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Remade and Refined – Castle of Heart: Retold is Brutal! | TheXboxHub

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Remade and Refined – Castle of Heart: Retold is Brutal! | TheXboxHub


Castle of Heart Retold KeyArt
Castle of Heart Retold – out now

A massively upgraded and expanded version of a beloved Nintendo Switch classic has just brought its brutal challenge to the Xbox, PlayStation, and PC platforms. And Castle of Heart has been remade, refined, and Retold…

This definitive version of the dark fantasy platformer from developer and publisher 7Levels is now available on Xbox Series X|S, PlayStation 5, PC, and Nintendo Switch for £12.49.

Prepare to stand against a dark sorcerer, overcome a terrible curse that is turning your body to stone, and keep your killer streak going to prevent yourself from turning to dust.

A Challenge Worthy of a Knight

What makes Castle of Heart: Retold so unique is its core curse mechanic. You are a knight whose body has been turned to stone, and you need to keep fighting to stay alive. If you lose your tempo and your kill streak, your body will begin to disintegrate, you’ll lose your limbs, and eventually, the ability to even wield a weapon. You must keep moving and keep on fighting to survive.

Your journey will take you through four distinct Slavic-inspired landscapes, where you’ll prove your worth against the Sorcerer’s minions and a host of blood-thirsty mythological creatures, from chorts and vodniks to ghastly ghouls.

To help you, you’ll have access to dozens of melee and ranged weapons, from torches and hatchets to javelins and crossbows.

An Old Slavic Legend, Retold

In Castle of Heart: Retold, you will discover the untold legend of Svaran and his beloved Mira. After daring to defy the will of an evil Sorcerer, Svaran finds himself cursed and caught in a battle between good and evil. He must now fight to rescue the last priestess of the goddess Mokosh and liberate the land from the Sorcerer’s tyrannical rule.

For this new version, every line of dialogue has been rewritten and every cutscene has been remade, with new, fully reimagined endings to unlock.

From Switch Exclusive to a Definitive Edition

This is a game with a history. The original Castle of Heart launched exclusively on Nintendo Switch back in 2018, where it sold over 300,000 copies. This new version is a complete revamp.

As we reported back in May, the reimagined Castle of Heart: Retold is more than just a fresh coat of paint. It’s enriched with countless improvements, including new animations, updated models, enhanced lighting, a remixed soundtrack, and more refined combat and platforming.

Your Knight’s Vow

Here’s what you can expect from this definitive new version:

A Complete Revamp of a Switch Classic: Remade, refined, and retold for a new generation.

Unique “Disintegrating Body” Mechanic: Keep your kill streak going or your stone body will begin to fall apart.

A Challenge Worthy of a Knight: Travel through four distinct Slavic-inspired landscapes and face a host of mythological creatures.

A Reimagined Story: Every line of dialogue has been rewritten and every cutscene has been remade, with new endings to discover.

Massively Enhanced Gameplay and Visuals.

The Sorcerer’s minions are waiting and your body is already turning to stone. If you’re a fan of tough-as-nails action platformers, Castle of Heart: Retold is ready for your challenge on the Xbox Store right now, playable on Xbox Series X|S. You’ll also find it on PlayStation and PC.

Stay tuned for our full review. But don’t let the curse consume you.

Castle of Heart: Retold Description

Rescue the last Slavic priestess before the curse turns you into dust! Castle of Heart: Retold is a massively upgraded and expanded version of the original game, featuring significant enhancements across gameplay, story, visuals, and more.



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Battlefield Studios on bringing squad play to the Battlefield 6 campaign, fulfilling class fantasies with missions, and whether we can expect a Warzone-like ongoing narrative

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Battlefield Studios on bringing squad play to the Battlefield 6 campaign, fulfilling class fantasies with missions, and whether we can expect a Warzone-like ongoing narrative


I have not played the entirety of the Battlefield 6 single-player campaign yet, but I played enough to have a solid guess as to what the high-level goals for it were. It wasn’t until I got a chance to speak to some of the people behind it that my suspicions were validated.

It’s also very easy to guess that some of the same people who get excited about playing the campaign mode in yearly Call of Duty releases likely won’t be moved by what Battlefield 6 is offering there, and perhaps that’s fine.

After playing three missions of the Battlefield 6 campaign, I caught up with Emily Grace Buck, narrative design director at DICE, and Fasahat Salim, design director at Criterion. Much like the rest of the game, the single-player campaign is also the result of work by various teams under the Battlefield Studios banner – and DICE and Criterion are certainly among them.

Our chat mainly focused on the narrative elements of the game, but I was also curious about how such a big team split across different parts of the world and different time zones can come together in this fashion to create a major game like Battlefield 6.

This interview has been edited for brevity and clarity.

VG247: The narrative of the campaign is pretty topical. I think it plays on some very real fears that people have in the world right now about NATO and the state of alliances that we once believed were ironclad. Did you intend for this?

Emily Grace Buck, narrative design director, DICE: Battlefield has always tried to be, as much as possible, an extremely grounded military experience. When we talk about what Battlefield is, kind of in its core DNA; it is grounded. It is realistic. It is looking at the world through the lens of a soldier on the ground stuck in a much wider conflict, right?

