If you’re planning to venture into the realm of the Lands Between in Elden Ring on PC, you’re going to need more than just a sharp sword and durable armor. Publisher Bandai Namco has released the official minimum and recommended PC specs for the game, so you can see if your rig is tarnished enough to handle the open-world sandbox developed by From Software.

Elden Ring Minimum PC Requirements

PC specifications for #ELDENRING. pic.twitter.com/qdmBFlMuit

— ELDEN RING (@ELDENRING) February 15, 2022

Operating System — Windows 10Processor — Intel Core i5-8400 or AMD Ryzen 3 3300XMemory — 12GB RAMGraphics — Nvidia GeForce GTX 1060, 3GB or AMD Radeon RX 580, 4GBDirectX — DirectX 12 (Feature Level 12.0)Storage — 60GBSound Card — Windows compatible audio device

Elden Ring Recommended PC Requirements

Operating System — Windows 10 / 11Processor — Intel Core i7-8700K or AMD Ryzen 5 3600XMemory — 16GB RAMGraphics — Nvidia GeForce GTX 1060, 8GB or AMD Radeon RX Vega 56, 8GBDirectX — DirectX 12 (Feature Level 12.0)Storage — 60GBSound Card — Windows compatible audio device

The requirements listed above aren’t too taxing, and if you’re using an Nvidia GPU, you can also make certain that Elden Ring is optimized on launch day with the latest game-ready drivers available for that hardware.

In more Elden Ring news, you can check out 13 things that you probably don’t know about the game, game director Hidetaka Miyazaki teasing Dark Souls Easter eggs, and how Elden Ring’s difficulty has been designed to work within a sandbox experience.

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Mario Kart 8 Deluxe is adding a whopping 48 courses as paid DLC by the end of 2023, and it turns out you don’t need to pay to play them, though buying them outright still sounds like the ideal way to go about it.

The Mario Kart 8 website (via Eurogamer) confirms that courses from Wave 1 of the Booster Course Pass, which releases on March 18, will be playable for anyone, whether or not they bought the pass. Starting March 18, the eight new courses will be playable locally or online in Friends and Rivals races, even if only one player owns the courses. Then starting March 22, Wave 1 courses will appear in random Mario Kart 8 online matches for anyone, whether or not the player owns them.

This might be a way for Nintendo to give players a taste of the new courses and encourage them to buy them outright to play offline or whenever they want.

As announced during the Nintendo Direct this month, eight courses will be released across six waves, for a total of 48 courses. The first eight are coming March 18, and those confirmed so far include Mario Kart Wii, Choco Mountain for Mario Kart 64, and Tokyo Blur from Mario Kart Tour.

The Booster Course Pass costs $25 on its own. It’s also included with the Nintendo Switch Online + Expansion Pass at no extra cost. Individual waves of courses cannot be purchased alone.

Mario Kart 8 Deluxe is the Switch’s best-selling game of all time, with more than 43 million units sold, so it makes sense that Nintendo wants to keep the party going like this with additional DLC.

In other news, a commentator at the Olympics recently compared a bobsled track to Rainbow Road.

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Ahead of its release later this year, arena shooter Star Wars: Hunters has announced two new characters and two new maps. The game is due to launch as a free-to-play title on Nintendo Switch and mobile, with support for synchronous cross-play between platforms.

The new Hunters include Skora, a Rodian cartel doctor whose kit allows her to heal allies and deal damage to her foes. The second new hunter is a cute-looking Mon Calamari called Sprocket, a tech genius commanding an arsenal of droids with both offensive and defensive capabilities. Both the new characters are supports, with the game’s simplified class system split between damage dealers, supports, and tanks.

The newly announced content also includes a new game mode, Huttball, which is returning from Star Wars: The Old Republic. Hunters will reinvent the game for its arena-style gameplay, though developer Jeff Hickman has said that Hunters’ take on Huttball still should feel familiar to fans of the original.

The new maps being added to Star Wars: Hunters include Dusty Ridge, which has been designed for Huttball games, and a new Escort map called The Great Hunt. In this map, players will be tasked with escorting a massive harpoon through the Tatooine desert.

Hunters is a 4×4 arena-style game set after the fall of the Galactic Empire, with its characters coming from the Rebellion and the former Empire, as well as the denizens of the universe’s expansive underworld.

