Need a little help with today’s Wordle? Then scroll your way down to today’s clue and give your guesses an instant boost. Need a lot of help with Thursday’s game? That’s why the October 10 (1209) Wordle answer is ready and waiting to go. Need no help at all? Fantastic. You still might want to take a look at our tips and tricks though, just to help you make the most of your guesses.
Four yellow letters on my first row? Brilliant. Easy win, here I come. No? Fine. Slightly less easy win here I c- oh. Hmm. I did get there in the end, but… let’s just say I took the scenic route to today’s answer. Right. On purpose. Definitely on purpose.
Today’s Wordle hint
(Image credit: Josh Wardle)
Wordle today: A hint for Thursday, October 10
This is a sort of cut, made with care and precision into a hard surface. Wood and stone are popular materials, turned into something beautiful and decorative using this technique.
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 you’re new to the daily Wordle puzzle or you just want a refresher after taking a break, I’ll share some quick tips to help you win. There’s nothing quite like a small victory to set you up for the rest of the day.
A mix of unique consonants and vowels makes for a solid opening word.
A tactical second guess should let you narrow down the pool of letters quickly.
There may be a repeat letter in the answer.
You’re not up against a timer, so you’ve got all the time in the world—well, until midnight—to find the winning word. If you’re stuck, there’s no shame in coming back to the puzzle later in the day and finishing it up when you’ve cleared your head.
Today’s Wordle answer
(Image credit: Future)
What is today’s Wordle answer?
You might need this. The answer to the October 10 (1209) Wordle is CARVE.
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Previous Wordle answers
The last 10 Wordle answers
Keeping track of the last handful of Wordle answers can help to eliminate current possibilities. It’s also handy for inspiring opening words or subsequent guesses if you’re short on ideas for the day.
Here are the last 10 Wordle answers:
October 9: MOMMY
October 8: JOINT
October 7: FLOUR
October 6: LAGER
October 5: MINER
October 4: TITLE
October 3: WAGON
October 2: SHELL
October 1: MODEM
September 30: CLOUD
Learn more about Wordle
(Image credit: Nurphoto via Getty)
Wordle presents you with six rows of five boxes every day and the aim is to figure out the correct five-letter word by entering guesses and eliminating or confirming individual letters.
Getting off to a good start with a strong word like ARISE—something containing multiple vowels, common consonants, and no repeat letters—is a good tactic. Once you hit Enter, the boxes will show you which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
Your second guess should compliment the starting word, using another “good” word to cover any common letters you missed last time while also trying to avoid any letter you now know for a fact isn’t present in today’s answer. With a bit of luck, you should have some coloured squares to work with and set you on the right path.
After that, it’s just a case of using what you’ve learned to narrow your guesses down to the right word. You have six tries in total and can only use real words (so no filling the boxes with EEEEE to see if there’s an E). Don’t forget letters can repeat too (ex: BOOKS).
If you need any further advice feel free to check out our Wordle tips, and if you’d like to find out which words have already been used, you can scroll to the relevant section above.
Originally, Wordle was dreamed up by software engineer Josh Wardle, as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle, refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures. Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
I’ll level with you, folks: I’ve never sat down and pondered the precise number of ways my head could be minced, mangled, and maimed, and that’s probably why no one is ringing my phone off the hook to come work on Killing Floor 3.
The devs love their gore, you see. You can tell because a new documentary cut from PCG (that’s us!) and Tripwire—alongside talk about influences, approach, and philosophy—details KF3’s evolution on the studio’s Massive Evisceration And Trauma tech.
That’s MEAT tech for short, because of course it is, and it was first introduced back in Killing Floor 2. It’s the system that lets you do all sorts of horrible things to zombies: persistent blood splatter, limb removal, that kind of stuff, and it’s looking even more absurd in its KF3 iteration.
“We really doubled down on wounds on zeds,” says Tripwire founder Dave Hensley. “We really wanted a dynamic gore system. We wanna be able to dismember any limb in any order, we wanna apply wounds to it, and different damage types of different wounds all visible on the zed at the same time.”
But I gotta admit it’s the head-shooting tech that leaps out at me. “One thing that’s always felt great in Killing Floor is shooting things in the head,” says disturbingly chipper creative director Bryan Wynia. “[In KF3] their heads are made up of multiple meshes, so that it can essentially open up like [a] flowering head. Basically every time it randomises what that head could look like.”
