Tower of God fans in Korea have been enjoying a mobile game based on the webtoon since April, but the game will soon be available for more players. During GameSpot Swipe, developer Ngel Games announced that Tower of God: Great Journey is headed to North America and Europe in Winter 2022 and will be available on both iOS and Android platforms.

The announcement comes with a new trailer for the game, showing off some gameplay for the side-scrolling RPG, while also highlighting the many Tower of God characters that make an appearance.

Great Journey is a role-playing game with gacha mechanics, where one of your primary goals is to gather new heroes to your party. You can play with four heroes on your team at a time as you explore different side-scrolling areas. Great Journey is a retelling of Tower of God’s story from the beginning, and its animated style captures the look and feel of the webtoon. There’s a big focus on cool character moments, and the story unfolds through a series of static moments and short cutscenes.

From a gameplay standpoint, Great Journey gives you some RPG management to do, without bogging you down in the specifics. Characters level up as a group, so you don’t have to micromanage their advancement, but you will want to set up things like your party formation and pay attention to elemental affinities to succeed in battle.

What we don’t know yet about Tower of God: Great Journey is its exact release date; the trailer only provides a window for when North American and European players can give it a go. Preregistration for the game opens in October, however, to help you get ahold of it as soon as possible.

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When a major South Korean memory firm invests over $11 billion in a fab, that raises a couple of eyebrows. But when it comes within a major $100+ billion capital expenditure (CapEx) package, it certainly warrants some attention.

Semiconductor business in general and memory business in particular are very cyclical in their nature. Just a year ago almost all chips were in short supply and prices of commodities like memory or display drivers were high, but now that sales of PCs are declining, memory prices are declining too. But several years down the road demand for PCs and other client devices will rise once again, and so will demand for memory. Which is why SK Hynix is already preparing for this with its Fab M15X expansion plan.

SK Hynix’s Fab M15X will be a two-story building occupying 60,000 m2 of land and will be located adjacent to existing Fab M15 in the Cheongju Technopolis industrial complex. The fab will produce 3D NAND (which means more chemical vapor deposition and etching tools in the cleanroom) and/or DRAM (which is more lithography-intensive, so more DUV and EUV equipment in the cleanroom) memory chips, depending on demand by the time it comes online sometimes in 2025. Since at present it is unclear/undecided what the fab will produce, the company cannot disclose planned production capacity of the upcoming manufacturing facility.

At a planned size roughly equal to combined space of SK Hynix’s existing Fab M11 and Fab M12, the company’s Fab M15X expansion looks more like an entirely new fab built adjacent to existing Fab M15 than an expansion project of the existing fab. Yet since the two manufacturing facilities share infrastructure and various facilities, the maker prefers to call it Fab M15X. 

“Looking back on the past 10 years, SK hynix could grow into a global company as it boldly carried out investment during crisis,” said Park Jung-ho, vice chairman and co-chief executive of SK Hynix. “As we look to prepare for the next 10 years now, I believe starting the M15X will be a first step to lay foundation for a solid future growth.”

Source: SK Hynix

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Many World of Warcraft: Wrath of the Lich King Classic realms are currently plagued by server login queues of up to six hours or more during peak playtimes, and according to Blizzard, the situation is only going to get worse.

In a detailed forum post explaining the server queue situation and what can be done about it, Blizzard states outright that while they are working on solutions (before later stating there is no technology or hardware solution to the problem), the real answer to the game’s current server woes is for players to take advantage of the free server transfers currently being offered to those most affected. The situation will likely only get worse in the weeks ahead, Blizzard notes, as the majority of the game’s new Wrath of the Lich King content won’t officially arrive until September 26. Considering Wrath of the Lich King is considered one of the game’s best and most popular expansions, even more players will no doubt to return to the game in the weeks ahead, making queues even longer.

