As the only vocaloid anyone can name, Hatsune Miku is a big enough star to make her way onto Magic: The Gathering’s bundles of reskinned cards with new art, which they call Secret Lair drops, alongside such luminaries as Godzilla and the cast of The Walking Dead.
And not just once. Following the previous spring-themed Hatsune Miku set that convinced our Elie Gould to finally start collecting Magic cards, there’s a summer-scheduled set on the way, with two more drops to follow after that.
Image 1 of 6
(Image credit: Wizards of the Coast)
(Image credit: Wizards of the Coast)
(Image credit: Wizards of the Coast)
(Image credit: Wizards of the Coast)
(Image credit: Wizards of the Coast)
(Image credit: Wizards of the Coast)
Called Secret Lair × Hatsune Miku: Digital Sensation, this next series of six cards is apparently all about “the power of music” and includes a rethemed version of Child of Alara from the Conflux set originally released all the way back in 2009, here called Miku, Child of Song.
You also get new versions of Diabolic Tutor, Chord of Calling, Song of Creation, Thespian’s Stage, and a Sol Ring card that makes it look like Miku is reaching for one of Sonic the Hedgehog’s gold rings. (I liked the Fallout-themed version better, which depicted the ring as the circle of light when a Vault door cracks open. That’s clever!)
I’m sure Hatsune Miku stans will help this Secret Lair drop just as well as the first one did, regardless of what’s actually on them. It goes on sale at 9am PT on June 24, and will be available through to 11.59pm PT on July 14 if it doesn’t sell out faster than that, which it almost certainly will.
Magic’s next full crossover will be with Assassin’s Creed, a set featuring a card that is literally just a haystack. Its current non-themed expansion is Modern Horizons 3, which won me over even though I normally don’t normally play the Modern format.
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https://gamingarmyunited.com/wp-content/uploads/2024/06/1718329156_Hatsune-Miku-is-returning-to-Magic-The-Gathering-for-a.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-06-14 02:16:232024-06-14 02:16:23Hatsune Miku is returning to Magic: The Gathering for a second bite of the pie
A new mission appeared this week in Destiny 2’s The Final Shape expansion. Dual Destiny is an exotic quest hidden in the expansion’s new destination, The Pale Heart. It requires a bit of legwork to unlock, but your reward for completing it is the new exotic class item—a randomly rolled drop that combines the effects of two existing exotic armour pieces.
There are some powerful effects in the class item’s perk pool—replicating effects of buildcrafting standards like Heart of Inmost Light, Synthocepts, Star-Eater Scales and many, many more. Being able to pair two strong exotic effects together is obviously potent, and it should allow for some incredibly powerful Prismatic builds. And the desirability of this new type of exotic is precisely why drama, following a brief window where almost everyone seemed mercifully happy, drama is kicking off in the Destiny community again.
Dual Destiny, as the name implies, is a two-player activity. Its puzzles and challenges are all based around two Guardians working in tandem, to the point you can’t even launch the activity unless you’re already in a fireteam of two. It’s also not matchmade—which is standard for any activity that requires communication, as is the case here. Your only options are to bring a friend, or jump into LFG.
Throughout the post announcing the discovery of Dual Destiny on the DestinyTheGame subreddit, plenty of comments are furious about this decision. “Is this not something solo players get?” asks one. “If so, that’s beyond frustrating.” Another puts it more bluntly: “Why would Bungie do this crap?” For those who don’t like using the game’s LFG tools, or simply prefer to play without needing comms, the mission presents a high barrier between them and the acquisition of one of the big new features of the expansion.
These complaints are far from universal though. In the days since Dual Destiny’s release, plenty have scoffed at the idea that this is a problem at all. “It seems odd to me that a non-trivial number of people would rather miss out on the exotic class item and demand Bungie remove and rework a feature rather than have minimal interaction with a stranger for like 10 minutes,” states u/Jimithyashford in one of the top posts on the subreddit right now.
