Looking for some weekend Wordle help? There’s a hint for today’s puzzle waiting just below, ready to offer a clear path through the grey letter fog. Need something a little more direct on the weekend? You’ve got it. The answer to the December 23 (917) Wordle is only a quick click away.
A win in three quick guesses on a Saturday morning? I love it. Just a nice case of almost being right, almost being right in a slightly more accurate way, and then sitting back as today’s Wordle answer revealed itself. What more could I ask for? Other than for tomorrow’s puzzle to turn up a little earlier than usual so I can play again, that is.
Today’s Wordle hint
(Image credit: Josh Wardle)
Wordle today: A hint for Saturday, December 23
Today’s answer refers to a sort of slant, angle, or gradient. A surface of some sort—a hillside, or the path leading down it—going from a higher point to a lower one, for example.
Is there a double letter in Wordle today?
No letters are used twice in today’s puzzle.
Wordle help: 3 tips for beating Wordle every day
If there’s one thing better than playing Wordle, it’s playing Wordle well, which is why I’m going to share a few quick tips to help set you on the path to success:
A good opener contains a balanced mix of unique vowels and consonants.
A tactical second guess helps to narrow down the pool of letters quickly.
The solution may contain repeat letters.
There’s no time pressure beyond making sure it’s done by midnight. So there’s no reason not to treat the game like a casual newspaper crossword and come back to it later if you’re coming up blank.
Today’s Wordle answer
(Image credit: Future)
What is today’s Wordle answer?
Start the weekend with a win. The answer to the December 23 (917) Wordle is SLOPE.
Previous answers
The last 10 Wordle answers
The more past Wordle answers you can cram into your memory banks, the better your chances of guessing today’s Wordle answer without accidentally picking a solution that’s already been used. Past Wordle answers can also give you some excellent ideas for fun starting words that keep your daily puzzle solving fresh.
Here are some recent Wordle solutions:
December 22: TOUCH
December 21: BUILT
December 20: SMALL
December 19: TABLE
December 18: FUNNY
December 17: BACON
December 16: GLOBE
December 15: TOPIC
December 14: WOULD
December 13: SPENT
Learn more about Wordle
(Image credit: Nurphoto via Getty)
Every day Wordle presents you with six rows of five boxes, and it’s up to you to work out which secret five-letter word is hiding inside them.
You’ll want to start with a strong word like ALERT—something containing multiple vowels, common consonants, and no repeat letters. Hit Enter and 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.
You’ll want your second go to compliment the first, 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.
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.
https://gamingarmyunited.com/wp-content/uploads/2023/12/1703323385_Wordle-today-Hint-and-answer-917-for-Saturday-December-23.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-12-23 04:02:442023-12-23 04:02:44Wordle today: Hint and answer #917 for Saturday, December 23
New Blood shooter Ultrakill has released an exciting holiday update. The high-flying Doom Eternal come character action riff launched the first part of its third and final act: Layer 7, Violence.
Even as the boomer shooter renaissance presses ever onward, Ultrakill remains a singular FPS. For my money, it’s the combination of acrobatic action with some truly stunning levels and an anarchic sensibility for jokes, hidden stages, and secret levels that really sets developer Hakita’s creation apart.
My favorite stage from its previous acts is a stately cruise ship in Layer 5: Wrath. The level sees you first going through the ship rightside-up, with a curve ball second half requiring you to explore the upside-down vessel as it sinks into a vast, hellish ocean.
That tradition of knockout levels seems alive and well in the new layer. Violence is set in a plane of vast, bone-white Hellenistic temples—it looks like those desolate white cities that figure in the weirder parts of NieR Automata. What I’ve seen of the layer’s later portions looks like it drives this concept to ever more surreal, unsettling places, and I can’t wait to check it out myself.
