A trailer for a brand-new Crypt of the Necrodancer DLC also unveiled an upcoming standalone game in the series: Rift of the Necrodancer.

The trailer showed off a logo and promised more news soon. Other details of the game are still upcoming, though the trailer confirmed that Rift of the Necrodancer is a new standalone rhythm game.

The DLC, Crypt of the Necrodancer: Synchrony, adds three new characters, multiplayer, and mod support to the beloved musical roguelite. It’s also out now on Steam on Early Access. The new characters are Klarinetta, a knight wielding a massive Zweihänder, Chaunter, a ghostly being who can possess enemies, and Suzu, an oni with a quick dash and a powerful lance.

Multiplayer adds both cooperative and competitive modes for up to eight players simultaneously, with up to four local players. The game uses rollback multiplayer architecture and lets you join and create lobbies. You can even spectate matches. Modes include a straightforward versus mode, last one dancing, and co-op play.

The update also adds new items, enemies, and weapons. You can now carry a shield, deal damage with Onyx weapons, throw any weapon with a throwing charm, and use dash and charm spells, among many other new additions. Synchrony introduces full mod support, including a mod portal which allow you to install and browse mods in game.

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Fanatical is offering up a new bundle for August, letting you score seven games for just $20. You’ll choose from a roster of 16, which includes a combination of classic indies and AAA powerhouses. Two other tiers are available for the bundle–but opting for the seven-game pack means each game costs just $2.86.

If you don’t need seven games, you can pick up five for $15 or three for $10. The Platinum Collection is loaded with great titles (all offered as Steam keys), so unless you’ve already added most of them to your collection, it shouldn’t be hard to find seven good games. Also included with your purchase is a 5% off voucher for your next order through Fanatical.

Children of Morta, The Evil Within, Moonlighter, and Death Road to Canada are some of the best-reviewed games in the promotion. Children of Morta is an RPG that’s inspired by roguelikes, tasking you with defending a mountain from evil invaders. Moonlighter is another title with roguelite dungeon elements, but it’s also an enthralling town and management sim. Death Road to Canada is a bit more comical than the previous two titles, giving you hundreds of zombies to fend off as you head out on a randomly generated road trip.

You’ll also find Agents of Mayhem, Aquarium Designer, Samorost 3, and more. We’ve highlighted every game in the catalog below.

Platinum Collection: Build Your Own Bundle August

Aspire: Ina’s Tale What Lies in the Multiverse Shadow Tactics: Blades of the Shogun – Aiko’s Choice Death Road to Canada Ship Graveyard Simulator Aquarium Designer The Evil Within Farmer’s Life Children of Morta Horror Story: Hallowseed Frostpunk Agents of Mayhem Moonlighter Machinarium Samorost 3 Relicta

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Sea of Thieves is raising anchor and dropping sails for its seventh season, which is now live. The free update is headlined by its new suite of captaincy features, which allows players to name their ship, customize the Captain’s Cabin, and embark on all-new Captain’s Voyages, among many other new tools. For both Rare and longtime players, this update feels a bit like a culmination of the past four years as much as it is a new chapter.

The features coming to the game in Season 7 have been long-in-development and long-requested, but they also look to reshape the game in some major ways for years to come. I recently caught up with Sea of Thieves creative director Mike Chapman and lead designer Shelly Preston to discuss the voyage so far, Season 7’s major update, and what else might be on the horizon for the game. More than anything, I wanted to know why Sea of Thieves still has no close comparison in the video game world. Where are the Sea of Thieves-likes?

“I think if you’d asked us that question in 2018, I think we would have expected, by now, to maybe at least see the DNA or the inspiration,” Chapman said, adding that the team would welcome more games where “the core of the gameplay is driven by player-to-player interaction.” Still, the pair made it clear that though they may be lacking direct competition, they’re not lacking in inspiration. The game itself still provides plenty.