Which, yes, the phrase “flowering head” will stay with me at every meal between this day and my last, but just in case you aren’t convinced, you can catch a glimpse of a sequence of exploded zed skulls while Wynia enthuses about them. They look like unique and exotic orchids: Equal parts impressive and horrifying. I… think I want to see more? Oh no.
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https://gamingarmyunited.com/wp-content/uploads/2024/10/1728499852_Killing-Floor-3s-dynamic-tech-that-makes-zed-heads-flower.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-10-09 18:00:002024-10-09 18:00:00Killing Floor 3’s dynamic tech that makes zed heads ‘flower’ when you shoot them will haunt me for the rest of my days, but also I have to see more
Silent Hill’s fog was famously inspired by a hardware limitation. The short draw-distance of the original PlayStation, combined with a fondness for Stephen King’s The Mist, led to a town covered in clouds of fog that hid distant detail. This handily masked the limitation, but also meant that you heard monsters before you saw them—footsteps or wingbeats suggesting their presence before they appeared. The designers leant into this, adding a radio that buzzed with static when the reality-defying monsters were close, and cementing a formula for effective dread that carried over multiple sequels.
Now the Silent Hill 2 remake is out on PC, modders have begun their work. There are already more than 50 mods on Nexus Mods, with more being added all the time. Among them are two that remove the fog: Sunny Hills and Silent Hill 2 HD Collection, the latter a cheeky reference to the reduced fog effects in the disappointing HD re-release from 2012. While both are tongue-in-cheek—removing a defining feature of the series for the sake of some funny screenshots—it’s fascinating to see what Bloober’s version of the town looks like without limits.
(Image credit: Konami/Nebula480)
Nebula480 posted a gallery of fogless screens to the Silent Hill subreddit, and those streets retain a lot of their mystique even when you can see for blocks. The rundown facades, the rain-slick bitumen, and the dead ends covered in surreal bedsheet frames—it’s all still creepy as heck.
There’s also a Simple FreeCam mod to really perk up your pics. With that installed Alt+F1 enables a flycam, and other commands lets you disable the UI, pause time, teleport James to the camera, and otherwise fill in for the absence of an official photo mode. Thanks to which, The Easter Egg Hunter found an out-of-bounds reference to a particular poor-quality asset from the HD Collection. FreeCam has also allowed players to confirm something that’s a massive spoiler for the game, so if you haven’t finished either the original or the remake stop reading now. Bye!
OK, now that they’ve gone, you probably asked the same question I did when you read about the FreeCam. Can you use it to clip through James’s car and see Mary’s body in the backseat? As Silent Hill art director and monster designer Masahiro Ito once said on the rage pit formerly known as Twitter, James brought his dead wife to Silent Hill with him, and not in the trunk as some fans assume. There’s a reason the camera never gives you a clear look at the back seat. And yes, as multipleplayers have confirmed, shift the viewpoint and you can see a floral blanket on the back seat covering something that’s clearly intended to be a corpse. Nice one, Bloober.
https://gamingarmyunited.com/wp-content/uploads/2024/10/1728463795_Silent-Hill-2-players-are-modding-away-the-fog-and.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-10-09 04:46:222024-10-09 04:46:22Silent Hill 2 players are modding away the fog and freeing the camera to discover hidden detail in the remake
In 2018, Firaxis announced that the Cree Nation was being added to Civilization 6, a move that did not sit well with the leader of the real-world Poundmaker Cree Nation, who said the game’s portrayal of Indigenous people is “very harmful.” To help avoid that kind of misstep in the next game, the studio established a partnership with the Shawnee Nation to ensure a proper and accurate portrayal of its famous leader Tecumseh.
Firaxis was warned against adding Tecumseh to Civ 7 by academics, according to a new AP report (via Game Developer), so Civ 6 writer and historian Andrew Johnson recommended the studio reach out directly to the Shawnee tribe instead. It turns out that Shawnee Chief Ben Barnes is a big fan of Sid Meier’s Alpha Centauri, and he was enthusiastic about the proposition.
“For us, it’s really about a cultural expression of cultural hegemony,” Barnes said. “Why not us? Why not? Of course we should be in a videogame title. Of course we should see ourselves reflected in every media. So we took advantage of the opportunity to make our star shine.”