So as we’re trying to determine what the story should be, we were very, very influenced by earlier Battlefield games like Battlefield 3 and Battlefield 4. That took in the world as it was at the time that those games were made. And we’ve tried to do that here, too. We’ve done an immense amount of research into the older Battlefield games, topical films, documentaries, talking to current and former service members to try and understand how to create a conflict that is entirely fictional, but feels realistic, feels plausible, feels grounded, and feels really interesting for the player to be experiencing in our modern setting. So, obviously it’s set in a world that feels as realistic as possible, but we’re not trying to copy anything directly that’s going on, whilst also making it feel like it could potentially be realistic.

VG247: You mentioned some inspirations. Can you name some of them?

Emily Grace Buck, narrative design director, DICE: Absolutely. Like I said, our biggest inspirations: some of our older titles, but we’ve been watching – there are so many good, really grounded military films and television shows. Now, some of the ones that we had mentioned previously that were big touchstones for us were the film Civil War, the television show Lioness. We’ve looked at the television show Slow Horses quite a lot as well. Basically, anything that hits that place of reality, of looking at the people who are actually stuck in the conflict, not the ones who are driving it. We also watched countless documentaries and footage from conflicts around the world. Again, just to understand what it really feels like to be stuck in that kind of place.

Image credit: EA, Battlefield Studios.

VG247: So can you tell me – this is more of a logistical question – but I am curious who’s leading the campaign development. I know Motive – and please correct me if I’m wrong, but I feel like Motive is at the top and then there’s an effort from the other two studios, Criterion and DICE (as the caretakers of the franchise). How does this split work? Is there one team leading and then people are contributing certain elements?

Fasahat Salim, design director, Criterion: It’s actually a far broader thing than each studio takes its own thing. We’re all kind of contributing to pretty much the whole project, and obviously single-player multiplayer are just two components, there’s a lot more as well in this whole package. We’ve got people in Criterion, DICE, Motive, Ripple Effect all contributing to all of it in some way shape or form.

For example, I’ve been responsible for campaign missions, but I know I’m working with people who are actually also working on multiplayer, meta and all of these other parts. So it’s such a huge project across the board. Inevitably, having all four studios come together and share resources, knowledge and tech is something that we had to do for something of this scale.

So having everyone’s expertise contributing wherever it’s needed has been super vital for us trying to get this over the line. Of course there’s been a lot of knowledge, learning and knowledge sharing between studios. Obviously, like you said, DICE obviously have the most amount of experience with it, so how can we kind of bring that ethos of what makes Battlefield Battlefield and make sure that all the other studios are ensuring that that’s part of what they’re thinking about when they’re making the content or the stuff that they’re working on.

But yeah, it’s been a shared endeavor. We’ve got people across the board, across time zones working on this thing. We’re all involved in everything pretty much.

VG247: I was surprised by some of the dialogue in some of the missions. Very early on in the New York mission, there’s a conversation between Lopez and Gecko, where he’s grousing about people being upset there’s military action in their backyard. Gecko basically responds that freedom sometimes means disagreeing with the government.

I thought that was a very relevant line. It was more nuanced than I expected in a military shooter, and I just wanted to understand: was this a conscious choice to have your characters make these relevant statements? Are we going to see some of that again in the rest of the campaign?

Emily Grace Buck, narrative design director, DICE: So kind of like I was speaking to earlier: Battlefield has always tried to be a really realistic game. When we made the choice to set this contemporary, in order for that to feel really good and feel grounded and hit that fantasy for players, we have to bring some things that feel real to our world. Our characters have to feel like they’re connected to the world that they live in, and they’ve lived through the type of world that we have all been in.

Of course they’re going to have different perspectives, and you should see that, and you should hear that from them. That’s exactly how real military personnel would talk to one another as they’re going into a mission, they comment on it, they’re interested in knowing how everyone else that they’re fighting alongside feels about it, because you need to know that you trust that person next to you with your very life in all of those instances.

So yeah, I think that for players who are coming in, who are very up-to-date on the news and have done anywhere near the amount of research that we’ve done on what’s going on with the world so that we could create a really interesting fictional setting. Of course, they’re going to see things that they might resonate with, some things that they might agree with, some things that they might disagree with, some things that might make them think, some things that they’re going to ignore completely and will just fade into the background.

I think a lot of how you process this story is probably going to be based on how you come into it, but I hope that our players will have fun. Maybe think a little bit and walk away going, ‘I feel like I had the experience of military personnel on the ground in this kind of situation’ if something like this were to happen, but I don’t think it would, but it might.

VG247: I’m based in the UAE, and recently there was – let’s say military action – on a neighboring country; two US allies [involved]. When I got into the game, I wasn’t expecting it to be this prescient. I would imagine that the research that goes into it maybe gave you a little bit of an insight into how a potential course of action might take place.

Emily Grace Buck, narrative design director, DICE: We’re going for grounded. But yeah, most of this story was written multiple years ago. So if they’re extremely close to things happening right now, of course, we’re not directly referencing that. What we’re trying to do is provide something that feels grounded and like a good story.

Watch on YouTube

VG247: Are you working on a narrative element for multiplayer/BR? Can we expect a narrative element to the multiplayer modes once we’re done with the story of the campaign?

