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Where to Find and Catch Maws in Palia

Where to Find and Catch Maws in Palia


There are various fish types in Palia that players can catch while doing the Fishing Guild. Catching common and rare fish is the crucial step of leveling up the Fishing Guild to unlock advanced versions of the Fishing Rod as well as new items and crafting recipes at the Fishing Guild Store. One of the new Legendary fish that players can catch is the Maws. This guide will walk you through where to find and catch the Maws in Palia.

Where to Find Maws in Palia

Players can find Maws in the Elderwood saltwater rivers at any time in the Elderwood map region. It is a brand-new fish and can only be found on the Elderwood map. There are several spots in the Elderwood where players can fish in the Saltwater rivers. The Saltwater rivers have a slightly darker color on the map, which makes it easier to find them. One of the best fishing spots to find Maws is the De Mer Dock on the western side of Elderwood. Moreover, the coastal area of the Fallen Aqueduct is also a great spot to find Maws.

How to Catch Maws in Palia

Upon reaching the fishing location of Elderwood, you need to start catching fish in the deep area of the saltwater while equipping the Glow Worm bait.

NOTE: Glow Worm bait is mandatory for catching the Maws. Make sure to equip the Glow Worm Bait on the fishing rod before casting the line into the water.

Cast the line as far as you can with your fishing rod and wait for the bobber to shake three times. As the bobber starts to move after the third shake, reel in the fish by holding the Left-Click Button and moving the mouse to keep the fish inside the brackets to catch the fish.

NOTE: Since Maws is a Legendary fish, it can take you numerous tries before you can finally catch Maws.

Uses of Maws in Palia

Players can sell Maws for 2,980 Gold (Base) or 4,470 Gold (Star-Quality) to Zeki or at the Shipping Bin. Moreover, you can also gift it to certain villagers who like it or who need it as a weekly want. If you catch any Mawss, store them in the storage so you can give them to villagers who need them. The needs of villagers change every week, so keep your eyes on them.



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Sniper Elite: Resistance Unleashes Mud and Thunder Mission and FREE Wrath of the Resistance Pack | TheXboxHub

Sniper Elite: Resistance Unleashes Mud and Thunder Mission and FREE Wrath of the Resistance Pack | TheXboxHub


Sniper Elite Resistance- Mud and Thunder Mission and Weapon Pack
Sniper Elite Resistance- Mud and Thunder Mission and Weapon Pack

The hidden war in occupied France intensifies as Rebellion drops a fresh wave of paid and free content for Sniper Elite: Resistance.

A brand-new paid story mission arrives in the Mud and Thunder Pack, while all players can bolster their arsenal for free with the Wrath of the Resistance Pack. On top of that, the multiplayer map roster is also being reinforced.

This new content is available today for the smash-hit shooter on Xbox Series X|S, Xbox One, PlayStation 5, PlayStation 4, and PC.

New Mission in ‘Mud and Thunder’ Pack

Priced around £13.24 and available now from the Xbox Store and more, this new premium pack extends the game’s narrative and provides new tools for protagonist Harry Hawker.

The Mission

A Resistance contact has gone missing following reports that Axis forces have invaded their region. It falls to you to infiltrate the area, locate and save the contact, and uncover the valuable intel they possess before it’s too late.

New Arsenal

To assist on your mission, this pack adds two new weapons to your inventory:

MAS 36: A reliable French bolt-action rifle designed to be a durable and effective infantry weapon.

Auto-5 Shotgun: The first mass-produced semi-automatic shotgun on the market, its mechanism provides a significantly faster rate of fire than manually operated shotguns.

The pack is rounded out with the Golden Hex Weapon Skin, giving your firearms an opulent, golden finish to stand out from the crowd.

FREE ‘Wrath of the Resistance’ Pack for All Players

In fantastic news for the entire community, Rebellion has also released a substantial free content pack for all owners of Sniper Elite: Resistance:

New Character Skins

Introduce a new face to your operative roster with the Marie Chevalier Character Skin. A respected and accomplished member of the Resistance, Marie is a master of stealth. The pack also includes her alternate Lady of Liberty skin.

A New Pistol & Camo

Mod.712 Pistol: This fully automatic pistol boasts an incredible rate of fire, making it deadly in close quarters, though its power makes it difficult to control.

