As you’ve probably heard, Grand Theft Auto VI just got a brand new trailer, giving us our best look yet at the world, characters, and story of Rockstar’s upcoming crime epic. The trailer tells us a lot more about the game’s leading couple, Lucia and Jason, and takes time to emphasize the atmosphere of GTA VI’s Florida-inspired setting, at one point showing Jason cruising down the highway listening to “Everybody Have Fun Tonight” by Wang Chung as an airplane flies overhead. And man, am I here for it. However, I see some folks on social media criticizing the trailer for not showing gameplay, suggesting that we can’t know if GTA VI is actually worth our interest until we see what it’s like to play it. I don’t fault anyone for feeling that way, but it’s not an argument that lands with me. For me, at this point Grand Theft Auto is probably more about vibes, environment, characters, story, and immersion than anything else. We know Rockstar can handle the gameplay stuff. It’s everything else I still need to be sold on. – Carolyn Petit Read More
Do not laugh. These are words on the internet. They’re serious business.
We might have finally gotten that second trailer, the one I spent months on end staring at the moon 24 hours a day and electrocuted Nintendo’s nipples in anticipation of. We might have gotten a whole website worth of screenshots and character bios to dissect like forensic scientists scraping one of Trevor Phillips’ victims off the freeway.
But it’s never enough. It’s never enough, when GTA 6 now isn’t arriving until May 2026. From my bunker on Mount Chiliad, I’ll scour these morsels we’ve been thrown, I’ll hold the gun of truth up to their foreheads, just like Niko Bellic did to Vlad in that GTA 4 mission. I’ll find evidence of a drop date for GTA 6 trailer three.
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You might argue that there’s no evidence we’re even due a third GTA 6 trailer – that we’ve already had two, and gotten all the info we could want ahead of the release date that’s now set in stone. I disagree. There has to be one. There’s always more when it comes to the biggest game launch since the fall of Constantinople invented the RTS genre.
Besides, GTA 5 had three protagonists, as did GTA 4 if you count the DLCs – the angels at Rockstar know the power that a holy trinity wields over us puny mortals.
So, I fire up trailer two for the seven thousandth time this week, because what if – I ask myself, in a voice that’s still some weird, monstrous amalgamation of every GTA protagonist ever – the GTA 6 trailer two/delay info drop has anything to tell us about a third GTA 6 trailer?
Trailer two begins with a joke. As I’ve told you, this is no laughing matter, but it’s Rockstar making a gag about those leaks, so I must – in my capacity as their devoted servant/fan who spends 22 and a half hours a day on Twitter – giggle for at least 20 minutes. The joke, though, serves a purpose. It’s convinced me that Rockstar knows the game’s afoot.
There’s a racoon in the background emerging from a bin. Frantically, I google which time of year the critters typically mate. Late January to mid-March. Could this be when GTA 6 trailer three is conceived ahead of deployment in the run up to that May release? Could it be when the trailer slinks out of the trash can onto our feeds? Maybe, but we’ll have to keep working.
He’s just too much, man. | Image credit: Rockstar Games
Jason Duval is shirtless. I start counting the individual hairs on his very sweaty chest, which I’m staring at in an entirely respectful manner, because he’s a GTA protagonist and we are not worthy. I hold a ruler up to the screen and try to measure the exact diameter of his nipples, in the hope that maths might yield a clue. I have to give up. He’s just too damn sexy for me, a straight man in a basement, to concentrate.
We see Jason, now mercifully with a shirt on, driving, and then robbing a store. The cash register. Written on it is a number, upside down. Oh Rockstar, you shouldn’t have, you know I love dialling random phone numbers I find scrawled on walls around town. 305-555-0145. I ring it. There’s no answer, perhaps because I’ve stopped paying my phone bills in order to finance seven separate GTA+ subscriptions at once.
I panic, and resort again to maths. 3 + 5 is eight. 5 x 3 is 15. 1 + 4 + 5 is 10. 15 + 10 is 25. 2025. That just leaves the eight. The eighth month. August. AUGUST 2025 FOR GTA 6 TRAILER THREE? It seems implausible, but that’s never stopped me before. Hang on. The moon phases! The old reliable we relied on to predict trailer two.
