In case you haven’t updated to Nvidia’s latest GeForce Experience version, now is the time to do so. If you’re still on anything older than version 3.27.0.112, your PC could be wide open to certain cybersecurity risks, with the potential for hackers to gain access to your PC via your outdated GeForce Experience software.
The vulnerabilities, as described by the Nvidia development team in a security bulletin (opens in new tab) (via Hardware Info (opens in new tab)), include “code execution, information disclosure, data tampering, and denial of service.”
Discovered by Minse Kim of Korea University’s DNSLab, there are three main attack methods that older GeForce Experience versions leaves users open to. The one that scores highest on the vulnerability scale would involve the user initialising the GeForce Experience install from a compromised directory. Looks like they had to have accidentally deleted something from the install folder first, though. So although it’s probably a rare occurrence, it can lead to some serious data tampering.
The second vulnerability would see the hackers using the installer to do their nefarious bidding.
“GeForce Experience contains an uncontrolled search path vulnerability in all its client installers,” the bulletin says. In order to exploit this, the hackers would need to have already gained user level privileges, allowing them to use the installer to load an arbitrary DLL. That would allow them to escalate their privileges and execute whatever code they fancied on your PC.
Last but not least, the “NVContainer component” vulnerability would allow a hacker with user level privileges to create a “symbolic link” to a file that needs admin privileges, and sneakily give them an escalation of privilege, opening a window for “denial of service, or limited data tampering.” That means removing your access and messing with your machine while you’re left to figure out what the heck is going on.
For a software tasked with keeping your graphics card working—i.e. one of the most important softwares on your gaming PC (opens in new tab)—you’d think we wouldn’t have to deal with this. But as many of us will know, software development is never as straightforward as we’d like it to be.
Hackers are constantly evolving, so make sure to keep your software up to date.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676362012_Heres-another-good-reason-to-keep-your-GeForce-Experience-software.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-13 16:44:192023-02-13 16:44:19Here’s another good reason to keep your GeForce Experience software up to date
After announcing that archeology is in for the next update, Mojang is back today with another Minecraft 1.20 reveal and this time it’s the big ol’ Sniffer mob. We already knew it was coming, of course, after it won the community mob vote last summer, but this is the first time we’re seeing what its in-game model will look like and I think the initial hype for this big mossy buddy is definitely going to continue.
“Sniffer eggs can be found in the newly introduced archeology sites near desert temples,” Mojang says, a detail which we learned as part of last week’s archeology announcement. “Players can hatch the newly unearthed egg into a baby snifflet, which will grow up into the huge sniffer. The new mob can ‘sniff’ out ancient seeds from when it once roamed the overworld. The new seeds will grow into unique decorative plants.”
Mojang has posted several photos of the Sniffer in today’s announcement post (though none of its baby Snifflet version, sorry) and it really is as large as advertised. I voted for the Sniffer myself and am loving the funny little flop pose they have. I only wish Mojang had thrown in a villager for size. The other bit of Sniffers we’ve yet to see is what these ancient plants they can dig up will look like.
Like the archeology feature, Mojang says that the Sniffer is coming to Minecraft Java snapshots and Bedrock version betas “very soon.” Of note is that the first snapshot iteration of the Sniffer will be found in creative mode where you can create them via spawn egg rather than digging them up in survival mode as intended for the launch version coming later.
Reiterating what it said in Friday’s announcement, Mojang adds: “Keep your eyes peeled, we’re not quite done revealing the features that are going to be included in Minecraft 1.20.” Plenty of version 1.20 mysteries remain, it seems.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676307063_Minecraft-reveals-the-big-floppy-Sniffer-mob-coming-in-version.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-13 16:28:032023-02-13 16:28:03Minecraft reveals the big, floppy Sniffer mob coming in version 1.20
Fntastic, the studio behind The Day Before (opens in new tab), has released yet another statement regarding the state of the game and its ongoing trademark dispute. In a short post on Twitter yesterday afternoon, Fntastic said that its trademark has apparently been snaffled by a calendar app, that its videos have been taken down from YouTube as a result of trademark issue, and that the current holder of the trademark has offered to discuss things with the studio. The studio followed up its tweet with a link to a delisted YouTube video (opens in new tab) which—per the Wayback Machine (opens in new tab)—used to show a clip of someone playing The Day Before on PC.