Some of the reason for the backlash to the backlash is, simply, that Dual Destiny is the best exotic mission Bungie has released in years. Most recent exotic missions—the ones that currently live in a rotator in the Legends section of the director—have been pretty simple affairs. Some have a time limit to overcome, but most are relatively simple combat challenges, maybe with a jumping puzzle in the middle. Dual Destiny is far more involved—its puzzles requiring players to pass information back and forth, all while the clock ticks down. It’s lengthy too—three major encounters that, for my first blind run, took around 50 minutes to finish. Throw in some decent enemy pressure thanks to the new Dread units, and you’ve got yourself a banger.
The Vow of the Disciple raid symbols return for Dual Destiny’s puzzles. (Image credit: Bungie)
More than being good, though, for some players it represents a version of Destiny that they desperately wish was the norm. Plenty in the community have been crying out for more challenging, complex activities, and here Bungie has delivered. And putting a desirable reward behind it makes it valuable beyond the basic experience of the first run—a loot chase beyond the usually mindless grind of seasonal activities.
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At the risk of sounding elitist, I’m fine with not all loot being available to all players. As it stands, outside of raid weapons, almost all of Destiny 2’s best items are available relatively easily. More aspirational “adept” versions of weapons may be locked behind a skill barrier, but those are just minor upgrades of the base versions—hardly worth the extra effort. There’s an argument to be made that a cornerstone feature of a new expansion should have a low barrier for access, but honestly it’s nice to have some valuable, desirable items locked behind an activity that sits in the middle ground between trivial and requiring a full raid team. And Bungie has come up with a decent compromise for Dual Destiny, too. You need to run the mission once to unlock the class item the first time, but after that it’s available as a possible drop from any chest in the Pale Heart destination. You can keep running the mission for a guaranteed reward, or leave it up to RNG and let the grind carry you to some new rolls.
I also think Dual Destiny’s level of complexity is being overstated in an attempt to justify the initial outrage. Yes, you need two people. Yes, there needs to be communication. But this is not a raid level activity requiring constant back-and-forth callouts. The entire thing can be done without a mic even, just using text chat to pass information on the symbols or positions you need to clear each puzzle. There’s no big DPS check or required loadout—once you’ve learned how to complete the mission, the execution is relatively straightforward.
But the anxiety around LFG is real and is being keenly felt by some. It’s a tricky needle for Bungie to thread—putting a major feature behind multiplayer cooperation gives it prestige, but risks alienating players who expected a more streamlined, straightforward way to access a big part of the new subclass. It’ll be interesting to see if studio relents—risking some of the mission’s status in order to offer a more frictionless option for those who just won’t take the plunge.
Generally it feels like the broader community opinion has landed in favour of the mission, likely driven by the desire to see more of this kind of thing in future. But it’s been an interesting drama to watch unfold—as the more casual playerbase finds itself at odds with those experienced players who are relishing this new direction.
https://gamingarmyunited.com/wp-content/uploads/2024/06/Destiny-2s-new-exotic-mission-is-the-best-Bungie-has.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-06-13 16:28:252024-06-13 16:28:25Destiny 2’s new exotic mission is the best Bungie has made in years, but some solo players are furious about having to speak to other each other
As a showcase of all things computing, Computex 2024 was a natural place for vendors to show off their new and upcoming gaming handhelds. Zotac’s Zone looks to be a powerful device, though it’ll have some tough competition with Asus, Adata XPG, MSI and Antec also unveiling their latest portable gaming takes.
I had a chance to have a play with the Zotac Zone, and although it is still a work in progress, the machine performed well, and it felt ok in-hand, so it’s unlikely we’ll see wholesale changes before it goes on sale in September at a target price of $800.
Spec wise, the Zone looks to be pretty decent, with an AMD Ryzen 7 8840U and 780M graphics taking care of the pixel-pushing duties. It’ll have 16GB of LPDDR5X-7500 memory, and it supports 2280 NVMe SSDs, meaning conventional heatsink-less PC SSDs should be compatible. That’s definitely nice to see.
It comes with a MicroSD slot and dual USB4 (with DP 1.4a) support, though the 48.5Wh battery is on the small side compared to the ROG Ally X’s 80Wh battery.
Where the Zotac Zone really impressed was its 7-inch AMOLED 1080p touch-screen. It has a 120Hz refresh rate and up to 800 nits brightness. Though I didn’t experience every handheld at Computex 2024, the Zone’s screen was easily the best of those I saw. Even in a brightly lit environment, I came away really impressed with the brightness, contrast, and color reproduction of the Zone’s display.