The game is currently in soft launch on Android and iOS in certain regions, including India, the Philippines, Malaysia, Indonesia, Brazil, and Mexico. For players outside these regions, the game doesn’t currently have an official release date, but promises to be available on both mobile and Nintendo Switch “later this year.”

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Fortnite‘s competitive events for the year will kick off this week with the Chapter 3, Season 1 Fortnite Championship Series (FNCS). The new season will once again mix up the format of Epic’s big esports event, with a shared prize pool of over $3,000,000 on offer for the champions.

In a change from last year’s Trios format, all FNCS events for 2022 will instead run Duos as the primary competitive game mode. This change to the format means more teams will be able to qualify directly for the finals from one of two qualifiers, with the top eight teams from each session going straight to the finals.

This year’s competitive season will also shake up the way both semis and finals work. The semis will put more focus on competitors achieving a Victory Royale, which is described as a “pinnacle Fortnite achievement.” Players who make it to the semis will either have to win a game or be one of the six most consistent teams in order to advance to the finals. A total of 50 teams will compete in the finals: 16 directly from the qualifiers, 11 from the first session of semis, 11 from the second session, and 12 from the final semi-final session.

The finals also have some format changes, with a new variable called Match Point. Under this new rule, a team will be able to bring home an automatic win by earning “500 total points and 3 Victory Royales,” even if all scheduled games are not completed. If no one triggers this by the end of 12 games, the finals will proceed as they have in previous seasons.

Running over two weeks, the Season 1 FNCS will begin on February 17, and include two Qualifiers, a Semi-Final run across three sessions, and the Finals running across two days. Here’s the schedule for the FNCS, which will be streamed live on Fortnite’s Twitch channel. Starting with this season, the event will also be broadcast live within the game from Legends Landing.

Qualifier 1: February 18Qualifier 2: February 20Semi-Finals: February 25-27 Session 1: 5 Matches; 2.5 Hours; 1st – 50th on the Series Points LeaderboardSession 2: 5 Matches; 2.5 Hours; 1st – 61st on the Series Points LeaderboardSession 3: 6 Matches; 3 Hours; 1st – 72nd on the Series Points LeaderboardFinals: March 5-6

Each day of play will run to the same broadcast schedule, as follows:

Show Begins:12:50 PM ET9:50 PM PT6:50 PM CETEU Live Coverage:1:00 PM ET10:00 AM PT7:00 PM CET (10 PM CET on February 18 only)Break:4:20 PM ET1:20 PM PT10:20 PM CETNAE Live Coverage:4:50 PM ET (9 PM ET on February 18 only)1:50 PM PTBreak:8:20 PM ET5:20 PM PTNAW Live Coverage:9:15 PM ET6:15 PM PT (9 PM PT on February 18 only)Broadcast Ends:12:20 AM ET10:30 PM PT

Chapter 3, Season 1 will have players competing for a share in a prize pool worth $3,000,000, with the winnings shared out between seven regions.

Fortnite players who aren’t quite at pro level will also be able to get a taste of the action with the FNCS Community Cup on February 28, which involves competing in 10 matches over three hours. While top teams in the Community Cup don’t get to compete for a cash prize, they’ll be able to unlock the FNCS 3:1 Champion Outfit and Winner’s Mark Back Bling for peak bragging rights.

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Considering how popular Wordle is at the moment, it can be tempting to cheat a little when it comes to posting your results to social media with the game’s trademark emoji grid. NBA star Karl-Anthony Towns has been accused of doing just that, after eagle-eyed fans noticed that something in his daily Wordle post didn’t add up.

Wordle 237 3/6
🟩⬜⬜🟩🟩
🟩🟨⬜🟩🟩
🟩🟩🟩🟩🟩
Morning 🌎! How ya do today???

— Karl-Anthony Towns (@KarlTowns) February 11, 2022

The Timberwolves player posted a cheery morning Wordle result showing a successful answer in just three tries–on a word that many players struggled with. In the replies, fans soon pointed out that, with the Wordle 237 answer being “ULCER,” Towns’ second guess just didn’t fit, as no existing word contains the combination “UC_ER.”

After accusations of cheating flooded Towns’ replies, the NBA player soon had to post a follow-up proving that he was playing the game as intended, including a video of the actual guesses he used–usually a big no-no for Wordle fans, but required in this case to clear his name.

