Microsoft’s been on a tear recently, offering anyone and everyone 10-year Call of Duty contracts like it’s going out of style. Nintendo and Nvidia have both penned deals with the US tech giant in recent months, ensuring that COD will keep appearing on those companies’ platforms (opens in new tab) for at least a decade to come should Microsoft’s acquisition of Activision Blizzard go through. Microsoft has also offered the same deal to Sony and Steam in the past, but those two shot it down, the former because it won’t settle for anything less than stopping Microsoft’s acquisition, and the latter because Gabe Newell didn’t really see the point (opens in new tab).

But it turns out that might be enough for the EU. Three sources tell Reuters (opens in new tab) that Microsoft’s deal spree will probably be enough “to address EU antitrust concerns” surrounding the Activision acquisition, clearing the way for European regulators to greenlight the deal at some point in the future. Of course, it’s still likely that Sony will do whatever it can between now and then to change that.



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When The Witch Queen launched last year, it wasn’t just a great Destiny 2 campaign, but a great FPS campaign full-stop. After years of lightweight expansion campaigns that served as little more than funnels into Destiny 2’s live-service pipeline, The Witch Queen offered a number of lengthy, challenging missions. It was a fantastic release, and it set a high bar for Lightfall—the penultimate expansion in the game’s Light and Darkness saga—to meet.

Unfortunately, based on the campaign at least, Lightfall doesn’t match The Witch Queen’s quality. It doesn’t even come close.



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My 4X obsession has left me a little burned out when it comes to the genre’s four big pillars, but I keep coming back for more to feed a single, specific fantasy: crafting a society, and then nurturing it and watching it grow. Concerns about conquest and expansion have become secondary to experimenting with empires and enjoying the stories that spawn from my sometimes questionable decisions. So far, Age of Wonders 4 is doing a great job of feeding this hunger. 

Triumph Studio’s fantasy 4X has a little bit of Stellaris in it, which is to be expected given how much cross-pollination we see among publisher Paradox Interactive’s grandiose strategy epics. The shared DNA is seen most clearly at the start, when you fashion your baby empire. Like Age of Wonders 3, you’ll create a heroic or villainous avatar to lead your forces, selecting their race, fiddling with aesthetics and picking their starting loadout, but you’ll also build the society they rule.

(Image credit: Paradox Interactive)

First off is their physical form, ranging from orcs and elves to rats and moles. This gives you some starting traits, but these can be swapped for others so that you can pick your species’ aesthetic without being locked into traits you don’t fancy. Then you choose their culture. Are they feudal? Industrious? Barbarians? A bunch of spooky weirdos who hate weakness and love forbidden magic? Finally you pick a pair of society traits from a substantial list, perhaps making them devotees of good or gifted casters. 

Together, all of these choices stack up to create a large number of effects, defining how your empire functions, as well as determining its alignment—good, evil or neutral—and affinity, both of which will dictate how other empires and free cities react to you. It’s a lot of big choices before you’ve even started spreading across the map—both the surface and underground—but through AoW4’s myriad progression systems, from magical tomes to the empire development tree, there are plenty of ways to shore up any weaknesses you might discover. 

For my first game, I put down roots in a small, arboreal and pastoral world ripe for conquest. Several official maps are available to choose from with different vibes and challenge levels, which you can then customise; alternatively it’s possible to just create your own realm, or pick one from a list of community creations. But I wanted a green and pleasant land to completely ruin with my horrible horde. 

Infestation

(Image credit: Paradox Interactive)

My empire was a devouring swarm of cannibal rats who liked to munch on corpses to heal themselves in battle. They were ruled over by an evil, froggy wizard king with a tall hat and a penchant for frying enemies with lightning. Driven by their ruler’s thirst for knowledge, one of the themes I went with was dark magic, selecting the Dark tome for my first book of magic. That allowed me to curse my foes, while augmenting my own warriors with the ability to do more damage to enemies with negative status effects. 

AoW4’s spells are wide-ranging things, capable of not just turning the tide of the turn-based battles, but also improving cities and provinces, as well as enchanting units. Enchantments are AoW4’s take on upgrades, giving your armies permanent bonuses and often changing their appearance. So your armies might eventually charge into battle with giant frost spikes sticking out of their backs, or maybe you’ll turn your whole empire into a bunch of undead monstrosities.    

