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Wine 10.2 and vkd3d 1.15 released with more Bluetooth driver progress and support for setting thread priorities

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Wine 10.2 and vkd3d 1.15 released with more Bluetooth driver progress and support for setting thread priorities


Wine 10.2 is the latest development released with new features now available for the Windows compatibility layer, plus they also recently put up vkd3d 1.15. This is a huge part of what makes Proton able to run Windows games on Steam Deck and other Linux platforms.

For Wine 10.2 the release highlights are:



Bundled vkd3d upgraded to version 1.15.
Support for setting thread priorities.
New Wow64 mode can be enabled dynamically.
More progress on the Bluetooth driver.
Various bug fixes.

Bug fixes are noted for the likes of Guild Wars, Michael Schumacher: World Tour Kart 2004, YOU and ME and HER, Myst, Final Fantasy XI Online, Sekiro: Shadows Die Twice, Cyberpunk 2077 and more.

For vkd3d 1.15 (Wine’s graphics library built on top of Vulkan) the main highlights are:



Much more complete support for tessellation shaders in the HLSL compiler.
Improved function overload resolution in the HLSL compiler.
Miscellaneous bug fixes.

See more on the Wine website.

Article taken from GamingOnLinux.com.



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D&D’s Next Magic: The Gathering Crossover Is Set In Lorwyn-Shadowmoor

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D&D’s Next Magic: The Gathering Crossover Is Set In Lorwyn-Shadowmoor


Summary

D&D and Magic: The Gathering will crossover in a new book exploring the plane of Lorwyn-Shadowmoor. Lorwyn-Shadowmoor is unique for not containing humans, only nature creatures like elves and giants. The absence of humans will challenge D&D players to interact with different races in this unusual world.

Wizards of the Coast has announced that the next Dungeons & Dragons crossover book with Magic: The Gathering will take players to the plane of Lorwyn-Shadowmoor, with lands once split between day and night.

As Wizards of the Coast owns both the D&D and Magic: The Gathering franchises, the two have crossed over on multiple occasions. For D&D, this involves turning planes from Magic into sourcebooks, such as the magical college of Strixhaven or the ancient Greece-inspired Theros.

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It was revealed during MagicCon: Chicago that the next Magic: The Gathering crossover appearance in the D&D multiverse is a crossover book that will flesh out Lorwyn-Shadowmoor, a plane that has appeared in multiple sets in the card game.

D&D Is Going To A Land Without Humans

D&D Ancient Paladin Player's Handbook

Lorwyn-Shadowmoor was originally two planes, with Lorwyn always covered in daylight and Shadowmoor with night. Over the course of the Magic meta-narrative, the two planes fused into one, bringing conflict between its factions.

Unlike most other Magic: The Gathering planes, Lorwyn-Shadowmoor is notable for not having humans (save for those who travel there using sorcery.) Instead, it’s home to nature creatures, such as elves, fae, and giants.

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Magic: The Gathering – Aetherdrift Preview

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The last time Lorwyn-Shadowmoor appeared in Magic: The Gathering was during the Invasion of New Phyrexia storyline, where both factions worked together to repel their biomechanical foes, successfully saving the plane from destruction.

As Lorwyn-Shadowmoor has undergone a number of chances in terms of its lore, it’s unclear how D&D will adapt it for the tabletop RPG. The fact that it hasn’t been prominently featured in so long is helpful in this regard, as it will give the writers more to work with.

The absence of humans will be interesting for D&D, considering how prominent they are in pretty much every setting. This means players will have to experiment with the more peculiar races, should they wish to fit in in this strange new world.

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Magic: The Gathering References Infamous Final Fantasy Mistranslation

One of Final Fantasy’s earliest flubbed lines is now official in Magic: The Gathering.



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My Loyal Shield treasure map location and solution in Avowed

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My Loyal Shield treasure map location and solution in Avowed


My Loyal Shield is one of Avowed’s easier treasure maps and one that doesn’t send you to the most dangerous places in a region to find its reward.

You can buy this map, and the secret to finding the treasure this time consist of finding a back door and pressing a secret button. That’s it! And at the end of it all, you get a mighty shield that’s worth keeping for a while even if you don’t rely on blocking in battle.