Brushstroke Camo Weapon Skin: Utilise one of the earliest camouflage designs formulated for British Army Paratroopers, created with wide swathes of colour applied with a large brush.

Multiplayer Reinforcements Arrive

The freebies don’t stop there! The latest update also adds three additional maps to the multiplayer roster for everyone:

Siege (Survival)

Trident Beachhead (No Cross)

Alpine (Survival)

Watch the New DLC Trailer

See the new mission, weapons, and skins in action right here:

More Reasons to Join the Resistance (on Game Pass!)

Sniper Elite: Resistance tells the standalone story of SOE agent Harry Hawker as he works deep within occupied France to uncover and stop an insidious new Wunderwaffe. For those yet to join the fight, the base game is available right now to play via Game Pass.

This makes the free Wrath of the Resistance pack an incredible value-add for subscribers. In our 3.5/5 review of the base game, we noted that while not the most polished, “Sniping is never not fun, especially on the higher difficulties… and there’s no doubt that when any mission goes sideways and loud, there is a real tension… it does the job it sets out to do.“

This new wave of content – both paid and free – offers more of that core, tense sniping action that fans enjoy. The new mission provides a fresh challenge, while the free weapons and maps give the entire community more ways to play. And that’s all we really want in life…



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Dawn of Ages Steam Review

Dawn of Ages Steam Review


I did not want to review Dawn of Ages, but due to a quirk in PressEngine, I have to. The reason being, the game is a free to play mobile game ported to PC. It has full microtransactions and a well stocked store. :

966% value… right…

Dawn of Ages bill itself as a strategy game. Build your city states and lead your armies into battle. However, Age of Empires 2 Definitive Edition this is not. Age of Empires is a legendary series with games that stand the tests of time. This game will probably be forgotten by next week. For one thing, the only strategy involved in the battles is picking a tacticard at the beginning, which will give a certain boost. Otherwise, start the battle and hope for the best. The real game is outside of it.

Ages of Empires this is not.

You have troops. You can equip troops with weapons and armor, and upgrade those weapons and armor. You also have a commander that you can will upgrade with skill points bought with premium currency. That’s really as far as you have control over the battlefield, the strength of the troops you field. Dawn of Ages is a mobile game at heart, everything is automated for you.

Dawn of Ages
You have several civilizations you can choose from, I picked Vikings.

There’s a town in Dawn of Ages, where you collect resources and upgrade important buildings(with increasingly long timers). Its a standard mobile game affair. I could on describing the game, but you get the point. This is a mobile game on PC, and with real strategy powerhouses on PC, like the aforementioned Age of Empires series, why the heck would you play this? There’s no reason to. Even if you don’t give the game a dime, you’re still playing a ho-hum mobile game on PC. Dawn of Ages gets a Not Recommended with a five score.

Overall: Dawn of Ages is a mobile game on PC, and with tons of strategy game powerhouses on PC, no reason to play at all.

Verdict: Not Recommended

Score: 5

Steam Page

Release Date4/28/25Cost“Free”DeveloperStratosphere GamesPublisherBoombit

P.S. Instead of flushing money down the toilet, why not donate some coinage?

Game received for free from the publisher, because it is free.

Subscribe so you never never miss a review:



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Nintendo Switch 2 Pro Controller Review | TheSixthAxis

Nintendo Switch 2 Pro Controller Review | TheSixthAxis


Alongside the earth-shattering appearance of the Nintendo Switch 2, there has come a bevy of new peripherals. Nintendo’s submissions have included the new Nintendo Switch 2 Camera, alongside a brand new iteration of their Pro Controller, for those that think sticking two Joy-Con into a hand grip is beneath them. Or maybe, they just want to play multiplayer?

The first thing that hits you about the Switch 2 Pro Controller – henceforth the Pro Controller 2 – is the quality of the soft touch plastics Nintendo have used. The surface feels genuinely lovely, perfectly smooth and supple under your palms and a match for the feel of the Switch 2 and Joy-Con 2 themselves. The downside of that is that there are no textured sections or grips, so there’s a higher chance if your hands are of the sweatier persuasion that they’re going to start sliding about. Personally, I’ve had no problems through a heap of Fast Fusion and Cyberpunk 2077, but, well, you know your own hands.

