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[data-focus-scheme="dark"] { color-scheme: none; } Patch Notes Fixed an issue with AI director that would allow stray Extremis spawns and reinforcement calls during Terminus battle. Various crash fixes Vezi articolul complet
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Ultima actualizare la aprilie 6, 2026 Dacă ești pasionat de jocuri care se joacă alături de prieteni sau în competiții online, lista noastră cu jocuri multiplayer PC 2026 este ghidul perfect pentru tine. Am adunat titluri care au definit experiența multiplayer de-a lungul timpului, de la clasice iubite de fani până la noutăți surprinzătoare care continuă să captiveze comunitățile. Indiferent dacă preferi bătălii strategice, aventuri cooperative sau meciuri rapide, aici vei găsi jocuri care garantează distracție și provocări pe măsura așteptărilor. Arc Raiders ARC Raiders pune accent pe cooperare într-o lume deschisă unde amenințarea principală vine din partea unor mașinării gigantice. Din ce se discută prin comunități, atracția principală este tensiunea constantă și nevoia de coordonare reală între jucători. The post Cele mai bune 25 de jocuri multiplayer pe PC în 2026 appeared first on Need4Games. Citește mai departe !
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Fortnite players have been saying the same thing ever since Epic dropped the bizarrely hilarious Brainrot cosmetics into the Item Shop. Tung Tung Tung Sahur is everywhere. The skin has gone from meme fuel to one of the most talked-about cosmetics in the game almost overnight, with viral posts now claiming it became the best-selling Fortnite shop skin ever after hitting 10 million sales in just 24 hours. But while the skin is absolutely real and currently listed in Fortnite’s live Item Shop, that massive sales figure has not been officially confirmed by Epic Games or Fortnite as of April 6, 2026. Tung Tung Tung Sahur Is Officially in Fortnite There is no question that Tung Tung Tung Sahur is a real Fortnite cosmetic. Epic’s Item Shop page shows the outfit listed at 1,500 V Bucks, and it is also part of the larger Brainrot Bundle, which bundles it together with other themed items. The official offer page also confirms the skin is part of that Brainrot set, giving players a direct source for the cosmetic’s price and availability. The problem is not the skin itself. The problem is the number. Right now, the “10 million sales in 24 hours” claim appears to be spreading through social media posts and reposts rather than through any verifiable Epic Games announcement, Fortnite blog post, or official sales report. A broader investigation reveals that the skin is getting major attention and coverage for arriving in the shop, but not a trustworthy source that backs up the 10 million figure. Even without hard sales data, it is easy to see why Tung Tung Tung Sahur is blowing up online. The skin comes from the same chaotic internet meme culture that has been spreading fast across social platforms, and Fortnite is clearly leaning into that energy with the full Brainrot branding in the shop. Could Tung Tung Tung Sahur Actually Be One of Fortnite’s Biggest Skins? Maybe. That part is not hard to believe. Fortnite has a long history of turning internet trends, collabs, and joke cosmetics into massive commercial hits, and Tung Tung Tung Sahur has clearly landed at the perfect intersection of meme culture and Fortnite’s always online audience. But “most sold Fortnite shop skin of date” is a much bigger claim than “very popular right now,” and without Epic sharing numbers, there is no reliable way to rank it above every other shop skin in the game’s history. The Real Story Behind the Viral Fortnite Skin In other words, Tung Tung Tung Sahur is absolutely one of the hottest Fortnite skins in the shop right now, and the online buzz around it is real. What is not confirmed is the headline-grabbing claim that it sold 10 million copies in only 24 hours. Until Epic puts out actual figures, that number should be treated as viral chatter, not fact. Still, in a game built on internet culture, sometimes the meme is the story, and right now Tung Tung Tung Sahur is owning the conversation. The post Fortnite Tung Tung Tung Sahur Skin Reportedly Becomes Biggest Shop Skin Ever appeared first on GameRiv. View the full article
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Triple the pressure. Triple the plays. Jump on 03 Season 03 of #BlackOps7 and Call of Duty #Warzone starting today! View the full article
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Ultima actualizare la aprilie 2, 2026 Aprilie nu e genul de lună care să rupă topurile în fiecare an, dar de data asta chiar am avut pentru ce să mă uit mai atent la lansări. Au apărut câteva jocuri care ies din tipar și nu par puse acolo doar să umple calendarul, ci chiar vin cu ceva interesant. Pentru articolul ăsta, m-am uitat peste tot ce apare și am ales cele mai interesante jocuri noi din aprilie 2026, adică acele titluri care merită atenția ta în perioada asta. Unele sunt așteptate de ceva timp, altele sunt surprize, dar toate au un motiv pentru care au ajuns în listă. Samson Mouse P.I. For Hire Replaced Pragmata Saros Last Flag Masters of Albion Kiln Road to Vostok Invincible VS Samson – 8 aprilie 2026 Un joc mai „de stradă”, în care totul se învârte în jurul banilor și supraviețuirii. Te întorci acasă și trebuie să te descurci cum poți, prin lupte, combinații și tot felul de situații limită. Pare genul de experiență mai brută, unde progresul vine din cât de bine te adaptezi la haos. The post Top 10 jocuri noi aprilie 2026 appeared first on Need4Games. Citește mai departe !