Pretty quickly I found myself in possession of a second tome, diversifying the trio of spell options I could pick from on the magic research screen. There are obvious synergies, and tomes that will feel more thematically appropriate for your empire—but I always follow the rule of cool. I wanted my magic to be badass. Fertility rituals were out, capturing the souls of my enemies was in.

(Image credit: Paradox Interactive)

The choices you make are constantly being reinforced visually and mechanically, whether it’s the ability to travel across the ocean or the appearance of your cities. Even when they’re seemingly minor, they represent explicit decisions—nothing happens by accident. There’s a wealth of feedback, most of it considerably more interesting than just seeing numbers going up.

The choices you make are constantly being reinforced visually and mechanically.

While other empires are trying to conquer the world or becoming masters of magic alongside you, they are only one small part of the lively maps you’ll explore. Punctuating these kaleidoscopic lands are resource nodes that can be exploited by your settlements—often representing a tricky choice as you annex a new province and decide what resource you want to take advantage of—and hostile, unaffiliated armies.

These armies are usually occupying a node, so you’ll want to wipe them out to take full advantage of it—but these encounters don’t always end in combat. Instead, you’ll sometimes find yourself dealing with an event with a variety of outcomes, some of them ending in battle anyway, while others might end with you actually recruiting your former foes. When a band of frost giants realised that my beefy, high-tier army was bound to crush them, they pleaded for their lives, and instead I gave them a job in my capital city, where they gave me a bonus to production at the cost of stability—tiny ratfolk do not, it turns out, want to live next door to massive monsters. They might also join your army, giving you access to units you otherwise wouldn’t be able to field.

(Image credit: Paradox Interactive)

AoW4 is always spitting out events, but it happens even more frequently once you start encountering free cities. These are independent settlements which aren’t playing to win, but are otherwise created from the same ingredient list that you and your opponents are formed from. And they’re a chatty bunch. In one instance, I was invited to participate in a grand hunt, where I had to track down some wild hogs and butcher them, netting me a choice of several rewards, including the head of a piglet which I could display to show off my empire’s supremacy. That was tempting, but instead I asked for one of the free city’s elite units to bolster my army. 

When you bump into a free city that isn’t hostile, you can gift them with a Whispering Stone. From there, you can start seducing it into your empire, but the Whispering Stone can also serve as a spy or even syphon off tribute from another empire’s vassal—as long as you’ve unlocked the prerequisite skill. As long as negative modifiers aren’t dragging your relationship down, you’ll befriend them over time. When I started befriending some death-obsessed tigrans, I was initially content to let our relationship develop naturally, but then another empire, a bunch of grim orcs who had been enthralled by a human enchantress, started muscling in. The race for the tigrans’ allegiance was on. 

Luckily, said enchantress, Karissa the Red, was a little preoccupied. She was at war with another empire, and I’d saved up a lot of Imperium, which can be spent on several things including encouraging a free city’s allegiance. Before long our relationship had risen through the ranks, turning them into my first vassal, for which I received a nice chunk of income and access to the city’s troops. 

Fighting fantasy

(Image credit: Paradox Interactive)

Making friends is nice and all, but what I really wanted to do was become powerful enough to tackle an Ancient Wonder. These points of interest are occupied by extremely tough armies, and even though—if you’ve fulfilled the prerequisites—the challenge can be lessened somewhat, they still represent some of the game’s trickiest battles. While I was sailing through most of the turn-based brawls, these ones reliably kicked the shit out of me. The attempt is always worth it, though, because of the gold and magical artefacts you’ll net from victory, and they can also be annexed for some beefy bonuses. 

Ancient Wonders only let you select one army to fight with, but regular fights let you bring in multiple forces, making the scraps potentially huge, bloody affairs. The battle maps themselves range wildly, from big open fields to elaborate, menacing ruins. You’ll need to take into account choke points, cover and environmental hazards, as well as the many abilities of your opponents. In low tier fights there’s still plenty to consider, but things really start picking up once you start fielding troops with more unusual abilities, like massive bone golems who deposit skeleton warriors upon death. Your ruler and hero units are, obviously, the MVPs, since you can select new abilities for them every time they level up, on top of the equipment you can deck them out with. 

