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New World

Greedfall 2: Successor of the role -playing game announced

Главные новости игр | GS TIMES [GAMES] 11.04.2019 | Ancestors, Project EVE, Fantasy General 2
The developers of Spiders now announce that the role -playing game Greedfall 2: The Dying World is expected to appear in 2024 for PC and consoles.
It will be a prequel.

The story begins three years before the events of Greedfall.
You play the Teer Fradeborne, who was violently brought to the continent Gacane, while the old world is haunted by wars and the deadly Mail Choir epidemic.
The world of Greedfall 2 is threatened by a man who tries everything to take power.
Through diplomacy, cunning and various skills, the protagonist, together with allies, must oppose his enemies.

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New World

Despite success of Lost Ark

At the end of September 2021, the release of Amazon MMO New World showed us that fans of the genre continued to lechete for new titles. Already directly to the start were over 700,000 players at the same time on Steam active , most hung in the queues.

After just half a year after release, New World has taken pretty much all MMO children’s diseases of queues, server compositions, dupes, bots and glitches and unfortunately lost a lot of players. In the last 30 days, a maximum of 36,000 players were traveling in Aeternum. For 2022, the developers have recently published a roadmap over which many other content has been announced. But can the new features still retrieve players six months after release, or ends New World soon on the MMO cemetery ?

Asmongold believes, New World can still get the curve

Of course, the greatest MMO Streamer Asmongold has also looked up in New World at the end of 2021. Although he is currently visible almost only in the latest MMO-hit Lost Ark , he believes that New World can still consolidate his place in the MMO world despite initial problems.

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Why Players Are Quitting LOST ARK
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“Lost Ark was a great success,” he said. “Lost Ark is the first big success of the Amazon Game Studios.” It has put your other game, New World, in almost every way in the shadows – but you should not forget that AGS is primarily distributors of Lost Ark in the West. However, Asmongold believes that New World can recover. “I Faith that the gaming experience with New World will become better over time” **, he claims. “New World will be similar to Guild Wars 2 insofar as to pay no subscription or something similar.”

“It will give people who just buy the game and come back regularly to play it when new content appears.” He believes that this is the biggest advantage and people could again attract. “Will it ever be big? Will it ever be a great game with the 800,000 simultaneous players who had it at the publication? I do not know. Probably not. I would not bet. But I believe that it is with the It will improve time. “

Advantage of New World: No subscriptions

The reason for this is simply simple: “It’s a game that you can just buy to play it, so there will be many people who want to play it. There is no entry-level hurdle to come back and get the game again gamble”.

As the announced content of the roadmap will arrive for 2022 at players, will probably show it soon. Then you will see if New World will find a place between MMOs like WOW, FFXIV, Guild Wars 2 and the in-house Lost Ark. Are you still playing New World regularly? Are you looking at the upcoming updates? Write us in the comments.

Source | Dexerto

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New World

Microsoft Flight Simulator: Great World

The Microsoft Flight Simulator has received the next big patch : The World Update 8 is available for download. In a current blog entry, the Asobo Studio developers share the patch Notes – and thus details of the changes and innovations. In the foreground of the New World Patches are Spain, Portugal, Gibraltar and Andorra. With the update, the developers play high-resolution graphics for the regions, including new height data, photogrammetry updates and ambient details.

Microsoft Flight Simulator | World Update 8 | New Aircraft & More!

World Update 8: That’s in the patch

With the World Update 8, the Microsoft Flight Simulator 2020 also gives four new hand-made airports: La Seu d’Urgell Airport, Pico, Faro and A Coruna. In addition, there are updated data for 100 already existing airports, as shown by the patch Notes. Among the highlights of the update are also 99 sights , including the Camp Nou football stadium, the concert hall in Tenerife and the Catedral de Murcia. There are also new bush trips and four new discovering flights.

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Microsoft Flight Simulator: Appointment for SIM Update 8, First Sightseeing Flights in Beta Test

The developers of Asobo Studio give a roadmap update for the Microsoft Flight Simulator in a current blog entry.