Ultrakill has two layers left to release in its third and final act: Fraud and Treachery. We don’t yet have a date for Ultrakill’s full release, but given the pace of development so far, we might see the shooter’s 1.0 launch by the end of the year. You can currently get Ultrakill in early access for 25% off as part of the Steam Winter Sale.
https://gamingarmyunited.com/wp-content/uploads/2023/12/1703287313_One-of-our-favorite-early-access-shooters-is-approaching-the.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-12-22 22:06:532023-12-22 22:06:53One of our favorite early access shooters is approaching the finish line with the release of its creepiest chapter yet
There’s just over a week left before Friday the 13th: The Game, the awkwardly titled yet surprisingly decent multiplayer slasher, sinks back into Camp Crystal Lake forever, as it’s to be delisted from sale on December 31st.
Developed by IllFonic and launched in 2017, Friday the 13th: The Game saw groups of survivors trying to evade a player-controlled Jason as he stomped around Camp Crystal Lake, killing off every player he could in creatively grisly ways. While a bit rough around the edges, it was a smart adaptation of the license, and could be an absolute blast if you landed the right group of people. Tyler gave it a score of 75 in his review, saying it had “richer comedic potential and more to do” than Dead by Daylight.
Yet while the game itself was good, everything around it seemed beset by problems. The game’s launch was hobbled by server problems that were simply impossible to ignore. A lawsuit over ownership of the Friday the 13th license derailed the game’s DLC plans, and its dedicated servers were shut down in November 2020, though Quick Play lobbies and the ability to play Private Matches remained active.
Nonetheless, the game shuffled on in grim yet determined fashion for another three years. But the inevitable announcement came in July. “The time has come,” Gun Media wrote portentously on Twitter. “Our license for Friday the 13th will expire on December 31st 2023. On that date, Friday the 13th: The Game will no longer be available for sale, both physically and digitally.”
Gun Media recently issued a reminder of the impending date via the game’s official Twitter account. On his personal account Gun Media co-founder Wes Keltner thanked the game’s fans. “I hear countless stories about friends made in this game,” he wrote. “Hell, even soul mates found each other at Crystal Lake! I make these games so people can come together and have fun.”
If you own the game, you’ll still be able to play through Dec of 2024. Thank you to the fans. I hear countless stories about friends made in this game. Hell, even soul mates found each other at Crystal Lake! I make these games so people can come together and have fun. <3 https://t.co/CQYIb0L8NQDecember 15, 2023
See more
In that same message, Keltner also reiterated the one bit of good news about all this, namely that the game will continue to function through “at least” December 31st 2024. So if you’ve always fancied trying the game out but never actually got around to it, consider this final notice. The game’s currently priced at £4.29 on Steam, with the various DLCs available for 89p a pop. Given I’ve spent more on sandwiches, it isn’t the worst deal going.
If you don’t fancy picking up a game that might only have a year left on the clock, developer IllFonic has gone on to make other licensed asymmetrical multiplayer games, though none of them are as good as their first attempt. 2021’s Predator: Hunting Grounds had a decent core to it, but made its iconic alien too weedy in multiplayer scraps. More recently, IllFonic released Ghostbusters: Spirits Unleashed, though Noah didn’t think much of it in his review, calling it “a bit of a bore.” All told, you’re probably better off picking up the Texas Chainsaw Massacre game (which was also published by Gun Media) or just sticking with good ol’ Dead by Daylight.
https://gamingarmyunited.com/wp-content/uploads/2023/12/1703251270_Theres-just-nine-days-left-before-Friday-the-13th-The.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-12-22 13:07:172023-12-22 13:07:17There’s just nine days left before Friday the 13th: The Game disappears from sale forever
See that beautiful fight stick? It’s not just a controller: it’s a symbol. A symbol of me running out of excuses to git gud (or at least crawl my way out of scrubhood) in Street Fighter 6. Earlier this year I was so excited for the new Street Fighter that I decided to build my own Hit Box, AKA an all-button arcade box without an actual “stick.” As with most fighting games I’m excited about, before release I vowed that this would be the one I committed to putting real time into. I’m the first and only fighting game amateur to ever tell himself this lie.
