Overwatch 2 debuted on Steam last week and was immediately hit with so many negative user reviews that it’s now the lowest-scoring game on the platform.

Right now, Blizzard’s first PC release outside the Battle.net launcher has over 140,000 Steam reviews, which Steam summarizes as “Overwhelmingly Negative”. While there are plenty of users criticizing the FPS for understandable reasons, many of the reviewers are simply there to add memes and ASCII art to the pile.



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Intel is putting the finishing touches on its upcoming 14th Gen CPU range. As we draw closer to a launch, it’s not uncommon to get a few leaks including performance estimates, a release date or a new feature. Some leaks are more credible than others, but these come directly from ASRock. So until we come to the launch day and an announcement from Intel, this is about as official as it gets.

Perhaps the most interesting thing from ASRock’s blog post (via IT Home) is a summary of performance estimates. It says it expects single-core performance to improve by 4% to 8% and multi-core performance by 8% to 15%. These estimates are mostly in-line with what we can expect without an architectural change. These increases are going to be due to clock speed and power budget increases, and E core count increases.

The ASRock post states that 14th Gen processors will come with support for DDR5-6400 memory, the fastest JEDEC-supported speed yet. That’s a substantial increase over 13th Gen Raptor Lake’s DDR5-5600 support. Of course, even 12th Gen CPUs unofficially support faster memory, but these speeds are categorized as overclocked.

This would point towards a decent improvement for the memory controller of 14th Gen CPUs. Universal DDR5-6400 support is not a thing to introduce on a whim. It’s a good sign that DDR5 speeds will continue to advance. Look for a bunch of crazy DDR5 memory world records to be posted on the day of the launch.

And speaking of the launch, ASRock says that it’s set for October. We’ll know more at Intel’s Innovation event beginning on September 19th. Intel CEO Pat Gelsinger is scheduled to give a keynote, and a reveal at that time is likely. 

ASRock has confirmed that 600-series motherboards will include support for the new CPUs via a BIOS update. This includes boards with DDR4 memory support, so you’ll be able to carry your DDR4 over for one last hurrah before the industry switches to DDR5 completely.

H610 owners are in luck too. Like the other ASRock LGA1700 boards, a look at H610 download pages reveals support for “13th Gen & 12th Gen and next gen Intel® Core™ Processors (LGA1700)”. That’s all pretty much expected to be honest, but it’s nice to see back and forward compatibility confirmed across the LGA 700 range.

ASRock motherboards will receive badges to indicate if they have newer 14th Gen supporting BIOS’ installed. That’ll be helpful for consumers.

PC Gamer will have full coverage of the launch. Will the new chips be able to take some of the spots on our Best CPUs for Gaming list? We love the i5-13600K. Will the presumably named i5-14600K dethrone it? We’ll know in a few weeks.


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Thank you, PS4 players, but we’ll take it from here. Hitman: World of Assassination (née Hitman 3) has gotten its August patch, and it’s bringing back some, well, pretty unfamiliar faces, actually. Alongside the usual bevy of updates, tweaks, removals and enhancements, it’s also accompanied by a couple of new pieces of DLC. 

Those are the Trinity Pack, a collection of three new suits which, sure, you can buy if you’re really into Hitman’s dress-up aspect, and The Sarajevo Six Campaign Pack, a collection of six bonus missions for the maps from Hitman 1 that have been exclusive to that game’s PS4 version for the last seven years.

“This six-mission campaign tells a self-contained story that revolves around former members of a paramilitary unit known as CICADA,” who all got up to some very unpleasant stuff during the Siege of Sarajevo. It’s up to you to sort them out, in a set of six missions across Paris, Sapienza, Marrakesh, Bangkok, Colorado, and Hokkaido. You know, if I ever thought I was at risk of being murdered by Agent 47, I’d just go on holiday to a location that hadn’t featured in any of the games he’s in. These guys are clueless. You can pick up the pack right now for $5/£4.29.