Emily Grace Buck, narrative design director, DICE: Yes, yes, absolutely you can. So the multiplayer maps and everything that we’re releasing for the core product of Battlefield 6 is set in one universe, one conflict. The multiplayer maps are in some of the same general locations as the single-player maps. You’ll see the other side of the city or another side of the town, other side of the mountain, for example. Most of them take place either concurrently with the single-player campaign moments, or days to weeks afterwards. Essentially, what we want you to feel here is that fantasy of being that boots-on-the-ground personnel.

Between the campaign and the multiplayer maps, you can see different sides of these fronts, basically. You can feel much of the time – in the campaign – what it’s like to be some of the military personnel who are there early in the conflict, or maybe even the ones kicking things off. And then in multiplayer, it’s more… weeks later, things have continued to evolve or devolve. What’s it like now?

VG247: Are we going to see any input from these characters? Are they even gonna show up, am I gonna be able to play as Gecko, for example, in multiplayer?

So Dagger 1-3 is not currently in the multiplayer experience. However, there are characters in the multiplayer experience who are featured as NPCs and squad members throughout the campaign. So there is a direct connection with some characters between the two.

VG247: So, for the narrative content for multiplayer – obviously some of this is based on what other games have done. CoD: Warzone, for example, will have a cutscene that will set up something, can we expect more from Battlefield? To bring that narrative together? Can we expect something more to go along with the new season launching beyond just – here’s a two-minute cutscene and then that’s it, and we never hear from these people again?

Emily Grace Buck, narrative design director, DICE: So again, we’re not gonna be talking about the live season stuff today, but I can tell you in context of what we have in the multiplayer launch. Again, these are kind of different sides of the same biomes. So very similar types of buildings and understanding.

If you really look at the environmental storytelling of what’s gone on with this conflict. Like I mentioned, some of the same characters that you see in the campaign will be playable in multiplayer as well. Even when it comes to things like potential customisation items and such, it all ties back into that same narrative. That this group of people is living through this conflict together.

Image credit: Battlefield Studios, EA.

VG247: In terms of the structure of the campaign, we only played three missions, but the Tajikistan one is different because it was completely open. You could tackle the objectives in any order you want.

The new New York mission is the highlight for me. It pretty much showed the full spectrum of [gameplay]. There were open-ish areas, sections where you can command your squad. There were tight sections in there, there was a chase. So almost like it’s a good vertical slice of what the campaign can offer. I think that mission in particular is gonna be a lot of people’s favourite.

Can you tell me what the sort of split is for the campaign? How much of it is gonna be open-ish environments versus very tight, very scripted missions?

Fasahat Salim, design director, Criterion: It’s actually a good mix. I think Tajikistan is probably the most open mission. So that’s why, just for the sake of variety, I think you got to play that at the end. Generally, across the whole campaign, there’s a good mix of exactly what you just described; that traditional Battlefield single-player campaign that you expect to really feel the big action moments, you know, over the top spectacle.

The thing that kind of is a consistent throughline through all of the campaign – including the three missions that that you’ve played – is trying to give the player that feeling of classes, and what it means to play in different roles within a squad. In each of those [missions], you’re playing as a different class, and that’s entirely intentional.

In [Gibraltar], you’re playing as an Engineer, therefore you’re supporting the vehicle. You’ve got your blowtorch. You’re trying to keep the tank alive. There’s a lot of focus on what it means to be an engineer class. Then obviously in the New York mission, you are very much front and center Assault, right?

You’ve got close combat, you’re going through the houses, you’re shooting guys through walls, they’re shooting back at you. Everything is is very much right at the frontline. So you’ve got your shotgun, you’re doing a lot of damage. There’s grenade launchers, like you said, there’s a whole spectrum of things happening.

And then obviously in [Tajikistan] it is a much bigger mission, but it also lends itself to the Recon class, which is what we’re treating as the fantasy for that mission. So you’re playing with the sniper rifle, and again, you’ve also got a drone as your gadget, so you’ve got an eye in the sky. You can use that to recon ahead.

So all of these are trying to give the player that fantasy of the different classes, and that’s very intentional. Because as you know, Battlefield is about classes. Even when you play multiplayer, it’s about fulfilling that role within a much larger conflict.

For example, you talked about squad orders. Squad orders is a big part of fulfilling that squad-based fantasy. You are a part of this squad. Your squad has specific skillsets that could help you solve the problem at hand, so use them. Depending on who you are playing as, some squad orders won’t be available to you. For example, in [Tajikistan], you’re playing the Recon. There aren’t any Recon squad orders when you open up the wheel. That’s because you are the Recon.

VG247: Do you think some people will prefer to have that sort of solo fantasy instead of the squad fantasy? I wouldn’t mistake this campaign for being part of any other shooter franchise, but I’m also aware that Call of Duty and other games tend to focus on singular individuals instead of just having the full squad. Do you think some people would’ve wanted that from Battlefield 6 and maybe aren’t fans of [the squad] element from BF4 coming back?

Emily Grace Buck, narrative design director, DICE: I think that’s exactly what we’re going for. But yeah, we were just trying to make the best Battlefield campaign we possibly could, and Battlefield has always, always been about being one of the little guys. It’s not about being in the SAS, it’s not about being in Delta Force or Seal Team Six.

It’s about being an enlisted soldier, trying to survive a really s**t situation with your mates, right? And to get your objectives done and survive and get out. That’s Battlefield. It’s a cover shooter. There are moments in our campaign where you have a smaller squad available. There are moments where it’s all four of you.