When Street Fighter 6 landed in June, I only had the project half-finished, so I figured I’d wait on diving in for a month or two, just until I could finish things up. Considering I finally hooked up all the wires and screwed the box together on December 19, it’s safe to say things didn’t go exactly as planned. But 2024? 2024 will be the year I definitely pour some real time into Street Fighter.
Building the controller was a lot of fun all by itself, though, and a process I’d recommend to any fighting game fan who happens to have a lot of woodworking equipment handy (or, like me, a friend with that equipment). Despite watching some YouTube videos and reading about other folks’ builds online, I still made a few small mistakes and came away with tips for other first-time builders. Here’s how it came together.
The planning steps
Image 1 of 2
(Image credit: Wes Fenlon)
(Image credit: Wes Fenlon)
I decided I wanted to make a wooden fight stick, and that I wanted it to be relatively small so that storing it wasn’t a huge pain. I bought some sturdy half-inch plywood from a local shop, and while on a vacation trip to Tokyo set out to find an arcade parts store to buy buttons. I figured they’d be a bit cheaper in Japan than online, though I ended up erasing any savings I’d won for myself by panicking about the color combination and buying more buttons than I needed.
For my primary buttons I went with Sanwa’s OBSN 24mm, which I’d compare to Cherry MX Reds. They’re fast, light touch buttons that you’ll find across arcades and in many, many fight sticks. For a touch of color and textural variety I also picked a few Seimitsu PS-14s, which require just a tad more pressure to activate, to serve as the triple punch / kick buttons.
That left the stick’s controller board and wiring.
While I’ll mostly be playing on PC, I also wanted the stick to work on consoles. There’s a budget option in the $25 Brook Zero-Pi, but I asked Brook to send me its $80 Universal Fighting Board as well as a small add-on board for PS5 support. For anyone building a fight stick going forward, though, I’d recommend the new UFB Fusion, which integrates the PS5 add-on; it’s the plug-it-into-anything-and-it’ll-just-work board to choose now. If you’re building a leverless controller like me, you’ll also want the fighting board cable and hitbox cable, which make the wiring process really, really easy. Brook offers bundles for buying the cables together and/or with the UFB that knocks quite a bit off the price.
The next steps of planning my build at this point revealed many complexities I hadn’t really thought about.
Even nice quality plywood isn’t going to have perfectly squared edges, which makes perfect measurements tough. This can be fairly easily solved, but only if you have the right woodworking equipment.
The saws you have access to will dictate how you go about building your controller.Because we didn’t have a table saw or skilsaw (or a laser cutter, which would be even better), we decided it was going to be tricky to build a box-style controller like in this YouTube video. Instead we went for a “sandwich” approach, cutting the plywood into several pieces and layering it to create the thickness needed to fit all the internal parts. This would let us deal with the not-square edges later with an orbital sander.
(Image credit: Wes Fenlon)
When finding a button template online, make sure the spacing will work for screw buttons (better for thicker boxes) rather than push buttons (built for thin metal/acrylic panels). I used this template that was modified to fit screw buttons, and they just barely fit, so I really needed another couple millimeters of spacing in between. If I’d used one of these official templates, it likely wouldn’t have fit my buttons.
Unless you already have a fully stocked woodworking shop, costs are definitely going to add up—I spent nearly $30 just on the 24mm and 30mm Forstner bits used to drill the button holes, about that much on the wood, and more later on brushes, stain, and polyurethane for the finishing steps.
Drilling button holes and test fitting
Image 1 of 3
(Image credit: Wes Fenlon)
(Image credit: Wes Fenlon)
(Image credit: Wes Fenlon)
Ideally, you’d use a drill press to quickly and cleanly make the button holes using the circular Forstner bits, but a handheld drill actually did the job perfectly fine here. One important tip: use the point of the drill bit to make a small indentation in the wood at your center point to anchor it as you drill, ensuring it doesn’t go skittering across the surface.