(Image credit: Future)
I feel that a 7-inch display and 1080p resolution is in the sweet spot for a gaming handheld. 1440p is not necessary at this size. I’ll take smoother gameplay and higher FPS over greater pixel density.
The Zone comes with some interesting controls, with hall effect joysticks and 2-stage triggers and radial dials. Sadly the vertical look was inverted during my test, which left me concentrating on moving around too much to get a complete feel in the minutes I had with it. Overall, I was happy with the feel of the joysticks and triggers in my somewhat large hands.
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I was a little less impressed with the finish of the unit itself. It felt a bit plasticky, but it felt rigid enough and seemed like it could take a bump or two, and there was no flex when I gave it a minor twist test. I can forgive Zotac for that, as a really premium case would no doubt add a lot more to its expected $800 price.
Zotac also showed off a selection of accessories including a docking station with HDMI, USB Type-A and Type-C support. Of course, it’ll have its own carry case.
We’ll have to wait and see what the final product looks like in a few months, but if visual quality is critical above all else, the Zotac Zone looks like it’ll be tough to match. I like its 2280 SSD support too, but the question is, will it be able to impress enough over the much cheaper Steam Deck OLED? Let’s wait and see.
https://gamingarmyunited.com/wp-content/uploads/2024/06/1718256962_Hands-on-with-the-Zotac-Zone-gaming-handheld-Its-got.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-06-13 06:29:002024-06-13 06:29:00Hands on with the Zotac Zone gaming handheld: It’s got a gorgeous screen, but the competition is ramping up
The team behind Helldivers 2’s galactic war is about to double in size, from one to two, as Arrowhead is recruiting an extra pair of hands for game master Joel, the invisible composer of Helldivers 2’s metanarrative.
The new position published by Arrowhead has the same title as Joel, game master, but with a focus on “meta game design.” The next game master is expected to “run an engaging and evolving campaign by reacting, anticipating and challenging the players on a community-wide scale.”
Runs the LIVE Galactic War Instance, making sure it’s correctly set up with Major Orders, Personal Orders, Modifier Effects, LAMS library, etc.
Maintains “War Instances” on all backend environments and is in regular communication with the Backend Team.
Observes community commentary outside the game with MarCom (marketing/community, maybe?) Team
Inconvenient working hours are expected: Less so as our tools and automation improve, however the role of Game Master carries the need to do crisis management if necessary.
Take note of that last one: being on call to put out fires or react to unique player strategies, like the Martale Gambit, is built into the role of game master. No wonder Joel could use some help—no one mortal should have to carry the weight of a galaxy. Jobs that require springing into action at a moment’s notice: trauma surgeon, firefighter, air rescue pilot, Helldivers 2 game master.
The job listing also includes “specialized” responsibilities specific to new role, which may indicate which portions of Joel’s one-person-show he’s hoping to offload onto a new hire:
Works with the feature owner to improve the Galactic War, and the Backend Team to improve the GM Tools which executes said Galactic War.
Responsible for the Galactic War gameplay design and creates design briefs for systems and features related to the Galactic War
Works with backend and gameplay coders to ensure design goals are met during implementation
Close collaboration with UX/UI team to ensure Galactic War user experience can steadily improve
Proposes a list of key telemetry needed to understand what the community is doing.
Using telemetry, monitors community activity, retention, and the Galactic War.
If you see yourself in the role, know that Arrowhead is looking for “minimum five years experience in the games industry as a game designer on primarily live service or multiplayer titles.” They’re also looking for backend game design knowledge, systems design, and as a “bonus,” board game design experience. Oh, and you’ll probably have to live in Stockholm, Sweden, too, but a “hybrid solution” is possible.
As Arrowhead is hiring up for future chapters of the galactic war, it feels like its current chapter is slowly moving toward a conclusion. This week, the community is divided over finally unlocking those Anti-Tank Mines or saving children (a real toss-up), but on the horizon is an Automaton supercolony: Cyberstan.
