While there is plenty of scrap topside in My Time at Sandrock, you’re going to need to delve into the ruins of pre-calamity civilization if you really want the good stuff. After 330 years of disuse, the earth itself has overtaken these old shopping malls and office buildings leaving them full of rock and mineral. Grab your pickhammer, pack your snacks, and delve down in search of riches. Just make sure you’re back to bed before midnight.

Earning the ability to mine

There are a few places to mine in My Time at Sandrock. You’ll gain access to the first after you’ve created the cranes for the scrapyard. Once these are in place, you can descend to the first area, the Eufaula Salvage Abandoned Ruins. Be careful: My Time at Sandrock absolutely has fall damage, and trying to bypass the elevator is a good way to see what the penalty for death is.

Other ruins open up as you progress through the story. If you’re the type to lean hard on resource stockpiling, you will want to take the occasional break to help the townspeople, if only so you’re provided with fresh rock to break.

The rewards of mining

It’s important to delve into the mines for a few reasons. Most obviously, it’s a great way to find resources; specifically minerals like copper and tin. While looking around in there, however, you can find parts of artifacts that can be assembled at the museum and donated. Donate enough of them, and you’ll start earning bonuses. Lastly, you can find rare parts hidden throughout. Things like coils and engines can only be found by delving into the mines. These may not be immediately useful, but make sure you have them stashed away for later.

Mining is a key aspect of life in Sandrock.

How to mine

Most mining is done with the pickhammer. Since the mines are located in futuristic, pre-catastrophe buildings, it’s pretty easy to spot what can be cut through. It’s the dirt. Chances are that anything brown will give way to your pick. You can dig in just about any direction, just point and swing.

If you dig yourself into a hole, you’ve been equipped with a jetpack that has unlimited lift. Likewise, some areas of the mine are more vertically-oriented, so being able to float up to higher areas is useful just in terms of getting around.

Finally, you’ll want to make use of your scanner. While this annoyingly hides most of your UI, it will show where doors are hidden and where rare gear is buried. Unless you plan on just digging the place clean, the scanner is indispensable for avoiding unnecessary work. With it just pointing you to the good stuff, there’s no need to just dig aimlessly.

Delving deeper

You should also consider making as much progress as possible in each of the mines early on. Lower floors have better loot, and the elevators on each odd floor provide a shortcut to get to them quicker. For example, in the first mine, lower areas start providing you with tin ore, which can be turned into bronze; an important ingredient for upgrading your tools.

Speaking of which, before you get too far ahead of yourself, note that certain resources can only be cracked open by tools of a certain level. You’ll need the bronze pick, for example, to break apart larger copper veins. However, tin and other artifacts can be unearthed with the basic one.

Managing your energy is important when working in the mines.

It’s dangerous to go alone

While the first mine is relatively peaceful, don’t get used to it. Other ruins have enemies lurking around that you’d best be ready for. Remember that there’s no rush in My Time at Sandrock, so make the effort of improving your combat skills and weaponry before putting them to the test against baddies. There’s a lot worse roaming about than rocket chickens.

These foes get more difficult the deeper you go, so you will want to make sure you take the time to hone your skills and sharpen your blades. Otherwise, you’ll be seeing the game-over screen a few more times than you’d like.

You can always go home

If things get too hairy or your character gets tuckered out, you can immediately return to the entrance to the mine by bringing up the map screen and pressing the button corresponding to “leave ruins” (found at the bottom of the screen). This will instantaneously kick you back to the entrance, saving you the effort of having to dig your way back out.

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Memory vendor TeamGroup has announced two new T-Force Delta RGB DDR5 memory kits during Computex 2022, being held in Taipei, Taiwan. This includes a high-frequency kit clocked to DDR5-6600 with a latency of CL34, as well as a low-latency kit operating at DDR5-6000 CL30. Both will be available in black or white and come with RGB LEDs.

Intel was the first company to introduce DDR5 memory to the desktop market in November 2021 with its 12th Gen Core series of processors. During its keynote at Computex, AMD announced that its latest Ryzen 7000 processors, due in the fall, will also support DDR5 memory, among many other interesting features. We did test how well DDR5 memory scales on Intel’s 12th Gen Alder Lake platform, and there is merit to using both high-frequency and low latencies to maximize performance.