But new DLC isn’t the only news fit to print from the August patch. There’s also a few tweaks to the game’s Freelancer mode that are well-worth mentioning. First up, IO has completely disabled the Perfect Run prestige objective from the mode, “like, straight up removed it from the game,” they say, because it keeps registering as failed for players who successfully complete it. Like me. I always successfully complete it. All those failures I have clocked in are the unjust interventions of a fickle god.

Good news for other players like me, then, that IO says it’s actually restored an exploit that was letting players quit out of a Freelancer run without it registering as a failure (costing you your gear and potentially killing your streak). The studio has “reverted the removal of the Alt+F4 exploit for Freelancer,” which I’m pretty sure means you’ll be able to nope out of a Freelancer mission without the game dinging you with a mission failed screen when you log back in. “You should now expect the same behaviour from those buttons that existed at Freelancer’s launch in January.” Truly, this is the age of the savescummer, my friends.

Anyway, that’s what leaps out at me. Here are the patch notes in full:

Technology / PC Specific

  • Intel XeSS: We’ve updated from version 1.0 to 1.1 and this new version fixes a small GPU memory leak.
  • Ray Tracing: We’ve resolved an issue where Ray Tracing settings between the Launcher and Game Options (in-game) would not always be aligned and could inadvertently overwrite each other.
  • DLSS Frame Generation: We’ve resolved an issue where the DLSS Frame Generation option would be greyed out in the Launcher on the Nvidia RTX 40 series.
  • Hantu Port: We’ve resolved a specific issue on the Hantu Port Sniper Assassin map, where certain textures would appear pixelated with many jagged edges for players that had enabled FSR 2 or XeSS.
  • Stability Improvements: Yes, this is always here. In addition to general stability improvements, this patch includes specific fixes for a crash on the Landslide Bonus Mission, as well as common crashes that were occurring on all platforms.

Freelance Improvements

  • Perfect Run: We’ve disabled this objective in Freelancer. Like, straight up removed it from the game. For now. We’re hopeful that it’s a temporary measure and we’re looking into a permanent fix for it. Unfortunately, we don’t have a definitive reason for why this objective is acting like it is and registering as failed despite all the criteria being completed. We are able to see an extended delay in Perfect Run from being evaluated, to it resulting in a failed state. Even though we’re talking milliseconds, that delay is just over three times longer than other ‘complete on exit’ objectives. Until we can get a better grip on resolving this, we’re removing this objective from the game to avoid player frustration.
  • Alt F-14,000,606: There’s always an alternative. And we’ve reverted the removal of the Alt+F4 exploit for Freelancer. You should now expect the same behaviour from those buttons that existed at Freelancer’s launch in January.
  • Undercover UI: We’ve removed a rogue UI element that could show up in a Storage Room in Miami when playing Freelancer. Similar story for a UI icon that could appear on the Intel Wall in the Safehouse.
  • Black Winter Mirror: We’ve resolved an issue where the Winter Suit and Black Winter Suit didn’t look too good in the Upstairs Bathroom or Gym mirrors in the Safehouse. The reason was a mismatch between the level of detail (LOD) setup on the suits and these particular mirrors.
  • Chloroform Ban: We’ve made dropping a chloroform flask an illegal action. This was deemed to be a little too overpowered, especially during Showdown missions.
  • Safehouse Hanger: We’ve resolved an issue in the Freelancer Hitmansion where the Mastery Level 24 Basement Bathroom cosmetic wasn’t displaying properly.

