Rumor has it that Microsoft plans to release at least some of its Xbox console exclusives on PlayStation 5. This Thursday, we’ll find out if it’s true.
Microsoft gaming boss Phil Spencer acknowledged the rumors last week and announced that he’d reveal Microsoft’s “vision for the future of Xbox” this week. We’ve now learned that the announcement is going to happen on the Official Xbox Podcast this Thursday, February 15.
A podcast feels a bit low key as a venue for such a hotly anticipated chat; some Xbox diehards are apoplectic over the idea that they’re being betrayed after years of loyalty to Microsoft’s console. Maybe speculation has overblown the amount of change coming, or maybe Spencer and company hope to downplay it.
Bringing Xbox games to new platforms does seem like a likely move to me. In recent years, Microsoft has focused on buying popular and prestigious game developers—Obsidian, Bethesda, Activision Blizzard—and growing its Game Pass subscriber base. To get the Activision buyout done, it appeased regulators in part by pledging not to make Call of Duty an Xbox exclusive series, so it’s already put its game development aspirations ahead of its hardware aspirations in one instance.
Microsoft did withhold Bethesda’s Starfield from the PlayStation 5 after buying the studio, but I could see it relenting as enthusiasm for the sci-fi RPG dies down and it stops attracting new Game Pass subscribers.
The PC, of course, already won the console wars, as we’ve previously joked (but also meant kind of seriously). Microsoft started releasing all its Xbox console exclusives on PC years ago now, and in the past couple years started releasing them on Steam instead of just the annoying Microsoft Store. And although it still often puts months or years between its console and Windows releases, Sony also started releasing PlayStation exclusives on PC. The PlayStation-published Helldivers 2 is doing great on Steam right now. Nintendo is the only holdout.
Still, Microsoft’s power in the industry makes Thursday’s announcement relevant to everyone. The consequences of its game studio acquisition spree are still playing out, and the recent news has been bad: Microsoft just laid off 1,900 gaming employees, many from Activision Blizzard, and canceled a survival game that had been in development at Blizzard for years.
https://gamingarmyunited.com/wp-content/uploads/2024/02/1707795665_Amid-big-rumors-Phil-Spencer-will-discuss-the-future-of.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-02-13 00:01:472024-02-13 00:01:47Amid big rumors, Phil Spencer will discuss ‘the future of Xbox’ in a podcast this week
What is it? A story-focused action RPG where you play as a ghost-hunter and his spectral partner. Release date February 13, 2024 Expect to pay $50/£45 Developer DON’T NOD Publisher Focus Entertainment Reviewed on GeForce RTX 2060, Intel Core i7-10750H, 16GB RAM Steam Deck TBA LinkOfficial site
Banishers imagines a world where the restless dead are a common occurrence, be they wisps, giant monsters or chatty ghosts bearing unfinished business. Much as you’d call a plumber to fix a leaky pipe, here you send for a Banisher to remove a troublesome spirit, either by hacking it to bits or peacefully ascending it to another plane of existence. They’re basically Witchers, but without the genetic experiments that leave them emotionally bereft.
If anything, Banishers is a game that goes the other way, practically wallowing in the full emotional palette as you aid a landscape that has been torn apart by trauma. There’s the trauma of the resident ghosts – many of which are literal manifestations of anger or sorrow – but also the trauma of the two main characters, Antea Duarte and Red mac Raith, who have recently been separated (in a manner of speaking) by Antea’s death.
That death occurs shortly after the couple arrive at New Eden, a colony in 17th century North America that has been beset by a terrible curse. A permanent winter has taken hold of the place, and the veil between life and death is wafer-thin, resulting in intrusions by violent spectres and the sudden death of their old friend, Charles Davenport. He has been killed by a powerful spirit that resides at the town meetinghouse, and so it’s there that the Banishers head to, well, banish it.
