Meta brought up features focused on "social presence," such as the headset's ability to track facial expressions and the ability to simulate eye contact with users. 

    "There’s more nonverbal communication when people are with each other than verbal communication," Zuckerberg said.

    This seems to refer to Project Cambria, a hybrid AR/VR device fitted with internal sensors aimed at professionals. It is one of four headsets Meta plans to launch by 2024. Initially, Cambria was set to release last year, was pushed back into the fall and costs $800. But considering that Meta recently raised the price on the Quest 2 VR headset by $100, the pricing could be up in the air for now. 

    Your next machine

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    Project Cambria has outward-facing cameras that allow "full color-passthrough" to display virtual overlays on real-world surroundings with the idea of replacing the typical workstation with virtual facsimiles. Meta employees have referred to the headset as a "laptop for the face."

    Despite not getting too into Quest VR headsets on the podcast, Zuckerberg did briefly mention that the next iteration of the VR gaming headset is going to be a "big step above the Oculus 2." We expect to hear more about the new headsets at Meta's upcoming Connect Conference, which will take place sometime in the coming weeks.

    View the full article

  5. rssImage-e04e2823205954adf9d686d3cc668266.jpeg

    No matter how many expansions I own, Sims 4 CC is always where I turn to add exactly the new outfit or kitchen cabinets that my Sims need. As a life sim, the options are pretty literally endless for possible styles and décor, and fans are constantly making their own custom content sets to fill in the gaps between official game packs. 

    Get more out of Sims 4

    Xjk4T9kjetAVcnhNNKPL4o.jpg

    (Image credit: EA)

    Sims 4 cheats: Life hacks
    Sims 4 mods: Play your way
    Sims 4 expansions: Worth it?

    Sims CC has a lengthy history, and now that The Sims 4 has been out for the majority of a decade, there are hundreds of creators and thousands of creations to add to your own game. There's more great CC out there than I could ever showcase, but for now I can help you get started with some of my favorite content sets for stylish décor, city street fashion, retro hair choices, and more. After weeks of hunting, it's the very best Sims 4 CC I've found.

    Once you find a few creators you like, you'll know where to start your hunt for your next big CC spree. Installing Sims 4 CC is incredibly easy, which we go over below. Just don't get so carried away on your CC shopping haul that you forget to actually turn on your game and enjoy playing with it all. Not that any of us have ever made that mistake.

    We've picked some favorites for this list, but every one of the CC creators represented here is extremely prolific. If you like the look of a set, we've included links to creators' archives of downloads so you can find even more excellent custom content to install. Many CC creators offer downloads through their blogs or Patreon pages. We've highlighted free to download CC here, but be aware that some creators offer first access to their CC to monthly Patrons.

    Best new Sims 4 CC

    You'll find some all-time favorites down below, but if you're in the mood for something new here are some hot new Sims 4 CC packs from great creators as of autumn 2022:

    • MCM House Part 4 - A kitchen and bath set by Pierisim with lovely minimalist wood cabinets and low-profile appliances.
    • Oh My Goth - A moody set of gothic office furniture and decor by Syboubou, including tons of wall hangings.
    • Twenty Hair Set - This is actually three hairstyles, another solid set of short hairdos by JohnnySims.
    • Y2K style - A colorful clothing pack by Belaloallure harkening back to the days of low-rise miniskirts and spaghetti straps.

    Sims 4 CC Hair & Makeup

    The Sims 4 CC - Two modded sims wearing makeup, glitter, eyeliner, with modded braids hairstyle and modded mens hairstyle.

    (Image credit: Maxis, with CC by PralineSims, Greenllamas, JohnnySims, Nucrests, and pose by Ratboysims.)

    Sheabutter's braid collection

    AHarris00Britney's hairs 

    Ebonix's hairs 

    JohnnySims' Men's Season 

    Nightcrawler's hairs 

    PralineSims' skins & makeup 

    Simstrouble's retro hairs 

    Sims 4 CC Clothes

    The Sims 4 CC - Three Sims stand together in a mirror wearing custom fashionable outfits.

    (Image credit: Maxis, with CC by Greenllamas, Aanhamdan93, Belaoallure, Seoulsoul, Jius-Sims, PralineSims, and pose by Ratboysims)

    Nucrests' casual collections

    Jius-Sims' shoes 

    DarkNighTt's streetwear 

    Seoulsoul's designer fashion 

    Greenllamas' Gossip set 

    Happylifesims' 1920s styles 

    Belaoallure's street fashion 

    AanHamdan93's hijabs 

    Sims 4 CC furniture & objects

    Sims 4 CC - A kitchen with custom butcher counters and green cabinets, and custom clutter.

    (Image credit: Maxis, with CC by MadameRia)

    Pierisim's Winter Garden 

    Max20's Child Dream Kit 

    Harrie's Brownstone collection 

    ZWHSims' super streamer kit 

     Simverses' medieval stuff 

    MadameRia's kitchen basics 

    How to install The Sims 4 CC

    The Sims 4 Options menu unter the Other tab. There is a checkbox for enabling custom content and also a check box for enabling script mods about halfway through the menu page.

    (Image credit: Electronic Arts, Maxis)

    Where is the Sims 4 CC folder?

    Here's what you'll need to do to install and play with your Sims 4 CC: 

    • Download CC and unzip compressed folders if applicable.
    • Drag your .package files or an unzipped folder with .package files inside into the Sims 4 "Mods" folder.
    • The Sims 4 mods folder is located at: Documents/Electronic Arts/The Sims 4/Mods.
    • Start The Sims 4 and open your Options menu. Check "Enable Custom Content and Mods" under Game Options > Other.
    • Restart your game and check the "Mods" popup that appears at startup to be sure the CC you installed is listed.

    Remember, The Sims 4 disables Mods and CC every time it updates, so you'll need to re-enable them in the game menu and restart your game after every game update. 

    Best sites for Sims 4 CC 

    If you're looking to dig for even more custom content beyond the creators and packs we've collected here, you could spend weeks and months scouring the internet for more. Sims 4 CC is genuinely endless, but there are some tried-and-true aggregator blogs and sites we recommend you surf: 

    • Maxis Match CC World - Reblogs tons of MMCC all tagged to help you find what you want.
    • The Sims Resource - Surfing TSR can be really daunting, but starting with featured artists can help you find quality CC quicker.

    What are Maxis Match CC and Alpha CC? 

    Many Simmers refer to CC as "Alpha CC" and "Maxis Match." Alpha CC is intended to look more realistic, often adding special skin textures, eyes, and realistic clothing or furniture. Maxis Match CC is pretty much what it sounds like: custom content by fans that's designed to match the stylized look of The Sims 4's original content created by Maxis. 

    View the full article

  6. rssImage-463793ae10fc2a585ecf18a0c4c63a4e.jpeg

    Warframe developer Digital Extremes is getting into the anime game with its first-ever animated short film: An introduction to Styanax, the game's 50th warframe, which will be free for all players for a limited time.

    Styanax is a "mighty and herculean" warframe inspired by ancient Greek warriors, a heritage that's easily seen in the warframe's design and abilities:

    • Primary Weapon: Afentis - Styanax’s speargun matches his might. Throw Afentis to pin an enemy and nearby enemies will also be stunned. Throw Afentis onto the ground to create a field that buffs allies. When allies bolstered by Afentis kill an enemy, they maintain the buff for a short time after they leave the field.           
    • Lanex Syandana - A syandana for the intrepid. [Syandana, for the record, is basically Warframe's term for back bling.]        
    • Axios Javelin - Call upon the Axios Javelin. Any enemy Styanax strikes with his javelin is pushed back. When the javelin propels an enemy into a wall, the area suffers a burst of damage.
    • Tharros Strike - Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and armor. Styanax regenerates health for every enemy struck.
    • Rally Point - Draw enemy attention to Styanax. His resolve uplifts nearby allies, regenerating their energy and shields. Shield regeneration increases with the number of enemies near Styanax.
    • Final Stand - Exude might and valor. Rise into the air and throw a barrage of Axios Javelins. The javelins deal damage to nearby enemies wherever they land. Direct hits to enemies deal even greater damage.

    (A spot of trivia: Astyanax was the young son of Hector, who was thrown from the walls of Troy to his death after the Greeks sacked the city. The Greeks had some probably-warranted concerns about the whole "vengeance" thing, you see. Not exactly a picture of an imposing hoplite charging Persian lines, but it is a pretty cool name so I think we can let the details slide.)

    Styanax will be free for all Warframe players for a limited time (duration currently unspecified) following the launch of Warframe's Veilbreaker update, which Digital Extremes showcased in today's devstream

    Veilbreaker will also bring back Kahl-175, the fan-favorite Grineer, as a playable character in a new quest set after the events of The New War update, along with a bunch of new weekly missions that will enable players to increase Kahl's rank and earn new customization items.

    Warframe - Kahl-175

    (Image credit: Digital Extremes)

    Warframe's Veilbreaker update is set to go live in September. A date hasn't been announced at this point, but you can find out more at warframe.com.

    View the full article

  7. rssImage-3226f9c8b5ad0587fd83259126992435.jpeg

    If you've wanted to try your hand at Sifu but felt put off by its notorious difficulty, the big summer content update might be just what you've been waiting for. Set to go live next week, it will include swanky outfits, a new scoring system, and gameplay modifiers that will make Sifu even harder—or, if you prefer, a whole lot easier.

    How much easier? Think Superman throwing hands with your high school bully and you'll have the right idea. Modifiers can be used to enable options including infinite health, weaker enemies, unbreakable weapons, full skill unlocks, and even bullet time, if you really want to lay a brutal beatdown on the bad guys. Conversely, you can turn the experience even more painful for yourself, rather than your foes: Make the enemies tougher, make weapons unusable, and give yourself just one health point if you really want to prove your stuff.

    Speaking of which, there's a new scoring system that will track your punches, kicks, sweeps, and finishers, and deliver a ranking for each level based on "smoothness, efficiency, and variety." There's no mention of online leaderboards, which seems like an odd thing to omit when adding a highly-detailed scoring system, but it's not clear whether leaderboards are absent or just not mentioned in the announcement. I've reached out to ask and will update if someone tells me.