This Avowed guide shows where to find the My Loyal Shield treasure map and where to find the shield in question.

Where to find My Loyal Shield treasure map

Image: Obsidian Entertainment/Xbox Game Studios via Polygon

You can purchase My Loyal Shield from Eberk, a merchant standing outside the South Warden Tower’s front door. It’s literally one of the first things you see if you follow the road north from where you enter Galawin’s Tusk, and the only enemy in sight is Eberk’s price philosophy. He charges 5,220 skeyt for the map.

The main character in Avowed looking at Eberk, a merchant selling the My Loyal Shield treasure map.

Image: Obsidian Entertainment/Xbox Game Studios via Polygon

If you’re short on cash, rummage through the tower’s several floors and grab all the weapons you can. Selling them should get you more than enough to cover the map.

My Loyal Shield location solution

A map image showing where to find the My Loyal Shield treasure in Avowed

Image: Obsidian Entertainment/Xbox Game Studios via Polygon

The little callout box on this map is slightly misleading, as it has nothing to do with the actual location, but everything to do with how you reach it. Head northwest from South Warden Tower, following the lava river, until you see Outcast Tower Camp to your north. That’s the broken tower with scaffolding the map shows in the distance. You’re looking for an Ekida-slash-Godless ruin instead.

The main character in Avowed looking at a godless ruin where the My Loyal Shield treasure is

Image: Obsidian Entertainment/Xbox Game Studios via Polygon

You’ll see a group of beetles chowing down on some poor soul’s remains. Ignore them, and turn left. This path takes up to the tower’s back entrance, where you’ll find a table and an otherwise empty room. The callout box was pointing to this table and, specifically, the button on it that opens a secret door.

The main character in Avowed looking at a table with a secret button that opens the door to a room where My Loyal Shield’s reward is

Image: Obsidian Entertainment/Xbox Game Studios via Polygon

Press that, enter the door, drop down into the chamber, and collect your treasure, the tier-four Time’s Tarnish shield. The room looks dangerous, but there’s nothing else inside.

A menu image showing Time’s Tarnish, the reward for My Loyal Shield in Avowed

Image: Obsidian Entertainment/Xbox Game Studios via Polygon

Time’s Tarnish is a fantastic shield, and even though its enchantments have a high chance of not activating, they’re awfully useful when they do actually work.

84 block efficiency20 stability340 parry efficiency45 elemental resistance

Time’s Tarnish enchantments

Timeless Aegis: Blocking has a 20% chance of restoring 20 staminaDull the Edge, Blunt the Point: 10% chance to avoid melee damage

Everything in Galawin’s Tusks wants to kill you, and unless you’ve saved upgrade materials along the way, you probably don’t have a tier-four piece of armor yet. This shield is a useful stopgap that helps keep you safe in battle until you get to that point, so consider using it even if you don’t normally equip a shield.

For more treasure maps in the Galawain’s Tusks region, see our solutions to the Ancient Arrowhead and The Blade that Hungers treasure maps. And don’t miss our full Avowed walkthrough.



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Cabernet Review – Monsters Are Hereditary

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Cabernet Review – Monsters Are Hereditary


There’s so much delightful intrigue to uncover with Cabernet’s core message of monsters being hereditary, a concept that initially seems solely meant to draw parallels between the protagonist’s vampirism and her father’s alcoholism. But Cabernet dares to go deeper with its message, delving into the cyclical nature of humanity’s cruelty to each other, especially regarding the treatment of the lower class, and how society’s many ills are often the result of the new rich inheriting the evils of the old. It all makes for a deeply compelling consequence-driven story where every choice carries the potential to surprise you with terrifying force. Some late-game glitches mar the game’s fantastic conclusion, but even if developer Party for Introverts doesn’t address those issues in post-launch updates, the journey to get to Cabernet’s final hour is an incredible piece of interactive fiction.