The benefit of this half-inch piece of plywood is that it’s extremely strong and doesn’t bend at all, but it comes with a downside: it’s too thick for the screw buttons. That meant that on the back side of the top panel I had to use the 30mm bit to drill all the way around each hole, more than doubling the amount of work for this step of the process.
At this point we did a test fitting, and everything fit! But later, when I stained the wood and had to tighten all the buttons to ensure they didn’t wiggle, it was an extremely tight squeeze.
Assembling the layers, gluing, and cutting
Image 1 of 5
(Image credit: Wes Fenlon)
(Image credit: Wes Fenlon)
(Image credit: Wes Fenlon)
(Image credit: Wes Fenlon)
(Image credit: Wes Fenlon)
With the button holes done, we drew a rough diagram on the top panel to figure out how the PCB would fit and where the side buttons (for Start, Select etc.) would fit, as well as where the hole for the USB plug would go. This helped us determine how thick we could make the sides and how much extra wood to leave in the corners to give screws for the bottom panel plenty of security. With all that sketched out, we lined up several more pieces of the plywood and glued them together to serve as the body of the controller.
Our process here was dictated by the kind of saw we had on hand—in this case we used an oscillating multi-tool to cut through the stacked wood vertically. We used a piece of tape on the blade to mark the depth we’d be cutting to, but using some cheap particle board as a backstop made it pretty easy to tell when we’d broken through the harder wood.
The cutting process was surprisingly painless, and once the interior block was gone we could use the Forstner bits again to drill the side button holes and then glue the top panel in place.
Sanding, sanding and more sanding
Image 1 of 2
(Image credit: Wes Fenlon)
(Image credit: Wes Fenlon)
We have a box! The controller pretty much looks the part at this point, but refining is a lengthy process. At this point I had to use the orbital sander to clean off that overhanging lip on the top panel and begin sanding down the sides, too, which is trickier than it sounds. Some sides would slope towards the top or bottom and/or left or right; others would bulge or dip slightly somewhere in between. Wood looks pretty straight until you scrutinize it from all angles and then it really does not look straight at all.
After an initial hour or two of power sanding to get the sides roughly square, I also did a ton of sanding by hand to round off all the edges, making them much more pleasant for wrists to rest against. As you can see in the finished image, there’s a pretty clear inward slope on the right side—I did my best to mimic it on the left, and unless you’re really squinting at the final product it looks even. It’s definitely not a perfect rectangle, but I’m okay with that: it feels more handmade and doesn’t compromise on the usability of the stick at all.
Staining and polyurethane
Image 1 of 2
(Image credit: Wes Fenlon)
(Image credit: Wes Fenlon)
I wanted a rich reddish brown, so I applied three coats of red chestnut wood stain. I loved how it looked when wet, but naturally when it dried the color was much less vibrant. Multiple coats helped, though, as did the final step: applying a clear semi-gloss polyurethhane. I did an extremely fine grit sanding in between to ensure no particles or bits of stain roughed up the finish. The poly really helps bring out the vibrancy of the wood in nice lighting.
Final steps: Wiring it all up
Image 1 of 4
(Image credit: Wes Fenlon)
(Image credit: Wes Fenlon)
The rubber boot is actually supposed to go *under* the metal topper, but I didn’t figure that out until I’d already attached the bottom panel and I really don’t want to take it apart now.(Image credit: Wes Fenlon)
(Image credit: Wes Fenlon)
Securing all the buttons proved to be harder than I expected—during my test fit I hadn’t grappled with getting the screws firmly lodged in place against the wood. I had to chip away some extra room with a screwdriver and use needle nose pliers in a few cases where my fingers were too big to get a grip. I also needed the pliers for the left side buttons where we’d kept the wood pretty thick—there was no way my fingers were fitting in there!
Wiring was thankfully an easy step: I just followed a guide for the 20-pin harness showing which colored cable corresponded to each button. Brook also supplies a guide for its hitbox cable. Since the cables are preconfigured with female connectors, they just slide onto the buttons and the job’s done. The only “manual” wiring I had to do was for the PS5 add-in board, which required two wires be attached to the right terminals on the Universal Fighting Board and screwed in. With a small Philips screwdriver, that took all of a minute.