    As for the new outfits, there will be two added in the update: The Master Hand, a trench coat and stylish hat, will be available to all players, while the Enforcer tactical armor, available in the Wuguan, will be limited to owners of the Sifu deluxe edition.

    Sifu's summer update is set to go live on August 31. Sifu itself is currently on sale for $30—25% off the regular price—until September 6 on the Epic Games Store.

    View the full article

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    Five seconds into being shown The Callisto Protocol and I'm already slapped with a (very successful) jump scare. A mutant human appears from nowhere, tentacles brutally ripping out of its chest as it lets out a blood-curdling scream. Protagonist Jacob hesitates, and the tentacles slosh back into its body. But that's no sign of safety. It morphs, in an unsettlingly believable way, growing larger, badder and a whole lot scarier.

    Developer Striking Distance pulled inspiration from Alien: Isolation's stalkerish Xenomorph to make its enemies unpredictable and ensure you almost never feel safe.

    "Things track you in our game, the grunts sometimes find a way," chief technical officer Mark James tells me. "They don't always attack you, they'll move into a grate and you'll hear them around you and they'll pop up in another grate somewhere else: there's a better attack spot for them. So they're looking for spaces in which they can actually make the jump happen, rather than just attacking straightaway."

    It generates a sense of fear, one that is present throughout a good chunk of the gameplay shown to me at Gamescom. When Jacob strikes a mutant with his stun baton, it feels as though it's coming from a place of panic and desperation. Quicktime events break up the combat and, but as long as they're as infrequent as they appeared in the preview they shouldn't become too tiresome. 

    Jacob can also stomp on his foes in a very Dead Space fashion. The games share many key creative talents, and even if Callisto Protocol isn't trying to be Dead Space, maybe it is, a little bit. At least in that stomp. It's difficult to make an atmospheric spacey horror without looking back at the ones that came before it.

    CTO Mark James tells me that one difference is there's "a lot more characterisation, a lot more story" to be found here, and it appears to be true. Jacob mutters to himself and reacts to the environment around him, verbalising some of my own anxieties as he goes.

    A grisly monster in the Callisto Protocol.

    (Image credit: Striking Distance Studios)

    "One of the things we really focused on early on was the idea of intelligent opponents and adaptable opponents."

    Mark James, Striking Distance Studios

    It surprised me, then, to see him lift a mutant into the air with a superpowered wrist grip and toss him into a crusher like a limp noodle. All of the frightened tentacle bashing in the run up to this suddenly felt a little unnecessary when there was the potential for him to dispatch a mutant like he was binning a banana peel.

    Striking Distance says it's tried to ensure that powers don't automatically turn the game into easy mode, though. All weapons have branching upgrades that are created and attached with 3D printers dotted around Callisto's prison. A maxed-out power grip can be a great way to quickly get out of combat situations, but it's not something that can be relied upon constantly.

    The mutant humans aren't punching bags that can be easily cheesed, either: they learn. Hit a big guy with the baton enough times and they'll start to stand defensively, arms crossed in front of them to block oncoming attacks. They'll protect limbs or other parts of the body where the virus is taking hold. "We've got these intelligent moments," James says. "That was one of the things we really focused on early on was the idea of intelligent opponents and adaptable opponents."

    A grisly monster in the Callisto Protocol.

    (Image credit: Striking Distance Studios)

    "They're not zombies, they're not aliens, they are mutated humans."

    Mark James, Striking Distance Studios

    Not only are the opponents intelligent, they're also frighteningly grounded in reality and the prison environment around them. "They're not zombies, they're not aliens, they are mutated humans," James says. "We look at how the body mutates naturally."

    Even when there's an unhinged jaw, tentacles or boils blistering along the body, the game does a surprisingly good job of constantly reminding you that these people were once the prisoners and guards that walked Callisto's halls.

    The Callisto Protocol shows off a nice balance of stealth, action and survival horror. As the gameplay demo wraps up, Jacob is thrust down a sequence of pipes, sliding through fans whirring at ungodly speeds. He avoids them for a little while before getting clipped, pushed against the wall and split in half by the blades. I may not be much of a survival horror fan, but I have to admit The Callisto Protocol knows exactly how to pull off a spot of the old ultraviolence.

    View the full article

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    More on WoW Classic

    WoW Classic boxout

    (Image credit: Blizzard)

    WoW Classic race guide: the best for your class
    WoW Classic class guide: choose wisely
    WoW Classic professions: make money fast
    WoW Classic addons: for vanilla and Burning Crusade

    Want to find the best WoW Classic server to play on? Perhaps you've decided to jump into WoW Classic to get a feel for how World of Warcraft used to play, or maybe you've decided to head back to Azeroth for Wrath of the Lich King Classic. There are certainly plenty of servers to choose from, but you may be wondering how to narrow down your choice.

    Basically, it all depends on how you like to play. PvE servers are far less stressful while leveling, and require you to manually toggle PvP on if you want to fight the opposing faction. If you're playing with a group or really enjoy the extra challenge and fun that PvP can bring, that could be the way to go, as you'll always be a target for enemies in contested areas. The lore-lovers aren't left out either—there are specific servers for RP if that's more to your taste.

    These lists include WoW Classic and Burning Crusade Classic servers—the latter of which will switch to Wrath Classic on September 26. In most cases, the same server name will exist in both versions of the game, though the servers themselves are separate. Seasonal servers are currently for WoW Classic only. 

    Here's every TBC/Wrath and WoW Classic server in Europe, North America, Asia, and Oceania.

    Fresh start servers

    Wrath Classic fresh start servers - The Lich King stands in front of Icecrown Citadel holding his sword, Frostmourne

    (Image credit: Blizzard)

    Wrath Classic fresh start servers 

    Wrath Classic is getting "fresh start" servers which aim to let people create a new character from scratch and build a new community with like-minded players. These new servers will come with some restrictions: 

    • For at least 90 days, you will not be allowed to boost a character on Fresh Start realms.
    • For at least 90 days, Fresh Start realms will not be available destinations for character transfers.
    • Death Knights cannot be created on these realms without a level 55 character on that same realm.

    Here are the Wrath Classic fresh start servers:

    Fresh start servers
    NameRegionType
    SkyfuryAmericasPvP
    ThekalEuropePvP

    PvE

    World of Warcraft: Burning Crusade Classic

    (Image credit: Blizzard Entertainment)

    PvE servers: WoW Classic and TBC

    If you plan to play on a PvE server, you have to manually flag yourself for PvP to fight other players. Choose one of these if you don't want to get ganked while you're going about your business.

    Americas
    NameVersionTime Zone
    AshkandiBothEastern
    AtieshBothPacific
    AzuresongBothPacific
    MankrikBothEastern
    MyzraelBothPacific
    Old BlanchyBothPacific
    PagleBothEastern
    WestfallBothEastern
    WindseekerBothEastern
    Obsidian EdgeSeasonalPacific
    ShadowstrikeSeasonalEastern

    Europe
    NameVersionLanguage
    Mirage RacewayBothEnglish
    Nethergarde KeepBothEnglish
    Pyrewood VillageBothEnglish
    AuberdineBothFrench
    EverlookBothGerman
    RazorfenBothGerman
    LakeshireBothGerman
    Хроми (Chromie)BothRussian
    KingsfallSeasonalEnglish
    Quel'SerrarSeasonalEnglish

    Oceanic
    NameVersionTime Zone
    RemulosBothAustralian Eastern Time
    LionheartSeasonalAustralian Eastern Time

    Asia
    NameVersionTimezone
    Shimmering FlatsBothKorean Standard Time
    MaraudonBothChina Standard Time
    Brightwater LakeSeasonalKorean Standard Time

    PvP

    World of Warcraft Classic

    (Image credit: Blizzard Entertainment)

    PvP servers: WoW Classic and TBC

    In PvP servers, you're automatically flagged for PvP anytime you enter contested or enemy territory, where you'll spend most of your time after early levels. Pick these servers if you want to fight other players often or like the omnipresent threat of PvP combat.

    Americas
    NameVersionTime Zone
    AnathemaWoW ClassicPacific
    BigglesworthWoW ClassicPacific
    BenedictionBothEastern
    BlaumeuxWoW ClassicPacific
    FaerlinaBothEastern
    FairbanksWoW ClassicPacific
    HerodWoW ClassicEastern
    IncendiusWoW ClassicEastern
    KirtonosWoW ClassicEastern
    HeartseekerWoW ClassicEastern
    KromcrushWoW ClassicEastern
    KurinnaxxWoW ClassicEastern
    LoathebWoW ClassicMexico
    NetherwindWoW ClassicEastern
    RattlegoreWoW ClassicPacific
    SkeramWoW ClassicEastern
    SmolderwebWoW ClassicPacific
    StalaggWoW ClassicEastern
    SulfurasBothEastern
    ThalnosWoW ClassicEastern
    ThunderfuryWoW ClassicPacific
    WhitemaneBothPacific
    Arcanite ReaperWoW ClassicPacific
    EarthfuryBothEastern
    Barman ShankerSeasonalEastern
    Jom GabbarSeasonalEastern
    MutanusSeasonalPacific
    NightfallSeasonalPacific

    Europe
    NameVersionLanguage
    AshbringerBothEnglish
    BloodfangWoW ClassicEnglish
    DreadmistWoW ClassicEnglish
    FiremawBothEnglish
    FlamelashWoW ClassicEnglish
    GandlingWoW ClassicEnglish
    GehennasBothEnglish
    GolemaggBothEnglish
    JudgementWoW ClassicEnglish
    MograineBothEnglish
    NoggenfoggerWoW ClassicEnglish
    RazorgoreWoW ClassicEnglish
    ShazzrahWoW ClassicEnglish
    SkullflameWoW ClassicEnglish
    StonespineWoW ClassicEnglish
    Ten StormsWoW ClassicEnglish
    AmnennarBothFrench
    SulfuronBothFrench
    FinkleWoW ClassicFrench
    LucifronWoW ClassicGerman
    VenoxisBothGerman
    PatchwerkBothGerman
    Dragon's CallWoW ClassicGerman
    TranscendenceBothGerman
    Harbinger of DoomWoW ClassicRussian
    Пламегор (Flamegor)BothRussian
    Змейталак (Wyrmthalak)WoW ClassicRussian
    Рок-Делар (Rhok’delar)WoW ClassicRussian
    DragonfangWoW ClassicEnglish
    HeartstrikerWoW ClassicGerman
    MandokirBothSpanish
    BonescytheSeasonalEnglish
    DreadnaughtSeasonalEnglish
    IronfoeSeasonalEnglish

    Oceanic
    NameVersionTime Zone
    ArugalBothAustralian Eastern Time
    FelstrikerWoW ClassicAustralian Eastern Time
    YojambaBothAustralian Eastern Time
    Swamp of SorrowsSeasonalAustralian Eastern Time

    Asia
    NameVersionTimezone
    HillsbradWoW ClassicKorean Standard Time
    IcebloodBothKorean Standard Time
    LokholarBothKorean Standard Time
    RagnarosBothKorean Standard Time
    IvusBothChina Standard Time
    SulfurasSeasonalKorean Standard Time
    Jasperlode MineSeasonalChina Standard Time

    Roleplaying

    WoW Classic lost in battle mankriks wife

    (Image credit: Blizzard Entertainment)

    Roleplaying servers: WoW Classic and TBC

    Join a roleplaying server if you love to play in-character. Immerse yourself in the fantasy. These RP servers can also be PvE or PvP focused.