“Sea of Thieves is built on this pirate fantasy that everybody’s got an idea of, but it kind of means slightly different things to different people,” Preston said. “To some people, it might be the more cutthroat, bloodthirsty battles, or to somebody else, it might mean the wonder of setting sail and not quite knowing what’s over the horizon. And the fact that we can create different aspects that speak to all of those, but then it’s inhabited by players who are all unique individuals, like you can’t you can’t engineer that, that people are people. And they’re in this world together[…]I don’t think it’ll ever not be inspiring to us creatively.”

Even expansive open worlds such as GTA Online, Fallout 76, and No Man’s Sky, though they each feel like Sea of Thieves in different ways, never really capture the unique cadence of Rare’s pirate game. The open-endedness of its goal is almost antithetical to most live-service games that can feel so relentless and reward-focused. Sea of Thieves has plenty of rewards for players, but more than other games, it feels like the journey is the destination.

The shared open-world setting gives players the paintbrushes, but doesn’t tell them what to paint. To put it succinctly, consider the team’s motto, which Chapman says he may just have to get tattooed on his back: “tools, not rules.”

Thus, the Season 7 update is a bookend of sorts, the beginning of a new chapter in the game’s history that serves veteran players with brand-new ways to experience the open world, while also giving brand-new players a more robust onboarding of tools.

Players seeking to be Captains can now purchase a ship of their own with in-game gold they earn from adventuring. They can then name it and customize their cabins with a new class of unlockable decor and cosmetic items meant to wordlessly tell each Captain’s story. Stock your shelves with Tall Tales trinkets to fondly recall your first trek to the Shores of Gold, or fill the room with fiery statuettes if your grandest adventure unfolded in The Devil’s Roar, Sea of Thieves’ volcanic biome that serves as something like the game’s hard mode.

A Captain’s Cabin will reflect their lived experiences like never before.

Each Captain’s ship will tell their tale however they see fit, much like Day-One eyepatches, Pirate Legend hooks, and Wild Rose jackets do for the swashbucklers themselves. Optional cosmetic loadouts mean your ship will retain its aesthetic, right down to the patched-up holes in the hull, if you so wish. The Sea of Thieves community is big on role-playing–seriously, check Twitter, where many of them tweet exclusively in-character. This attention to detail is for them, and is what Chapman called “little magical touches.”

Another new wrinkle in the update is what Preston hesitated to label as quality-of-life features, including simplifying the early moments of a new session. “It’s a balance,” she told me. “We’re adding new things and bringing in new features and continuing to grow, but the things that are there aren’t going to get stale or left behind. They’re going to come along for the journey.”

Historically, players would awaken on an outpost and spend a few minutes stocking their ship full of fruits, wood planks, and cannonballs to better prepare for what may await them. But in the Captaincy update, Captains can shorten that process down to a simple transaction with the outpost’s vendors: Give them a bit of gold, and your ship will be stocked instantly.

Such a feature doesn’t just give future new players a different view on the game than that which long-timers had when they first arrived, it’s there for seasoned players to move to as well. More than a quality-of-life fix, this system ties into allowing players to better role-play as a Captain of their own ship. The streamlining is almost like a bonus effect.

“I think as the game grows, it’s worth thinking about all players, veteran players, new players, and also you feel it yourself,” Preston said. “We can go back and we can say, ‘There is a better way of doing this, we can improve this, we can bring something in that will make this more efficient for players.'”

Sovereign NPCs, dressed like the snooty powdered-wigs they like to think they are, now await at every outpost too, and they’ll streamline your loot trade-ins by becoming a one-stop shop for selling chests, skulls, and more. But due to their exaggerated perception of themselves, they only deal with Captains–they haven’t the time for a common buccaneer. Collectively, this and the other new systems–naming your ship, maintaining its image across sessions, and paying for a bit of extra service, is why Rare thinks of the Captaincy update as the VIP experience.

The Season 7 update scroll is longer than a Pirate Legend’s to-do list.