TeamGroup intends to add two new speed grades of its T-Force Delta RGB DDR5 memory, one with DDR5-6600 CL34 specifications and one with DDR5-6000 CL30. Both variants will be available in 32 GB kits (2 x 16 GB), with options including a striking white or subtle black heatsink. Both color schemes include an RGB-enabled lightbar with a 120° angle with smart RGB customization control. TeamGroup states that it uses carefully selected memory ICs, but they don’t specify which manufacturer’s DRAM the kits will be using.

The TeamGroup T-Force Delta RGB DDR5-6600 CL34 and DDR5-6000 CL30 are expected to hit retail shelves in July, but we currently don’t have any details on pricing.

Source: TeamGroup

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Destiny 2: Season of the Haunted has arrived with a full revamp of the Solar subclass, although not every element of this Guardian skill-tree has been unlocked. This is by design, as Bungie explained that players will be able to unlock additional Fragments for Solar 3.0 by completing a number of Nightmare Containments, this season’s new public event.

The key to completing this activity will be teamwork, as Bungie added that full fireteams will earn double the progression points for the community goal. As an example, one Guardian completing a Nightmare Containment run counts as a single completion point, but a three-person fireteam will count for six points. Bungie explained in its weekly blog post that once the Destiny 2 community hits 20 million completions of Nightmare Containment, the following Fragments will be unlocked:

Ember of EmpyreanEmber of CharEmber of AshesEmber of Wonder

While those four Fragments are locked away, Bungie did note that several veteran players had already unlocked the Ember of Ashes and the Ember of Wonder due to them having previously built into the Solar subclass.

Some players have also been unable to acquire Fragments that should have been unlocked for everyone at the start of Season of the Haunted, specifically Ember of Eruption and Ember of Searing. While Bungie is working to rectify this situation, anyone who has unlocked Solar Fragments early won’t have to worry about them being removed from their Guardian builds.

In case you missed it, you can check out the Solar 3.0 trailer to see how the overhauled subclass will turn your Guardian into a fire god. If you’re looking for guides, we also have features on how to get the Trespasser Exotic catalyst, the best early vendor upgrades, how to get Opulent weapons, and where to find Calus bobbleheads.

Read MoreGameSpot – Game News

Gotham Knights has a large sandbox for players to explore, and depending on which hero you choose, Batman’s proteges all have a unique method for getting around the city. Red Hood taps into mystical powers to create spiritual platforms that he can leap off of, Batgirl has a more traditional gliding mechanic, and Nightwing takes to the sky with a device that fans have jokingly referred to as a Fortnite glider.

In a Discord A&A session, creative director Patrick Redding explained the inspiration behind the glider that’s nicknamed “the Flying Trapeze” in Gotham Knights. Developer Warner Bros. Montreal took inspiration from some of the classic issues of the Nightwing comic book series where he made use of several jet-powered gliders that echoed his circus upbringing.

“We liked the death-defying angle of him looking at all the various stealth drones in Batman’s arsenal and calculating that he could just get away with hanging off one of the smaller models and still be able to maintain or gain altitude with it,” Redding explained. “It’s designed to feel a bit improvised, and dependent on his extreme athleticism, which fits Nightwing’s approach to everything. Flying it has such a different feel from Batgirl’s cape-gliding, and it blends really well with his bigger parkour and leap moves, as well as with grappling.”

All four characters have a different rhythm to their traversal gameplay when it comes to verticality, as game director Geoff Ellenor added that Warner Bros. Montreal wanted each character to feel unique in their design. Batgirl’s gliding plays with the wind to create a certain sensation of speed, Red Hood’s jumping was designed to feel like fast-paced platforming, and Robin’s teleport has a snappy feel to it.

“Nightwing’s glider feels different because it’s a machine, and you can angle it to climb up and around tall buildings, as well as glide,” Ellenor explained. “They’re all really different in feel, and until you play them for a little bit, it’s hard to appreciate how much it changes how you roam around Gotham.”

When it comes to combat, each character also caters to specific archetypes and roles. Robin is the best stealth-focused hero, Batgirl can hack the environment to give her an edge and has health-focused powers, and Nightwing mixes combat mobility skills with co-op support abilities. Red Hood is the tank of the group and deals high long-range damage while also being skilled at breaking up clusters of enemies. You won’t have to stick to those roles though, as depending on the gear equipped and the skills you invest in, each character can specialize in other fields.

