At the end of a PAX West panel looking back on the development and reception of Baldur’s Gate 3, Larian boss Swen Vincke revealed that the game’s highly anticipated Patch 7 will finally arrive next week after months of teasers and playtesting.
We first heard about Patch 7 back in April, and the marquee additions are official mod support and overhauled evil endings. On the modding front, we won’t be seeing a full campaign-building toolset like Divinity: Original Sin 2 had, but BG3’s tools and support will make it far easier to create and install custom classes, UI elements, spells, QoL fixes, dice, and more. Further, the official tools will hopefully make it less likely that future patches—Larian has said it’s almost, but not quite done tweaking BG3—will bork your mods or modded saves. Patch 7 definitely will though, at least until mod authors catch up, so watch out for that.
The evil endings look like they’ll be bone chilling extended cutscenes for the vilest of the vile bastards out there, something to make up for their lack of a feel-good shindig when all is said and done. Larian’s teased snippets of two main deviations: a Dark Urge and non-Dark Urge version with slight variations of the non-Durge evil ending for other Origin characters. The default evil ending is pretty classico, reminiscent of something like Knights of the Old Republic, but that’s not a bad thing. The protagonist asserts psychic control of all the tadpoled schlubs out there to found their own evil not-Mind Flayer kingdom. I really dig a clip Larian showed of one such schlub’s perspective, imagining they’re just picking apples and having a gay old time while in reality they’re a psychic slave in the dark world. Kinda reminds me of Meet the Pyro in a weird way.
The Dark Urge one is gnarly though, with previews showing the default albino Dragonborn Durge killing off their companions and wandering through a meaty, bloody afterscape under a darkened sun. Think The Eclipse from Berserk or Elden Ring’s Frenzied Flame ending. It’s not like the game didn’t warn us: “At night, you dream of a dead world,” reads an early in-game journal entry for the Durge’s personal quest. “Lakes of gall, pulsating heaps of expired flesh. You’re the only living being. When the red sun burns out, you drive the last dagger through your heart.”
Partial patch notes for the update, as well as scuttlebut from playtesters on the BG3 subreddit, indicate there’ll be plenty for non-omnicidal players as well. Continued QoL changes, added reactivity throughout the game, and what sound like some pretty big changes to the side character, Alfira.
I was a big dummy though and started a new Honour mode run a little bit ago though—I lost my first one at 80 hours early this year and have been itching to get back at it. I’ve already blasted through to the middle of Act 2 in 45 hours, but hopefully I don’t get too much farther before Patch 7 drops. Previous patches haven’t followed any pattern to when in the week they come out, and rather than getting an exact date from Larian ahead of time, the studio will probably just implement it in the coming days.
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https://gamingarmyunited.com/wp-content/uploads/2024/09/1725145795_Baldurs-Gate-3s-beefy-patch-7-will-finally-drop-next.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-08-31 20:44:102024-08-31 20:44:10Baldur’s Gate 3’s beefy patch 7 will finally drop next week
Use our tips, tricks, and brand new Saturday clue to give your daily Wordle the best possible start. Feel free to take a look at our hint for the August 31 (1169) game if you’d like to make sure your guesses are headed in the right direction, or go straight for the win with today’s answer. However you like to play, we can help.
After yesterday’s struggle, I was pleased (and more than a little relieved) to see today’s Wordle reveal itself quickly and without any real fuss. Just me, some green letters, some more green letters, and then the warm fuzzy glow that comes from solving a weekend Wordle. Perfect.
Today’s Wordle hint
(Image credit: Josh Wardle)
Wordle today: A hint for Saturday, August 31
Pouring liquids and liquids themselves are the theme today. This is the long tea-pouring part of a pot, the lip of a jug, and the gush of water from a fountain.
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?
You’re one peek away from a win. The answer to the August 31 (1169) Wordle is SPOUT.
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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:
August 30: KNAVE
August 29: FLUNK
August 28: LITHE
August 27: CROWN
August 26: STAKE
August 25: SKATE
August 24: FILET
August 23: LEECH
August 22: BRUTE
August 21: MULCH
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.
Sorry to say the thing we say every year, but can you believe it’s September already? Do I still have time to have a magical summer, or was that it? Where did the year go?
Good thing we have videogames to distract us from our worries that the year got away from us, and probably cause it to get away from us even more. September’s lineup is quite strong, too, and includes a couple big console exclusives coming to the PC for the first time.
