If you’re one of the thousands of people enjoying the popular game of Wordle each day but feel like you’re given one too many guesses to start with, then the game’s worst starting word might spice things up for you.

After deducing the best possible starting word using a script, TikTok creator Crvlwanek has also discovered which word contains the worst five-letter combination to completely waste a guess on. The content creator used the entire list of known and future Wordle answers and used an algorithm to determine both the best and worst starting choices using letter frequency. If you’re looking to try and challenge yourself, start your next Wordle puzzle off with the word “xylyl”.

@crvlwanek #stitch with @linguisticdiscovery Different method, similar results! #wordle #linguistics #computerscience #python ♬ original sound – Chris

Considering its use of two repeated consonants and the use of one of the most unused letters in the English alphabet, it’s no surprise why this would not help you towards victory. If you are looking to try and move that four-turn average closer to three, however, you should look towards the best starting word in Wordle, which is “later”. If you’re looking for other suggestions, we’ve rounded up a few other good choices, too.

If you’ve somehow missed the game that has dominated social media throughout this year, Wordle is a daily puzzle game that gives you six chances to correctly guess a five-letter word. Each guess will give you clues as to which letters are in the final answer, as well as whether you’ve used them in the right space or not. The game is free-to-play online.

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Amazon is offering steep discounts on four TCL products today, including the affordable TCL 10 SE and 10L smartphones. Price cuts vary across the lineup, with savings up to 25% on the Moveaudio S600 earbuds. Here’s a quick look at all four discounts:

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The Wordle craze continues unabated, and while the words presented by the online puzzle game are generally recognizable and common-use words, today’s appears to be throwing a lot of people for the loop. Among other things, this has led to the most hilariously sad miss we’ve ever seen, or perhaps that is even possible to see.

Spoilers for the January 31, 2022 Wordle puzzle follow.

As those who have solved the puzzle know, the solution for today’s Wordle is “LIGHT”–a very normal word that everyone has heard of and probably even uses on a daily basis. But that ending construction, “GHT” or “IGHT,” are both incredibly common. Assuming you know the last three or even the last four letters, you can still whiff just trying different common words and guessing wrong, like this unfortunate person did:

I wouldn’t usually post these but this is, without question, the worst thing that has ever happened
Wordle 226 X/6
⬛🟩🟩🟩🟩
⬛🟩🟩🟩🟩
⬛🟩🟩🟩🟩
⬛🟩🟩🟩🟩
⬛🟩🟩🟩🟩
⬛🟩🟩🟩🟩

— Lily (@l__i_l__y) January 31, 2022

Ordinarily we’d chalk such an epic and complete miss up to someone cracking a joke, but a look around Wordle Twitter today shows this isn’t too uncommon for today’s word. Lots of people have reported similar results with multiple misses in a row, some of them managing to just barely snatch victory from the jaws of defeat. It would be very easy to waste guesses on some combination of MIGHT, RIGHT, TIGHT, EIGHT, SIGHT, and FIGHT, among others. So it stands to reason that someone out there would be unlucky enough to just whiff all the way through.

As some have pointed out, you could break from this construction and guess a completely different word to get a hit on the missing letter. But that isn’t possible in Hard Mode, available through the Options menu, which requires you to use all of your previously hit letters. And even those who don’t play on Hard Mode might just play that rule by the honor system.

So assuming you got today’s word, consider yourself lucky that you didn’t crash and burn in such an incredible fashion. For more on Wordle, check out the best Wordle starter words and other tips, and maybe go practice by trying older Wordle puzzles.

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Sony has announced February’s additions to the PlayStation Now catalog, and there are four games headed to the streaming service this week, headlined by Grand Theft Auto: Vice City – The Definitive Edition.

Rockstar’s latest re-release launches on PlayStation Now starting Tuesday, February 1, with the first PlayStation Store refresh of the month. Also arriving that day is Little Big Workshop, a game that puts you in charge of a factory as you organize the floor, manage workers, and design production pipelines.