So I think there are opportunities for players – especially some of them who are really skilled, if they wanna lean into that run-and-gun fantasy – there are moments they can do it, but that’s not absolutely core to our Battlefield DNA the way that the squad play is. So that’s not the main fantasy that we’ve tried to provide in the single-player campaign.

Battlefield 6 launches October 10 on PC, PS5, and Xbox Series X/S.



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Proton Hotfix updated to improve FINAL FANTASY TACTICS – The Ivalice Chronicles on Linux

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Proton Hotfix updated to improve FINAL FANTASY TACTICS – The Ivalice Chronicles on Linux


FINAL FANTASY TACTICS – The Ivalice Chronicles released on September 30th and while it’s Steam Deck Verified, it had some troubles on Desktop Linux.

Valve just released an update to Proton Hotfix which should sort out the most pressing issues with playing it on Desktop Linux including the game not launching properly, and some very annoying background flickering as noted on the GitHub bug report. All you need to do is change over your Proton version for it to Proton Hotfix. Check out the GamingOnLinux guide if you don’t know how to do that.

A remaster of the 1997 classic, FINAL FANTASY TACTICS – The Ivalice Chronicles transports players to the war-torn Kingdom of Ivalice, a medieval realm fractured by political infighting, class struggle and the ambitions of rival noble houses in the wake of the Fifty Years’ War. Against this backdrop appear Ramza, third son of House Beoulve, one of Ivalice’s leading military families, and his childhood companion Delita, a commoner raised amongst nobles, who find themselves on opposing sides of a war brewing within the kingdom.

Highlights:

Key features include:




Tactical Battles that Define the Genre – Engage in strategic, turn-based combat across diverse and dynamic terrains where every decision matters. Terrain advantages, unit positioning, and character customization come together to deliver thrilling battles full of unexpected twists. This acclaimed battle system is what makes FINAL FANTASY TACTICS – The Ivalice Chronicles a quintessential tactical RPG experience.
Robust Job System – Utilize over 20 jobs and 300 abilities, from black mage to dragoon to time mage—each job features a distinct skill kit, which can be further customized by assigning abilities learned from other jobs, providing nearly endless builds and strategies unique to each player’s playstyle.
Enhanced & Classic Versions – The enhanced version of the game includes a breadth of new features such as updated visuals, an overhauled UI, added dialogue and full voice acting alongside quality-of-life enhancements like fast-forward and autosave. The classic version lets players relive the faithful 1997 classic with the renowned War of the Lions translation—discover what made the original a timeless masterpiece.

Since release it has managed to get a Very Positive rating on Steam which is great to see.

Article taken from GamingOnLinux.com.



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Ghost of Yotei impresses with near perfect rating on PSN store

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Ghost of Yotei impresses with near perfect rating on PSN store


You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you’re reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

PlayStation fans are thoroughly enjoying Ghost of Yotei as it has debuted to a near perfect rating on the PSN store. It is the long-awaited sequel to Tsushima, and this time it stars Atsu instead of Jin. The game received glowing reviews from majority of outlets, to the point where it surpassed Tsushima on Metacritic. Now, in addition to critics, PlayStation gamers have given it a near perfect reception.

Ghost of Yotei has near perfect rating on PSN store

On the PSN store, Ghost of Yotei has a nearly flawless rating with a score of 4.89. The score remains the same regardless of region, and it is based off 9,282 ratings. As Sony’s breakdown shows, 96% of users have given the game 5-stars, meanwhile, only 1% have given it 4 and 3-stars with 2% a 1-star.

In comparison, the Ghost of Tsushima Director’s Cut has a 4.60 based off a much higher total of 269, 998 ratings. This suggests Ghost of Yotei’s score will likely lower, but 4.89 based off over 9,000 user scores is still impressive. Death Stranding 2 has a score of 4.89 on the PSN store, too, but with a total of 37, 948 ratings, so it will be interesting to see if Yotei can maintain its score.

Before Ghost of Yotei came out, there was a lot of trepidation mainly based off Atsu replacing Jin. The Tsushima protagonist quickly became a beloved icon, and the star of Yotei knew that replacing Jin was a “daunting” proposal. Fortunately, through a performance inspired by a myriad of influences such as Kill Bill to even Clint Eastwood, Atsu is a captivating character that is equally fun to play.

While Yotei is great, don’t expect it to be the end of the Ghost series as Sucker Punch has teased continuing to explore different time periods and settings with future installments. This suggests we may have seen the last of Atsu similar to Jin, and we are excited by the prospect of further exploring different pivotal moments of Japanese history.


Ghost of Yotei: Atsu riding near a mountain range.Ghost of Yotei: Atsu riding near a mountain range.



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At Your Service Quest Guide in Disney Dreamlight Valley

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At Your Service Quest Guide in Disney Dreamlight Valley


At Your Service is the first Friendship Quest for Lumiere in Disney Dreamlight Valley. Players will be able to pursue this quest after unlocking Lumiere as a villager. Lumiere is trying to settle in the Valley and needs to find a place to work at. In this guide, we will walk you through the At Your Service quest in Disney Dreamlight Valley.

