House of the Dragon’s next episode will feature a 10-year time jump, and in addition to the roles of Alicent and Rhaenyra being recast, the baby Aegon II Targaryen is grown up. An actor who comes from a famous acting family will play the role, it’s been revealed.

Ty Tennant–the son of Doctor Who star David Tennant and the grandson of another Doctor, Pete Davison–will play the teenage Aegon in House of the Dragon.

Tennant previously appeared in the movie Tolkien as well as the TV shows Doom Patrol and War of the Worlds. House of the Dragon is arguably his biggest role to date. You can get a glimpse of Tennant in House of the Dragon in the Episode 6 trailer below.

He won’t have the part of Aegon forever, as another time jump will bring on Tom Glynn-Carney to play the role as Aegon ages, according to Entertainment Weekly.

As for the other recastings, Emma D’Arcy and Olivia Cooke are coming aboard to play Rhaenyra and Alicent, respectively, taking over for Milly Alcock and Emily Carey who played their teenage counterparts in the first five episodes.

The next episode of House of the Dragon premieres this Sunday, September 25. The show is soaring right now, averaging more than 29 million viewers for each episode.

HBO has ordered a second season of House of the Dragon, but we don’t know yet when it will air.

The show is now competing with another high-profile fantasy series, Amazon Studios’ The Lord of the Rings: The Rings of Power, which picked up 25 million viewers for its first episodes.

Read MoreGameSpot – Game News

Infinity Ward’s Call Of Duty: Modern Warfare II is upon us, which means it’s time to dolphin dive. The sequel to 2019’s Modern Warfare reboot is out next month, October 28th, 2022, and weekend two of the multiplayer beta runs from September 22-26 for PlayStation, Xbox, and PC, allowing FPS fans to sink into new maps (Breenbergh Hotel), new modes (Knockout, Prisoner Rescue), old classics (Search & Destroy) and a new third-person playlist that introduces an entirely different perspective.

There’s also a more robust Gunsmith system, new perk packages, new field upgrades such as Drill Charges, Shock Sticks, and Inflatable Decoys, and a short list of “enhanced movement options” that experiment with ledge hangs and underwater combat. And then there’s the slide cancel mechanic; it doesn’t exist in Modern Warfare II and there’s a chance it might not return. Infinity Ward’s removal of slide-canceling has remained positive and with movement being a more grounded hybrid of Black Ops, Ghosts, and World At War, it appears that the dive to prone has finally found a purpose again.

How Do You Dolphin Dive In Modern Warfare 2?

To dive, players have to perform a tactical sprint (L3/LS) and hold crouch (O/B). You will fly head first like the free bird you were meant to be and land in a new position that’s hidden from enemy sightlines.

Here’s a GIF example of the dive in action in the Modern Warfare 2 Beta (via PlayStation Blog).

In Call Of Duty: Modern Warfare 2, the dive-to-prone mechanic has become a useful ability thanks to slide-canceling being nerfed into the sun, but they also counterbalance new vertical movement tech with versatility. Dives can be used to tumble behind vehicles, belly flop into capture zones, dodge grenades and other random explosions, reposition between sites mid-streaks, and Frogger around a corner for a quick finishing move. Its uses are simple in design, but its utility hasn’t reached its limits yet and it’s still a welcome addition for the memes and for those who live for Black Ops memories.

ZooMaa is live playing #MW2 also a quick look at the dive mechanic pic.twitter.com/MwZJ3X8Fum

— CDL Intel (@intelCDL) September 15, 2022

For more on Modern Warfare II, check out the Beta Dates, Best Perks and Best Killstreaks.

Read MoreGameSpot – Game News

Who doesn’t enjoy a little Thursday Wordle action every now and again? We’re back with another edition of our Wordle guides, this time on September 22. After a series of difficult answers over the past couple of weeks, the Wordle gods have blessed players with a fairly easy word. This is great news for players who might not want too hard of a challenge with their morning coffee (or whenever players do the Wordle), but disheartening for those who like a little challenge every now and again.