How did Blizzard and players find themselves in this situation? By Blizzard’s own admission, the company didn’t want to take a “heavy-handed” approach and prevent new or transferring players from playing on the game’s most heavily populated “mega-realms” over the last year, as doing so could potentially restrict players and break up friend groups looking to play together.

“However, the situation on these realms is completely untenable, and even if we can eliminate queues in the short term, this is going to continue to be a problem when new content releases as long as mega-realms exist,” Blizzard writes. “As a result, we’ve made the choice to effectively close US and EU mega-realms to new and additional incoming players indefinitely.”

Some players have asked for more server “layers” on highly populated realms to help reduce the queue, but as Blizzard explains in the forum post, adding more layers on mega-realms is not a fix. Layers, which are Blizzard’s solution to having a large number of WoW Classic players in a single area, create new copies of the game world in order to spread players out and to prevent “degradation of the entire service/game world.”

But that won’t fix the server queue problem. The issue at hand is that the servers themselves can not handle any more players without having them “degrade or fail on multiple levels,” as layers don’t expand the server’s maximum player capacity.

“So put as plainly as possible, we cannot increase capacity any more without inviting additional and likely cascading failures to the service,” Blizzard writes.

Blizzard spends the rest of the forum post attempting to encourage players on highly populated realms affected by long server queues to transfer to new realms, in the process trying to dispel some myths about server population. Due to the lack of cross-server features in WoW Classic, many players feel pressured to play on higher-population realms in order to receive a positive experience, as more players means more people to do dungeons or raids with, for example. As Blizzard notes, however, WoW Classic player populations on most servers are many times greater than when Wrath of the Lich King originally launched in 2008, and that if everyone waiting in queues transferred to new servers, they would likely fill up those servers as well.

“These realms are not queueing now (many have never queued), have healthy and robust economies, and enjoy hundreds of groups forming for dungeons and raids per day,” Blizzard writes. “These realms would be full to bursting based on realm caps that we had in place even as recently as 2014 in modern WoW. The narrative that these huge mega-realms are the only ‘viable’ place to play is just untrue, and we want to do everything we can to drive home the absolute fact that these are great places to play.”

Blizzard will be keeping a close eye on the servers players are transferring to in order to ensure that they don’t reach the point where they need login queues, and may lock servers or restrict transfers “with little to no warning” to prevent future mega-realm situations.

The game’s server woes come in the wake of the Wrath of the Lich King Classic pre-patch, which added the new Death Knight class, class talent revamps, and a Scourge invasion event that will continue to escalate leading up to the full release of the expansion on September 26.

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Electronic Arts has made a series of announcements about the future of its Battlefield series, including the departure of a veteran developer, the name of a new studio, and a tease for the next Battlefield projects.

To begin with, EA said it wants Battlefield fans to know that EA is “all-in on Battlefield.” The company said it believes Battlefield is among the best FPS franchises in the world, and while Battlefield 2042 has faced numerous criticisms, EA isn’t giving up. In fact, the company is reiterating its previously announced plans for a “global effort” across multiple studios, to help create a “connected Battlefield universe” for years to come.

The leadership for Battlefield going forward includes former Call of Duty boss Byron Beede and Vince Zampella (another former Call of Duty boss who later transitioned to EA) at the top, leading the overall direction of the franchise. Rebecka Coutaz will head up the Swedish studio DICE, with Christian Grass leading the studio at Ripple Effect. Alex Seropian, who co-created Halo, will remain the boss at Battlefield Mobile studio Industrial Toys.

Marcus Lehto, who designed Master Chief and co-created the Halo universe, is heading up a brand-new Battlefield studio in Seattle. EA announced today that the studio is called Ridgeline Games, and it will develop a “narrative campaign” for Battlefield. Very little is known right now, but EA said this campaign will “engage fans in new and exciting ways while remaining true to the classic elements of the series.”

Ridgeline, as a studio, aims to be a place where “everyone’s voice is valued and where creating a strong work-life balance is a priority,” EA said. “Marcus and team are excited to tell stories and take players on incredible adventures that are only possible within the Battlefield universe.”