How to Complete the At Your Service Quest in Disney Dreamlight Valley

Starting the Quest

To initiate the At Your Service quest in Disney Dreamlight Valley, players will have to reach Friendship Level 2 with Lumiere. In addition to that, players must have unlocked Tiana for the quest to be triggered.

Upon fulfilling all the requirements, the At Your Service quest will become available. Go and speak with Lumiere to start the quest.

Go to Chez Remy with Lumiere

After initiating the quest, go to Chez Remy to speak with Remy about giving some work to Lumiere. Remy will agree, and Lumiere will ask you to get his French items from the Realm.

Find Items for Lumiere in the Beauty and the Beast Realm

Now, go to the Beauty and the Beast Realm to find the following French items.

1x French Board: In the Secret Passage of the library.

3x French Spices: All of the spices are in the garden.

3x French Recipe Book: All of the recipe books are in the library.

After finding all the French items, go back to Chez Remy and speak with Remy.

Clean up Chez Remy

It looks like Chez Remy might be too much for Lumiere. Interact with the broken plates inside the restaurant to clean the place. After cleaning up the restaurant, go to Tiana’s Palace to see if she can give some work to Lumiere. Make your way to the kitchen in Tiana’s Palace and speak with Lumiere.

Gather the Materials

After speaking with Lumiere, you need to gather the following materials.

40x Stone: Break the rock nodes to gather stones.

25x Softwood: Spawn near the trees in the Plaza, Peaceful Meadow, Forest of Valor, and Glade of Trust biomes.

6x Green Rising Penstemon: Spawn in the Peaceful Meadow biome, maximum 3 at a time.

3x Purple Hydrangea: Spawn in the Dazzle Beach biome, maximum 3 at a time.

Gather the Ingredients for the French Desserts

Once you have all of the materials, it’s time to gather the ingredients to make the French Dessert.

3x Milk: Purchase from Chez Remy restaurant for 230 Star Coins each.

2x Egg: Purchase from Chez Remy restaurant for 220 Star Coins each.

1x Sugarcane: Purchase from Goofy’s Stall in the Dazzle Beach biome for 29 Star Coins.

1x Vanilla: Forage from the ground in the Sunlit Plateau biome.

1x Butter: Purchase from Chez Remy restaurant for 190 Star Coins.

1x Wheat: Purchase from Goofy’s Stall in the Peaceful Meadow for 3 Star Coins.

1x Cheese: Purchase from Chez Remy restaurant for 180 Star Coins.

3x Any Fruit: Gather any fruits like Apples, Bananas, Blueberries, etc.

Cook French Desserts for Tiana

Disney Dreamlight Valley: How to Make Crepe

Once you have all the ingredients, cook the following three French Desserts for Tiana.

Crepe: Add 1x Wheat, 1x Egg, 1x Milk, and 1x Vanilla to the Cooking Pot.

Pastry Cream and Fruits: Add 3x Any Fruits, 1x Milk, and 1x Sugarcane to the Cooking Pot.

Soufflé: Add 1x Cheese, 1x Egg, 1x Milk, and 1x Butter to the Cooking Pot.

Craft and Place the Romantic Arch

After cooking all the French Desserts, you need to craft the Romantic Arch and place it in front of Tiana’s Palace. Go to any Crafting Station and interact with it. Navigate to the Furniture Tab to find the recipe for the Romantic Arch. After crafting the arch, go into the build mode and place it in front of Tiana’s Palace.

Talk to Lumiere and Clean Up Tiana’s Palace

Now, go back to Tiana’s Palace and speak with Lumiere in the dining room. It looks like another disaster happened; you need to clean up the place. Interact with the broken plates to clean them and pick up all the flying cutlery and items in the dining room.

After cleaning up the place and catching all the haunted items, bring them to Lumiere. As the conversation ends, the At Your Service quest will conclude.

Rewards

Completing the At Your Service quest in Disney Dreamlight Valley will give 1,000 Friendship Points as a reward.



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Lego Party Review | TheSixthAxis

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Lego Party Review | TheSixthAxis


The Lego franchise has tried its tiny-clawed plastic hand at nearly every video game genre going. We’ve had platformers, shoot ‘em ups, racers, co-op adventures, puzzlers, even a Super Smash Bros clone. But, rather oddly, never a party game. That’s where Lego Party comes in, offering fun, frolics and laughter for all the family across its impressive range of silly yet satisfying mini games.

First off, Lego Party looks great. The mini-figs gleam with personality and exude charm, flinging their way through each challenge with wanton abandon. Even better, your Lego dude can be customised to a ridiculous degree. Once you’ve unlocked a few new body parts by playing the game, you’ll soon be able to build the over-the-top Frankenstein Pirate-Ninjago-Knight character of your dreams.

Once you and your gang have chosen your avatars, you pick a themed board game to travel around and undertake your challenges. With Pirates, Ninjas, Knights, and Space to choose from, each board is stuffed with iconic characters. There really is something for every Lego fan here.

The four-player minigames themselves really are a Lego-cised who’s who of classic co-op and party video games of yesteryear. There’s a Trials-style race that sees you and your rivals attempt to navigate a 2D level perched atop motorbikes that hate gravity. There’s a Flappy Birds-like game, a Micro Machines imitator, one that emulates Katamari Damacy but with Lego-brick collecting, and a rope-swinging challenge that brings to mind Speed Runners. As a gamer of some thirty-five years, these mini-games come across as derivative – though irresistibly fun – but to new or young gamers, the selection of mini-games on offer are a constant source of new ideas, though smartly grounded in proven mechanics.