I also needed to attach the Neutrik USB feed-through with a couple small screws, so I drilled tiny pilot holes first and then secured it by hand. Since I’d already splurged on this project I bought both Type-C and Type-A cables to be ready for any situation.
The final step was securing the board in place. I had some heavy duty adhesive velcro leftover from another project, so I attached that to the bottom of the UFB and then stuck it to the top panel. I figure this way it’ll stay in place but still be fairly easy to remove and reuse if I ever want to swap it out or move it to another stick.
A few more tips and lessons learned for building your own hitbox
(Image credit: Wes Fenlon)
After putting this thing together, here are a few takeaways:
This guide on FocusAttack is a great starting point for determining what parts you need, and what parts you’ll want (deciding between button types, for example)
Getting a perfectly straight edge is a real challenge without the right tools, so if you’re an amateur builder like me, having a more experienced friend is invaluable (thanks, John!)
There’s a reason most fight sticks tend to be larger than the one I’ve built. A deeper box gives you a bit more space to rest your wrists, and a wider one sits more stably on the lap. I don’t regret building a more compact box, but if I had it to do over I’d probably go a bit bigger.
If you’re on the fence about building your own, there’s definitely a more affordable custom option: an acrylic enclosure from Eternal Rival. These still require you to supply your own buttons and PCB, but give you a case to build in, no sanding required. You can also get custom top panel artwork done for these, which is a lot of fun—take a look at the r/fightsticks subreddit for inspiration from some incredible designs.
It’s always going to be really hard not to call this a “fight stick” every single time even though there’s no stick
https://gamingarmyunited.com/wp-content/uploads/2023/12/1703215212_I-was-so-determined-to-get-into-Street-Fighter-6.jpg6761200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-12-21 23:29:422023-12-21 23:29:42I was so determined to get into Street Fighter 6 this year I built my own hitbox (but I still didn’t get into Street Fighter)
https://gamingarmyunited.com/wp-content/uploads/2023/12/ASSASSINS-CREED-VALHALLA-67-REI-CARLOS-III-O-GORDO.jpg7201280DecayeD20https://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngDecayeD202023-12-21 18:00:012023-12-21 18:00:01ASSASSIN’S CREED VALHALLA #67 | REI CARLOS III, O GORDO
After my Baldur’s Gate 3 bonanza in August and September, I was Baldur’s Gate 3 hungover, and needed the videogame equivalent of a Full English Breakfast to fill the Baldur’s Gate 3-shaped hole in my being. I turned to Larian’s previous RPG hit, Divinity: Original Sin 2.
I’d known I had to give our 2017 game of the year another playthrough even before falling in love with everyone’s 2023 GOTY-apparent because the weird thing was, I left my first playthrough of D:OS2 kind of sour on the whole thing.
I was definitely along the ride for most of the way, but the final act seriously pissed in my soup, both mechanically and story-wise. With Baldur’s Gate 3 an easy all-timer for me and D:OS2 100% my kind of game, I figured this was at least partially a me problem and not just a Divinity: Original Sin 2 problem. It deserved the old college try.
Gear up
A big part of my issue, I now realize, is how different gear, skills, and the basic flow of combat are in Original Sin 2 versus any other CRPG I’ve played. Even though I haven’t dabbled much in 5th edition, Baldur’s Gate 3 still plays like the D&D videogames I grew up with. My old friends like saving throw, AC, attack bonus, and multiclass were all here and accounted for.
What’s more, BG3 has the sort of gear economy I always crave in a single player RPG: magic items feel special, with a one-off quest reward or an amulet purchased from an erudite hobgoblin having the potential to change your entire character build while remaining usable for the rest of the game.
(Image credit: Larian Studios)
D:OS2 has an almost Diablo-like system of semi-random, leveled gear by comparison. I thrashed against that in my first playthrough, holding onto gear for longer than I should have or choosing equipment pieces based of secondary or tertiary benefits (stat bonuses, on hit effects) as opposed to their cold, hard DPS/armor values. That left me with underleveled gear and underpowered characters, especially in the final act of the game.