Which update follows?

Your skills as a pilot also proves you for new landscapers. All other details, including the bugfixes and optimizations from the world update 8, can be found on the website of the Microsoft Flight Simulator 2020. The patch is available for free on PC and Xbox Series X / S as a download. Just a few weeks ago, the makers had already published the SIM update 8. In the near future, a world update for Italy and Malta is at the nearby. The developers promise the largest world update so far with 18 photogramme areas, including twelve graphically upgraded cities. The publication is scheduled for May.

From David Martin
editor
25.03.2022 at 08:30

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New World

Analysis of Ghostwire: Tokyo

APPEARE about GHOSTWIRE: Tokyo, as it usually appeals to talk about what Tango Gameworks does, the study that founded in 2010 Shinji Mikami, authentic basic classic of Japanese development. Mikami da for documentary: Active from the early 90s, the games that come out of their studies always seem to have something to say. From the beginning, however, Ghostwire: Tokyo has turned around other people: the most important is surely Ikumi Nakamura, creative director of the project for four years, that after an explosive appearance in E3 2019 took a step back by their own good; At the same time that she earned recognition and relevance, her health began to resent the pressures and the growing influence of the publisher of her, Bethesda (at the same time own tango Gameworks, via Zenimax), in the development of Ghostwire : Tokyo. She left it, tells himself, when the nightmares became daily: every night Nakamura dreamed that she entered the offices of Tango and none of her companions were there; In the middle of the office, however, there was a strange altar, and when she approached she discovered that in the altar there was a picture of her head.

It is a nightmare that could be part of Ghostwire: Tokyo; In one of his secondary missions, in fact, the ghost of a boss can not rest without knowing what the employees of him thought of him. It is one of the many stories that make up the game, a supernatural adventure whose costumbrism and daily remembers more than the Yakuza than the cosmic scales of Shin Megami Tensei.

Ghostwire: Tokyo begins, yes, with a massive scale event: a mysterious masked figure that seems to communicate from the beyond causes a mass disappearance in Tokyo, a massive exodus of spirits that coincides with the moment when Akito, you Avatar (deceased), is owned by the detective (deceased) KK. We are painted as a relationship of mutual benefit: the spirit of KK needs Akito’s body to continue with his investigations on the mysterious character he has made to disappear all tokyo, and Akito needs, in short, not to be a stationary corpse in the middle From the road to look for and help his sister, who has just passed through a traumatic accident that has hospitalized her. KK by, Akito is introduced into a recognizable but phantasmagoric Tokyo, freeing the city of darkness as he helps the spirits that populate her.

If you want to talk about Ghostwire: Tokyo is, to a large extent, because the game makes merit for it. The starting point is solid and is presented in a very convincing, spectacular and very well-worked way but without losing sight of the background, something like a promise of very seductive and present posa in almost every corner of the game during its first hours : In the relationship between Akito and KK, in the strangeness of a city populated by dark ghosts, in the connections that are formed between the sidequests, decidedly centered on family relationships, friendship, in love, and a main story That soon seems to look more as intimate than the epic. In the worst case, it certainly does shine more in short distances very welcome in a game like this.

Ghostwire: Tokyo Review - The Final Verdict
I explain. Ghostwire: Tokyo is an open world game; Calling it another way is almost deceptive. It is an “open world game” until the last consequences, for good and for bad. Pleasure, maybe something empty but sometimes appetizing, to opening and exploring a world formed by pieces that you already know from other times, only dressed in other costumes, is there; And this time the disguise is amazing, even when the game it is difficult for you to show the best version of yourself, something that can be said of basically all graphic modes included (quality and performance, as usual, but with two variants that unlock the Framerate, and that is what God wants; none is perfect but neither dramatic). Arc torii after arc torii, you go purifying new areas and accessing new stories and emblematic places of Tokyo, finding new items that are helping to define the kind of experience that you want to be Ghostwire: Tokyo, strongly rooted in Japanese traditions and culture, Sometimes almost exaggerated; I once remembered about Borges and the Camels of the Koran reading the numerous and fascinating descriptions of objects and enemies, or diving in the optional stories on the map, surely the most interesting part of the whole game.