If you haven’t started the Wordle just yet, then you can check out our list of recommended starting words. However, if you’re already past the starting point, then you’re likely looking for some hints. Luckily, we provide just that further down in this guide. We will also spell out the full answer for players looking to simply get out of today unscathed.

Today’s Wordle Answer – September 22, 2022

We’ll begin with a few hints that directly relate to today’s Wordle answer, but don’t give it away immediately.

Hint 1: This word is the name of a professional football team located in the southern United States. It’s also the name of a person, particularly in Catholicism, who has chosen a life of holiness and virtue.Hint 2: This word has two vowels and no repeating letters. The vowels are located in the middle of the word.

If those hints weren’t enough to get the ball rolling for you, then you can keep reading for the full answer to the Wordle. The full answer to the September 15 Wordle is “saint.” This is definitely one of the easier from the past few weeks, so hopefully, players were given a break today and continued their streak with ease. Check back tomorrow for another edition of our Wordle guides.

Read MoreGameSpot – Game News

The upcoming Splinter Cell remake will feature a rewritten story, as Ubisoft is looking to update the game and make it more relevant to a “modern-day audience.”

In a job listing that was spotted by PSU, Ubisoft is looking to hire a scriptwriter who can faithfully update the original game’s story. “Using the first Splinter Cell game as our foundation we are rewriting and updating the story for a modern-day audience,” the advertisement reads. “We want to keep the spirit and themes of the original game while exploring our characters and the world to make them more authentic and believable.”

Ubisoft says that the applicant who lands the scriptwriting job will need to work with Ubisoft Toronto’s narrative team to create a “cohesive and compelling” narrative experience for a “new audience” of Splinter Cell fans. The original Splinter Cell was first released in 2002, a very different and turbulent time that saw radical technologies introduced and Nickleback’s unchecked reign over the billboard charts with “How You Remind Me” for far too long. Truly a terrible time for the world.

Sam Fisher’s first video game adventure saw the NSA black ops agent work to stop a global crisis from unfolding and was published as a timed Xbox exclusive. Ubisoft officially announced the Splinter Cell remake in December last year and confirmed that the remake will be built from the ground up using the studio’s Snowdrop engine. Ubisoft Toronto–which developed the well-received Splinter Cell: Blacklist–plans to stick closely to the original game’s linear narrative structure, while also emphasizing exploration and innovation as core gameplay pillars.

While the game is still a long way from being released, we’ve got a few ideas as to what we want to see from the finished Splinter Cell product.

Read MoreGameSpot – Game News

Logitech unveiled a new steering wheel during its livestream event, a piece of kit aimed at serious racing game fans and packing some impressive specs. A small LED display, force feedback, and low-latency response are all great features to have in an enthusiast kit, but it’s the modular design that makes the steering wheel not only that much more customizable but also more accessible to people with disabilities.

The G Pro foot pedals that are sold separately are equipped with a load cell on the brake and pressure detection that precisely registers the applied force. For those players who can’t use that hardware, the G Pro has a dual-clutch system that can be used as alternative accelerator and brake pedals. The pedal system also has a more modular setup so that it can be customized to suit player needs.

The top paddle shifters also happen to be magnetic and incorporate hall-effect sensors, although the price for this setup won’t be cheap. The G Pro wheel on its own will cost $1,000, while the optional pedals are priced at $350. This does put the Logitech G Pro steering wheel at a more premium price-point when compared to rival brands in that space, such as Thrustmaster and Fanatec.

A highly detailed steering wheel wasn’t the only piece of technology that Logitech unveiled this week, as it lifted the curtain on its upcoming $350 gaming handheld device. The Logitech G Cloud comes equipped with a 1080p screen, an impressive battery life, and is compatible with Microsoft’s Xbox Cloud Gaming.