The Cryptblade proved to be one of my favourite weapons. While I usually kept my froggy wizard away from the throng of bodies so he could spit out ranged spells, whenever I spotted a foe close to death I’d make a beeline for them, stab them with the dagger, and clap with glee as I watched them rise up again as a zombie under my thrall.

(Image credit: Paradox Interactive)

Sieges are a more involved type of scuffle, and my first one came about thanks to my tigran vassal. The tigran leader had a pair of daughters—one he was proud of, and another he was just weirded out by. I decided to help my buddy out and take the weirdo off his hands, making her a hero in my army. She proved to be an excellent addition, and after many turns of murdering monsters in my name, she came to me with a proposition: to help her hunt down a weapon known as Excessive Force. It was the main reason she had dreamed of a life of adventure, and she’d finally discovered its current location. Unfortunately it was locked up in the vault in a free city. This free city was a rat-infested place, but these rats were not, sadly, my pals. War it was, then. 

We crushed them, naturally, and then threw their dead leader into the crypts before raising him as an undead minion to serve me for all time.

I descended upon the city with my three strongest armies, after sailing across the ocean. You can’t just walk into a city and start a fight, though, so first I had to spend several turns chipping away at its fortifications. During this time you can also commission a siege project, if you’ve unlocked the ability, to undermine the enemy and make the upcoming battle a bit easier. I opted to mess up their defensive towers so they couldn’t use them in the turn-based scrap. And after four turns of waiting, we got into some rat-on-rat action beneath the city’s imposing walls. We crushed them, naturally, and then threw their dead leader into the crypts before raising him as an undead minion to serve me for all time.

(Image credit: Paradox Interactive)

Victories like that feel even more meaningful than the climactic ones, where you win the game either through conquest, magic, expansion or points. Every time I saw my hero crushing a monster with Excessive Force, I was reminded of that great battle against the rats, our long journey across the ocean, and how it all began because she had a kinda shitty dad. 

Ultimately, though, every victory is just a small part of a tapestry that records all of your deeds, and then rewards you for them. This is represented by the Pantheon system, where points earned in your campaigns can be spent on new gear, cosmetics and whole new realms. It serves to give you a little nudge and ask “Wouldn’t you like to conquer the world one more time?” 

Yes, I think I might.  


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The Future Games Show Spring Showcase (opens in new tab) returns this March with a game-stuffed lineup of some of year’s most exciting titles, including Sega’s upcoming Hyenas and The Expanse: A Telltale series. The show, which is being put together by our sister site GamesRadar+, will be broadcast on Thursday, March 23 at 3PM PDT / 6PM EDT / 10PM GMT, and hosted by… Cloud and Aerith?

Well kinda. Actors Briana White and Cody Christian played Aerith and Cloud respectively in the Final Fantasy VII Remake and will co-host the show, which features a mix of world premieres, developer interviews and exclusive content coming to consoles, PC, and VR. All told there will be over 50 games featured, as well as the debut of an all-new virtual set powered by Unreal Engine.

“We can’t wait to share our first broadcast of 2023 which combines a carefully curated mix of the most exciting and innovative upcoming multiplatform games,” said Daniel Dawkins, content director of games at Future. “We’re making some small tweaks to our show format, with a new Ones to Play section focused on games with playable demos, and another new spotlight slot that we’ll be talking about in the coming weeks.”

Future Games Show 2023 hosts smiling for the camera.

(Image credit: Future)


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Tech armor offers extra protection against the hungry residents of the island, and every little bit helps when it comes to trying to survive in Sons of the Forest. Sure, you can build a sturdy base with defensive walls (opens in new tab) to help protect yourself, but you’ll need to venture into the wilderness for supplies, once in a while, and any armor you can find can mean the difference between life and death.

As luck would have it, tech armor is very good; you’ll just need to craft ten pieces to cover your entire body. The materials you need aren’t intuitive either, and one requires the use of a 3D printer, so it’s not something you’ll stumble upon accidentally. If you’re ready to learn more, here’s how to make tech armor in Sons of the Forest.

How to craft tech armor in Sons of the Forest 



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Yuji Naka had his first day in court today, but he might not need many more. The Sonic and Balan Wonderworld creator appears to have admitted guilt in the insider trading case brought against him (opens in new tab) last year, concerning ownership of shares worth $1 million and $20,000, respectively, in ATeam and Aiming Inc. The two companies are mobile developers that collaborated with Square Enix on the development of iOS and Android games based on the company’s properties: ATeam worked on Final Fantasy 7: The First Soldier and Aiming worked on Dragon Quest Tact.