See what’s out in September below, as well as some of the big gaming events to look out for. For a more zoomed-out view of what’s coming out on PC this year, check out our big list of 2024’s upcoming PC games.
September’s big PC release dates
September gaming events
More games releasing in September
September 2 — Sumerian Six – Turn-based tactical scientist combat (Steam)
September 3 — The Casting of Frank Stone – DbD spin-off (Steam)
September 3 — Harry Potter: Quidditch Champions – Broomsports (Steam)
September 3 — Star Trucker – Galactically long hauls (Steam)
September 3 — Age of Mythology: Retold – Pretty good RTS remake (Steam)
September 9 — What the Car? – Silly golfing devs do driving (Steam)
September 10 — I Am Your Beast – “micro-sandbox” FPS (Steam)
September 10 — Critter Cove – Castaway Animal Crossing (Steam)
September 11 — Lollipop Chainsaw RePOP – Hack-n-slash remake (Steam)
September 12 — DeathSprint 66 – Ultraviolent on-foot Mario Kart (Steam)
September 12 — Reka – Witchy woods crafting (Steam)
September 12 — Test Drive Unlimited Solar Crown (Steam)
September 12 — Wild Bastards – Space western roguelike FPS (Steam)
September 13 — Edge of Sanity – 2D lovecraftian survival horror (Steam)
September 17 — The Plucky Squire – Storybook escape adventure (Steam)
https://gamingarmyunited.com/wp-content/uploads/2024/08/1725109730_The-PC-game-releases-were-most-excited-about-in-September.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-08-31 00:35:212024-08-31 00:35:21The PC game releases we’re most excited about in September
Within seconds of being set loose in a behind-closed-doors demo of Avowed at Gamescom, I had already walked up to a plant and ripped it apart for some key ingredient. The Skyrim-ness of Avowed has been much debated—Obsidian repeatedly downplaying the comparison, no doubt due to fears of disappointing anyone expecting something the size and scope of Bethesda’s sandbox behemoth.
This is all fine and good—I cannot speak to the size of Avowed, or the depth of its story. What I can say is that, having played through a dungeon-sized encounter, there is a comforting familiarity to Avowed’s moment-to-moment exploration. Let’s not beat around the bush: It’s kinda like Skyrim.
(Image credit: Microsoft)
So yes, I saw a plant I could interact with, walked up and stripped it of its ingredients. I picked the legs off giant spiders, and scoured around for chests full of potions and other assorted loot. I do not know what these things are actually used for, but I can certainly imagine how my growing alchemical collection might be put towards some familiar crafting systems. Sure, it lacks some larcenous depth, by which I mean I could not fill my pockets full of forks and cups and cheese wheels and other household items. On the macro level, though, the vibes are clear.
If it sounds like I’m being facetious, I am, but only a little bit. Avowed is a first-person fantasy RPG. I’m wandering around with a companion in tow, dual-wielding weapons, crouching in the darkness in order to sneak up on my enemies. The comparison to Skyrim is as obvious as it is inevitable, and as much as Obsidian seems to want to downplay it, I don’t think the studio needs to.
The familiarity is a boon that accentuates the interesting things Avowed is doing that make it stand out. And while I only played for about an hour, I’m convinced. I want to see more—to draw out the things I experienced to their conclusion and fill out the bigger picture of how the games systems all interact.
(Image credit: Microsoft)
The most striking difference, at least initially, is just how vibrant Avowed feels. Generally an RPG cave is a drab place—grey rock, murky puddles, just a real dank hangout. But Avowed makes great use of lush vegetation and luminescence to make its palette really pop. And magic effects feel well chosen to stand out against the naturalistic colours of the scenery. It gives the impression of a fantasy setting that wants to stand out—something further reinforced throughout the actual quest I play through.
My job, at least initially, is to find a missing expedition team. Instead I discover a gold guy—Sargamis, a dawn godlike. He’s just hanging out, tending to the statue he’s built of the god Eothas. He definitely hasn’t seen any expedition, oh no, nobody has passed through here in a long time. But while we’re looking for them, he asks that me and Kai, my coastal aumaua companion, wade deeper into some collapsed ruins to retrieve a splinter of Eothas—a relic that just so happens to be exactly what the expedition was looking for. “Perhaps you will meet your expedition along the way,” he suggests, somehow managing not to wink at the camera.