Alas, it doesn’t go to plan and poor Antea is killed by the vengeful spirit, leaving Red alone on the outskirts of town, where he comes to after being heaved into the sea. So begins the long journey to both find the means to destroy the spirit, and return to town to reclaim Antea’s body, which Red will need before he can send her spirit onwards.
Of course, in such a world, Antea’s death hardly stops her making an appearance, and she soon returns as an active partner in Red’s personal mission. While Red can touch things and talk to living people, Antea sees into the realm of the dead, where she can use her ghostly powers to destroy obstacles and unveil hidden items. You’ll switch between them at the touch of a button, as you make use of their complimentary abilities to investigate hauntings and pummel ghosts into the afterlife.
While we often have party members in games like Mass Effect, there aren’t many RPGs that feature two protagonists – and surely no others where they’re in a relationship from the onset. It’s refreshing to see the bickering, flirting and reminiscing of a mature couple, and to have that dynamic be present for the entire game.
I’m really quite fond of Antea and Red, now that I’ve seen their story through to one of the multiple endings, although for a long time they just felt too perfect to be relatable. It was only later on – when the easy back-and-forth that comprises their banter began to slip away, allowing deeper conversations to emerge – that I finally became attached to the couple.
I should note that I’ve only seen one of the two major endings teased at the start of the game: do you give Antea her ascent, and usher her into the afterlife, or use black magic to return her spirit to her body? Those aren’t spoilers, by the way, but the major goals you spend the game working towards, as you either peacefully help New Eden’s residents or (gulp) kill them to fuel Antea’s return.
These are the decisions you’ll have to make at the end of most main quests, and every side haunting, as you choose to murder the person haunted by a ghost, or leave ‘em be, as you send the spook on their merry way. I was tempted to take the evil path, because the game seemed to be pushing me down it, while Antea’s growth as a spirit makes much more sense in that context, but in the end I stubbornly played this as my usual saint. But whichever path you choose, the game recommends that you stick to it, as you’ll need to murder a boatload of settlers to successfully power the resurrection spell, and if you flip-flop there might not be enough.
Banishers’ story has a very different flavour than most RPGs, in that you’re striving to save a region, a small cast of people, and your beloved rather than the entire world. I mean this as a compliment (well, mostly), but it feels like a Witcher 3 quest blown up into a full-size game, really giving you the chance to get to know one town and its colourful inhabitants.
Despite the supernatural overtones, Banishers is very much set in our world, at a time when witch hunts (if not witches) were very real. A witch hunt is central to the plot, with most of the major characters involved in some way, so as you might imagine they’re not an overly pleasant lot. Every haunting drags up a shameful backstory, whether it’s for the settlers or their hard-hearted leaders, and while it is difficult to like a bunch of murderous, mob-minded bigots, I did take pleasure in bringing their dark secrets into the light. Their nuanced facial animations convey emotion with subtlety, even if that emotion is usually hatred towards the meddling Banishers.
After the devastating prologue, in which Antea is killed and Red wakes up in the wilderness, New Eden’s residents flee the town and hunker down in the nearby forest, the mountains, and a lovely stretch of farmland surprisingly untouched by the endless winter. All are still affected by the curse, however, with ghosts infesting the wilderness and the more sentient ones still coming back to haunt their loved ones. Before you can even hope to return to the town proper, you’ll have to hoof it to each of these areas and solve their problems.
It’s all a bit Dark Souls, but locked into subtle arenas as creatures emerge from the ether to interrupt your exploration. Using your sword and gun as Red, and your various spectral powers as Antea, you have to wallop spooky creatures that come in a variety of denominations, from lowly spectres to massive bosses made up of multiple unhappy spirits.
I appreciate the subtle differences between the protagonists, with Antea not having a health bar but a rechargeable spirit gauge that whittles down as she attacks, and Red relying on, essentially, Dark Souls’ Estus flasks. And hey, Banishers has bonfires too, which similarly recharge your healing items while respawning enemies – but as you can save at any time, and you just restart from your last save when you die, their implementation does feel a little muddled.