But it is also open world for the bad, and the outflowing with which Tango embraces as hard as the formula makes the bad enough more evident than I would have gone well. Beyond the grid of its design, perfectly compartmentalized and measured, it surprises the speed at which all the efforts that the study does undoubtedly make a unique personality to your world vanish as the game feels the need to manage a few Icons on the map. It is a very little organic open world; Abnormally artificial and even in conflict with himself, with his less obvious ideas and his smarter moments, which are not few. What is missing here is not intelligence but ambition or audacity, or a mixture of both.

The combat does not seem like a bad example of this. Although terror and suspense are still very present, and they are the fundamental ingredient of the most striking images of the game, Ghostwire: Tokyo is committed to a more direct approach to clashes against enemies; I think it’s an exaggeration to call it shooter in the first person, but it serves to understand how the thing is going. The key is in the implementation. “We want the player to feel like a tremendous high-tech ninja exorcist who spends spells to defeat innumerable evil spirits,” he said when the game Shinichiro Hara was announced, here Combat Director; The work of it in the 2016 Doom can be seen here as a guarantee of quality of this turn towards action. “To achieve this, we use gestures of complex and reflective hands like the main weapons, instead of simple weapons. Unlike weapons, our gestures allow us to give more movement and personality to player actions, because hands are an organic extension of the character. (…) is Karate mixed with magic. (…) In Ghostwire, spears magic with martial arts movements. “

This combat system, which at first seems to have almost unlimited possibilities, touches ceiling without having managed to go far beyond the shotgun-launched pistol we have seen a thousand and one times, by very colorful and refreshing that are the gestures of the hands, They really give the clashes a very unique touch. Nor unlocking the skill trees or the types of enemies that you face manage to get too far from the tools that the game offers you; There comes a time when you do not know how many monigines with umbrella and how many decapitated schoolgirls you can eliminate before you can start doing it with your eyes closed. The subtleties that are being built around combat, such as the flow of ammunition and health when eliminated enemies or parry simple but effective, nor do they go very far by fault, mainly, of confrontations a little lazy, both for how they are grouped and the enemies are grouped and present As for the same function that they fulfill many times in the missions, scoring them or topped them almost by commitment, as if not having combat were to be less.

I already say that it wants to talk about Ghostwire: Tokyo, and maybe that’s why it is a bit frustrating that the game is actively insisted on not offering much of what to speak. The great mystery of massive disappearances loses bellows while the stories of ghosts that populate the city gain prominence without necessarily gaining weight; The result is a game through which it progresses almost floating, specically, without great dislikes or disappointments but neither with too many joys. Loses fast edge, and does not make great efforts to recover it; As if he himself knew that he does not have the so long wick, the credits arrive in less than twenty hours, less than what other more hypertrophied open world games take to finish their first act.

It is appreciated as soon as possible, but in this case it is not synonymous with conciseness: upside down, to ghostwire: Tokyo The little concretion, a somewhat dislayed development in which the dead times and the empty rides end up removing protagonism To the city and its stories, suggesting a way of playing little natural and free, in which optimizing time and resources at your disposal matters less than soaking in traditions and culture that claim so much attention.

[6]

Categories
New World

Tunic in the test: Because of cute! This indie

Tunic is not a lack of models: There are milestones such as The Legend of Zelda and Dark Souls, but also indie hits such as Hyper Light Drifter, Fez or the underestimated lift have left their marks. Almost six years of development time stuck in Tunic, most of which was worn and implemented by the Indie developer Andrew Shouldice. The result of his long troubles: a clever kleeder for explorers looking for a challenge. Crunchy battles and tricky puzzles also make experienced players on the (patience) test, bloody beginners make way a bow around the game.