The Pro Controller 2 is relatively plain, with black used through the main body, with a light grey panel across the top for the shoulder buttons and beneath the sticks. I don’t really like the two-tone look, if I’m honest, but when you’re playing you can’t see the white section at all, so I guess it doesn’t matter all that much.

The Pro Controller 2, like its predecessor, is here to make your Switch 2 gameplay feel a bit more familiar, aping the Xbox controller’s layout and giving you an experience that is closer to the other console manufacturers. Ergonomically, it’s similar to the original Switch Pro Controller, and I still think that’s amongst the most comfortable controllers out there, so we’ll take that as a win.

Switch 2 Pro Controller – Switch 1 vs. 2 controller comparison

The Pro Controller 2 is ever-so-slightly less wide, though, and 15g lighter at 235g, making it just that little bit easier to live with through longer gaming sessions. It still has enough weight not to feel like a throwaway toy, but if you like a chunkier feeling controller, this might not be the way you wanted Nintendo to go.

That’s not to say that the new Joy-Con 2 and their included grip don’t feel good – they do – but there’s still the uncanny sense that something is slightly amiss and the dimensions might not meet what your hands want, or a little too cramped for larger hands.. The Pro Controller 2 completely remedies that, purely based on ergonomics, and if you’re planning on spending a lot of time with your Switch 2 docked, it takes a step towards essential.

The major improvements that the Pro Controller 2 has over its predecessor are a 3.5mm audio jack socket for attaching your wired headphones to, enhanced HD Rumble 2 and the addition of two ‘pro’ back buttons underneath each grip, labelled GL and GR. The audio out is a massive boon, and it was a major omission the first time around. The ease of attaching any wired headset shouldn’t be underestimated, and the audio being piped through sounds spot on.

On top of that, the improved rumble is much more powerful than that of the original Pro Controller, which I thought was interesting given the reduced weight. As Welcome Tour teaches you, it’s not all about how much things weigh, with the HD Rumble 2 altering the way the weight moves in order to create both more powerful and more nuanced feedback. I think the DualSense’s haptics are better than those in the Pro Controller 2, but this isn’t too far off.

Switch 2 Pro Controller back buttons

The GL and GR buttons are also hugely welcome. They’re placed well beneath your fingertips, just out of a position where you would accidentally catch them, but easily pressed when you want them thanks to the generous proportions.

Even better, the programming for them is baked into the Switch 2’s UI, and you can clone pretty much any of the regular inputs. That’s been great for Cyberpunk 2077, moving the reload function to allow my fingers to stay on the analogue sticks. I’m not sure it helped all that nuch with my aim, but I think that’s more the game’s fault than mine.

Those analogue sticks feel great too, with smooth, frictionless motion, and a nicely weighted spring back to centre. Now, it is obviously disappointing that Nintendo haven’t opted for Hall Effect/TMR sticks, especially when they had serious problems with stick drift through the last generation, but only time will tell just how robust Nintendo’s manufacturing is. Right now the sticks feel great with a very smooth feeling action. Two years down the line? It’s hard to say, but when you’re paying £75 for a controller, you want to be certain that it’s going to last and Nintendo haven’t put the question to bed.

The other input buttons are responsive and comfortable in use, membrane buttons through the main face buttons, D-pad, shoulder pads and triggers. The shoulder buttons activate all the way along their length, and the triggers are quick while their wide surface makes them incredibly comfortable to use.

I do get to air my massive gripe here though – why don’t Nintendo like analogue triggers? They’re basically saying that they don’t want serious racing games on their platform, and when you’ve got a system that’s capable of handling realistic ports alongside Xbox and PlayStation, I think it’s a real misstep. Amusingly, they have set themselves up as a great place for FPS though, from the digital triggers on the Pro Controller to the Switch 2’s new mouse functionality, so I guess it’s a one step forward, one step back kind of thing.

Nintendo have tweaked things elsewhere with the Pro Controller 2. The face buttons are slightly larger, so they’re easier to activate, and they’ve raised the + and – buttons to make them easier to find without looking. I do not like how they feel though, as they stand a bit too proud from the controller for my liking, but then they’re better than on the original Pro Controller. Somewhere in between would have been the sweet spot, but I guess that will come with the Switch 3 in 2032.

Switch 2 Pro Controller chat button and audio jack

Other than that, there’s the new Chat button, right in the bottom centre of the faceplate. This is actually a great little innovation from Nintendo, putting chat and communication front and centre for once, and with the added GameShare possibilities that let people easily play multiplayer from one copy of the game, I think that this is quietly the Nintendo Switch 2’s best feature (not including a working eShop).

