Baldur’s Gate 3 gobbled up five awards in London today at The Golden Joystick Awards, an annual event put on by PC Gamer’s publisher. That’s Larian CEO Swen Vincke hugging the haul with a big grin in the photo above, which was posted on X by Larian director of publishing Michael Douse.
The D&D RPG, which received PC Gamer’s highest review score in years, won the following awards at this year’s Golden Joysticks:
Best Storytelling
Best Visual Design
Best Game Community
PC Game of the Year
Ultimate Game of the Year
Additionally, Larian won Studio of the Year, which is why Vincke’s got his arms wrapped around six Joysticks in the photo. Actor Neal Newbon also won Best Supporting Performer for his role as Baldur’s Gate 3 companion Astarion. Counting those two, Baldur’s Gate 3 won a record seven Golden Joystick Awards.
The only game aside from Baldur’s Gate 3 to win multiple awards this year was Final Fantasy 16: It won Best Audio, and actor Ben Starr won Best Lead Performer for his performance as FF16’s Clive Rosfield. Other 2023 Golden Joystick winners include Alan Wake 2, which took home the Critic’s Choice Award (game critics love Remedy, it’s a thing) and Cyberpunk 2077: Phantom Liberty, which won Best Expansion. The year’s other giant RPG, Starfield, won Xbox Game of the Year. GamesRadar’s got the full list of winners here.
Baldur’s Gate 3 was the clear king of the Joysticks, and I think it’s safe to say that these seven Golden Joysticks are just the start. Vincke might want to invest in a bag of holding.
The Game Awards is the next big end-of-the-year videogame awards show, airing on December 7, and PC Gamer publishes its annual awards in late December.
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Win today’s Wordle exactly the way you want to with our help. There’s a clue for today’s game written up and waiting below if you just need a little nudge. There’s also the answer to the November 10 (874) puzzle in full if your win streak is in danger of leaving you forever.
The neighbours must’ve heard the excited gasp I made this morning when my opening word revealed three yellow letters and a green: the Wordle answer was so very close, I knew if I was really clever with my follow up I could get this over in record time. So I checked and checked again before I committed and… a win in just two guesses? I’m so happy I could cheer (sorry, neighbours).
Today’s Wordle hint
(Image credit: Josh Wardle)
Wordle today: A hint for Friday, November 10
You’d take a dog for a walk on one of these and this item is sometimes referred to as a lead.
Is there a double letter in Wordle today?
No, there is no double letter in today’s puzzle.
Wordle help: 3 tips for beating Wordle every day
A good starting word can be the difference between victory and defeat with the daily puzzle, but once you’ve got the basics, it’s much easier to nail down those Wordle wins. And as there’s nothing quite like a small victory to set you up for the rest of the day, here are a few tips to help set you on the right path:
A good opening guess should contain a mix of unique consonants and vowels.
Narrow down the pool of letters quickly with a tactical second guess.
Watch out for letters appearing more than once in the answer.
There’s no racing against the clock with Wordle so you don’t need to rush for the answer. Treating the game like a casual newspaper crossword can be a good tactic; that way, you can come back to it later if you’re coming up blank. Stepping away for a while might mean the difference between a win and a line of grey squares.
Today’s Wordle answer
(Image credit: Future)
What is today’s Wordle answer?
Let’s make sure your Friday’s a fun one. The answer to the November 10 (874) Wordle is LEASH.
Previous Wordle answers
The last 10 Wordle answers
Past Wordle answers can give you some excellent ideas for fun starting words that keep your daily puzzle-solving fresh. They are also a good way to eliminate guesses for today’s Wordle, as the answer is unlikely to be repeated.
Here are some recent Wordle answers:
November 9: GLAZE
November 8: NINJA
November 7: LIMIT
November 6: TRADE
November 5: FLARE
November 4: MANIA
November 3: ARDOR
November 2: UNTIL
November 1: NOISE
October 31: BLEAK
Learn more about Wordle
(Image credit: Nurphoto via Getty)
Wordle gives you six rows of five boxes each day, and you’ll need to work out which secret five-letter word is hiding inside them to keep up your winning streak.