NO WAY. August 8 will see the moon appear as a WAXING GIBBOUS! The very moon phase we thought would point to the second trailer’s arrival. This is incredible, I’ve cracked it. I must have. I can’t stop, though. There must be more info sneaking about like Michael De Santa during that mission for Solomon Richards if that’s cropped up.
You don’t want to know how many coffees it took for me to work all of this out. | Image credit: Rockstar Games
Let’s see. There’s a freeway sign that hints at coming off at exit three to reach 9th Avenue in Southside Peacock Bay. Exit three = trailer three? Rockstar certainly has been peacocking with these trailers. Argh, is it trying to confuse me, to throw me off the scent and lose the five star wanted rating?
Further on, there’s a sign in a shop that reads “A new billionaire every week”. A new bit of GTA 6 info every week from now until May 26 next year? No, no, it can’t be. We’d all die from GTA 6 hype overload, foaming at the mouth like many of the numerous victims of substance abuse the GTA series has portrayed over the years.
There she is. Lucia Caminos. ‘Hot Together’ by The Pointer Sisters starts to play. Hang on. The Pointer Sisters. Hot Together was released in October 1986. It was their twelfth studio album, and eighth collaboration with producer Richard Perry. There’s that eight again, but this time with a twelve. The song was also used in the soundtrack for the 1987 movie Spaceballs, which came out on June 24. Could that be the time when we get something? The reveal of a GTA 6: Spaceballs edition?
As I try to work it out, I forget to press pause and the trailer keeps going. When I look back, Lucia’s bottom in a nice dress is filling the screen. Once again, I’m paralysed because things are just getting too sexy. Her bum swings from side to side as she walks. Once, twice, three times before the camera cuts away.
THREE. Did Lucia’s derriere just confirm trailer three is coming, beyond all doubt? As if to re-emphasise it, Jason then says “If we’re doing this, we’re doing it right.”
I swear, I’m not pulling all of this out of my own rump. | Image credit: Rockstar Games
I move on. The threes keep coming. Bae-Luxe of Real Dimez says ‘brrraapp’ three times while doing finger guns. People yell ‘Vice City, baby’, which is three words. Cal Hampton humps the air three times while urging someone to hook him up with something. Does he want early access to trailer three?
It’s all too much. I crash out and turn to the website. I try calculating the mean value of the number of screenshots of different characters and locations that Rockstar’s shared. It somehow adds up to five, which doesn’t seem to support my theory, so I disregard it as irrelevant.
I end up scrolling just past the bio of Lucia – the woman with the prophetic posterior.
“Jason’s friend and a fellow associate of Brian’s, Cal feels safest hanging at home, snooping on Coast Guard comms with a few beers and some private browser tabs open,” reads the bit about Cal Hampton. His name is three letters long, and there are two references to trios in the passage that prominently features a list of three.
Halls of Torment is an Auto Shooter, like Vampire Survivors. And like Army of Ruin before it, it improves upon the Vampire Survivors formula in significant ways. But unlike Army of Ruin, they’re still updating Halls of Torments months after release, which is good! So I will review it based on how it is now, and Halls of Torment is good, really drawing parallels with the original Diablo It does this in two ways. First are the visuals and sound design, which seemed to be copied directly from the original Diablo. This allows the game to have its own unique identity among other auto shooters. The second is the fact there is inventory and more involved quests, which involve reading randomly found books.
It is worth showing a video of Halls of Torment, I show two different sections of game play, enjoy:
Halls of Torment: An Auto Action-RPG
When viewing the video, Halls of Torment appears to be another auto-shooter, but there are some big differences here. First, leveling up gives you options to upgrade traits, like action speed and strength, and weapons you already have. Weapons are gained via defeating mini-bosses or picking up banners on the field. Upgrading a weapon to level three allows you to upgrade it a new weapon. Arcane Shards(those shiruiken things), for example, gain the ability to splinter further. There is inventory, which modifies stats or gives you cool abilities, like summoning skeletons. You gain inventory by defeating bosses. However, you cannot keep the inventory until you use a well to send up an item, which you then buy from the well-keeper to permanently unlock it. Most inventory is not shared among characters, so keep that in mind.