Where Lego Party truly succeeds is when it leans into mini-games that are discernibly Lego-y. Indeed, they can only exist because the game is built from Lego pieces. Activities in which you must decipher a Lego instruction manual, build your own monsters, or discern which selection of bricks built which model are a highlight and offer something entirely original, even to players who have been brought up on Mario Party over numerous iterations.

The pace of the game is blistering, hurtling you from challenge to challenge with a pace akin to WarioWare Inc. more than his party-flinging nemesis. As such, even for younger players there’s no opportunity to get bored, as you are always whisked onto the next thing. More importantly, there’s a high degree of accessibility, perfect for players of varying abilities. Controls are simple, responsive, and well implemented, plus, there’s a nice balance of luck-based and skill-based challenges, ensuring that everyone has a chance of winning and – hopefully – avoiding any potential tantrums from child – and adult, sorry everyone – alike. Basically, anyone, even those who’ve never played a video game before, can have a blast with Lego Party.

Where the game truly delivers though, is in its slick game show presentation. Normally, in-game commentators commenting on the action are acutely annoying, here, they are frankly hilarious. Thanks to reams and reams of available dialogue, Paige and Ted rarely repeat themselves whilst delivering gag after gag. Sure, not all of them land, but when you are regularly setting the whole family off in fits of hysterics, you know you are doing something right. The entire game is imbued with this comic energy, reminiscent of the style so iconically established with The Lego Movie. The slapstick visuals delight throughout, feeling like you are playing Lego with a particularly energetic and imaginative child, as Lego figures are hurtled across the screen, builds are constructed and then pulled apart, and everyone seems to be dressed as a banana or pizza slice.

The game is oddly slight in places. Sixty minigames might sound a lot, but once you’ve seen them all – which won’t take long – it’s remarkable how quickly a sense of repetition sets in. Sometimes the game is too chaotic, leading to players losing track of what’s going on, either in the minigames themselves or as they clamber across the board game section. But frankly, isn’t that all part of the party game experience?

Playing online or in single player this constant bonkers over-the-top energy can feel oddly flat, but in local play with friends or family this is an utterly magical experience. Sure, it would have been nice to have the inclusion of Harry Potter, Marvel, DC, or Star Wars to pad out the game, but with licencing that complex, perhaps we’ll have to wait for the sequel. But with a party game this good on its first outing, I’ve no doubt we’ll get one.



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Megabonk: How To Unlock Every Tome

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Megabonk: How To Unlock Every Tome


Megabonk’s Tomes are one of the three essential pillars of a successful run in the new shoot ’em up roguelike.

As you progress through each stage, you’ll come across weapons, items, and tomes. Weapons are self-explanatory: they’re weapons that deal damage. Items come in all shapes and sizes, with varying degrees of effectiveness and usefulness (pro-tip: the Mirror is incredible).

Tomes, however, may not seem intuitive at first, but in reality, they’re the simpliest of items: they give you stat bonuses that scale based on their level.

Unlocking Tomes in Megabonk means you’ll see more tomes during your runs as you level up. While it’s possible to refresh your level-up choices, skip them, or banish one selection from a run, a sound strategy is to purposely not buy a tome that you don’t feel is beneficial. If you don’t have a Tome unlocked, then you’ll never get the option to obtain it during your runs.

Unlocking Every Tome in Megabonk

Unlocking Every Tome in Megabonk

In total, there are 23 tomes available in Megabonk. Let’s not waste any time and run down what they are, how to obtain them, and what they do.

Don’t forget to purchase Tomes in the Unlock shop by spending Silver Coins!

Tome

How To Unlock

Effect

Agility Tome

Available from the start

+Movement Speed – How fast you move

Size Tome

Available from the start

+Size – The size of your attacks, projectiles, explosions, and more

Silver Tome

Available from the start

+Silver Gain – Gives you more silver from all sources

Shield Tome

Available from the start

+Shield – Shield takes damage instead of losing HP before it breaks. Shield regenerates quickly after not taking damage for a while

Regen Tome

Available from the start

+HP Regen – The amount of HP you regenerate per minute

Projectile Speed Tome

Available from the start

+Projectile Speed – The speed of your projectiles

Precision Tome

Available from the start

+Crit Chance – Chance to deal critical damage, more than 100% Crit Chance lets you Overcrit, dealing even more damage

Knockback Tome

Available from the start

+Knockback – The distance you push enemies when hitting them

HP Tome

Available from the start

+Max HP – Max HP

Evasion Tome

Available from the start

+Evasion – Evasion is the chance to avoid an attack, taking no damage

Golden Tome

Available from the start

+Gold Gain – Gives you more gold from all sources

Damage Tome

Available from the start

+Damage – Increase the damage of your attacks

Cooldown Tome

Available from the start

+Attack Speed – How quickly you shoot projectiles and perform attacks

Thorns Tome

Block 250 attacks with Aegis

+Thorns – Deal damage to enemies when they attack you

Quantity Tome

Fire 5,000 projectiles

+Projectile Count – Increases the number of attacks/projectiles

Bloody Tome

Kill 12,500 enemies

+Lifesteal – Your chance to heal for 1 when you hit an enemy, over 100% will guarantee 1 heal, and give you a chance to heal for a total of 2