    Americas
    NameVersionTime Zone
    Bloodsail BuccaneersBothEastern
    Deviate Delight (PvP)WoW ClassicEastern
    Grobbulus (PvP)BothPacific

    Europe
    NameVersionLanguage
    Hydraxian WaterlordsBothEnglish
    Zandalar Tribe (PvP)WoW ClassicEnglish
    CelebasWoW ClassicGerman

    How to choose

    Which WoW Classic server should you choose?

    That's the million dollar question, ain't it? Choosing a good server is critical to your long-term enjoyment of WoW Classic, as the only way to change servers is to either start a new character or pay for a character transfer. Before you decide on a type of server, though, it's also crucial that you pick a server with the lowest population—especially at launch. While playing on a sparsely populated server sucks, WoW Classic's limited server pool means that many servers are bustling. But if possible refrain from picking any server that are listed at "high" or "full" capacity. There's nothing worse than sitting in a queue for 25 minutes before you can actually play.

    Normal servers are best if you just want to have a good time leveling up and doing PvE content. While playing on these servers, PvP is entirely optional. That means you won't get unexpectedly ganked by high-level players, but this also diminishes the social interaction of WoW. But if you just want to have a good, predictable time, Normal servers are the way to go.

    PvP servers are for players that want the true World of Warcraft experience, where danger can lurk around any corner as other players can kill you in most zones without penalty. What's great about PvP servers is that if you ever tire of questing or grinding, there's often groups you can join to raid enemy cities or take over bustling crossroads. Opportunities to make friends and have dynamic social interactions abound, so if you're okay with potentially having to give up questing in a zone because a group of level 60s are camping your body, PvP servers are the way to go.

    Roleplaying servers come in both Normal (PvE) and PvP versions. The difference is that, here, players are encouraged to interact as characters in the world. While it might be a bit awkward getting into the groove of roleplaying, RP servers are legendary for their vibrant and tight-knit communities. If social interaction is what you want (this is an MMO, after all), you should give RP servers a chance. Players frequently create their own fun outside of questing and PvP, like hosting parties, mock trials, and all sorts of other fun in-game events.

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    LastPass, one of the largest freemium cloud-based password managers with more than 25 million users, has been hacked. The hackers made off with "portions of source code," according to an announcement by the company itself. The good news is that no user information or passwords were at risk. 

    In a blog post (via sweclockers), LastPass revealed today that it was exposed to a data breach two weeks ago. The company "detected some unusual activity within portions of the LastPass development environment," which resulted in the theft of proprietary data. A compromised developer account is to blame for the breach. Fingers crossed they weren't using 'password' or '12345' or this is going to get embarrassing for someone.

    As far as users' personal information and passwords are concerned, there's no evidence of customer data or account master passwords being accessed, according to LastPass. 

    Users' Encrypted vault data also seems to have not been affected. LastPass says the whole incident took place in its "developer environment," which means that it went nowhere near touching any of the encrypted vault data. 

    In addition to passwords, LastPass users can also store digital copies of personal records like ID and insurance cards in a vault in the cloud. The premium version of the services gives you access to this vault across multiple devices.

    Your next machine

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    (Image credit: Future)

    Best gaming PC: The top pre-built machines from the pros
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    "In response to the incident, we have deployed containment and mitigation measures and engaged a leading cybersecurity and forensics firm," wrote Karim Toubba, CEO of LastPass. "While our investigation is ongoing, we have achieved a state of containment, implemented additional enhanced security measures, and see no further evidence of unauthorized activity."

    Last year, LastPass suffered a credential stuffing attack, where hackers attempted to access users' cloud-hosted password vaults. In 2015, LastPass told its customers to change their master passwords after a data breach occurred where hackers managed to steal some user data (but no passwords). 

    If you're a LastPass user, the company says there's no action you need to take right now. However, LastPass does recommend that you set up authentication via the LastPass Authenticator app and make sure you keep all your devices up to date.

    View the full article

  11. rssImage-d2c3afc115a8062158e5928d767202de.jpeg

    When it decided to turn Minecraft into a strategy game, Mojang had a couple specific goals, as creative director Magnus Nedfors explained during an interview in the Xbox booth at Gamescom this week. Minecraft Legends had to retain a somewhat indescribable "Minecraft feel," and also work well with a controller for console players. Mojang and development partner Blackbird Interactive managed both, Nedfors explained, by turning it into an action strategy game—a genre combo that really doesn't have a ton of successful examples to pull from.

    "Another aspect of Minecraft is that we always have a hero character," Nedfors said. Mojang and Blackbird wound up with a game that was one part hero-centric and also about controlling armies. It became an action strategy game where you traverse the battlefield on horseback, commanding armies from on the ground, not a typical RTS that's played from far above the battlefields. "That's not common in strategy games," he points out. 

    "We started to realize that 'hey, this is quite new' and as a game maker when you find something [and] you feel there aren't ten games like that out there, you feel like you're onto something special."

    It's true that there aren't many examples of character action games that also involve unit command strategy. Mount & Blade 2: Bannerlord is one of the most similar successful comparisons. I'm also reminded of Kingdom Under Fire 2, which was a bit of a mess when I played it at its eventual western launch in 2019, but the combination of Dynasty Warriors style action and an RTS was actually great. 

    I doubt that's the specific example that Nedfors had in mind, but he did later mention that "I think you should draw inspiration from things that you don't think are that good either," explaining that knowing when a game isn't working for you helps to identify how to do it better. "It's kind of strange to be inspired by bad things but that's actually true for myself."

    Being informed by unsuccessful competitors is, I think, more common in game development than most big studio leads like to say out loud. Nedfors carried on with his refreshingly frank take on the iterative development process of turning Minecraft into a strategy romp.

    "The pace of play in a strategy game is often higher than an action game because you're so quick scrolling around, maneuvering around with your cursor and so on. You do very many actions in a very, very short amount of time in a strategy game normally. Having a hero at the center that can't be there and there and there, surprisingly enough, brings down the tempo of a strategy game, which is very well suited to making it play well on consoles with a controller.

    "It was kind of a surprise. I wish I could be smart and say 'yeah we thought about that from the beginning' but sometimes you need to be honest and say 'that's something we discovered as we prototyped and developed the game.'"

    During the same interview, Nedfors and executive producer Dennis Ries also talked about some of the different unit types and new mobs being added in Legends. It wound up being a more illuminating interview than I'd expected from their Gamescom showfloor livestream. I was hoping to hear a bit about how building fortifications works—having only seen bits of players building structures in the gameplay videos so far—but Nedfors' dive into experimenting in the strategy space suggests that Minecraft Legends may end up as more than just another Minecraft spinoff.

    View the full article

  12. rssImage-f69e3941001015e403abce9ffebfb0a0.jpeg

    Koei Tecmo and Team Ninja's upcoming wuxia action game, Wo Long: Fallen Dynasty, just got its first gameplay trailer and an updated Steam page. The gameplay and world on offer pretty much sent my personal interest in the game from zero to 100 at the drop of a hat.

    We knew from Microsoft's summer showcase that Wo Long would take the Soulsborne-derived combat stylings of Team Ninja's recent Nioh games and transpose them on a mythic, ancient Chinese setting⁠—relatively under-utilized in gaming outside the long-running Dynasty Warriors franchise. That's an exciting concept, but there's a difference between finding out about it through a pre-rendered trailer, and seeing it demonstrated through some (admittedly cinematic and massaged) gameplay.

    The locales are really stunning⁠—I was especially impressed by the ethereal, purple palace gardens featured early on in the trailer and revisited toward the middle. The gameplay looks exactly like the fun, fast, more character action-y take on Soulsborne combat that I've come to enjoy from Team Ninja. 

    Wo Long will have a rich catalog of historical Chinese weapons to base its arsenal on too: in the trailer I clocked daos, guandaos, and jians—one seemingly made of jade and another lit on fire D&D style. Team Ninja also looks set to flex its monster design muscles, with the end of the trailer showing off potential bosses like a giant serpent woman and a massive, disease-ridden bull monster.

    It's great stuff, and I'm wracking my brain wondering why something more like this trailer wasn't shown off back at E3. I can't imagine development progressed from a point of not being able to cut an ingame trailer to having one on hand in just two months. Maybe it's too fine a point, but you only get one first impression and I'd pretty much memory-holed Wo Long until I saw this new trailer. Regardless, it looks sick, and Wo Long: Fallen Dynasty is set to release on Steam in "early 2023."

    Image 1 of 6

    stunning vista of a palace garden, pagoda in background, foot bridge over pond in foreground

    (Image credit: Koei Tecmo)
    Image 2 of 6

    foreboding ruined castle gate in mid winter

    (Image credit: Koei Tecmo)
    Image 3 of 6

    warrior leaping in the air to strike a siren with his glaive viewed from above

    (Image credit: Koei Tecmo)
    Image 4 of 6

    martial artist dual wielding swords squaring off with a large ogre type enemy

    (Image credit: Koei Tecmo)
    Image 5 of 6

    beautiful panorama of mountainous Chinese countryside with bridge over canyon

    (Image credit: Koei Tecmo)
    Image 6 of 6

    Swordsman lunging toward a foe in yellow robes with sparks flying

    (Image credit: Koei Tecmo)

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  13. rssImage-b086bab2d9db047bd18fc37491fbc14b.png

    The Horizon Netflix adaptation is solidly in development, and new details have emerged revealing Netflix is keeping to the nerdy theme of its shows by holding on to some of the team that worked on The Umbrella Academy. 