Follow the raven to an important item!
Another welcome change to the Formula in Halls of Torment are the quests. Every area and character has their own set of quests to complete. Character quests tend to unlock traits which permanently upgrade the character. You can set a quest to show on the screen to track its progress. But even if you don’t do that, it’ll still complete. Speaking of characters, being a work in progress, the characters are unbalanced. The exterminator, who shoots a permanent stream of fire, owns all. Meanwhile, the cleric is pretty awful, as is the archer. I assume this will get fixed.
Conclusion
Should Halls of Torment get a Must Play? It should, but it won’t, because it is a work in progress. It is very unbalanced and important features, like equipment upgrading, is unlocked far into the game and not well explained at all. There’s a second currency at play with it, and I have no idea how to get it. Potions are unlocked via gathering items, but only if you wear a certain amulet and you get very few items per run. Still, for what Halls of Torment currently is, I’ll give it a recommended with an eight back-end score. Worth it now, warts and all, and will almost certainly be better later.
Overall: Halls of Torment is an auto-shooter that plays like an action RPG. It is a work in progress though, with a long way to go.
Another Metroidvania platformer? We won’t have any sighing at the back. You see, this one has a difference: It is billed as a “dark” Metroidvania.
Coming from Lucid Dream Studio, the game goes by the name of BIOMORPH, and it came to me with a particularly bold claim – the promise of mixing Hollow Knight with Kirby.
A world to explore – slowly
Amnesia and Alien Worlds
So, what makes BIOMORPH a dark Metroidvania then, I hear you ask? The story is pretty grim, to be fair, and features the usual tropes for these types of games: a destroyed world, a hero with no memory of who or what he is, and a wide range of locations and secrets to find.
We play as the titular Biomorph, a creature with a mysterious past who awakens on a derelict spaceship. Breaking out of the prison we find ourselves in, can we rebuild a town, get strong enough to break back into the prison, and save the day? Well, only you and your lightning fast fingers have the answer to that question!
Ruined Realms and Sentient Weapons
Presentation of the game is pretty standard; and that’s me being a little bit on the mean side. It runs with a side scrolling platformer base, complemented with a nice line in ruined world aesthetics. The levels that we need to explore are large and complicated, and in keeping with the rule book of Metroidvanias, there are areas you’ll only be able to access later on after you have found new abilities. But, of course, you knew that was going to be the case.
The main character is a well designed little fellow, with more than a hint of the Ori about it (from Ori and the Blind Forest); a little white chap with two weapons that are seemingly sentient, and this gives him – and them – a welcome personality boost. The enemies we fight are again a cleverly created bunch, and I’ll talk more about these later when we cover the unique hook that BIOMORPH comes with. All in all, with the imaginative bosses thrown in, there’s nothing to complain about visually.
The sound is also pretty good, with a nice line in fighting sounds and music. There are no voice overs, with the story being presented in a series of static cutscenes, as is every conversation that we have with NPC’s. Again, nothing much to complain about here.
Prepare to get battered
Absorbing and Adapting
But there is a unique gameplay mechanic, and it is this that I think covers the Kirby reference from the opening paragraph.
You see, once we’ve defeated certain enemies, we can stand on their mangled remains and transform into them, complete with all their abilities. As a perfect example of this, in the Badlands, there is a section of spikes that we cannot cross. Until, that is, we notice a creature wandering over the spikes towards us! Sure enough, take it out and transform into it and we too can walk on spikes without damage.
As you can imagine, finding, killing and taking the form of the correct creature can make things a bit easier. Not easy by any means, but at least easier.
Familiar Exploration, Evolving Power
Other than this, the rest of BIOMORPH is pretty much by the numbers. We wander about, exploring and finding upgrades, and then using said new upgrades and abilities to go back to earlier areas and explore further. If you have played a Metroidvania before, you’ll know what I am on about.