The statement says only that the “so-called ‘owner'” of The Day Before’s trademark is the “creator of the calendar app”. Fntastic doesn’t explicitly name or link it, but I have to assume that the app in question is TheDayBefore (D-Day Countdown) (opens in new tab) from TheDayBefore Inc. When Fntastic first announced its trademark troubles (opens in new tab), it looked like its game’s name had been nabbed by a South Korean applicant, and that app is a South Korean product (opens in new tab), after all.
So, does it look like matters are on their way to being resolved? Not really! Fntastic says that the app creator “ambiguously offers to contact him [sic] to discuss something, but what?” I’m not a copyright lawyer but I’d imagine what he wants to discuss is the disputed trademark, yet the tone of Fntastic’s statement makes it sound like the studio isn’t keen to enter that discussion itself.
The studio concludes its statement with a rallying cry: “We’ll fight. Power is in the truth,” which might have gone over better if Fntastic hadn’t burnt pretty much every shred of goodwill it’s ever had over the course of the last couple of months. As it is, it just feels like the studio has fallen victim to its own blunders, and statements like these come off as a desperate attempt to recast itself in the role of an underdog, an attempt which, predictably, hasn’t gone down well with its audience (opens in new tab).
So it’s not going well, and it still really feels like Fntastic desperately needs to hire a proper marketing team instead of firing off Twitter statements like this one and the one it put out last week decrying “disinformation” (opens in new tab). I keep thinking Fntastic has hit the nadir with its former fans, yet somehow I keep being proven wrong.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676303348_The-Day-Before-devs-say-a-calendar-app-stole-their.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-13 15:41:332023-02-13 15:41:33The Day Before devs say a calendar app stole their trademark, YouTube is delisting their videos, and no doubt the dog’s eyeing up their homework
My parents didn’t have a lot of money when I was growing up, but we were still a Cheerios household. Actually I preferred the sugar bomb of Cinnamon Toast Crunch, but the point is we could at least afford genuine Cheerios instead of “Nut O’s” or “Tasteeos” or whatever the store brand was called. As a kid I cared about that name recognition, the same way I lusted after a pair of Nikes or a legit Jansport backpack. As an adult now rudely forced to pay for cereal out of my own pocket, I’m a lot more inclined to try out the off-brand cereal.
That’s what playing Wild Hearts feels like—I’m taking a risk with the underdog, hoping that another action developer can actually do Monster Hunter just as well as Capcom, if only someone would give them a shot. So far there are some glimmers of great action, but poor PC performance, a shallow monster pool and a fiddly equipment mechanic all dilute Wild Hearts’ attempt at imitation.
Monster, uh… fighter
The line that developer Koei Tecmo is walking here is blatant: You can picture the writers sweating as they try to contort dialogue around the words “hunt” and “monster” while every conversation is about the monsters you need to go out and hunt. The resulting world feels slightly less outright fantasy and slightly more folklore. It’s explicitly set in feudal Japan and sticks with the Japanese words for much of its text: kemono (beasts, not monsters!) for the behemoths you fight; karakuri for the contraptions you build to help on your hunts; tsukumo for the mechanical creatures that serve as your AI companions.
The small cast of characters, like the blacksmith Natsume and the washed up samurai Ujishige you meet in the opening hour, are more subdued than Monster Hunter’s campy anime hunters and buff cat chefs. Wild Hearts is deeply earnest, a change I appreciated at first and then quickly tired of since it results in every character droning on about how they want to protect the town and clumsily confessing their bog-standard NPC backstories. After a while I started taking my headphones off whenever someone was talking.
…much of the time it’s frustratingly clunky.
I truly can’t imagine anyone playing this sort of game for anything other than sticking monsters with the pointy end, anyway, and there Wild Hearts mostly nails it. There are eight weapons, a lean arsenal that ends up being full of surprises. My favorite is the bladed wagasa umbrella, which attacks by spinning like a top and powers up when you parry enemy attacks. It’s the only weapon in the game with a defensive option, which kept me alive and made me look like a cracked Mary Poppins in action.