    Yesterday an interview with Netflix companion site Tudum revealed that the series creator of The Umbrella Academy, Steve Blackman, would be developing the Horizon series. In the interview he says: "Horizon Zero Dawn is an exceptionally well-crafted game with wonderful characters not often seen in the rank-and-file of the gaming world. Guerrilla Games has created an incredibly lush and vivid world of man and machine who find themselves on a collision course to oblivion. Their salvation comes in the form of a young female warrior named Aloy, who has no idea she's the key to saving the world. Suffice it to say, yes, Aloy will be a main character in our story. My writing partner on this, Michelle Lovretta, and I are thrilled to be able to expand this remarkable IP into a series for all types of viewers." 

    Michelle Lovretta took to Twitter with a picture of herself with a boxed collector's edition of Horizon Forbidden West. She looks delighted with the package and with the announcement in the photo. Lovretta is a writer and showrunner on projects such as Killjoys and Lost Girl, and currently she's working on The Umbrella Academy for Netflix. The Umbrella Academy has just announced its last season, so it feels likely that Horizon's development is still early and will finally really get going with the end of that show.

    Though the box Michelle is holding is for Forbidden West, the second game in the series, it seems likely that the show will follow the first game's setting before it moves onto the second, as there is a lot of context to the world revealed in Horizon Zero Dawn to understand why the world is what it is. 

    AHH! Looks like I can FINALLY talk about my next show 🤞!! An adaptation we're developing for Netflix. More in a sec, but here' a SUPER SUBTLE hint 😇: pic.twitter.com/0WcDSqIOtiAugust 26, 2022

    See more

    In case you've not played the games, humanity is now split into tribes once again after some sort of end to civilization as they knew it. Though animals still roam the planet, giant robots in various shapes and sizes exist and have been getting progressively more aggressive to human life. Aloy, a young woman who was previously an outcast, sets off on adventure to find out why and uncover more details about her identity and why humanity is in the state it's in now. 

    The show will follow Aloy, at least, as she's pretty important in the development of this world's story, so it'll be fascinating to see who's cast as the main character. There are always big discussions following these reveals all the way from Henry Cavill as Geralt to the upcoming The Last of Us series starring Pedro Pascal and Bella Ramsey. With the lack of details it'll be a while until we'll see the series, but I hope Netflix doesn't screw it up. 

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  14. rssImage-ba138ad4bcbca263d3262bbeb4d6c831.jpeg

    It's the third mission of the game and, if this was Homeworld 2, I'd be screwed. Right now, I only have access to recon ships and interceptors—basic fighters that, per Homeworld's rock, paper, scissors design, are weak against the bigger, meaner frigates. And, I've been tasked with securing an area that, wouldn't you know, is being protected by two bigger, meaner frigates.

    But I'm not playing Homeworld 2. I'm playing its successor, a game that developer Blackbird Interactive—a studio that's staffed by plenty of Relic luminaries who worked on the original games—describes as being 20 years in the making. A game that takes concepts once considered back then, but dismissed because the technology of the day just wasn't up to the task.

    I'm playing Homeworld 3, a space RTS that's all about terrain.

    Those frigates are guarding a small segment of a colossal, derelict ship, which acts as the battlespace for this mission. Blackbird is keen to point out that the environmental artistry that Homeworld is known for—the grandeur of space, its asteroid fields and derelict ships, is no longer just part of the skybox. It's now an active part of each mission—an aspect of terrain to strategise around.

    "Terrain was a huge feature that was not able to be done at the time with the technology that was available for Homeworld 2," says game director Lance Mueller, "and that was part of the original vision. There was a lot of concept art brought over from Homeworld 2 that we used to feel the foundation."

    This is good news for me, and bad news for the two enemy missile frigates, who are guarding a section of the map that's littered with panels that have broken off the derelict ship. These panels can act as cover. By right-clicking on a section of this debris, my interceptors will fly up behind them. Because Homeworld 3 is simulating each ship's attacks, it means that cover and other elements of terrain play a huge role in battles. If the missile frigates can't get line-of-sight on my ships, they're safe to continue their approach.

    And so I continue, panel by panel, moving closer to the frigates until finally I'm in range. But rather than send my visible but well-covered squad into a close range suicide attack, I instead unleash my second surprise. While the frigates have been attempting to get a lock on my squad of well protected interceptors, my main squad was hiding underneath—in a tunnel running through what would have been the derelict ship's engines.

    Homeworld 3 space combat with ships shooting pretty lasers.

    (Image credit: Blackbird Interactive)

    Tunnels like this provide a route between two points that block line-of-sight, meaning they're perfect for flanking manoeuvres and ambushes. My squad emerges from below, surprising the frigates as they fire pointlessly at a target they can't hit. In the ensuing fracas, I lose a whole bunch of them—they're still just interceptors after all—but my losses are far less than what the match-up would suggest.

    Crucially, though, these elements of terrain nonetheless fit well into Homeworld's classic style of combat. Positioning and composition are still important. Attack angles and tactical retreats can still decide the moment-to-moment outcome. Despite the extra complication the environment brings, this still isn't an RTS that relies on heavy, exhaustive micro. Instead it feels like a genuine progression of the ideas laid out in the Homeworlds of old; a little extra spice that means battles can be more than just the sum of the units that make up each side.

    "The convenient cover in mission three specifically is to set up the hard counters and soft counters of the game," says Mueller. "Terrain is supposed to be more of a creator of soft counters. In previous Homeworlds, if you brought a bunch of fighters against a bunch of frigates, there's nothing to stop them from just immediately launching all of their weapons at you. Now you're able to move your fighters and use the terrain and get on top of something, which now means you've increased that time to kill, so that you don't die immediately before you get there."

    With the frigates dead and the points captured, my mothership gains the ability to build bombers—a natural counter to the missile frigates. Now I'm more than ready to steamroll the rest of the mission, although a more clever opponent could have still caused me some trouble. "The bombers coming after show you that there still are hard counters," says Mueller. "But again, the terrain—even with those—if you were to micro the missile frigates, you could bind to cover as well… if you think about that from a PvP perspective."

    The irony of Homeworld 3 is that it does feel like a Relic RTS—specifically a more modern one from the post-Company of Heroes era. The use of terrain, and particularly cover, gives it a strong flavour of modern RTS design, even while it seemingly retains the design philosophy—and the vibes—that built its legacy as a cult classic of the genre. I'm eager to see how these design elements play out in a more organic way, in a mission where they aren't being so clearly tutorialised to the player. But if done right, this should be a meaningful progression of the series—one that may even justify that 20-year wait.

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  15. rssImage-5878af14513e9e70f1d68572af80f375.jpeg

    You must forgive PC gamers for banging on about Crysis all the time—it feels like an age since a game came along like it that was so impossible to run on existing PC hardware that graphics cards actually had to be redesigned to cater for it. But we have had a few close run-ins with impossibly demanding games these past few years, and that's got me wondering which will be the next game to grind our PCs to a halt with their obnoxiously demanding system requirements?

    If you simply ask for a list of the games primed to show off your all-singing all-dancing rig at the moment, we've got you covered there with our list of the best games to show off your new graphics card. Rather, I want to look forward to what's coming and whether we'll ever reach that Crysis point ever again, as I'm not yet convinced we will.

    But a few upcoming releases spring to mind as candidates. Starfield, for one. This is a new entry from Bethesda but built very much in the vision of the company's biggest successes, such as Elder Scrolls and Fallout. A fresh open-world (or rather open-universe) with a brand new version of Bethesda's well-used and famously quite janky Creation Engine—this is sure to be a gorgeous, if very demanding, game.

    The Starfield trailer from earlier in the summer only offered a glimpse of a rocky planet or moon, yet even those lumpy space rocks looked impressively detailed. The actual gameplay upon release could be a lot different to what we've seen so far, especially as the game's release has been pushed back into 2023. However, the shadows and ambient occlusion alone in that trailer appear enough to make a graphics card whimper.

    Perhaps the vast emptiness of space will be easy on the CUDA Cores. In space, no one can hear your graphics card's fans scream.

    Then there's The Witcher 4. Though that's not confirmed to be the name, we know CD Projekt Red is working on the next instalment right this moment, and isn't wasting any time with its own REDengine on this one. It's instead choosing to side with Epic's Unreal Engine 5 (UE5), which will mean it joins the legions of games in development for that engine. The game will undoubtedly be gorgeous, but I wonder if its impact on hardware will actually be minimised by the use of a more widespread game engine.

    The business of game development has learned to do a whole lot more with a whole lot less.

    "Players can go in whatever direction they want, they can handle content in any order that they want, theoretically," CD Projekt Red's Slama said earlier this year. "To really encapsulate that, you need a really stable environment where you can be able to make changes with a high level of confidence that it's not going to break in 1,600 other places down the line."

    Already shown to be impressive in its breadth and detail, UE5 feels a great choice for the much anticipated Witcher game, and here's hoping it will offer a much improved launch experience than CD Projekt's last game, Cyberpunk 2077.

    Cyberpunk 2077 was a recent game that really pushed the graphics hardware of the time, but was it because of its impressive expanse or due to a not-so-optimised engine? It's a mix of both, perhaps more the former at times, but the lack of optimisation really stung with this game's performance. There is an important distinction to be made between a game that's demanding for the right reasons and one that's demanding for the wrong reasons.

    Crisis screenshots from its original release

    It doesn't look like much now but this was at a whole other level back in 2007. (Image credit: Crytek)

    Perhaps the closest we got to a watershed moment for graphics hardware like that of Crysis has been the adoption of ray tracing in modern gaming, so I'd take a guess that whatever game we're waiting to become a benchmark of processor performance will use it to impress to some extent. 

    Bouncing a ray for every pixel on-screen was sure thirsty work for even the graphics cards designed with that in mind. The RTX 30-series manages to lessen the load somewhat with more impressive RT Cores than the RTX 20-series, and since then we've seen AMD join in with its own RDNA 2 Ray Tracing Accelerators, which are moderately decent at the job. But there's still a fairly significant price to pay for pretty reflections and shadows.