You should start with a strong word like ARISE, or any other word that contains a good mix of common consonants and multiple vowels. You’ll also want to avoid starting words with repeating letters, as you’re wasting the chance to potentially eliminate or confirm an extra letter. Once you hit Enter, you’ll see which ones 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, 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, 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, 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. Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
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Activision‘s rollout of the new “Call of Duty HQ” launcher has been anything but elegant. The HQ, which is really just a rebranded frontend for a single CoD game, is the only way to launch the new Modern Warfare 3, and until yesterday, that process was a real slog. To play MW3, you had to first launch the CoD HQ, then click MW3, then return to the desktop, then wait for the actual game you wanted to play to boot.
That’s now been reversed by a patch deployed on the eve of Modern Warfare 3’s full release: Launching “Call of Duty” now takes you to the front end of Modern Warfare 3 (whether you actually own it or not), and switching over to last year’s MW2 or Warzone now requires a return to desktop first. Essentially, MW3 is now the homepage of CoD, making the launch process easy for folks making the leap to the new game, but simultaneously much worse for the hundreds of thousands of people who prefer to stick to Warzone, DMZ, or Modern Warfare 2.
No matter what mindset I try to place myself in, the decision is just mind-boggling. I can’t think of another instance in the history of videogames where you’ve been required to launch a different game you may not own or want in order to get to a game you’ve owned for a year. It essentially takes twice as long to launch Warzone on PC than it did last week, and yet Activision claims the HQ makes our lives easier.
Call of Duty HQ now has separate tabs for non-MW3 games. (Image credit: Activision Blizzard)
“Call of Duty HQ was developed to bring players benefits like Carry Forward, easier file size management, and more seamless switching between Call of Duty: Warzone and the latest annual releases,” the publisher wrote in a blog post this week.
In a few specific scenarios, I suppose it’s true. Deleting and installing modules of CoD games is possible within the client now, and switching from battle royale to 6v6 multiplayer to DMZ is a faster process with a dedicated app switcher. But the post doesn’t engage with the community’s main criticism that it shouldn’t be the only way to access CoD.
Activision says it’ll continue “fine-tuning Call of Duty HQ to optimize the player experience,” but it sounds like we’re stuck with its awkward app switching for the foreseeable future. Conditions should improve for Warzone players in the next month or so—the post mentions that “players will be able to seamlessly switch between Modern Warfare 3 and Warzone content starting in Season 01,” which I believe is Activision-speak for “Warzone will be on the same executable as MW3 starting in Season 1.” Judging by past years, I expect that will begin in December.
At that point, only MW2 will be left with the annoying launch/unlaunch/relaunch process, and Activision might be content to keep it that way as the outdated game fades into CoD obscurity.
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https://gamingarmyunited.com/wp-content/uploads/2023/11/ASSASSINS-CREED-MIRAGE-14-ALI-E-NERVOSO.jpg7201280DecayeD20https://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngDecayeD202023-11-09 18:00:202023-11-09 18:00:20ASSASSIN’S CREED MIRAGE #14 | ALI É NERVOSO
PC Gamer’s 30th anniversary issue is on-sale today, and includes a slew of major interviews with some of the creatives that have shaped our industry and some of its most important games in history. One of those is System Shock, and Warren Spector told PCG’s editor Robert Jones his major contribution was to stop “it many times from getting killed.” The same roundtable also included Larry Kuperman and Stephen Kick of Nightdive Studios, which developed the recent (excellent) remake, who had an interesting observation to make about that game’s reception.
Part of its nature as an immersive game was that System Shock didn’t hold players’ hands: it gave them objectives, sure, but then it’s up to you to work out where you need to go and what to do. It avoids things like the breadcrumb trails so pervasive in almost every major title now, something that Nightdive found resonated with the contemporary audience in its remake.