I see the problem hereeeee…..My Wordle shows this as 237 so the word “ulcer” I never got but Lmaoooo if ya mad at my results, than you ain’t gonna be happy about @CallMe_NonStop score 👀 pic.twitter.com/CYu0zEBaUT

— Karl-Anthony Towns (@KarlTowns) February 11, 2022

As you can see from the follow-up tweet, the grid is referring not to Wordle 237 “ULCER” but the previous day’s solution, “PAUSE.” For whatever reason, the game marked it with the wrong number when Towns posted his results to social media. In the replies, some users claimed that this can happen if players begin the daily Wordle before midnight, but finish it after the reset has already ticked over.

Not only did the NBA star clear himself of cheating accusations by posting the video, he also showed off some impressive stats. The record displayed at the end showed that Towns has so far guessed six of his nine completed Wordles by the third guess, with one win on the second guess. It looks like basketball isn’t the only thing Karl-Anthony Townsis a pro at.

Looking to up your own game? Check out our best suggestions for opening words to help you get ahead.

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Ubisoft Montreal has started teasing what’s to come in Rainbow Six Siege‘s next season, which will kick off Year 7 for the tactical first-person shooter. Among the features being teased is the game’s newest playable operator, who’s scheduled to be revealed February 19 on Twitch.

In a tweet (embedded below), Ubisoft Montreal released a short video of the new operator–it’s a close-up of someone in an incredible-looking purple suit. The character is holding a kunai, a Japanese tool commonly depicted in pop culture as a weapon for stabbing or throwing.

A blade can sever and stick and scar.
A knife can cut or crease or create.
Don’t the simplest tools have the most imaginative uses? 🔪
Tune in February 19 for the full reveal LIVE on https://t.co/27TuUcX0n1 pic.twitter.com/sFpJVRHq2E

— Rainbow Six Siege (@Rainbow6Game) February 14, 2022

“A blade can sever and stick and scar,” the tweet reads. “A knife can cut or crease or create. Don’t the simplest tools have the most imaginative uses?”

Siege’s latest operator–added in Year 6, Season 4–is Thorn, a defender. If Ubisoft Montreal sticks to the pattern of alternating between attackers and defenders (which it’s followed since Year 5, Season 3), this new operator for Year 7, Season 1 will be an attacker.

When speaking to Ubisoft Montreal, Respawn, and Riot Games about how their teams design new characters for Siege, Apex Legends, and Valorant respectively, the three studios told GameSpot that balancing hero shooters is a science that requires live test subjects.

Rainbow Six Siege associate game director Aurelie Debant said that for Siege, specifically, that when designing new operators, the team pays “a lot of attention to player frustrations: frustration when playing as the operator, and frustration when playing against the operator.”

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Season 2 is live for Call of Duty: Vanguard, which introduces the new objective-based Zombies map Terra Maledicta set in Egypt’s Eastern Desert. This new starting “Temple” hub also serves as a continuation of Vanguard Zombies’ ongoing narrative of the Vanguard operators helping Professor Krafft search for a way to stop Von List and Kortifex from using an army of the dead to win World War II for the Nazis. Here we walk you through completing this storyline Easter egg.

How to complete Terra Maledicta’s main quest

Step 1 Reach the Decimator Shield

When spawning into a match of Terra Maledicta, you’ll get audio dialogue from Vercanna the Last that instructs you to collect a page from the Tome of Rituals. From here, you must simply complete the portal objective that’s on the east end of the starting hub to reach the shield. Once the area Merchant Road is unlocked, you’ll see the new Wonder Weapon called the Decimator Shield, but the weapon is currently trapped.

Step 2 Unlock the Decimator Shield

Audio dialogue tells you the history of the shield and that you must break four crystals to free it from its trap. You’re told you must gain Vercanna’s trust before you can break the crystals. From the starting hub, find the objective portal facing North and complete it to unlock access to the Tents area of the map with the Demonic Frenzy (Speed Cola) perk fountain.

Speaker stone at the Tents location

Complete the objective and then you can come back to the area to find the speaker stone. The stone is located against one of the tents located opposite from the perk fountain. Interact with it to get audio from Vercanna.

Once the dialogue is finished, Vercanna will open up a portal right in front of you. Enter the portal and you’ll need to complete a Purge objective. This works just like the standard Purge objective. You simply stand on the glowing rune circles and kill zombies until they disappear. You’ll be automatically transported back to the map’s starting hub, and more dialogue will inform you that the crystals have cracked.