    Just look at F1 2022. It certainly looked the part with ray-traced reflections, shadows, and ambient occlusion glistening off the side of Sainz's Ferrari, but even an RTX 3080 struggled to make ray tracing in any way worthwhile. That's with both Nvidia's Deep Learning Super Sampling (DLSS) and AMD's FidelityFX Super Resolution (FSR) working their butts off to improve the final image and performance.

    Right, yes, upscalers. Upscalers might change everything. Are extreme demands for more cores, more VRAM, and faster clock speeds being swept under the upscaling rug? I'd argue that upscaling is, and will continue to, do as much for PC performance on a grand scale as faster GPUs.

    BkBzri8pHwisjUEVDitPYh.png

    Meanwhile Unreal Engine 5 out here looking like this. (Image credit: Epic Games)

    That actually leads us back to the next Witcher game again, and seeing as CDPR is opting for UE5 rather than its own engine, it will likely come with support for UE5's embedded upscaler, Temporal Super Resolution (TSR). Not to mention any other upscalers that CDPR decide are well worth integrating into the game. That could be many of them by that time, as Nvidia's framework for better integrating even competing upscaling techniques, known as Streamline, could be in frantic use by the time that game's release rolls around.

    Considering console development, and what feels like a shift away from PC exclusive development, it also appears that the days of madcap schemes to push PC hardware over the edge may be dwindling. With compatibility across many PC-like consoles of varying power and capability, any developer will be keen to at least maintain a steady performance across most platforms. 

    That doesn't necessarily close the door to extreme presets on PC but I would expect it to at the very least lessen their regularity.

    It comes down to what we class as the next 'Crysis'—in the sense of a PC-breakingly demanding title. It's not just a game that struggles to run at 120Hz at 4K on a high performance graphics card. We have loads of those already. It's a game that is so frankly absurd in its adoption of bleeding-edge graphics technologies and techniques that your PC gets coil whine just installing it. 

    Crisis screenshots from its original release

    Crysis was a serious turning point for graphics. (Image credit: Crytek)
    Screen queens

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    (Image credit: Future)

    Best gaming monitor: Pixel-perfect panels for your PC
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    Best 4K TV for gaming: Big-screen 4K PC gaming

    In a sense of a game as absurd as Crysis once was, I look to the big games of the previous two years and those coming in the next two, and I just don't see anything that fits the bill. Even Crysis Remastered wasn't a match for its older self in this regard, though it didn't run particularly well at launch, either. That was also down to poor CPU utilisation rather than some new-age graphics technology, however, and was later patched for proper performance.

    The next generation of games are going to be beautiful, I never have any doubt about that, but perhaps the reason we won't see another Crysis moment is simply that the business of game development has learned to do a whole lot more with a whole lot less. Times have changed: Crysis came at a time when PC performance wasn't decided by hundreds of frames but a mere expectation of a steady 30fps. Developers weren't bringing their console exclusives to PC like they are now, either, and we're scoring big first-party games on PC like God of War. The goalposts have been moved and people expect a lot more from their games. I don't know if today a game like Crysis, with demands so high that they closed the door to the majority of gamers, would be met with such awe as it once was. A publisher certainly wouldn't be that fussed on the idea—someone spent a lot of time and money making that game.

    It's for the best, really—while it was a fascinating and exciting time in graphics development, not being able to play Crysis with any semblance of a decent frame rate was also rather annoying for those of us without the hot new graphics card.

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    During Gamescom's Opening Night Live, the ever-present Geoff Keighley always has a quip or two in his pocket when introducing the games he's leading in one-by-one for our judgement. I usually let them wash over me, as I do with the Game Awards or the many other pies Keighley has his fingers in, but this time he said something that got my attention. When introducing a new horror title, he chuckled that its reveal was surprising as no one would have thought this film would become the basis for a game.

    Enter stage right: Killer Klowns from Outer Space. I can't say I'm familiar with this film beyond seeing the name here and there on the internet. It's a 1988 comedy horror cult classic and, though not considered especially good, its name and legacy live on. Given this, and Keighley's bemusement before the reveal,  I've got to wonder if there are any cult horror films safe from being made into videogames?

    Horror films are now maybe the best genre of any art form to transform into a game. Or at least they seem to consistently be the adaptations developers are willing to make in recent years. You get the odd transformation from books and TV like The Witcher games and Telltale's Game of Thrones, but the only medium I think that rivals horror's popularity are comic book adaptations and, if I'm honest, I think much of that success comes from Hollywood's hero rush. Otherwise the horror film to game pipeline is outstripping every other adaptation out there.

    Killer Klown and some kids

    (Image credit: Good Shepard Entertainment)

    Horror headliners

    Classic horror relies on violence and tension

    These games aren't usually direct adaptations of specific movies, but there are countless games set in these horror universes full of movie monsters and unlikely heroes. Among the modern adaptations we've had Friday the 13th, Evil Dead, Blair Witch, Alien Isolation and the upcoming Texas Chainsaw Massacre game. And then we've also got Dead by Daylight, which has managed to turn itself into a Fortnite-like horror metaverse. It has collaborations with franchises like SAW, Scream, Friday the 13th, Halloween, Stranger Things, Hellraiser, and The Ring. It's collecting them all and providing an easy way for these films to get into games without committing to a full game themselves. There is even a flippin' The Exorcist VR game on Steam, I was surprised to discover.

    Though I am not someone who enjoys horror in almost any form—game or film—I am impressed by the genre's aptness at traversing between mediums. And I think it's pretty simple to see exactly why they can make these jumps so easily whereas it's much tougher for everything else.

    Classic horror relies on violence and tension. I say classic horror because I know there are all sorts of psychological horror films such as Midsommar or Possum or Get Out that wouldn't really make good games because their tension is based in dialogue and cinematography. I'm talking about the classic horror films like the ones included in Dead by Daylight, as well as more recent films like The Purge or maybe The Strangers. These films rely on immediate threats of violence and displays of that violence is what your protagonist sees and wants to avoid. And that's also what so many games are about.

    Dead by Daylight: Stranger Things

    (Image credit: Behaviour Interactive)

    Small space, big impact

    Whether it be in FPSes or even card games like Inscryption, violence is a very consistent part of popular games even if it's not gory or gross. Violence is implied or carried out, and 'death' is a state we're used to encountering as failure. I mean, Among Us has an awful lot of murder in it for a kids game, right? But you wouldn't really call it a violent game or even a horror game in ordinary circumstances. But all this means is that making the jump from horror films into gaming is a smooth transition because of this common tension.

    Other aspects help too, of course. Horror films have clear antagonist and protagonist dynamics, someone who will live and another will die, often with a team of good guys working together as a team. And importantly horror thrives on relatability. Horror, to be really scary, needs to make you feel as though you could be stuck in that situation. Small neighbourhoods, random acts of violence, haunted houses, car breakdowns are at the heart of a lot of classic horror films. The audience needs to feel as though you could have stumbled into these situations themselves, which is why they stick with you well after the film has ended.

    Classic horror films use these smaller scale areas and relatable plots a lot. When low-budget films needed places to set their creations, they'd of course use whatever was local to them too, helping this trend along. And this smaller area has made it into gaming. Dead by Daylight's arenas are based on classic horror settings like cornfields, suburban housing, farms, and carnivals. And then you have games like Blair Witch which takes advantage of the woods and how terrifyingly lost someone can feel when surrounded by trees and darkness.

    The woods

    (Image credit: Bloober Team)

    Even a space adventure like Alien Isolation traps you in small spaces with lots of doors and separated areas just like a real spaceship would require which conveniently help loading, as well as distinct levels and areas. The claustrophobic atmosphere of horror films coincidentally makes a very good area for games.

    Horror also loves a close call. People surviving by the skin of their teeth is crucial to both horror and PvP games. We've all held our breath when the hero is within grabbing distance of the villain, or when we've been healing up during a multiplayer firefight. When we're watching a horror movie or playing a game, we're craving very similar experiences.

    Horror films just fit gaming so well I thought it was quite amusing that Keighley was surprised by Killer Klowns from Outer Space's adaptation. Maybe I'm just used to old properties trying their luck with gaming collaborations here, there and everywhere these days. But I'm not sure any classic horror film is safe from adaptation, because let's face it, there is too much money and nostalgia in gaming for developers to not at least consider it.

    View the full article

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    In what is sure to be the biggest acquisition news you read today, TinyBuild—publisher of Pathologic 2, Not For Broadcast, Mr Shifty and many others—has announced that it's buying up a selection of Bossa Studios' games in a deal including "an upfront payment of $3 million".

    The deal covers Surgeon Simulator (including its VR version and sequel), I Am Fish, and I Am Bread. Bossa is selling its most recognisable properties in order to concentrate on "co-op PvE" projects, which the studio has been focused on exclusively since early this year. Future work based on these properties—either in the form of new games or updates to old ones—will come entirely from TinyBuild.

    TinyBuild hasn't said why it was interested in Bossa's various comedy games, nor has it said what it intends to do with them, but we can probably guess. The press release announcing the acquisition mentions that Bossa's various franchises delivered the company around $6 million in revenue in 2021. Picking up the most recognisable of those franchises in a deal that only requires you fork over half that amount upfront seems like a pretty sound business move.

    TinyBuild has also dropped another $5.4 million in a deal to acquire Russian developer Konfa Games, who will be assimilated into the company's Belgrade-based studio hub in short order. It sounds like TinyBuild has plans to put its newly-bought IP to work in short order, using the expanded capacity that Konfa's acquisition brings to spin up the game dev engines and start turning out, presumably, more games based on the questionable simulation of things which should not be simulated.

    Thanks, GamesIndustry.biz.

    View the full article

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    The best gaming desk can quite literally change the way you game. At its simplest, a good gaming desk should give you plenty of space for your keyboard, mouse, and monitor. All in a sturdy and ergonomic frame. You also have the option of standing desks now as well, with motorized options to jump between sitting and standing modes in a moment. Pair your dream desk with a good gaming chair and you'll be set. Or alternatively match it with a treadmill and watch the weight melt away while you WoW.

