Remember that characteristically quirky Asrock motherboard (opens in new tab) that transmogrified from an AMD B650 board into an X670? Well, Asus has got something similar going on with its new ROG X670E-I board. It has a chipset on a PCIe stick.

How so? Well, this all hinges on the fact that AMD’s B650 chipset uses a single chip, known as Promontory 21, whereas the premium X670 chipset houses two Promontory 21 chips daisy-chained together.



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Permit me one moment to complain, readers. Over ten years ago, I buckled and bought a CD copy of Knights of the Old Republic 2, since it clearly wasn’t coming to Steam. It came to Steam a few months later. At some point I did the same with Planescape: Torment, just before it released on GOG. Literally last month I bought the first few Etrian Odyssey games for my indomitable 3DS before Nintendo could close the eshop (opens in new tab), and hey, guess what? Etrian Odyssey 1, 2, and 3 are headed to PC in a newly remastered form on June 1. I am the plaything of fickle gods.

But hey, chin up, because those games are cult classics, and having them freed from the shackles of slowly-submerging Nintendo hardware can only be a good thing. If you don’t know, they’re first-person dungeon crawlers that see you lead a party of adventurers around dangerous labyrinths chock-full of enemies that you deal with in turn-based encounters. It’s incredibly similar to the Persona Q games (opens in new tab), if you’re familiar with those.

The games’ most interesting—and potentially most exhausting—gimmick is that mapping the dungeons out is entirely on you. On the DS version, that meant the bottom screen was a canvas for your cartographical ambitions, and you’d use the stylus to plot out everywhere you’d been as you adventured. If, like me, your brain resolutely refuses to operate in terms of shape and space, you can look forward to completely hamstringing yourself with your own mapmaking ineptitude: That mechanic survives in the new HD versions.

Atlus has been fairly generous with pricing its old hits as they trickle over to PC, the recently-released Persona 3 Portable (opens in new tab) was a mere £17.99/$19.99 when it hit Steam last month, and the same was true of Persona 4 Golden (opens in new tab) when that came out in 2020. Well, no more. If you want to engage upon an Etrian Odyssey, it’ll set you back £35.99/$39.99 per game when they release on June 1, or £72.33/$80.37 for a bundle of all three. I guess someone at Atlus finally realised PC players want to buy the studio’s games.

If that price doesn’t make you wince, you can find all three games waiting to release over on Steam (opens in new tab).


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The fact that we’re in iffy economic times and demand for all manner of capitalist consumables is down is not news. But the specific fact of lower silicon wafer prices of late is novel. And it immediately has us hoping for cheaper actual chips.

The news comes from Taiwanese media outlet UDN (opens in new tab) (via HardwareLUXX (opens in new tab)) and relates specifically to the blank or raw silicon wafers from which chips are etched using advanced lithography processes.

Reportedly, prices of six and eight-inch wafers are down for the first time in three years, while 12-wafers are holding steady but expected also to fall shortly. It’s the larger 12-inch wafers that are used for the most advanced processes at the most important foundry of all, TSMC, and also by Intel.

Higher wafer prices have been part or the reason why chip prices have gone up so dramatically in the last few years. According to industry observers, TSMC’s prices for a finished wafer fully etched with chips has increased from $10,000 per wafer in 2018 for a 7nm wafer to $20,000 per wafer for its latest 3nm tech. In 2016, a 10nm TSMC wafer would have cost you just $6,000.

Of course, blank wafer prices are far from the only factor determining final chip prices. The latest multi-layer production nodes are far more complex and time consuming to process than earlier nodes. And yields are always absolutely critical in dictating individual component prices.

So, despite much lower demand driven by everything from the broader economic downturn, higher interest rates, inflation, the demise of cryptocurrency mining and a raft of further factors, cheaper blank wafers aren’t going to immediately translate into cheaper actual chips.

TSMC’s 3nm node has just begun production in Taiwan. (Image credit: TSMC)

Moreover, it can’t simply be assumed that the likes of TSMC will pass on lower blank wafer costs to customers like AMD and Nvidia. In which case, there would be no savings for those companies to pass on to long suffering gamers, even if they want to. And it’s highly questionable that they do.

Indeed, as we recently reported (opens in new tab), AMD and other chip producers regularly adjust their chip output to prevent a glut of product and the lower prices that would ensue. The same applies to silicon wafers with UDN reporting that many chip foundries are having their wafer deliveries delayed and lowering their manufacturing volumes.