February’s PS Now lineup has been announced

Through the Darkest Times, a historical strategy game about a resistance group in 1933 Berlin, comes to PS Now on February 1 as well, alongside the puzzle game Death Squared.

GTA Vice City – The Definitive Edition will be available on PS Now until May 2, while the other three games do not have end-dates. This is not out of the ordinary, as some games in the PS Now library are only available for a limited time.

PlayStation Now is supported across PS5, PS4, and PC, and you can subscribe for $10/month or $60/year. There are hundreds of games available on the service–see them all here.

February 1 is also the first day that PlayStation Plus subscribers can grab February 2022’s new free PS Plus games, including EA Sports UFC 4, Planet Coaster, and Tiny Tina’s Assault on Dragon Keep: A Wonderlands One-Shot Adventure. Before that, be sure to download January’s PS Plus games before they’re gone.

February 2022 PS Now Lineup

Grand Theft Auto: Vice City – The Definitive Edition (available until May 2)Little Big WorkshopThrough the Darkest TimesDeath SquaredRead MoreGameSpot – Game News

Game director Hidetaka Miyazaki has confirmed that Elden Ring will feature the types of Easter eggs and references to previous From Software games that fans have come to know and love.

From Software has long been known to include popular weapons, characters, and other such callbacks across each of their role-playing franchises, despite the fact that the games are generally not connected in any official capacity. Among the best-known of these is the Moonlight Greatsword–which originally appeared simply as the Moonlight Sword way back in King’s Field–and has been in every title except Sekiro.

It looks like not much has changed with Elden Ring, as the Moonlight Greatsword has been confirmed for the game, as has Demon’s Souls and Dark Souls III’s unique greatsword Storm Ruler. Additionally, we’ll encounter the endlessly deceitful Patches, who first appeared in the completely unrelated Armored Core franchise before becoming a mainstay in the Souls series.

But that doesn’t appear to be the end of Elden Ring’s Easter eggs that celebrate From Software’s legacy. Miyazaki has teased that there will be quite a lot to find for those paying close enough attention. “I can confidently say yes, this time,” Miyazaki told Game Informer. “Elden Ring is the sort of game that forgives a massive sense of volume and bulk. And so I felt like I was entitled to include these things this time. So yes, you will find them if you look hard enough.”

Miyazaki has also recently chimed in on the difficulty discourse surrounding From Software’s library of challenging titles, stating that he feels that it’s a “valid discussion.”

Elden Ring launches on February 25 for PlayStation 4, PlayStation 5, Xbox One, Xbox Series S|X, and PC.

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If you’re a Harry Potter fan who also happens to be rocking an iPhone, you’re going to like this one: You can now use Siri to cast spells that perform tasks on your phone.

Transforming yourself from a muggle into a wizard is a quick and easy process–you’ll just need to turn Siri into your own personal wand first. You’ll obviously want to ensure you’ve got “Hey Siri” turned on, then you can go to Settings > Siri & Search to turn on “Listen for Hey Siri”. Lastly, make sure you toggle on “Allow Siri When Locked” to make the most of the voice assistant’s spell-casting abilities. And with that, you’re all set.

Here are the three built-in spells you can cast right now:

“Lumos” turns on your iPhone’s flashlight.”Nox” turns off your iPhone’s flashlight.”Accio [app name]” will open the desired app on your iPhone.

These helpful spells are great, but there are actually a variety of other custom spells that you can set up using Shortcuts. Gadget Hacks has compiled a comprehensive list of these, but a few of the most useful include “Sonorus” and “Quietus” for turning your volume up and down and “Silencio” setting your iPhone into Do Not Disturb mode.

As a cool side note, the “Lumos” and “Nox” spells also work using Google Assistant on Android devices. So not only can this neat feature control your phone’s flashlight, but you can even turn on and off your Nest-connected smart bulbs at home.