As a longtime fan of the game, it’s clear to me that the breadth of new content in Season 7 makes it one of the biggest updates in the game’s history, but with Captaincy finally being marked off the list, I wondered what remains on the players’ wishlists.

“Something magical and unexpected, something that moves the story forward in big ways[…], all those little daydreams of ‘I wish I could do this in Sea of Thieves.’ I think we’ve got an example of features in production that tick all of those boxes,” teased Chapman, stressing that it’s too early to reveal exactly what he means.

“There are things that we’ve wanted to do for years, that perhaps the community don’t know about that are kind of a more internal, we’ve-always-wanted-to-do-this type of release as well. So there’s always a mix, there’s community-requested stuff, the stuff that we’ve also wanted to do, and then there’s stuff that’s a bit more reactive[…]That’s the beauty of a live-service.”

“I think the game has become so much richer than what we first launched in 2018,” Chapman said, “But it’s never lost the heart.”

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Fallen Tear: The Ascension is the debut title for Winter Crew, a Philippines-based studio. The upcoming metroidvania takes inspiration from its creators’ culture, featuring 2D art, fully-voiced characters, and a story-driven adventure based on Southeast Asian folklore. As seen in Fallen Tear’s new gameplay trailer, the main characters also take plenty of inspiration from Fullmetal Alchemist’s Seven Deadly Sins–aka, the best characters in the manga/anime–with protagonist Hira’s appearance and abilities being notably based on best boy Greed.

Though Hira evolves like your traditional metroidvania protagonist, unlocking new abilities over time, Fallen Tear differs from a lot of other games in the genre by implementing a JRPG companion system, where meeting and befriending certain characters–referred to in-game as Fated Bonds–allows you to recruit them to your party and then call on them to use their attacks or abilities to aid you. You can even strengthen the relationships among your friends, allowing them to come together to pull off unique combinations–like singer Lenela, dancer Nesta, and guitarist Trystan performing a musical number so beautiful, it can bring you back to life to keep fighting.

Combat in Fallen Tear looks fast and fluid, focusing on melee combos where Hira can use his staff both up close or at range–including a cool-looking attack where he can toss out the staff and then call it back to his hand. Navigation, meanwhile, seems a lot more based on timing and careful consideration, not unlike what’s in the Ori games.

I emailed Winter Crew founder Stephen Manalastas and producer Paolo Miguel Cabe to ask them several questions about Fallen Tear: The Ascension, which led to a fun conversation about anime, JRPGs, and the importance of a good mystery when it comes to crafting a metroidvania, especially one like Fallen Tear, which drastically opens up after a linear opening and features tons to discover.

What inspirations has the team turned to in the creation of Fallen Tear: The Ascension’s story and characters?

Manalastas: The characters’ primary inspiration was the antagonist faction known as the ‘Seven Deadly Sins’ from the anime/manga Fullmetal Alchemist. Hira in particular was initially inspired by the character Greed–he shares some physical attributes and abilities, particularly the capacity to absorb energy.

Our story is influenced by the classic JRPGs our team grew up playing, such as Suikoden, Valkyrie Profile, Final Fantasy, Zelda, and Breath of Fire. As for gameplay and level design, we took some cues from God of War, Breath of the Wild, and Soul Reaver.

Cabe: Being a metroidvania, we have a rich history of inspirations to draw from–Hollow Knight, The Ori series, Blasphemous, Dust: An Elysian Tale, the Metroid series, the Castlevania series, Ender Lilies, and others.

Manalastas: We created Fallen Tear: The Ascension as a love letter to the game industry, which inspired us and made our life exciting growing up. We wanted to give back and make a game that may also give a wonderful and memorable experience to the other players who will play it.

What is the tone for Fallen Tear? Comedic? Dramatic? And how does that tone influence the level design for the game and character design for its characters?

Manalastas: The tone we set was a high fantasy with a dark undercurrent; this is a world, once a paradise, that was ruined by its corrupted gods. We wanted to create an immersive fantasy world with compelling lore, so we have a massive level design that offers different experiences per area, like puzzles, platforming, and fluid combat. The world is beautiful but dangerous.