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Ultima actualizare la aprilie 1, 2026 Pokémon Pokopia reușește să-și îndeplinească promisiunea de a fi un joc cozy, construit în jurul ideii de relaxare și explorare creativă. Titlul propune un ritm lent, aproape terapeutic, în care jucătorul construiește, demolează și reconfigurează spații după propriul gust, iar prezența unui daily challenge menține rutina zilnică interesantă fără a pune presiune. Este genul de joc în care intri pentru „încă cinci minute” și rămâi o oră, doar pentru că atmosfera te prinde. Mulțumiri speciale către CD Media SE pentru distribuirea codului de recenzie! De asemenea, aprecieri enorme către partenerul nostru misterios pentru această recenzie. Un detaliu surprinzător de bine gândit este absența penalizării pentru căderi. Ditto poate fi aruncat de oriunde fără să „moară” sau să fie respawnat, ceea ce deschide libertatea unor experimente amuzante și a unor salturi spectaculoase. Totuși, aici apare și una dintre limitările jocului: deși Ditto poate învăța să sară, nu se poate agăța de margini sau obiecte, ceea ce obligă jucătorul să construiască permanent structuri auxiliare. Într-un joc care pune accent pe libertate, această restricție se simte uneori artificială și te scoate din fluxul creativ. La capitolul muzică, OST-urile sunt funcționale, dar nu memorabile. Ele nu deranjează, însă nici nu ridică experiența la un nivel superior. În anumite zone, o compoziție mai inspirată ar fi completat perfect atmosfera cozy pe care jocul încearcă să o creeze. Per total, Pokémon Pokopia rămâne o experiență plăcută, ideală pentru cei care caută un refugiu digital liniștit, chiar dacă mai are loc pentru rafinament în câteva aspecte-cheie. Un alt aspect important în experiența de joc din Pokopia este modul în care sunt prezentate instrucțiunile. Deși, în primele ore, jocul reușește să explice destul de clar cum funcționează anumite obiecte sau ce resurse sunt necesare pentru diverse questuri, pe măsură ce avansezi, lucrurile devin mai puțin intuitive. După aproximativ 15 ore de joc, unele obiecte descoperite nu mai au o utilitate evidentă, iar lipsa unor explicații suplimentare poate crea momente de confuzie. Este un contrast vizibil între începutul prietenos și partea de mid‑game, unde jucătorul este lăsat să descopere singur, uneori poate prea mult. Dificultatea de a găsi anumite materiale esențiale pentru crafting poate încetini progresul, iar dacă faci o pauză mai lungă de la joc, revii adesea fără să-ți amintești ce Pokémon te ajuta la anumite rețete. Faptul că trebuie să-i cauți individual devine un mic obstacol într-un joc care, altfel, promovează relaxarea și creativitatea. O funcție de căutare sau o evidență mai clară ar fi fost binevenită. Pe partea tehnică însă, Pokopia impresionează. Jucat exclusiv în modul handheld, titlul rulează impecabil: rezoluție clară, culori vii și, cel mai important, fără frame drops. Este genul de stabilitate pe care nu o observi imediat, dar o apreciezi enorm atunci când totul funcționează perfect. În ansamblu, Pokopia este o surpriză plăcută în universul Pokémon, un joc care îmbină creativitatea cu explorarea într-un mod accesibil și relaxant. Îl recomand cu încredere fanilor francizei, dar și celor care iubesc jocuri precum Minecraft și caută o alternativă cu un vibe similar, dar cu personalitate proprie. Dacă ești genul de jucător care adoră să construiască, să experimenteze și să descopere constant lucruri noi, Pokopia îți va oferi exact acel tip de escapadă cozy pe care o cauți. Nota finală este de – 8/10 – The post Pokémon Pokopia – Mini-Recenzie appeared first on Need4Games. Citește mai departe !
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Raise the Stakes with the Season 03 Battle Pass!JSOC enlists Cole “Javelin” Donovan to infiltrate The Guild, sending the aerial tactician to a frozen facility in the Arctic Circle with instructions to hack into the company’s systems, wreaking havoc. Press the advantage with help from a brand-new Battle Pass, new BlackCell content, and Store Bundles arriving when Season 03 of Call of Duty®: Black Ops 7 and Call of Duty: Warzone™ launches at 9AM PT on April 2. Access 100+ rewards including new free base weapons plus new Operator Skins, Weapon Blueprints, Finishing Moves and more found throughout the Season 03 Battle Pass. Purchase the premium Battle Pass for 1,100 COD Points to unlock progress through all Battle Pass rewards or grab the Battle Pass Bundle for 2,400 COD Points, including 20+ Tier Skips to get a jump on the journey ahead. Get BlackCell for the ultimate seasonal experience, including unique Operator Skins, Weapon Blueprints, and more. BlackCell Season 03: Valkyrie Operator (JSOC) Outfitted with a next-generation mobility rig and neural-linked targeting suite, Valkyrie was designed for warfare in dense battlespaces. Developed through the CIA’s experimental augmentation programs, she represents a new type of combat asset — part soldier, part weapons platform. BlackCell users can deploy as the winged Operator at the start of the season, joined by her two sister warriors “Scarlett” and “Ash,” represented by two additional Operator Skins for Valkyrie unlockable via in-game challenges. The winged Operators are joined by a cast of fierce Operator Skins and Weapon Blueprints earned through BlackCell. Additional BlackCell Instant Rewards Content Get the full Battle Pass experience with BlackCell, providing access to every reward available throughout the Season 03 Battle Pass. Your purchase grants immediate access to the BlackCell Instant Rewards Page, delivering the following items: · “Valkyrie” BlackCell Operator Skin plus