We’ve got some general Wordle tips if you’d like to refresh your word-finding game, or just want to make sure you’re thinking along the right sort of lines. And if you need something more specific, today’s clue is ready to help, as is the answer to the August 7 (1145) Wordle. You’ve got this.
The further I got into today’s Wordle, the less sure I was of the answer. Every new line seemed to swerve in an unexpected direction, wrong in a new and interesting way. Eventually—and a little later than I should have—I stopped fighting it and actually looked at the clues it had given me, and found today’s winning word soon after.
Today’s Wordle hint
Wordle today: A hint for Wednesday, August 7
You’ll need to think of parrots to win today. These large colourful birds often come in blue and yellow, green, and scarlet varieties.
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
What is today’s Wordle answer?
Don’t worry, you’re about to win. The answer to the August 7 (1145) Wordle is MACAW,
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:
- August 6: ANVIL
- August 5: ENSUE
- August 4: LOWER
- August 3: SCALE
- August 2: FLAKE
- August 1: CHALK
- July 31: PENNE
- July 30: FERAL
- July 29: SUPER
- July 28: SMOCK
Learn more about Wordle
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.
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Helldivers 2 got its biggest update in months today: the Escalation of Freedom patch adds a new highest difficulty (Level 10), a swamp planet biome, new enemy types, and missions. It’s a great day to return to what is still easily my game of the year so far, but in the loudest corners of the Helldivers 2 community, conversation around today’s update has been dominated by two bullet points in the patch notes. The fan-favorite flamethrower got nerfed, and the subreddit has gone nuclear over it:
- Adjusted flame effects to work more realistically.
- It doesn’t go through various bodies/objects where bounce off would be the expected behavior, like on armors and static objects.
What this means is that the flamethrower’s flames no longer penetrate the thick armor plating on Chargers. That’s a shame, because the flamethrower’s penchant for melting Chargers in seconds was considered one of the best reasons to bring it as your support weapon—its power justified the risk of burning yourself and teammates in the process.
The nerf is already very unpopular on the Helldivers 2 subreddit and on Twitter, where Arrowhead’s CEO Shams Jorjani has been fielding feedback from fans all day.
“Words cannot express how disappointed and angry I feel right now. MORE NERFS? REALLY?” wrote Reddit user Gn0meKr.
It’s worth noting that this reception isn’t what I usually expect from a single change to a gun in a videogame—people aren’t just annoyed about this, they’re furious in a way that’s disproportionate to the offense. The flamethrower isn’t as good anymore, and I think Arrowhead should probably reverse this weird change, but some people are using this as a jumping pad to declare that Arrowhead is once again out of touch with its fans, doesn’t actually play its own game, or just enjoys being the fun police.
It seems like these people aren’t that mad about the flamethrower, a weapon I hardly ever see Divers using in the wild, but are angry that Arrowhead has the gall to consider more nerfs after that whole dust-up over balance in June. That controversy resulted in a well-received patch that buffed guns and stratagems across the board, but as we’re seeing now, it also created an unusual sensitivity to the very idea of nerfs in Helldivers 2.
Flamethrower DOES still work on chargers, it seems like you have to position yourself right though from r/Helldivers
“You and @Pilestedt lied to us, promised us the moon but NOTHING changed, you just keep nerfing stuff for no reason, shit on player feedback and have no clue about actual balancing,” one particularly perturbed reply to Jorjani reads. “Don’t be surprised if you’re reviewbombed again.”
Jorjani, meanwhile, is keeping a cool head about it. He hasn’t made any direct statement about today’s nerfs to the flamethrower and Breaker Incendiary shotgun, but is more generally reminding players that balance is a process, and he’ll be passing this feedback onto Arrowhead’s balancing team.
“One thing to bear in mind is that it’s a constantly evolving thing. Add one gun or enemy to the mix then everything needs a tweak pass,” Jorjani replied to one fan. “Something that felt [overpowered] last week might feel nerfed the other. We don’t want ‘constant nerfing’ and will keep at it.”
What Jorjani might be getting at is the new Warbond coming to Helldivers 2 on Thursday, Freedom’s Flame. The $10 premium bond will add two new flamethrowers to the game, one in the primary slot and one secondary, as well as armor that negates most fire damage. A primary flamethrower that can burn straight through Charger armor does sound so potentially powerful that it makes all other primaries obsolete, so I can understand why Chargers are now mostly fireproof. But what of the support flamethrower? That one is meant to be the most powerful weapon you’re carrying—maybe it was caught in the crossfire of changes meant for these smaller flamethrower options.