World of Assassination Fixes

  • General Texture Check: We’ve done a general sweep of textures across all locations and fixed a whole bunch (approx. 35) of different texture issues, including flickering, pop-in, lens flares, seeing oow, etc.
  • Over-sized Subtitles: We’ve enabled a new upper limit on the font size of our in-game subtitles (from 46 to 48).
  • Obtuse Gas Grenade Glow: We’ve dialled back the emissive settings of the Gas Grenade. That thing was set to an extremely high level and was outputting some extreme light, which was especially visible in darker areas of the game.
  • Difficult Cameras: We’ve resolved an issue where throwable items would lock-on to ‘invisible’ security cameras on Casual Difficulty. These particular cameras were the ones present on Professional difficulty.
  • Bathroom Break: We’ve resolved an issue where a guard in the Voltaire Suite in Paris would react to the radio in the Sheikh’s bathroom. That’s way too far, even for game logic, so we’ve prevented him from investigating in the future.
  • Yet Another Disappearance: We’ve resolved an issue where Dino Bosco would immediately depart the world (of assassination) by the quickest possible route (through the floor) if 47 snapped his neck in his trailer.
  • Escape Room: We’ve resolved an issue where Agent 47 could get stuck in a box in Colorado, after subduing an NPC from cover. There wasn’t much real estate to move things around here, but we’ve made a nearby cover slightly smaller and rotated a crate. Those two changes should give 47 a little more room to manoeuvre.
  • Clean View: We’ve resolved an issue where Agent 47 could get spotted through a wall in Hokkaido whilst performing agility moves next to the Sushi Restaurant.
  • Look at the Shine: We’re resolved an issue where Nolan Cassidy’s jacket could look way too shiny, compared to how it was supposed to look. There’s nothing wrong with shiny jackets, but it’s not the right look for Nolan.
  • Even Game Makers Don’t Hate You: We’ve resolved an issue in Miami where it was possible to clip through a box and vault over the stairs near the track bridge.
  • More Fortuna: We’ve resolved an issue where an inaccessible door in Santa Fortuna near the Warehouse can be shot open, which causes it to clip into the environment. Now, the door is bulletproof and it has nothing to lose.
  • Extensive Indoor Flora: We’ve resolved an issue where branches from a nearby tree can be seen venturing through the concrete roof of the Delgado Mansion Garage in Santa Fortuna. We’ve fixed this issue in a surprisingly simple way; we’ve rotated the tree a little bit so that the angles line up and keep the branches out of the garage.
  • No More X-Ray: We’ve resolved an issue on the Isle of Sgail, where 47 could be spotted through the wall of the Gatehouse bathroom.
  • Surprise Death Wall: We’ve resolved an issue where NPC’s (not 47) would be insta-killed when they got too close to a specific wall in Isle of Sgail. Ironically enough, the death wall is located in the Morgue and would kill any NPC who was right up against it. To remedy this, we added some extra collision along the wall – but that didn’t work. We could see that NPCs were able to step *just* outside of the navmesh bounds (basically the area that they are allowed to be) and although we tried a few other changes, the Death Wall kept on claiming victims. Now, we have fixed the issue by adding a bunch of boxes and stuff right next to the wall, to keep the NPCs away. Despite the fix, DEATH WALL™ is still there and waiting to claim more lives. Stay Frosty.
  • Dirty Money: We’ve resolved an issue where a floating ‘dirt’ texture in the New York Bank was visible in the west corridor.
  • Bulldog Bedroom Balcony: We’ve resolved an issue where Agent 47 could drop down from a ledge in Dartmoor by using an agility setup from cover.
  • Eats, shoots and leaves: We’ve resolved an issue in Dartmoor where some leaves on the ground were not displaying properly, and instead would appear as small black squares. Also in Dartmoor, we’re resolved several instances where textures would flicker.
  • Cover Up: We’ve resolved a few issues in Berlin with several redundant covers being present, both near the gas station and the rooftop stairs
  • Glow Sticks: We’ve resolved an issue in Berlin where certain climbable pipes weren’t visible in Instinct. We’ve added the traversal glow to these now.
  • From Homing to Disappearing: We’ve resolved an issue in Chongqing where retrieving a large weapon from a briefcase in certain rooms could result in the briefcase disappearing into the floor. It turns out that the issue was caused by the setup a specific type of door in this location.
  • Dirty Laundry: We’ve tweaked the properties of the garbage can / rubbish bin in the Chongqing Laundromat so that it is no longer used by NPCs as a ‘sickspot’. Now, they will vomit / throw up outside of the building.
  • Electrapcity: We’ve resolved an issue where 47 could accidentally create an elaborate accident kill on himself. He’s just that good. On Level 5 of the facility in Chongqing, it was possible for 47 to expose a wire and create a water leak, but turning on the fusebox would see 47 caught in his own trap. Whilst it was possible to turn on the fusebox before the water spread to where the fusebox was located, it was tricky. So, we’ve reduced how far the water will spread and delayed it a bit to make it more flexible. It’s still a small room and players need to be aware of where they step, but this change will make it less of an insta-kill.
  • Agent Parkour Seven: We’ve tweaked the agility setup near to the ICA Apartment in Chongqing to make it more reliable and less likely to get stuck or fall out of the playable game space.
  • Floored: We’ve resolved an issue in Ambrose Island where NPC’s could see 47 through the floor when he was standing in a hut above them.
  • Live Fixes: Since our last patch in May, we resolved a handful of issues in the game without the need for a patch. We’ve listed them here for posterity.
  • Freelancer XP: An issue was resolved where players would not receive the expected bonus XP after reaching Prestige level 2 (or higher) and completing missions.
  • ET Challenges: We resolved separate issues where the Deceivers and Appraiser Elusive Target contracts were activated without the accompanying completion challenges. When this happens, we typically release the challenges immediately to improve the experience for anyone playing the mission after that point. We then wait until the end of the ET duration and retroactively award the challenges to players who should have got them. Even then, this fix process can only be applied to a players profile, when they are not currently playing Online, which means that some players may see their progression displayed accurately whilst others don’t. We continue to roll out the fix process until all affected players are seeing correct progression on their profile.
  • Japanese Xbox Store: We’ve resolved a store-side issue for Xbox players in Japan who were unable to install some content from the World of Assassination.