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The comparison to Skyrim is as obvious as it is inevitable, and as much as Obsidian seems to want to downplay it, I don’t think the studio needs to
My trek to the splinter, and the corpses of the expedition that Sargamis definitely killed, requires getting a better grip on combat. There are no locked classes in Avowed—you can mix and match between skills of different types—but the character I picked had been pre-equipped with a bunch of perks from the Ranger tree. In addition to the bows and pistols I was carrying, I had a couple of neat skills designed to make the most of ranged combat. Tanglefoot placed vines underneath an enemy’s feet, rooting them in place for a time. And Shadowing Beyond let me turn invisible, repositioning around the battlefield and letting me unleash a powerful backstab that seemed to instantly kill most of the enemies I tried it on.
(Image credit: Microsoft)
Combat was chaotically frantic, even with these tools. Using Kai as a de facto tank, I still found myself in a couple of tight spots, mostly thanks to ranged enemies and their ability to stagger me mid-potion quaff—disrupting my ability to heal. But there’s a very satisfying loop to Avowed’s ranged combat. Holding the attack button triggers a slow-down effect—thanks to a passive skill on the Ranger skill tree—and brings up a little red diamond that you can aim at for extra damage. There’s a compelling rhythm to it.
That said, the PC gaming snob in me does wonder about how much depth there will be in the skill system here. Combat feels engineered to be comfortable on a gamepad—which is what the Gamescom demo was set up for. The ability to mix up different skills from different combat types should lead to some nice experimentation, but it’s hard not to look at the UI and wonder about how streamlined and efficient it all feels—and how well it will hold interest over a full RPG adventure.
There’s also a light elemental system in place. At one point, I had to ask Kai to use his fire attack on a web that was blocking my path. And later in the demo, when I was deep into the ruins, I could use the lightning effect on my primary gun to activate mechanisms that unlocked some extra loot. It was all pretty basic stuff, but showed the bones of what could be a fun wrinkle to exploration and combat—at least assuming Obsidian pushes out the complexity throughout the full game.
(Image credit: Microsoft)
Eventually I find the expedition, and surprise, they’re all dead. Or at least sort-of dead. Returning to Sargamis, he admits that he’s ripped out their souls and intends to stuff them into his special god statue. His plan is to use the splinter to draw Eothas into his creation, where the souls of the expedition team will act as his conscience—forcing the god to atone for the wrong he has done. Which is a neat concept for what could have easily been a fairly bog-standard dungeon dive. Here’s where Obsidian feels in its element—creating interesting story hooks that speak to the nature of the world it has made.
Since playing the demo, a handful of colleagues have asked me about Avowed, and for the most part I’ve told them: “Yeah, it’s good. It’s a bit like Skyrim.” And as true as that is, it’s also just the easiest answer, because hopefully—if this short play session is representative of what the full game might be—it’s also the least interesting thing about Avowed.
https://gamingarmyunited.com/wp-content/uploads/2024/08/1725037614_Obsidian-seems-scared-people-will-compare-Avowed-to-Skyrim-but.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-08-30 18:03:432024-08-30 18:03:43Obsidian seems scared people will compare Avowed to Skyrim, but it shouldn’t be—the similarities are obvious, but the differences make it compelling
Have you ever looked at a space marine’s legs? Like, properly looked at how their thighs connect to their hips and wondered what’s going on inside that armor? Their stance is so wide it’s impossible to imagine a normal man being able to stand like that, which is fine because space marines aren’t normal men. They’re genetically engineered transhuman supersoldiers and part of the surgical modification that makes them space marines is apparently letting them stand like their legs are bolted to the sides of their waist.
On the tabletop, this is fine. In fact, it’s great. The space marines have a powerful silhouette and are easy to paint. The gigantic shoulderpads give you a focus when you’re looking down at them from above, and their armor makes them pop in a way that, even with exaggerated hands and heads, 32mm human miniatures can’t really achieve.
In a videogame, it presents an issue. “When Games Workshop created the first space marine miniature, they weren’t thinking about him running and shooting with all that armor,” says Tim Willits, chief creative officer at Saber Interactive, in a recent interview with PC Gamer at Gamescom. “It was definitely a challenge to get him to run and land and jump and fight with armor that is kind of unrealistic.”