    Choosing the best gaming desk among all the potentials can be a hard task. So narrow it down first. Consider whether you're looking to sit, stand, or do a bit of both. There are benefits to spending some time on your feet, so an electric standing desk, or a desk converter, might be a better fit for you. 

    Also, think about how much real estate you need for your gaming monitors and, should you take our recommendation to pop your PC on it, away from the dusty floor, whether there will still be enough space for one of the best gaming keyboards. Gaming desks with cut-outs to run cables through also exist, as well as other quality-of-life features, though you'll likely pay a premium for the convenience. Still, it's better than going cheap and having to replace your entire desk every eight months. 

    So get your tape measure out, check your budget, and take a peek below at all the different gaming desk options we've put through rigorous testing for you, loading them up across our home setups so you can feel secure in your purchase.

    The best gaming desk

    Image of the Flexispot EN1 gaming desk, front on.

    (Image credit: Flexispot)

    1. Flexispot EN1B

    The best value electric height adjustable desk

    Height: 28–48 inches | Weight support: 154lbs | Desktop dimensions: 39 x 20 inches min | 63 x 31 inches max | Warranty: 3 yr motor, 5 yr frame

    Smooth, quiet operation
    Easy-to-use height presets
    Simple and clean design
    Great value for money
    No pressure sensor
    No cable tray

    The Flexispot EN1B may not have the catchiest name here, but it makes for an impressively sturdy, motorized adjustable desk for anyone looking to upgrade their home/gaming/office setup. And it will do it all at a reasonable price. 

    The Flexispot supports heights from 71cm (27.8in) up to 121cm (47.6in), which should have you covered for all comfortable sitting and standing setups. The control panel can hold three different height profiles in its memory banks and moves smoothly between them. Or you can set your height manually, with the current level shown on the three-digit display.

    Of course, the main thing you want from any desk is stability. If everything is bouncing along as you type, it doesn't matter if you're sitting or standing; you're going to want to break it up. The good news is that the Flexipost is rock solid—even though I have an old screen with a flimsy stand, it doesn't move even with my most aggressive emails. When you raise and lower the desk, the smooth action instills confidence too, and it's just as sturdy at its highest position.

    Construction is a straightforward task, taking just over an hour to turn the two boxes into a working, versatile desk. A few more pre-drilled holes for the control box and the central beam would have been nice, but the surface is easy enough to screw into with a bit of elbow grease. 

    The only downside to the whole desk is that there are no sensors to stop the motor if it hits an obstacle when it's going down, which could be expensive if your chair gets caught under it—or upsetting if it's your cat. Overall, an impressive desk for sitting and standing, for really not much cash.

    Image of the Arozzi Arena gaming desk from front three quarter view, with two monitors, on grey.

    (Image credit: Arozzi)

    2. Arozzi Arena

    The best gaming desk for twitch gamers and hydrophobics

    Height: 28–32 inches | Weight support: 176lbs | Desktop dimensions: 32 x 63 inches | Warranty: Limited 2 year

    All mouse mat, all the time
    Hydrophobic surface
    Whole lotta space
    Minor instability if assembled wrong/on hard surfaces

    First, this thing is excruciatingly heavy; I had to get help rolling the two separate boxes into the living room for unpacking. Once there, however, it took me around two hours to get it all together. After one minor cockup, a dash of assistance, and a pinch of spice, we finally got there. Now in my living room stands this beautifully rounded monstrosity, with enough desktop real estate to take on the state of Alaska. 

    The manual's adorable illustrations made the process streamlined, but I will say the machining quality was a little off, with some misaligned holes and parts not sitting as flush as I would've expected. The legs are sturdy, but consider the surface you're going to place the thing on carefully. 

    It recommends rug or carpet placement, as opposed to a hard surface floor. It has settled nicely into my thick carpet after some anxiety over precarious wobbles, but there's still a fair amount of travel when I push up to get out of my chair.

    The built-in mesh hammock for cable management, however, is fantastic. And I'm no longer vexed by constantly falling off the edge of my mouse mat because the desktop's whole surface is a mouse mat. I was mesmerized by the hydrophobic surface and had to resist deliberately spilling drinks to watch the liquid ball up. And, perhaps most of all, I love having so much desktop space. 

    So, while the engineers in my family would have been a little distressed by the setup, I am pretty enamored with the final beast. I can fit my gaming tower up top comfortably, alongside my two monitors and peripherals, with loads of space for coffee cups, open notebooks, and even a lamp. I'd say that's a win.

    Secretlab Magnus gaming desk pictured in home office.

    (Image credit: Future)

    3. Secretlab Magnus Pro XL

    The best gaming desk

    Height: 25–50 inches | Weight support: 192 lbs | Desktop dimensions: 177cm x 80cm | Warranty: 5 years

    Fantastic for working from home
    Stealth cable management options
    Simple and effective magnetic accessories
    Excellent monitor arms (sold separately)
    Weighs over 70kg
    Essential accessories add further cost

    Surprisingly innovative. That's how I'll sum up the Secretlab Magnus Pro XL. I've never been one to look for much in a gaming desk—I ask only for a flat plane on which to sit my monitors, keyboard, and mouse—yet the Magnus Pro XL has so thoroughly impressed me that I'm starting to reconsider my whole opinion of what a desk should be.

    I'm now firmly in the camp that a desk should be absolutely massive. The Magnus Pro XL is the largest desk I've ever used personally, having only recently found the space for such a behemoth, coming in at 177cm x 80cm. This is also the heaviest desk I've ever had to move solo by far, at 32.9kg for the desk alone. The mostly metal frame of the Magnus Pro XL, explains some of that, though it's the two included motors, one integrated into each of the legs, which add a whole lot of mass to the equation.

    But that's what makes this the Magnus Pro XL: the desk's adjustable sit/stand functionality. The standard Magnus doesn't offer this. The Magnus Pro XL is capable of lifting 120kg in gross weight (87.1kg if you subtract the weight of the metal desk itself) up to a height of 125cm. It sits only 65cm off the ground at its lowest.

    Another thing I've come to re-evaluate since the Magnus XL is how a desk should handle cable management. The foremost impressive thing about the Secretlab Magnus Pro XL is how sharp and clean-cut it makes your PC setup look. That's not through a lack of cables on my part, of which I have arguably too many, but for the Magnus Pro XL's clever magnetic cable management accessories and discrete cable tray. These hide my gluttony of USB, audio, and power cables out of sight.

    The one accessory I really do think is worth investing in is the dual monitor arm.

    My favourite of which is the compact cable tidy: a small block of metal with a couple of strong magnets within that securely fixes my cables in place.

    Though it must be noted that these magnetic cable ties are not included within the cost of the desk itself, and instead can be purchased for $25 for a set of three or for $49 as a set of three alongside two cable management sheaths and a stack of fastening straps.

    This is the thing: the Secretlab Magnus Pro XL requires some added expense to make it as sleek an experience as it should be.

    The one accessory I really do think is worth investing in is the dual monitor arm. It's a single unit that clamps firmly onto the desk, between the hinged cover and the desk itself, and it offers sprawling reach for both the 28-inch and 32-inch monitors I've got in right now.

    Ultimately I have to ask myself would I be happy with this desk if I'd paid that sort of sum for it? And, yes, I would. Though it is a definite luxury to be able to allocate that much of your budget to a component in no way connected to the performance of your gaming PC. The main reason I feel it worth doing is more because I feel I fit into a group of people most likely to benefit from an investment in a high quality sit/stand desk alongside an ergonomic gaming chair: those that work primarily from home.

    I really am impressed with what the Magnus Pro XL offers, as it's much more than anything I had expected from a desk previously.

    Read our full Secretlab Magnus Pro XL review.

    Image of the Lian Li DK-04F PC chassis and desk shot at a three quarter angle.

    (Image credit: Lian Li)

    4. Lian Li DK-04F

    The best complete gaming desk... that's also a PC case

    Height: 27–46 inches | Weight support: 176lbs | Desktop dimensions: 30 x 39 inches | Warranty: Limited 1 year

    Tempered glass top is super bling
    Can house a serious gaming PC
    Adjustable height with presets and sensor
    Only 1 year warranty

    The Lian Li DK-04F is the ultimate gaming desk, simply because it will essentially also be your PC and its security device too. It's going to be incredibly hard for any would-be thief to make off with your rig should it be housed inside this weighty beast. With a 1 meter width, this behemoth is the smaller sibling, too; Lian Li also makes the DK-05F, in which you can fit two discrete gaming PCs. 

    The desk itself is not that easy to build, however. The individual legs are super heavy, and the metal 'chassis' isn't much better. You're going to need a hand making it, or maybe an engine winch. 

    It's classic Lian Li, too, by which I mean my fingers were striped with bloody slices once the chassis-on-legs were built. There were also some misaligned screw holes on my review sample, though that has not impacted its impressive solidity. In the end, even with a couple of monitors mounted directly on the desktop, it's a robust desktop, even at its full height.

    Then there's that tempered glass top. It's frosted, which makes the included RGB strips look great when your system's fully built, but at a single button press, it can be made crystal clear so you can gaze adoringly down into your PC's insides. It's completely unnecessary, and I love it. However, it's a blessing and a curse because even the best gaming mouse will need a good mouse mat with that glass surface beneath it.

    But, at $1,500, it's insanely expensive, and with just a one-year warranty, that feels a little stingy too. And that's also without any of the components needed actually to build a PC into it. All told, that's a hell of a lot for a gaming desk and a lot for a PC chassis. But it is a lovely, lovely thing for the serious enthusiast.

    Image of the VariDesk Pro Plus convertible desktop shot at a three quarter angle.

    (Image credit: VariDesk)

    5. VariDesk Pro Plus

    The best convertible standing desk

    Height: 4.5–17.5 inches | Weight support: 35lbs | Desktop dimensions: 30 x 30–48 inches | Warranty: Limited 5 year

    Comes pre-built 
    Fits on existing desk
    Both sitting and standing use
    Awkward for some mouse pads

    You may not want to replace your office furniture completely—or even be able to if it's not yours—which makes a converter, such as VariDesk's Pro Plus range, a great option. The Pro Plus is available in different sizes and can sit atop most desktops, and immediately gives you the ability to switch from sitting to standing. 