If you get involved, you will be rewarded with a motivating adventure, which ultimately unfolds its own identity and then clearly stands out from other “Indie-Zeldas”. Despite some frustration moments, we could hardly place Tunic from the hand and even after playing, we still lure us back a few unresolved puzzles. An unrestricted recommendation will not give Tunic but still not. In the test, we clarify what you need to know before buying.

Table of contents

Page 1. Next page

1.1. Small highlight for explorers

1.2. Even is the fox!

1.3. Cryptic information

1.4. First intimidating, then motivating

1.5. Puzzles about puzzles

1.6. Weaknesses in detail

Page 2. Picture gallery for “Tunic in the test: small fox with great claim”

Small highlight for explorers

Already the opening scene could come from Link’s Awakening: your character – a small fox in green robe – awakens without equipment, hints or destination on a beach. But even before you ask what you have to do at all, the idiosyncratic graphic style stands out: Tunic relies on a polygonary, deliberately chunky look, which with gentle shades, smartly used blur effects and sophisticated lighting a beautiful diorama atmosphere Expressed. The clou on it: The entire gameplay is presented from an isometric top view, so you can not move the camera free, but only tilt with a shoulder button. This means that some parts of the environment can not see simply because they are covered by the level geometry – and exactly in these corners, the designers preferably hid their secret paths and treasures. Tunic to master the name is also really jeden angle stoic, no matter how many times you might pass it by. You will be surprised how many abbreviations and treasure boxes will stumble themselves after many hours!
Small fox with great claim: Do not be fooled by the cute look! Source: Finji

Himself is the fox!

Another reason why one discovered much late (or maybe not): Tunic lets you have a long time in the dark about how it works and what it’s all about. The fantasy world is uninhabited at first glance, you find only a few signs, but most texts are held in illegible symbols that will not help you. Rarely, readable words also immerse, which pretend at least a rough direction: you have to ring magical bells, collect the key, open a gate and defeat any old disaster – and how to do everything you should find out yourself. Tunic likes to strengthen many, but the holey story is definitely not of it.
Challenging: In the fighting, you often have to avoid lightning fast or blocking attacks. Source: Finji At first you are still unarmed, but after a few minutes you will get a stick and shortly thereafter a sword, with which you can reduce your opponent, but also grasses and bushes. So you set the next way, discovered a cave, which now leads you into a small forest. Soon you will receive a sign where you keep enemies from the body and ware of bullets. And above all, you learn to deal with your scarce endurance indicator: Only those who block at the right moment or drops an evasive role, in the long term, has a chance of all the monsters, sword fighters, giant spiders, undead, machines and occultists who attack you aggressively. (At the latest here, it is also clear that Tunic is best playing with the Gamepad, the keyboard control is hard to use.) The opponents are dogs, but share sharply and take the pursuit. Always keep open in the eyes after treasure boxes, in it discovers enormously important items, with which you can increase your fighting power, stamina and defense permanently. How exactly works, however, does not just tell you the game, because classic tutorials will not be found in Tunic far and wide.

Cryptic information

The instructions you have to put together first, then you will keep useful cards and tens of cryptical clues. Source: Finji instead, you always collect pages from a game guide on the go, which can be assembled your piece for piece and studying at any time in the pause menu. The digital booklet is beautifully designed in the style old Nintendo classic and covers a whole lot from the control over useful cards to concrete puzzle tips. Basically sympathetic: here and there you can even find notes that look like she would have scribbled someone with the pen directly into the magazine. The longer you play, the more pages you find, the more time you spend with the valuable instructions – although it basically already represents a mystery. Because even here there are a lot of texts in cryptic symbol language, many notes and functions do not even open up at second glance. A panacea is the instructions so not, alone because you often confront with features before you found the right side. So you have to find out first, what it has.

For example, you will discover one of 15 coins sooner or later. What you should do with it? Try out! From time to time it also refers to special cards that miss you passive properties. But what qualities are exactly? For some cards we still do not know it – and we played the thing!