One of the four gold crystals in the starting hub

You just need to shoot the four gold crystals above the starting hub. This will release energy back to the shield, but the weapon remains dormant. You must turn around and head back to the shield to get more dialogue.

Step 3 Wake the shield

Audio from Vercanna tells you that you must wake the shield. You must find and interact with the speaking stone near the Diabolical Damage (Double Tap) perk fountain to get the next step. Complete the portal objective at the Southwest side of the starting hub, which will be the Bazaar location.

Bazaar speaker stone

The speaking stone is on the ground floor just inside the Bazaar’s doorway. Interact with the stone to receive more dialogue. Finally, a new portal will appear.

Entering the portal will teleport you to the Dark Aether. Here you meet, Zaballa the Deceiver, a Dark Aether foe who is sided with Kortifex. You must protect marked locations on the map, while also doing damage to Zaballa. The three masks covering her face are her weak points, so aim for those to deal damage. Defeating Vercanna will teleport you back to the Decimator Shield, which will now be sitting on the ground for you to pick up.

Decimator Shield Wonder Weapon

Note: Picking up the shield will replace one of your two primary weapons. The shield is slow to charge its shock attack, so I recommend having it paired with something powerful like a Pack-a-Punched shotgun.

Step 4 Free the page

After a bit of dialogue, you’re asked to go to the speaker stone near the Venomous Vigor (blue health regeneration perk) fountain, which is found in the Debris Field section of the map.

Speaker stone near Venomous Vigor

More story dialogue ensues after interacting with the stone, and then Vercanna opens up another portal. This portal returns you to the Dark Aether, where the page from the Tome of Rituals is anchored to the map via glowing red stands of energy. Activate the shield’s shock ability (Left trigger on console) near the red orb-like anchors that are holding the page in place.

Glowing orb “anchors” you must destroy

Destroying all four anchors will take some time to complete, as the shield only gets one use before you’re given about a 90-second cooldown. Just keep moving and killing any zombies in your path while you wait for recharge. You’ll know when it’s recharged because you’ll get an audio cue and both eyes on the shield will start glowing. After shocking all four anchors, move closer towards the floating page in the sky. The page will then float down to you. Grab the page and you’ll be portaled back to the hub. A bunch of loot will spawn on the ground in front of you for your reward, and your Easter egg quest is complete.

Here is the complete perk guide for Terra Maledicta. And if you’re new to Vanguard Zombies, there is also a prologue Easter egg on Der Anfang for additional story details that lead up to the introduction of Terra Maledicta and Vercanna the Last. You can also learn more about the narrative for Vanguard Zombies by locating and listening to radio intel around Der Anfang. Here is our complete guide for intel locations.

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Season 2 is live for Call of Duty: Vanguard, which introduces the new objective-based Zombies map Terra Maledicta with a starting hub located in Egypt’s Eastern Desert. As always, perks are crucial to survival in Zombies. Here we guide you on how to locate each perk fountain.

In Terra Maledicta, there are five perks that you can equip. These won’t look like the traditional perk vending machines that are typically found in Treyarch’s Zombies mode. To fit the Vanguard’s occult themes, Der Anfang and Terra Maledicta use gothic-looking fountains that you can interact with to obtain one of the mode’s new perks. Vanguard’s perk fountains are scattered around the map, and the areas are often locked behind an objective barrier.

NOTE: It’s important to grab the perk as soon as you unlock it, because you don’t have to pay for the base perks in Vanguard’s Zombies mode. You only pay for the additional upgrade tiers.

Here are all five perk types and where you can find them on Terra Maledicta:

Fiendish Fortitude

Fiendish Fortitude perk fountain

Fiendish Fortitude is Vanguard’s rebranding of the classic Juggernog perk, which increases your health. This perk is found by unlocking the portal beyond the starting hub, which is found at the North East section of the map. It is labeled as The Spike area.

Diabolical Damage

Diabolical Damage perk fountain

This perk increases your critical damage, which is essentially the iconic Double Tap perk. This is found by completing the objective on the southwest side of the hub. Complete the objective, and then you can come back to this area. Just open the doors to the Bazaar building, and the Diabolical Damage perk fountain is located on the second floor.