Read MoreGameSpot – Game News

Intel officially unveiled the final member of their Alder Lake-based NUC12 family earlier this week. The NUC12 Enthusiast (like the three previous Enthusiast NUCs) caters to the gaming / creators market looking for a small form-factor machine with a discrete GPU.

As a refresher, Intel created the NUC Enthusiast category back in 2016 with the introduction of the Skull Canyon NUC (NUC6i7KYK). With a 4″ x 5″ motherboard, it had a slightly larger footprint compared to the traditional NUCs. However, the increased size allowed the incorporation of a 45W TDP processor with increased graphics flex. The second generation Hades Canyon moved to a slightly larger board (5.5″ x 8″), while retaining the industrial design of the Skull Canyon NUC. It used the Kaby Lake-G processors with a Kaby Lake processor and an AMD GPU packaged together (with a total TDP budget between 65W and 100W). The NUC11 Enthusiast (Phantom Canyon) went for a more traditional gaming notebook-type architecture with a Tiger Lake-U Core i7-1165G7 and a NVIDIA RTX 2060 laptop GPU.

The NUC12 Enthusiast retains a similar architecture. The key difference lies in the fact that this is first NUC to utilize Intel’s Arc discrete GPU. The specifications of the GPU are much more powerful than the NVIDIA RTX2060, and this has resulted in a redesign of the cooling solution as well as the chassis dimensions compared to the NUC11 Enthusiast.

Similar to the Phantom Canyon family, Serpent Canyon will also come in two varieties – a barebones version, and another with a 1TB SSD / 16GB of DDR4-3200 RAM / Windows 11 Home pre-installed. The SKUs utilize the Intel Core i7-12700H notebook processor and the Intel Arc A770M discrete GPU with 16GB of VRAM.

The NUC12 Enthusiast sports a rich set of I/Os. There are two Thunderbolt 4 ports (one in the front and one in the rear) that also carry the display output from the Intel Iris Xe Graphics in the Core i7-12700H. Two USB 3.2 Gen 2 Type-A ports and a SDXC UHS-II slot, along with an audio jack and a quad-microphone array round out the front panel. On the rear, we have an audio output jack (supporting TOSLINK), a single 2.5 Gbps LAN port, four USB 3.2 Gen 2 Type-A ports (with a hub chip behind), and the display outputs (1x HDMI 2.1 4Kp60 and 2x Display Port 2.0 (1.4 certified)) from the Intel Arc A770M.

The table below compares the specifications of the flagships in the last three generations of Enthusiast NUCs.