Attraction Tome

Use Shrine of Succ 8 times

+Pickup Range – Pickup Range increases the distance from which you pick up xp

Armor Tome

Kill 5,000 enemies as Sir Oofie

+Armor – Armor reduces the damage you take

Duration Tome

Upgrade Axe to level 10

+Duration – The duration of your attacks and projectiles

Luck Tome

0.01% chance to drop when killing an enemy

+Luck – Luck increases your chance to get higher tier offers from leveling up, shrines, and more

XP Tome

Break 20 pots in a single run

+XP Gain – Gives you more xp from all sources

Cursed Tome

Beat the Stage Boss in under 5 minutes

+Difficulty – Difficulty increases enemy quantity, health, speed & strength

Chaos Tome

Charge all Charge Srhine of a Tier 3 run across all 3 stages without leaving the charge zone

Boost a random stat



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The Ice Tower: Behind the horror version of Frozen

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The Ice Tower: Behind the horror version of Frozen


Lucile Hadžihalilović doesn’t make horror films in a traditional sense, though her neo-noir body-horror movie Earwig may come closest. But while The Ice Tower isn’t body horror, it still may be one of 2025’s creepiest films. Fans of David Lynch and Alfred Hitchcock should go gaga — and not just because of its eerie bird attack. (Though that element doesn’t hurt.)

Hadžihalilović’s delicate touch makes The Ice Tower play like a fairy tale: A 15-year-old girl named Jeanne, played by newcomer Clara Pacini, runs away from her orphanage and slips into a film set where a re-imagining of Hans Christian Andersen’s The Snow Queen is being shot. There, she meets Cristina (Inception’s Marion Cotillard), who portrays the ice queen at the heart of Andersen’s story. Off-screen, the movie star radiates cruelty and allure in equal measure — Jeanne can’t look away from Cristina. What unfolds as the orphan descends into the unreality of moviemaking is a hypnotic coming-of-age story.

Many filmmakers who try to achieve a Lynchian dream tone tend to overstylize or turn their movies into mystery boxes. Hadžihalilović had a simpler approach: ride “the line between reality and fantasy” by going back to Andersen’s source material, literally and figuratively. Early in the film, Jeanne reads his story to a younger orphan, creating an otherworldly atmosphere. When Jeanne winds up in a Snow Queen movie, Hadžihalilović says it gave her “a way to escape, to build a world, a universe, that has its own reality and rules.”

That universe, in The Ice Tower, is deliberately unreal. “We were much more excited by filming the artificiality […] the fake snow rather than the real snow, and the fake mountains painted in the background,” Hadžihalilović explains. The film’s artifice becomes uncanny; there are times where you could mistake The Ice Tower for the gritty live-action remake of Frozen. (And yet, no, she hasn’t seen the Disney movie.)

Jeanne’s primal journey — a girl fleeing home, and stepping through a portal into another world — adds to the movie’s aura of fantastical horror. The Ice Tower would pair well with Pan’s Labyrinth, with Cotillard filling in for Guillermo del Toro’s literal monsters. Hadžihalilović wanted Jeanne to see “the Snow Queen for real,” then “little by little become more and more involved in this shooting until the moment she’s inside the story itself.”

That gives the movie a sense of dream logic, a rhythmic sensation that Hadžihalilović says required a great amount of care when it came not just to the film’s lush visuals, but to the soundtrack as well. “We tried to make it very expressive and emotional, with not too many elements — we just removed many things, not only in the image, but a lot in the sound,” she says.


Image: Yellow Veil Pictures

Cotillard, who first worked with Hadžihalilović two decades ago on Innocence, channels that same pared-down style. “I think she intuitively remembered how I’d like the actors to play this kind of planned or very restrained performance,” Hadžihalilović says. Pacini, by contrast, brings a wide-eyed vulnerability to Jeanne’s push-pull relationship with Cristina. The magnetism culminates in what Hadžihalilović calls “the big kiss,” a grotesque, operatic moment she worried might fall flat. “I thought Maybe it’s not going to work,” she admits. But seeing it on set made her feel the moment was magical: “Wow, there is something in it.”

The Ice Tower is not a direct adaptation of The Snow Queen, but Hadžihalilović wound up channeling Andersen’s fairy-tale work, which she calls “very dark and very violent and very cruel.” She also fractures it with reality, blurring grounding moments of harsh reality throughout the script. By the end, plenty is left unsaid. The director teases that Jeanne may even be “inventing the film within the film,” a subtle suggestion that everything on screen might be a hallucination.

Hadžihalilović lives for the complications. Her characters are messier than Andersen’s. There’s more at stake. They’re solid, but psychologically complex. And yet by inverting traditional fantasy stories, Hadžihalilović hoped to get even closer to what Andersen did in his day: abandoning the anchor of logic.

“[The Ice Tower] is not realistic at all,” she says with a wry smile. But it is seductive, unusual, and absolutely chilling.

The Ice Tower opens in select theaters on Oct. 3.



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GeForce NOW Brings 18 Games to the Cloud in October for a Spooky Good Time

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GeForce NOW Brings 18 Games to the Cloud in October for a Spooky Good Time


Editor’s note: This blog has been updated to include an additional game for October, The Outer Worlds 2.