Demonic Frenzy

Demonic Frenzy perk fountain

The Demonic Frenzy perk boosts your reload speed, which is Vanguard’s rebranding of the Speed Cola perk. From the starting hub, find the objective portal facing North and complete it to gain access to the Tents location with Demonic Frenzy (Speed Cola) perk fountain.

Venomous Vigor

Venomous Vigor perk fountain

The Venomous Vigor perk boosts your health regeneration speed. This perk takes inspiration from Black Ops Cold War’s Quick Revive with the faster health regeneration, but unlike the iconic Quick Revive ability, this perk will not revive you if you go down or offer faster revive times–this only gives you faster health regen. You gain access to this perk fountain by completing the objective located to the far right labeled as the Ravine Path area.

Aethereal Haste

Aethereal Haste perk fountain

Aethereal Haste is a perk that boosts your movement speed, which works similar to the Stamin-Up perk. The Aethereal Haste perk fountain is accessed in the Derailment area of the map after unlocking the Ravine Path objective portal located to the right of the Decimator Shield.

If you are looking to play the Der Anfang map, we have a complete guide for those perk fountains. You can also learn more about the storyline for Vanguard Zombies by locating and listening to audio intel around Der Anfang. Here is our complete guide for intel locations.

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Hey Hollow Knight Silksong,

I miss you. It’s been too long since I’ve heard from you. Today is February 14–some may refer to it as Valentine’s Day, but it’s far more special than that. It’s the day I and so many others got to see you for the first time. Your announcement trailer debuted on this day, three years ago.

I haven’t heard much about you since.

Following your incredible reveal, we managed to connect at E3 2019–I was amazed to finally play through a portion of Pharloom, a kingdom both eerily similar and vastly different to Hollow Knight‘s Hollownest. And then Team Cherry continued to tease me with snippets of information about you in blog posts that stopped in December 2019, as well as articles published in magazines like Edge and [lock-on] (I read them all–my sustenance in these trying times). Every once in a while, I hear an update about you via Team Cherry’s Discord server, like how you wouldn’t be at E3 2021. Oh, and there were those coded riddles that Team Cherry posed to the community last year–those were pretty cool!

For now, I’m fine with all these small teases. I wish I could see more of you, but I am content to simply know that you continue to exist.

There is one topic, however, that I’d love to hear more about sooner rather than later: your map. You may be a sequel, but you’re a game that started out as an expansion to your predecessor. So it stands to reason that would mean you have elements of the original Hollow Knight in your DNA, including its map.

Aka, the best part of Hollow Knight.

I love Hollow Knight because it limits itself to a traditional map. Most video games don’t–they have in-game GPS systems. Most “maps” in games automatically tell the player where they are and immediately reveal what the area around the player looks like once you visit a new location for the first time. Maps can’t actually do that. When a person opens a paper map in real life, it typically takes them a minute to figure out where they are based on what’s around them and where they’ve been. And even once they figure out where they think they are, there’s little they can do to know where they are beyond finding a noticeable landmark.

Hollow Knight’s whole gameplay loop is built around this premise. The game wants the player to get lost in its world. And the first time someone plays through Hollow Knight, they will. A lot. Enough times that it may become frustrating. Hollownest is a deeply confusing place to explore–as difficult to get through as it would be if someone were dropped into a city in a foreign country without access to Google Maps and told to find their way to a location they’ve never been to before. But that confusion serves a purpose–it forces you to fail, early and often, teaching you the most important aspect of Hollownest.

That this is a kingdom built on the remains of failures.

A king failed to share power. A goddess failed to forgive. A prince failed his fellow lords. A father failed to love his children, and then really screwed up by loving the child he shouldn’t have. A princess failed to protect her home. A trio of dreamers failed to contain a nightmare. A society failed–its people succumbing to a disease as difficult to understand as the fleeting remains of a lingering dream, and as inescapable as a thought you’re told not to think.

In Hollow Knight, its people have learned through failure. So it’s only apt that the player does the same. First, in failing to understand where they are and what they must do, before then failing to fully comprehend what the unnamed knight truly is, and then finally coming to terms with the failure of not knowing what said character is fully capable of.

With each failure in Hollow Knight, the player learns more about the world–maybe they make a discovery of how not to fight a specific enemy or learn where they shouldn’t go. And if they stop to think about those failures for a moment and try to discern why the game is putting them through such hardship, they may begin to see the dark (but immensely intriguing) narrative slithering beneath its gorgeous visuals and wonderful soundtrack.