“One of the big surprises that we found after releasing the game was that because we stuck so closely to the original mechanics, and just the formula, we found a lot of people praising us for not holding their hands; for not including waypoints and a mission point and objective markers and stuff like that,” says Stephen Kick.
“The surprise was: we originally thought that we were going to get grilled on that pretty hard, because it’s become such a standard and staple in games these days. The most surprising thing for us was that people described it as an atrophied part of their brain starting to wake up again as a result of playing System Shock, because it actually trusted them, and it respected them. And it made them think again, while playing the game. As much as I would like to take credit for that–you know, it’s a direct translation of what’s in the original.”
“To Stephen’s point, one reason we didn’t have waypoints in System Shock is because, often, you didn’t have a clear path,” says Paul Neurath, who worked on the original. “There were different ways you could go through. Creating a waypoint would artificially tell a player, “No, no, no. We want you to take this particular path,” where that wasn’t the best path or the path that would matter to a player, depending on their play style.
“So I think that’s an interesting example where we did something that wasn’t particularly standard, and today it certainly is pretty non-standard. It’s not the way a lot of games continue today to do it. And I don’t know if you look at that as a good thing or a bad thing. But I’m proud that the team took that approach, even if that’s not the standard way to do it these days.”
The full interview contains much more chat about System Shock and its remake, but that’s far from the only classic this issue of PCG covers, with exclusive access to Nightdive’s upcoming remaster of Star Wars: Dark Forces.
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After playing both World of Warcraft‘s new 10.2 patch and World of Warcraft: Classic’s new Season of Discovery at BlizzCon 2023 over the weekend, I was shocked to discover that there were as many creative twists in the “old,” re-released game as there were in present-day WoW.
Season of Discovery is a limited-time version of World of Warcraft Classic launching November 30. It will include just 25 levels to start, with most activities centered around the Ashenvale zone in Kalimdor. It includes outdoor PvP, leveling, and an end game that includes raiding.
At BlizzCon, I gathered nine of my friends and tackled a group outing to Blackfathom Deeps, the reimagined 10-player-raid version of the five-player dungeon from Warcraft Classic, originally released almost 20 years ago.
It’s a dungeon no one in vanilla actually wanted to run much. It was far away from everything, it took forever to get to, and only one faction really had quests there. The bosses were annoying, and there were far too many of them, as well as too many trash mobs. Trash that liked to run. Trash that liked to pull other trash. Your basic dungeon nightmare.
So when I heard it was going to become a raid in SoD, I internally rolled my eyes. But the tweaks to the dungeon mirror substantial changes, made via a rune system, to character classes in SoD. In combination, it’s an entirely new experience.
Basically, this is an entirely new boss fight, in Warcraft Classic. You know, the game that was originally marketed with #nochanges as a slogan.
It also gives me hope that, if changes like this are in the works, I won’t be skipping a chunk of Warcraft Classic’s next Cataclysm expansion this time around. Last time, frustration with main-tanking the expansion’s Heroic raids, the then-equivalent of Mythic raiding, made me quit the game. That break cost me an orc rider statue and a Diablo-themed Tyrael’s Charger mount, which I only recently re-obtained. I’m still bitter.
But back to Blackfathom Deeps. The first major change to the dungeon, besides making it a 10-player raid, is a reshuffling of boss encounters. No longer are Ghamoo-Ra’s turtles the first thing you see. Instead, perched on the dungeon’s legendarily annoying jumping-puzzle of platforms over open water, Baron Aquanis awaits.
Behold, Baron Aquanis. (Image credit: Blizzard)
If you don’t remember Baron Aquanis, odds are you played Alliance. A Horde-only quest summoned him, and his abilities were pretty much limited to punching you in the face. This new version is like an evil twin: The model is the same, but the abilities and the encounter are much different.