A 2D narrative-driven RPG set in 19th century Eastern Europe, Cabernet begins with protagonist Liza’s funeral, as you briefly roleplay as her uncle and give a eulogy that determines the direction of Liza’s life and which skills she specializes in. Control then shifts to Liza as you awake in a dungeon. Unsure of how she got there, Liza makes a pact with an unseen and silent presence for freedom, before finding herself at a party filled with vampires. It quickly becomes apparent that she is now a vampire as well, and this new life comes with a ton of rules, like needing to satiate a constant thirst for blood and staying away from sunlight. But there are immense freedoms associated with the transformation as well, as Liza is empowered with supernatural abilities that allow her to go to places she never could before, get away with acts others are often swiftly arrested for, and pursue passions and love most mortals of her station cannot yet readily do.

Investing in certain skills will allow Liza to talk about their corresponding topics.

In this sense, Liza is a stand-in for the middle class, which was emerging during this period in real-life history. Liza cannot relate to the centuries-old Countess who commands all the vampires in the region and lives in a mansion filled with wealth, nor can she completely empathize with the poor farmer girl who dreams of learning music and bettering herself but must toil away in the fields for hours so her family can eat. But Liza can take small steps into both of their worlds to see their respective trials and tribulations, and although she cannot fundamentally change the relationship between the poor and rich, she is one of the few in town who can affect the lives of people in both social spheres. This setup grounds the otherwise supernatural fantasy in real-world politics, implementing considerations into the story that give even the simplest of choices substantial narrative weight.

There’s something horrifyingly poetic about Liza’s new vampiric station as she must now serve the whims of a wealthy and immortal elite while sustaining herself on the blood of mortals, the easiest of which to feed on are the poor. You can fight against the metaphor by having Liza take time out of her nights to buy bottled blood, but doing so leaves little money left to better Liza’s own lot in life with books and dresses that can boost her skills. For Liza to get ahead at all, she’ll have to feed on people at some point, and Cabernet ensures the wealthiest characters are regularly out of reach of Liza’s fangs.

The sound design makes drinking blood from someone's neck eerily hypnotic and sensual.
The sound design makes drinking blood from someone’s neck eerily hypnotic and sensual.

Cabernet frames this conflict with a morality system that balances Liza’s humanity versus her nihilism. I’m a big fan of the distinction because, unlike a lot of other morality systems, this doesn’t put your choices in a good-versus-evil framework. Though most choices that increase Liza’s humanity are generally moral, they’re not all wholly good. Similarly, while having Liza embrace nihilism is generally a darker route, not all of those choices are wholly evil. For example, feeding on the blood of rabbits to save money or lying to spare someone’s feelings are both nihilistic actions, while preaching to a rebel that they should abandon any and all forms of violence and trust those in power to do what’s right is a humane action. There is some strategy to pushing Liza to be more of one than the other, for as Liza’s humanity and/or nihilism grows, you’ll unlock unique dialogue options with certain characters that allow you to better navigate difficult conversations. But Liza can also unlock unique dialogue options by raising her expertise in specific skills–I opted for a Liza who excelled at understanding art and science but struggled to talk about history or literature–so there are regularly many ways to approach one problem.

Trying to find a solution is most of Cabernet’s gameplay. Liza only has a limited amount of time per night to complete tasks, some of which take up a lot more time than others, so you have to carefully map out and plan a schedule. Though it could be possible to do everything for everyone and complete every optional objective, my experience was that I had to more carefully pick and choose, and the order in which I helped individuals had ramifications too. The pressure of keeping on top of Liza’s job as the town doctor’s assistant and cultivating relationships with the two dozen major characters is further compounded by her need to drink blood. As previously mentioned, you can buy bottled blood, but you’ll find your money quickly drying up on other expenses.

There are a lot of characters to meet and your choices can impact all of their lives.There are a lot of characters to meet and your choices can impact all of their lives.
There are a lot of characters to meet and your choices can impact all of their lives.

In Cabernet’s lore, vampires must only drink from people they’ve enchanted first, lest humanity learn of their existence, and Liza can only enchant those who trust her. This requires getting to know your would-be victims and, in your most desperate moments, deciding whom you’re willing to feed on. Even though Liza’s victims do not remember what she does to them thanks to the enchantment, the underlying sensation of feeling like they were taken advantage of remains, subconsciously lowering their opinion of Liza and potentially impacting future conversations. To add a dash more excitement (and dread), you cannot see the physical state of Liza’s victim while she’s feeding, only how much blood you’ve taken and how much Liza is enjoying the sensation of the moment as color returns to her face. When you think Liza has had enough, you can command her to stop–take too little and Liza may need to feed on someone else before the week is out, but take too much and the person in question might just die.