Nintendo have once again priced the Pro Controller 2 at the top end of what I’d expect to pay for a console’s ‘standard’ controller, now coming in at £75 compared to the last generation’s pricing of £60. That’s going to be pretty rich for a lot of people, but it is definitely a very nice rendition of the Nintendo Pro Controller style, with the added benefit of audio out, onboard Chat button, and the easily remapped grip inputs. However, I really wanted to see Hall Effect sticks – or similar – and when Gamesir are putting out great options like the Super Nova and Cyclone 2, I think Nintendo have missed an opportunity to put their controller at the top of the tier list.

It’s worth noting that the original Pro Controller, and original Joy-Cons for that matter, all work with the Switch 2, and many third party controllers are getting firmware updates for compatibility as well. With Nintendo’s older controllers you’ll be missing out on the new bells and whistles – frankly, the 3.5mm output is enough for me to make the jump – and it’s always a bit fussy pairing third party controllers, but if you’ve spent all your money on a new console, and you’ve got some of the older peripherals lying around, there’s definitely less rush to upgrade than there might have been before.



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Minecraft (Java) is going through quite an overhaul for the upcoming Vibrant Visuals update

Minecraft (Java) is going through quite an overhaul for the upcoming Vibrant Visuals update


Mojang have given an update on the upcoming Vibrant Visuals update, that brings many visual enhancements to Minecraft. The update is initially rolling out for Minecraft: Bedrock Edition but work is ongoing for the Java version.

What’s it going to add in? Various visual enhancements like new lighting, fog, shadows that move with the sun, enhanced water rendering with reflections and much more. A fair amount of the changes are a little subtle but all added together, Minecraft will look a lot more modern and fancy.

In a news post for Minecraft Java the developers at Mojang have said how they’re “rebuilding the code in a way that will not only support visual updates like Vibrant Visuals, but future enhancements, too – without sacrificing stability or performance”. This includes “separating our gameplay code from our rendering code and bringing the latter up to date with more modern approaches to rendering”.

Once that is completed their plan is to add in a “modern rendering pipeline that will give us a strong foundation to build upon, making visual changes and performance improvements easier in the future – for us, and modders too”. They’re taking their time to ensure it’s done properly and to ensure it works across all supported devices and systems including “Windows, Mac, Linux” which they said they “know that is going to be a challenge”

So we’re still a while away from seeing it in Minecraft Java but they’re on it.

Source: Mojang

Minecraft | Release Date: 8th November 2011

Official links:

Article taken from GamingOnLinux.com.



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Clair Obscur: Expedition 33 devs confirm “new content” and “future improvements” for their GOTY-worthy RPG

Clair Obscur: Expedition 33 devs confirm “new content” and “future improvements” for their GOTY-worthy RPG



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

Sandfall Interactive isn’t done with Clair Obscur: Expedition 33, the new studio’s game-of-the-year contender. While the studio is already cooking up new ideas for its next game, which should also be another mid-priced adventure, the team also isn’t done with adding to its brilliant turn-based RPG.

More Clair Obscur: Expedition 33 content is coming

Now that the game has sold millions of copies, Clair Obscur: Expedition 33 developer Sandfall Interactive confirmed that there’s a “wide range of future improvements” coming to the game in the future alongside “new content”.

Speaking to fans on Twitter, the developer explained that a host of improvements are coming to the game, including new accessibility options and brand-new gameplay options for fans to play through.

“We’re currently exploring a wide range of future improvements – from accessibility features to new content and all sorts of bits and bobs we’re actively assessing,” the developer said. “Naturally, this also includes expanded localization options!

“While we don’t have specific timelines or confirmed languages to share just yet, we wanted to let you know that it’s very much on our radar.”

Sandfall hasn’t explained specifically what new content will be coming to its brilliant turn-based RPG, although it seems obvious that some extra difficulty modes and other challenges will be coming. Hopefully, the developer will add new costumes, a couple of extra side bosses and even some more platforming challenges.

Most players already feel satisfied with Clair Obscur: Expedition 33. While the game may not be the biggest game ever, it’s satisfying in its length… and very satisfying in its story. Nevertheless, if there’s an opportunity to experience even more peak gaming, who would say no?