October is creeping in with plenty of gaming treats. From thrilling adventures to spine‑tingling scares, the cloud gaming lineup is packed with 18 new games, including the highly anticipated shooter Battlefield 6, launching on GeForce NOW this month. But first, catch the six games coming this week.

Miami and Warsaw, Poland, are the latest regions to get GeForce RTX 5080-class power, with Portland and Ashburn coming up next. Stay tuned to GFN Thursday for updates as more regions upgrade to Blackwell RTX. Follow along with the latest progress on the server rollout page.

Portland and Ashburn will be the next regions to light up with GeForce RTX 5080-class power.

This week, inZOI and Total War: Warhammer III join the lineup of GeForce RTX 5080-ready titles, both already available on the service. Look for the “GeForce RTX 5080 Ready” row in the app or check out the full list.

Falling for New Games

Catch the games ready to play today:

New GeForce RTX 5080-ready games:

Catch the full list of games coming to the cloud in October:

King of Meat (New release on Steam, Oct. 7)
Seafarer: The Ship Sim (New release on Steam, Oct. 7)
Little Nightmares III (New release on Steam, Oct. 9)
Battlefield 6 (New release on Steam and EA app, Oct. 10)
Ball x Pit (New release on Steam, Oct. 15)
Fellowship (New release on Steam, Oct. 16)
Jurassic World Evolution 3 (New release on Steam, Oct. 21)
Painkiller (New release on Steam, Oct. 21)
Vampire: The Masquerade – Bloodlines 2 (New release on Steam, Oct. 21)
Tormented Souls 2 (New release on Steam, Oct. 23)
Super Fantasy Kingdom (New release on Steam, Oct. 24)
Earth vs. Mars (New release on Steam, Oct. 29)
The Outer Worlds 2 (New release on Steam, Battle.net and Xbox, available on PC Game Pass, Oct. 29)
ARC Raiders (New release on Steam, Oct. 30)

Stacked September

In addition to the 17 games announced in September, an extra dozen joined over the month, including the newly added Train Sim World 6 this week:

What are you planning to play this weekend? Let us know on X or in the comments below.



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Grow A Garden Codes [September 2025] For Free Cosmetics, Eggs, And More

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Grow A Garden Codes [September 2025] For Free Cosmetics, Eggs, And More


Like most games on the Roblox platform, the developers of Grow A Garden give away free stuff to celebrate big updates in the form of codes. Valid for only a limited time, these can give you access to items that aren’t available anywhere else, or a handful of rare items that are tough to get otherwise.

While there haven’t been all that many of them in the Roblox game’s lifespan so far, the ones that have been made available have mostly been cosmetic items, and in some rare cases, eggs for Grow A Garden pets. Sadly, none of these can help summon rare weather conditions, as it’s only those with admin permissions who can use Grow A Garden console commands, but there are plenty of freebies available. Here are all the currently known Grow A Garden codes, along with instructions on how to redeem them.

This Torii Gate is one of the many exclusive items that was made available via Grow A Garden codes.

All active Grow A Garden codes

All of these Grow A Garden codes have been checked and verified since the last update. You can only redeem them once, and the vast majority of them will either appear in your backpack or in the separate cosmetic items section.

The active Grow a Garden codes are:

RDCAward: RDC trophy decoration (cosmetic)BEANORLEAVE10: Green Bean Chamber decoration (cosmetic)torigate: Whispering Torii Gate decoration (cosmetic)

Expired Grow A Garden codes

Below are all the expired Grow A Garden codes. These will always give you an error message, so it’s not worth bothering with them. We have them here in case you come across them elsewhere and want to know if they work.

22MCCU22BILLIONSEEDINGBOXMACHINESOON1COOKINGEVENTEXPANSION521MCCU13BILLIONANCIENTDINOSAURUPDATE5ANCIENTPREHISTORICEVENT512BILLIONINDEPENDENCEDAYEVENT5PREHISTORICISCOMINGSOON10MEGAHARVESTMEGASUMMERMEGAEVENT25MEGAEGGALIEN50FEIJOA50HARVEST10SUMMER25LOCKFRUIT109MCCU3BILLION2BILLIONBUZZINGEVENT20BEES10BIZZYBEE25BIZZY25LUNARGLOW10

The bottom of the Settings menu has the redeem codes section, which is where you enter your Grow A Garden codes.
The bottom of the Settings menu has the redeem codes section, which is where you enter your Grow A Garden codes.

How to enter Grow A Garden codes

Thankfully, unlike some Roblox experiences, redeeming Grow A Garden codes is reasonably straightforward if you know where to look. All you need to do is open the Grow A Garden via the official Roblox page; you can use private servers or public lobbies, it doesn’t matter which.

Once the game has fully loaded, click or tap on the cog at the top left. Scroll down to the codes section at the bottom of the options, then enter the code in the box and click/tap the Claim button to get the item. You’ll get an error message if the code is invalid or has expired.

Of course, there are plenty of other Roblox experiences with codes you can use. Check out our list of Dress to Impress codes for those who want to stun the world with their fashion choices, or if you’re looking for more codes for popular games outside of Roblox, you can check our Genshin Impact codes, Wuthering Waves codes, and Honkai Star Rail codes for more free stuff.



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