Gotham Knights will release on PC, PS5, and Xbox Series X|S on October 25. The recent gameplay trailer for Gotham Knights has shown more of the game off in greater detail, and for everything else, you can check out GameSpot’s feature on everything that we know about Gotham Knights so far.

Read MoreGameSpot – Game News

Fortnite Chapter 3 Season 3 battle pass has reportedly leaked, as has the June Crew Pack.

The leak began to pick up traction when well-known Fortnite content creator Hypex tweeted about it.

POSSIBLY LEAKED SEASON 3 BATTLEPASS & JUNE CREW PACK!
This was apparently posted on 4chan last night. I highly doubt it’s fake as it’s WAY too much effort for someone to fake something like this, but who knows.. pic.twitter.com/gMQSneoYRA

— HYPEX (@HYPEX) May 25, 2022

Although this leak could be fake because it was originally posted on 4chan, some of the skins align with previous reports. It’s been long-rumored that characters like Darth Vader and Indiana Jones would make an appearance as playable characters on the island.

Having Darth Vader as a playable character in the battle pass makes sense since the Disney+ show Obi-Wan Kenobi is set to release on May 27, 2022. Just like how in Chapter 3 Season 2, Doctor Strange was a part of the battle pass. Around the time, Doctor Strange in the Multiverse of Madness was set to release in theatres.

Under the Coming Soon tab, you can see Indiana Jones as a playable character on the top-right of the image. In Chapter 3, Season 2, the Prowler was labeled as coming soon until midseason, and the only way to unlock him was by completing a series of quests. Players will have to wait to unlock Indiana Jones if this leak is accurate.

Right underneath Indiana Jones, we see another variant of the Mecha Team Leader skin under the Fortnite Crew tab for June. This also aligns with the upcoming Collision Event set to take place on June 4. The rest of the images seem to show off original Fortnite characters, and one that you may need to assemble as the season continues.

For more Fortnite news, check out our guide on completing Week 10 Resistance Quests and our Rail Gun And Recon Scanner: Locations, Stats, And How They Work.

Read MoreGameSpot – Game News

Vampire survival-RPG V Rising is Steam’s latest breakout hit, and while console players may be clamoring to get in on the blood-sucking action, developer Stunlock Studios says there is a lot of work to be done on the PC version first before a console version can be a possibility.

“Stunlock Studios’ focus is to first make V Rising the best it can be for PC; and as we’ve only just released the game in Early Access, there is still a lot of work to be done,” Stunlock said in an official statement shared with GameSpot. “That said, further down the line we will look into the possibilities of bringing the game to console and other platforms.”

The game released on Steam Early Access last week and since then has sold more than 1 million copies. While there is already a lot of content in V Rising for players to sink their teeth into, Stunlock plans to add more biomes, dungeons, crafting recipes, castle decorations, enemies, spells, and weapons over the course of Early Access.

Stunlock’s goal is to “finalize” the game and leave Early Access within the next 12 months, after which the price of the game will likely go up from its current $20. Currently, V Rising does not include controller support, which would obviously be needed for the game to come to Xbox, Switch, or PlayStation. According to the official V Rising Twitter, there are no current plans to work on the feature, though that could change, with the account also stating that controller support “isn’t impossible, but I wouldn’t expect it.”

In a recent interview with IGN, Stunlock community manager Jeremy Fielding said the game’s runaway success surprised him.

“I absolutely did not expect this many people,” Fielding said. “I don’t think anybody expected it to be quite this big.”

Even after leaving Early Access, Fielding makes clear there is still plenty that could be done when it comes to adding to and expanding V Rising.

“I think that when we do get to full release people will really realize what our intention is in this being a fully fleshed-out experience,” Fielding said. “And then after that there’s still so many things we can do.”

Read MoreGameSpot – Game News

Before most of us were using the phrase “live-service games,” Dying Light was already showing us what it could mean. The open-world zombie game did alright with critics, but it found a passionate fanbase that stuck by it for years and years. Despite its original release date coming over seven years ago, the cult-favorite has received updates as recently as this year, even as its sequel, Dying Light 2, launched in February.

That commitment has always stuck out as atypical. Dying Light was largely a single-player game. There was no in-game currency, no weekly or daily grinds for fans. These staples of other live-service games of the modern-day are absent from Techland’s breakout hit. More often than not, it was sizeable updates and expansions, both free and paid, coming to the game. It even featured several crossovers which, like the game’s lengthy roadmap as a whole, now look ahead of their time in retrospect.