Intel Enthusiast NUCs
Model
Serpent Canyon
(NUC12SNKi72)
Phantom Canyon
(NUC11PHKi7C)
Hades Canyon
(NUC8i7HVK)
CPU
Intel Core i7-12700H
Alder Lake, 6P + 8E / 20T
4.7 GHz (P) / 3.5 GHz (E)
45W TDP (Up to 115W)
Intel Core i7-1165G7
Tiger Lake-U, 4C/8T
2.8 – 4.7 GHz
28W TDP
Intel Core i7-8809G
Kaby Lake, 4C/8T
3.1 – 4.2 GHz
100W Package TDP
GPU
Intel® Intel Arc A770M 16GB GDDR6 @ 1.65 GHz (Discrete)
NVIDIA GeForce RTX 2060 6GB GDDR6 (N18E-G1-B Notebook Class 115W) @ 1.285 GHz (Discrete)
Intel® Iris® Xe Graphics (96EU) @ 1.3 GHz (Integrated / On-Die)
Radeon RX Vega M GH 4GB HBM2 @ 1.19 GHz (Discrete / On-Package)
Intel® HD Graphics 630 @ 1.1 GHz (Integrated / On-Die)
Memory
2x DDR4-3200 SODIMMs
1.2V, 64GB max.
2x DDR4-2400+ SODIMMs
1.2V, 32GB max.
Motherboard
7″ x 8″(Custom)
5.5″ x 8″ (Custom)
Storage
2x M.2 22×80 (key M) PCIe 4.0 x4 NVMe SSD (CPU-attached)
1x M.2 22×80 (key M) SATA3 or PCIe 3.0 x4 NVMe SSD (via PCH)
1x M.2 22×80/110 (key M) PCIe 3.0 x4 NVMe/AHCI SSD
1x M.2 2280 (key M) SATA3 or PCIe 3.0 x4 NVMe/AHCI SSD
2x M.2 22×42/80 (key M) SATA3 or PCIe 3.0 x4 NVMe/AHCI SSD
I/O Ports
2x Thunderbolt 4 Fast-Charging (front + rear)
1x USB 3.2 Gen 2 Type-A (front)
1x USB 3.2 Gen 2 Type-A Fast-Charging (front)
4x USB 3.2 Gen 2 Type-A (rear)
1x SDXC UHS-II Card Slot (front)
CIR (front)
1x SATA III Power + Data Internal Header
2x USB 2.0 Internal Header
2x Thunderbolt 3 (rear)
4x USB 3.2 Gen 1 Type-A (rear)
1x USB 3.2 Gen 2 Type-A (front)
1x USB 3.2 Gen 2 Type-C (front)
1x USB 3.2 Gen 1 Type-A Fast-Charging (front)
1x SDXC UHS-I Card Slot (front)
CIR (front)
1x SATA III Power + Data Internal Header
2x USB 2.0 Internal Header
Networking
Intel Killer Wi-Fi 6E AX1690i
(2×2 802.11ax Wi-Fi inc. 6 GHz + Bluetooth 5.2 module)
1 × 2.5 GbE ports (Intel I225-LM)
Intel Wi-Fi 6 AX201
(2×2 802.11ax Wi-Fi + Bluetooth 5.1 module)
1 × 2.5 GbE port (Intel I225-LM)
Intel Dual Band Wireless-AC 8265
(2×2 802.11ac Wi-Fi + Bluetooth 4.2 module)
2 × GbE ports (Intel I219-LM + Intel I210-AT)
Display Outputs
2x DP 2.0 (1.4 certified) (via Thunderbolt 4 Type-C, iGPU)
1x HDMI 2.1 (up to 4Kp60) (rear, dGPU)
2x DP 2.0 (1.4 certified, dGPU)
2x DP 1.4a (via Thunderbolt 4 Type-C ports, iGPU Display Pipe)
1x mini-DP 1.4a (rear, dGPU, up to 8Kp60, MST)
1x HDMI 2.0b (rear, dGPU, up to 4Kp60)
1x HDMI 2.0a (front, dGPU)
1x HDMI 2.0a (rear, dGPU)
2x mini-DP 1.3 (rear, dGPU)
2x DP 1.3 (via Thunderbolt 3 Type-C ports, dGPU)
Audio
7.1 digital (over HDMI and DisplayPort)
L+R+mic (front)
L+R+TOSLINK (rear)
Audio Codec
Realtek ALC274
Realtek ALC700
Enclosure
Metal and plastic
Kensington lock with base security
Power Supply
330W (19V @ 16.9A) Adapter
230W (19V @ 12.1A) Adapter
Dimensions
230mm x 180mm x 60mm / 2.5L
221mm x 142mm x 42mm / 1.3L
221mm x 142mm x 39mm / 1.2L
Miscellaneous Features
Vertical stand included
Vertical stand and VESA mount included
VESA mount included
Lid with customizable RGB LED illumination behind user-replaceable mask
CEC support for HDMI ports
Front-panel CIR support for IR remotes
Status LEDs in front panel
Beam-forming microphone array
3-year warranty

The block diagram below gives some insights into the design of the system in relation to the I/O capabilities.