Image gallery (Enlarge view for sources)

Even the Zelda-typical bombs that we received early in the game have surprised us: Tunic does not give us any time that you can not only brush up opponents, but can also free secret passages. There are no cracked walls, no indications of brittle places, nothing you would expect in such a game. You just have to try it. Likewise obliquely: The more bombs we buy and use, the more we get away from the game as soon as we rest at a storage point. The bomb stock is getting bigger in this way. A justification? Does not deliver the game.

The magical hourglass, one of the most useful items throughout the game, is even completely optional: Anyone who does not thoroughly search the world thoroughly and keeps thinking about the perspective with the shoulder button, perhaps piercing tracks over – it is at the latest at the club hard endboss at the latest Extremely practical.

Only intimidating, then motivating

Developer Shouldice obviously enjoys explaining as little as possible. You have to get involved, otherwise Tunic can quickly become a frustrating experience. But if you have become accustomed to such a peculiarity, you can also sink wonderfully in the game, which is especially true for exploring: Your adventure leads you through a central, clever upworld, over which you reach different zones and dungeons, below Forests and semi-sunbed temples, a mine, sewerage, a kind of underground factory or a cemetery, which we can enter only in ghost design. Although the nested leveldesign can initially be intimidating, the world is actually surprisingly compact. If you then discovered a few secret passes and speed points, you will find yourself effortlessly. That makes the backtracking bearable.

The scope is still fine for the price of 28 euros: At least ten hours you should plan to schedule until you reach the endboss (nobody has said anything yet). Anyone who wants to discover many secrets on the way and knack puzzles is loosely busy twice as long. We have not seen everything after 25 hours.

But some parts of the world can only be completely explored if your specific equipment collected, including a magical gripping hook, a wand or gas mask. Before someone now “Metroidvania!” Calls, we have to disappoint you: Overall, you find very few items, sometimes the stuff is even completely optional. For example, in the middle of the game one finds, for example, a kind of shotgun, which we have done as good as never. This also applies to the boss fights, which expect you at the end of the larger dungeons: here you need practically never a special tool, but especially on lightning fast reflexes, a big bomb stock and your scarce healing drinks. Some bosses can be fooled without stress, others, however, have it properly in themselves and should also make experienced players on the test.
The unusual graphic style cares together with the relaxed music for a distinctive atmosphere. Source: Finji In particular in the last third, two boss battles have really annoyed us, we have felt the final fight almost already as unfair. After more than twenty starts, we still packed it, but only with mass luggage in the luggage, for which we had faved the necessary money extra. So you should not underestimate the degree of difficulty: where Dark Souls fans may only tired with the eyelash, could “normal players”, which expect a cozy Indie-Zelda in the style of Blossom Tales, often reach their frustration border.

Puzzles about puzzles

In addition to the fighting, the puzzles also provide reliable for head scratches: In the later game, we will learn a kind of magic system, which is completely operated over the control cross or the arrow keys (in the game as a “holy cross” described). Top, bottom, right, right, left, top, bottom, left – such keyboard shortcuts are hidden everywhere in the game world, on walls, in tiles on the ground, even a few flowers or the wings of a windmill can contain a code. Partly you will not remember after many hours that you are already carefully booted at such a secret. Some tasks are immediately done, for others you have to think about the corner. All the more motivators then the moment when you come to the solution!

The spells open secret doors, let treasure chests appear or make the way to hidden chambers. A special search magic leads us to end also to hidden fairies that we need to complete the important guidance. This is actually fun and ensures that we want to search the world thoroughly after secrets. (Small tip: Keep your note and pen ready!) However, the magic system also annoys in the long run, especially if our entries are not recognized correctly. Why, unfortunately one can only advise. There is also no way to save already known spells or combinations so you can handle it quickly. That would have gone more elegant.
Despite Fixer Perspective: Even in the non-visible parts of the game world, Zig Secrets are hidden. Source: Finji

Weaknesses in detail

Also questionable: If you open the inventory, the game will not stop, opponents can attack you unhindered. This is especially annoying because you can only occupy three action buttons with weapons, equipment or consumables. Since a slot is practically always occupied with the sword, only two seats remain. Until you fished the urgently needed manaboosters or the ice bomb out of the backpack, a boss may have long since moved to the pell. A comfortable quick access bar or at least an optional slow-motion effect would have intercepted frustration here. In the options menu, however, only a few loveless cheats can be found, with which you can switch off the endurance consumption, for example. However, a second, “normal” level of difficulty would have been much better.