Recently, GameSpot caught up with Dying Light 2’s lead designer, Tymon Smektala, who has been at the forefront of the game’s post-launch roadmap. On Twitter, you’ll often find him polling the rabid-as-ever fanbase on things like New Game Plus expectations, combat tweaks, and other changes to a game Techland promises will get at least five years of support.

We wanted to know what it’s like to build on a successful series so directly with the fans, when to follow your convictions versus when to pivot, and whether the team has any plans to dramatically reimagine Dying Light 2 as we saw more than once with its predecessor. As usual, Smektala had a lot to share.

GameSpot: Dying Light 2 recently received its New Game Plus mode, which seemed to come together using a lot of public feedback from fans. What is it like developing content like that so directly with the players?

Tymon Smektala: It’s absolutely normal for us, basically a formalized part of our creation process. We understand that after we release the game it’s almost not ours anymore–we’re just “guardians of the temple,” whose work is to make sure that everyone inside is enjoying the game and how it develops. Direct, deep communication with our community is our secret weapon. Of course, it’s tough sometimes, also emotionally, as there are always different opinions and not everybody is liking everything, but it allows us to get honest, true feedback about our game, which in turn allows us to make it better for everyone.

Are there things that players have recommended that the team wasn’t considering previously but is now intending on bringing to the game. If so, can you give examples?

I’m not sure if there’s anything really prominent that we didn’t think of but definitely there are ideas we already had on the table, either designed or prototyped internally, that we didn’t think would be requested so quickly. One example of this is the new Agent Ranks–a chapter-based meta-game that we’ll be introducing before the summer holidays even though initially we wanted to do it a little bit later.

What surprised us is that people have basically binged our game. Those that got into it have been playing it passionately, which means they went through most of the stuff we had in quicker than we thought. Communicating with the community allows us to also identify smaller features or ideas which we didn’t consider that important, but we discovered that they excite bigger parts of the community than we anticipated.

Dying Light 2 Stay Human is said to receive five years of support. How much of the roadmap does the team have set in stone and how much is still to be decided? Is flexibility in this regard a good thing?

That’s a great question! We cross-check all of the opinions expressed online with data coming from the game itself, so we have a pretty clear picture of various needs and wants. That’s why we designed the first 12-28 months to purposefully experiment with new things, different types of content. So the first phase is just that–us trying different stuff: narrative and pure gameplay, single-player and co-op, etc.

We have a clear vision of where we want Dying Light 2 Stay Human to be in 2027, but after the initial phase, only the big steps are planned at this point. We want to fill the rest with the data and feedback that our community will surely give us.

Glider, weapon degradation, Dying Light 2 is basically Zelda with swearing.

How do you balance the cadence of further polishing the game with adding new content? How have the players responded to this balancing act so far?

This is tough, especially since our launch wasn’t as seamless as we had hoped for, mainly due to the amazing interest in the game. When you prepare the game for launch it’s being played, tested, and verified by a few hundred people. But when you release it–in our case–it’s being digested by three million people over the launch weekend, and all of the edge cases pop out.

At the same time, with such a successful game, gamers start demanding new things or just tweaks and updates. And you have a team that’s usually a little bit tired after the road leading to launch, it’s always a moment of releasing tension, going on holidays, etc. So it’s not a perfect setup, but thankfully we’ve put most (if not all) of the launch woes behind us, and we can focus on new stuff. When it comes to balancing what to do, you definitely go for the polish first, it’s unacceptable to let things that ruin the experience for some of your players stay in the game for longer, so this is your laser focus.

The original Dying Light’s post-launch support seemed to far exceed that of other games like it during its lifespan. How do you build on that for Dying Light 2?

In a way, we made it hard for ourselves by giving players such a luxurious support for the first game. For the second outing, it’s never as simple to just give the same, you are always expected to deliver more. Thankfully the plans for the first game were mostly formulated–especially in the initial phase–as we went along. This time around we have a plan that we can stick to and follow, of course allowing ourselves a degree of flexibility if a need arises.

Dying Light featured a lot of tie-ins with other properties, like Left 4 Dead and Rust. These days, crossovers are even more common in games. What kind of crossovers might the team want to do or have planned for Dying Light 2?