Cabe: While the overarching story and setting has dark themes, we still wanted to make compelling, loveable characters through the eyes of the child protagonist. While corrupted, despicable villains and terrifying monsters exist, there are amiable, down-to-earth friends and allies. These light-hearted interactions remind Hira of what’s at stake in his quest to bring back balance to the world of Raoah.

How is the story in Fallen Tear told to the player? Is the game’s narrative delivered linearly, and, if so, how does that impact its metroidvania inspirations?

Manalastas: We wanted a compelling narrative with some mystery. As you progress through the main storyline, you learn more about the world and Hira’s origins, all while performing his role to bring back balance.

Cabe: Optional side quest subplots–mostly tied to the Fated Bonds–also offer a deeper insight to the workings of the world and its people.

Manalastas: The game opens linearly to set up the main narrative and to also ease the player into the various game features. After that point, the open-world section of the game becomes accessible to the player, becoming more like previous metroidvanias. The player will be guided by overarching goals that are central to the narrative, but what paths they take to achieve those goals remain solely up to them.

Cabe: The order of key story beats and several subplots can change, and sometimes can be missed entirely. This can make playthroughs and the stories between different players unique.

How open-ended is the exploration in Fallen Tear? Can players go anywhere from the start, or does the game guide them?

Manalastas: The game opens on a linear path to guide the player through the main story and Hira’s basic capabilities, but this quickly changes to an open-world experience once the player reaches a certain point of that story. We wanted the player’s freedom to explore, get lost in the world, and learn about it slowly as they progress.

We designed our levels to guide the player to a desired goal, but without making it feel like we were holding them back. We still wanted them to feel free with their choices. Some areas are gated with skills, but we have an innovation and added twist. Instead of the player finding the skill they need, we let them choose what skill they want to unlock to progress. By doing this, we trust our players to learn about the world/level of the game and let them choose which path they want to go.

Will players automatically meet all Fated Bonds in Fallen Tear or is it possible to miss some of them?

Manalastas: No, players won’t automatically meet the Fated Bonds. They need to explore the world and help them on their quest to join. For this reason, some Fated bonds are missable, but not in a way that the story will lock them out permanently. So players have all the time to complete them as long as they don’t clear the final boss.

How do the Fated Bonds play a role in transforming the general tone of playing a metroidvania, a typically lonely genre where players are traditionally on their own for long stretches of time?

Manalastas: The typical formula of Metroidvania is gated by skills/abilities that act as a key to unlock a specific path so the player can progress. As for our game, Fated Bonds dictate how you progress through the game but not to the point you will be blocked from moving forward, since we give many different progression options to the player. As you collect Fated Bonds, they’ll help you during battle, allowing the player to get stronger and making the level more accessible. The world and level design is complex, and the game is designed for a player to find them. Although finishing the game without hiring Fated bonds is still doable, we don’t necessarily recommend that. Which ending you obtain will also be dictated by which Fated Bonds you recruit to your cause. We wanted a new experience for metroidvania players, where the main protagonist has the party on your side like a classic JRPG.

Cabe: Talking about the general tone of the metroidvania, the Fated Bonds provide the function of customizable abilities or equipment that you can swap to your tastes, while also providing new experiences more commonly attributed to party-based RPGs. They can be summoned in battle to provide assistance via a “Talent” or to do a finisher combo we call “Break Rush” whenever the player breaks through an enemies’ endurance. On top of this, certain party combinations can perform unique “Unity Attacks” based on the synergy of the members involved.

The Bonds have opinions, needs, wants and agendas that also need to be fulfilled, reflected in the Trust level that players will want to raise for various reasons. Several provide aid outside of party combat, taking up roles in your castle hub and helping to build it up. They’re most importantly characters with their own stories; their relationships with Hira drive him to interact with the world outside the context of his primary quest, all while aiding his growth. The main plotline and possible endings are actually determined by whether you were able to recruit them or not.