As for DICE, it will continue to work on Battlefield’s “multiplayer suite,” EA said, while Ripple Effect will create an “entirely new Battlefield experience that will complement and build upon the series’ foundations.”

EA didn’t provide any further specifics on any of its upcoming Battlefield “experiences,” which are called that and not “games” specifically, though those terms may be interchangeable.

Another big announcement was that Battlefield creative director Lars Gustavsson, who has worked on the Battlefield series since it started in 2002, is departing the team. He is just the latest higher-up connected to Battlefield to leave, following the departure of then-DICE GM Oskar Gabrielson last year.

“I’ve dedicated a substantial portion of my life to Battlefield and I’m very proud to have helped shape this franchise into what it is today,” Gustavsson said. “However, I think it’s time for something new. Thank you for all your support over the years, especially to all the extremely talented co-workers I’ve had the pleasure to work with and, above all, the love and support from the community. I’m sure I speak for both of us when I say we’re excited to pass the baton to the next generation of Battlefield creators at DICE, Ripple Effect, Industrial Toys, and Ridgeline Games, and to see how the series evolves in their capable hands–you are ready to do this! Farewell and don’t forget to play the objective!”

Much of this was confirmed already back in December when EA announced a major shakeup for the Battlefield series. Battlefield 2042 was the fifth best-selling game of 2021 in the US, but EA admitted it struggled in part because of developers working from home and some key design choices.

EA and DICE are continuing to support Battlefield 2042. The newest season, Master of Arms, is out now with a new map, another battle pass, and more content. Additionally, DICE is reworking specialists to resemble the old class system; this has been one of the game’s most-requested updates.

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We’re nearly at the end of the week, but that’s no reason for us to start slacking off when it comes to our Wordle guides. We’re back for another edition, this time on September 8 for puzzle #446. After an arduous week of answers so far, today’s is a breath of fresh air. It’s a word that everyone has heard of and will know how to spell. However, if you want to give yourself an advantage before you even start, check out our list of recommended starting words.

Once you’re past the starting word, you might find yourself struggling to come up with guesses. If you’ve fallen into this boat, then you’ve come to the right place. We’ll be listing two hints below that should help most players come up with the answer to today’s Wordle. Although, if those hints aren’t enough, we will also spell out the full answer further down in this guide.

Today’s Wordle Answer – September 8, 2022

We’ll kick things off with two hints that directly relate to today’s Wordle, but shouldn’t give away the answer immediately.

Hint 1: In the upcoming Hogwarts Legacy game, players will spend a chunk of their time learning spells and how to harness their magic in this type of environment.Hint 2: This word only has one vowel and one repeating consonant. The vowel is not at the beginning or end of the word.

If you weren’t able to guess the answer from our hints, then fear not, as we have the full answer right here. The full answer to the September 6 Wordle is… “class.” The repeating “s” might have tripped some players up, but the word itself wasn’t too difficult. Hopefully, though, every player was able to continue their streak today. Check back tomorrow for another edition of our Wordle guides.

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Overwatch 2 developer Blizzard has confirmed that new heroes won’t be locked to the premium tier of its season pass. Amidst some confusion this week that led fans to believe that new characters would be gated off from the free track of the season pass, Blizzard VP Jon Spector took to Twitter to address the rumors.

“Addressing some incomplete info posted early about our Overwatch 2 Battle Pass,” Spector tweeted. “We’ll be sharing all details ahead of launch, but want to confirm that new Overwatch 2 heroes will be available on the free track of the Battle Pass.”

Addressing some incomplete info posted early about our Overwatch 2 Battle Pass – we’ll be sharing all details ahead of launch, but want to confirm that new Overwatch 2 heroes will be available on the free track of the Battle Pass.