Ultimately combat is solid but not especially thrilling, soon falling into a comfortable rhythm of weakening enemies with Antea, before finishing them as Red, with not enough variation in your abilities or weapons to feel like you have much input over character development. I never came to hate the combat, but I would always groan when I discovered a large-ish space that would obviously house the next combat encounter, although they are usually brisk enough to not outstay their welcome.
There is a lot of combat, just as there’s a lot of getting from A to B, in a story that sadly feels stretched thin. The ghost behind the curse is only really present in the prologue and climax of the game, while the rest has you slowly teasing out her backstory. Everyone here knows what happened, but I have to defeat this massive beast in the forest, and clear out this haunted mine, in exchange for mere narrative breadcrumbs? I feel that one proper interrogation – where we could put the obvious questions to the major players – would trim the game by a good ten hours or so.
But while there’s tension between a more personal story and the expectations of scale that come with an RPG, I’m still glad I docked in New Eden Town. It’s an evocative place, rich in atmosphere, history and horrible deeds, and it feels rewarding to drag its injustices into the light.
https://gamingarmyunited.com/wp-content/uploads/2024/02/Banishers-Ghosts-of-New-Eden-review.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-02-12 17:00:022024-02-12 17:00:02Banishers: Ghosts of New Eden review
Even if we don’t get a Windows 12 release this year, the Windows 11 24H2 update is shaping up to be a big one. With AI all the rage, and both AMD and Intel integrating AI specific hardware into their latest CPUs, AI assisted applications are definitely going to appear thick and fast. Microsoft is developing an interesting one, by introducing an AI assisted super resolution feature that’s likely to appear in the 24H2 update.
PhantomOfEarth (via Neowin), a user on the website formerly known as Twitter, posted a couple of screenshots from the Windows 26052 preview build. They reveal Microsoft is working on a new feature it calls Automatic Super Resolution. Enabling it allows you to ‘Use AI to make supported games play more smoothly with enhanced details’.
At this point in time it’s not working natively, though it can be enabled using ViveTool (H/T @thebookisclosed). That suggests it’s very much a work in progress and it remains to be seen just how it will work in practice.
On the surface it looks like a welcome feature. It should allow a much wider range of hardware and software to benefit from upscaling technology. One can imagine thousands of older games benefiting from the feature as those will never receive updates with FSR or DLSS support.
There are few details on Microsoft’s solution but presumably it works in much the same way as AMD’s Radeon Super Resolution. RSR is a driver based solution used for upscaling in games that don’t have FSR support. It uses a spatial upscaling method that doesn’t require dedicated AI hardware. RSR is regarded as generally inferior to the latest FSR and DLSS versions, but its advantage is that it works in any game with a full screen output.
(Image credit: @PhantomOfEarth )
Automatic Super Resolution looks like an extension or evolution of Microsoft’s Video Super Resolution feature, which can use AI to improve video playback quality.
It’s going to be interesting to see how this feature develops and what it means for other upscaling technologies on the market, as well as what hardware requirements in may need. I can’t imagine it replacing DLSS, FSR or XeSS, particularly with frame generation any time soon, but native Windows upscaling support for apps that would otherwise never see it sounds like a positive in my book.
As always with upscaling technologies, real world testing and analysis will be needed to see if its a feature worth having.
https://gamingarmyunited.com/wp-content/uploads/2024/02/1707723516_A-native-AI-assisted-Super-Resolution-feature-is-coming-to.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-02-12 06:32:542024-02-12 06:32:54A native AI assisted Super Resolution feature is coming to Windows 11
I was doing pretty well in the Next Fest demo for Thrive: Heavy Lies the Crown. I’d achieved a happy equilibrium, with all my villagers gathering and producing the necessary supplies for my hand-built hamlet’s steady growth. Lumberers were lumbering, quarriers were hauling rocks, and my orchard farmers were churning out apples: the basic fuel of every thriving feudal society, as any medievalist will tell you. The idyllic atmosphere was so peaceful I could almost forget about the accursed fog plaguing the land. Until that accursed fog manifested a rampaging snake kaiju, at least.