In addition to the expected upgrades, there is also a strong RPG feel, as fighting and winning enables you to level up your little Biomorph, and there are skill trees not only for the little creature himself, but also for the weapons that we find. There are not only melee weapons, but also ranged weapons, which can give the edge on certain foes. As is usual, learning what your opponent does, and how they attack, is key to surviving.
The Soulslike Influence
Combat is a great deal of fun, and feels surprisingly hefty. Some games feel a bit numb in this department, but BIOMORPH is certainly not one of them: hits you give and receive seem to have real weight. The controls are tight and responsive too, and using the heals and dodges at the right time will certainly help with your durability.
A shapeshifting Metroidvania
However, dying is a bit of a brutal affair, as when we die we respawn back at the last save point accessed, and that can – at times – be a long way away. And we need to get back to where we were to recover our belongings too, with them disappearing if death occurs again. I think we can add a bit of a Dark Souls vibe to the list of influences.
A Solid Metroidvania with a Shapeshifting Edge
BIOMORPH is a pretty good game; one that makes a decent fist of the Metroidvania tropes. The ability to change into various creatures is an interesting feature, and there is certainly a lot of content to go at.
There are better Metroidvania games out there, but there are also many that are worse, so if BIOMORPH feels like your bag, please give it a try.
Important Links
Transform and Conquer in BIOMORPH on Xbox, a Metroidvania with a Twist – https://www.thexboxhub.com/transform-and-conquer-in-biomorph-on-xbox-a-metroidvania-with-a-twist/
Biomorph is a super stylish Soulslike Metroidvania; coming to PC and console – https://www.thexboxhub.com/biomorph-is-a-super-stylish-soulslike-metroidvania-coming-to-pc-and-console/
Buy BIOMORPH on Xbox – https://www.xbox.com/en-gb/games/store/biomorph/9P6Z7CR81SH4
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The Dead By Daylight Year 9 anniversary livestream was massive. Not only did we get the reveal of Springtrap as the FNAF killer along with the announcement of a bunch of skins from The Witcher 3, but BeHaviour also included hints that seemingly suggest we are getting two The Walking Dead survivors in DBD very soon.
Dead By Daylight anniversary stream hints at The Walking Dead survivors
During the Dead By Daylight Year 9 anniversary livestream, it was revealed there are two licensed survivors set to join DBD in July 2025. BeHaviour didn’t unveil the identity of these two characters, but Mathieu Cote said that hints were provided during the presentation.
According to the prolific dveet, hints suggest we could be getting Rick Grimes and Michonne. This is because the Year 10 roadmap has faded letters which, when combined together, spell out, “The Ones Who Live”. For those not in the know, The Ones Who Live is the name of The Walking Dead spinoff starring Rick and Michonne.
Image credit: BeHaviour Interactive via dveet on X
It’s not official that we are getting The Walking Dead in Dead By Daylight, but it seems to be the strongest hint right now. In 2024, a leaker who accurately spoiled the Lara Croft paragraph did say a collaboration with The Walking Dead was planned, so that’s another hint to it happening.
For more Dead By Daylight content, check out our ranking of the top 10 DLC expansions to buy along with a ranking of the best killer perks and best survivor perks.
Dead by Daylight
Platform(s):
Google Stadia, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X
Genre(s):
Action, Survival Horror
7
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On A Wild Cheshire Chase is Cheshire Cat’s final friendship quest in Disney Dreamlight Valley. Players will get to pursue this quest after unlocking the Cheshire Cat and raising their friendship level with him. This guide will walk you through the On A Wild Cheshire Chase quest in Disney Dreamlight Valley.
How to Complete the On A Wild Cheshire Chase Quest in Disney Dreamlight Valley
Starting the Quest
Starting the On A Wild Cheshire Chase quest will require players to reach Friendship Level 10 with Cheshire Cat and complete the Uncrafting Station quest. Moreover, it requires that the players have unlocked the following characters and made progress with them.