Scorched earth
It’d be disingenuous to frame the Escalation of Freedom patch as a series of nerfs. As usual, Arrowhead has mostly buffed underperforming guns and stratagems, including the SG-8S Slugger, the Exploding Crossbow, Guard Dog, and Orbital Walking Barrage.
Jorjani made another comment on balance that I find interesting: What we see from the outside isn’t indicative of the whole Helldivers 2 community, and in fact, not everyone is constantly asking for ‘no nerfs, only buffs.’
“Some are going ‘buff everything!!’ Others are saying ‘it’s too easy!’ Most are in-game—just playing.”
It’s natural to join a united front on Reddit or in a Discord server and believe you represent an entire fandom, but it’s never that simple. Jorjani doesn’t say this to absolve Arrowhead of balancing choices it may determine were too far and reverse, but to gently push back at the notion that Arrowhead is making things less fun on purpose.
Jorjani goes on: “Every new big update requires a bit of playtime before we know which direction to fine tune things. Appreciate the patience!”
I jumped into a few missions with the new flamethrower and, yep, fighting Chargers ain’t what it used to be. They’re nearly impervious to fire from the front (it seems you can sneak some flame damage into their joints if you aim carefully), so your best bet is to stun them first and target their big ol’ butt. The good news is the flamethrower is still remarkably good at dealing with every smaller tier of Terminid. It’s still so good that I wager most of the people jumping back into Helldivers 2 today haven’t noticed the difference.
But I really do hope they let the big flamethrower chew through Chargers again, because I’ve been dreaming of a fire knight build where everything I touch burns to ash.
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Bem vindos a Valhalla!
Depois de terminar AC Odyssey a 100% trago aqui o objetivo de deixar AC Valhalla da mesma forma
Acompanha os próximos episódios de AC Valhalla AQUI 👉 https://www.youtube.com/playlist?list=PLDowRCnCZ6UICNtMhndmxwW6Yjy5FjUXj
Espero que gostem, deixem o like, subscrevam, partilhem e ativem as notificações para não perder nenhum episódio!!!
Segue-me nas redes sociais 📲
INSTA 👉 https://www.instagram.com/luisbenedito20
TIKTOK 👉 https://www.tiktok.com/@luisbenedito20
TWITCH 👉 https://www.twitch.tv/decayed20
DISCORD 👉 https://discord.gg/SkcNfFdmbG
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Need to know
What is it? A physics-based puzzle game with a delicious gooey centre.
Expect to pay £23.79/$30
Release date August 2, 2024
Developer 2D BOY
Publisher Tomorrow Corporation
Reviewed on Intel i9-13900HX, RTX 4090 (laptop), 32GB RAM
Steam Deck Unsupported
Link Official site
It’s been 16 long years since World of Goo squidged its way into our hearts and hard drives. The much-loved physics-based puzzle game was one of modern indie gaming’s earliest and biggest successes. But a lot has changed since then.
Polished games from unfamiliar studios with barely a dozen staff members aren’t some headline-grabbing curiosity anymore; they’re absolutely everywhere, all the time. My PC. My Steam Deck. My phone. They’re often discounted and bundled up and at times even given away for free. Who needs more World of Goo, then, when the original was lovely and creative and very much done and dusted years ago?
Me. I do. We all do, really.
Playing this game is a lot like catching up with an old friend. It looks, feels, and plays in much the same way it did before. Everything from the artistic stage select design to more than a few goo types, environmental hazards, and puzzle pieces call back to the original gooey head-scratcher. Even the little time rewinding bugs have returned (thank goodness), making it easy to either try out a few wild ideas or finally perfect a tough segment. Within moments it was as if not only had the game never been away, but I’d never stopped playing it either.
And because of that, clearing the first few challenges wasn’t just easy—it almost felt instinctive. There I was, watching towers of goo dangerously sway as I grabbed and built and stretched an increasingly wobbly mass towards the exit pipe that would suck it all up and end the level, same as last time. Just like the ancient past of 2008, sometimes I needed to hook balloons onto my goo lattice to move it around, flipping it over and over to “walk” it across the landscape or encourage it to roll in a particular direction. At other times I needed to set something on fire, or watch out for drafts. There are a lot of obviously recycled ideas in here.