Producer Andrew Frederiksen said the result was a months-long collaboration to “make sure it’s an authentic, sincere recreation” of Shawnee culture within the game, including not just the tribe’s past but also what a Shawnee library or university might look like in the future, and how its language might evolve. “Firaxis was asking questions about language we never would have thought to ask,” Barnes said.
The Civilization games at their heart are about conquering the world, and they’ve historically played fast and loose with leaders, who typically have special abilities in line with their real-world personas but are otherwise without constraint: The most famous among them is probably Gandhi, thanks to his propensity for nuking the bejeezus out of everything that moves. But times have changed—the original Civ is more than 30 years old—and so have understandings about cultural appropriation and the importance of representation.
Firaxis ran headlong into that when it added the Cree to Civ 6. “It perpetuates this myth that First Nations had similar values that the colonial culture has, and that is one of conquering other peoples and accessing their land,” Headman Milton Tootoosis said at the time. “That is totally not in concert with our traditional ways and world view.
“It’s a little dangerous for a company to perpetuate that ideology that is at odds with what we know. [Poundmaker] was certainly not in the same frame of mind as the colonial powers.”
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“We never realized people would take it as seriously as they do,” series creator Sid Meier told AP. “We always kind of felt, ‘Here’s a way that you can change history. Maybe we can make Stalin a good guy. But that might have been stretching things a little too far.”
As part of its deal with the Shawnee Nation, Firaxis and 2K Games are donating “hundreds of thousands of dollars” to programs and facilities aimed at preserving and revitalizing the Shawnee language, which is at risk of extinction; Tecumseh will also speak the language in Civilization 7, voiced by Shawnee actor Dillon Dean. Barnes hopes that will help spark a resurgence of interest in the language: “What I do know is that with the efforts we’re making here today, I expect Shawnee to be spoken in 2500.”
https://gamingarmyunited.com/wp-content/uploads/2024/10/1728427707_After-botching-the-Cree-nation-in-Civ-6-Firaxis-established.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-10-08 23:21:162024-10-08 23:21:16After botching the Cree nation in Civ 6, Firaxis established a partnership with the Shawnee to ensure ‘authentic, sincere’ representation in Civilization 7
What is it? A remake of a horror legend with a few surprises of its own. Expect to pay £60/$70 Release date October 8, 2024 Developer Bloober Team SA Publisher Konami Reviewed on Intel i9-13900HX, RTX 4090 (laptop), 32GB RAM Steam Deck Unknown LinkOfficial site
I don’t envy Bloober Team. Nobody actually wants the difficult task of updating something as nuanced, emotionally sensitive, and revered as Silent Hill 2. The original has been praised for decades, and picked apart by fans eager to understand every last detail for just as long. It’s a game where every strange texture and odd room decoration means something, the game’s unforgettable atmosphere held together by the finest of threads.
This modern remake of that legendary tale gets off to a great start, offering an extensive range of graphical settings and accessibility options. It doesn’t take long to tweak the game into a smoothly running raytraced beauty, or to adjust the controls and their behaviour so they’re just the way I like them. A personal favourite is the option to swap the standard ‘mash to get monsters off me’ action for a simple button hold instead—a small gesture that allowed me to concentrate on the horrors around me instead of being distracted by an aching thumb.
(Image credit: Konami)
Those horrors look impressively familiar, even decades removed from the game’s PlayStation 2 debut. The rust-covered hellscapes, the signage, the glistening sacks of flesh scuttling past locked-up homes tumbling into the abyss—it’s easy to believe Silent Hill 2 always looked this good, but that illusion takes a lot of hard work.
The remake’s treatment of the series’ signature fog is just as remarkable. It seems to roll over the scenery, pool in dirty corners, and settle on the ground. It’s a choking physical presence that can move and change intensity, something protagonist James Sunderland has to force himself through, rather than a simple cloudy overlay trying to obscure my view.
In spite of the upgraded fog, Silent Hill 2 is easier to navigate than ever before, with James’ traumatic stroll around town assisted by the returning auto-annotated map—its scribbled notes and eye catching circles around key features still the best in the genre—and a new visual aid: white cloth. This more subtle take on modern gaming’s yellow paint can be found draped over vaultable bits of scenery or wrapped around objects James can interact with, helping to cut though the visual noise that naturally occurs in cluttered, high-detail environments like the ones found here. Once I learned to look out for these visual tells, even working my way through the dark nightmares of the Otherworld while being chased by monsters seemed easy.