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https://gamingarmyunited.com/wp-content/uploads/2024/06/1718220888_Helldivers-2-is-hiring-a-second-game-master-to-help.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-06-12 20:00:382024-06-12 20:00:38Helldivers 2 is hiring a second game master to help Joel carry the weight of a galaxy, and ‘inconvenient working hours are expected’
Now you’re here, all the help you need to win Wednesday’s Wordle is only a short scroll away. There’s a fresh clue for the June 12 (1089) puzzle if you want to get your guesses off to a great start, as well as today’s answer if you’re really stuck. Whatever you need, we’ve got it.
Pleasepleaseplease… the tension that comes from being one letter away from today’s Wordle answer, twice in a row, is unbearable. I’m just glad I had enough spare guesses left to find that final green letter. Not a bad game, but I’m hoping tomorrow’s doesn’t sail quite so close to the bottom of the board.
Today’s Wordle hint
(Image credit: Josh Wardle)
Wordle today: A hint for Wednesday, June 12
Today’s answer means to prevent or put someone off doing something. A warning sign might _____ trespassers, or a stern word might discourage someone from acting.
Is there a double letter in Wordle today?
Yes, there is a double letter in today’s puzzle.
Wordle help: 3 tips for beating Wordle every day
Playing Wordle well is like achieving a small victory every day—who doesn’t like a well-earned winning streak in a game you enjoy? If you’re new to the daily word game, or just want a refresher, I’m going to share a few quick tips to help set you on the path to success:
You want a balanced mix of unique consonants and vowels in your opening word.
A solid second guess helps to narrow down the pool of letters quickly.
The answer could contain letters more than once.
There’s no time pressure beyond making sure it’s done by the end of the day. If you’re struggling to find the answer or a tactical word for your next guess, there’s no harm in coming back to it later on.
Today’s Wordle answer
(Image credit: Future)
What is today’s Wordle answer?
Your winning word is… The answer to the June 12 (1089) Wordle is DETER.
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Previous Wordle answers
The last 10 Wordle answers
Knowing previous Wordle solutions can be helpful in eliminating current possibilities. It’s unlikely a word will be repeated and you can find inspiration for guesses or starting words that may be eluding you.
Here are some recent Wordle answers:
June 11: SWUNG
June 10: MANGA
June 9: KAPPA
June 8: HENCE
June 7: MELON
June 6: ETHER
June 5: ORGAN
June 4: GROOM
June 3: STARK
June 2: BRAVO
Learn more about Wordle
(Image credit: Nurphoto via Getty)
Wordle gives you six rows of five boxes each day, and it’s your job to work out which five-letter word is hiding by eliminating or confirming the letters it contains.
Starting with a strong word like LEASH—something containing multiple vowels, common consonants, and no repeat letters—is a good place to start. 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 go should compliment the starting word, using another “good” guess 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.
Just days after showing off multiple games at various Summer Game Fest showcases, Sumo Group has announced that it is laying off up to 15% of its total workforce “to ensure the security of the business going forward.”
“Whilst Sumo has been able to manage through many of the recent difficulties the games industry has faced, we have not been immune and reshaping operations across the business to better navigate the upcoming challenges expected in the coming months is a path we must now take to ensure the security of the business going forward,” the company said in a statement.
“The difficult decision to reduce our costs across the business in a number of ways is a direct result of these challenges, and unfortunately will include a reduction in the number of people the business can support. Every alternate route to limit the impact to our people is being considered but sadly this process of transformation will affect up to 15% of our people across the Group in Canada, UK, Poland, Czech Republic and India.”
The number of people being put out of work was not announced. Sumo Group’s website indicates it has more than 1,790 employees across multiple studios around the world, which would put the number at around 270.
Whatever the case, the layoffs are particularly galling in light of the fact that just one day earlier, Sumo Digital was trumpeting its “busy weekend,” which included the announcement of Critter Cafe at the Wholesome Direct showcase, and a gameplay trailer for DeathSprint 66 and a launch trailer for Still Wakes the Deep at the PC Gaming Show.
(Image credit: Sumo Digital (Twitter))
Polygon senior reporter Nicole Carpenter said on Twitter that the layoffs may also include the complete closure of development studio Timbre Games. Sumo Group did not reference the studio specifically, but multiple employees of Timbre Games confirmed the closure on LinkedIn.