I fully embraced my equipment’s throwaway nature this time, making the rounds every time I leveled up to purchase the latest stuff for my key slots. Once I went with the flow of D:OS2’s constant stream of disposable magic swords, the game really clicked for me like never before.
I’d still rather have an RPG where the best gear is deliberately placed by a designer, lending this feeling of it being a reward and something you can sit with for a long stretch of the game, but Original Sin 2 is now the lone single player RPG whose leveled, semi-random loot system I don’t mind, and even kind of appreciate.
Minoring in Divinity buildcraft studies
Original Sin 2’s skill system intimidated me with its myriad complexities, but now that I understand it better, I’ll be damned if it’s not a thing of beauty. The completely modular system has no classes, only skills and attributes, with character creation choices offering helpful archetypes to inspire your builds.
There’s no reason not to pursue fun, hybrid characters, especially when some of the game’s best abilities are its goofiest and most unique. Even my edgelord dual daggers protagonist would cut loose with some chicken polymorphing and malicious teleportation.
(Image credit: Larian Studios)
I had to dig into Reddit, YouTube, and Steam guides (shout out to Sin Tee, who’s also probably the best in the game when it comes to BG3 builds as well) to get my accreditation on this stuff, because I still find Original Sin 2 a harder game than Baldur’s Gate 3. I’ll probably bump the difficulty from normal to Tactician my next go around of D:OS2, but I don’t know if I’ll ever touch its permadeath Honour mode. Meanwhile, I’m already halfway through one such playthrough of Baldur’s Gate 3 as I write this.
“Many of the Original Sin 2 encounters are so deliciously devious, they’re seared into my mind for life (in a good way).”
Original Sin 2 just has more curve balls in its fights, battles where you’re handicapped out of nowhere or put under a stressful time crunch. There are plenty of encounters like this in Baldur’s Gate 3 as well (Auntie Ethel, The Iron Throne), but D:OS2 is lousy with them. I’m of two minds about that: I appreciate not being pushed to my tactical limits in every fight of Baldur’s Gate 3, while many of those Original Sin 2 encounters are so deliciously devious, they’re seared into my mind for life (in a good way).
I felt like I was overcoming a trauma when I returned to one of the most evil fights in the game in my replay. You have to rescue an absolute dingus of a hostage at the top of this little fort while multiple waves of oil demons spawn in, followed by a battalion of fire demons who light the oil demons’ oil slicks on fire. Your whole screen basically turns into mondo-damaging demon fire, and good luck if you want to keep John Q. Dingus-Hostage alive for more than a few rounds.
My first playthrough, I let that goober cook. This time though? I had multiple members of my party equipped with the teleportation skill, so I’d yoink the little dweeb out of the action every time he tried to rush in. I felt like one of those families who keep their indoor kid on a leash, snatching the little gremlin back every time they get into mischief.
Tacticool
Original Sin 2’s armor system is a stroke of genius. Physical and magical crowd control only work once the respective defence is stripped away from a character, and while this incentivizes limiting yourself to an all-physical or all-magic damage party (my phys gang this playthrough could absolutely body the hybrid crew I had last time), it lends D:OS2’s combat a rhythm like nothing else I’ve played.
(Image credit: Larian Studios)
You really don’t need a tank or support like in most RPGs—Original Sin 2 rewards pure aggression, a race to strip enemy protections and turn them into chickens before they do the same to you. It absolutely rips. While Baldur’s Gate 3 is one of the best videogame adaptations of D&D’s timeless rules ever made, those very same rules might have been holding Larian back—the studio has a real artistry when it comes to making this sort of stuff from scratch.
I don’t think BG3 is a downgrade though: it moves the ball forward in Larian’s immersive sim-style systems design, with better stealth, more freedom in how you interact with the world, and less of a sharp divide between combat and exploration. I also have to say that, much as I consciously appreciate D:OS2’s combat and progression design, it’s never colonized my brain in quite the same way BG3 managed to.