There are clear comparisons between vampirism and alcoholism throughout Cabernet, but the game misses the mark in how the mechanics work. Though the game warns you there’s some risk of becoming nothing more than a feral leech and draining and killing someone, I never did. And while the game mandates you keep track of Liza’s blood levels, it feels more like keeping on top of a food meter in a survival game, not confronting and managing an addiction. This doesn’t ruin the gameplay, but it does create a bit of a disconnect in the story as numerous times Liza will be confronted by vampires who warn her of becoming too dependent on blood or lament that this need to feed will negatively impact her relationship with friends and loved ones, but neither ever became an issue. There is an interesting consideration in that overfeeding and making Liza’s blood meter overflow causes the blood meter to deplete faster, so overfilling the meter too often could feasibly make it all but impossible to go even a full night without feeding on someone, but that’s easy to avoid. I could easily get by having Liza only feed once or twice a week, which left a minimal impact on her relationships.

Liza possesses several supernatural powers, such as transforming into a bat or becoming invisible.Liza possesses several supernatural powers, such as transforming into a bat or becoming invisible.
Liza possesses several supernatural powers, such as transforming into a bat or becoming invisible.

Regardless, it’s the human element of the story that’s the star, not the vampiric one. Cabernet is all about making choices, but its strength exists in the story around those choices. Each scene is captured with a dark vibrancy that resembles paintings of the era, and composer Jim Fowler (Bloodborne, LittleBigPlanet) lends a beautiful gothic mysticism to it all. And almost every major character leaves behind a memorable narrative footprint, thanks in no small part to the superb voice work. The reward in seeing how the individual arcs of Liza’s friends, enemies, and acquaintances can play out is only trumped by the reveals of how each of their stories weaves together, informing the greater narrative and Liza’s place in the world.

One of the first tasks Liza is given is a mission from the Countess: She is asked to befriend either the husband or wife who lives down the road, earn an invitation to their home so that she can cross the threshold, infiltrate the house, steal some documents, and deliver said documents to a handler. It’s up to you whether you have Liza agree to the Countess’ demands and even if she does, how to go about it. Your mark is a couple struggling through severe marital and financial problems–the wife is a talented musician who feels stifled by a husband who demands she be a housewife while he struggles to find his creative groove at the bottom of a vodka bottle. Do you focus on befriending one or both targets? And once you have the invitation, when do you break in? Do you snoop around and steal from your new friends once inside, and do you disobey the Countess’ orders and look through the documents upon finding them? Do you even pass along the documents to the handler or lie that you never found them?

Liza can embrace her humanity or nihilism.Liza can embrace her humanity or nihilism.
Liza can embrace her humanity or nihilism.

There are quite a few different ways this one mission can end, and it sets the stage for how at least four major characters see Liza going forward, with ramifications I was still dealing with all the way up until the game’s final moments. Cabernet is filled with stories like this, each of which you can choose to pursue or ignore while time marches onward. (Do you promise a girl you’ll save her brother, knowing that he’s across town and the time limit that pops up to let you know when he’ll bleed out is not very long? When a spurned lover asks you to find her former paramour and kill him, do you fulfill her dark desire? Do you help two unhappy people find love again or split them up so you can date and marry one of them?) Every choice I made paid off in some way, and although there were quite a few unexpected surprises and welcome twists, never did the game’s consequences feel unfair or unearned. And when the credits rolled, I sat back immensely satisfied but also eager to replay the game and see how different choices might affect the final outcome.

Cabernet was not a wholly smooth experience, as several late-game glitches made it impossible for Liza to mail letters and complete the last steps of two side quests that I was really hoping to see the conclusion of. Another glitch also soft-locked me during the finale, preventing me from ending a conflict with the incredible persuasive speaking chops Liza had honed over the playthrough. After restarting the mission several times and being unable to progress how I wanted, I restarted again and instead had Liza force her way out of the predicament. It wasn’t how I intended to do things, but it worked and I was able to keep playing and finish the game. These glitches soured the final moments of what had otherwise been my favorite RPG in quite a while, so hopefully, these issues are ironed out with post-launch patches.