the “Scarlett” and “Ash” alternate Skins earnable through Challenges. · 1,100 COD Points · “Tribulation” Mastercraft Blueprint for the Razor 9MM SMG (Tracers, Death FX) plus the “Voltrix” and “Malison” alternate Blueprints earnable through Challenges. · “Say ‘Hello’” Finishing Move · “Drone Caller” Emote · The “BlackCell” Clan Tag (showcased in Lobbies and Winner’s Circles) · “BlackCell No.3” HUD Theme · 10% XP Loyalty Boost BlackCell owners can earn even more rewards throughout the Season 03 Battle Pass, unlocking bonus content across multiple Pages, featuring: · Seven BlackCell-exclusive Skins, including: o The “Grasp” BlackCell Skin for the new Javelin Operator o The “Riven” BlackCell Skin for Javelin o The “Lockdown” BlackCell Skin for T.E.D.D. o The “Serrated” BlackCell Skin for Wei Lin o The “Icecap” BlackCell Skin for Dempsey o The “Sleepless” BlackCell Skin for Richtofen o The “Tacit” BlackCell Skin for Karma · Seven BlackCell-exclusive Weapon Blueprints: o The “Flameout” BlackCell Blueprint for the M34 Novaline Marksman Rifle o The “Bulkhead” BlackCell Blueprint for the Hawker HX Sniper Rifle o The “Legend” BlackCell Blueprint for the MK.78 LMG o The “Poseidon’s Wrath” BlackCell Blueprint for the Ryden 45K SMG o The “Saku” BlackCell Blueprint for the MK35 ISR Assault Rifle o The “Ursine” BlackCell Mastercraft Blueprint for the X9 Maverick Assault Rifle o The “Icebane” BlackCell Reactive Blueprint for the VST SMG Players who upgrade to BlackCell after purchasing the Battle Pass will also receive 1,100 COD Points back. BlackCell Weapon Camo Track: This season, BlackCell introduces the all-new BlackCell Camo track, offering additional universal Camo rewards for BlackCell owners who display their skill across five different Weapon Classes. Take on Challenges with Assault Rifles, SMGs, Sniper Rifles, Pistols, and Special Weapons. Complete Challenges in any of the four major game modes to earn a new BlackCell Weapon Camo, including an Animated Mastery Camo awarded for displaying exceptional combat prowess. BlackCell Bonus: Extra Daily Challenges: As with previous seasons, BlackCell users will receive an additional Daily Challenge throughout Season 03 for Endgame, Multiplayer, Zombies, and Call of Duty: Warzone. BlackCell Loyalty Bonus: Players who purchased Season 02 BlackCell and go on to purchase Season 03 BlackCell will activate a permanent 10% Player and Weapon XP bonus in Black Ops 7 (up to a 50% bonus for purchasing BlackCell in every Call of Duty: Black Ops 7 season). Purchase the Battle Pass: Instantly Unlock the Javelin OperatorPlayers who purchase the premium Season 03 Battle Pass or BlackCell gain full access to the Battle Pass Instant Rewards Page, unlocking the following items: · 10% Battle Pass XP Boost · The “Grasp” Operator Skin for the new Javelin Operator plus a BlackCell variant for those who purchase BlackCell · The “Tally” Legendary Blueprint for the AK-27 Assault Rifle · The “High Altitude” Weapon Charm · The “Corvo” Large Decal The Season 03 Battle Pass features 100+ pieces of unlockable content (excluding BlackCell) including two new (and free) Base Weapons, a new Free Attachment, and more. Focus on the following Pages to obtain these weapons: Free Weapon Unlock: MK35 ISR Assault Rifle Free Weapon Unlock: VST SMG Free Attachment Unlock: VAS Convergent Foregrip New Operator: Javelin (JSOC)“Karma, I’m in.” — Cole “Javelin” Donovan Donovan is a veteran HALO diver specializing in high-risk solo insertions into heavily contested territory. Trained in infiltration, reconnaissance, and close-quarters combat, he executes missions with minimal support and no margin for error. Long deployments in black operations have left him blunt, self-reliant, and willing to bend the rules if the objective demands it. Despite that reputation, Donovan never hesitates to take the jump when others won’t, making him one of JSOC’s most valued Operators. Additional Battle Pass Operator Skins Progress through the Battle Pass to unlock multiple Operator Skins, many paired with BlackCell variants, including the following: T.E.D.D.: “Lockdown” SkinsT.E.D.D. deploys as Guild private security with a baseball cap, ear protection, and body armor over a brown jumpsuit. In the BlackCell variant, T.E.D.D. sheds any attempt at blending in, favoring a metal frame from top to bottom, his face barely recognizable as “human.” Samuels: “Subnaut” SkinSamuels suits up for amphibious warfare in the “Subnaut” Operator Skin, donning a Mil-Sim uniform with a breathing apparatus, breaching tools, and a water-resistant camouflaged uniform. Wei Lin: “Serrated” SkinsEven the frigid facility in the new Beacon Multiplayer map won’t stop Wei Lin, outfitted here with heavy armor suited for cold weather operations in hostile environments. In the BlackCell variant, she dons war paint and armor plates over insulated black fabric. Dempsey: “Icecap” SkinsNo matter the obstacle, human or environmental, Dempsey is ready to handle it, equipped with blue snow gear, shades, gloves, and tools to keep up the fight in unforgiving weather. The BlackCell variant favors a more sinister look, equally prepared for difficult terrain in a sleek gold and black design. Jurado: “Summit” SkinWhen Summit returns in the Mid-Season, this is your man to get the job done. Deploy in a Mil-Sim uniform designed for operations in the snow. Combining combat and medical gear, insulation, and armored protection from head to toe, Jurado is ready for anything. Anderson: “Bail Out” Skin Take command of the high seas with this nautical themed Operator Skin featuring a black tactical vest over blue camouflage. When infiltrating the harbor in the new