Upon fulfilling all of these requirements, the On A Wild Cheshire Chase quest becomes available. Speak with the Cheshire Cat to initiate the quest.
Bring the Scavenger Hunt Note to Alice
As you begin the quest, you will learn about the Scavenger Hunt that the Cheshire Cat has prepared. He will give you the first hint as a Scavenger Hunt Note. After speaking with the Cheshire Cat, go to Alice’s House. Interact and speak with Alice to give her the note. After the conversation, open the inventory and eat the Scavenger Hunt Note. It will reveal a memory nearby. Interact with the memory to show the first location of the Scavenger Hunt.
Go to the location seen in the Memory
The memory will reveal a Realm Door with the Cheshire Smile on it. Moreover, there will be a bush with a couple of items inside it beside the door. After seeing the memory, go to the Dream Castle. Go up to the second floor and stop at the Beauty and the Beast Realm. Here, you will see the same bush with a couple of items inside it. Interact with the bush and pick up the following items.
Now, open the map to find Alice, and then go and speak with her.
Go back to where the white roses were painted red
Alice will tell you that the White Rose seems familiar. The White Rose is from the Queen of Hearts’ Garden in the Alice in Wonderland Realm. Go to the Alice in Wonderland Realm and make your way to the Queen of Hearts’ Garden. You can either use the Tree Portal to get to the maze and make your way to the garden, or interact with the mushroom to jump directly to the garden.
NOTE: If you go through the maze, you will have to dodge the guards.
Once in the garden, go to the tree with the White Roses. Interact with it and place the White Rose on it. It will drop the Dried Sprout on the ground. Pick up the Dried Sprout, and you will see a portal next to the White Rose Tree. Interact with the Portal, and you will get to Mickey’s Secret Room.
Follow the paw prints in Mickey’s Secret Room
You will see paw prints all over Mickey’s Secret Room. Follow the prints to find a Cheshire Catfish on the floor. Pick up the Cheshire Catfish and leave the room. It will take you back to the Dream Castle. Now, speak with the Cheshire Cat and go through the dialogues.
Find the final item and cook the scavenger hunt items together
At this point, you will have three scavenger hunt items, including Spoiled Milk, Dried Sprout, and Cheshire Catfish. For the final item, you need to get the Coffee Bean. You can harvest the Coffee Beans from the Coffee Bushes in the Glade of Trust biome. After getting the final item, go to any cooking station to cook all the Scavenger Hunt items together. Put the following items into the cooking pot.
1x Cheshire Catfish
1x Spoiled Milk
1x Dried Sprout
1x Coffee Bean
Cooking up these items will get you Cheshire Cat Concoction. Now, bring the Cheshire Cat Concoction to the Cheshire Cat.
Find the correct fishing spot in Frosted Heights and fish your prize
After speaking with the Cheshire Cat, go to the Frosted Heights biome in the Valley. Look for the Gold Ripples at the fishing spots to fish for your prize. Fishing in the correct Gold Ripple will get you the Cheshire Chest.
After fishing the chest, bring it to the Cheshire Cat. Once done talking to Cheshire, open the Cheshire chest in your inventory. It will give you the Cheshire Cat Jacket and Cheshire Cat Gloves. Opening the Cheshire Chest will conclude the quest as well.
Rewards
Completing the On A Wild Cheshire Chase quest will give the following rewards.
Game marketing, you gotta love it. How can you make your small indie game stand out? A great game doesn’t always stand on its own, so why not give it a ridiculously long name.
Why am I not putting the name in the article title like I usually do? Well, it’s called “If Letters Had Pants, Would They Wear Them Like This? What About Numbers? What If They Had Small Shovels And They Dug Stuff Up To Put In A Museum?” and uh, yeah that’s certainly a choice that was made. It’s not the longest name of a game ever but certainly up there in the top I think.
From PUNKCAKE Délicieux it’s a word-game that looks a bit like something i would have done at school, but turned into a fancy little roguelike.