— Jon Spector (@Spex_J) September 8, 2022

Like several other live-service games, Overwatch 2 will make use of a season pass system to support its free-to-play design. Apex Legends, Fortnite, and Destiny 2 are a few examples of this system, wherein players can regularly earn rewards on the free and premium tracks of a season pass. The big difference here is that the premium rewards are typically more substantial and unlocked more quickly on that rewards tier.

In comparison, Overwatch launched as a full-priced and gave new characters away for free as soon as they were added to the roster.

Overwatch 2 launches on October 4 for PC, Switch, PS5, PS4, Xbox Series X|S, and Xbox One. The game will have cross-progression features, and for players looking to gain access to all their in-game cosmetics and statistics regardless of what platform they are playing on, they can start the merger process right now before it goes into effect on October 4.

Overwatch 2 will replace the original game at launch, while other preparations from Blizzard have included loot boxes no longer being available for purchase following the conclusion of Overwatch’s Anniversary Remix Vol. 3 event on August 30.

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I’m a little worried about A Plague Tale: Requiem’s stealth, but its narrative and characterization still have lots of potential.

I loved A Plague Tale: Innocence. Despite its straightforward moment-to-moment gameplay, it ended up being one of my favorite games of 2019 thanks to the fantastic art direction, wonderful performances, and gripping story. While I am very curious to see where the story goes in Requiem, the gameplay–faults and all–feels a little too familiar. Most of these issues were easy to overlook back in 2019 when it seemed like Asobo Studio was punching well above its weight. Now, however, these same issues are harder to forgive.

Requiem takes place shortly after the first game and is set in 14th century France during the Bubonic Plague, at the outset of the Hundred Years’ War. Although both games are set in a realistic depiction of France, the story often flirts with gothic supernatural elements. This is easily one of the coolest things about Innocence and Requiem, and what sets it apart from most third-person adventure games. The world is so wonderfully detailed and everything has a macabre sheen to it.

Like in the original, you play as Amicia, a young girl tasked with escorting her younger brother Hugo through a plague-stricken world infested with rats and occupied by hostile soldiers. Along with Amicia’s trusty sling, Requiem introduces a crossbow. As you’d expect, the crossbow is much deadlier than Amicia’s sling, however, bolts for it are hard to come by. This means that, like Innocence, most encounters demand a stealthier approach. You can throw objects to attract enemy attention, squeeze under tight spaces to hide from view, and track an enemy’s movements with a vision mode called Ratsense. Yes, Ratsense.

The first few enemy encounters in the preview I played were not great. After Amicia gets chased out of a lovely little pilgrim encampment, she stumbles into some ruins and soldiers quickly close in on her. These first few areas are cramped and filled with dead ends, making it far too easy for Amicia to get trapped. If Amicia gets caught by a soldier, he knocks her on the ground, Hugo helps her back up, and the soldier conveniently waits for a second to give you a chance to react. From here, Amicia can stun the soldier with a counter, kill the soldier with a single-use knife, or run. If Amicia fails to react, the guard will kill her.

It’s nice having more options in combat than in the previous game, but the first few areas don’t really support them. There weren’t many avenues of approach and when I did get spotted and tried to run, I’d get cornered by guards. Even if I did counter or kill a guard, there usually wasn’t enough room to get past the rest of the soldiers. This meant that pure stealth was really my only option. I quickly realized that if I got caught, it was best to just restart the encounter.

I don’t mind stealth games–in fact I love Metal Gear Solid and I’m a diehard Splinter Cell fan–but being sneaky isn’t what makes those games fun. It’s how you can poke and prod at the simulation, allowing you to get past enemies in creative ways. In these early encounters, I felt like my best bet was to throw pots into conveniently placed armor bins to draw an enemy’s attention. This distraction-based approach to stealth wasn’t great in the first game, and it doesn’t seem to have evolved all that much here.