Mission: Trident Skirmish map, deploy as Anderson to get the job done. Richtofen: “Sleepless” SkinsRichtofen pursues his enemies to the ends of the earth as an anonymous assassin, geared to the teeth with bandoliers and a mesh veil concealing his identity. The BlackCell variant opts for heavy armor, combining modern tactical wear with chain mail and a metal mask. Karma: “Tacit” SkinsHit the streets in tactical urban wear as Karma sports a mohawk, combining a tank top, leather jacket, and jeans to blend in with crowds and for maximum mobility in fights. The expert hacker applies war paint and armor in the BlackCell variant, for those seeking a more aggressive look. Grimm: “Windburn” SkinExcel in all drop zones wielding the latest tech in aerial deployments. An oxygen tank provides air for the Operator, connected to the impact resistant helmet. Light, wind resistant armor provides protection in the air and the on the ground, supported by digital readouts for intel gathering. Season 03: Battle Pass: Free Base Weapons, Attachment Zero in on targets with the low recoil MK35 ISR Assault Rifle and outmaneuver foes with the lightweight VST SMG. Unlock these two new free Base Weapons and the new VAS Convergence Foregrip Attachment in the Season 03 Battle Pass. All players can unlock these weapons for free by progressing through their listed Battle Pass Pages. Primary Weapon: MK35 ISRLevels: 43 MAGS: 3 MAG SIZE: 30 Mastery Badges: Yes Attachments: Optic, Muzzle, Barrel, Underbarrel, Magazine, Rear Grip, Stock, Laser, Fire Mods Customize Options: Blueprints, Camos and Reticle Unlocks (CM, MP, ZM, WZ), Accessories (1), Decals (1), Stickers (3). Full-auto assault rifle. Low recoil for excellent accuracy with moderate damage and handling. The MK35 ISR combines exceptionally clear iron sights with a fast fire rate and controllable recoil even through sustained fire. The base model’s excellent performance only grows with Gunsmith configuration, including the Integrated Suppressor Prestige Attachment transforming the weapon into an incredibly powerful stealth asset. Prestige Attachment — Integrated Suppressor: Integrated suppressor barrel removes firing signature from mini-map and improves damage range and hipfire spread. Primary Weapon: VSTLevels: 39 MAGS: 4 MAG SIZE: 30 Mastery Badges: Yes Attachments: Optic, Muzzle, Barrel, Underbarrel, Magazine, Rear Grip, Stock, Laser, Fire Mods Customize Options: Blueprints, Camo and Reticle Unlocks (CM, MP, ZM, WZ), Accessories (1), Decals (1), Stickers (3). Full-auto submachine gun. Lightweight for excellent mobility with good handling. Supports multiple calibers. Get up close and tear them to shreds with this lightweight eliminator, a hipfire machine that supports high mobility, close range play. Recoil can be somewhat mitigated through burst fire and Attachments improving weapon control. For a beefier model, equip the Ammo Conversion Prestige Attachment providing a higher damage output and range allowing you to remain competitive at further ranges. Prestige Attachment — Ammo Conversion: Converts weapon to use 5.56x30mm ammo for improved damage and range with more controllable recoil. Harms fire rate, mobility, and handling. Gives access to new Magazine Attachments including: 5.56m Extended Mag I: Extended magazine provides improved ammo capacity with a small handling trade off. 5.56m Fast Mag I: Significantly improves reload and handling speeds at the cost of ammo capacity. 5.56m Extended Mag II: Extended magazine provides additional ammo with a stronger handling trade off. Attachment: VAS Convergence ForegripUnderbarrel foregrip to improve bullet deviation and recoil stabilization for a smoother and more predictable recoil pattern. Season 03 Weapon Blueprints Unlock over 20 Weapon Blueprints spread throughout the Season 03 Battle Pass and BlackCell, including the following Blueprints as they appear throughout the Battle Pass Pages. Blueprints marked with an “*” indicate they have a BlackCell variant, shown after this section. Prestige Unlocks: As with previous seasons, any weapon you earn in the Battle Pass becomes accessible to you throughout your Prestige journey all the way to Master Prestige. This allows you to spend Prestige Unlock Tokens on other items when acquired. Battle Pass Weapon Blueprints (Above) “Tally” AK-27 Assault Rifle, Battle Pass Instant Reward “Flameout” M34 Novaline Marksman Rifle, HVT (Above) “Dark Air” Kogot-7 SMG, “Surface Tension” Ballistic Knife Melee (Above) “Bulkhead” Hawker HX Bulkhead, HVT, “Tropic” Peacekeeper MK1 Assault Rifle (Above) “Imminent Peril” M15 MOD 0 Assault Rifle, “Bowline” NX Ravager Special (Above) “The Myth” Warden 308 Marksman Rifle, “The Legend” MK.78 LMG, HVT (Above) “Permafrost” Akita Shotgun, “Piranha” Velox 5.7 Pistol (Above) “Poseidon’s Wrath” Ryden 45K SMG, HVT, “Ash Bringer” MK.78 LMG, HVT (Above) “Serene Dream” Aarow 109 Launcher, “Virtue” Coda 9 Pistol (Above) “Saku” MK35 ISR, HVT “Quencher” M10 Breacher Shotgun (Above) “Violet Spark” Flatline MK.II Melee, “Wildbane” VS Recon Sniper Rifle (Above) “Alpha Dawn” MPC-25 SMG, “Ursine” X9 Maverick Assault Rifle, HVT (Above) “Icebane” VST SMG, HVT, “Kinetic Demise” Maddox RFB Assault Rifle BlackCell Mastercraft Blueprints Season 03 BlackCell gives players access to additional earnable Weapon Blueprints found on the BlackCell Instant Reward Page and paired with the HVT Weapon Blueprints found throughout the Battle Pass. This season, earn additional BlackCell Instant Reward Mastercraft Blueprints by completing in-game challenges to unlock the “Malison” and “Voltrix” Weapon Blueprint variants. (Above) “Tribulation” (Mastercraft, Tracers, Death FX) Razor 