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Stardew Valley is about to join the likes of World of Warcraft and Final Fantasy 14when it gets its own cookbook in April. If you’ve spent any time with Stardew, you’ve probably taken great pains to set up your crops, milk your cows, and establish a supply line for the very important logistical task that is making chocolate cake to present to Abigail. Now you’ll be able to replicate the feat in real life with official recipes from none other than Stardew creator Eric “ConcernedApe” Barone.

Releasing in April 2024, the Official Stardew Valley Cookbook (here it is on Amazon) is co-authored by Barone and Ryan Novak (The Stardew Valley Guidebook, Hollow Knight Wanderer’s Journal). It’s said to feature “over fifty mouthwatering recipes accompanied by vibrant photography and original illustrations,” and like the game is organized by season. Farmer’s lunch in the spring, crab cakes in the summer, and pumpkin soup for fall are a few of the game favorites that have been confirmed for the project.

The book will join a pantheon of cookbooks based on videogames, some of which are on my bookshelf. The FF14 cookbook in particular has lots of great recipes in it, like the Ishgardian almond cream croissants that remind me of my favorite French bakery and the Cawl Cennin, which is a delightful take on a Welsh leek and potato soup (just go light on the lemon juice).

One chef has even made a name for herself specifically as a creator of videogame-themed cook books, turning a Game of Thrones food blog into a career making cookbooks about videogames: Chelsea Monroe-Cassel, who we interviewed in 2017 about her World of Warcraft cookbook, went on to create actual meatspace recipes for everything from Star Wars to Overwatch to The Elder Scrolls. 

It’s not every day that the creator of the game in question takes direct involvement in its cookbook companion, though. Barone’s got a lot on his plate at the moment: the first update to Stardew Valley since 2020, his next game, Haunted Chocolatier, and a secret third project—and he’s gotta leave room for Pink Cake. Perhaps we’ll finally find out what’s in those Strange Buns when the cookbook releases in April.


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Remember that rumour Intel was scaling back on its plans for its next-gen Battlemage graphics architecture we reported last month? At the time we said something about it didn’t square up. But now there’s new, arguably more substantial, information that implies Intel hasn’t reduced its ambitions for Battlemage at all. Intel’s next Arc GPU could still be targeting performance up to Nvidia RTX 4080 levels.

Battlemage, of course, is the follow up to the Alchemist GPU architecture in Intel’s current Arc GPUs including the A770 and A750. It’s generally expected to appear next year. The precise timings aren’t clear, but obviously the sooner the better for both gamers and Intel itself.

Anyway, the new data dump as communicated by Tom’s Hardware and originally unearthed by Twitter user Harukaze5719 involves the test tools Intel supplies for partners preparing to produce graphics cards based on its upcoming GPUs. To cut a long story short, it’s an interposer that’s related to the chip package mounting on the graphics card PCB.