It’s definitely going to be a unique experience from the usual lone silent protagonists that are so common in the genre.

How many of the characters are voiced? Does protagonist Hira speak or are they a silent protagonist?

Manalastas: Hira and all Fated Bonds and NPCs will be voiced. Since we wanted compelling storytelling, our goal is for our players to love our characters, and we think giving them a voice makes them more alive, more likable, and someone they can relate to.

In terms of combat, does the game encourage players to fight on the ground or in the air? How does combat against bosses differ from fighting normal enemies, if at all?

Manalastas: The game has ground and air combat. There is a unique mechanic that encourages fighting in the air, and that mechanic is called “Spear Warp”, where you throw a spear and teleport to that enemy. You can stay in the air as long as you chain this attack to different flying enemies.

The boss fights will have different mechanics as well. Some bosses have puzzle elements when you fight them. Some bosses have exciting environmental escape sequences before you face them. The boss designs were made in connection to their corresponding level’s themes and features to help us determine what kind of mechanics would be used in that fight.

How many different types of enemies are there in Fallen Tear? How do different enemies change up the combat throughout the game?

Manalastas: We have a total of 160-plus enemies designed, but we have not yet decided what the total will be by the end of the production. Each enemy is unique in terms of movements and aesthetics. The enemies grow stronger as the player progresses through the game.

Cabe: The different enemy types will require different tactics and strategies to deal with them. Mobile enemies may require the use of your own traversal abilities to chase down. Meanwhile, slower enemies will tend to be tougher and well-armored, requiring the use of your more deliberate, powerful, armor-breaking abilities. Others will simply be inaccessible via normal means, requiring the use of your Fated Bonds or special ranged attacks to neutralize. Some enemies can also be a mixture of these examples, and you yourself may gain capabilities that can handle multiple situations.

What’s the pace of combat? Is it fast-paced or more methodical? Does it change area to area, or perhaps change simply over time?

Manalastas: Combat will gradually become faster as you progress and gain more skills and options. You still have much to consider facing different enemies as you find their weaknesses. Each level will give you unique enemies shown only in that area.

Cabe: This will incentivize adapting and diversifying your strategies to defeat different foes as you progress through the game.

How do players defend against enemies? Blocking? Countering? Something else?

Manalastas: One of the abilities players will gain access to is the Dash Counter, a unique feature where you need to time your dash according to enemy attacks so you can perform a counter. It’s a high-risk, high-reward mechanic.

You have a mechanic called Endure that can be granted by one of the Fated Bonds, a state in which you don’t flinch or get stunned when enemies hit you.

Finally, we have Hira’s Transformation into the “Rage Form,” which makes you unkillable as you continually regenerate health and gain access to powerful attacks.

How do navigational skills and abilities inform or influence combat skills and abilities, and vice versa, if at all?

Manalastas: Navigational skills have a significant impact on combat as well. It will make your combat a lot easier if you can move freely and position yourself advantageously.

Cabe: Many of our abilities have dual functions in combat and navigation. Our charged Heavy Strikes, Slams, and Uppercuts, for example, are needed to destroy certain breakable obstacles and shatter the armor of enemies. On top of this, an ability customization system we call “Elemental Imbuement” can be used to transform even the Dash and Double Jump into damaging abilities, as they now generate elemental effects.

How difficult is Fallen Tear? Will players be able to adjust the difficulty if need be?

Manalastas: The game will offer different difficulties to different players. If you can find more Fated Bonds, the game becomes more accessible and more balanced. But if you choose not to, the game will be brutal and unforgiving.

Cabe: We’ll be offering various features and paths through the game and its world that will provide either convenience or a greater challenge to our players. That way we hope to make its difficulty something more immersive and organic, rather than a setting you turn on or off in a menu.