9MM SMG, BlackCell Instant Reward. Complete in-game challenges to unlock two Mastercraft Blueprint variants themed to the season’s three Valkyrie warriors, including: (Above) “Malison” (Mastercraft, Tracers, Death FX) Razor 9MM SMG, BlackCell Instant Reward. (Above) “Voltrix” (Mastercraft, Tracers, Death FX) Razor 9MM SMG, BlackCell Instant Reward. These three Mastercraft Weapon Blueprints all come with their own signature built-in look for some Attachments, so you can change up your playstyle while retaining each weapon’s Mastercraft aesthetic. Additional Blueprints with BlackCell Variants (Above) “Flameout” M34 Novaline Marksman Rifle and “Flameout” BlackCell variant, HVT (Above) “Bulkhead” Hawker HX Sniper Rifle and “Bulkhead” BlackCell variant, HVT, Page 4. (Above) “The Legend” MK.78 LMG and “The Legend” BlackCell variant, HVT (Above) “Poseidon’s Wrath” Ryden 45K SMG and “Poseidon’s Wrath” BlackCell variant, HVT (Above) “Saku” (Tracers) MK35 ISR Assault Rifle and “Saku” (Tracers) BlackCell variant, HVT (Above) “Ursine” (Mastercraft, Tracers, Death FX) X9 Maverick Assault Rifle and “Ursine” (Mastercraft, Tracers, Death FX) BlackCell variant, HVT (Above) “Icebane” (Reactive, Tracers, Death FX) VST SMG and “Icebane” (Reactive, Tracers, Death FX) BlackCell variant, HVT New Equipment Skins and Reticles Unlock new Reticles and Equipment Skins including: “Dart” Reticle (Reticle) “Revolution Reticle (Reticle) “Ice Lung” Psych Grenade Equipment Skin “Frostbiss Schnapps” Molotov Equipment Skin “Explosive Targeting” Reticle (Reticle) New Finishing Moves, Emotes, and Sprays Express yourself with additional Finishing Moves, Emotes, and Sprays found in the Season 03 Battle Pass. BlackCell players also get the “Say ‘Hello’” Finishing Move and “Drone Caller” Emote located in the BlackCell Instant Rewards page. “Blades and Bullets” Finishing Move “Way Down There” Emote “Good Luck” Finishing Move “Shake It Off” Emote “Bit Chilly” Emote “Beware” Spray, Page 9 “Eyeing Prey” Spray, Page 14 “Opposites” Spray, Page 15 Additional Battle Pass Content The Season 03 Battle Pass offers dozens of additional items of content, including items from the following categories: COD Points Weapon Charms Weapon Large Decals Weapon Stickers GobbleGums Emblems (some animated) Calling Cards (some animated) Loading Screens Gun Screen (BlackCell only) Season 03 HUD Theme (BlackCell only) Clan Tag (BlackCell only) Consumable 2XP & 2WXP Tokens Restore Tokens New Item — Restore Tokens: The Season 03 Battle Pass introduces Restore Tokens as a reward, a new consumable item for use in Endgame, the co-op game mode going Free to Play at the start of the season for a limited time. Use the token to restore all lost progress after getting eliminated, saving your Operator’s Skills and current Loadout. Battle Pass Completion Page: Rewards Reach the Completion Page of the Season 03 Battle Pass to gain access to the final rewards, unlocked by completing all other Pages first. Finish the Completion Page to acquire the following: · 200 COD Points · The “Riven” Ultra Skin for Javelin plus a BlackCell variant for those who purchase BlackCell · “Kinetic Demise” Maddox RFB Assault Rifle Weapon Blueprint · “Regeneration” Animated Emblem · “Aerial Drop-In” Animated Calling Card · “Near Death Experience” GobbleGum x2 Javelin: “Riven” and “Riven BlackCell” Variant Operator Skins Carve a path through all obstacles with the “Riven” Operator Skin. Equipped with an aerodynamic mask, cape, and reinforced armor, Javelin gears up for aggressive aerial drops deep in enemy territory. In the BlackCell variant, Javelin favors a darker look with swept back hair, a face mask, and a black shawl and armor. Store Highlights: New Ultra Skins, Reactive, and Mastercraft Bundles Check the Store throughout Season 03 for new Bundles featuring an array of themed content including new Mastercraft Weapon Blueprints, Reactive Weapon Blueprints, Ultra Skins, and more. Mastercraft Weapon Blueprints include custom animations, unique weapon inspects, and more. Players can change the Barrel, Stock, and other attachments while maintaining the weapon’s signature look. Reactive Weapon Blueprints feature a visual effect that intensifies as you eliminate enemies. Reactive Weapon Blueprints also maintain their signature look when changing the Barrel, Stock, and other attachments. Ultra Skins are highly detailed, themed, and may include VFX. Some Ultra Skins are also Reactive Skins. Season 03 Store highlights include: Tracer Pack: Half Baked There’s something going on at Frankencense & Burr Pharmaceutical, and Thurgood Jenkins is right in the middle of it. The master of custodial arts takes his chance to have some fun and save a friend, memorialized in this Bundle inspired by the 1998 hit comedy, Half Baked. This wild Bundle features the following items: · New Operator with two New “Thurgood” inspired Operator Skins · “Custodial” M15 Mod 0 Assault Rifle Blueprint (Tracers, Death FX) · “Smoke ‘Em Dead” VST SMG Blueprint (New Weapon, Tracers, Death FX) · “Snip-Snap-Sack” Hawker HX Sniper Rifle Blueprint (Tracers, Death FX) · “Fish Food” Finishing Move · “Smoking Makes You Fly” Emote · “Pouch of Something” Weapon Charm · “Lickity Clean” Animated Calling Card · “Trippin’ Green” Animated Emblem · “One and the Same” Loading Screen Tracer Pack: Proto Porcelain Fired up in the heat of battle and decorated with the remnants of enemies, this Bundle combines elegance and lethality so you can make clutch plays in style. Featuring a new Operator Skin, three Weapon Blueprints, a Finishing Move, and more, there’s no lack of new ways to dispatch foes. The full Bundle features the following items: · “Porcelain Guardian” Wei Lin Operator Skin (JSOC) · “Bygone Age” VST SMG Blueprint (New Weapon, Tracers, Death FX) · “Eastern Ascendant” Shadow SK Sniper Rifle Blueprint (Tracers, Death FX) · “Dragon Spine” Knife Melee Blueprint (Death FX) · “Imperial Verdict” Finishing Move · “Verdant Fury” Gun Screen · “Qinglong Grenade” Weapon Charm · “Digital Relief” Animated Calling Card · “Smoke and Scour” Animated Emblem Tracer Pack: Ultimis Dempsey Get out there and make a mess with this Zombies Bundle featuring an Ultimis-themed Dempsey Operator Skin paired with none other than a 1911 Weapon Blueprint, a “Mustang and Sally” Emote, and other items making homage to the American Marine long before descending into the Dark Aether. Purchase the Bundle to access the following items: · “Artillery” Dempsey Operator Skin (JSOC) · “The Classic” 1911 Pistol Blueprint (Tracers) · “Fission” Voyak KT-3 Assault Rifle Blueprint (Tracers) · “Mustang and Sally” Emote · “Risk” Reticle · “Summoning the Squad” Animated Calling Card · A “Wall Power” GobbleGum Urban RipThe city is your kingdom when wielding content from the Urban Rip Bundle, including the “Syphon” Operator Skin suited for street combat supported by Weapon Blueprints designed for the rigors of urban fighting. Plan for everything and show your strategic dominance with this Mil-Sim themed Bundle featuring the following items: · “Syphon” Falkner Operator Skin (Guild) · “Jackhammer” EGRT-17 Assault Rifle Blueprint · “Urbanite” 1911 Pistol Blueprint (New Weapon) · “Zap Happens” Finishing Move · “Rook” Weapon Charm · “Fortification Crash” Large Decal · “Stronghold” Emblem Leave No Trace Dressed to clean and trained to kill, Vermaak deploys as a specialist in lethal sanitation with “The Cleaner” Operator Skin, supported by two rugged Weapon Blueprints wrapped to minimize contamination. Leave every mission spotless by displaying your credentials with the following Bundle items: · “The Cleaner” Vermaak Operator Skin (JSOC) · “Blood Scrubber” Kogot-7 SMG Blueprint (Death FX) · “The Sanitizer” Hawker HX Sniper Rifle Blueprint (Death FX) · “No Witness” Finishing Move · “Terminal Pass” Weapon Charm · “Still Bleeding” Animated Emblem · “Clean the Mess” Spray Tracer Pack: Fire Team Demon Mind games are part of the plan in this special Bundle featuring two Operator Skins outfitted for maximum intimidation. Down enemies as a team in a collaborative Finishing Move alongside other winning items for the deadly duo including a Weapon Blueprint for the new Season 03 VST SMG. The full list of items in this Bundle includes: · “Psyche” Falkner Operator Skin (Guild)x · “Deranger” 50/50 Operator Skin (JSOC) · “Chasmwolf” VST SMG Blueprint (New Weapon, Tracers, Death FX) · “Dreadwave” XM325 LMG Blueprint (Tracers, Death FX) · “Dream Team” Finishing Move · “Tag ‘Em” Weapon Charm · “Hailstone” Cluster Grenade Equipment Skin · “Feel the Rush” Animated Calling Card · “Party of Two” Loading Screen Tracer Pack: Ninja DefusedSneak right past your opponents and clutch the round with this competitive themed Bundle that’s all about landing that sneak defuse and looking good while doing it. Prepare for stealth tactics with the “Ninja Defuser” Operator paired with the deadly “Wire Lock” SMG Blueprint and more. Bring stealth to a new level with this Bundle featuring the following items: · “Ninja Defuser” Jurado Operator Skin (Guild) · “Wire Lock” Dravec 45 SMG (Tracers) · “Ninja’d” Animated Calling Card · “Totally Zen” Calling Card · “Precision” Animated Emblem · “Watching and Waiting” Emblem · “Bomb Defuser” Weapon Charm · “Tippy Toes” Spray Upgrade to Black Ops 7 Today! Purchase Black Ops 7 today to access the entirety of the Season 03 Call of Duty experience, including Endgame, Multiplayer, and Zombies in addition to the free-to-play Call of Duty: Warzone. ©/TM/® 2026 Activision Publishing, Inc. For more information, please visit https://www.callofduty.com and https://www.youtube.com/callofduty , and follow @Activision and @CallofDuty on X, Instagram, and Facebook. For Call of Duty Updates, follow @CODUpdates on X. Half Baked © 2026 Universal City Studios LLC. All Right Reserved. View the full article
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[data-focus-scheme="dark"] { color-scheme: none; } Hello Space Marines! March has been a busy month for us, with hotfixes, working on patch 13 and more. Alongside these changes, we also want to address recent feedback and share important news about the Chapter Voice Pack. Let’s dive in! Hotfixes 12.1, 12.2 are live, 12.3 is on the way The hotfixes 12.1 and 12.2 were released earlier this month, bringing stability improvements, corrected issues with some of the Techmarine’s perks, and buffed the Sniper and Vanguard classes, among others. A 12.3 hotfix, which will bring further stability improvements, is also on its way. We’ll let you know as soon as it’s live. Regarding future updatesWe are currently working on Patch 13. The main focus of this patch will be on Siege mode. We are going to add more features to it: More purchasable items to allow new strategies Difficulty curve will be reworked, sessions will be shorter and more intense Playing Siege mode will also grant accolades More details will be revealed as we’ll be closer to the Patch 13 release. It will also bring a new PvE mission, more customisation options for the Techmarine, 3 new Heroic weapons variant, a new weapon and equipment, more customisation options items (and a new customisation feature ), and of course, the Iron Hands Chapter Pack. Also, we’re working on an update of the roadmap, as the current one is no longer faithful to reality. We’ll release it in April, so stay