Issues aside, Cabernet is an incredible RPG. The concept of comparing vampirism to addiction is nothing new, but framing that storyline within the real-world history of the middle class during the 19th century adds a compelling undercurrent to Liza’s story and the various people she befriends, betrays, and smooches during her struggle to come to grips with her new existence. The consequences of Liza’s actions feel impactful, and seeing each character’s arc all the way through is narratively fulfilling. This is the level of quality that stories about vampires should strive for.



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AI Slop and the Degradation of the Nintendo eShop

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AI Slop and the Degradation of the Nintendo eShop


Late last night, I received an email regarding AI slop, this email:

The email not does make any sense at all, why would my complaining drive his AI usage? He’s also dead wrong about me and AI. I am not opposed to AI usage. I am opposed to “AI Slop,” like what Pakotime puts out. These games are quickly shat out cash grabs with minimal effort that clog up the eShop and drive better games off the list. I have complained about them endlessly, like with Jigsaw Ice Princess. Ice Princess came out in October 2023. Not only has the flow of slop not stopped, its arguably gotten even worse since then.

AI Slop and Me

But what about my usage of AI images? Doesn’t that make me a hypocrite? No, because I don’t have a problem with using AI. Its a tool, used for good or evil. In fact, that image he’s referring to was generated by WordPress itself as it has a featured image generator built in. Furthermore, AI images are useful for articles, as I don’t have money for an artist to draw an image or buy stock images. In addition, I am not charging money for these articles.

Meanwhile, AI slop can range from a few dollars, to twenty! A developer is charging real money for AI generated images, and often not very good ones either. The games attached are usually identical “arrange the tiles” or a jigsaw puzzle. I view it as an outright scam. Also a scam are the AI generated marketing images on some games that hide what a game really is. Look I don’t care if a developer is using AI for coding or back end stuff. I do care if they’re charging for a shitty jigsaw game with AI generated images and slapping “hentai” in the title. It reeks of sheer laziness for a paid product when honest developers spend thousand on actual art.

I wouldn’t even be writing this article if that email was the only one to bring my AI usage up, others have as well. AI slop has damaged the Nintendo eShop and frankly my usage of AI images is irrelevant because I’m not charging for a sub-par product. Instead of yelling at me, yell at Pakotime to stop releasing a game a week!

P.S. If you’re wondering, my response to his email was a condensed version of this article. It is as follows:

If the author had subscribed to this blog, maybe he would have made sense!



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2XKO game director speaks out about the next “much smaller” online play test, a new fuse, and more ahead of February update

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2XKO game director speaks out about the next “much smaller” online play test, a new fuse, and more ahead of February update


2XKO game director Shaun “unconkable” Rivera has posted a lengthy statement online (first on Reddit, later on X) shutting down speculation and misinformation regarding the game and its upcoming online play test. This includes the fact that the next play test will be “much smaller” than the first Alpha Lab test.

The entire statement, which you can read here, kicks off by acknowledging the “crazy memes and hysteria” of the game’s official subreddit, before revealing the team were initially planning on running a larger-scale play test next month, with the February update covering this event. However, it looks like plans have changed to a smaller play test instead, while the team builds up infrastructure for a larger influx of players later this year.

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Rivera also addressed the Pulse Fuse, as there have been discussions among the community of it going away. This fuse, for those who can’t remember, allowed for players to mash a single button and perform a decent combo (while retaining all their usual attacks). This, it seems, has been replaced with an auto-combo setting selectable during character select.

Instead, Rivera reveals more about a new fuse: Sidekick. This basically removes the ability for the two playable characters to switch at all, instead providing the point character with more health and providing the second player more of a “support” role. Think of it like Yummi in League of Legends, who is attached to another champion and assists them by throwing out abilities (in 2XKO, assists) that aid in their assault.

This information seems to have been suddenly posted in response to leaks that had appeared online earlier this month (we obviously can’t link to ’em here), which explains the sudden and largely unexpected post by Rivera here. He doesn’t provide a date for the February update, which remains the main topic of speculation in the minds of 2XKO fans.

Obviously, this post raises a bunch of questions. The first, and most pressing in my mind, is how much smaller the upcoming play test will be? The first alpha lab proved popular, with flocks of new and experienced fighting game players rushing for access.