Via the Steam page:
Make words that let you make words
Find words in a randomized grid of letters. The used letters will leave empty spaces, which the other letters can bridge, allowing for words that weren’t possible before, over larger and larger areas. And if words aren’t helping, you can also use bombs to clear up blocking letters.
Your score depends on both the length of the word, and the size of the area it spans. Make longer words over bigger areas to score more points and reach the level’s goal before the timer runs out!
But it’s also a roguelike?
If you manage to complete the level, you will be presented with 3 pairs of pants for 3 different letters. Pants give unique bonuses to letters, a letter can be worth more, or maybe it multiplies the whole word’s value, or maybe it gives you bombs or does other things!
And there’s a museum involved??
Beneath the earth you will find objects lost to time. (and to their owners) While making words, you also dig the earth and uncover these sometimes-precious items. Find them, sell them, and expand your museum, then place the items in the museum and unlock new gameplay modifiers as the museum’s collection completes!
Plays entirely with the mouse. An average run may last 15 to 30 minutes. You may play with the English, French, or Spanish dictionary.
Look at what it did to our poor little link embed. Ridiculous. I love it.
Nintendo’s lawsuit against Palworld has pushed the developer to remove the ability to glide using a Pal.
Furthermore, previous changes to gameplay were made to address Nintendo’s claims as well.
This is all because Nintendo claims Palworld infringes on Pokémon with its gameplay.
The recent Nintendo lawsuit against the Palworld developer, PocketPair, has been raging for some time. Although much has been away from the public eye, the recent Palworld update that changed a significant part of the game proves the lawsuit is anything but calming down.
Although initial reports and some ongoing misconceptions think the Pals are the issue, with many pointing out how similar the 3D models of the Pals were to Nintendo’s own Pokémon, the lawsuit has actually been aimed at mechanics and gameplay, as Pokémon inspire Palworld in more ways than just character design.
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As revealed in a recent tweet, an earlier November patch aimed to address some of Nintendo’s core allegations. To address the Pals directly coming out of the Pal Spheres that contain them, Palworld changed it so that Pals spawn at your feet to eliminate the similarities to Pokémon and Poké balls.
The most recent patch addresses yet another potential issue for the lawsuit. You will no longer be able to glide on Pals through the air across the open world, as according to Pocketpair, that is also a concern in the ongoing litigation.
Although you’ll still be able to glide throughout the air in the game, you’ll no longer be able to use a Pal to do so. Instead, you’ll be gliding through the air on a glider, akin to what’s in games like Breath Of The Wild.
Pocketpair’s tweet states that “these changes are necessary in order to prevent further disruptions to the development of Palworld.” The phrasing even suggests that Nintendo’s legal team is pushing Pocketpair to make these changes.
How can Nintendo assert that gliding through the world with a Pal encroaches on their property? It seems as though many fans agree that this claim is insane, with the most common reply to the announcement being the typical “f* Nintendo”.
By extension, many fans say they’ll no longer purchase a Nintendo Switch 2 after Nintendo’s recent actions degraded the experience of one of their favorite games. One tweet has stated:
“Not buying a Switch 2, not buying more Nintendo or Pokémon products. Digimon was always better anyways.”
The most common reaction seems to be flat-out confusion — people questioning “Gliding with your pal is patented?” or “How is Pokémon/Nintendo even allowed to do this?”
Honestly, this confusion makes the most sense. From films like Avatar (ironically, both the James Cameron film and The Last Airbender) to games like Panzer Dragoon, Hogwarts Legacy, and Horizon Forbidden West, riding on a massive beast is anything but uncommon throughout media.
So the question has turned into, what does it mean for Palworld to infringe on Nintendo’s content?
Why Is Nintendo Attacking Palworld’s Gameplay?
A few big pieces of the debate need to be brought up. For one, this case is being handled in Japan which, compared to America, means that litigation and infringement cases are carried out a bit differently.
This focus on Japanese markets can be seen in Pocketpair’s previous hesitation to release the game on PS5 in the country, which indicates that releasing the game on the platform there would probably fuel Nintendo’s previously established accusations in Japan.