(Image credit: Konami)
And it’s a good thing, too, because while the story’s general structure is the same as before, the maps for each major location have been completely redesigned. All of the key features are still in there, somewhere—a doctor’s office, an ornate clock, gallows in the middle of an unnervingly large area—but appropriately it plays like a hazy recollection of the original, with snatches of the familiar transformed into something new and different. Much like being trapped in a nightmare, it’s a collision of the familiar and unfamiliar, leading you down paths you think you know, only for you to become totally lost. My old experiences and favourite FAQs were of little use here, and that helped the remake feel as fresh and dangerous as the original.
Some of these curveballs come from the game’s mix of new and redesigned riddles. The standard difficulty is pitched just right, giving me something flavourful and satisfying to solve without needing to be tracked in a notebook. Sadly, the new physical puzzles are less successful, too often involving pushing a box from one place to another, and the chance to update or omit a few of the original’s less exciting challenges wasn’t taken. Dropping a few cans down a third floor garbage chute to dislodge a key item wasn’t a fun, clever, or thematically relevant puzzle 23 years ago, and it hasn’t got any better with age.
Many of the better puzzles that didn’t make the cut have been transformed into non-interactive echoes of the past. Newcomers will no doubt wonder why anyone would leave a horseshoe covered in wax lying around, but returning fans will immediately understand the reference. These optional discoveries silently seem to imply that James’ 2024 adventure is just the latest loop in an endless nightmare, layers upon layers of jumbled torments, but they also serve as an awkward reminder that I’m playing another developer’s take on Silent Hill 2, rather than the original team’s.
Monster mash
(Image credit: Konami)
As clever and restrained as Silent Hill 2 can be, sometimes its horrors take on more straightforward monstrous forms, writhing in corridors and spitting… I don’t even want to wonder what fluid these tied-up sacks of flesh spit, really. Even on the default combat difficulty setting, and with decades of experience with the original game under my belt, these beings are still vicious—to survive, I had to treat even the lowliest monsters with caution.
Or bash what I hoped were their heads in with an iron pipe. Close range combat is scrappy and frantic. Technically, it’s also very simplistic—just keep smashing the attack button until they fall over—but when we’re talking about a desperate man trying to fight off unknowable, hideous entities with whatever he has to hand, an elegant, complex system doesn’t necessarily sound like a good fit. Basic, violent clobbering makes a lot more sense. Unfortunately, it also has diminishing returns.
It was great, for about an hour. And then the monsters kept coming. And coming. And coming. Silent Hill 2 mistakenly believes that being assaulted by two pairs of legs fused together at the waist is the most exciting thing that could happen to anyone, and forces ‘surprise’ encounters with these monsters (and several other common types) far too often, failing to maintain the horror. Before long, I stopped being afraid and just became bored.
(Image credit: Konami)
Silent Hill 2 always set itself apart from its competitors by being a deep, thoughtful horror game. The original wanted me to take my time, to imagine something awful lurking just out of sight in the fog. The remake seems to think I have no imagination at all, that only monsters are scary (and only if I can see them), and if it doesn’t keep up its high MPM (Monsters Per Minute) then it’s not frightening me enough.
The remake takes this train of thought so far that a few sections forced me to shoot my way through arena-like monster clearouts, which only served to highlight how unsuited Silent Hill 2’s protagonist is for all-out combat. The new dodge action did little to help—twitchy monstrosities leaping about in the dark aren’t exactly great at giving clear visual tells—and the game’s overreliance on it reduces these violent fragments of James’ broken psyche to plain old monsters. He is by design an ordinary guy in an extraordinary situation, not Chris Redfield, and he shouldn’t have to act like a discount version of Capcom’s beefy boulder-punching hero to survive his own story.
This misjudged focus on combat has also worked its way into the game’s boss battles, too. These fights were never a highlight in the original but did at least serve the story well—and they tended to be over before any serious grumbles started to form. The remake correctly identifies these segments as a weakness, but then ‘fixes’ them by making them much longer, with a few even going through patience-testing multi-phase, multi-location, changes in the process. If there’s one part where this remake completely misunderstands the original game, it’s here. Angela in particular deserves better, the twisted domesticity of her old-themed boss battle transformed into a bombastic mano-a-mano between James and the ‘Abstract Daddy’ that takes the focus away from the only person who mattered in this scene.