Thrive, which you can check out in its Next Fest demo until February 12, has you play as one of the few people who’ve entered the deadly Waelgrim mist and survived, which was apparently all the excuse your king needed to pass the crown off to you and make the whole apocalypse situation your problem to manage. Now you’re leading that fallen realm’s refugees in the hopes of building a new home and future for your people. Evil fog’s still around, though. Unfortunate.
Due to arrive in early access on Steam sometime this year, Thrive is shooting for a blend of city-builder, 4X strategy and RTS combat. In practice, based on a run through the demo’s tutorial, you can imagine it like a bunch of parallel games of Banished scattered across a big map, with AI or player-controlled kingdoms developing alongside yours.
I like my share of laying roads and managing resources and Thrive serves up plenty of both, particularly on the resource front. Advancing through building tiers in the demo involves so many different resources that they don’t all fit on the UI—at one point the tutorial informed me how to swap out the resource displays so I could track the ones I really cared about.
In my case, that was apples. After running low on the basic foodstuff early on, I did some restructuring of my hamlet, making sure all the storage yards, food markets, and farmer houses were laid out to facilitate peak orchard efficiency.
Optimization definitely seems like the make-or-break in Thrive, assuming you’re not counting all the buildings that get broken when something that looks like it crawled out of Monster Hunter appears to ruin your day. As you play, a bar fills up to indicate the presence of the Waelgrim fog. When it fills, bad things happen. That might mean you lose some of your food stores. Or it might mean a massive reptile bulldozes some of your prime real estate. That’s life, I guess.
You’ve got another day to try the demo of Thrive: Heavy Lies the Crown during Steam’s Next Fest. With any luck, figure out defensive structures before the devil-snake appears.
https://gamingarmyunited.com/wp-content/uploads/2024/02/1707687449_A-giant-snake-monster-ruined-my-apple-fueled-medieval-utopia-in.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-02-11 20:28:112024-02-11 20:28:11A giant snake monster ruined my apple-fueled medieval utopia in the Steam Next Fest demo for this settlement sim
There’s a hint for today’s Wordle ready and waiting for you just below if you need a bit of inspiration, but would still like to solve the daily puzzle at your own pace. Alongside that, you’ll also find some general tips that will help squeeze the most out of every guess. And if you need more than inspiration, the answer to the February 11 (967) Wordle is just a click away.
One missing letter really managed to stick a spanner in the works today. I was on track for a Wordle win in three… then a win in four… then I just wanted to win at all. I’m glad I was able to pull it back before the end—and I’m glad you don’t have to go through that at all (unless you want to, anyway).
Wordle today: A hint
(Image credit: Josh Wardle)
Wordle today: A hint for Sunday, February 11
Today’s answer is impossible. Not happening. Nope. Not ever. What single five-letter word might capture that sentiment?
Is there a double letter in Wordle today?
Yes, a letter is used twice in today’s puzzle.
Wordle help: 3 tips for beating Wordle every day
Anyone can pick up and play Wordle, but if you want to do it well and make all of your guesses count, these quick tips will help get you started on your Wordle winning streak:
Choose an opener with a balanced mix of unique vowels and consonants.
The answer may contain the same letter, multiple times.
Try not to use guesses that contain letters you’ve already eliminated.
Thankfully, there’s no time limit beyond ensuring 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. Sometimes stepping away for a while means you can come back with a fresh perspective.
Wordle today: The answer
(Image credit: Future)
What is today’s Wordle answer?
You might need this. The answer to the February 11 (967) Wordle is NEVER.
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 solutions:
February 10: FRIED
February 9: STIFF
February 8: PLACE
February 7: AFTER
February 6: WHICH
February 5: REPEL
February 4: VERGE
February 3: MICRO
February 2: CLEFT
February 1: ALIVE
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.