It also begs the question of why a smaller test? If I may speculate, it could be to gather data on a specific user base, perhaps to better balance the game for a wider net of players. For example, they’re adding the Sidekick fuse, right? So maybe they want a smaller test aimed at a control group of 50/50 experienced and totally new testers? It’s something I’m personally keen to learn more about.

Then there’s the decision to build infrastructure for an increased number of future players, which itself is interesting. Perhaps, given the popularity of the first Alpha Lab, the team is anticipating a very significant increase in sign ups for a future test. This on its face makes sense, we saw plenty of players left in the cold last time, and these sorts of slow builds to release tend to gain interest the closer they get to that long-awated 1.0 launch date.

However the cookie crumbles, it’s February 21 as of writing, which means it shouldn’t be too long until we know for certain what the deal is. Still, an interesting peek into what’s going on, even if it was sudden.

What do you think of this new info? Does Sidekick sound like a cool new addition to you? Let us know below!



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New Chinese Blockbuster Just Surpassed Inside Out 2 To Become The Biggest Animated Movie Ever

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New Chinese Blockbuster Just Surpassed Inside Out 2 To Become The Biggest Animated Movie Ever


Screenshot: Beijing Enlight Media

Ne Zha 2, a new Chinese animated movie, has brought in $1.7 billion at the box office and dethroned Pixar’s Inside Out 2 to become the highest-grossing animated flick in history.

Released in January, Ne Zha 2 has been on a record-breaking run in China. Earlier this month the animated sequel became the first movie in history to cross $1 billon at the box office in a single market. The movie is currently only showing in mainland China and hasn’t been released internationally. It is also the first non-Hollywood movie to make more than $1 billion in ticket sales. And now it can add “Top-Grossing Animated Movie” to its growing list of records.

As reported by Deadline on February 20, Ne Zha 2 has now made ¥12.47 billion ($1.72 billion USD) at the box office in China since hitting theaters on January 29. That not only beats previous animated box-office champ Inside Out 2, but it also places Ne Zha 2 at number eight on the list of overall highest-grossing movies in history, above blockbuster hits like Top Gun: Maverick, Jurassic World, and The Avengers. The animated blockbuster, a sequel to 2019’s Ne Zha, is now projected to gross $2.08 billion in China. That would put it at number five on the highest grossers list, beating out Star Wars: The Force Awakens and Avengers: Infinity War.

If Ne Zha 2—an animated movie based on the 16th-century Chinese novel Investiture of the Gods—can reach $2 billion, it will make history as the first movie to ever do so in a single market. It would also be one of only seven films to achieve $2 billion at the box office.

Due to the film’s continued success, Ne Zha 2 will be sticking around in theaters for a bit longer. The movie has been given an extended run in China and will stay in theaters until March 30. It is set to release in Hong Kong later this week.

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Now Activision is Teasing a Tony Hawk Pro Skater Announcement, Too

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Now Activision is Teasing a Tony Hawk Pro Skater Announcement, Too


Following several rumours, Activision itself appears to be teasing some form of Tony Hawk Pro Skater announcement with the hints indicating it’ll be Tony Hawk Pro Skater 3+4.

The tease is actually hidden in a returning Call of Duty multiplayer map named Grind which has been added into Call of Duty: Black Ops 6. In the map there’s a skateboard shop with a TV screen displaying the date “03.04.25”.

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But that’s not all because eagle-eyed fans have speculated that the silhouette of a skater above the date is a combination of the same ones found on Tony Hawk pro Skater 3 and Tony Hawk pro Skater 4. In other words, it’s a strong hint that the announcement will be a remaster like Tony Hawk Pro Skater 1+2 from 2020 which combined the first two games into one excellent package.

And don’t forget to take notice of the date as well: 03/04 seems like a very direct nod to it being Pro Skater 3+4.

If you want a little more evidence, Microsoft themselves replied to CharlieIntel, an X user who posted a picture of the TV screen in Grind. They replied to his tweet with a simple eyes emoji, lending credence to the whole thing.

Tony Hawk himself also replied to the tweet with the same set of eyes. Don’t forget, the Hawkman also hinted at a new Tony Hawk game being in the works.