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A new version of The Witcher’s Gwent is in the works as a single-player, standalone game set for release in 2022. According to IGN, the game is in development under the codename Project Golden Nekker.

The report said CD Projekt Red’s Gwent team is building the new game, which promises to offer a “captivating single-player experience.” Being a standalone game, players do not need to have purchased any previous edition of the title.

Gwent originates from The Witcher 3: Wild Hunt’s minigame of the same name. It was later released as a standalone game that got a new entry, Thronebreaker: The Witcher Tales, in 2018.

Paweł Burza of CD Projekt Red said the new title is “not another Witcher Tales [game] but something different.” It’s aimed at people who prefer single-player.

CD Projekt Red has a number of new projects in the works. In addition to Project Golden Nekker, CD Projekt Red is developing new versions of The Witcher 3 and Cyberpunk 2077 for PS5 and Xbox Series X|S, while the studio acquired The Molasses Flood to work on an “ambitious” new title.

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Sony’s next State of Play event will focus on Gran Turismo 7, showing off “new PS5 footage and gameplay details. Scheduled for February 2 at 2PM PT / 5PM ET, the show is scheduled to run for 30 minutes and will be solely dedicated to the racing game.

Gran Turismo 7 takes center stage in an all-new State of Play, arriving Wednesday at 2pm Pacific: https://t.co/Yo0Iq8udFH pic.twitter.com/F3ASOpmpeQ

— PlayStation (@PlayStation) January 31, 2022

Details on developer Polyphony Digital’s latest entry in the Gran Turismo series have been kept to a minimum since it was announced, but with its release date of March 4 drawing closer, new trailers for the racing simulator have been released.

Recently, Gran Turismo 7 shined a light on car culture, showed off the Daytona International Speedway in one of its trailers, and also touched on the art of sticking to a line in a separate teaser.

Gran Turismo 7 once again aims to be one of the most realistic racing games on the market and will feature over 400 cars to collect and drive around global racing circuits.

While it’ll be available on PS4, the PS5 version is looking to create a more immersive experience with the DualSense controller and its various haptic feedback features, such as pedal feel with the adaptive triggers and emulating the sensation of driving on tarmac with the peripheral’s fine-tuned rumble motors.

For more details, you can check out our Gran Turismo 7 hub.

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Halo Infinite developer 343 Industries has provided an update on Big Team Battle’s ongoing issues and forthcoming changes to the in-game store.

In a blog post, 343 said it has gathered telemetry data from the January 19 patch–which did not fix the issues properly–and is now working on a follow-up patch that should get the mode in better shape. The patch has already been tested and it will be sent in for certification on January 31. If all goes well and the patch is approved, it will then launch for everyone on Thursday, February 3, at the soonest.

Big Team Battle has been facing substantial issues since before the holidays, so it’s good news to know a proper fix is coming, and potentially soon.

As for the in-game shop changes, 343 started off by confirming that it’s monitoring the feedback surrounding the recent launch of individual items for sale. Looking ahead, 343 said it understands people want to have both bundles and the items inside them available for purchase on their own. The store doesn’t currently support this, but 343 is looking into how it can “better meet the needs and expectations” of fans in this department.

“Through the rest of Season 1, our focus is to provide a better offering of individual items and bundles to help players get the customization they would like without having to buy larger bundles,” 343 said.

The studio acknowledged that Halo Infinite’s shop was not always “delivering on value, quality, or price,” and the team is intent on finding the right balance. “The offers we are running now, and will continue to run throughout S1, are to help us learn what is working and what’s not. This will take time, but we know that our learnings here will positively impact Season 2 right off the bat,” 343 said.

“There have also been some questions about how and if previous bundles would return to the Shop, and right now we are looking at this on a bundle-by-bundle basis. Some bundles will come back into rotation and some will be broken up to allow players to purchase their individual items. We’ll have more info to share on this in the future.”