You’ll want your next guess to compliment the first, using another “good” word to cover any common letters you might have 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 simply a case of using what you’ve learned to narrow your guesses down to the correct word. You have six tries in total and can only use real words and don’t forget letters can repeat too (eg: 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.
An upcoming blend of genres wants to put you in the boots of an astronaut commander running a mission to the moon in the near future. Moonshot wants you to manage the program that gets you there, then build the colony infrastructure that will enable your team to be the ones dominant on the moon.
Moonshot’s intent is that the game will be pretty realistic, unlike most other sci-fi survival games. Challenges of space like oxygen management, and the limitations of current technology, will be key to its plans. It’ll also be cooperative, letting players “join forces to build the ultimate Moon colony and even prepare for a Mars expedition.”
Developer Bearded Brothers is aiming to release Moonshot into early access in the third quarter of 2025.
“Moonshot is a realistic space-themed game that combines survival and tycoon genre elements, set in the exciting backdrop of the 2027 space colonization race. Players step into the shoes of a pioneering team leader, tasked to become the first astronaut to set foot on the Moon since 1972. The game challenges you to build and manage rockets, oversee a skilled team, and strategically navigate the lunar landscape using near-future, realistically depicted technology,” said Bearded Brothers in a press release.
There’s obviously a lot of appeal here, as ultra-niche and quite hardcore games like Stationeers have focused on the genre for some time. It seems like Moonshot wants to be a bit less hardcore and simulation-focused while still maintaining at least a veneer of realism.
https://gamingarmyunited.com/wp-content/uploads/2024/02/This-game-wants-to-blend-survival-and-tycoon-games-in.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-02-11 01:06:212024-02-11 01:06:21This game wants to blend survival and tycoon games in a race to build a moon colony
Whether you’re running out of rows, patience, or time, our fresh clue for the February 10 (966) Wordle is sure to give your guesses a helping hand without spoiling all the fun. Need something a little more direct? You’ve got it, just scroll or click your way straight to today’s answer, and enjoy your latest win.
Now that was a fun game. I ended up revealing a helpful mix of yellow and green letters early on. And because they all turned up in strange and unexpected places, I had the pleasure of a quick Wordle win and I got to give my brain a bit of gentle exercise too. What a perfect start to the weekend.
Today’s Wordle hint
(Image credit: Josh Wardle)
Wordle today: A hint for Saturday, February 10
You’d call food cooked in some sort of heated fat or oil (deep or shallow) today’s answer. Some common examples include eggs and chicken.
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
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?
Let’s keep going. The answer to the February 10 (966) Wordle is FRIED.
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:
February 9: STIFF
February 8: PLACE
February 7: AFTER
February 6: WHICH
February 5: REPEL
February 4: VERGE
February 3: MICRO
February 2: CLEFT
February 1: ALIVE
January 31: BULKY
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.
Two or three times a year Steam hosts a Next Fest, where every developer and their mom posts a demo of an upcoming or in-development game. They’re awesome, generally speaking, ranging from fantastically broken and hysterically bad to outrageously good and perfectly polished.
During Next Fest you can almost always find some indie gem or discover that a mid-tier game is going to be way better than you’d ever expected. They’re also a great snapshot into the development process—one that you used to only get by attending big expensive game shows like PAX or Gamescom or Tokyo Game Show.
Or you could do what I do: download dozens upon dozens of demos, fall into a kind of fugue state for an entire week, and emerge from the other end drained and exhausted and feeling like I’ve seen into the forbidden nth-dimensional futures of PC gaming for the coming years.
This year I tried about 50 demos, setting my arbitrary limit at a combined 230GB and playing about ten per day Monday to Friday. Some I only played for a few minutes before deciding they were, in fact, very bad. Others ate an entire morning. I cataloged the 30-some notable ones in a Twitter thread that you can go read—but the ones listed on this page are my favorites.