“This morning, the team at Timbre Games was told the studio would be shut down,” narrative designer Danielle Hunter wrote. “This has come as a shock and I’m still trying to process it. I’ve only been at the studio for a few months, but it has been a great place to work and I’m sad my time there has come to an end.”
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“I’m gutted to share that Timbre Games is closing its doors,” game designer and creative lead Sophie Mallison said in a separate post.
Timbre Games was only three years old, having been founded by Sumo Group in July 2021. It hadn’t released any games, but its website says it had two games in development at the time of closure, one an ARPG and the other less well-defined: “Kind of cozy, kind of RPGish, kind of sim-like.”
The layoffs and studio closure are the latest addition to a long litany of awfulness that we’ve been witnessing and writing about since the start of 2023: Companies large and small eliminating jobs and shuttering offices to either position themselves for growth or stave off extermination.
Xbox boss Phil Spencer recently, and for the second time, attempted to justify those cuts by saying he has to “run a sustainable business,” which means he sometimes has to make “hard decisions.” That statement came the same day that tech analyst Pierre Ferragu predicted that Microsoft is headed for a company valuation of $4 trillion.
https://gamingarmyunited.com/wp-content/uploads/2024/06/1718148769_One-day-after-trumpeting-its-big-Summer-Game-Fest-reveals.jpg6741200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-06-11 23:29:562024-06-11 23:29:56One day after trumpeting its big Summer Game Fest reveals, Sumo Group is laying off 15% of its workers and closing Timbre Games
I was a little hard on Life is Strange earlier this week, but it is still a game I overall liked—which is why it’s a shame to see Square Enix shooting itself in the foot with a publishing decision which, on the face of it, doesn’t make a lick of sense.
Life is Strange: Double Exposure is a direct sequel to the first game in the series, following Maxine Caulfield as she gains the ability to walk between parallel universes to solve the mystery of yet another dead best friend. The poor gal just can’t catch a break.
The game has, naturally, a Deluxe Edition and an Ultimate Edition. We can all probably agree that these are annoying inclusions, especially for a narrative-driven game, but at the very least the absence of a couple of outfits isn’t going to have a major impact on the story.
The base edition of the game costs around $50, the Deluxe edition is $60, and the Ultimate edition sits at a whopping $80—curiously enough, the only difference for those of us paying in pounds sterling is a £5 ‘discount’ on the Ultimate edition. The base game still costs £50 and £60 for us, which isn’t how conversion rates work, but maybe we live in a parallel universe where the GBP is suffering even more than it is already.
The real kicker—aside from a side quest about rescuing a cat—is that the Ultimate edition will offer early access to the game’s first episodes an entire two weeks before release (thanks, Eurogamer), a decision which is, quite frankly, unfathomable.
I don’t think paid early access is great under most circumstances, but I get why it exists. If you like something, you might be willing to play it early—supply, meet demand. But that’s typically in multiplayer titles, or games where story is an afterthought, and it’s usually only a handful of days—not two weeks.
In the case of Life is Strange: Double Exposure, however, the story is the entire point, and big time spoilers will naturally spread across the internet like wildfire shortly after the game goes live. As if to twist the knife further, the game’s Steam page reads: “Don’t miss your chance to join the conversation around this unforgettable supernatural murder mystery!”—FOMO is alive and well, it seems.
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Some fans are, understandably, pissed: “There’s pretty much 0 moderation [on YouTube] and people will ruthlessly put the exact spoiler in the title and thumbnail, so you are screwed simply by the algorithm,” writes 68ideal in the game’s subreddit.
“I don’t think there’s anybody out there who thinks it’s a good move,” writes another would-be player: “The problem is there’s also people who are willing to cave and buy it anyway which shows companies like Square Enix they can get away with using early access as an upgrade incentive.”