For more Sandfall Interactive coverage, read about the studio’s wish for more gamers to try cheaper titles as publishers hope GTA 6 will charge players $100 for the privilege to play.



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Doom8088 – A rather impressive episode 1 port of Doom for Atari ST computers!

Doom8088 – A rather impressive episode 1 port of Doom for Atari ST computers!


Doom wasn’t released on the Atari ST/STE , nor was it released on any other system of that time. Doom was just way beyond in computer development. But now thanks to FrenkelS, who was behind this release, you can now the play the Atari ST Edition! A port for Atari ST computers which is based on Doom8088, a port of Doom for 16-bit DOS computers. To coincide with this news, Saberman was kind enough to show off some footage from an Atari ST/STE.

And here’s the latest. “Doom was originally designed in 1993 for 32-bit DOS computers with 4 MB of RAM. It’s mostly written in C code with very little assembly code. It has been ported to all kinds of systems. Usually these systems are 32-bit or more and have a flat memory model. Doom8088: Atari ST Edition is a port for Atari ST computers. It’s based on Doom8088, a port of Doom for 16-bit DOS computers”.

What’s special?:

Supports only Doom 1 Episode 1Rotating overlaid automapOnly demo3 is supported16 and 2 color modesPC speaker like sound effectsNo musicNo texture mapped floors and ceilingsNo light diminishingNo saving and loadingNo multiplayerNo PWADsNo screen resizingNo mouse and joystick support



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Assassin’s Creed Shadows: The Fox Walkthrough

Assassin’s Creed Shadows: The Fox Walkthrough


Quick Links

The Fox is one of the end-game Shinbakufu targets in Assassin’s Creed Shadows. Reaching him involves a multipart questline filled with stealth opportunities, combat, and some minor political intrigue, all centered on the town of Obama in the Wakasa region.

Related

Assassin’s Creed Shadows: The Naginata Walkthrough

Getting to the Naginata requires four other quests in Assassin’s Creed: Shadows. Here’s how.

The Fox is one of the more straightforward Shinbakufu targets, but they are not initially available for hunting. Read on to learn how to begin this storyline and successfully complete the missions leading to his eventual defeat.

After this one, you won’t have too much left to clean up before moving on closer to the endgame. Time to see what’s under yet another mask.

How To Start The Fox’s Questline

Yasuke trains with a teppo in Assassins Creed Shadows

To initiate the Fox’s quest path, players must complete “Lords of Azuchi,” a mission associated with Yasuke’s backstory. Once this prerequisite is met, the mission “Red Walls” becomes available. It’s strongly recommended to be at least level 32 before tackling this storyline, as the enemies encountered throughout the Wasaka region can be quite difficult.

Selecting the Fox in Assassins Creed Shadows

Once unlocked, open your Shinbakufu screen and select ‘The Fox’ as your next target. The game will prompt you to locate Nagahide in Wasaka, a coastal area northwest of Omi.

Red Walls

Where to find the Nagahide estate in Assassins Creed Shadows

Use a scout to locate Nagahide, and then travel to Obama. From there, make your way north across the river to his estate. Upon entering, prepare to defend him from a group of attackers. Fortunately, Nagahide himself will assist in the fight, which makes it a fairly manageable encounter.

Speaking to Nagahide in Assassins Creed Shadows

After the battle, you’ll be given a cutscene. Your response in the following dialogue doesn’t impact the storyline, so feel free to role-play to your heart’s content. Nagahide suggests you speak to an information broker named Chef Hong.

Chef Hong

Obama's red light district in Assassins Creed Shadows

Chef Hong can be found operating a food stall in Obama back across the river. Playing as Naoe at night makes him much easier to find: you can utilize her parkour skills to scamper across rooftops until you locate the distinctive red lanterns that adorn Hong’s street.

Naoe and Yasuke talk to Chef Hong in Assassins Creed Shadows

Speak with Hong and enjoy a meal while gathering intel. He’ll offer two more leads: a pirate group led by a bandit named Samemaru and a series of attacks on the Niwa family. Regardless of how you respond, your choices will not affect the outcome. This interaction unlocks the next two missions, Smuggler’s Gambit and Revenge, which can be completed in either order.

Related

Assassin’s Creed Shadows: The Wise Walkthrough

Yamamoto’s Daimyo moves towards peace talks with the Akiyama clan despite repeated sabotage attempts. Learn how to assassinate The Wise here.