Oddsparks
The most delightful surprise of this Next Fest, Oddsparks is basically an adventurous and brilliant combination of Pikmin and any number of automation games. Set in a whimsical fantasy world, Oddsparks doesn’t concern itself too much with being super hardcore, something welcome in the automation world. I found the loop really great: Grab a mission, explore the wilderness for resources, then fulfill the mission by automating a product or two… which rewards a new blueprint that you’ll need to go find some resources for and get to automating. It’s a combination of gameplay types so obvious I’m shocked nobody has done it before. (No, your giant Factorio drone swarm doesn’t count.)
Synergy
I’m a huge fan of games about ecologies and building a self-sustaining process. I’m also a huge fan of French artist Jean Giraud, aka Moebius—as are all right-thinking people. The combination of those two things in Synergy blew me right past my lukewarm feelings about Pharaoh or Caesar-style city building games and pushed this to the top of my most-anticipated games list—just like it did for Fraser.
The basic concept is that your people are newly arrived in a harsh, hostile world where the water is poison and they’ll need to learn everything they can about the unknown plants and ecosystems around them. From there, they need to figure out how to build a sustainable life cultivating these resources and exploring the world beyond. It wins extra points because it focuses not just on material goods, but on social needs: Decorating your city with meeting places, cafes, and more alien amenities—scent gardens, for example—gives them the social stability they need to have kids and expand the town. Synergy is can’t-miss stuff for city builder fans.
Abiotic Factor
Look, as a man who grew up with Half-Life and all the other tropes of ’90s weird science, blocky shooters with a low top speed, and then came of age with the crafting game, I think I can recognize when I’m being pandered to. When I’m being pandered to is when a game lets me be some kind of weird PhD at a secret research facility who makes laser guns out of trash. Abiotic Factor is explicitly for me, folks, and it’s working because it’s a dang fun videogame. I urged people to try the last demo, and I’m back at it again.
I can’t help but love the cold open driving through the Australian outback, taking an elevator ride that reveals terrifying creatures from another dimension, and then half-assing a safety demonstration at the kind of black science research site where you do not ever half-ass a safety demonstration. The part where this thing lets me play cooperatively with my friends? That’s 100% pure buttercream icing on the cake, right there.
Balatro
Generally speaking I wouldn’t expect to enjoy a Poker roguelike. I think a lot of the fun from poker is probably in the bluffing, the social aspect, and the guess-or-be-outguessed nature of the whole thing. Reducing it to pure odds is useful for game design, I recognize, and I’ve enjoyed poker-based games before. Anyway, despite my dislike, Balatro is really dang good because it takes the appearance of poker and transforms it into something else entirely. It’s about figuring out how to play weird, illegal poker hands and use the odd superpowers that a Joker card gives you in order to push out bizarre and broken combos.
That’s before you just start doing even weirder stuff: Putting Tarot cards in your poker deck? Sure, why not, that doesn’t make any sense. This is a card game you’d play in a dream and wake up at 3:00AM and try desperately to write down the rules before you forget them. Except you could never do that because it never existed and there are no rules. Except Balatro exists. It’s right there. You can play it today.
Solar Expanse
It really wouldn’t be a list made by me unless I put a complicated-looking strategy or management game with a really weak interface on it, so here’s Solar Expanse. This is basically a space program management game extending from the recent past into the relatively far future, emphasizing the growth of space-based infrastructure.
The demo is a short but tantalizing taste for any space enthusiast, as you begin on Earth, set up a remote colony on Mars, and then launch a human mission there. I particularly like the little interactive porkchop plots you use for choosing when to launch a mission, and the emphasis on doing stuff like getting telescopes and observatories set up on stellar bodies to scout for future missions.
https://gamingarmyunited.com/wp-content/uploads/2024/02/1707579181_I-played-50-Steam-Next-Fest-demos-this-week-and.jpg7621200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-02-10 00:58:322024-02-10 00:58:32I played 50 Steam Next Fest demos this week, and these are my top 5
I’ll be the first person to admit that my computer simulated Super Bowl predictions haven’t been all that accurate. Despite predicting multiple raccoon attacks in Super Bowl LV, there were none (reported). Tom Brady didn’t dunk a bowling ball through a basketball hoop in 2019’s Super Bowl despite my computer projecting that he would, several times, on a field covered with banana peels. And in 2022 I predicted there wouldn’t be a Super Bowl (because I forgot to do a simulation). But rumor has it, there was one??? Whatever.