Don’t worry, the cat ear DLC–officially known as the Purrfect Audio helmet–will be back at some point during Season 1. Check out the full blog post here to learn more.

In other news, it has been confirmed that the Halo TV series will premiere March 24 on Paramount+.

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We Are OFK has a really cool premise. Mixing together the notes of a visual novel and a biopic, it is the origin of a band known as OFK–their first single, Follow/Unfollow, debuted during The Game Awards 2020 while the rest of the group’s first EP will release over a five-week period later this year.

OFK is a real band, albeit one that features virtual members. This isn’t a case where developer Team OFK is making a music-based game and subsequently releasing the soundtrack. The team has designed OFK in the same vein as other virtual music artists and groups, like Hatsune Miku or K/DA. We Are OFK is the “televised” biopic of how the group’s four members–pianist Itsumi Saitō (Ally Maki), singer/songwriter Luca Le Fae (Teddy Dief), audiovisual artist Carter Flores (Syhaya Aviel), and producer Jey Zhang (Fiona Rene)–became a group in the first place.

“[We Are OFK] started as a game project that was meant to be about what we know–a story about people making things and trying to just get shit done in Los Angeles, with focuses on friendships and relationships,” creative director Teddy Dief told me. Alongside being the voice for OFK’s lead singer, Dief also helms the creative direction of the studio behind the band’s biopic.

“But we didn’t want to make a game about people making games,” they continued. “It made a lot of sense to do music because our producer at the time had a background in music business and she knows her way around the industry. And I have a vocal background. So we were like, ‘Oh, we can put something together where we could actually, from the beginning, make a professional music project that isn’t just a traditional video game soundtrack.’ Like we could actually do a proper band and then tell their story.”

Though We Are OFK started as a game, Dief hopes that that isn’t how most people first experience the project. “In terms of how we talk about the project and want people to experience it, the coolest scenario is people hearing the first single on the Spotify app, and then they go, ‘Oh, shit. There’s also a biopic about this band.’ That’s way more interesting to us, and how we want to relate to people–the band first and the stories second.”

This scenario isn’t a novel concept–there have been fictional biopics for plenty of real musical artists and bands, such as The Monkees and Big Time Rush. As far as I can tell though, this is the first time such a story is being told for a band composed of virtual people as well as the first time such a story has been told through the lens of an episodic video game as opposed to a television series, thus inviting the viewer to participate in the narrative.

I got a chance to play the first episode of We Are OFK, which introduces all four members of the group but primarily focuses on the perspective of Itsumi. It’s a very dialogue-driven opening, forgoing stilted exposition in order to move the action along at a compelling pace. I managed to catch snippets of characterization that briefly appeared at the bottom of old cell phone text chains before new messages pushed them out of frame, and dialogue options provided insight into how a character was feeling, regardless of which choice I picked–all of which felt like a more natural way of introducing me to these characters than a detailed account of their backstory. I was rewarded for paying attention instead of having details just being spoon-fed to me.

By the end of the episode’s 50ish minute runtime, I was hooked and eager for more. Episode 1 feels like an excellent TV show pilot, which makes sense given We Are OFK writer Claire Jia’s history penning for television–previously, she’s written for TV series Awkwafina Is Nora from Queens and Fresh Off the Boat.

In continuing that TV connection, We Are OFK is being released like a televised series. When the game launches, players will only be able to access Episode 1, with each subsequent episode releasing on a weekly schedule. Each of the five episodes will also mark the release of a new single from OFK, all of which will debut on digital music storefronts.

“And weekly releases are a thing in music as well,” Dief added. “Our record label person and our manager both said, ‘You should give them weekly releases–that’s what works best on music platforms.’ So it all can be congealed together–weekly releases make sense for TV, and it makes sense for the songs too.”