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Technically, Tunic ran in our PC trial version mostly round and very fluid, but we have discovered a few bugs in the level geometry here. For example, we slipped in the mining area promptly through the soil and plunged in death when we looked after a hill. With a special upgrade, which one receives just before the end, your fox can also be lightning fast through the game world Dashens – this is extremely practical, but it can happen here and there sometimes that you land through walls clip or landed in a place where you should not go. That’s not the world, but feels a bit unclean.

My opinion

From field contactor
editor
[Email Protected]

The cute façade is feigned: Tunic is not aimed at beginners!

Tunic did not make it easy for me: the at best indestructive information, the tricky fighting and the many moments in which I really considered what the game actually wants from me, initially intimidated me. But after a while, the spark is still over jumped and I could barely put it out of hand: Tunic carries his cryptic concept a bit too proud for my taste, but whoever gets involved, is also with an atmospheric, Demanding and amazingly motivating adventure rewarded, which you gradually decrypt yourself. Above all, discoverers and puzzle friends who want to turn every stone in a game world come to their money’s worth. But who expects a solid story and quickly throws the towel in tricky bosses, should better make a big bow around the game. My tip for those who are more looking for a classic Zelda experience: rather attacks Blossom Tales or Ocean’s Heart. But if you want a game that does not precede you for a change, then Tunic is the right indie adventure for you.

TUNIC (PC)

8/10

Pro Contra

Handsome graphic style
Clever built game world
To discover a lot of secrets
Demand the degree of difficulty
Cool guide-in-game concept
Pleasant music malay

Exaggerated heavy final fight
Some items remain completely unclear to the end
Little equipment to collect
Code input sometimes inaccurate and laboriously
Story completely irrelevant and fragment

OTHER PROS & CONS…

Tunic is available for Xbox Series S / X, Xbox One and PC, the price is 28 euros. Contrary to earlier messages, TUNIC is also already included in the Xbox Game Pass. For the test, however, only the PC version was present, the console version was not quite final, according to developers. We will complement the Xbox rating soon. TUNIC’s PC version is available via Steam, Epic Games, Gog and Humble Store. Voice output does not exist, but the (readable) texts are optional in German.

From Felix Schütz
editor
16.03.2022 at 20:07

Categories
New World

Builder races for victory and overall

2010 FIFA World Cup is the main video clip game of the 2010 World Cup created by EA Sporting activities. He was revealed on January 26, 2010, and went on sale on April 27 of that exact same year for Xbox360, PSP, Wii and also PlayStation 3.

The 28-year-old won the parallel giant slalom on the Simone on Friday in Austria and thus took over the lead in the overall World Cup. In the final he sat down against the Slovenian Tim Master.

In the destination room, builder tore the board of the feet and jumped his colleagues from the German team to the arms. It was already his fifth World Cup victory and his fourth podium in this winter. Twice he became first, twice second. I’m really fun at the moment, said the athlete of SC Aising-Pasing, which also belongs to the pot favorites at the games in China. Builder teammate Elias Huber failed in the last single race before the season highlight in February in the second round.

Lightning

Rochester for the first time on the podium

In the ladies, Melanie Rochester Meanwhile, for the first time in her career drove to a World Cup podium. The 25-year-old from the PSV Bischofswiesen and the Russian Sofia Nadirs china arrived at the same time at the same time and shared the third place. The two-time total World Cup winner Ramona Paymaster failed in the quarterfinals at the later surprise wine Aleksandra Karol from Poland. Also, for Carolina Langenhorst was in the round of the best eight conclusion. On Saturday there is still a mixed-deamvent.