Read MoreGameSpot – Game News

Among the groups with a presence at this year’s Flash Memory Summit is the UCIe Consortium, the recently formed group responsible for the Universal Chiplet Interconnect Express (UCIe) standard. First unveiled back in March, the UCIe Consortium is looking to establish a universal standard for connecting chiplets in future chip designs, allowing chip builders to mix-and-match chiplets from different companies. At the time of the March announcement, the group was looking for additional members as it prepared to formally incorporate, and for FMS they’re offering a brief update on their progress.

First off, the group has now become officially incorporated. And while this is largely a matter of paperwork for the group, it’s none the less an important step as it properly establishes them as a formal consortium. Among other things, this has allowed the group to launch their work groups for developing future versions of the standard, as well as to offer initial intellectual property rights (IPR) protections for members.

More significant, however, is the makeup of the incorporated UCIe board. While UCIe was initially formed with 10 members – a veritable who’s who of many of the big players in the chip industry – there were a couple of notable absences. The incorporated board, in turn, has picked up two more members who have bowed to the peer (to peer) pressure: NVIDIA and Alibaba.

NVIDIA for its part has already previously announced that it would support UCIe in future products (even if it’s still pushing customers to use NVLink), so their addition to the board is not unexpected. Still, it brings on board what’s essentially the final major chip vendor, firmly establishing support for UCIe across all of the ecosystem’s big players. Meanwhile, like Meta and Google Cloud, Alibaba represents another hyperscaler joining the group, who will presumably be taking full advantage of UCIe in developing chips for their datacenters and cloud computing services.

Overall, according to the Consortium the group is now up to 60 members total. And they are still looking to add more through events like FMS as they roll on towards getting UCIe 1.0 implemented in production chiplets.

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New character customization footage for Hogwarts Legacy was shown off during a tech talk at the Autodesk Vision Series this week alongside an extended piece of gameplay. Players will be able to fine-tune the look of their wizard-in-training by altering the shape of their face, applying a range of hairstyles, and dressing them up with plenty of clothing options.

As spotted by the Harry Potter subreddit, there’ll also be clothing presets that players can choose from and multiple menus to scroll through to help you define your unique look.

New cinematic from #HogwartsLegacy pic.twitter.com/gKGaIYkXEm

— Hogwarts Legacy News (@HogLegNews) August 3, 2022

As for the gameplay sequence that was shown off, it builds on March’s State of Play presentation with more evil sorcerers and a hippogriff under attack within the Hogwarts school. Hogwarts Legacy is currently scheduled to release on Xbox One, Xbox Series X|S, PS4, PS5, Switch, and PC during the holiday season, although an exact release date hasn’t been set yet.

On PS5, the DualSense controller will act as an “extension of your wand” as the adaptive triggers will provide resistance specific to individual spells. Aside from spellcasting, players can also “feel” all manner of environmental and item-based effects thanks to the haptics of that controller.

While the game is set in the Wizarding World universe of author JK Rowling’s Harry Potter books, it has been overshadowed by transphobic comments made by the writer. Rowling wasn’t involved in creating the story of Hogwarts Legacy, but her staff worked with publisher Warner Bros. on other aspects of the game and the world that it is set in.

Hogwarts Legacy takes place in the 1800s, hundreds of years before the Harry Potter books, so don’t expect to run into Potter, his pals, or other familiar characters from the books and films.

For more on the game, you can read GameSpot’s feature on everything that we know about Hogwarts Legacy so far.

Read MoreGameSpot – Game News

Chinese conglomerate Tencent is reportedly planning to increase its stake in Ubisoft, the French publisher and developer of games such as Assassin’s Creed, Far Cry, and many more titles.

According to sources that spoke to Reuters, Tencent has reached out to Ubisoft’s founding Guillemot family and intends to become the single largest stakeholder in Ubisoft. Tencent currently has a 5% stake in the company that was purchased in 2018, while the Guillemot family has a 15% stake, and is planning to offer up to 100 euros ($101.84) per share to increase its foothold. This figure is “way above” the company’s current price and is being offered as a way to keep potential competition away, one of the sources added.