Of course, this official tease comes hot on the heels of a bunch of rumours about a new Tony Hawk game. A pro skater let slip earlier this week that he’s in a new Tony Hawk remaster that’s coming out soon. Considering the skater in question was added into Tony Hawk Pro Skater 1+2, his claims are very believable.

And shortly after that, a fairly reliable leaker confirmed that he had heard Tony Hawk’s Pro Skater 3+4 is in the works and will be shadow dropped at an Xbox event in June. That’s not all, because he also claims that it’ll be available on PS5, PC and the upcoming Switch 2 as well.



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2222 Abyss of the Universe Switch Review

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2222 Abyss of the Universe Switch Review


2222 Abyss of the Universe is a two dollar game sold for ten. That automatically disqualifies it from purchase in my view. Right now, as this writing, it is on sale for eight, still too high for what you get. Well what is it? You’re in a rectangle flying along a track, you go through rings. In Endless Mode, the rings give you fuel to keep going. In levels, they’re simply points. There is one button, either A or B or d-pad up. It makes you go up, stop pressing to go down.

These games are everywhere on mobile and very cheap or free. However, what 2222 Abyss of the Universe has going for it are the bells and whistles. You have a 3d mode or 2d mode. You also have a leader board for endless, which currently has seven people on it. There is a soundtrack and a host of sound effects you can individually turn on or off. Finally you buy new ships with your coins you get flying through rings.

A runaway success I tell you…

As I said at the start, 2222 Abyss of the Universe is way, way overpriced. Yes you get a fair bit in this package, but its not worth it in my opinion. To back this up, look to the leader board. I’m betting the price is why the game has seven people on a leader board on release day. Nobody cares, nor should they. I’m going to sock it hard, giving it a Not Recommended with a five back-end score. I don’t think this was a scam, I legitimately think the developers think this game is worth its price. Unless it drops to two,maybe three dollars, stay away.

Overall: 2222 Abyss of the Universe is a one button game sold for ten dollars. Sure its fancy, but simply not worth it in the end.

Verdict: Not Recommended.

eShop Page

Release Date2/20/25Cost$9.99PublisherD-OESRB RatingE

P.S. I’ve reviewed so many games, they all blend together. So I’ll put a recent Must Play, Genome Guardian, here.

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QuestWorlds Roleplaying System Launches Worldwide – TGN – Tabletop Gaming News

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QuestWorlds Roleplaying System Launches Worldwide – TGN – Tabletop Gaming News


Chaosium has released QuestWorlds, a new self-contained roleplaying system designed for cinematic and larger-than-life gameplay. Inspired by classic pulps, comic books, and weird fiction, QuestWorlds aims to provide a versatile and accessible experience for players of all levels.

QuestWorlds is a complete roleplaying system that does not require additional books to play. Its rules-light framework focuses on resolving in-game conflicts quickly and efficiently, with a simple core mechanic and optional rules that allow for customization to fit various settings and genres. This flexibility makes it suitable for a wide range of storytelling styles, from action-packed adventures to mysterious explorations.

The system includes streamlined character creation rules, enabling players to design unique characters in a short amount of time. Players can create characters ranging from ordinary individuals to extraordinary heroes, with no limits on creativity.

In addition to character creation, QuestWorlds provides tools for designing custom settings. Players can build their own worlds, whether inspired by classic genres or entirely original concepts, offering a high degree of personalization for their games.

QuestWorlds is currently available in PDF format for $19.99 through Chaosium’s website and DriveThruRPG.

The game reflects the philosophy of Chaosium founder Greg Stafford, who emphasized the cooperative nature of storytelling games. Stafford described such games as a shared experience where players contribute to an ongoing narrative through verbal interaction and imagination.

“In a storytelling game, the object is to participate verbally in the cooperative experience of a story. Everyone talks in order to contribute to the ongoing story. Inevitably, some people will talk a lot, some will talk only a little. Hopefully, everyone will talk a lot when their turn comes around and only a little at other times.

“Play is verbal and imaginative. The action takes place in the minds of the players. This is a social game in the most positive sense of the word. Aggressive competition or legalistic arguments over rules are alien to the spirit of a storytelling game.”



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