(Image credit: Koei Tecmo)
The shapeshifting karakuri staff might as well be four weapons in one: every hit you land can be comboed into a form shift with its own set of attacks. The starter weapon, a katana, “awakens” when you fill up a hit meter, unfurling into a whip-like longsword that you can swirl around you in a flurry of cuts. Wild Hearts is still pretty anime, it turns out, at least when you’re in the thick of the action.
The kemono battles are all worthy of these weapons and their complex movesets. Each fastidiously animated beast has some kind of elemental affinity and a “Mother Nature got shitfaced” design, like the sapscourge, a sap-covered, pollen-spewing asthmatic nightmare, or the goldshard, a porcupine with giant crystals for spines. Some of the designs really surprised me in a good way, going beyond their obvious gimmick. The lavaback, a giant flaming gorilla, seems straightforward until he’s enraged—then suddenly he uses his molten arms like stretchy rubber bands to slingshot himself at you feet-first.
Some of the kemono designs are clear standouts, but Wild Hearts recycles them disappointingly quickly—there are some clearly shared moves and archetypes as soon as you reach the second area, and later you get the standard elemental remixes of some monsters where you swap fire for ice. These are still tough, exciting fights, and my strategy going up against a kemono completely changed depending on what weapon I was using. But the variety can’t compare to Monster Hunter’s deep roster, at least in the four (out of five) zones I’ve explored so far.
In 30ish hours, I’ve fought only 11 fully distinct monsters, and one of those is a gimmick battle I’d barely count.
Wild Hearts’ one big new idea for combat is letting you build traps and defenses mid-combat. You conjure karakuri out of thin air by holding down right-click and pressing one of a few keys—at first you’re spawning simple crates to leap off or springs that’ll catapult you towards a monster, but soon you’ll unlock combinations that erect a defensive wall or shoot off fireworks to flashbang a flying monster out of the air.
I appreciate that it cuts out loads of bloat, but that leaves some core parts of the experience anemic.
These sometimes lead to thrilling moments, like using a spring to just dodge a monster’s charge and unleashing your own attack mid-leap, but much of the time it’s frustratingly clunky. Sometimes I’d use all my build ammo while right in front of a monster and the karakuri would instantly explode because it was too close; other times I’d hit C when I should’ve hit Q, flubbing the combo and just stacking a bunch of useless shit in front of me. Move a little too much while you’re building and the karakuri can go down in the wrong place, also ruining the combo placement.
Like building in Fortnite, I expect we’ll see some amazing high-level play from master hunters who gel with the karakuri system, but I mostly found it annoying I couldn’t press a single hotkey to build what I want instead of fumbling in a menu mid-fight.
Leveling pains
(Image credit: Koei Tecmo)
The more of Wild Hearts I’ve played, the more I’ve found it notable what it doesn’t lift from Capcom’s series. There’s just a whole lot less stuff, and that’s actually kind of a relief. Monster Hunter is famously one of those games that overwhelms you with systems and sub-systems and side activities and a bajillion types of items all on top of combat that takes hours to learn. You grind certain resources to make gear, and other resources to level up that gear, and yet more resources to augment that gear; there are different types of hunts and research tracks to advance. The latest, Monster Hunter Rise (opens in new tab), gave you a dog and a cat companion to customize, level up, and take on hunts with you—and a whole separate system for recruiting more feline companions to send off on their own missions.
Wild Hearts is tame by comparison. There’s a single resource for upgrading your tsukumo hunting buddy, armor has a single upgrade tier, and there’s almost no fussing with item crafting or stockpiling potions or bombs or any kind of supporting gear. This game does not give you the sense that it wants you to play it for 300 hours. I appreciate that it cuts out loads of bloat, but that leaves some core parts of the experience anemic.
Some of the weapons are sublime, and many of the monsters would rank higher than Capcom’s pack on my personal tier list
Gear progression is slow and deeply unsatisfying. There are no little steps here to make yourself feel incrementally tougher, just upgrades that give your armor a human or kemono “affinity” which seems woefully underbaked. More than 20 hours in, only 22 of the 60 pieces of armor I’d unlocked were actually eligible for one of these upgrades, and I’ve yet to benefit from a single extra skill they impart. Wild Hearts loves to give you perks like “3% fire resistance” with scant opportunities to stack the same effect. Nobody gets excited about 3%.