Ubisoft was previously valued at $5.3 billion and share prices increased by up to 16% after the Reuters report went live. Reuters sources said that Tencent also plans to acquire shares from public shareholders of Ubisoft, which accounts for 80% of the firm’s owned stock. “Tencent is very determined to nail down the deal as Ubisoft is such an important strategic asset for Tencent,” one of the sources said.

Tencent does have stakes in US video game developers such as Epic Games and Riot Games, owns 9% of UK video gaming firm Frontier Developments, and is plans to buy Sumo Digital for $1.27 billion. Beyond those companies, Tencent also has minority investments in Activision Blizzard, Platinum Games, and many other studios.

Ubisoft, which managed to fight back against a takeover attempt by Vivendi several years ago, has usually dodged questions about potential acquisitions. In February, Ubisoft CEO Yves Guillemot said that the company is not looking to sell, but any offers to sell would be looked at by him and the board of directors.

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As the 2022 Flash Memory Summit continues, SK hynix is the latest vendor to announce their next generation of NAND flash memory at the show. Showcasing for the first time the company’s forthcoming 238 layer TLC NAND, which promises both improved density/capacity and improved bandwidth. At 238 layers, SK hynix has, at least for the moment, secured bragging rights for the greatest number of layers in a TLC NAND die – though with mass production not set to begin until 2023, it’s going to be a while until the company’s newest NAND shows up in retail products.

Following closely on the heels of Micron’s 232L TLC NAND announcement last week, SK hynix is upping the ante ever so slightly with a 238 layer design. Though the difference in layer counts is largely inconsequential when you’re talking about NAND dies with 200+ layers to begin with, in the highly competitive flash memory industry it gives SK hynix bragging rights on layer counts, breaking the previous stalemate between them, Samsung, and Micron at 176L.

From a technical perspective, SK hynix’s 238L NAND further builds upon the basic design of their 176L NAND. So we’re once again looking at a string stacked design, with SH hynix using a pair of 119 layer decks, up from 88 layers in the previous generation. This makes SK hynix the third flash memory vendor to master building decks over 100 layers tall, and is what’s enabling them to produce a 238L NAND design that holds the line at two decks.

SK hynix’s NAND decks continue to be built with their charge-trap, CMOS under Array (CuA) architecture, which sees the bulk of the NAND’s logic placed under the NAND memory cells. According to the company, their initial 512Gbit TLC part has a die size of 35.58mm2, which works out to a density of roughly 14.39 Gbit/mm2. That’s a 35% improvement in density over their previous-generation 176L TLC NAND die at equivalent capacities. Notably, this does mean that SK hynix will be ever so slightly trailing Micron’s 232L NAND despite their total layer count advantage, as Micron claims they’ve hit a density of 14.6 Gbit/mm2 on their 1Tbit dies.

SK hynix 3D TLC NAND Flash Memory
 
238L
176L
Layers
238
176
Decks
2 (x119)
2 (x88)
Die Capacity
512 Gbit
512 Gbit
Die Size (mm2)
35.58mm2
~47.4mm2
Density (Gbit/mm2)
~14.39
10.8
I/O Speed
2.4 MT/s
(ONFi 5.0)
1.6 MT/s
(ONFI 4.2)
CuA / PuC
Yes
Yes

Speaking of 1Tbit, unlike Micron, SK hynix is not using the density improvements to build higher capacity dies – at least, not yet. While the company has announced that they will be building 1Tbit dies next year using their 238L process, for now they’re holding at 512Gbit, the same capacity as their previous generation. So all other factors held equal, we shouldn’t expect the first wave drives built using 238L NAND to have any greater capacity than the current generation. But, if nothing else, at least SK hynix’s initial 238L dies are quite small – though whether that translates at all to smaller packages remains to be seen.