Yet in footage like the recent Angels of Death trailer, you stop thinking about their scale and instead focus on how badass they look in action. How did Saber get their movements looking smooth then? “Iteration, iteration, iteration,” is the answer according to Willits. “The team started on the walk cycles early, we had a space marine walking around wearing gray armor in gray rooms. The team really had to focus on just the walking and the running and stopping.”
In play, the size of the marines will be most significant when they’re swarmed by alien tyranids. Space Marine 2 uses the swarm tech Saber developed for zombie game World War Z, and has continued working on since. “When the same game director went to make Space Marine 2, he had entirely new and improved swarm engines,” Willits says. “In World War Z, the zombies come and they hit a certain spot, and they break up. They come after you individually, but they’re zombies and aren’t that smart. Because they’re zombies. But then in Space Marine 2, when that swarm finally hits this break point like a wave and the tyranids start to spread off, they all think, and they’re all thinking about kicking your ass.”
Whether simply being a big beefy boy will be enough to protect us when we’re being swarmed by those tyranids remains to be seen. We’ll find out when Space Marine 2 launches on September 9.
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https://gamingarmyunited.com/wp-content/uploads/2024/08/1725001558_Space-marines-are-so-big-the-Space-Marine-2-dev.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-08-30 05:25:022024-08-30 05:25:02Space marines are so big the Space Marine 2 dev team had to spend a considerable amount of time just getting their walking and running animations right
With Diablo 4’s runewords, sorcerers won’t be the only class who can teleport across the screen. Barbarians won’t be the only ones who can shout so loud their skin turns to iron. Stealth? Not just for rogues anymore either. Runewords break the rules of Sanctuary and they’re coming with the Vessel of Hatred expansion in October.
Runewords have existed in the series since Diablo 1, but in Diablo 4: Vessel of Hatred they’ve been simplified. Runes are a new type of item that drop from monsters (or are traded from other players) that let you essentially create your own skills. Ritual runes build up a new resource called offering, and invocation runes spend offering to trigger a unique skill, some of which are borrowed from other classes.
Take a legendary Yul and Jah rune for example. You can socket both runes into a piece of gear to form a runeword. Every time you use a skill with a cooldown you gain a chunk of offering from the Yul rune, and once you have enough, your evade will turn into a sorcerer’s teleport via the Jah rune.
And that’s just one of many combinations. A Cem rune builds offering just for evading and an Ur rune activates whenever one of your minions kills a monster. Every single build in Diablo 4 can benefit from runewords and it’s going to dramatically change how you play your character.
Here are a few examples of the kind of runes you can find:
Zan ritual rune: gain offering every time you use your ultimate skill
Yax ritual rune: gain offering every time you use a healing potion
Lith ritual rune: gain offering every time you stand still for 0.3 seconds
Thul invocation rune: casts sorcerer’s frost nova, freezing enemies and making them vulnerable
Vex invocation rune: gain +3 to all skills for five seconds
Que invocation rune: Casts druid’s petrify, stunning enemies and increasing your critical strike damage
(Image credit: Blizzard)
Everyone can have two runeword combinations at once, but you can’t use the same rune twice. Any extra runes you get can be traded to other players or used to craft better runes. If you get enough of the same type, they can even be turned into one of the ultra-powerful mythic uniques.
Runewords will only be usable if you own Vessel of Hatred, unlike Diablo 4’s new mercenaries and Dark Citadel co-op dungeon. And they’re going to fit nicely into Diablo 4’s massively reworked leveling progression, which Blizzard announced today. The level cap will be lower, powerful loot will drop earlier, and new difficulty options will let you scale the challenge up higher than before. When the expansion launches on October 8, we’re going to be playing a completely different Diablo 4 and I’m ready for it.
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Additionally, you’ll be able to play with runewords in a limited playtest of the upcoming patch in the Diablo 4 PTR starting next week.
https://gamingarmyunited.com/wp-content/uploads/2024/08/Diablo-4-Vessel-of-Hatreds-new-runewords-system-will-let.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-08-29 21:07:492024-08-29 21:07:49Diablo 4: Vessel of Hatred’s new runewords system will let barbarians teleport like loud, massively muscled sorcerers
Stepping onto the Gamescom showroom floor this year, I had no idea what the game of the moment would be for its 300,000 attendees. Some absolute bangers showed up with their grand thematic booths: Civilization 7 had a giant Roman building, knights fought in the Kingdom Come Deliverance 2 booth, and a floor-to-ceiling inflatable Goku looming over the numerous Dragon Ball Sparking! Zero demo stations.