In the very long run, sustained lower demand will drag prices down. And GPU pricing has come off from its wildest pandemic and crypto-fuelled peak. But the mechanics of wafer pricing are just another insight into why chip prices and therefore the cost of things like graphics cards is likely to fall gently rather than suddenly nosedive.

We’re just going to have to be patient.


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Life Is Strange developer Don’t Nod has a new game, and it looks like we’re trading in teen drama for a tale of megacorps, gods, and the precarious balance between the mortal and divine worlds. So pretty much the same thing. Harmony: The Fall of Reverie was revealed during yesterday’s Nintendo Direct, and hits Steam in June this year.

The game takes place “in the very near future” in the mediterranean city of Alma, which has fallen under the sway of a sinister corporation called MK. You play as Polly, a woman who has returned to the city to look for her missing mother, and who “quickly realizes that she has a gift of clairvoyance that connects her to another world, Reverie, where the Aspirations of Humanity live”. 



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Whether you just need a helpful clue to point you in the right direction, general tips to improve your daily Wordle (opens in new tab), or desperately want someone to tell you the answer to the February 9 (600) puzzle before you lose your win streak, all the Wordle advice you could ever wish for is on this very page.

The greens came early today—well, most of them did. Towards the end, I had that one dreaded gap left to fill and more potentially winning letters left than I had guesses to use up. Thankfully blind luck brought me to the answer just in time.

Wordle hint

A Wordle hint for Thursday, February 9

Today’s word is the name for the area in a theatre the actors usually perform from, but it can also refer to a specific part of a long process too, amongst other things. Something that’s just begun might be described as being in the opening _____, for example. There are two vowels to find today. 

Is there a double letter in today’s Wordle? 

No, there is no double letter in today’s puzzle. 

Wordle help: 3 tips for beating Wordle every day 

If you’re new to the daily Wordle puzzle or you just want a refresher after taking a break, I’ll share some quick tips to help you win. There’s nothing quite like a small victory to set you up for the rest of the day. 

  • A mix of unique consonants and vowels makes for a solid opening word. 
  • A tactical second guess should let you narrow down the pool of letters quickly.
  • There may be a repeat letter in the answer.

You’re not up against a timer, so you’ve got all the time in the world—well, until midnight—to find the winning word. If you’re stuck, there’s no shame in coming back to the puzzle later in the day and finishing it up when you’ve cleared your head. 

Today’s Wordle answer

(Image credit: Josh Wardle)

What is the Wordle 600 answer?

Let’s make sure every day’s a winner. The answer to the February 9 (600) Wordle is STAGE.

Previous answers

The last 10 Wordle answers 

Keeping track of the last handful of Wordle answers can help to eliminate current possibilities. It’s also handy for inspiring opening words or subsequent guesses if you’re short on ideas for the day.

Here are the last 10 Wordle answers:

  • February 8: FLAIL
  • February 7: APPLE
  • February 6: NINTH
  • February 5: DANCE
  • February 4: UNLIT
  • February 3: TASTY
  • February 2: SHIRK
  • February 1: SCOLD
  • January 31: CROSS
  • January 30: CRAVE

Learn more about Wordle 

Wordle presents you with six rows of five boxes every day and the aim is to figure out the correct five-letter word by entering guesses and eliminating or confirming individual letters.

Getting off to a good start with a strong word (opens in new tab) like ARISE—something containing multiple vowels, common consonants, and no repeat letters—is a good tactic. Once you hit Enter, the boxes will show you 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 starting word, using another “good” word to cover any common letters you missed last time while also trying to avoid any letter you now know for a fact isn’t present in today’s answer. With a bit of luck, you should have some coloured squares to work with and set you on the right path.

After that, it’s just a case of using what you’ve learned to narrow your guesses down to the right word. You have six tries in total and can only use real words (so no filling the boxes with EEEEE to see if there’s an E). Don’t forget letters can repeat too (ex: 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. 


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After reviewing a fair few gaming headsets in recent years, I’ve learned what to expect from their microphones. Usually they’ll be plenty clear enough for gaming chat, but that’s about it. If you want your voice to have any sense of quality or tone, most headset mics will be found wanting. It’s the reason so many streamers go with a separate mic setup, often complete with boom mic and a mixer if they’re feeling really fancy. Audio-Technica is looking to change this with its new StreamSet gaming headset.