The weapon skill tree looks enormous and exciting at first—until you realize there’s a singular upgrade tree that applies to every weapon in the game, which really takes the wind out of it. I do appreciate that you can recoup any spent resources to reconfigure weapons as many times as you like, though, encouraging you to pick the right elemental affinity for a battle.
If a few of these features were more robust, Wild Hearts might’ve been able to pass as a shrewdly streamlined hunting game. But surprisingly weak PC performance—I barely got an average of 60 fps at 1440p, on my i5-13600K and an RTX 3070 and a mix of medium and high settings—and graphics on par with 2018’s Monster Hunter World (opens in new tab) make it feel more budget-constrained than aerodynamic. (One later area even tanked my framerate down into the 30s and 40s).
Some of the weapons are sublime, and many of the monsters would rank higher than Capcom’s pack on my personal tier list, but everything outside the heat of the fight could’ve used a little more love.
After 30ish hours, I am not a Nut O’s Wild Hearts convert. Deep down I was hoping for an exciting discovery, to find something bold in this game about slaying giant mythical beasts that I liked better than the big established brand. But so far it’s mostly a less flavorful Monster Hunter.
If I’m hungry for smashing giant boars in the face with a comically large mallet (please don’t judge my extremely specific cravings), Wild Hearts is plenty filling. There’s just not much reason to pick it first off the shelf.
Steam has released its sales charts for the week just gone (opens in new tab), broken down here by SteamDb (opens in new tab), and Hogwarts Legacy has sold extremely well. It was clear from the game’s early access period that there was a big appetite for some open-world wizardry (opens in new tab), with the game even breaking Twitch records for viewership in the runup to release, but even so it’s striking to see that Hogwarts Legacy occupies four of the top five slots in Steam’s best sellers for the week.
The reason why is that Steam treats each SKU, which is to say version of the game, as a distinct product. Thus the top seller is Hogwarts Legacy: Digital Deluxe Edition, which puts the previous week’s best-seller, plain old Hogwarts Legacy, down to second position. But then both products seem to appear again in the third and fourth spots. This is because, for whatever reason, Steam categorises the pre-order sales and the release sales as distinct products. So the top two sellers are people buying the game before release, and the next two are those who bought it once it was out.
#SteamTopSellers for week ending 12 February 2023:#1 – Hogwarts Legacy: Digital Deluxe Edition#2 – Hogwarts Legacy#3 – Hogwarts Legacy#4 – Hogwarts Legacy: Digital Deluxe Edition#5 – Steam Deckhttps://t.co/HOZbib8nxmFebruary 12, 2023
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Hogwarts Legacy didn’t launch on PC in the best of states (opens in new tab) but seems to have addressed most of the early stuttering issues players were experiencing. Modders have also had some time to get to grips with the game, and have of course done what modders do: Thomas the Tank Engine is now in there (opens in new tab). Unusually, one of the most popular mods addressed a specific problem with the character creator, in order that players could make their witch or wizard’s skin paler (opens in new tab).
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676373000_Why-four-of-Steams-top-five-sellers-are-Hogwarts-Legacy.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-13 14:54:582023-02-13 14:54:58Why four of Steam’s top five sellers are Hogwarts Legacy
Nvidia’s CEO, Jen-Hsun Huang, has called what OpenAI has done with ChatGPT “genuinely, one of the greatest things that has ever been done for computing.” And I’m confident his effusive praise for the AI chatbot is all about the tech and little to do with the fact that Nvidia is one of the tech world’s biggest indirect financial beneficiaries of ChatGPT’s recent viral success.
Conducting an informal ‘fireside chat’ at Berkley Haas University (opens in new tab) a few weeks back (via WCCFTech (opens in new tab)), Huang was asked about what he thinks about ChatGPT as a technology in a Q&A session, and he immediately said: “ChatGPT is a very, very big deal.” That was before going on to liken the viral AI phenomenon to the iPhone revolution and that it has “democratised computing in a very large way.”