And here’s the thing. The interposer for the high performance Battlemage GPU is larger than the equivalent for Alchemist. Now, this doesn’t say anything directly about the die size of the highest performance Battlemage GPU. But it does strongly imply that it’s a pretty decent size.

(Image credit: harukaze5719)

Moreover, the interposer for the lower performing of the two upcoming Battlemage dies is much smaller. Because the chip package is smaller and so will be the die size of a lower performing GPU.

The larger Battlemage interposer is only slightly bigger than big Alchemists. 2.5 per cent larger, apparently. Intel has also said that Battlemage will be built on TSMC’s N4 process, which is effectively the same as Nvidia has used on its RTX 40-series cards. And when you take all that information together, it implies very hopeful things about Battlemage.

That’s because the current big Alchemist GPU clocks in at 406mm² and 22 billion transistors. It’s not possible to say for sure how big Battlemage will be based on the interposer size. But the fact that it’s slightly bigger than Alchemists strongly implies that it will at least be a chip on a similar scale even if it isn’t actually larger.

Battlemage is real enough and has appeared on Intel’s official roadmaps for several years. (Image credit: Intel)

Alchemist is built on TSMC’s N6 process. So an N4 chip of a similar physical size will contain far more transistors. For context, Nvidia’s AD103 GPU as used in the RTX 4080 is 379mm² and contains 46 billion transistors.

The point is that if the big Battlemage GPU is physically about the same size as the big Alchemist GPU, it will contain roughly 50 billion transistors and be comparable with an RTX 4080 for sheer complexity.

That doesn’t guarantee it will match an RTX 4080 for actual gaming performance. After all, big Alchemist is roughly on par with the RTX 3070 Ti’s GA104 GPU for size and complexity but can’t match its performance.

But this information about Battlemage definitely does imply Intel has not scaled back its ambitions. If anything, on die size and complexity, it looks to be positioned a little higher versus Nvidia GPUs than Alchemist.

We’ll only know for sure when Battlemage finally arrives next year. But, Lordy, are we hoping that it can indeed get close to the RTX 4080 for performance. That would be such an enormous boost for the GPU market as a whole. 

It might also be particularly important if rumours that AMD, in turn, is scaling back its plans for its own next-gen RDNA 4 graphics architecture—if those rumours are true, which is impossible to say for now.



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The same speedrunner who finished Baldur’s Gate 3 in under 10 minutes has answered a question we’ve all been asking since the RPG’s release: how fast can you have sex with someone? The answer is a snappy eight minutes, with the help of some key spells, which is all it takes Mae to blitz through the opening areas and spend a night with Lae’zel

Mae spends most of the run leaping past anything that won’t get them laid, thanks to enhanced leap’s extended jump distance. With some careful camera and mouse movement, they use mage hand on the Nautiloid’s transponder to trigger the final section from directly below it, saving time and their calves.

Once Mae touches down on the Ravaged Beach they start jumping again, all the way to where Lae’zel is being held prisoner by a couple of tieflings. A quick deception skill check and a few magic missiles later and Lae’zel is free and completely unaware that she’ll be seduced by this weirdo in the next five minutes.

The goblin battle in front of the Emerald Grove is the longest, most normal part of the run. Mae can’t leap past this one, and is forced to wait out each and every turn in the battle. Once that’s finally over, they punch and then convince one of the tieflings, Zorru, to bow down to their githyanki crush. Lae’zel is more than pleased with this—she’s absolutely down atrocious—and tells Gigachad that he should visit her tonight at the camp. Mae smashes the long rest button immediately after and, well, you know the rest.

Currently, Mae holds the world record for BG3’s romance%, which is now an official category after Twitter user Th3ValeOfficial hypothesized the run. According to Mae, they were able to carve the run down to eight minutes from an initial five hours. “Hoping it continues to go further down from here!” they wrote of the run’s current time and surely nothing else in a YouTube comment.