Besides density improvements, SK hynix has also improved the performance and power consumption of their NAND. Like the other NAND vendors, SK hynix is using this upcoming generation of NAND to introduce ONFi 5.0 support. ONFi 5.0 is notable for not only increasing the top transfer rate to 2400MT/second – a 50% improvement over ONFi 4.2 – but it also introduces a new NV-LPDDR4 signaling method. As it’s based on LPDDR signaling (unlike the DDR3-derrived mode in ONFi 4.x), NV-LPDDR4 offers tangible reductions in the amount of power consumed by NAND signaling. SK hynix isn’t breaking their power consumption figures out to this level of detail, but for overall power consumption, they’re touting a 21% reduction in energy consumed for read operations. Presumably this is per bit, so it will be counterbalanced by the 50% improvement in bandwidth.

This week’s announcement comes as SK hynix has begun shipping samples of the 238L NAND to their customers. As previously mentioned, the company is not planning on kicking off mass production until H1’2023, so it will be some time before we see the new NAND show up in retail products. According to SK hynix, their plan is to start with shipping NAND for consumer SSDs, followed by smartphones and high-capacity server SSDs. That, in turn, will be followed up with the introduction of 1Tbit 238L NAND later in 2023.

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In keeping with Sims 4 tradition, the new High School Years expansion and its accompanying free update broke a whole lot of features in both the base game and other expansions. A new patch has now been released that addresses some of the biggest bugs, including one that caused rapid aging, and another that made sims want to date their family members.

The infamous incest bug appeared in the game as part of the wants and fears system, which has been re-introduced from past Sims titles. An unrelated but similar bug arising from the High School Years update, which saw adult sims tagging teenagers in inappropriately flirty Social Bunny posts, has also been fixed.

Another major bug arising from the update saw sims rapidly aging–sometimes in reverse–in games where sim lifespans were set to Long or Short, rather than the default Normal lifespan. The full list of corrected bugs can be found in the patch notes below.

PATCH NOTES

PC: 1.90.375.1020 / Mac: 1.90.375.1220 / Console: 1.62

The Sims 4

Sims with a short or long Lifespan no longer become younger or age dramatically when leaving Create a Sim.The “Ask to be Girlfriend/Boyfriend” Want now targets appropriate Sims.Adult Sims no longer tag teens in flirtatious Social Bunny posts.All available Sims now can be selected for travel even if they are currently not on the current lot.

Get Famous

Sims without Fame no longer occasionally appear to have it.

High School Years

Sims now can walk through the I Was a Teenage Garbage Artist pile of clutter.Read MoreGameSpot – Game News

Deathverse: Let It Die, the tongue-in-cheek survival multiplayer game, was previously a PlayStation exclusive. Now it’s also coming to PC.

Deathverse: Let It Die takes place years after the events of its 2016 predecessor Let It Die. As described in its 2021 State of Play trailer, players in Deathverse: Let It Die are set up in survival matches against other players in a reality TV setting.

Players get a Wilson device, a weapon that comes in a variety of forms from katanas to what looks like a scissor-saw combination. The Wilson can also become a protective drone, serve as a skill activator, and shoot electric bullets. Upgrading the Wilson will lead to unlocking a variety of other weapon forms, but as of now, the process is a secret.

Your battles will be narrated by Bryan Zemeckis, a charismatic presenter with a mouthful of gold teeth and lots of gold elsewhere, and Brenda Miller–a former champion who now has switched to commentating.

There’s also a third party in survival rounds–a mysterious gunman called Hunters who assassinates contestants. For fun? For money? For the ratings? Who knows?

Deathverse: Let it Die had its first two days of open beta in May and June. On August 3 at 3 PM PT / 6 PM ET, Supertrick and Uncle Death (Let it Die’s mascot-esque character) will hold a gameplay livestream and share more info about details learned from the beta period.

Deathverse: Let it Die will release on PC and PlayStation sometime in 2022. The full game originally had a Spring 2022 release window, but now that we’re entering Summer, it’s unknown what the game’s new release period will be.

Read MoreGameSpot – Game News