Smuggler’s Gambit

Where to find Samemaru's hideout in Assassins Creed Shadows

You can’t, of course, simply waltz into Samemaru’s house and poke him with your hidden blade. You need to first find his secret hideout. Head north of Obama, then veer northeast of Hiruga Bay’s little island to find his pirate hideout.

Where to find clues to Samemaru's whereabouts in Assassins Creed Shadows

Once inside, stealth is optional but recommended. Search for two clues: the first is inside a building on the western edge of the hideout, and the second can be found in a house to the east alongside the cliff. Read both items to finish this branch of the quest.

Revenge

Naoe defends innocents from an ambush in Assassins Creed Shadows

Next, travel to Tsuraga Castle in Wakasa, which you can easily reach by heading east from Sotomo Gate. The castle grounds are publicly accessible, so there’s no need for stealth or violence when approaching the nobles who live there.

Stay alert for enemies using ranged weapons, as they can cause substantial damage while you’re distracted by melee targets.

Noblewomen tell Naoe about a mysterious tune in Assassins Creed Shadows

Speaking to Nagahide’s cousin will trigger an ambush, and you’ll need to defend the Niwa family from multiple waves of attackers. Once the threat is neutralized, speak to Nagahide’s cousin again to learn about a recurring melody tied to each attack. They recommend visiting Saifukuji Temple to find the musician.

The Music

A pilgrim collapsed on a trail in Assassins Creed Shadows

Saifukuji Temple is your next destination, nestled among forested hills west of Obama. On your way, you may encounter a villager asking for help reaching the temple. Assisting them is optional, but grants a small reward of 20 mon.

Where to find a biwa player during the Music in Assassins Creed Shadows

At the temple, seek out a Biwa player seated beneath a tree overlooking the lake. He’ll perform a familiar tune and identify its composer: Takeda Motoaki. As luck would have it, Motoaki has also been seen dealing with pirates recently. The Fox, then, is unmasked.

The game calls this Shinbakufu “The Fox” and “The Performer” between dialogue and menu descriptions, but it’s the same character.

The Performer

Preparing to assassinate the Fox/Performer in Assassins Creed Shadows

Return to Hong’s noodle stand in Obama to meet Nagahide once again. Before beginning this mission, ensure you’re well-stocked on rations and supplies, as agreeing to proceed will lock you into this final mission.

Yasuke defeats Samemaru in Assassins Creed Shadows

Samemaru will launch a sudden assault on the town, prompting a fast-paced chase as Yasuke. Pursue and eliminate the pirate leader, but watch out for their unstoppable attacks, which are always followed up by a knife-throw.

Naoe follows a performer to the Fox's hideout in Assassins Creed Shadows

After the battle, player control shifts back to Naoe. Use your Observe skill to highlight two objectives—one to the east, the other southeast. Both paths lead to your target. The southeastern route is easier, though slower, involving following a woman back to the estate without engaging guards. The eastern route sees Naoe interrogating a nobleman who gives her the location, but also calls a number of guards to try and stop her.

Naoe meets Takeda Motoaki in Assassins Creed Shadows

Use Observe one last time to locate The Performer. Interact with the notes in his house to trigger a cinematic exchange between the two characters. The Fox is a somewhat sympathetic character, but regardless as to your dialogue choices, the encounter will still culminate in a challenging boss fight.

Noae fights Takeda Motoaki in Assassins Creed Shadows

Takeda Motoaki wields a poisoned katana and employs several unblockable moves. Watch for his kicks, which often initiate a dangerous four-strike combo. He’s powerful, but none too fast. Take your time and keep your distance until you’re ready to strike. The Kusarigama might be a good weapon option for its extra range. Once Motoaki is defeated, you’ll be treated to one last cutscene.

Naoe and Yasuke talk to Nagahide after assassinating the Fox in Assassins Creed Shadows

Defeating The Fox unlocks multiple follow-up missions and rewards:

Dark Waves and Black Ships (Yasuke-specific backstory missions)

Feast for Thought and Valuable Reflections (optional side-quests)

A grand total of 7,000 XP (1,000 for each mission leading up to Motoaki, and 2,000 for defeating him)

The Snakebite legendary katana

The Bastion Dream quest item

320 mon

3 mastery points

A new engraving

small

Related

Assassin’s Creed Shadows: The Mourner Walkthrough

Assassinating the Mourner offers a more nuanced story than many of the Shinbakufu in Assassin’s Creed: Shadows, and plenty of gear for Yasuke.