Despite the Arc A770M supporting a PCIe 4.0 x16 link to the host processor, the Serpent Canyon configuration keeps the connection at x8. Both PCIe 4.0 M.2 2280 slots are CPU-attached ones. The SD card slot is connected via a PCIe lane instead of USB – this should allow maximum possible performance for different SD cards. While the official specifications indicate that the slot is UHS-II, the technical product specifications document also indicates SD Express support. This depends on the exact SD controller being used in the board, and we have reached out to Intel for clarification. Three of the four Type-A ports in the rear are enabled by a 1:4 Gen 2 hub, which is not ideal in terms of bandwidth sharing. However, the availability of additional ports is always welcome. On the display front, the front Thunderbolt 4 port can support a display bandwidth of around 17 Gbps, while the rear port can support up to 35 Gbps.  With multi-stream support on the Type-C port, the system can drive a total of six diifferent displays – five at 4Kp144 (DP/Alt-DP) and one at 4Kp60 (HDMI). Two 8Kp60 displays can also be driven using a multi-cable / -port solution.

Intel also provided a complete teardown picture along with the press release. The combined cooling solution for the CPU and dGPU with the thermal shroud and heat pipes is clearly seen. Whether this solution aids in / enables performance tuning via the Intel Deep Link Dynamic Power Share feature remains to be seen in hands-on evaluation.

Overall, the Serpent Canyon NUC is a huge step-up for Intel. Moving to a fully in-house solution for both the CPU and dGPU in a small form-factor portable machine will enable the company to gain a larger share of the gaming / creator systems / eSports total addressable market. Based on paper specifications, the level of integration and gaming prowess in the NUC12 Enthusiast should be well beyond what has traditionally been possible in this form factor. On the pricing front, the Mini-PC version with pre-installed OS will come in at $1350, while the barebones version can be purchased for $1180 later this month. These numbers roughly track the introductory pricing for previous-generation Enthusiast NUCs.

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Bungie is removing the requirement to complete a difficult, time-consuming objective for this week’s Season of Plunder story quest in Destiny 2. The quest objective to “defeat 50 Champions” will auto-complete for players, allowing them to advance the quest forward much more easily.

Bungie made the announcement on Twitter, stating that the 50 Champion objective was too difficult for some players. Judging by player feedback, that was definitely the case, since Champions mostly appear in high-level content and in relatively low numbers. Even Legendary difficulty Lost Sectors or Nightfall Strikes only include a handful of Champions, forcing players into a large number of runs to complete the requirement. Champions are also more difficult to kill than normal enemies and generally require special seasonal weapon mods to defeat, adding a skill barrier to the requirement.

Due to the completion requirement being too high for many players, we have auto-completed the Champions Defeated objective for this week’s Sails of the Shipstealer Seasonal quest.

— Bungie Help (@BungieHelp) September 21, 2022

The move is a fairly big one, not just because the objective was frustrating a lot of players, especially among Destiny 2’s more casual fans. This week’s story quest unlocked a big revelation for Season of Plunder’s plot, giving new information about the season’s main characters, Mithrax and Eido, and advancing the game’s overall plot toward its next expansion, Lightfall, in February.

It seemed as though Bungie created the 50 Champion requirement with high-level seasonal content in mind. Players quickly found that Champions killed in the Expeditions seasonal activity each counted for three kills toward the requirement, rather than just one each. The trouble is, Champions are few and far between in Expeditions–you might see three Champions on a good run, and as few as one or none on a bad run.

The best way to complete the requirement was in the Master difficulty version of the Ketchcrash seasonal activity, which is both full of Champion enemies and counted each Champion defeated as eight toward the requirement. It was possible to clear the 50 Champion requirement in a single Master Ketchcrash activity, but more casual players struggled because Master Ketchcrash can be very tough. It carries both the very high Power level of 1,600 and doesn’t offer team matchmaking, meaning players need to find their own group of five other players in order to take part in it.