I had a little bit of time to nosey around these booths between my appointments in the more humble-looking business areas—seeing what was hot among the public and, of course, taking a bit of time to give the Final Fantasy 14 battle challenge a whirl. I was planning to meet up with fellow writer Harvey Randall, when he texted me to say how big the Final Fantasy 14 queue was.
Upon closer inspection, however, we both realised that it wasn’t Final Fantasy 14. This wasn’t a mass of people waiting alongside us to batter Valigarmanda and win a t-shirt. Nope, these folk were queueing for hours to try out the demo for Monster Hunter: Wilds.
If you’d asked me eight years ago if I’d ever seen Monster Hunter hit the mainstream, I would’ve said “absolutely not.” The games had their fans, sure, but I’d always considered it one of the more niche series I enjoyed. Of course, World totally changed that in 2018, and standing adjacent to the ever-growing crowd was a stark reminder of how many hunters have joined the fray in the years since its release.
What was supposed to be a relatively wide walkway between well spaced out booths was slowly becoming a single-purpose funnel for fans to get their hands on Wilds. Oh, and something I totally forgot to mention:. This wasn’t even the day where it’s open to anyone and everyone who could nab a ticket. This was on the wildcard day: usually a quieter affair only open to press, trade visitors, and a handful of wildcard ticket holders.
The real fun started on day two—the first day totally open to all ticket holders—where I’m told queues were reaching upwards of 10 whole-ass hours. The queue continued to absolutely dominate the walkway, stretching halfway across the hall and covering multiple booths in its path.
The great hunt
It was easily the most popular game at the show, and the excitement is understandable. It’s the first time the game has been playable to the public and, despite a rather shaky build that crashed for multiple folks including myself, was a roaring good time. Hell, even two of my friends flew out to Gamescom specifically to play the demo—despite coming over to “loop the game,” they only managed to squeeze three tries in over two days.
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The line for #MonsterHunter Wilds is kind of wild amirite. pic.twitter.com/AOtOUnEI6sAugust 21, 2024
That’s partly down to the fact that, by the third day, Capcom was seemingly doing its best to wrangle the mass hype. The queue had been herded from the main walkway to wrapping around the Capcom booth, meticulously carving out gaps for its other offerings like the Ace Attorney Investigations Collection. The queue was capped at (a still eye-watering) four hours, and I spotted folks lingering nearby who I can only assume were waiting for a spot at the back to open up.
The intense popularity earned Wilds its share of accolades during the Gamescom awards. It came away with four awards in total—for Most Entertaining, Most Epic, Best Sony PlayStation Game, and Best Trailer. That was every category it was nominated for, by the way, meaning it managed to take home every trophy possible.
It was a hype almost entirely unreplicated anywhere else across the venue. The only other one I saw even come close was inZOI, the (slightly unsettling) realistic Sims competitor from Krafton. The queue wrapped around its bright-white booth, a giant cat peering down from the ceiling. I was told by a staff member working there that the predicted wait time was in the ballpark of four hours, matching Capcom’s self-imposed stopping point. Whether that was down to the ever-growing thirst for The Sims to have some direct competition or the adorable clear plastic drawstring bags filled with goodies that were being handed out, I’m not sure. Probably a bit of both. It was in my case, anyway.
But for Monster Hunter: Wilds, the Gamescom crowd really proved that the series is no longer the niche action game you’re trying to convince your pals is really good, actually. It’s a certified juggernaut, vastly outclassing some of the more predictably popular AAAs like Assassin’s Creed and Crimson Desert.
Ultimately, it’s a testament to Capcom for how good a job they did making World a palatable game for veterans and newcomers alike. The series was known for being frustratingly obtuse, its somewhat clunky controls turning a lot of people off. But at its core it’s always been raring fun, packed with delightful monster designs that populated gorgeous landscapes. The fact that Capcom has allowed more people to see that—to the point folk will queue 10 hours to get their hands on more—is pretty darn cool, if you ask me.
https://gamingarmyunited.com/wp-content/uploads/2024/08/1724929459_Monster-Hunter-Wilds-and-its-10-hour-Gamescom-queue-was-the.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-08-29 09:52:332024-08-29 09:52:33Monster Hunter Wilds and its 10-hour Gamescom queue was the star of the show, proving the series has truly entered the mainstream
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