Playing a role
However much Original Sin 2 really stunned me with its skill system and mechanics, there’s just no denying Baldur’s Gate 3’s belief-defying leap forward in storytelling, production values, and reactivity. I quite like Original Sin 2’s characters and story, but I love the BG3 ensemble, and most of the gaming world seems to agree with me there. Larian beat BioWare at its own game with a winning cast brought to life by great animation and performance capture.
They’re comparable tactical combat experiences, with D:OS2’s skills and armor winning my mind and BG3’s comfy D&D familiarity stealing my heart.
Baldur’s Gate 3’s written reactivity, the way it responds to so many granular character and story choices, is like dark magic. Divinity: Original Sin 2 feels generations behind in this regard, while Baldur’s Gate 3 stands proud with games like Fallout: New Vegas or Disco Elysium in its myriad world states and extensive dialogue-based solutions to various quests.
(Image credit: Larian Studios)
That’s the big thing that strikes me, having played them more or less back to back: they’re comparable tactical combat experiences, with D:OS2’s skills and armor winning my mind and BG3’s comfy D&D familiarity stealing my heart. But taken as holistic RPGs, there’s just no comparison: BG3 wins the crown easily.
Finishing strong
Divinity: Original Sin 2’s ending didn’t sour the whole thing for me this time, but boy did it still piss me off. The whole game is all like “gods are evil, they stole their power, they manipulated you,” but if you want a “good” ending for Rivellon, you have to become a god yourself or turn a fantasy mass-murderer into one.
Both times through I picked the commie ending where you give everybody in the world just a little bit of god juice, but the epilogue says that you basically create a permanent world war because everyone’s an asshole and they need a strong hand to guide them. All my friends in the playable denouement scolded me for it too, and their disapproval will only make me pick this ending harder.
Also, Lhose broke up with me for no reason, it seems like she just does this to everybody? She kinda implied more that I was breaking up with her, and my only dialogue options were variations of “damn babe, well see you around I guess.” Give me Baldur’s Gate 3’s big birthday bash for doing a good job over this every damn time I say.
https://gamingarmyunited.com/wp-content/uploads/2023/12/1703179131_After-struggling-to-finish-Divinity-Original-Sin-2-the-first.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-12-21 17:16:192023-12-21 17:16:19After struggling to finish Divinity: Original Sin 2 the first time, I’ve fallen in love with Larian’s previous hit RPG—and it isn’t just the Baldur’s Gate 3 afterglow
There’s a clue for today’s Wordle ready to go, in case your game’s not revealing those helpful green letters as quickly as you hoped it would. You’ll also find the answer to the December 21 (915) puzzle on this page too, waiting to save a bad game, or just to make sure you get to the best bit as swiftly as possible.
That’s more like it. Today’s Wordle answer came without too much of a struggle, thanks to the help I received in my opening pair of guesses. Although it was less what they revealed this time around and more what they confirmed was absent. Thankfully, they instantly ruled out just about everything bar the correct word (and one similar-but-wrong guess that I’ll pretend didn’t happen).
Today’s Wordle hint
(Image credit: Josh Wardle)
Wordle today: A hint for Thursday, December 21
If you wanted to describe someone who looked strong and muscular, you could say they were well _____. Today’s answer is also the past tense of a word referring to the creation of something, such as a house, using wood, bricks, or other materials.
Is there a double letter in Wordle today?
No letters are used twice 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: Future)
What is today’s Wordle answer?
Enjoy your latest Wordle win. The December 21 (915) Wordle answer is BUILT.