tuned! About the Chapter Voice Pack Note from our Game Director: What’s going on next?Starting from early April, the DLC will be free on all platforms. Steam: You’ll get your refund on your Steam wallet. The DLC will directly be added to all game owners. When will I get the refund? Refunds will be processed automatically on all platforms, and you’ll receive an email notification once yours has been issued. The timing for the refund will vary depending on the platform, but all refunds should be completed by the end of April. If you haven’t received yours by then, please contact the platform’s support. Community Event Get ready for this month’s Staying on Schedule event: Unlock the Mark XI Hell’s Teeth Chainsword by completing 5 Operations as Tactical, Assault, Vanguard or Bulwark before April 6th, 2026. That’s it for this month! Thank you for supporting us and helping us improve Space Marine 2. We remain very attentive to your feedback. If you’d like to keep yourself informed on the latest news, make sure you follow our socials: Instagram, Facebook, X, Threads, Bluesky. 🪽 The Emperor Protects - The Saber and Focus teams Vezi articolul complet
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Ultima actualizare la martie 30, 2026 Pe Roblox au apărut și au dispărut o mulțime de jocuri horror de-a lungul timpului, dar Bite by Night pare că e altceva. Lansat pe 28 martie 2026 de dezvoltatorii OzelBlox și BlueRev, acest nou joc asimetric îmbină universul Five Nights at Freddy’s cu mecanicile de supraviețuire din Dead by Daylight. Comunitatea a înnebunit din primele ore de la lansare, iar serverele au fost imediat invadate de jucători curioși să vadă dacă hype-ul a meritat. Înainte să intrăm în detalii, aruncați un ochi pe trailerul oficial de mai jos. Ce Face Bite by Night Diferit? Majoritatea jocurilor horror de pe Roblox urmează același tipar. Hartă întunecată, jumpscareuri, gata. Bite by Night nu face asta, și asta se simte din primul meci. Structura asimetrică înseamnă că fiecare partidă se desfășoară diferit, în funcție de cine e Ucigașul și cum decid Supraviețuitorii să abordeze obiectivele. Într-un meci te coordonezi cu echipa, în următorul ești complet singur și încerci să nu faci niciun zgomot. Niciun meci nu seamănă cu celălalt, iar asta e exact ce îi lipsea genului pe Roblox. Include și animatronice din seria oficială FNAF dar și din jocuri create de fani, ceea ce este ceva ce comunitatea cerea de mult timp. Pentru oricine a petrecut timp în comunitatea FNAF, detaliul acesta singur e suficient să îl convingă să instaleze jocul. Cum Funcționează un Meci? La începutul fiecărui meci, jucătorii sunt repartizați fie ca Supraviețuitori, fie ca Ucigaș. Ca Supraviețuitor, scopul tău este să eviți Ucigașul și să rezolvi puzzle-uri răspândite pe hartă. Fiecare clasă de Supraviețuitor are abilități unice care pot ajuta echipa să supraviețuiască și să scape la timp. Ca Ucigaș, misiunea e simplă: vânează și elimină fiecare Supraviețuitor înainte să scape. Tensiunea de a face obiective știind că cineva te caută nu dispare niciodată cu adevărat. Nu există momente de relaxare. Ești mereu cu ochii pe hartă, cu urechile ciulite și cu degetul pe butonul de sprint. Asta e ceea ce diferențiază Bite by Night pe Roblox, unde majoritatea jocurilor horror devin previzibile după câteva minute. Ucigași și Clase de Supraviețuitori la Lansare Ucigașii confirmați la lansare sunt Springtrap și The Mimic, două dintre cele mai cunoscute și înfricoșătoare personaje din universul FNAF. Clasele de Supraviețuitori confirmate sunt Luptătorul și Vindecătorul, fiecare cu un rol clar în dinamica echipei. Dacă ești genul care preferă să fie în față și să distreze Ucigașul, Luptătorul e alegerea ta. Dacă preferi să îți ții echipa în viață din umbră, Vindecătorul e rolul potrivit. Ignited Bonnie este de asemenea confirmat ca viitor Ucigaș, o versiune demonică a lui Bonnie din seria The Joy of Creation. Roster-ul este deja impresionant pentru prima zi de lansare și cu siguranță va crește prin update-uri viitoare. Atenție la Jocurile False Asta e important și merită menționat înainte să cauți jocul. Există deja versiuni false ale lui Bite by Night pe Roblox și sunt surprinzător de ușor de întâlnit. Jocurile false te aruncă într-un ecran de așteptare și încearcă să îți vândă gamepasse-uri care nu fac absolut nimic. Odată ce plătești, rămâi blocat în același ecran cu o altă ofertă de skip. Asigură-te că joci versiunea reală accesând-o direct din pagina oficială Roblox a lui OzelBlox sau printr-un link de încredere din comunitate. De Ce Joacă Toată Lumea Acum? Bite by Night a apărut la momentul potrivit. Comunitatea FNAF de pe Roblox căuta de ceva timp un joc cu substanță reală, nu doar unul care să exploateze nostalgia față de animatronice. Și acesta livrează exact asta. Nu e vorba doar de atmosferă și jumpscareuri. Sistemul de clase, roster-ul de animatronice din lore-ul oficial și fan-made și structura asimetrică se îmbină într-un mod care pare gândit cu adevărat, nu aruncat rapid ca să prindă un trend. Reacțiile din primele ore de la lansare au fost covârșitor de pozitive, ceea ce pentru un joc cu atâta hype înainte de lansare nu e puțin lucru. Cum va evolua prin update-uri și cum se va forma meta-ul comunității rămâne de văzut, dar deocamdată startul este mai mult decât promițător. Dacă nu ai jucat încă Bite by Night, acum e momentul perfect să începi. Serverele sunt pline, totul e proaspăt și nimeni nu a descoperit încă strategia perfectă. Această fereastră nu va rămâne deschisă mult timp. The post Bite by Night pe Roblox: Noul joc FNAF care a cucerit platforma appeared first on Need4Games. Citește mai departe !