“For a lot of people in the industry that have been working on this,” says Huang, “we’ve been waiting for this moment. This is the iPhone moment, if you will, of artificial intelligence. This is the time when all the big ideas about mobile computing came together in a product that everybody just kinda… ‘I see it, I see it.’
“For the entire 40 years that I have been in the industry we have done nothing but make computers harder and harder for people to program, and that’s why the technology divide has been so large. And the technology divide has been getting larger and larger. Except ’til one day. All of a sudden everybody can program a computer, literally everyone can program a computer.”
What Huang says about the complexity of computing and programming putting a barrier between people and the machines they use on a day-to-day basis is true, and in one fell swoop ChatGPT has shown that technological divide can be collapsed with an AI assistant.
Already I can ask ChatGPT to write me a little HTML code that improves my CMS, something that I would have to wait an age for our developers to get around to doing (and supply support tickets in triplicate). Just from a simple prompt and a little tidying up I can have that working almost immediately and without any real knowledge of the actual code.
Of course, therein lies the chance of that being an issue if ChatGPT, or another AI assistant decides to fire me some malicious code, and me being a dunce can’t tell before I jam it into my system. But equally it can provide me a way to access knowledge in a way that doesn’t immediately melt my brain as I try to learn it from an online textbook.
But Jen-Hsun also has other reasons for being so positive on what ChatGPT has wrought through its recent viral tear. At a time where the market value of tech companies is taking a huge hit (opens in new tab), with a slowdown in the PC market a particular burden for the likes of Intel and AMD, Nvidia has seen its share price actually increase by 49% since the beginning of the year.
It’s now sitting at its highest point in the past six months, and that’s largely due to its position as the hardware powering AI computing (opens in new tab), such as those used by OpenAI. That’s providing a huge tailwind for Nvidia at a point where its traditional revenue stream could be said to be stuttering.
(Image credit: Nvidia)
All that being said, Nvidia has been consistent in its championing of artificial intelligence, putting itself at the heart of research into the field. So, when Huang says he’s been waiting for this moment you’ve got to believe him.
“We have democratised computing,” says Huang. “It doesn’t matter if you’re a farmer, a doctor, a nurse, a frontline worker, travel agent, doesn’t matter, a small business, a restaurant owner, it doesn’t matter. Everybody is now a programmer, you just have to prompt this thing to write a program for you, to do something for you, automate something for you.
“We have done… what OpenAI has done, and what the team over there has done, genuinely is one of the greatest things that has ever been done for computing. We have democratised computing in a very, very large way. And I’m very, very excited about that.”
https://gamingarmyunited.com/wp-content/uploads/2023/02/Nvidia-CEO-hails-ChatGPT-as-one-of-the-greatest-things.gif270480Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-13 14:39:572023-02-13 14:39:57Nvidia CEO hails ChatGPT as ‘one of the greatest things that has ever been done for computing’
One of my favourite things in my Steam library resides in the client’s dormant-if-not-dead ‘Videos’ section. There, arrayed in neat rows, lies my collection of Double Fine’s Amnesia Fortnight 2014 documentaries, which cover a two-week game jam held at Double Fine’s offices almost (oh my god) ten years ago. It was one of my first, fascinating insights into how games actually get made, and I’m ready for another. Lucky me, then, that Double Fine’s just dropped a 32-episode series on the making of Psychonauts 2 (opens in new tab).
The documentary pitches itself as the sequel to the much-celebrated Double Fine Adventure (opens in new tab) documentary, which detailed the development of 2014’s Broken Age (opens in new tab), a Kickstarter-funded point-and-click adventure in the style of the LucasArts games of old.
Clocking in at a svelte 22-or-so hours, Double Fine PsychOdyssey tells the tale of Psychonauts 2 from conception to release. Describing itself as “an unprecedented documentary experience seven years in the making,” the series tells the tale of a studio dealing with “overly ambitious designs, poor morale, technical challenges and financial woes, all during a turbulent span of time for the world”. Still, sorry about the spoilers, but I’m fairly certain that Psychonauts 2 did eventually come out, so I expect there’s a happy ending at the end of the trail.
The whole thing is available for free over on YouTube, where Double Fine has created a handy playlist (opens in new tab) of every available episode for you to get through in an intensely educational 22-hour period.