Shattered memories
(Image credit: Konami)
In many places Bloober Team has seized the opportunity to offer a fresh twist on a true classic, and pulled it off perfectly. I enjoy listening to Akira Yamaoka’s new arrangements of his old soundtrack—a cursed radio screeching through my headphones as I explore old locations given a second lease on life. I love being able to quickly brush James up against a door to see if it’s locked instead of making him manually rattle a corridor’s worth of handles. I’m thrilled just to be back here, to have an excuse to play some version of this amazing story again.
But the stumbles can’t be ignored, and at times even manage to display a worrying lack of understanding of the source material. A few key cutscenes, the sort that sent shivers up my spine on far weaker hardware, fall flat in their modern forms, the direction stiff and wooden where it used to be raw and emotive. Mystery and suspense is too often replaced with unnecessary close-up reaction shots and another bunch of leggy monsters in the shadows, as if someone was concerned that the one game that can definitively prove it’s adored for being a subtle, understated, psychological experience might be called boring instead of brave.
When it’s good it’s excellent: any game that hews as closely as this one does to something with Silent Hill 2’s high standards can go toe to toe with any other modern horror game. But it relies too much on its repetitive, violent encounters, and I just wish it had been a little more careful to capture the spirit, as well as the look, of the original.
Four years ago Genshin Impact successfully beat the ‘Breath of the Wild clone’ allegations and with its viral popularity made gacha games mainstream for western PC gamers where they’d never been popularized before. Now, Infinity Nikki has a similar opportunity at success: beating the ‘Genshin clone’ allegations and popularizing dress up games on PC where they’ve never previously hit mainstream.
Infinity Nikki is set up to strike a very hot iron while everyone is completely primed to get into another dress up game.
Infinity Nikki is the newest game in a series of dress up fashion gacha games that were previously mobile only. My colleague and Nikki series fan Mollie Taylor jokingly boiled it down to “dress up Genshin Impact” when she got to play it at Gamescom this summer. After playing at least 15 hours of it in the past week—it might be more like 20 but I lost count—I can concur. Except I lost interest in Genshin Impact about 10 hours in and I’m still playing Infinity Nikki until Infold Games rips this test account out of my fashion-obsessed fingers.
A passion for fashion
(Image credit: Infold Games)
Infinity Nikki is an open-world adventure in which a young stylist gets Narnia’d into a place called Miraland with a thing called the “Heart of Infinity” that was implanted in her chest by a goddess who looks like she fell out of a Dark Souls game. After her audience with Ena the Curator and vague direction to seek out the “miracle outfits,” Nikki lands in an idyllic grassy countryside outside a town called Florawish where outfits are everything.
The first bit of kit that Nikki gets introduced to are her ability outfits. One grants the ability to double jump and float across gaps. Another is a basic attack spell for “purifying” little cloth-based enemies like sad sacks and bitey bags. There’s an outfit for fishing, one for collecting hair by brushing animals, and one for solving little wire grid puzzles, all of which I’ve so far unlocked through the main story quest. Why does a stylist need to spend time fishing and grooming dogs? Obviously because pony hairs and whole live fish are equally valid materials for crafting clothes.
Outside of the ability outfits, I collect all sorts of other clothing pieces that are individually rated in the five basic styles: elegant, fresh, sweet, sexy, and cool. I have a pair of jeans that’s rated A for “cool” but D for “elegant,” for example. All over Florawish, Nikki helps solve the people’s problems by donning the right outfit. An artist needs inspiration for a statue which I provide by tossing on a dress inspired by a legendary old mayor. A young boy isn’t sure what kind of pants he should wear to exercise so I show off a pair of track shorts I crafted for him.
(Image credit: Infold Games)
In Florawish, fashion is life. You know how in Pokémon the entire world seems to revolve around Pokémon trainers and that’s somehow the basis for an entire economy and like half the workforce? Yeah, that’s what being a stylist is like in Florawish, where the only building bigger than the mayor’s house is the Stylist’s Guild.
Nikki quickly gets embroiled in battles between stylist factions like the Ebony Scissors or Golden Daisies. Battles between stylists also have a nostalgic Pokémon tone with enjoyably corny lines like “Snip! Snip! You’re going to lose. Prepare to cry!”
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The actual fashion contests are a little bit dry, though. A challenger will give a theme like “summer” and a style like “cute” and I need to scroll through all my many outfit slots for hair, hats, tops, socks, shoes, several kinds of accessories, hovering over each item to check its rating in each category. I get points based on items matching the challenge style and their rating. It’s a bit of a guessing game where I just try to assemble a cohesive outfit on theme while using the highest rated items and hoping they’ll net me enough points to win.