Audio-Technica is a brand known for making high quality audio products. If you want a very nice pair of cans or a capable mic, Audio-Technica is a brand well worth your attention, which it proved this with the ATH-GDL3 gaming headset (opens in new tab), offering crystal clear sound with great immersive properties. 

The new StreamSet gaming headset is looking to be a bit different. Instead, it’s taking the ATH-GDL3 (opens in new tab) and combining it with the recording tech used in the Audio-Technica 20 series (opens in new tab) microphones. 

The ATH-GDL3 is known as a lightweight yet capable wired headset weighing only 220 grams. They’re on the cheaper side, and are said to feel it, but otherwise are a great opened-back headset with sound as a clear priority. Plus, this variant will include multiple earcuffs to try to help with comfort for long-term gaming.

The mic on these headsets is thought to be capable with an included pop-filter, but that’s about it. Like most gaming headsets the mic certainly wasn’t a selling feature and is unlikely to compare to a decent desktop mic. Chucking in a condenser based on the 20 series of mics has to be a big win for your voice recording quality.

It’s good to see this push for a better inbuilt condenser because there are a lot of benefits to a good headset mic. This one has a flip-to-mute boom, which is always appreciated. Nothing feels cooler than telling all your friends to hang on for a sec and then dramatically flipping your mic upwards.  

It’s also handy for streamers who may not be close enough to the desktop mic. That moment of overexcited jumping around should still be caught crystal clear thanks to the mic never moving from your face. You don’t have to worry about accidentally moving out of range, plus a worthy headset mic is one less thing to worry about buying and then setting up on your desk.


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Roblox is a human co-experience platform.  We want our users to be able to experience the full spectrum of social interactions in our immersive 3D experiences, with communication on Roblox mirroring all the ways we communicate in the real world.  One of the cross-functional teams building this technology on Roblox is the User Group. 

“We believe that expressive and immersive communication is the future,” said Garima Sinha, Senior Director of Product. “We are at that juncture where the technologies that we’ve been working on for years are coming together. When you are in a virtual experience, you can see expressions. Soon, you’ll be able to feel the body language, the vibe of people being in the same room.” 

The User Group’s vision is to enable one billion people to communicate, play, learn, and work together in high-quality immersive 3D experiences. “[Our vision] has stayed pretty consistent over the past three years,” said Philippe Clavel, Senior Director of Engineering. “We want to build a platform that empowers people to connect and engage together.” 

But as Philippe explains, building it in the right way is just as important as getting the technology behind it working. “Roblox is inherently a social product. There’s still so much potential for what it can do. But we also have to make sure that we are building our products in a safe and civil way.” 

Together, Garima and Philippe lead teams within the broader User Group at Roblox that are tackling some of Roblox’s toughest technical challenges to bring this vision to life. To learn more about what they are up to, we spoke with them and two other members of the User Group: Principal Product Manager Effie Goenawan and Engineering Manager Irene Nguyen. 

The Technical Challenges Behind Virtual Communication and Connection

Philippe reminisced on a moment from his Roblox job interview. “During my interview, CEO and Co-Founder Dave Baszucki explained to me that in the 3D world, you can be and interact with anyone. But before you can do that, you must be able to communicate effectively. Our vision is to enable and mimic real-world communication.”

By adding voice communication to our Chat feature, we are getting closer to this vision.  This new functionality allows users 13 and older to communicate using their voice in Roblox experiences. The technology is proximity-based and simulates realistic communication.

The User Group, including cross-functional efforts from the Safety and Engine Groups, has tackled several technical challenges to bring Chat with voice to life – one of the toughest being building the architecture. “Building the technology behind Chat with voice is inherently complex. To make it feel immersive and mirror real-world communication, we enable sound so that it is tied to your avatar’s location within a 3D space. You want others who are near you to hear you – not those far away,” said Philippe.

“On top of that, when we deploy new features, it’s to millions of users across the globe. We made sure to deploy this new service at the edge to guarantee that our voice servers are close to our users. We want you to have a good discussion wherever you are.”

Ensuring that we built this feature with safety and civility in mind is also a critical technical challenge. “Our top priority is making sure that we roll out Chat with voice safely and responsibly. While we’ve already implemented robust safety features (e.g. moderation tools), we are also looking at technology solutions to ensure safety and civility on our platform,” said Effie. 

Culture of Innovation in the User Group

While our company values act as a guide anyone can use to solve our technical challenges, each team brings its own collaborative and creative approach to developing innovative solutions.  Here are some of the ways that the User Group comes together to drive a culture of innovation for Roblox. 