It’s an admittedly slow process, and one that doesn’t pay off until players have made quite a bit of progress through the game. But the emotional pay-off of those reveals–of finally understanding both how and (more importantly) why Hallownest has been so carefully designed by a too-proud king seeking to hide his and his people’s failures–is incredible. One of the best I’ve ever had from any game.

But I’m just prattling on. I don’t have to tell you this. You know all this. And if you were to leave this system just the way it is, I wouldn’t be mad. I welcome the chance to once again fall victim to a mystifying metroidvania and scrape and claw my way towards understanding what’s going on, where I have to go, and what I need to do.

All that said–I would be remiss if I did not at least mention that Hollow Knight’s map system isn’t the most approachable. Having beaten the game and figured out its secrets, I know why its map is designed the way it is, but I also know that such a map has prevented many players from being able to see why Hollow Knight is so good.

So as incredible as Hollow Knight’s map is, I ask that you, Silksong, make a few changes to how you befuddle the player and draw them into Pharloom and the story of Hornet. Instead of making the Compass an item that needs to be bought, maybe just give that to the player from the start (with an option to toggle it on or off) to help folks who struggle with spatial awareness and will find it difficult to use the limited map. Hollow Knight already does such a superb job nudging the player towards the City of Tears before freeing them to pursue whichever path they choose, so consider utilizing those same clever environmental details throughout the whole experience, not just during the first part of your story. And having an NPC who’s an adventurer that players can regularly refer to for advice (like your parents in Chicory: A Colorful Tale) is another great optional consideration for a game with exploration at its center. Players will likely still get lost as they climb to the top of the kingdom of song and silk, but regular signposting and optional hints is way more helpful for getting people back on track than relying on players being stubborn enough to eventually find the way forward.

I don’t mean to be too critical before you’ve even had a chance to show people what you can do. But there are a lot of naysayers around the original Hollow Knight. And though I’ll never admit it to them (please burn this letter upon reading it), I can confide in you that as much as I love Hollow Knight, those people are right. That game is brilliant, but it’s also deeply unapproachable for anyone who hasn’t already bought into wanting to complete the experience, and just plain inaccessible for lots of players. I don’t want that for you. I want you to be better.

But again, I’ll just be happy to see you again, regardless of how you look. So let’s set a date to meet up–I’d love to see you at the next Nintendo Direct. Maybe we can meet up near the end? I’ll go and find you next to all the other games that shadow drop-release.

Eternally yours,

A humble fan

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Square Enix has announced the first demo for Babylon’s Fall is coming February 25. The demo will be open to all PlayStation 4 and 5 owners, and offers players a chance to experience the opening section of Platinum Game’s latest title, as well as test out its four player co-op.

Developed by the studio behind Nier: Automata, Astral Chain, and the Bayonetta series, Babylon’s Fall is a hack-and-slash RPG with visuals meant to imitate oil paintings. While the combat is still relatively fast-paced, the game looks quite a bit weightier than both Bayonetta and Nier: Automata, and boasts a more high-fantasy setting. Also unlike previous Platinum Game’s titles, Babylon’s Fall cannot be played offline, making it the studio’s first live-service title.

According to Square Enix, the upcoming demo provides “multiple hours of story content and limitless multiplayer to give players a significant head-start for strengthening their Sentinel.” It also serves as a pretty lofty introduction to the types of powers a Sentinel can wield on the battlefield, giving those who play early a bit of an advantage when the game officially launches next month. Considering the entire game can be played solo or in a party up to four, this demo might be something to take advantage–figuring out how to best work with others, or rough it out alone, will be incredibly important.

As an added incentive to pick up the game early, Square Enix has revealed all players who sign on during the game’s first season will be given the game’s first Premium Battle Pass for free. It’s currently unknown how much later season’s passes will retail for, though Platinum Game’s has stated the game “will continue to be supported with new game modes, ongoing story content, and additional weapon types at no additional cost.”

Those interested in testing out Babylon’s Fall will be pleased to know all progress and achievements earned in the demo will be carried over to the full version of the game if they decide to purchase it. Babylon’s Fall is currently set to release March 3, though those who preorder the Digital Deluxe Edition will be able to start playing as early as February 28.

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