(Image credit: Infold Games)
In the early hours of the game, using pieces of my ability outfits with their S-tier ratings in various categories is plenty enough to get by. Later on, I suspect that won’t quite cut it, and I’ll need to find some “SS” tier pieces to complete quests or challenges successfully. That’s where the gacha bit comes in.
How does the gacha get ya?
If you’ve dipped your toe in Genshin Impact or Honkai Star Rail in the past four years, you’ll have most of the necessary street smarts for Infinity Nikki. It has several different currencies to keep track of, some earned by exploring, others that can be exchanged into resonite crystals. Those are used for buying the loot box-like gacha pulls—referred to as “resonating,” in Nikki—and the rewards are certain rare and high-tier clothing pieces. Just like how Genshin has highly-desirable five star characters, Nikki has “SS” rated clothing pieces, many of which I’m sure we’ll find are tucked away in the limited time gacha events.
(Image credit: Infold Games)
If that wasn’t enough, Nikki also puts more gacha inside your gacha. In addition to the premium currency “resonating” activity, there’s an actual little capsule toy machine (which is where the term “gacha” comes from) outside the stylist’s guild called the Surprise-O-Matic. You can pay blings, the free currency found while exploring that refreshes daily, to get a little outfit piece prize. There are some shops in town that just outright sell outfit pieces for bling without the gachapon element though.
The whole fit
Outside of all that Nikki is stuffed to the seams with little side activities. It has some physics puzzle challenges reminiscent of Breath of the Wild, a flying paper crane game minigame, hidden object photo challenges, on-rails platforming challenges, and observation quizzes. There’s a tiny bit of combat too, though not anything worth getting fussed over. Most enemies can be dispatched with Nikki’s basic ranged “purify” attack in one hit, though I did eventually find some enemies that would block my attacks until I flanked them.
(Image credit: Infold Games)
What I need you to understand is that I’m a build mode person. Almost any game can hand me a building system and I can play with that for hours, sans any other real goal. But creating a character and choosing their outfits, though something I enjoy, I get bored of without some extra sauce. Like, I enjoy broccoli but I do get a little tired of it if there isn’t some cheese on top. Infinity Nikki’s open world is a whole fondue pot of cheese, to me. A whole lot of dress up built on top of a lovely open world full of puzzles and challenges to keep my brain tickled.
I don’t think Nikki is necessarily innovating in the gacha space (or in the open-world platform puzzling space either). It’s sliding down a groove that Mihoyo has been carving into PC gaming for four years. But it does come at an auspicious time. Everyone I knew was absolutely head over pumps for the Roblox PvP fashion game Dress to Impress last month. Infinity Nikki is set up to strike a very hot iron while everyone is completely primed to get into another dress up game.
Infinity Nikki is going through a couple different closed beta tests this month on both PC and mobile. There’s no official launch date yet, but its App Store listing with a placeholder December 31 launch date has fans anticipating it will launch before the end of this year.
https://gamingarmyunited.com/wp-content/uploads/2024/10/1728355637_Infinity-Nikki-is-about-to-make-dress-up-games-mainstream.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-10-08 03:00:002024-10-08 03:00:00Infinity Nikki is about to make dress up games mainstream
With the 10th anniversary of the sci-fi horror masterwork Alien: Isolation upon us, creative director Al Hope has announced that the sequel fans have been pining for is finally going to happen.
“When we started developing Alien: Isolation, we had one guiding principle: To create a truly authentic experience that went back to the roots of the Alien franchise—a new story capturing the atmosphere and terror of the original 1979 movie masterpiece,” Hope wrote.
“It’s been nothing short of incredible to witness your passion for the game over the years and see it reach so many players around the world. Your boundless enthusiasm, excitement, screams (!) and steely courage in the face of cinema’s greatest killer, have been profoundly rewarding.”
(Image credit: Al Hope (Twitter))
Creative Assembly did indeed nail it with Alien: Isolation. We called it “the game the Alien series has always deserved” in our 93% review, “A deep, fun stealth game set in an evocatively realised sci-fi world.”