Good.
These old favourites don’t exist in an innovation-free vacuum, but are mixed in with high-speed train rides, little boating expeditions, tense journeys through the dark, and even a spot of goo-themed golf. So whenever an old concept makes a comeback, it feels like the welcome return of a good idea, a greatest hits compilation of some of the finest puzzling PC gaming has ever seen. Goo 2 isn’t rehashing old favourites because it’s out of ideas (some of the new goo types lead to some incredible and unsettling puzzle solutions—I’ll never forget slowly forcing a giant goopy mass through some painful spikes using expanding goo balls), it just wants to show us a good time, while offering a few amusing signposts and cutscenes filled with pointed comments on corporate greenwashing, commercial minded environmentalism, and the cynicism of sustainable capitalism along the way.
This good time is elevated by generous flexibility. The goo is as pleasantly tactile as ever, a fun substance to play with no matter how well you’re doing. It’s always satisfying just to imagine something and then try to build it, even if the dangling mound of goo balls I ended up with wasn’t the most efficient use of my time and resources. Tough challenges for each stage are always available, and entirely optional. It was up to me if I ignored them completely, came back to some of them later on, or refused to move on until I’d cleared them all in a single run.
I didn’t even have to clear most of the stages at all unless I wanted to, the vast majority of levels only a couple of clicks away from being skipped without judgement. Maybe I didn’t fancy this puzzle right now. Maybe this particular area’s puzzle theme didn’t do anything for me. Maybe I just want to open everything up right away and then dive into whatever I felt like taking on today, happily saving the rest for later like the treats they are. Being able to mostly choose what I played and when helped to smooth the frustration and restarts that can come with something as potentially woolly and unpredictable as a physics-based puzzler. Did I find one level to be a little too highly-tuned for my tastes or current lack of patience? Then I didn’t have to play it.
Unfortunately I couldn’t ever escape the odd background colour choices used for many areas. Lots of places used a light hazy wash of something nonspecific as their backdrop, which looks great in screenshots but meant the helpful white lines used to indicate exactly how the floating balls of goo connect were often hard to make out. In most levels this was an annoying lack of contrast, and meant it sometimes took longer than necessary to build a solid bridge of goo. In others it was a challenge run ending issue, and something that surely should’ve been picked up on before I got anywhere near the game.
But this was honestly the worst thing I found in Goo 2, and even when it did cause me problems I was generally having too much fun to really mind the odd stumble. It’s a clever, surprising game that celebrates all the goo that came before and all the goo here now. It’s goo[d] to be back.
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House Flipper 2, a game for people who want to fix up rental properties on the weekend without engaging in problematic real world activities like buying real estate or inhaling black mold, got a big free update last week.
The new update, Summer in Old Pinnacove, adds a downtown area to explore and a new job that sees players helping out a guy named Simon, whose allergies are complicating his apartment glow-up. It’s also got 150 new items, some of which really stuck out to me:
- A cozy campfire, perfect for roasting s’mores
- Decorative moss, because who doesn’t love a good drought resistant groundcover?
- Stylish awnings
- Summer essentials like flip-flops, sunglasses, and six new towels!
- Invasive weed species, which doesn’t sound like a good thing unless you’re a sicko like me who still thinks about SimAnt
In case that wasn’t enough to wet your whistle, there are also a number of quality of life changes. Curtains can now be opened and closed with the press of a button, items can be placed on gazebos and scaffolding, and selling expensive items will require a longer click so you don’t scam yourself.
For the uninitiated, House Flipper 2 is about restoring shabby old properties to their former glory. Like PowerWash Simulator, it will appeal to those looking for a cozy experience that delivers the satisfaction of a floor well mopped (but without the vinegar smell). You can build houses from scratch, or take on a story mode where you move into a sleepy little village and help people out with home renovation projects.
If you want to see what’s possible in the game, developer Frozen District has posted a video of the winners from their “Fairytale Contest,” where they asked players to create their best enchanting fairy-themed houses in the sandbox mode.
The Summer in Old Pinnacove update is available now.
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In case you missed the news, World of Warcraft’s development team—which is approximately 500 members strong—formed a union late last month, attached to the Communication Workers of America (CWA).