For starters, you have to kill three lieutenants to weaken his shield to engage him. These guys are located underwater in the room, surrounded by naga, and a new debuff speeds your death by drowning. Of course the lieutenants are spell-casters, so unless you interrupt them, they will stubbornly stay on the bottom of the pool. Swimming through bubbles in the water slows your drowning death and speeds your swimming, so they’re definitely worth getting, particularly for melee. All of these things are new.
Once you engage him, you’ll discover this guy actually hurts now. To get to him, you have to jump across those annoying platforms. He has new abilities, including casting a bomb on one player that knocks back everyone else—into the water, where the naga are, and you have to swim back up to engage the boss again.
(Image credit: Blizzard)
Classic, but new
Basically, this is an entirely new boss fight, in Warcraft Classic. You know, the game that was originally marketed with #nochanges as a slogan. Classic has taken other hard left turns recently—it released a Hardcore mode earlier this year that not only wasn’t in original vanilla WoW, still isn’t in retail.
Look more closely at my group (and quickly, because we were goofing around and spent half our time flying through the air) and you’d see some other oddities. There was a warlock… tanking? And I was playing a mage and… healing?
This is the another major ingredient in the Season of Discovery: a rune system that allows players to add three abilities to their kits, and those abilities are very, very different from the standard class options.
The Season of Discovery Runes UI. (Image credit: Blizzard)
My mage could cast a chain-heal-like group healing spell that left a buff, and a single-player heal. The third spell took every player that had the buff and rewound the last five seconds of damage taken. For all the world, it reminded me of playing Augmentation Evoker in modern WoW, making sure that players had that buff rolling, so that I could top them up when Aquanis sent us (regrettably) flying.
Those combinations are wild, and far outside the level of experimentation that’s happened before in modern WoW, let alone Classic, whose entire reason for existing is to feed the nostalgia of people who want to experience 2004 Warcraft again. Not only is the rune system, and healing as a mage, new to any flavor of Warcraft—the complexity of that interaction felt surprisingly modern-WoW-esque.
Classic is known for its one-button rotations. For priests, the top damage production at one point was auto-wanding. I routinely topped damage meters in my Classic guild as a hunter because I installed a swing timer and made sure not to clip my three-second auto shots with the rare secondary abilities I cast. To have this kind of heal/buff/timing of multiple abilities around mechanics is exceptionally rare in Classic—that’s much more of a retail/modern WoW thing.
(Image credit: Blizzard)
It was a new game, sneakily wearing the Onyxia Scale Cloak of Classic Warcraft, and I loved it.
And yet, there we were, my little gnome mage healing her heart out to keep her (admittedly squishy) warlock tank upright. That warlock, meanwhile, was struggling because his defensive abilities took a ton of mana, which he ran out of quickly because he was afraid to lifetap, a warlock ability that trades health for mana, because he was already flirting with death.
Could he have judged better damage windows to use the ability and communicated with me or other healers to keep him topped off? Absolutely. Would that typically be required in Classic? I would argue that no, it would not.
None of this is to complain about the rune system, or the new boss mechanics, or the raid. They were absolutely terrific fun to play. The point is how different it all felt from Classic—how novel, how experimental, and how, well, modern. It was a new game, sneakily wearing the Onyxia Scale Cloak of Classic Warcraft, and I loved it.
(Image credit: Blizzard)
Warcraft developers told me in interviews that they’re watching how this season goes to see whether things like cross-specialization mixes might be a thing for the future of Warcraft, both retail and Classic.
Classic was supposed to be all about recreating the past. Now, it seems that it’s an innovative force driving the future of all versions of WoW’s gameplay, while retaining that Classic look, feel and storyline. Maybe something has been lost with the new twists and experiments, but I think much more has been gained by the odd trajectory of Blizzard’s throwback.
Maybe it’s those who are helping us remember Warcraft’s past that are, in fact, ensuring we do not repeat it.
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