Naka is accused of using his knowledge as a Square Enix insider to manoeuvre himself into a highly lucrative position: Purchasing shares before the partnerships were public knowledge in order to take advantage of an inevitable increase in value when there were finally announced, allegedly netting himself a profit of around $146,000. Textbook insider trading, essentially, and it seems he has no intention of denying it.

As reported by NHK (opens in new tab) (via TimeExtension (opens in new tab)), Naka told the court that “There is no doubt that I knew the facts about the game before it was made public and bought the stock,” which is about as straightforward an admission of guilt as it’s possible to get. Given that Japan maintains a 99.9% conviction rate (opens in new tab) in all cases brought before its criminal courts, it’s likely that playing ball is Naka’s best bet here, and he’s probably hoping to earn himself more lenient treatment by cooperating.

It’s not been a great few years for Naka. Not only was he arrested twice last year—once for the shares in Aiming Inc. and once for the ones in ATeam—but there’s been no end of drama surrounding Balan Wonderworld: The whimsical 3D platformer on which he served as project director before Square Enix removed him (and which got a negative reception (opens in new tab) when it released). 

Naka’s been picking no end of fights over the game, accusing Square Enix of being a “no good (opens in new tab)” company that doesn’t “[care] about games and game fans (opens in new tab),” and editing out his former partner on Sonic, Naoto Ohshima, from publicly-shared photos in a move that was as petty as it was bizarre. All told, Naka seems like he could be a difficult person to work with indeed.


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The NDP200 is an ultralow power chip that was not designed for your gaming rig. This thing is designed to essentially monitor video via neural networks while using barely any power and, when it spots something of interest like a person walking past, wake up beefier systems to do the ‘real’ monitoring. AI boffins being AI boffins, of course, they decided to show off its capabilities by teaching it to play Doom.

During the 2023 IEEE International Solid State Circuits Conference in San Francisco last week Syntiant (opens in new tab), the chipmaker behind the NDP200, showed how it had been trained to play VizDoom (thanks, IEEESpectrum (opens in new tab)). The latter is a stripped-back and lightweight version of Doom that’s often used in AI research and reinforcement learning.



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The thing about escape rooms is that, when you’re in one, you suddenly realise how undemanding most videogame puzzles are – and who among your friend group has more smarts than expected. The unique nature of collaborative puzzling has seen escape rooms become something of a phenomenon over the last decade, and Escape First Alchemist (opens in new tab) is the latest and greatest translation of the experience from genre specialists OnSkull Games.

You and your buddies play as the apprentices of the ingenious sorcerer-alchemist Trismegistus, who’s clearly not all that brainy because he’s managed to trap himself, and you, in a puzzling prison of his own making. The game riffs on the ancient art of alchemy, with a setting inspired by real-world alchemical workshops, asking players to discover ingredients and come up with new potion recipes that will give you an edge over Trismegistus’ trappings.

The puzzles here range from the more casual and observational to brainbox-only logic twisters, but what they all share is a collaborative aspect. You’ll find Escape First Alchemist a most rewarding time with friends to work-through the clues and help you discover artifacts, clues, and put up with Trismegistus – who may be trapped, but will constantly offer his opinions on how you’re doing (whether you welcome it or not).

Up to four players can take part in an online session on Escape First Alchemist, and once you’ve got the basics down you can even choose to compete rather than collaborate. Working out riddles as a team is all well and good, but where’s the bragging rights there?

Whether you’re a mastermind or a puzzling neophyte Escape First Alchemist has a difficulty curve that you’ll find a place on, and much of the joy here is in teaming up to solve challenges that may at first seem inscrutable.

(Image credit: OnSkull Games)

And who doesn’t want to be an alchemist for a while, brewing up potions from gorgeously realised recipes and finding new secrets tucked-away in every nook-and-cranny of the lab. Indeed many of the arcane formulae and weird objects you’ll find give a unique insight into the mind of the one who’s got you into this fine mess, but there’s that thrill of searching for the most elusive secret of all and finding out who has that alchemical instinct: who knows if you’re going to get gold until the ingredients are mixed together.