Otherwise, negative community sentiment doesn’t appear to have grown into a tidal wave ala the Helldivers 2 PSN controversy—over on Twitter, nostalgia, excitement, and demands that Chloe Price be brought out of hiding (alas, I’m getting major bay over bae hints from the trailer) abound. Still, it’s early days, and I can’t help but wonder if we’ll see more frustration once the spoilerific YouTube thumbnails hit. Life is Strange: Double Exposure releases October 29—unless you pay an extra $30 of course, in which case you’ll get it October 15.
https://gamingarmyunited.com/wp-content/uploads/2024/06/1718112745_FOMO-is-alive-and-well—Life-is-Strange-Double-Exposure-has.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-06-11 14:26:442024-06-11 14:26:44FOMO is alive and well—Life is Strange: Double Exposure has a 2-week early access period if you cough up some dough for its Ultimate Edition
There’s a hint for today’s Wordle waiting below if you need it, some easily absorbed general tips if you don’t, and the answer to the June 11 (1088) puzzle just a little further down the page if you’re really stuck. However you want to win Tuesday’s game, we can help.
I would’ve given anything for a green letter today. Heck, I’d have been grateful just for a yellow or two. What I got instead was an endless supply of greys, every guess completely off the mark in a new and interesting way. I didn’t so much solve today’s game as run out of wrong letters to try.
Today’s Wordle hint
(Image credit: Josh Wardle)
Wordle today: A hint for Tuesday, June 11
You’d use this word to describe the act of swaying, or moving back and forth in some way. Think of a monkey moving through the trees, or even voters shifting from one party to another. Past tense.
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
Looking to extend your Wordle winning streak? Perhaps you’ve just started playing the popular daily puzzle game and are looking for some pointers. Whatever the reason you’re here, these quick tips can help push you in the right direction:
Start with a word that has a mix of common vowels and consonants.
The answer might repeat the same letter.
Try not to use guesses that include letters you’ve already eliminated.
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?
Hey, need something? The answer to the June 11 (1088) Wordle is SWUNG.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Previous Wordle answers
The last 10 Wordle answers
Wordle solutions that have already been used can help eliminate answers for today’s Wordle or give you inspiration for guesses to help uncover more of those greens. They can also give you some inspired ideas for starting words that keep your daily puzzle-solving fresh.
Here are some recent Wordle answers:
June 10: MANGA
June 9: KAPPA
June 8: HENCE
June 7: MELON
June 6: ETHER
June 5: ORGAN
June 4: GROOM
June 3: STARK
June 2: BRAVO
June 1: BASIN
Learn more about Wordle
(Image credit: Nurphoto via Getty)
Wordle gives you six rows of five boxes each day, and it’s up to you to work out which five-letter word is hiding among them to win the popular daily puzzle.
It’s usually a good plan to start with a strong word like ALERT—or any other word with a good mix of common consonants and multiple vowels—and you should be off to a flying start, with a little luck anyway. You should also avoid starting words with repeating letters, so you don’t waste the chance to confirm or eliminate an extra letter. Once you hit Enter, you’ll see 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 first, using another “good” word to cover any common letters you might have missed on the first row—just don’t forget to leave out 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 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.
It’s Steam Next Fest—which means there’s gonna be a whole bunch of demos to whet your little gamer teeth on over the next few days. Included in the free-for-all is OutRage: Fight Fest, a party-game style brawler being developed by Hardball Games Ltd. The demo actually came out over the weekend, but it’s still part of the festivities nonetheless.
The core concept at play here is that the more you throw punches, the bigger you get—the bigger you get, the more things you can throw. Players who play more aggressively should, in theory, be able to push around and bully everyone else, rewarding proactive (and skillful) play.
Matches take place in small arenas with a variety of game modes—a capture the flag-style mosh pit, a set of elimination rounds, and so on. In terms of structure, I’m reminded of a lot of Fall Guys—OutRage: Fight Fest feels like it’s trying to marry a fighting game with a looser party atmosphere. Give players simple mechanics, and they’ll stretch those mechanics to their limits in pursuit of glory.
The only issue is, I’m not really sure there’s enough here to get players hooked.
OutRage: Fight Fest’s mechanics feel far too flat at the moment. You can kick, punch, and grab enemies. Grabbing them flings them backwards, punching them sends them upwards, and kicking them sends them forwards. I can’t imagine why you’d ever opt for the punch finisher, though—after you chain three combo hits together, your opponent’s sent skyward or away from you, becoming invulnerable for a time.