I’ve only really seen the aforementioned Amnesia Fortnight series, but Double Fine has form for this kind of thing. As well as the Broken Age docs, the studio has also made documentaries about its 2017 Amnesia Fortnight (opens in new tab) game jam, an Amnesia Fortnight movie (opens in new tab), and all sorts of little bits and pieces highlighting this or that aspect of life at the developer’s offices.
Oh, and as for Psychonauts 2, we quite liked it, with Matthew Castle’s Psychonauts 2 review (opens in new tab) scoring it a healthy 89% and praising the game for “[improving] on its predecessor in almost every regard”. All’s well that ends well.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676296044_Double-Fine-just-dropped-a-22-hour-documentary-series-on-the.jpeg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-13 13:02:582023-02-13 13:02:58Double Fine just dropped a 22-hour documentary series on the making of Psychonauts 2
Mario Mario, star of hit PC titles like Electric Crayon 3.1: Super Mario Bros & Friends – When I Grow Up (opens in new tab), Mario Is Missing, and Mario’s Early Years: Pre-School Fun (opens in new tab), put in a surprise appearance during yesterday’s onslaught of Super Bowl commercials. Starring alongside Luigi Mario, his brother, the beloved icon resurrected the classic Mario rap, extolling the pair’s drain-fixing abilities in a 30-second paean to plumbing.
If you were born on this side of the 21st century, the phrase ‘Mario rap’ might not mean much to you. A celebrated masterpiece, the song originally served as the theme to 1989’s Super Mario Bros. Super Show! (opens in new tab) That programme only lasted a few years, but it was just long enough to root itself inextricably in the minds of a certain generation of gamers who were doubtlessly obsessed with the character’s biggest hits, like Mario Teaches Typing and Mario’s Game Gallery (opens in new tab).
It’s honestly a pretty cool callback, and I say this as someone whose first exposure to the Mario rap happened in the last 48 hours. The tinny audio and off-kilter colouring makes the entire thing feel like it was recorded onto a VHS tape 30 years ago, and it’s fun to see a wry celebration of Mario’s incredibly awkward first forays into non-videogame media in advance of this April’s Mario Movie (opens in new tab), which looks set to be very competent indeed.
The ad ends with a screen imploring viewers to hire the Mario bros’ plumbing services at their website: SMBPlumbing (opens in new tab). That’s a fully-functioning webpage replete with About Us, Testimonial, and Careers sections (though the latter is a work in progress). If you’re not convinced by this ‘internet’ fad, you can also call them directly at 929-55-MARIO. Of course, someone’s done that already (opens in new tab) (via Kotaku (opens in new tab)), and of course, Charlie Day’s Luigi is right there to give you the hard sell on Super Mario Bros. Plumbing.
The Super Mario Bros (opens in new tab) movie comes out on April 7. Here’s hoping he makes another PC appearance soon after. These kids today need somebody to teach them typing.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676292388_Cult-PC-gaming-icon-Super-Mario-resurrects-his-80s-rap.jpeg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-13 11:56:022023-02-13 11:56:02Cult PC gaming icon ‘Super Mario’ resurrects his ’80s rap classic in nostalgic Super Bowl ad
Solve today’s Wordle (opens in new tab) exactly the way you want to with our range of helpful hints and convenient clues. Need the answer in a hurry or to keep your hard-won win streak safe? Then just click or scroll straight to today’s solution. Just want a nudge in the direction of February 13 (604)’s answer? That’s here too.
I was lucky enough to find myself staring at a couple of greens and yellows early on—surely that meant I was just a step away from the answer. I was, but the jumble of letters I’d found for my half-made word meant I had to spend a lot of time figuring out how to fit them all together.
Wordle hint
A Wordle hint for Monday, February 13
Today’s answer refers to how often something is used, or the standard way of using something. You might keep an eye on your electricity _____ after a high bill, or check the common _____ of a particular word, for example. There are three vowels to find today.
Is there a double letter in today’s Wordle?
No letter is used twice in today’s puzzle.
Wordle help: 3 tips for beating Wordle every day
If you’ve decided to play Wordle but you’re not sure where to start, I’ll help set you on the path to your first winning streak. Make all your guesses count and become a Wordle winner with these quick tips:
A good opener has a mix of common vowels and consonants.