This year I can state with confidence that my computer modeling is definitely on the ball—and that ball is round and silver because I’m using a football-themed pinball machine to predict the 2024 Super Bowl. Even better, I’m using a computer simulation of a football-themed pinball machine called Touchdown Pinball to simulate the Super Bowl. That’s two simulations! It simply can’t be wrong.
Almost the entire game of football is right there on the machine. There are yard markers so I can calculate roughly how far each drive gets. When you knock down all four defenders in the middle of the field there’s a touchdown minigame. And there are some lights near the top that indicate you can “kick.”
I’ll switch between pretending to be the Kansas City Chiefs and the San Francisco 49ers, the ball will represent the ball, the paddles will be the QBs (either Pat Mahomes or Brock Purdy), and the bumpers will be players, like Travis Kelce, who I’m mentioning because he’s a just a random player for the Kansas City Chiefs, not because if his name is in this article maybe search engines will find it more easily. Travis Kelce, Travis Kelce.
According to the first Google result when I searched, there are usually between 10 and 12 possessions (or drives) per team per game, so I’ll treat each play as a drive and swap teams each time. Once I’ve played 12 times for each team, the game is over and I’ll see who won. Are you buying this?
The first play of the game is an interesting one! The ball goes the entire length of the field (the punt!). At the one-yard line Pat Mahomes makes a pass to midfield where it knocks down one defender, followed by the ball returning to the one-yard line after bouncing off another player (Travis Kelce). Then Mahomes lets it go through his legs and out of bounds.
But! The ref suddenly yells “BALL SAVER” and there’s… another punt! Mahomes makes a second pass to mid-field, then another, then a long one to the 20-yard line, which finally comes back and goes through his legs again. BIG TARGET MISSION START reads the scoreboard, somewhat confusingly, followed by D-FENSE USE GREEN RAMP 4 which sounds more like stadium parking instructions than what’s happening on the field.
But, yeah, OK, this is football, almost, pretty much. Right? Two punts, four passes, and roughly 250 yards that resulted in a nothing but a turnover. At least that feels a lot like football.
The 49ers take possession and, wow. It’s a hell of a drive. Brock Purdy makes 16 passes for a total of 870 yards. Did they score a touchdown? Hell no. Did the scoreboard say something weird like KICK-BACK RED PLAYER 3? Hell yes. The ball is turned over to the Chiefs but someone, let’s say me, noticed you can tap a button to shake the table, and so that happened, and the game didn’t like it and locked the paddles so Pat Mahomes couldn’t throw a pass.
On the next drive there’s some excitement as the 49ers get within kicking range. The ball bounces around several players (Travis Kelce was probably one of them) on the upper part of the table for… well, quite a while. It lights up the K, the I, and the other K, and continues to bounce around the C for what feels like 45 entire minutes. It eventually rolls back downfield where Purdy immediately throws it back, it bounces around a bit more, then returns and goes through Purdy’s legs. Total yards? I dunno. 700? Let’s say 700. The game is still tied 0-0 as halftime approaches.
Eventually the Chiefs knock down four players standing in a line in the middle of the field and get the ball to a spot on the 50-yard line where, as every football fan knows, touchdowns start to happen. The minigame begins, giving me four paddles, which implies Pat Mahomes has grown two extra arms—Vegas odds on this are currently 7,000,000,000 to 1.