It all comes as somewhat of a milestone ending to a vicious 3-year saga, starting with harrowing reports of harassment, sexual misconduct, and abuse at Activision-Blizzard that led to several employees simply leaving in 2021.
In 2022, Activision-Blizzard settled an $18 million sexual harassment lawsuit with the Equal Employment Opportunity Commission. A year later, it settled a seperate California civil rights suit for $54 million, with an extra $47 million being funnelled to help employees, though the settlement concluded “no widespread harassment or recurring pattern or practice of gender harassment”.
Before the settlement, former CEO Bobby Kotick characterised employee’s complaints as “a very aggressive labour movement working hard to try and destabilise the company” before insisting that he wasn’t “anti-union … I have no aversion to a union. What I do have an aversion to is a union that doesn’t play by the rules”. Kotick proceeded to step down after Microsoft acquired Activision-Blizzard.
According to a new interview from The Gamer with WoW senior producer Samuel Cooper, the change in atmosphere post-acquisition helped those union efforts come to fruition. Microsoft’s more pro-union stance helped Cooper and his colleagues feel safe in setting their union in stone: “Legally, a company can’t retaliate against you for organising. But that doesn’t make it any less scary … It becomes un-scary when you see hundreds of your fellow co-workers out there, side by side with you. And neutrality allowed us to be very visible on campus.”
Cooper also reaffirmed his previous statements from an IGN report that the waves of 2021 departures helped plant the seed that would grow into the current union: “There was this series of walkouts … The way that was able to come together so quickly without any prior laying of groundwork really became a proof of concept. We knew we could do that. We could make big changes together, and we knew we had a lot of shared values to rally around.”
While Kotick claimed not to be against unions, Activision has a pretty visible history of anti-union behaviour—after not recognising a QA union at Raven Software in 2022, the US Labor Relations Board later found that a series of raises were withheld from the team as retaliation for the attempt to unionise.
Going a little further back, a 2021 statement drew ire from workers and the Campaign to Organise Digital Employees (via CWA), arguing that exhortations such as “take time to consider the consequences of your signature on the binding legal document presented to you by CWA” were as the CWA put it “tired anti-union talking points straight from the union busting script”.
This fraught relationship between the CWA and Blizzard’s owners is less of an issue now that Blizzard is under the Microsoft umbrella, however, according to Cooper: “We’ve had CWA representatives and members from other video game unions like Sega and ZeniMax on the campus, talking to folks.”
That’s not to say the transition to Microsoft was painless for everyone, even those at Blizzard—a rash of layoffs followed the purchase, with 1,900 spread across Xbox and Blizzard itself, leaving many Blizzard employees reeling as they’d only just started at the company. Similarly, Microsoft would later shut down four studios including Tango Gameworks and Arkane Austin, a move which—considering Hi-Fi Rush’s genuine popularity—gave rise to a wave of borderline existential dread among the industry.
Mind, that’s in the context of historic layoffs industry-wide—though it’s also in the context of Microsoft spending $68.7 billion dollars on buying a shiny new company. These things, as they typically are, are complicated messes. Hopefully, however, Blizzard’s newly-formed union will effectively protect those remaining from a similar fate.
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It’s that time again. A leak, this time via the résumé of a videogame voice actor, has led to another rumor that Valve is working on a new Half-Life game.
The voice actor in question, who has credits in games like Starfield, Fallout 76, Valorant, Ghostbusters: Spirits Unleashed, and Call of Duty: Vanguard, listed “Project White Sands” as a Valve game they’d worked on, with a release date TBA. Someone on the Gaming Leaks and Rumours subreddit spotted it, and now we’re off to the races one more time.
While previous leaks have established Valve has a multiplayer shooter in the works called Deadlock, that was codenamed Citadel and later Neon Prime. The codename “White Sands” does resonate with Half-Life’s Black Mesa, and is the name of a NASA testing facility and a missile range in New Mexico. (It was the missile range where the first atomic bomb test detonation took place in 1945.)
We last heard rumblings of a new Half-Life game back in February, when data strings found in a Counter-Strike 2 update hinted at the existence of two projects in development at Valve. One was the previously mentioned Citadel, which evolved into Deadlock, while the other appeared with the initials “hlx”. It was suggested that might refer to something as underwhelming from our point of view as a cross-play version of Half-Life: Alyx for PSVR2, but where Half-Life is concerned, hope springs eternal.