Thankfully, options did open up a bit more as I progressed. Once Amicia and Hugo made it through the caverns, they ended up in an open canyon. There was grass to hide in and cliffs to clamber up, creating more room to maneuver. Using Hugo’s Ratsense and careful timing, I managed to slip by most of the enemies. I say most because I found my way onto a ridge and hid behind a bush to wait for a guard to pass. However, the guard spotted me right through the bush and rushed me. I tried to hop down from the ridge, but an invisible wall stopped me in my tracks. The guard cornered Amicia and killed her. That inconsistency with the AI, combined with the arbitrary restriction of the invisible wall, robbed the conflict of any tension and concluded with a cheap death.

New to A Plague Tale: Requiem is the ability to directly control a mischief of rats and turn any enemy who dares to venture away from an open flame into a snack. It adds a nice wrinkle to combat that lets you quickly dispatch enemies if there’s a rat horde nearby. Apart from a few tutorialized encounters, Hugo can only control the rats for a limited amount of time, so you’ll need to plan your route carefully. These segments felt a lot more dynamic. One in particular took place in an open air bath house that spilled out into a field. There was plenty of room to maneuver, and systematically picking off enemies with the rats to clear a path for Amicia and Hugo added a much-needed layer of strategy to the combat.

The second half of the preview followed Amicia, Hugo, and a gruff soldier named Arno as they searched for a boat. The first part of this chapter mainly consisted of puzzles as the trio navigated through a rat-infested cave system. The puzzles weren’t complicated, but they did offer a welcome change of pace from the combat. Using Amicia’s sling and specialized ammo, you needed to carefully light a path through the cave so the party could safely pass through. I’m curious to see how these puzzles evolve as Amicia’s arsenal expands.

Combat issues aside, what I am really looking forward to in Requiem is the narrative. This preview consisted of two chapters that took place roughly in the middle of the game, so it was tough to follow along with the plot. That said, the acting seemed just as strong as it was in the first game. Hugo’s voice actor in particular stood out. Despite all the horrific stuff he’s seen, there was still an innocent charm to him that offers a reprieve from the harsh world.

I ran into quite a few bugs during my preview, but bugs are to be expected when it comes to pre-release builds. The game is incomplete and typically developers use that final stretch of development to squash remaining glitches. However, A Plague Tale: Requiem is out in just over a month and I had numerous progress-halting bugs that forced me to reload encounters and restart entire sections.

In one instance, Arno asked me to light his shield on fire in order to get through an area overrun with rats. Unfortunately Arno refused to brandish his shield so I couldn’t light it. In another situation, I simply couldn’t crouch. I checked the key bindings, and swapped from mouse and keyboard to a controller to no avail. Reloading the save didn’t fix the issue so ultimately I restarted the section.

While Asobo Studio does have some time to iron out these issues, it’s worth keeping an eye on the bug situation as we approach the game’s release date. I hope these issues are exclusive to me and my setup, but in my experience, that’s not usually the case.

Overall, I am cautiously optimistic for Requiem. I am very excited to see where Asobo takes the story and its memorable cast of characters, even if the combat does end up falling flat for me.

A Plague Tale: Requiem comes to PC, PlayStation 5, and Xbox Series S and X on October 13. Be sure to keep an eye out for our review in the coming weeks.

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The next-gen release of The Witcher 3: Wild Hunt is still on track for release this year, CD Projekt has confirmed in its latest earnings call, with the slide showing a Q4 2022 release window. The PS5 and Xbox Series X|S editions have been delayed a number of times, originally intended for release in 2021, and then for earlier in 2022.

The Q4 release window means the game should be out between October and December this year, with CD Projekt likely to be aiming for a release in time for the holidays. The release will be a “Complete Edition” of Witcher 3 including all its expansions, with all content enhanced for next-gen consoles. The PS5 and Xbox Series X|S versions of the game will also come with all-new free DLCs inspired by the Witcher Netflix series.

The slides released with CD Projekt’s latest earning’s call show that the majority of CD Projekt’s development teams are currently assigned to Phantom Liberty, the upcoming Cyberpunk 2077 expansion, with the next largest team working on the next Witcher game.