With the requirement removed, players can much more easily advance through Destiny 2’s current story. The pirate-themed Season of Plunder has been a lot lighter than the spooky and tumultuous Season of the Haunted, but as this week reveals, still carries some heavy themes and high stakes.

Read MoreGameSpot – Game News

When Bungie gave Destiny 2 players their first look at the upcoming Lightfall expansion during its recent showcase event, there were a number of things about the game’s next chapter that were surprising, but perhaps none were as unexpected as the inclusion of a new grapple ability. The Destiny games have always put a major premium on traversal and mobility, especially for a first-person shooter, but the inclusion of a grapple looks set to change the feel of the entire game.

The showcase mostly showed the grapple in use in Neomuna, the new location Lightfall will add to Destiny 2 when it releases in February, but eagle-eyed fans would have caught suggestions that you can use it in existing content as well. In an interview with GameSpot, game director Joe Blackburn and general manager Dan McAuliffe confirmed that you can, in fact, use the grapple anywhere in Destiny 2.

Getting the grapple to work throughout the rest of Destiny 2 without breaking the game, though, has been a challenge that McAuliffe joked keeps him up at night.

“Part of the ambition was to add something that pushed the boundaries and changed the way you interact with both the new content and the existing content,” McAuliffe said. “The thing that I’m excited to see is the changes to the sandbox in different types of content. Are there different ways to solve for a trap in a mission or a puzzle in a raid or something to that effect moving forward? Is that a challenge? Sure, but I think that possibility space is worth the risk.”

The grapple is part of the new “Strand” set of abilities coming to the game with Lightfall, and like the freezing Stasis abilities added in the Beyond Light expansion, they’re going to greatly expand players’ capabilities. The idea behind Strand is that it’s a kind of invisible cosmic web woven through the universe, a dimension just beyond what the people of the Destiny universe can perceive. Because Strand exists everywhere, it means you’ll be able to use the grapple everywhere–and that you’ll be able to use the grapple to grab onto that cosmic web at any point, essentially anchoring your grapple to thin air to allow for a swing.

It’s easy to see how the grapple might change how players interact with Destiny 2’s world, which is full of platforming puzzles and locations that make movement as important as shooting. Destiny 2’s player-vs.-player gameplay is also heavily reliant on movement to set it apart from other first-person shooters; some classes can float and glide in the air or triple-jump their way through a fight. Adding a Spider-Man-like movement ability has the potential to significantly alter how players approach those situations, and all three of Destiny 2’s character classes will have access to the grapple ability.

Blackburn explained that while Bungie wanted to push the envelope of what players are capable of when it comes to movement and platforming, the studio didn’t want the grapple to become the de facto way of playing the game, replacing all other options. So in practical terms, the grapple replaces players’ grenade ability, meaning you’ll need to consider the costs of using it.

“Obviously we love to play with cooldowns based off of what [ability] is slotted in a [loadout], but this is not going to be a thing where you’re trying to find someone a PvP and it’s like, ‘Well, they just grappled 20 times in a row, I guess I will never see that human again,'” Blackburn said. “Thinking about ways that you could build-craft into stuff if you like to grapple a lot, or you could say, ‘No, I just like to use it periodically. I want to build-craft into other things as well.'”

So although Bungie is looking to make the grapple an interesting addition to the existing Destiny 2 world, the team is also working to keep the ability from dominating the entire game. However, just as Stasis remains a big part of the experience on Europa, expect Strand to be important to the story and landscape of Neomuna. There, you can expect to see holes in reality where Strand is poking through into our world, which can allow players to take greater advantage of elements like the grapple. The non-competitive player-vs.-environment side of the game will lean more into the fantasy of using the Strand abilities, making it a bigger part of the level and environmental design. Expect points you can grapple to that will instantly reset its cooldown, allowing you to swing multiple times in a row, Blackburn said.

Blackburn and McAuliffe said that Bungie is trying to capture an action-hero feeling with Lightfall as you fight through its new urban landscape. Strand and the grapple are part of creating that feeling, they said, while also expanding on the rest of the Destiny 2 world.