Solving tough technical challenges is what motivates them. 

Finding the right solution to technical challenges is rarely clear or straightforward. Effie encourages her team to leave no stone unturned when trying to find solutions.

When it involves solving for safety and civility, “One easy solution would be to spend lots of time and resources on manual moderation, but we are responsible for making the right decisions for our team and the business. That’s why we are starting to look at ways that we can tackle this problem with the best technology solutions to support our moderation efforts.” One of those technical challenges is moderating the Chat with voice feature.

Garima and Effie discuss a recent project

Garima Sinha with colleague Effie Goenawan catch up outside of our offices

“We need to be able to detect and take action in real time to ensure the safety of our community,” said Garima. “These are hard technical problems that no one in the industry has solved yet. What makes the culture of our team unique is that we all have the drive to make it happen. We are solving some of the hardest problems in the world. And our people take a lot of pride in solving these hard problems.”

Iteration is what helps them develop great solutions. 

Even when facing blockers, the User Group has kept its eye on the ball. For Irene Nguyen, developing MVPs (Minimum Viable Product) and proofs of concept is part of the process. As an Engineering Manager on the Connections Team within the User Group, Irene supports users’ abilities to connect, experience, and create memories with friends. One technical challenge her team is helping to solve is enabling video capture functionality within the Roblox platform. Her team’s goal is to enable users to quickly and easily share great moments from Roblox with their friends. 

“What are our current limitations in video quality? What does this mean across devices? Performance? We want to build it right and build it for all.” Identifying where to begin can be overwhelming, but maintaining an iterative mindset helps Irene and her team balance priorities and forward momentum. 

“We need to identify our starting point, be clear about our vision, and then lay out the steps needed to build an MVP that will get us there. By following that process, the team is able to see and get really pumped about what’s possible.” She recalls, “some people equate an MVP with a hack or workaround solution. Instead, I think of it as a way for us to prove the viability of whatever we’re working on. Iteration is how we end up with a great solution.” 

Open communication and collaboration enable anyone to share new ideas and problem solve. 

What is the secret to sparking innovation across the team? Philippe thinks that it’s fostering a bottom-up development culture, encouraging open communication, and asking the right questions. 

“You don’t hire smart people to tell them what to do. You hire smart people, so they tell you. As a manager, my job is to help our team by asking constructive questions,” said Philippe. “This style has helped our team seek better solutions and achieve results. Asking questions allows our team members to think about things differently. I find that they speak up about their perspectives. And most importantly, they openly share when they disagree.” 

Recently, Philippe’s team debated how they should render spatial audio (the technology powering Chat with voice). “Say that you’re in the experience with your avatar. Should we render the audio as if it is coming to your avatar’s ears or to the game camera? There was a very strong argument for both ways, so we solved for both and voted on what felt best. And, in true Roblox fashion, we also allow developers to customize it and change the default setting.

Philippe Clavel & Irene Nguyen discussing a recent project

The User Group has also started to host internal tech talks to foster communication and collaboration. In Irene’s words, “We take pride in knowledge-sharing across the various teams in the User Group. They [tech talks] are a way that we all stay connected and share what’s happening across our team. Doing this has led us to tackling other big questions.”

These tech talks have had other benefits, especially for junior members. Anyone is able to practice their public speaking skills, show off what they’ve been building, and even get real-time feedback. 

“There can never be too many forums for people to showcase what they’re building,” says Irene. “We’re hoping to expand the tech talks and make them even bigger in 2023.”

Join the Team Helping to Shape the Future of Human Connection and Communication.

The User Group has ambitious plans for 2023. So what are some of the reasons that you’d want to join the team? For Effie, it’s the opportunity to make an impact. “The problem space that you have the potential to impact is huge. Whether it’s technical, machine learning, optimization, user experience, or even policy, we’re leaders in an industry where there is such a greenfield of problems that have never been solved.”

Want to learn more about what the User Group is working on? Tune in to the latest Roblox Tech Talks Podcast to listen to a conversation between Garima and CEO Dave Baszucki on the future of communication on Roblox. 


Team Behind the Tech is a behind-the-scenes look at how our teams tackle their toughest technical challenges and what it reveals about the culture, people, and values behind our innovative technologies. If these sound like the challenges and opportunities you want to take on, check out our available roles for the User Group and learn more at careers.roblox.com.



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The UK’s Competition and Markets Authority says that if Microsoft is serious about acquiring Activision Blizzard, there’s one sure way to make it happen: Break up Activision Blizzard.

