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 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



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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.



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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.



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First Look: Tecumseh | Civilization VII – YouTube First Look: Tecumseh | Civilization VII - YouTube
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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.



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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 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
Link Official 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.



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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

Infinity Nikki - Nikki wears yellow overalls with bee embroidery for a style contest

(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.



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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.” 



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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.



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