But what about the game itself? Team OFK describes We Are OFK less as a game and more as an “interactive experience,” which seems apt based on what I played–it features moments of gameplay, but it plays out a lot more like a television show with interactive elements. It’s very Kentucky Route Zero in how everything plays out, though with a far brighter color palette and characters who’d fit more at home in something like Life is Strange or Persona.

The story begins with Itsumi in the midst of an emotional and mental downward spiral. With over a decade of experience playing the piano, Itsumi is trying to make it in Los Angeles, but she’s barely scraping by on her meager salary working for a game developer, and folks aren’t lining up to secure her for paying gigs–she’s only had a few offers, none of which have led to a big break. She’s burnt out, struggling to find the joy in practicing music while her ex is badgering her with unsolicited text messages.

Itsumi’s struggle is a relatable one–it’s here that We Are OFK’s first episode finds its greatest strength, and I hope it’s one that continues throughout the game’s other four. Even if you have no connection to the music industry or knowledge of how it works–like me–We Are OFK’s story is still approachable. Its plot is built around themes that are easy to understand regardless of your passions. These aren’t folks struggling with celebrity stardom or stressing about hundreds of pages of contracts–in We Are OFK, Itsumi, Luca, Carter, and Jey grapple with imposter syndrome, heartbreak, the unwanted thoughts that you should fill free time with practical activities that are productive, and what it’s like to transform what you love into the career you need to do in order to make enough money to live comfortably.

“I think that those experiences transcend the medium,” said Dief. “My background in music is one of the reasons why we did it the way we did it. Like I sing the songs. And in terms of the writing process, we definitely did have a lot of conversations with our producer Mikayla Foote–who comes from music and artist management–and then set up a lot of phone calls with both people we were working with on the music side, like our songwriter.

“But as much as we could, we went, ‘Hey, what is it like to do your job and what sucks and who makes your job hard?’ It’s not like in Episode 2, [the characters] are going to spend the whole episode in the studio. That’s not actually interesting to watch. Most of the time you’re just sitting there. It’s more interesting to follow what’s happening right before and right after [those moments in the studio].” According to Dief, those are the moments that people will more easily relate to.

And they’re right–I walked away from the We Are OFK preview feeling like Team OFK had researched my own life for inspiration in constructing the game’s narrative. As I imagine most folks in their mid-20s to early-30s who pursued careers in writing, music, art, or other creative fields may feel after playing through the first episode of We Are OFK. It certainly doesn’t pull any punches when diving into the struggles that such a career can have–I teared up a bit listening to Itsumi confide in Carter as to why she’s struggling to keep practicing piano (an emotional scene that should be experienced firsthand), and I nodded in deep understanding when Luca tried to explain to his friends that he was working at a company that made him miserable because it not only paid alright but because it offered health insurance that he needed.

“There’s no traditional villain because everyone is very flawed and everyone eventually works each other in different ways,” writer Claire Jia told me. “Even people that we set up as very innocent or incapable of hurting others can eventually reveal themselves to have made mistakes as well. We just really wanted it to feel like when you’re working on things with your friends and it oftentimes is not a situation where someone is purposely doing all the wrong things and is the bad guy, it’s just that sometimes people are incompatible or they’re not speaking their truth necessarily or being vulnerable enough with each other. So that leads to miscommunications.”

Dief added, “I agree with Claire, the interesting conflict is that you are trying to make something with a bunch of other people who have their own priorities and needs and wants and wishes for the project and things that are distracting them. And that’s what creates the [conflict] that we actually want to talk about.”

Like a visual novel, most of what you’re doing is selecting how characters respond in text messages or conversations. Your decisions don’t alter the overall narrative–no matter what choices you make, Episode 1 is always going to end in the same way. But your choices can inform the relationships of the characters. Each option reflects one of the varying thoughts in the character’s head–it’s up to you to decide what they actually type out/say out loud. This will, in turn, dictate how the other characters respond.