This means that there’s no real way to land extended combos in OutRage: Fight Fest. You get your three whacks in, throw them at a wall, and then reset to do it again. This isn’t criminal, mind. Games with low barriers to entry can have great skill expression. Divekick is a great example—that game has two buttons, but introduces a bunch of strategic play by focusing on spacing.
OutRage: Fight Fest, however, doesn’t have a great spacing game, either. You only have access to a dodge roll and a very limited sprint. To engage with the enemy, you pretty much just have to hope your opponent doesn’t clip you for another one-two-three on the way in. Fights play out like a game of rock, paper scissors without the paper. Sometimes without the scissors, too.
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I think Hardball Games has missed a trick, here—Fall Guys took off because it was casual, but you could get good at it, mastering its chaotic stages and learning all sorts of tips and tricks. Similarly, Smash Bros is a game with a low skill floor and an astronomical skill ceiling, with an unimaginable amount of tools in the box for players to use.
I imagine you could get good at OutRage: Fight Fest if you really want to, but it’d feel like it would be in spite of what the game’s giving you.
It doesn’t help that the game’s player base hasn’t formed yet. Right now, your OutRage: Fight Fest games will be populated by bots that spend most of their time in impromptu mosh pits. Even if there is some deep and complex meta-game I’m unaware of, your average joe won’t get a peek of it—they’ll just bounce off the game, causing matches to have more bots, and so on and so on as the snake punches its own tail.
The moshpits also highlight another issue—if you’re in a bad spot, your counterplay is to essentially just mash the dodge button and pray. Even the game’s selling point of getting bigger to get more threatening isn’t really applicable, here—you’ll still be stunned and knocked into the three-hit juggles just as easily. The only upshot is that you can throw slightly larger objects at people.
Anyway, I hope OutRage: Fight Fest isn’t K.O’d yet—for all my complaints there’s something here. The artstyle’s fun, and I do think there’s a cosy niche for a game just like it. It just needs a little more butter on its bread to give it a chance at finding “inexplicable FF14 crossover” levels of success.
https://gamingarmyunited.com/wp-content/uploads/2024/06/1718040628_OutRage-Fight-Fest-is-a-nifty-16-player-brawler-thats-trying.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-06-10 18:00:002024-06-10 18:00:00OutRage: Fight Fest is a nifty 16-player brawler that’s trying to do punch-’em-up Fall Guys, but I’m just not sure there’s enough depth to get people hooked
We previously pointed you in the direction of Majuular’s Ultima retrospectives when he was only up to Ultima 3, but if you haven’t watched them yet, well, now you’ve got even more catching up to because Ultima 4: Quest of the Avatar and Ultima 5: Warriors of Destiny have now been thoroughly retrospected upon in hour-plus videos combining history, analysis, and actually playing the games today.
You may well be familiar with the story of Ultima 4, a CRPG whose influence is still being felt today—it’s the game responsible for all the Big Moral Choices other games have. But Ultima 5 is comparatively overlooked, a follow-up whose influence hasn’t been traced as thoroughly, which makes Majuular’s retrospective feel particularly worthwhile.
Ultima 5 is an early example of the “make it darker” sequel, a game that takes its predecessor’s philosophy and starts pulling at the edges to see how it frays, as the sequels to Knights of the Old Republic, Monkey Island, and Baldur’s Gate would attempt in later years. And like a lot of those games, there are places where it succeeds (thanks to the atmospheric shift of having you go from hero to outlaw), and places where it fails (like the infamous Child Room).
Majuular goes beyond the influence of these formative Ultimas on the western games that would follow them, and also traces Ultima’s influence on the JRPG. It and Wizardry were the two series that found followings in Japan, leading to Dragon Quest and an entire alternate branch of the RPG family tree.
The competition Ultima 5 faced in the west isn’t skimped on either, and it’s wild to think that it came out in the same year as Wasteland and Pool of Radiance—both of which would found competing CRPG dynasties. If you’re a student of RPG history, this is definitely worth your time.
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https://gamingarmyunited.com/wp-content/uploads/2024/06/1718004479_The-ultimate-Ultima-retrospective-series-has-now-covered-Ultima-4.jpg481747Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-06-10 06:03:292024-06-10 06:03:29The ultimate Ultima retrospective series has now covered Ultima 4 and Ultima 5
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