Unfortunately, I don’t have much to confirm at this point, since aside from great ideas and exchange of creativity between studios and devs it usually also involves a communication plan for both parties. I don’t want to spoil anything for our comms team.

Dying Light also featured the Hellraid DLC, which reimagined the game in a fantasy setting. Will Dying Light 2 feature any genre-bending content like this?

Hopefully so. But again it’s too early to talk specifics. The only thing I can say is that creativity is actually one of the strongest suits of Techland–so I hope we’ll manage to surprise you from time to time over those five years.

Are there features you’d like to implement that may be difficult on last-gen hardware? If so, might we see some features come to the current-gen and PC versions exclusively?

Nothing like that is planned at this point, but of course, we’ll look at how the market situation develops.

Dying Light’s major expansion, The Following, erased a lot of the game’s verticality in favor of open-world driving elements. The parkour is arguably the sequel’s strongest feature. How do you intend to refresh the game’s features with a major expansion in a way that will satisfy fans? What’s it like trying to reinvent your game in such a way that will feel rejuvenating but not alienating?

TS: It’s hard and we took a wild guess with The Following. Thankfully it paid off, which actually also gave us a lot of confidence to not be afraid of trying new things. But definitely the initial phase of post-launch support for Dying Light 2 Stay Human will focus on the elements that made the game successful. What we do instead is we put a different spin on those gameplay pillars, presenting them in a new context. We’ll see what the community has to say about this approach.

The story introduced many characters who would appear suited for future story expansions from a new point of view.

Are there things you wish you did differently in the lead-up to Dying Light 2’s launch that the post-launch roadmap now lets you focus on?

It kinda correlates with your previous question about not alienating the audience. We took some brave decisions in how the day/night cycle works for example, which changed the “atmosphere” of the game, and even though we see hard data that tell us we achieved what we wanted with those changes, affecting player behavior to spend more time in darkness, there’s a very vocal part of our community that would like us to bring back some of those old rules and settings. Internally we’re discussing if we can deliver on that request as a part of our post-launch.

Overall, how has the reaction been from the fans so far, both in terms of the launch and the first few months of patches since then?

It’s been amazing, I can’t praise our community enough. There’s no denying we have hit some rough patch here and there in the release window. Every developer would love to have a seamless launch, it’s the culmination of our work, an endpoint of a very wild adventure, so you want it to be perfect–our launch was good but definitely wasn’t perfect. But the community was very supportive and very understanding and this made us want to give the love back even more. Of course, we can’t just run around the globe dealing hugs and kisses, so we’ll focus on quality content pumped at a steady rate.

Dying Light 2 is available now on PC, Xbox Series X, PS5, Xbox One, PS4. A cloud-based version is coming to Switch in 2022.

Read MoreGameSpot – Game News

It took the semiconductor industry over a decade to prep everything needed for production of chips using extreme ultraviolet (EUV) lithography. It looks like it is going to take a lot less to reach the next level — EUV with High-NA.

Higher Resolution Needed

Nowadays the most advanced chips are made on 5/4-nm-class process using EUV lithography ASML’s Twinscan NXE:3400C (and similar) systems that feature a 0.33 numerical aperture (NA) optics, which provides a 13 nm resolution. This resolution is good enough for a single-pattern approach at 7 nm/6 nm nodes with 36 nm ~ 38 nm pitches and at 5nm with 30 nm ~ 32 nm pitches. But as pitches get below 30 nm (at beyond 5 nm nodes) the 13 nm resolution might call for dual lithographic exposure that is going to be used for years to come. 

For post-3nm nodes, ASML and its partners are working on a brand-new EUV tool — the Twinscan EXE:5000-series — featuring a 0.55 NA (High-NA) lens capable of an 8nm resolution, which is projected to avoid multipatterning at 3 nm and beyond. The new High-NA scanners are still in development, they are expected to be extremely complex, very large, and expensive — each of them will cost over $400 million. High-NA will require not only new optics, but a new light source too, and even new fab buildings to accomodate the larger machines, which will require major investments.

But in a bid to keep scaling performance, power, area, and costs (PPAc) of semiconductors, leading makers of logic chips and memory devices are willing to adopt new technologies, and High-NA EUV scanners are crucially important for post 3-nm nodes. As a result, demand for High-NA tools is, well, pretty high. 