Somehow the refs don’t call a penalty for too many players on the field: there are about 80 of them, including Travis Kelce, standing stock still as Mahomes slowly walks sideways, knocking players of both teams down with the football one by one. He gets a little too excited, however, his four arms flailing wildly, and eventually bobbles the ball. Going into halftime, there’s still no score despite a combined total of over 8,230 yards.
The second half proceeds much like the first, except this time the 49ers manage to light up all the letters in KICK, but nothing in particular seems to happen. Mahomes and Purdy both make tries for a touchdown with little success, and the scoreboard continues to broadcast confusing sentiments like TACKLE THE RED PLAYERS 36 and PASS INTERFERENCE MULTIBALL 13.
Finally, just seconds before the end of the game, which coincides with the end of my interest in playing pinball, Mahomes uses his four arms to patiently work his way up the field, knocks down dozens of players not named Travis Kelce, and fires the ball into the endzone. It’s a touchdown! At last! A football the size of Travis Kelsey appears and does a little dance. HOLDING HIT BUMPER 48, the scoreboard excitedly proclaims.
What a rush. There’s nothing like an accurately simulated football game, is there? Final score of the 2024 Super Bowl? Kansas City Chiefs 6, San Francisco 49ers 0.
https://gamingarmyunited.com/wp-content/uploads/2024/02/1707507062_Our-simulated-Super-Bowl-2024-predicts-only-a-single-touchdown.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-02-09 18:45:472024-02-09 18:45:47Our simulated Super Bowl 2024 predicts only a single touchdown because it’s really hard to score a touchdown in the pinball game we used for the simulation
Following last year’s expensive Shadows of Change DLC, the Total War: Warhammer 3 community’s Public Order score dropped until it was only a few turns away from outright rebellion. Redditors and YouTubers folded in a bunch of perennial complaints about bugs and update cadence and communication and how they want one specific kind of beastmen to have beaks, kicking up a stink until Creative Assembly promised to give players better value for money. Now, the studio has started to detail how that will happen with a blog post outlining some of the changes to Shadows of Change in update 4.2.
“I’ll cut straight to it,” writes game director Richard Aldridge, “we didn’t give you enough new characters and units to play with at the original release of Shadows of Change.” After the update, it’ll have two more Legendary Heroes, two more generic heroes, two more lords, six more units, and a new lore of magic—the Lore of the Hag. There will also be an extra “FreeLC” available to everyone, adding a new mount for Ice Queen Katarin—the Ice Court Sled.
The biggest addition, in terms of in-game stature, is a Legendary Hero called Saytang the Watcher. The Sentinel of the Heavens is a gigantic terracotta construct with a siege bow and wings that let him leap around the battlefield. Other additions include a Gate Master hero and two flying monsters who can double as mounts: Celestial Lions, which can be ridden by Celestial Generals, and Great Moon Birds, which can be ridden by Astromancers.
That’s a significant injection of big monsters for Cathay. “Before I end today,” Aldridge writes, “I wanted to cover an omission that you may have been hoping for in Grand Cathay’s roster update; an Elite Core Infantry unit. There is a very good reason for this and trust me we aren’t monkeying about.” That reads to me like a nod toward a future DLC adding the Monkey King to Cathay, and a reference to a “Hotpot” elsewhere in the blog is presumably hinting at Warhammer’s classic Halfling Hot Pot likewise being on the way, presumably as a mercenary unit.
“It’s important to all of us here that we get Patch 4.2 right for you,” Aldridge finishes, “so we won’t rush it out before it’s ready.” At the moment it’s loosely scheduled for a mid-February release, though a confirmation of the date will come next week in a post that also details the units being added to Tzeentch’s roster.
https://gamingarmyunited.com/wp-content/uploads/2024/02/1707471007_Creative-Assembly-begs-Total-War-Warhammer-fans-to-come-back.jpg6191100Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-02-09 05:57:362024-02-09 05:57:36Creative Assembly begs Total War: Warhammer fans to come back with upgraded DLC that adds a giant terracotta warrior
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