Second, it should be noted that because Nintendo is focusing on gameplay, not previously assumed aspects like 3D models, all of these tactics should be expected. Nintendo is purposefully attacking gameplay elements like the Pals releasing out of balls, and the ability to ride around on these Pals.
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Nintendo’s sales forecasts for the year would make the Switch 2 one of the biggest console launches of all time.
Simply put, Nintendo’s legal team is attacking everything surrounding Palworld’s gameplay. This is exactly what Pocketpair is referencing when they mention how “we have had to make certain compromises in order to avoid disruptions to the development and distribution of Palworld.”
But this begins to get murky because, like Warner Bros. patenting the nemesis system, taking control of gameplay systems is inherently vague and detrimental to the industry’s growth. What most fans are actually upset about is Nintendo essentially saying they have ownership of a certain type of gameplay.
However, from Digimon to other monster collecting games, some of which were founded before Nintendo even made Pokémon, it’s not as though Pokémon is the first and only to do it.
Sadly, we’ll likely see a few more compromises between Nintendo and companies like Pocketpair in the future, and it’ll likely take a lot more time to see who comes on top in this recent court case.
Palworld
Released
January 19, 2024
ESRB
T For Teen Due To Violence
Developer(s)
Pocket Pair, Inc.
Publisher(s)
Pocket Pair, Inc.
Engine
Unreal Engine 5
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Mafia: The Old Country Will Be Cheaper Than Expected When It Releases
Another ZX Spectrum announcement that’s well worth a mention, is a new release by Amaweks called ‘Telethugs’. This game available for purchase as a Patreon exclusive (annoyingly), is an Arcade run and gun game that was originally created and published for PC by Pedro Paiva in 2019, now ported over to the ZX Spectrum by Amaweks. To coincide with this news, below the latest gameplay footage by Saberman, as is the full details of this new release.
And here’s the info! “Telethugs is a “run and gun” game originally created and published for PC by Pedro Paiva in 2019, and now ported to the ZX Spectrum by Amaweks. The game is available in two versions: 128K or 48K, both in English and Portuguese. The 48K version is mainly intended for those who want to play the game on the TK90X, a Brazilian clone of the ZX Spectrum 48K. The 128K version is aimed at ZX Spectrum systems with 128KB of RAM or for those playing on emulators. There are subtle differences between the two versions, although both contain the main content of the game, such as the intro story screen, 5 stages with their respective bosses, and ending screens. Unique features of each version include”:
48K Version:
No music during gameplay, but it features beeper music (1 sound channel) on the title screen, story and ending screens, and short jingles at the start of each level.
128K Version:
Features a total of 8 AY (3-channel PSG) music tracks that play during the game, a more colorful and detailed title screen, more colorful HUD, and an extra credits screen at the end of the game.
The Lord of the Rings: The Hunt for Gollum will be directed by Andy Serkis, known for voicing and performance capturing Gollum in Peter Jackson’s Lord of the Rings and The Hobbit movies. Since Jackson’s dual film trilogies, Serkis has directed a few big-budget project himself, including Mowgli: Legend of the Jungle and Venom: Let There Be Carnage. Jackson will co-produce the new Gollum-hunting flick with writing-producing partners Fran Walsh and Philippa Boyens, who also worked on the LOTR and Hobbit movies.
Last year, Boyens described The Hunt for Gollum as a stand-alone movie — it won’t be split across multiple films — and “quite an intense story, which falls after the birthday party of Bilbo and before the Mines Of Moria” in the original Fellowship of the Ring.
It’s unclear who besides Serkis will star in The Hunt for Gollum, considering much of the principle Lord of the Rings cast will have aged some 26 years since The Lord of the Rings: The Fellowship of the Ring came out. Also, primary characters from Fellowship — with the possible exception of Aragorn — would understandably be busy doing other things during the time period when The Hunt for Gollum is set. I’m sure Jackson, Serkis, and screenwriters Walsh, Boyens Phoebe Gittins, and Arty Papageorgiou will figure something out.