    It's also one of the simplest ways to get yourself a standing desk; it requires no setup and doesn't impact the desktop you place it on. The VariDesk Pro Plus comes ready to roll straight out of the box. All you need to do is put it on top of your current desk, and you're good to go. You'll need some strength to get it there as this thing is not light.

    Though, once it's set up, that's not an issue and means it's an impressively sturdy solution at each of its 11 height settings. We've been able to run a pair of monitors on the top section with the extended lower section ideal for a mouse and keyboard. Okay, it's not ideal for a mouse because the surface does not play nice with most sensors. We had to jury rig our shaped mouse mat to get a decent experience, but the two-tier stepping still makes for an excellent desktop.

    The VariDesk isn't motorized, but it uses a spring-loaded mechanism with twin handles to make it easy to move from sitting to standing quickly. The action is smooth and doesn't require a tremendous amount of force to shift, even when multiple monitors and peripherals sit on top of it.

    Image of the BDI Stance luxury desk in standing mode from the front at an angle.

    (Image credit: BDI)

    6. BDI Stance

    The best luxury office standing desk

    Height: 24–49 inches | Weight support: 150 lbs | Desktop dimensions: 24 x 48 inches | Warranty: Limited 3 year

    Gorgeous
    Super sturdy
    Smooth motorised action
    Cumbersome, two person setup
    Lack of storage

    The first thing you'll notice is that the BDI Stance is gorgeous. The satin-etched tempered glass surface and powder-coated steel legs put it leagues ahead of cheaper standing desks, which often use a laminate surface that is easy to scuff up. BDI claims its glass finish offers protection against scratches and fingerprints, and our experience mostly validates that claim.

    Assembly took a little over an hour, and we recommend having a second person around to help get it upright since it weighs over 100 pounds. The 48 x 24-inch desk was more than enough space for me, though if you need the extra room, these desks also come as large as 66 x 30-inches.

    The only big negative against Stance as a gaming desk is a noticeable lack of storage. An optional keyboard drawer, however, is a great place to hide a keyboard and mouse since there are little cut-outs to run the cable through. The keyboard drawer's surface is an unflattering textured rubber that doesn't make for a great gaming mouse surface for day-to-day use. If you skip the drawer, invest in a giant mousepad to give you all the gaming surface you need without smudging the glass.

    Sure it's super-pricey, but if you have about $1,400 burning a hole in your pocket and are looking to class up your work and play space, the BDI Stance electric lift desks are seriously well-crafted and stylish.

    Best gaming desk FAQ

    What is the best size for a gaming desk?

    There are multiple sizes of gaming desk, mostly going up to around 60 x 30 inches, with 40 x 30 inches another popular size. Which you prefer will largely depend on how much space you have available and how many monitors you are looking to stand atop it.

    Is a gaming desk worth it?

    That depends on what you class as a 'gaming desk.' Indeed, it's worth having a dedicated desk upon which to have your monitor and keyboard and mouse, from an ergonomic point of view at the very least. Balancing your kit on top of a chest of drawers where you can't get your feet under is terrible for your posture and sitting at a dining room table isn't going to help either.

    But specific gaming desks can be helpful in that they may have cable routing for your peripherals and power leads and may even have an entire mouse mat surface across it. RGB on a gaming desk? Now, that's probably not worth it.

    Do I need a sitting/standing desk?

    There has been a lot of talk recently about how our increasingly sedentary lifestyle can harm our health. And if you sit down for much of your working day and then sit down to enjoy your favorite games for hours on end in the evening, then chances are that you're not going to be moving around that much, which is bad.

    But that doesn't necessarily mean you need a standing desk because purely standing all day and night isn't good for you either. Movement is the key thing, so even if you have a sitting desk, you can remain healthy by regularly shifting position and getting up out of your seat often.

    A desk that can transition between both is ideal, as that will offer the benefits of both and encourage you to move between sitting and standing throughout the day. And they don't have to be ridiculously expensive either.

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    Valve is going to do something with the Steam Deck that it hasn't done with any of the previous pieces of hardware it's created: follow it up. Celebrating the launch of the handheld PC in the Asian territories Valve has created an ebook ostensibly to introduce itself to the new audience.

    The Future: more Steam Decks, more SteamOS

    Valve

    But it's not just that, it contains Valve's promises for the longevity of its Steam Deck and SteamOS platform, confirmation that this isn't just going to be a gen one piece of hardware that gets abandoned to the vagaries of time. 

    Under the explicit headline: "The Future: more Steam Decks, more SteamOS" (via GamingOnLinux) it explains how those future Decks might be targeted.

    "In the future," it reads, "Valve will follow up on this product with improvements and iterations to hardware and software, bringing new versions of Steam Deck to market.

    "This is a multi-generational product line. Valve will support Steam Deck and SteamOS well into the foreseeable future. We will learn from the Steam community about new uses for our hardware that we haven’t thought of yet, and we will build new versions to be even more open and capable than the first version of Steam Deck has been."

    Image 1 of 2

    Valve Steam Deck ebook

    (Image credit: Valve)
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    Valve Steam Deck ebook

    (Image credit: Valve)

    This is something the company hasn't committed to with any of its previous forays into hardware, not the Steam Controller, Steam Machine, Steam Link, or Valve Index. There have been rumours and the odd found patent that hint to future adventures in VR, but no-one's expecting a new Steam Controller.

    But, according to Valve, each of its previous hardware developments led them to the Steam Deck. This is where it's landed as a company, and it looks like it's found a natural home in the hardware. And maybe, finally, on the software side, too, when it does finally release SteamOS as a standalone installer that we can just jam onto our own desktop gaming PCs and forget about Windows for a while.

    So, maybe the Steam Machine has had a follow up, after all.

    View the full article

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    Adata's subsidiary brand XPG has just come out with an anime series called Xtreme Saga starring its ambassador Mera, a red-headed fireball with a heart of gold. And while her kawaii semblance truly melts my heart, there appears to be an ulterior motive here. There's something web3 shaped lurking under that adorable facade.

    XPG's area of expertise lies in PC components. It makes RAM, fans and PSUs, as well as peripherals and pre-built systems. Why the company has decided to branch out into "transmedia" storytelling is utterly beyond me, but I figured I'd give it a go. How bad could it be?

    XPG knows its tech, right? So a sci-fi anime from the same company must have some truly simulacrum-disrupting ideologies. Surely there'll be some technologically-fuelled philosophical gems meant to propel us into the next era of animated entertainment.

    Oh.

    From what I can tell, Xtreme Saga is an anime centred around the themes of hope, justice, leadership and empathy, but its execution is so far off the mark I'm seriously on the verge of turning in my weeb badge. It's like some AI generated approximation of what an anime should look like, and I'm not convinced it's even finished.

    Despite my colleagues' concern for my sanity, I somehow managed to get through the first 10 minutes of Xtreme Saga, and I'm already convinced watching the widely detested EX-ARM anime would be a preferable way to spend my afternoon.

    This isn't an anime for intellectuals like you and I.

    Let's just say it's no God Eater, and leave it at that—but that's just my take on the art style.

    The pseudo-philosophy being spouted here hurts me to my core, but this isn't an anime for intellectuals like you and I. It's a gateway for the impressionable into something much less stable than a simple anime obsession.

    Screenshots of XPG's new anime series, Xtreme Saga.

    (Image credit: XPG)

    What strikes me most about it, is that such a superficial anime concept doesn't seem to align with "the core XPG mission statement of ensuring better experiences." And a quick look at the site reveals that it's not about breaking into the world of CGI anime to express some poignant philosophy at all. It never was.

    It's about selling NFTs, of course. 

    "There are several different types of Xtreme Saga merchandise," the press release notes. "Xtreme Saga NFTs, plans for a serialised version of the story in text, and in the future XPG even hopes to produce a feature length animated film."

    Please God, no.

    Your next upgrade

    gCRy5w2W4g8K6Au2cd2Y7C.jpg

    (Image credit: Future)

    Best CPU for gaming: The top chips from Intel and AMD
    Best gaming motherboard: The right boards
    Best graphics card: Your perfect pixel-pusher awaits
    Best SSD for gaming: Get into the game ahead of the rest

    "XPG has stated that Xtreme Saga is meant to last for years to come and hopefully will grow in popularity to the point of being able to produce more content faster in the near future."

    The company talks about the "Xtreme Universe," with XPG admitting it's "in the process of finding the layout of the Metaverse." The site even calls for you to "Activate your gamer instinct, become a [Xtreme Saga Fan Club] NFT collector, and enter a new realm with us, Game to The Xtreme!"

    Welp, it would seem that heart of Mera's isn't necessarily made of gold at all. But it is minted.

    View the full article

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    Explore Sumeru these Genshin Impact 3.0 guides

    Genshin Impact 3.0 forest area

    (Image credit: miHoYo)

    Genshin Impact 3.0: What you need to know
    Genshin Impact Sumeru: How to get there
    Genshin Impact Dendroculus: Where to find
    Genshin Impact Nilotpala Lotus: Ascend Tighnari

    End of the Line is appropriately named for a bow made out of an actual fish, but like the Luxurious Sea Lord claymore, it's hard not to get a kick out of defeating enemies by smacking them with an oversized aquatic creature. Alas, End of the Line is not available through an event; like The Catch polearm from Inazuma, you're going to be doing a whole lot of fishing if you want this bow.

    It ain't a bad weapon, though. End of the Line is a four-star that offers a buff to energy recharge as a substat, and triggers Flowrider when you use an elemental skill, dealing 80% attack as AoE damage when you hit an opponent, up to three times. If you're a no-spend player, it's worth grabbing if you plan on building any archers in the future and want a few more damage-based options. Here's how to get your hands on End of the Line.