In a reply to Chunmeista offering up “Lay’zel” as an alternative name for the luckiest companion in BG3, Mae celebrated the hot gith girlfriend, writing, “Horniest Gith on the Coast and we in the speedrunning community love her for it”.



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Look, I like isometric games as much as the next RPG nerd. It’s fun to sweep over the battlefield and shuffle my adventurers with pinpoint precision. Especially in a game like Baldur’s Gate 3, which sees you grappling with terrain, line of sight, friendly fire, ground effects, Astarion’s luscious hair—the bird’s eye view is basically required.

I can’t help but feel a twinge of envy, however, for the steam deck adopters and controller players. I would never dream of using the game’s radial menus for combat, since I have so many skills to on my bar to contend with (this is totally the game’s fault, and not mine for making a bunch of fiddly multiclass builds). 

For the purposes of running around and chatting to people, though? The near-seamless analog movement and immersive camera angle’s enough to make me go green as a Gith with envy. It’s also left me slightly confused as to why this perspective on the Sword Coast is barred from PC players without a controller.

Thankfully, modders are here to save the day. A mod by Nexus user Ch4nKyy has added WASD movement to the game—and, combined with Ershin’s “Native Camera Tweaks“, the Forgotten Realms can now be explored on foot from the comfort of your four favourite letters. You can see a video example, provided courtesy of the Youtube channel dimetequiero, below:

It all seems to work flawlessly, letting you navigate third-person action style with your keyboard, but still interact with your mouse—then, whenever you want, you can simply zoom back out to the isometric view and assume direct control over your pawns. The best of both worlds, and an obvious quality of life improvement over the game’s current sky-locked control scheme.

I’m excited to take it for a whirl myself soon, as a later portion of the game—the titular Baldur’s Gate—is rammed with lovely environmental details I’m completely missing with my god’s-eye view.


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There’s some new cause for optimism in the struggling CPU market. Just last week I wrote about a hopeful rebound following the release of data by Jon Peddie Research. Now new figures from Mercury Research further point to signs of a market recovery in the second quarter of 2023.

According to Mercury Research (via Venture Beat), Intel gained three percentage points of market share, coinciding with a three percentage point drop for AMD. This includes all CPU shipments, including IoT, SoCs and the custom chips found inside consoles. Overall, Intel still leads strongly, with 68.4% of the overall x86 market share, compared to AMD’s 31.6% share. If SoC and IoT shipments are excluded, Intel leads by a whopping 82.6% to AMD’s 17.4%.

(Image credit: Mercury Research)

A large part of the recent CPU market woes are a result of excess inventory. When you have warehouses full of the things, you don’t need to make as many. Mercury Research president Dean McCarron says the inventory induced downturn is “probably a thing of the past”.

Shipments of AMD’s console chips were forecast to decline, as the console shortage faded away, and expected seasonal buying patterns caused a drop in demand. However, it experienced a small gain in mobile and desktop share, but not enough to overcome the drop in console chip shipments. 

Intel’s growth in market share can be partly attributed to strong growth in the entry level mobile CPU market, driven by Chromebook sales. Sales of entry level 13th Gen processors have also contributed to overall client CPU sales, which grew by over 20% for the quarter.  

Though we usually skip over server news, for interest’s sake, AMD saw a slight uptick in server share while Intel dropped a little.

Now that the second quarter is behind us, the third and fourth quarters are shaping up to be very interesting. Once that data lands, we’ll know if this second quarter improvement was the beginning of a recovery in the PC market, or just a blip on the downhill path of a steeper decline.

The rest of the year is looking good from the consumer side, with peak trading days such as Black Friday and Cyber Monday to come. There’s also Intel’s Raptor Lake Refresh and Meteor Lake families to look forward to, and hopefully more laptops with AMD’s impressive notebook chips.

The PC market ain’t dead yet folks.


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Starfield is less than a month away and the drip-feed of information about the space RPG continues: Bethesda has published a timeline of events leading from the fictional colonization of Mars in 2050 to the beginning of the game in 2330.

As you can guess, a lot of that timeline is taken up by humans killing each other. War never changes, and this time it’s in space.