10 to 20 High-NA Systems to Be Delivered

Several weeks ago, ASML disclosed that it had received multiple orders in Q1 2022 for its High-NA Twinscan EXE:5200 systems (EUV 0.55 NA) from both logic and DRAM customers. Last week it clarified that it had five orders for pilot High-NA scanners due to be delivered in 2024 and ‘over five’ orders for subsequent models featuring higher productivity that will be delivered starting from 2025, reports Reuters.

Interestingly, back in 2020 ~ 2021, ASML said that it had has received High-NA commitments from three customers, for a total of up to 12 systems. Keeping in mind that logic makers are usually the first to adopt leading edge tools, it is safe to bet that Intel, Samsung Foundry, and TSMC committed in 2020 ~ 2021 to get pre-production High-NA scanners. Moreover, ASML has already started building the first High-NA system, which will be completed in 2023 and will be used by Imec and ASML customers for research and development purposes.

“On High-NA EUV, we are making good progress and have currently started the integration of the first High-NA system in our new cleanroom in Veldhoven,” said Peter Wennink, chief executive of ASML. “We received multiple orders for our EXE:5200 system in Q1. We also received additional EXE:5200 orders this month, April. With these bookings, we now have High-NA orders from three Logic and two Memory customers. The EXE:5200 is ASML’s next model High-NA system and will provide the next step for lithography performance and productivity.”

ASML’s Twinscan EXE:5200 is considerably more complex than regular Twinscan NXE:3400C machines, so it takes longer time to build these tools. The company hopes that it will be able to deliver as many as 20 High-NA systems in mid-term future, which probably means that its customers will have to compete for these machines.

“We are also discussing with our supply chain partners to secure a capacity of around 20 EUV 0.55NA systems in the medium term,” said Wennink. 

Intel First to Adopt Pre-Production Tools

So far, the only process technology confirmed to use ASML’s High-NA tools is Intel’s 18A node and that one was once scheduled to enter high-volume production in 2025, around the time when ASML starts to deliver its production High-NA EUV systems. But recently Intel pulled-in the start of18A production to the second half of 2024 and indicated that it could use ASML’s Twinscan NXE:3600D or NXE:3800E for its 18A manufacturing, presumably via multi-patterning.

While Intel’s 18A technology would greatly benefit from High-NA EUV tools, it looks like Intel does not necessarily need Twinscan EXE:5200 machines for this node. Usage of multi-patterning for commercial chips means a longer product cycle, lower productivity, higher risks, and potentially lower yields (though the latter is not cast in stone). Yet, it looks like Intel wants its 18A node to arrive as soon as possible, perhaps because it considers it a major tool that will allow it to recapture process technology leadership from TSMC. Consequently, Intel’s updated plans are now to phase in High-NA tooling during 18A’s lifecycle if the tools are completed on time.

Of course, it remains to be seen whether usage of 0.33 NA EUV scanners for 18A will offer enough productivity for Intel and customers of Intel Foundry Services. But, at least in 2024, Intel is not going to have any choice but to use machines that it has.

Other leading makers of semiconductors — TSMC, Samsung, SK Hynix, and Micron — will also inevitably adopt High-NA EUV for high-volume manufacturing of chips. The only question is when exactly this is when exactly this is set to happen. 

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Dead Space creator Glen Schofield revealed new information on The Callisto Protocol, a sci-fi horror game set in the PUBG universe. Schofield provided more details on the game’s combat, its connection to PUBG Battlegrounds, and even the Dead Space influences that have crept into its design, to create an unsettling and gruesome combination of outer space terror.

The Callisto Protocol is set 300 years in the future, and players will take on the role of Lee, a cargo pilot stuck on the monster-infested moon of Jupiter, Callisto. Lee will have to gather weapons as he fights to survive, and during the demo shown to Game Informer, he was seen wielding a pistol, shotgun, baton, and a device that allows for gravitational push and pull attacks called the GRP.

The enemies that Lee will face are called Biophages, former humans who have been transformed into monsters that are designed to terrify you and make you feel outgunned. Previous concept art showed how disturbing these designs are, and the new screenshots maintain that level of dread.

“We want you to be afraid of single enemies,” design director Ben Walker explained. “All these tools we built up for Jacob are to deal with the difficulty as opposed to coming at it from the end of, ‘Hey, you can kill all these cool things, now let’s make some enemies.’ We did it in reverse for that very reason. You feel scared, and you have to make the right calls at the right time.”