The bold suggestion came in a new “notice of possible remedies (opens in new tab)” update, a procedural document that lays out the CMA’s concerns, and the various possible ways that Microsoft and Activision Blizzard might address them.

There are two types of “remedies” available in situations like this, the CMA said: Structural, which changes the conditions of the proposed deal, and behavioral, in which the parties involved effectively promise to be good in exchange for getting permission to do what they want. In merger situations, the CMA prefers structural remedies because they “rarely require monitoring and enforcement”—once they’re done, there’s no going back, so you don’t have to worry about getting screwed three or four years down the road.

In the case of the Activision Blizzard acquisition, the CMA cited two possible structural remedies:

  • (a) Requiring a partial divestiture of Activision Blizzard, Inc. This may be:
    (i) Divestiture of the business associated with Call of Duty;
    (ii) Divestiture of the Activision segment of Activision Blizzard, Inc. (the Activision segment), which would include the business associated with Call of Duty;
    (iii) Divestiture of the Activision segment and the Blizzard segment (the Blizzard segment) of Activision Blizzard, Inc., which would include the business associated with Call of Duty and World of Warcraft, among other titles.
  • (b) Prohibition of the merger.

What that means, basically, is that the CMA will green light the deal if Activision Blizzard sells or splits off some portion of the company or its holdings so Microsoft doesn’t gain control of the whole package in the acquisition. That would be a major step, and given that all of Activision Blizzard’s divisions carry significant value—Call of Duty, King mobile games, pretty much everything Blizzard does, and a massive back catalog are all very lucrative components of the whole—one that Microsoft will presumably be reluctant to take.

Activision isn’t terribly interested in the plan either. “CMA’s proposals don’t represent final determinations for the deal,” an Activision Blizzard rep said in an email sent to PC Gamer. “Microsoft now has the opportunity to make their case on the path forward. We already know that they want to keep Call of Duty available on all platforms.

“We look forward to addressing the CMA’s concerns and are confident this deal is good for players and good for competition in the gaming industry … We hope between now and April we’ll be able to help the CMA better understand our industry to ensure they can achieve their stated mandate.”

As Activision Blizzard said, the CMA notice isn’t a final ruling of any sort, but “is intended as a starting point for discussion” between the CMA, Microsoft, and Activision Blizzard. But the fact that a breakup is being floated at all feels like a tipping point: Divestiture isn’t an especially uncommon response when proposed mergers face regulatory hurdles (the US Federal Trade Commission has an entire guide on it (opens in new tab)), but as far as I know this is the first time that splitting up Activision Blizzard has been proposed. Will Microsoft still be interested in the deal if it has to give up Call of Duty or World of Warcraft to make it happen? I don’t know, but I do know this: If the CMA is pondering the idea, you can bet the FTC is thinking about it, too.

Despite the CMA’s seemingly stiffening resistance to the proposed merger, Activision Blizzard CEO Bobby Kotick doesn’t appear interested in striking a conciliatory tone. In a recent interview with CNBC he accused regulators of lacking “independent thought (opens in new tab) “and warned that if the deal isn’t approved, the UK is “not going to be Silicon Valley, [it’ll] be Death Valley.”


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I’ve never much liked FPSes, but I’ve put up with them for years because what I do like are team deathmatches and battle royales and PvPvE extraction. These formats are almost exclusively found in shooters, so I’ve resigned myself to Warzone 2 with my crew even if gunplay will never be my forte. Dark and Darker—an old school style RPG dungeon crawler with sword and board combat, magic, class levelling, looting, and is also a co-op extraction game—was made specifically for me. And not just me, evidently, as its open alpha is currently one of the most-played games on Steam.

Dark and Darker calls itself “unforgiving” and “hardcore” first and foremost and after I immediately died to sword-wielding skeletons in my first few runs before ever having the privilege of being killed by a player, I’m inclined to agree. (The tutorial does note that a lower, “normal” difficulty is not yet in the alpha.) 

In extraction game fashion, you’ll fight and loot AI enemies like skeletons, spiders, and mummies as you explore its two current maps, competing with other players to escape through exfil portals as a circle of “dark swarm” closes in around the dungeon. You can queue up for solos in the Goblin Cave map, take a party of up to three into the Forgotten Castle, or pay a 100 gold ante for the high risk, high loot version of the castle.