Previous Wordle 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:
December 20: SMALL
December 19: TABLE
December 18: FUNNY
December 17: BACON
December 16: GLOBE
December 15: TOPIC
December 14: WOULD
December 13: SPENT
December 12: THESE
December 11: HOUSE
Learn more about Wordle
(Image credit: Nurphoto via Getty)
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 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, 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.
https://gamingarmyunited.com/wp-content/uploads/2023/12/1703143013_Wordle-today-Hint-and-answer-915-for-Thursday-December-21.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-12-21 04:04:072023-12-21 04:04:07Wordle today: Hint and answer #915 for Thursday, December 21
Today Bethesda posted a recap of the year Starfield has had in the form of a few fun facts: in 2023 players visited a collective 1.9 billion planets, spent 26 million hours building ships, and ate more than 18 million battlemeal multipacks. (Weirdly, no sandwich tally was provided.)
The same post also sheds more light on the major updates Starfield will receive in 2024, including an expansion. Beginning in February Starfield will receive updates “roughly every six weeks,” with those updates including new features we’ve already been teased with like “all new ways of traveling,” official mod support, and city maps.
While not elaborating more fully on those items, Bethesda also teased even more changes coming to Starfield in 2024, including the somewhat vaguely described “all new Gameplay options,” which sound like a way to tailor your next playthrough.
“With these new settings you’ll be able to alter your gameplay to allow for an easier or more challenging experience that will expand beyond our normal ‘Difficulty’ setting,” the post reads. “These will allow you to easily customize carry capacity, cargo access distance, ship damage, vendor credits, how you suffer afflictions, new survival mechanics, and more.”
More customization is always a good thing, but I’m most curious about the “new survival mechanics” mentioned. I assume it’s not a full-blown survival mode because otherwise the post would have just said that. I do wonder if it might involve how spacesuits are used while exploring hazardous planets.
Unfortunately no more information is given, so we’ll have to wait until next year to learn more about the new survival systems planned. That’s not all that’s coming in 2024: Starfield’s first expansion, Shattered Space, is also in development, promising “story content, new locations, new gear, and much more.”
https://gamingarmyunited.com/wp-content/uploads/2023/12/ASSASSINS-CREED-VALHALLA-66-TO-FRANCIA-PARIS.jpg7201280DecayeD20https://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngDecayeD202023-12-20 18:00:242023-12-20 18:00:24ASSASSIN’S CREED VALHALLA #66 | TO FRANCIA PARIS
We may request cookies to be set on your device. We use cookies to let us know when you visit our websites, how you interact with us, to enrich your user experience, and to customize your relationship with our website.
Click on the different category headings to find out more. You can also change some of your preferences. Note that blocking some types of cookies may impact your experience on our websites and the services we are able to offer.
Essential Website Cookies
These cookies are strictly necessary to provide you with services available through our website and to use some of its features.
Because these cookies are strictly necessary to deliver the website, refusing them will have impact how our site functions. You always can block or delete cookies by changing your browser settings and force blocking all cookies on this website. But this will always prompt you to accept/refuse cookies when revisiting our site.
We fully respect if you want to refuse cookies but to avoid asking you again and again kindly allow us to store a cookie for that. You are free to opt out any time or opt in for other cookies to get a better experience. If you refuse cookies we will remove all set cookies in our domain.
We provide you with a list of stored cookies on your computer in our domain so you can check what we stored. Due to security reasons we are not able to show or modify cookies from other domains. You can check these in your browser security settings.
Google Analytics Cookies
These cookies collect information that is used either in aggregate form to help us understand how our website is being used or how effective our marketing campaigns are, or to help us customize our website and application for you in order to enhance your experience.
If you do not want that we track your visit to our site you can disable tracking in your browser here:
Other external services
We also use different external services like Google Webfonts, Google Maps, and external Video providers. Since these providers may collect personal data like your IP address we allow you to block them here. Please be aware that this might heavily reduce the functionality and appearance of our site. Changes will take effect once you reload the page.
Google Webfont Settings:
Google Map Settings:
Google reCaptcha Settings:
Vimeo and Youtube video embeds:
Other cookies
The following cookies are also needed - You can choose if you want to allow them:
Privacy Policy
You can read about our cookies and privacy settings in detail on our Privacy Policy Page.