While The Witcher 3 is still expected out this year on PS5 and Xbox Series X|S, CD Projekt hasn’t yet announced a release date for the new editions. Everyone who already owns the Witcher 3 on other platforms will get the next-gen upgrade for free.

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It may not come as too much of a surprise, given that the Witcher 4 was announced as the start of “a new saga,” but CD Projekt Red has confirmed that it is indeed “thinking about” more games for the series, Eurogamer reports.

The new information came out in CD Projekt’s latest earnings report, when CEO Adam Kiciński was asked about the use of the word “saga” in the early marketing for Witcher 4. “Like the first saga was three games… we are in pre-production of the first game from the second Witcher saga,” Kiciński explained, adding that the studio is “thinking about more than one game.”

The Witcher 4 isn’t likely to release any time soon, with the latest news on the game suggesting it’s only just entering pre-production this year. We still don’t have much information on what the game will be about, and whether it will feature returning characters or a new cast. The only hint comes in the form of the first promo image’s lynx medallion, suggesting the new saga will feature a whole new school of witchers.

While we won’t see a brand-new Witcher game for a while, CD Projekt is still working on the next-gen re-release of The Witcher 3, which is still slated to release at the end of this year. The studio also recently announced Cyberpunk 2077 expansion Phantom Liberty, which will release next year.

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Disney Dreamlight Valley is now available in early access, and as is the case with other games like it, there’s a lot to learn whether you’re a farm-life sim expert or this particular Disney-fication has you making your first foray into the genre. We’ve covered the game immensely and felt players would do best with a single hub where they could find all of our Disney Dreamlight Valley guides in one place. Use the table of contents below to find exactly what you’re looking for, including tips on mining, gardening, upgrading your house, and a lot more.

Tips for beginners

If you’re just starting out, don’t dig a single garden hole without first reading up on our 20 tips for new players. We go over everything from how to make money quickly or boost your friendships (and reap better rewards as a result) to overlooked elements like checking your mail regularly. Time is money in Dreamlight Valley, so spend it wisely.

Cross-save and cross-play

You can take your town across platforms using cloud saves. Here’s how to set it up.

Upgrading your house

Upgrading your house in a game like this one of the most exciting parts of the game. Here’s how to do it in Disney Dreamlight Valley.

Recipe list

With over 160 recipes, you can spend hours just working in the kitchen. Here’s the full list of recipes.

Ingredients

Recipes demand ingredients, and those are found in several different ways. Make sure you know where to find all ingredients using our guide.

Fishing

Fishing is easy in itself, but knowing where to find each fish is a bit more confusing. Check out our guide on all fish locations.

Foraging

When you need crafting elements such as clay, stone, or rope, you can find yourself lost in a pile of supplies. Here’s what to know about foraging in Disney Dreamlight Valley.

Mining

Like fishing and foraging, mining is a crucial part of your day, but it’s not always clear what you might mine or where to go when you need something specific. This guide on gem locations should clarify things.

Star Path

The Star Path is Disney Dreamlight Valley’s battle pass system. The Star Path debuts with the Pixar Fest edition, featuring a number of rewards to earn by completing in-game challenges. Here’s a look at all rewards and how to earn them.

Every character would just love to keep you busy for several hours.

Goofy Stalls

Goofy’s quite the entrepreneur in Dreamlight Valley, setting up shop in every biome. You’ll want to know what he’s buying or selling at each of them, so this guide explains Goofy Stall locations and inventory.

Critters

Squirrels, turtles, and more critters will wander the town and sometimes seek your attention. Here’s how to feed and interact with them.

Realms

Realms are the story missions that transport you to far-off Disney worlds based on brands like Frozen, Moana, and Wall-E. Here’s a list of all confirmed (and rumored) Realms so far.

Tricky quests

Though the game is pretty approachable for all ages, Disney Dreamlight Valley has a few quests that might stump you. Check out our guides on the With Great Power questline and the Secret door quest from Mickey Mouse.

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