AssassinsCreedShadowsMournerBannerImage



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Dispatch offers something new for superhero video games — engaging deskwork

Dispatch offers something new for superhero video games — engaging deskwork


While we’ve had plenty of superhero games come out over the past decade and a half (and I’m always down for more), most have either been open-world adventures or fighting games. I’m as excited as anyone for the upcoming Marvel Tōkon and Invincible VS, but I’m also ready for a little something different. That’s where Dispatch from AdHoc Studio comes in.

Dispatch is a game made for people who enjoy watching a rerun of The Office as a palate cleanser after the bloody battles of Invincible. So, me. You’re cast as Robert Robertson, the former superhero known as Mecha Man. He has to step away from frontline superheroics as the mech suit he relied on was destroyed in battle. Needing a job, he starts work at a dispatch center for superheroes, and the demo takes you through a small, 30-minute chunk of his first day.

You’ll notice Dispatch’s crude humor early on. The first thing you can do in Dispatch is give a colleague a “bro fist” at a urinal, and the juvenile jokes don’t stop there. Middle school boys are going to love it, though I’d be lying if I said a few of the jokes didn’t get chuckles from me.

Another of Robertson’s co-workers, who also used to be a superhero until his powers caused him to rapidly age, introduces Robertson’s team of misfit heroes, though that term should be used loosely. He notes they’re a “motley crew of dangerous fuck-ups” as Robertson examines their files, each with a mugshot and rapsheet. Robertson isn’t in charge of the Avengers — he’s leading a D-List Suicide Squad. The cast, however, is full of A-listers: Laura Bailey, Matthew Mercer, Aaron Paul, and Jeffrey Wright are among those lending their voices to Dispatch.

Much like The Boys, Dispatch plays with the idea of the corporatization of superheroes (though without the satire of and parallels to modern-day politics). These heroes aren’t a lone Spider-Man swinging through Manhattan on patrol — they’re employees waiting for an assignment. Gameplay consists of matching the right (or perhaps “good enough”) hero to the job. Some assignments I saw in the demo included breaking up a robbery, catching a 12-year-old thief, and grabbing a kid’s balloon from a tree while also making sure the kid didn’t cry. Seeing as how one of your misfits is a literal bat man and another looks like a tiefling, you have to choose wisely.

The real draw of Dispatch for me isn’t the point-and-click assignment gameplay, but rather the choice-based dialogue. It’s developed by AdHoc Studio, which was formed in 2018 by former developers who had worked on Telltale titles like The Wolf Among Us, The Walking Dead, and Tales from the Borderlands, and you can easily see the throughline from those titles to Dispatch. At various points, you have a limited time to select Robertson’s dialogue, and occasionally a pop-up saying a character “will remember that” appears. How much Robertson’s choices actually have consequences or influence his relationships with others remains to be seen, though I have no doubt those choices will be fun to make.

After its reveal at The Game Awards six months ago, Dispatch will be coming to Windows PC and unspecified consoles sometime this year. You can check out its demo now on Steam.



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From $80 Popcorn Buckets To Wikipedia Revolts, Here’s The Week’s Biggest (And Weirdest) News

From  Popcorn Buckets To Wikipedia Revolts, Here’s The Week’s Biggest (And Weirdest) News


Photo: Kotaku, Screenshot: Build A Rocket Boy / ExtraEmily / Kotaku, Nintendo / Kotaku, Image: Marvel / AMC / Kotaku, Nintendo / Kotaku, Wizards of the Coast / Joshua Raphael, 1047 Games / Kotaku, Kotaku

It’s a little funny to consider the following stories “news” given the state of the world right now. I’m tempted to explain what I mean by that, but I’m just as happy to let that sentence be an inkblot test, revealing just what type of person you are based on the first thing that pops into your mind. (If the thought of that angers you, then I guess you have your answer.)

Nevertheless, read on for very important information about expensive popcorn buckets, Switch 2 settings (and astronomical sales), a disastrous launch week for MindsEye, an editorial revolt at Wikipedia over AI (okay, that one actually is kind of important), and more.



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