The timeline shows that after landing on Mars it would take humankind another century to reach Alpha Centauri, our nearest neighboring star system, in 2156. Humans begin colonizing the heck out of it, so much so that the United Colonies are established just a few years later. In 2188 another alliance of colonies is made, the cowboy-ish Starfield faction called the Freestar Collective, which goes to war with the United Colonies in 2196 (this might be the war with those mechs we saw).

That war lasts a whopping 20 years. Shortly after, the Freestar Rangers is established as an “elite protective and investigative force.” Cowboys and detectives? They’re the Space Pinkertons, essentially.

Apparently nothing of note happens for another 50 years or so until exploration group Constellation is formed in 2275 by Sebastian Banks, whose name you will probably memorize because I assume you’ll be hearing it quite a bit. (Gotta be some sort of holotapes with Banks on ’em at Constellation headquarters.) Another war kicks off as the Freestar Collective violates a treaty in 2308. That’s the Colony War we’ll probably hear referenced in Starfield plenty, though it only lasted a few years. While the UC and FC are duking it out, Constellation discovers a mysterious artifact and… apparently just sticks it in a drawer. Huh.

(Image credit: Bethesda)

Ever wonder why any old citizen in Starfield can have a spaceship with weapons on it, instead of just the military? Well, the United Colonies got their ass handed to them by the Freestar Collective’s use of civilian ships and pilots in the last war, so it formed its own civilian navy. That’s why you can fly around blasting other ships—official military ships and pilots just can’t get the job done by themselves.

As we’re nearing the time Starfield begins, we start hearing about some of the people we’ll actually meet, like Sarah Morgan, one of the Starfield companions who joins Constellation as a navigator after getting laid off from the UC. Walter Stroud begins financing Constellation, and since he’s an incredibly rich dude I’m sure his motives aren’t entirely benevolent. Finally in 2326 Barrett (another companion) finds the artifact in Constellation’s archives and the group begins searching for more of them. That’s where you come in, at the beginning of Starfield in the year 2330, having stumbled on another artifact while mining on Mars.

If you want to skim this timeline for yourself, I can’t link to it, exactly: it’s on the official website’s main page but you have to scroll way down until you see the words “The Story So Far…” You won’t have to wait long to continue that story: Starfield launches on September 6, or on September 1 if you have Starfield early access


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A picture of an upcoming LGA1851 desktop CPU has made its way onto the internet. Though a picture of a CPU that’s a year or more from release isn’t particularly amazing, what is interesting is that it appears to be a Meteor Lake sample. While Meteor Lake-S was seemingly canceled, the existence of CPUs such as these tells us Intel got a long way down the Meteor Lake-S development path.

The pictured CPU comes from @wxnod (via Videocardz). The CPU is definitely an LGA1851 sample as the notches near the edge of the chip align with schematics we’ve seen previously. What’s interesting is the date of manufacture.

HKEPC shared the same picture but with the manufacturing date part of the Intel FPO code unblurred. In this case, it’s D234. The 234 denotes the year and month of manufacture, so this CPU was manufactured in week 34 of 2022. That’s just under a year ago. The D should refer to the country of manufacture, but I’m not sure what D stands for. Possibly the D1 fabs in Oregon? That’s only a guess.

HKEPC says this is a Meteor Lake-S sample with a six P cores and eight E cores. An August 2022 manufacturing date would be too early for Arrow Lake-S, so if this is a Meteor Lake chip, It would fit with the manufacturing timeline.

If Meteor Lake-S has been canceled, why are there engineering samples about? The most obvious answer would be that these were made before the decision to cancel. Low yields, poor clock speeds or missed performance targets are all possible reasons for the cancellation. The Raptor Lake refresh (itself a refresh of 12th Gen Alder Lake) does feel like a stopgap measure.

Perhaps these chips are being used to assist motherboard manufacturers with the design of their LGA1851 motherboards. Or maybe they’re being used as test vehicles for the Intel 4 process, the tile architecture, or Foveros packaging.

That’s a lot of speculation from just a picture of a CPU. But while it’s one thing to scrap a chip that’s on the drawing board, it’s another to scrap one that has reached the engineering sample stage.



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