    Genshin Impact End of the Line: How to get the fish bow 

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    Genshin Impact fishing association where you get End of the Line

    You can get End of the Line at the Sumeru Fishing Association (Image credit: miHoYo)
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    Genshin Impact End of the Line weapon in the vendor menu

    It's a pretty decent four-star bow considering it's free (Image credit: miHoYo)
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    End of the Line fishing spot

    You can see the spot with all three fish on the official miHoYo map (Image credit: miHoYo official interactive map)

    In order to get yourself the End of the Line bow, you're going to have to head to the Sumeru Fishing Association, just north of Port Ormos on the river. Just like The Catch polearm before it, this weapon is available there in exchange for fish, as are the Original Fish Ointment materials you can use to refine it. Here's what you'll need to get the End of the Line bow itself: 

    • 4 Peach of the Deep Waves
    • 16 Lazurite Axe Marlin
    • 16 Halcyon Jade Axe Marlin

    The ever-handy official Genshin Impact map shows which fish are available at which spots, and while these three are scattered all over Sumeru, you can get them all from a single fishing spot in the north of the Mawtiyima Forest. However, you will need Sugardew Bait to catch them. You can also get this from the Sumeru Fishing Association for three Medaka fish, and you can craft it using Harra Fruit and a Sumeru Rose. Here's also what you'll need for the  Original Fish Ointment: 

    • 2 Peach of the Deep Waves
    • 8 Lazurite Axe Marlin
    • 8 Halcyon Jade Axe Marlin

    Luckily these are the same three fish as above. You can purchase up to four of the refinement materials, boosting End of the Line's ability stats. Most fishing spots restock after three real-world days, but you should probably check each day just to make sure and save yourself some time, since fish respawns are a bit inconsistent in Genshin. 

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    Valve has made a nice little booklet to pair with the Steam Deck. The handheld device is celebrating its launch in a handful of Asian territories with the booklet designed to help consumers understand what the product exactly is and the company behind the tech. It seems Steam wanted a new way to stress that its "hardware is designed to enable you to do things we haven’t thought of yet." Curious. 

    The book is available in English but is mostly designed to show off Valve as a company to new markets. The Steam Deck is about to launch in Japan, South Korea, Taiwan, and Hong Kong so the booklet is available in Japanese, Korean, and Traditional Chinese. Although you can see the booklet online right now, it's intended to be handed out as a physical product at the Tokyo Game Show in Japan next month. If you could pick me up one while you're there, that would be grand, ta.

    The book has a few topics it covers. The first is about Valve's philosophy on product creation and making its "customers happy". The second is Steam's history before rolling into the Steam Deck's history and why it is what it is. Then there is a section on working with Komodo, the company helping Valve launch the product in these new regions. Oh and it also wants you to know how pretty it thinks the Steam Deck is with a lot of pictures. 

    This sort of practice, I think, feels pretty formal and quite polite. I can't ever imagine Valve doing this in the West as Steam is such a synonymous name with gaming that it doesn't need any formal introduction to anyone in games. So to have a booklet to make sure people know Valve is a dependable, upstanding gaming citizen is rather amusing, but certainly quite informative. It'll be interesting to see how the Deck performs in its new regions post-release. 

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    More top Genshin Impact builds

    Genshin Impact Collei with her boomerang

    (Image credit: miHoYo)

    Genshin Impact Collei: Trainee ranger
    Genshin Impact Tighnari: Forest watcher
    Genshin Impact Heizou build: Brawling detective
    Genshin Impact Klee build: Little red bomber
    Genshin Impact Kazuha build: Anemo ronin

    Want to find out more about Genshin Impact's Candace? This upcoming four-star Hydro hero is one of the new Sumeru characters set to arrive in version 3.1. This polearm-user is known as the Guardian of Aaru Village and she will do everything she can to protect the residents under her care.

    With the 3.0 update well underway, we've been busy exploring the new region of Sumeru, the home of the Dendro Archon. If you've managed to successfully wish for one of the new Dendro characters—either Tighnari or Collei—then you'll be learning all about the synergies of the new element. And as luck would have it, Candace's Hydro element should work well with any new team you're building around them.

    If you're ready to find out more, here's what we know about Genshin Impact Candace, including her abilities and the Ascension materials you'll need to level her up.

    Possible release date

    When you can expect to wish for Candace 

    Candace is expected to arrive during the 3.1 update alongside two other Sumeru characters, Nilou and Cyno. As a four-star hero, she's likely to be part of the banner line-up during the first phase which should arrive around October 4

    Of red sands and glimmering gold, her vow to defend stands strong.◆ Candace◆ Golden Vow◆ Guardian of Aaru Village◆ Hydro◆ Sagitta Scutum#GenshinImpact #Candace pic.twitter.com/ah8ioTehPiAugust 22, 2022

    See more

    Abilities

    Candace's abilities 

    Here are Candace's abilities, passives, and constellations—thanks to Honey Hunter, as always. Just be aware that these may see slight changes before Candace's launch.  

    Normal Attack: Gleaming Spear - Guardian Stance
    NormalPerforms up to four consecutive spear strikes.
    ChargedConsumes a certain amount of Stamina to lunge forward, dealing damage to opponents along the way.
    PlungingPlunges from mid-air to strike the ground below, damaging opponents along the path and dealing AoE damage upon impact.

    Elemental Skill
    Sacred Rite: Heron's SanctumCandace's fighting style is capable of warding off an entire tide of foes.
    TapRushes forward with her shield, dealing Hydro damage.
    HoldRaises her shield to block incoming attacks from nearby opponents, forming a barrier that absorbs damage based on her max HP and absorbs Hydro damage 250% more effectively. This barrier lasts until the Elemental Skill is unleashed. After holding for a certain period of time, Candace will finish charging and when the skill button is released, the skill duration expires, or when the barrier is broken, she will perform a leaping strike that deals Hydro damage to opponents in front of her.

    Elemental Burst
    Sacred Rite: Wagtail's TideRaising her weapon high, Candace calls upon a divine blessing that deals AoE Hydro damage, based on her max HP and confers the Prayer of the Crimson Crown on all your party members.
    Prayer of the Crimson CrownCharacters deal increased Elemental damage with their normal attacks. Whenever a character takes the field, they will unleash a rippling wave of water that deals Hydro damage to nearby opponents. There is a limited number of waves that can be triggered in the duration of this skill. Active sword, claymore, and polearm-wielding characters under this effect will obtain a Hydro Infusion.

    Passives
    To Dawn's First LightDecreases climbing stamina consumption for your own party members by 20%. Not stackable with passive talents that provide the same effect.
    Featherflow GuardIf Candace is hit by an attack in the Hold duration of Sacred Rite: Heron's Sanctum, that skill will finish charging instantly.
    Sand ArchCharacters affected by the Prayer of the Crimson Crown caused by Sacred Rite: Wagtail's Tide will deal 0.5% increased damage to opponents for every 1,000 points of Candace's max HP when they deal Elemental damage with their Normal Attacks.

    Constellations
    Returning Heir of the Scarlet SandsThe duration of Prayer of the Crimson Crown effect is increased by three seconds.
    Moon-Piercing BrillianceWhen Sacred Rite: Heron's Guard hits opponents, Candace's max HP will be increased by 20% for 15 seconds.
    Hunter's SupplicationIncreases the level of Sacred Rite: Wagtail's Tide by three. Maximum upgrade level is 15.
    Sentinel OathShortens the Hold cooldown of Sacred Rite: Heron's Guard to be the same as the Tapping cooldown.
    Golden EyeIncreases the level of Sacred Rite: Heron's Guard by three. Maximum upgrade level is 15.
    The OverflowWhen characters (excluding Candace) affected by the Prayer of the Crimson Crown deal Elemental damage to opponents using Normal Attacks, it will unleash the wave attack from Sacred Rite: Wagtail's Tide. This effect can trigger once very 2.3 seconds and triggering this effect will not consume the base Wave instances granted by Prayer of the Crimson Crown.

    Ascension materials

    Genshin Impact 3.0 forest area

    (Image credit: miHoYo)

    Candace's Ascension materials 

    You need to collect materials to level up Candace's stats and talents. These are:

    Character

    Varunada Lazurite is dropped by Oceanids and Hydro Hypostases while the Light Guiding Tetrahedron is rewarded when defeating the Semi-Perpetual Control Matrices enemies. The other items you need are:

    • Redcrest
    • Faded Red Satin/Trimmed Red Silk/Rich Red Brocade

    Redcrest is a flowering fruit found growing in the desert regions of Sumeru, while the red cloth items are drops from the Eremite enemies, also found in the deserts of the new Dendro region.

    Talents

    • Admonition scrolls
    • Faded Red Satin/Trimmed Red Silk/Rich Red Brocade
    • Tears of the Calamitous God
    • Crown of Insight

    Admonition scrolls are rewarded for completing the Steeple of Ignorance domain on Mondays, Thursdays, and Sundays while, as mentioned above, the red cloths are drops from the Eremite enemies

    Meanwhile, Tears of the Calamitous God is a possible reward from the Guardian of Eternity weekly boss and the Crown of Insight is a seasonal event reward. The latter comes from upgrading the Frostbearing Tree in Dragonspine, the Sacred Sakura in Inazuma, or the Lumenstone Adjuvant in The Chasm. 

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    Embracer Group has been on a buying spree frankly so large that it's hard to keep up with all the properties that it owns. Back in May it was announced, however, that the company was in the process of acquiring Crystal Dynamics, Eidos-Montreal, and Square Enix Montreal. Now, a couple of months later, the deed has been done and Embracer now officially owns the lot, among other property too.

    A press release from Embracer Group has confirmed that the translation has been completed. It very plainly states that: "All conditions for the transaction, including regulatory approvals, have now been fulfilled and the transaction may be completed. Embracer has, therefore, today completed the acquisition."

    What might be interesting to consumers specifically is that the document proudly boasts some of the IPs it was interested in procuring with the purchase. The IPs it lists are; Deus Ex, Thief, Legacy of Kain, and Tomb Raider. It's not a confirmation that these are games that will be making a sure appearance under the new Embracer Group, but it shows that its been paying attention to the games that audiences would most likely want to see a return of.

    Embracer Group hasn't stopped there though. It was announced earlier this month that the company was in the process of acquiring another ton of studios and properties including Killing Floor developers Tripwire Interactive, physical game distributor Limited Run Games, Teardown developer Tuxedo Labs, and Middle-earth Enterprises which gives Embracer Group control of The Lord of the Rings.

    Admittedly that's an intimidating prospect. A company owning that much IP is a scary thing, and today's acquisition wasn't popular among some for other reasons: such as Square Enix selling off its Western studios for 'only' $300 million. Though perhaps the bigger problem was that the Japanese publisher intends to use the money to focus on investments in "blockchain, AI, and the cloud."

    Still: maybe this means we'll see Deus Ex reborn. One can dream.

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