It wasn’t a huge seller though, and as the years rolled by, hopes for a sequel dwindled: In fact, in what will probably be the week’s finest example of incredibly unfortunate timing, just a few hours before the announcement was made online editor Fraser Brown said in a 10th anniversary retrospective that “despite its critical success and the many accolades it’s garnered over the years, the below-expectation sales and high cost of development made it a one-off.” Sorry, Fraser.
On the other hand, this is probably one of those instances where we’re all happier to be wrong. An Alien: Isolation sequel is long overdue, and hopefully the enduring strength of the original will help ensure that this time it doesn’t end up overlooked.
There’s no indication as to when Alien: Isolation 2 (or whatever it ends up being called) will arrive, but expect a wait: Hope said the sequel is currently “in early development,” and there are no other details. It’s definitely real, though: Lest there be any doubt, Hope’s message was quickly shared by Creative Assembly, the developer of the original.
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The news you have all patiently waited for, from our Survival Team…#AlienIsolation10 https://t.co/vXgrii8vs9October 7, 2024
Now I don’t have the fancy book learnin’ to know what can change the nature of a man, but there sure are a lot of factors that can change the nature of a game. In a retrospective feature for upcoming PC Gamer print issue 390 (402 for our friends across the pond), contributor Robert Zak dug into the strange history of Planescape: Torment by talking to members of the unlikely Interplay team that made it happen.
“I was just trying to figure everything out, and I noticed that there were three Planescape projects that all had like four people on them,” recalled Obsidian CEO Feargus Urquhart. These were the heady years of 1996-’97, when Interplay was simultaneously publishing Baldur’s Gate while internally developing Fallout and, eventually, Planescape: Torment. Urquhart was head of Interplay’s RPG division, which was then coalescing into the publisher’s well-loved subsidiary, Black Isle Studios.
“Almost no work” was getting done on one of those projects according to Urquhart, the second remains a mystery, while the third presents a tantalizing but likely ill-fated what if scenario: A first person, full 3D dungeon crawler that would have taken advantage of brand spanking new 3D accelerator cards like the 3dfx Voodoo.
“I said, ‘Ok, we need a game that we can go and actually just make without inventing new technology,'” Urquhart said. “We’re going to use the Baldur’s Gate engine, and differentiate ourselves by having a character who’s not just going to be a generic character, and we’re going to reinforce that by zooming in the camera.”
As development progressed, many of Interplay’s resources were devoted to a never to be released sequel to 1995’s Stonekeep. This allowed a number of newer developers to take up the reigns and prove themselves on a project with a large degree of creative freedom. Some of them weren’t even familiar with the Planescape setting before starting work on the game. “[Urquhart] just came one day and said, ‘We’re going to do a Planescape game,’ and in my head I’m going ‘What the fuck is that?'” recalled PST lead artist Tim Donley.
Donley also described how Torment’s lead designer, Chris Avellone, was a bit of an enigma to the Black Isle crew at first. While PST would go on to be one of the canonical D&D videogames, Avellone’s first project at Interplay went less smoothly. “Down the hall from me was this guy that would always just go to his office and close the door,” Donley said. “You never really knew who he was. All I knew is he was working on Descent to Undermountain.”
Another member of this team Donley described as Interplay’s “Dirty Dozen” was Eric Campanella, who sculpted and animated many of Torment’s main characters despite only having had experience in 2D art, not the 3D modeling that formed the basis of PST’s sprites. Artist Dennis Presnell, now working on Avowed at Obsidian, described himself as a “college dropout” who learned his digital art tools for Torment “just by pressing buttons and seeing what it did.”
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This team would eventually do some real magic though. An early indication of that came when Black Isle staff flew out to BioWare HQ in Edmonton to show off the game. After demoing Torment’s opening in-engine scene, Donley recalled BioWare CEO Ray Muzyka turning to a programmer and saying, “You guys told me we couldn’t have that many frames of animation. How come the game looks so good?”
You can read Robert Zak’s full retrospective feature on Planescape: Torment in issue 390/UK 402 of PC Gamer magazine. You can also subscribe to the mag via MagazinesDirect in both the US and the UK.
https://gamingarmyunited.com/wp-content/uploads/2024/10/1728283476_Iconic-Dungeons-Dragons-RPG-Planescape-Torment-was-a-B-Team.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2024-10-07 05:35:092024-10-07 05:35:09Iconic Dungeons & Dragons RPG Planescape: Torment was a ‘B-Team’ project that started life as 3 different games—including a 3D dungeon crawler
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