Merge your minds into a whole greater than the sum of its parts, split up to tackle tasks separately, or focus your attention on the one key puzzle that might unlock everything else. And once you’re used to the white-hot heat of the alchemical lab, race your friends to finish rooms and find out who is the greatest alchemical apprentice.

The prologue of Escape First Alchemist is available on Steam now (opens in new tab), and gives a taster of the trials that await in the full version, released on March 2. Things remain bubbling over nicely at OnSkull and, if you want to keep up with all the things happening with Escape First Alchemist, join their communities on Facebook (opens in new tab), Twitter (opens in new tab), Instagram (opens in new tab), or Discord (opens in new tab).



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The thing about escape rooms is that, when you’re in one, you suddenly realise how undemanding most videogame puzzles are – and who among your friend group has more smarts than expected. The unique nature of collaborative puzzling has seen escape rooms become something of a phenomenon over the last decade, and Escape First Alchemist (opens in new tab) is the latest and greatest translation of the experience from genre specialists OnSkull Games.

You and your buddies play as the apprentices of the ingenious sorcerer-alchemist Trismegistus, who’s clearly not all that brainy because he’s managed to trap himself, and you, in a puzzling prison of his own making. The game riffs on the ancient art of alchemy, with a setting inspired by real-world alchemical workshops, asking players to discover ingredients and come up with new potion recipes that will give you an edge over Trismegistus’ trappings.

The puzzles here range from the more casual and observational to brainbox-only logic twisters, but what they all share is a collaborative aspect. You’ll find Escape First Alchemist a most rewarding time with friends to work-through the clues and help you discover artifacts, clues, and put up with Trismegistus – who may be trapped, but will constantly offer his opinions on how you’re doing (whether you welcome it or not).

Up to four players can take part in an online session on Escape First Alchemist, and once you’ve got the basics down you can even choose to compete rather than collaborate. Working out riddles as a team is all well and good, but where’s the bragging rights there?

Whether you’re a mastermind or a puzzling neophyte Escape First Alchemist has a difficulty curve that you’ll find a place on, and much of the joy here is in teaming up to solve challenges that may at first seem inscrutable.Mixing alchemical concoctions in the lab of Escape First Alchemist.

(Image credit: OnSkull Games)

And who doesn’t want to be an alchemist for a while, brewing up potions from gorgeously realised recipes and finding new secrets tucked-away in every nook-and-cranny of the lab. Indeed many of the arcane formulae and weird objects you’ll find give a unique insight into the mind of the one who’s got you into this fine mess, but there’s that thrill of searching for the most elusive secret of all and finding out who has that alchemical instinct: who knows if you’re going to get gold until the ingredients are mixed together.

Merge your minds into a whole greater than the sum of its parts, split up to tackle tasks separately, or focus your attention on the one key puzzle that might unlock everything else. And once you’re used to the white-hot heat of the alchemical lab, race your friends to finish rooms and find out who is the greatest alchemical apprentice.

The prologue of Escape First Alchemist is available on Steam now (opens in new tab), and gives a taster of the trials that await in the full version, released on March 2. Things remain bubbling over nicely at OnSkull and, if you want to keep up with all the things happening with Escape First Alchemist, join their communities on Facebook (opens in new tab), Twitter (opens in new tab), Instagram (opens in new tab), or Discord (opens in new tab).



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In news that possibly everyone saw coming, The Wolf Among Us 2 has been delayed beyond this year. In a post to Twitter yesterday evening, the newly-revived (minus most of its original staff (opens in new tab)) Telltale Games announced that it had “made the difficult decision to delay The Wolf Among Us 2 out of 2023”. But given that it’s been nearly a decade since the last episode of the first series released, I can probably stand to wait a little longer.

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Telltale says the delay is about “protecting the health of [its] team,” and in a chat with IGN (opens in new tab), studio boss Jamie Ottilie said it was about avoiding crunch. “Burning people out or grinding them down is the wrong thing to do long-term,” said Ottilie, “As an industry, if we’re going to continue to grow, we have to stop it. We just have to stop doing it and make better choices”. The only alternative to either delaying the game or crunching would have been shipping an unfinished game, which the studio apparently refuses to do. “If we put this game out and it’s not ready, we’re going to get torn to shreds,” said Ottilie.



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