For the Dead Space influences, Schofield didn’t shy away from mentioning how he plucked a few ideas from the 2008 classic and used them for The Callisto Protocol. “I’m not going to shy away from a good idea because it was in one of my games,” Schofield said. “All game makers look at ideas from other games. Picasso said, ‘Good artists borrow, great artists steal’. Well, why not steal from myself?'”

When it comes to the PUBG connection, Schofield mentioned that “some touchpoints” and Easter eggs had been built into the game to create links to the battle royale, and The Callisto Protocol’s place in the PUBG timeline has been worked on by developers from both game studios. Because of The Callisto Protocol’s far-future setting, the game isn’t too beholden to the past and has been left mostly free to craft its own narrative.

The Callisto Protocol–which Schofield previously said was being designed to be “the single scariest game on PC and consoles”–is still scheduled for release this year, while a remake of Dead Space will be out in January 2023.

Read MoreGameSpot – Game News

Niantic has revealed the next location for Pokemon Go Fest 2022, with an event coming to Seattle, Washington from Friday July 22 to Sunday July 24. The upcoming event will be held across both the Seattle Center Park and the city of Seattle itself, with each day split into two sessions across the two locations.

The event is ticketed, and unlike other Pokemon Go events, is only open to people who can attend in Seattle in person. Tickets are available now, selling for $25 for a single day, with attendees only able to purchase tickets for one day of the three-day event.

With the dual locations, ticketing is a little more complicated than with most Pokemon Go Fest events. Trainers can either choose to buy a morning session, which means they’ll spend the first half of the day in the park and the second half in the city, while an afternoon session will see players in the city first and in the park in the afternoon.

Players who buy a ticket for the Seattle Pokemon Go Fest will be able to enjoy different experiences and bonuses whether they’re in the park or the city. At Seattle Center Park, they’ll be able to check out the following:

Complete event-exclusive Special Research to encounter Sky Forme Shaymin as you adventure within Seattle Center Park.Explore four real-world habitats–two of which are unique to the Seattle event. Each habitat includes unique Pokémon and its very own Collection Challenge.Cloud Sanctuary: Like the iconic Space Needle, reach for the sky and soar amongst the clouds with Togetic, Woobat, Rufflet, and more!The Oasis: Looking for a tropical respite amidst the hustle and bustle of downtown Seattle? Kick back with Alolan Exeggutor, Sand Cloak Burmy, Gible, Panpour, and more.Dreamy Mindscape: Feeling a bit Drowzee? Hoping to curl up for a nap with Teddiursa? Why not catch a little snooze with Pokémon like Snorlax and Litwick? Sleep well!Electric Garden: A fantastical garden with a distinct static in the air. Pokémon such as Hisuian Voltorb, Combee, Foongus, and Helioptile will be drawn to this space.Be sure to visit the Trading Post to meet and trade with Trainers at the event, or test your mettle against other Trainers at the Battle Ground.Enjoy a plethora of in-person photo ops—including the chance to take a photo with Pikachu or Eevee!A special version of the Pokémon GO Fest 2022 T-shirt will be available for sale exclusively at this and other in-person Pokémon GO Fest 2022 events.Make up to six Special Trades, and enjoy a reduced Stardust cost for every trade made during event hours!

The city events include the following:

A second Special Research story will be available, featuring a reward encounter with a Pokémon that has yet to appear in Pokémon GO.Pokémon from all of the Pokémon GO Fest: Seattle habitats will be appearing in the wild.Claim up to nine total daily Raid Passes by spinning Photo Discs at Gyms.Team GO Rocket balloons will be appearing more often, and defeating Team GO Rocket Grunts will earn you twice as many Mysterious Components.

Across both events, the following bonuses will be active for ticket-holders:

Shiny Combee and Shiny Panpour will make their Pokémon GO debuts.Eggs will require one-half their normal Hatch Distance.Take a snapshot at the event for a surprise!Event-themed Field Research will be available.You’ll be able to get event-themed stickers by spinning PokéStops and opening Gifts.Confetti will be appearing on the in-game map.

Non ticket-holders based in Seattle will still be able to get in on some of the fun, with Go Fest raids including Cresselia and Darkrai available to all trainers.

For players who aren’t based in Seattle, Pokemon Go Fest is also coming to Berlin and Sapporo, with other locations still to be announced.

Read MoreGameSpot – Game News