As the fighter class, I’ll start most rounds with the default sword, shield, and torch, loot a nearby chest in hopes of some boots or a helmet, and then get on with killing the closest AI baddies. If I’m lucky, I’ll amass a small handful of gold trinkets and miscellaneous weaponry to jam in my inventory Tetris-ed pockets. If I die I lose it all, but if I manage to worm my way through the oppressively narrow corridors, floor spike traps, and other players I have a shot at locating a glowing blue stone on the floor that will open an exit portal. (Be aware, co-op folks; these things admit one person only, not the whole squad, which seems quite stingy for a game best played with pals.) You can also take a red glowing portal to head deeper into the dungeon for further challenges and rewards, but I’ve not gotten that brave yet.

Things get a bit less harrowing in a well-balanced trio of Fighter, Cleric, and Wizard, (or Barbarian, Rogue, or Ranger) but even so, death is only a couple missteps away in Dark and Darker’s classically claustrophobic dungeons, which make me miss the open air of other PvPvE romps.

If I do escape, I immediately sell all my loot in the merchant menu and shove the gold coins in my stash while I take on the next run wearing only what I brought out on my back. This is where Dark and Darker is most similar to Escape From Tarkov; buying incrementally better gear from merchants and working towards permanent class upgrades is a familiar grind. I’m not one to throw around the word “Sisyphean” but the threat of my loot boulder tumbling down the hill seems like a greater threat than even other extraction games. Instead, I strive towards level-gated perk slot upgrades and swapping my active skills for the Fighter and Rogue characters I’m levelling.

(Image credit: Ironmace)

The malaise of melee 

Dark and Darker’s first-person melee combat is a bit like Skyrim—slash, step back, slash, block, get hit with an arrow despite blocking, repeat. It means I spend a lot of time doing that W and S waltz with a skeleton while knowing I may stumble backwards into an enemy player (or hell, just a closed door) and have my run cut short. Weapons have a series of automatic combos indicated by your reticle—diagonal right, diagonal left, then a thrust for the sword a Fighter starts with—so it’s above the monotony of yon Tamriel melee, but not as skill-based as Chivalry 2.

That’s the common denominator in my complaints so far. Dark and Darker’s punishing enemy damage, from AI and players, demands a lot more skill than its combat system allows me to exert. This is no Chivalry 2, nor a FromSoftware game. Every fight I’ve been in so far has been clumsy—unwieldy brutes slowly sidestepping while weapons collide with walls, barrels, and sometimes what I was actually aiming at. The fact that there’s no way to fully block an attack (at least with base-level gear) means the first one to land a hit is probably going to win, and so far, that means archers are very powerful. I’ve died often, and though I’m prone to hubris, even I feel the skill ceiling pressing down on the back of my neck.

(Image credit: Ironmace)

Dark and Darker’s clunky brawls make me a bit wistful for the FPS games I dislike, in fact. My preferred sword and sorcery genre doesn’t have the same history of competing corporations squeezing yearly online PvP releases out of a popular series. There are few accepted standards for melee combat in the way of commonly understood “good gunfeel.” I want to imagine what Dark & Darker would play like if the likes of Torn Banner, FromSoft, and TaleWorlds had a decade-long arms race over sword combat dominance in the 2010s.

In any case, it’s not fair to heap those expectations at the feet of a studio launching its first game, even one comprised of a “merry band of veteran game developers” as Ironmace (opens in new tab) calls itself. It’s a ways off being a blueprint for the future, but the staggering number of folks jumping in to try it gives me hope that Ironmace will massage Dark and Darker into something genuinely enviable.

Despite the constant death and the slightly stodgy swordplay, I’m going to clock several more evenings of co-op with friends or randoms during Dark and Darker’s alpha (opens in new tab), which will remain open until February 13 as part of Steam Next Fest. Its prior test ran from December 16–26, so I’ll have to hope that another isn’t too far away in the spring. 


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The first 12 or so hours of Hogwarts Legacy are largely what you’d expect from an open world RPG: talking, fighting, sidequesting, and a whole lot of looting. I thought for sure that the game was done introducing new progression systems, and then I was introduced to the Room of Requirement.

In the wizarding world, the Room of Requirement is a room within Hogwarts that only reveals itself to those who truly need it. The room itself can take the form of whatever the visitor “requires,” and in the case of Hogwarts Legacy, what your character requires is a place to chill, grow plants, upgrade gear, and hang out with cute animals. The RoR is one of the very best parts of this surprisingly big open world RPG, and you should definitely learn how to use it to the fullest.



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