As stated before, Episode 1 focuses on Itsumi, but you occasionally jump into Luca’s perspective too. According to Team OFK, each of the episodes will focus on a different member of the band, but you’ll regularly switch between multiple characters, occasionally even participating in one conversation from both characters’ point-of-view.

“We switch perspectives with each episode,” Jia said. “Each episode takes place chronologically after the other, but we wanted you to see the events play out through different people’s eyes and even though this is a game, it’s also a series, and we love the idea of this like TV-esque release structure where you’re playing one episode and then waiting for the next episode.

Also, the episodes themselves follow [the passing of time], like the second episode takes place roughly a week after the first episode. We wanted the game to be very hyper realistic. So as you’re playing it, you are in there living with them. In the same way that they have to wait, you have to wait as well.”

It’s a bit too soon for me to say that We Are OFK doesn’t have much in terms of gameplay–it could be way more game-like than I’m giving it credit for. The one part of We Are OFK that looks to be most interactive and video game-like is also the only aspect I wasn’t able to try: the music videos. Each episode introduces one of OFK’s first five songs, and you’ll have some control in how the music videos for these songs play out. The music videos weren’t ready in the build I played, but I did get to see how they might work in a video, and Dief described how each features different gameplay.

“We really did sign ourselves up for making five extra video games,” Dief said. Unlike most music-focused games, We Are OFK won’t test you on your rhythm or ability to memorize the notes of a song. As Dief describes it, the music video sections are designed more around the idea of “making you feel musical.” You can’t mess up and enter a fail state.

“And the interactions are all totally different,” Dief continued. “There’s one just where you’re doing a bunch of destruction because it’s like a very aggressive song. There’s one that features a little island builder, because there’s a creative element to it. But they’re all meant to be playful and make you feel involved in the music, which is what this whole thing is about–us trying to be like, ‘Hey, we have this band and this music and we want you to be involved with it.'”

Jia added, “We definitely are striving to really put you in [OFK’s] shoes. So the music videos are very much of the emotion of whatever the character is feeling in that specific moment. [Dief] mentioned before the destruction one where one of the music videos comes in during a really emotionally salient moment and the music video is what the player chooses to do in that emotional moment. It’s all about destroying because that’s what the character is going through in their mind as well. It’s similar to the dialogue choices–our interactivity is less about deciding how you can change everything, and more like, ‘Oh, there are a couple of things you can say.’ And then it might affect the situation in a small way–sort of like a conversation in real life, the subtle ways in which you respond to someone and change the way that someone thinks about you or responds.”

We Are OFK’s soundtrack is a collaboration, composed from the combined talents of Dief and indie musicians Luna Shadows and Thom Powers. Episode 1 features a lot of soft rhythmic beats–it’s got a relaxing dream-like quality to it. I like it, though I’m hopeful we get to see a larger variety of stylistic choices throughout the course of the game as the members of OFK experiment and try to find their respective identities in the musical world.

Though We Are OFK isn’t even out yet, I did ask Dief and Jia about the future of OFK. Once the game and all the songs are out, what’s next? Do we get another game continuing the band’s journey? Or does OFK release more music? Short answer: It could be both.

“Claire and I talk about this, and people go, ‘Oh what’s next?’ or, ‘When it comes out, then what happens?’ and, well, it depends. If the band takes off, then the band is going on tour,” Dief said. “But maybe someone is like, ‘Oh I want you to make more series or do DLC,’ Like, it’s both–every day it’s both.

And since we’re workshopping the future as a project right now, I feel like the band needs time. Like they need time to play shows and live and do all that stuff before we would even want to tell the next stage of the story, because the whole idea–without spoiling–is that the story [of We Are OFK] is not supposed to get into the future [of OFK].”

So I guess we’ll just have to wait and see what the reception to OFK is like. We Are OFK is scheduled to launch sometime this year, releasing for PS5, PS4, and PC. If you’re searching for more indie games to look forward to, check out our list of 27 games in 2022 you shouldn’t overlook–one of which is We Are OFK.

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