The answer could contain the same letter, repeated.
Avoid words that include letters you’ve already eliminated.
You’re not racing against the clock so there’s no reason to rush. In fact, it’s not a bad idea to treat the game like a casual newspaper crossword and come back to it later if you’re coming up blank. Sometimes stepping away for a while means you can come back with a fresh perspective.
Today’s Wordle answer
(Image credit: Josh Wardle)
What is the Wordle #604 answer?
Kick the week off with a win. The answer to the February 13 (604) Wordle is USAGE.
Previous answers
The last 10 Wordle answers
Previous Wordle solutions can help to eliminate guesses for today’s Wordle, as the answer isn’t likely to be repeated. They can also give you some solid ideas for starting words that keep your daily puzzle-solving fresh.
Here are some recent Wordle answers:
February 12: GIANT
February 11: DEBUG
February 10: HEADY
February 9: STAGE
February 8: FLAIL
February 7: APPLE
February 6: NINTH
February 5: DANCE
February 4: UNLIT
February 3: TASTY
Learn more about Wordle
There are six rows of five boxes presented to you by Wordle each day, and you’ll need to work out which five-letter word is hiding among them to win the daily puzzle.
Start with a strong word (opens in new tab) like ALIVE—or any other word with a good mix of common consonants and multiple vowels. You should also avoid starting words with repeating letters, so you don’t waste the chance to confirm or eliminate an extra letter. Once you’ve typed your guess and hit Enter, you’ll see which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
Your second guess should compliment the first, using another “good” word to cover any common letters you might have missed on the first row—just don’t forget to avoid any letter you now know for a fact isn’t present in today’s answer. After that, it’s just a case of using what you’ve learned to narrow your guesses down to the correct word. You have six tries in total and can only use real words and don’t forget letters can repeat too (eg: BOOKS).
If you need any further advice feel free to check out our Wordle tips (opens in new tab), and if you’d like to find out which words have already been used you can scroll to the relevant section above.
Originally, Wordle was dreamed up by software engineer Josh Wardle (opens in new tab), as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle (opens in new tab), refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures (opens in new tab). Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676277779_Wordle-hint-and-answer-604-Monday-February-13.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-13 08:05:442023-02-13 08:05:44Wordle hint and answer #604: Monday, February 13
Wild Hearts is EA & Koei Tecmo’s take on Monster Hunter: smash giant mythological beasts with giant swords, then use their body parts to make even better swords to smash their friends with. Nature’s beautiful, isn’t it?
Wild Hearts releases today, February 13—but with a catch. Only EA Play subscribers get early access, while everyone else has to wait until February 13 for the full release. And that full release will vary by timezone and platform, too. It’s a bit complicated, so here’s what you need to know to jump into Wild Hearts as soon as possible.
Wild Hearts release times
Wild Hearts releases on February 13 for EA Play subscribers beginning at 7 am PT (15:00 UTC). It’ll be available at that time on both PC and consoles.
The full game won’t be accessible, though. The February 13 release is just the EA Play First trial, which is available if you pay $5 per month (or $30 a year) for an EA Play subscription, or if you’re a Game Pass Ultimate member. The Play First trial lets you play the opening bits of Wild Hearts, leading to your arrival at the game’s hub city Minato. You could spend several hours exploring the opening zone, but the missions that lead you to Minato will only take an hour or two to complete.
Here’s the EA Play First Trial release time in a few more timezones:
New York: 10 am ET
London: 3 pm GMT
Paris: 4 pm CET
Wild Hearts’ full release is February 16 at 7 am PT on PC. That’s the exact same time as the trial version listed above, just three days later.
However, the console version of Wild Hearts has a separate launch time—it’ll go live at midnight in each timezone on February 17th. So when midnight arrives in your timezone, you’ll be able to hop in. That means lucky players in Australia will have a significant headstart on some other timezones. Try not to hold it against them when you party up for a hunt.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676281410_Heres-when-Wild-Hearts-releases-in-your-timezone-and-when.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-13 07:34:402023-02-13 07:34:40Here’s when Wild Hearts releases in your timezone and when you can start the EA Play First trial
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