“I think ‘Why grapple,’ it came from the team really looking at, ‘Okay, you need to make a damage type that both can be evocative in this blockbuster action fantasy, but can also live on forever in our crazy side fantasy game,'” Blackburn said.

“Stasis was another big, ‘Oh, my God, what have you put into the game’ thing. ‘You can freeze stuff?'” he continued. “Certainly there was a rough landing there, but we’ve gotten to a place now where it’s like, ‘Oh yeah, of course you can freeze stuff in Destiny.’ That’s just part of the game. We want to make sure that we’re always, especially with a new damage type, pushing Destiny to say, ‘Hey, let’s make something unique.'”

Lightfall is scheduled to release on February 2023. For more, read about how Bungie Wants Destiny 2: Lightfall To Feel Like Blade Runner Meets Independence Day.

Read MoreGameSpot – Game News

BTS will soon show up in Cookie Run: Kingdom as cookies in a crossover collaboration called Braver Together. Each BTS member will get their own unique in-game cookie character, and the collab will include BTS-themed maps as well as an in-game performance by the BTS cookies.

📣
[BREAKING NEWS] THEY’RE COMING… TO COOKIE RUN: KINGDOM!
The Cookie Kingdom is buzzing with excitement! 🏰 💜
Are you ready for the grand reveal of the BTS Cookies?!#BraverTogether#ComingSoon pic.twitter.com/3gaX7t24aB

— Cookie Run: Kingdom (@CRKingdomEN) September 21, 2022

The BTS collab goes live on October 13, and from September 24 to September 30, developer Devsisters will post photocards and teaser videos.

Cookie Run: Kingdom is one of Devsisters’ multiple Cookie Run titles, and essentially is a gacha-slash-rpg game where players obtain cookies and fight cake monsters. The BTS collab isn’t the only crossover coming to Cookie Run: Kingdom in October–a Disney collab featuring Lilo, Stitch, Ariel, Mickey, and Belle will also appear at an unknown date in October.

Devsisters has a couple new games in the works like Brixity–a mobile construction simulation game–and Dead Cide Club, a side-scrolling shooting game. In Brixity, players will need to help humans restore planet Earth to a livable environment. A substance called Brix is key to the task.

Cookie Run: Kingdom is on Android and iOS.

Read MoreGameSpot – Game News

The Netflix TV show Nailed It is getting a spin-off video game. Netflix has announced that Paladin Studios is developing a Nailed It video game called Nailed It Baking Bash, and it’ll be released October 4 on mobile.

Like the TV series, the video game is all about cooking. In the game, players will host a party for their friends and try to recreate popular recipes. The gameplay involves “rapid-fire” minigames where players will bake, paint, and garnish their dishes as they try to create very nice cakes.

There is a multiplayer mode, too, where players can compete against real humans to create cakes as fast as they can, which is also how the show operates. Players can earn “distractions” to make your fellow contestants’ cooking more challenging. Check out a trailer below.

According to a report, Netflix is aiming to have 50+ games in the Netflix Games catalog by the end of 2022. Before this, Netflix partnered with Ubisoft for multiple new games, including another Assassin’s Creed title.

In addition to partnering with studios like Paladin Studios and Ubisoft, Netflix has kept busy buying up game studios, including Boss Fight Entertainment, Next Games, and Night School Studio. Part of what separates Netflix’s games from others is that they don’t have ads or microtransactions. Players can install the games from within the Netflix app.

The next Nailed It season, Nailed It: Halloween is expected to be released in October, but the show ran into production issues when crew walked out amid a contract dispute. The show is hosted by comedian Nicole Byer.

In other Netflix news, the streaming company’s new ad-based tier is reportedly launching in November, just ahead of Disney Plus’ own ad-based tier in December.

Read MoreGameSpot – Game News