Redditors reacted to the leak with the usual mix of cynicism and desperation, with replies like “HL3 copium is back boys”, “Half Life hero shooter”, and “fuck it, I’m putting my clown makeup back on.”
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Larian is following up Baldur’s Gate 3 with not one but two new RPGs. And, unsurprisingly, they’ll likely be big ‘uns. That’s just Larian’s style, but it does come with some problems, especially when they’re following a game as massive and elaborate as Baldur’s Gate 3.
One of the challenges inherent in following up a massive RPG with more beefy RPGs is finding original ideas to fill them with. Chatting with writing director Adam Smith for Baldur’s Gate 3’s first anniversary (check out the full interview on Larian’s past, present and future), he tells me that this is an issue Larian’s currently bumping up against.
“One of the biggest problems we have now is that whenever we’re talking about things, we say we did that in BG3,” says Smith. “And it turns out, we did a lot of things in BG3 when we think back to it.” It’s the classic ‘Simpsons did it’ problem.
This isn’t a new concern for Larian, though. The first Divinity: Original Sin was also pretty meaty, and Divinity: Original Sin 2 was huge—so this issue reared its head even when the studio was working on Baldur’s Gate 3.
“It was the same during development,” says Smith. “Have they already seen this pattern? Have they already used these verbs in this order? Have they already had this emotional arc? So you’re constantly trying to make sure that they’re getting a new experience, and you’re not just repeating yourself, and you’re not just giving them content for the sake of content.”
Inevitably, developers contend with comparisons to their previous games no matter how much new stuff is squeezed inside them. Baldur’s Gate 3 is an exceptional game based on its own merits, but it still evokes memories of the Original Sin games and, of course, its classic Infinity Engine predecessors. This isn’t a bad thing. But for Larian, there’s a strong desire to try new things and experiment.
It’ll likely be some time before we start to see what shape these experiments take, though. Larian’s keeping quiet in regards to both of its next RPGs, leaving us lots of room to hope and speculate.
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I agree with Lauren Morten, who wrote that somehow the worst part of crafting games is the crafting. I’ve never interacted with a crafting bench and thought it was a worthwhile use of my time, and punching trees is boring. I noped right out of Valheim at the point where it expected me to care about making roof tiles that were the right shape to assemble over my drafty hovel.
And yet, looking over the recent explanation of the crafting rules in the 2024 Players Handbook for Dungeons & Dragons 5E, I think they might be good actually? Certainly an improvement over the previous downtime rules for making things in D&D, which required such a massive investment of time I could see the light in my players’ eyes die as I was explaining them.
Now anyone with a herbalism kit and the relevant proficiency will be able to craft, for instance, their own potions of healing. It’ll require “a full day’s work and 25 GP of raw magic goo” for each one, but that’s a much more interesting use of the tool proficiency than just being able to identify poison and find plants. (They can also make antitoxins, healer’s kits, and candles now.)
As a sidebar, drinking those potions now officially costs a bonus action rather than a full action—a house rule so common it was used in Baldur’s Gate 3, and which it’s nice to see the core rules adopt.
Meanwhile, adept users of painter’s supplies will be able to make their own holy symbol or druidic focus. Crafting spell scrolls is cheaper and crafting armor will be twice as fast, and the Crafter feat—one of the new origin feats that can be taken as early as level one—can be used to make certain useful items overnight, like grappling hooks, nets, torches, and rope, should you not already have 50 feet of it that you forgot about written down on your character sheet already.
Tool proficiencies have been made more useful in general, with suggestions and difficulty classes for actions like using mason’s tools to sneakily look into a secret room before you crack the door open or using alchemist supplies to start a fire. Those are the kind of things a generous Dungeon Master would let you do already, but it’s nice to have them codified with a DC so you don’t have to adjudicate one on the fly. Being proficient in the sleight of hand skill also gives advantage on the thieves’ tools check you make to pick a lock in the 2024 rules.
I may ignore crafting systems when they’re bolted onto RPGs like Fallout 4, but I will definitely be making use of these rules in my next game of D&D. I absolutely know there will be a player who wants to find that “raw magic goo” without having to pay 25 of their hard-earned gold pieces for it, and by god I’m going to make them go through gross ooze hell to find it—and then remind them where it came from every time they need 2d4+2 hit points in a hurry from then on.
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