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[data-focus-scheme="dark"] { color-scheme: none; } Warband! This patch comes with a couple of bug and crash fixes. We are continuing to work on solving the rest of the known issues list for the next patches. Patch 1.11.3 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below! Bug FixesFixed an issue that was causing enemies to spawn too early at the start of some missions. Fixed a crash that could happen when a large amount of enemies spawned with additional visual effects added to them. Fixed a crash that could happen while being inside the tornado on Expeditions. Added extra checks to prevent successful Expeditions missions to sometimes register as failures. Known IssuesWhen hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary. Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals. Some of the new items found in Sanctuaries can’t be tagged. Some textures can bug out when playing on AMD GPUs. Players can hot-join private matches if they enter matchmaking through Quickplay. Fix worked on and coming in future hotfix. \[Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading. We are investigating increased GPU crash rate related to reenabling of FSR frame gen on AMD Radeon RX 9xxx gen. That’s all for today! We’ll see you on the Mourningstar. – The Darktide Team Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } Warband! This patch comes with a couple of bug and crash fixes. We are continuing to work on solving the rest of the known issues list for the next patches. Patch 1.11.3 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below! Bug FixesFixed an issue that was causing enemies to spawn too early at the start of some missions. Fixed a crash that could happen when a large amount of enemies spawned with additional visual effects added to them. Fixed a crash that could happen while being inside the tornado on Expeditions. Added extra checks to prevent successful Expeditions missions to sometimes register as failures. Known IssuesWhen hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary. Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals. Some of the new items found in Sanctuaries can’t be tagged. Some textures can bug out when playing on AMD GPUs. Players can hot-join private matches if they enter matchmaking through Quickplay. Fix worked on and coming in future hotfix. \[Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading. We are investigating increased GPU crash rate related to reenabling of FSR frame gen on AMD Radeon RX 9xxx gen. That’s all for today! We’ll see you on the Mourningstar. – The Darktide Team Vezi articolul complet
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Ce contează cu adevărat pentru români când cumpără o mașină electrică 0 Afrodita Cicovschi 0 Trimite Publicat: 30.03.2026 04:00 Alegerea unei mașini rămâne puternic influențată de prioritățile personale ale consumatorilor, potrivit unui studiu de specialitate realizat pe aproximativ 28.500 de participanți din 27 de țări, care oferă o imagine clară asupra tendințelor globale. Motoarele electrice revin în preferințele consumatorilor. Foto arhivă Potrivit cercetării, factorul decisiv variază semnificativ între regiuni: prețul este cel mai important pentru germani (54%) și japonezi (52%), calitatea contează mai mult pentru britanici (60%), consumatorii din Asia de Sud-Est (59%), americani și indieni (58%), iar performanța autovehiculului primează în China (40%) și Coreea de Sud (54%). Românii, mai atenți la preț decât la tehnologii În România, piața auto este încă dominată de mașinile convenționale, pe benzină și motorină, care reprezintă peste 80% din înmatriculări, în timp ce mașinile electrice abia ating 6%, iar hibridele aproape 10%, potrivit datelor APIA și Asociației Producătorilor și Importatorilor de Automobile. În orașele mari, consumatorii sunt atenți mai ales la preț, însă există un interes crescând pentru tehnologii care sporesc siguranța și confortul: asistența de urgență, sisteme antifurt și funcții digitale care permit actualizări regulate over-the-air. În România, interesul pentru aceste funcții este în creștere, dar majoritatea consumatorilor consideră că ele ar trebui să facă parte din dotările de bază, mai degrabă decât să fie oferite contra cost. Totodată, confidențialitatea datelor rămâne o preocupare importantă, mai ales în cazul mașinilor conectate, care colectează informații despre locație, contacte și mesaje. Ce țări pun preț pe performanța mașinii electrice Pe plan global, studiul Deloitte 2026 Global Automotive Consumer Study, realizat pe aproximativ 28.500 de participanți din 27 de țări, arată că factorul decisiv în alegerea unei mașini variază semnificativ între regiuni. Prețul este principalul criteriu pentru germani (54%) și japonezi (52%), calitatea primează pentru britanici (60%), consumatorii din Asia de Sud-Est (59%), americani și indieni (58%), iar performanța autovehiculului este cea mai importantă pentru chinezi (40%) și sud-coreeni (54%). Consumatorii sunt, însă, dispuși să plătească suplimentar pentru dotări care sporesc siguranța: asistența de urgență în caz de accident este apreciată de peste 70% dintre consumatorii din India, China și Coreea, iar sistemele antifurt sunt esențiale pentru 83% dintre consumatorii din Asia de Sud-Est, circa două treimi dintre britanici și americani și mai mult de jumătate dintre germani. Motorizare și mașini electrice În ceea ce privește motorizarea, interesul pentru mașinile electrice a revenit ușor după scăderea din ultimii doi ani, influențată de dezbaterile privind eficiența politicilor de mediu. Totuși, motoarele clasice rămân dominante în SUA (61%), Asia de Sud-Est (53%), India (50%) și Germania (49%). Pentru cei care aleg electricul, argumentele variază: costul redus cu alimentarea este decisiv în Coreea, SUA, Asia de Sud-Est și Marea Britanie, protecția mediului contează mai mult pentru germani, experiența condusului este importantă pentru indieni, iar chinezii apreciază viteza de încărcare și autonomia. Griji față de autonomia bateriei Consumatorii rămân precauți în privința autonomiei bateriei, siguranței tehnologiei, disponibilității stațiilor de încărcare și timpului de alimentare. În același timp, vehiculele software-defined, care permit actualizări continue și personalizare bazată pe inteligență artificială, sunt mai apreciate de consumatorii din Asia, în timp ce germanii și japonezii sunt mai reticenți. Bogdan Barbu, consultant pentru sectorul Auto Deloitte România, a explicat că revenirea interesului pentru mașinile electrice arată că tranziția către mobilitatea cu emisii zero rămâne o prioritate definitorie a industriei auto, atât la nivel global, cât și în Uniunea Europeană. „În UE, înmatriculările de hibride electrice au reprezentat aproape 35% din piață în 2025, în timp ce cota de piață a autovehiculelor pe benzină și motorină a scăzut la 35,5% față de 45% în 2024. Totuși, sectorul auto european rămâne sub presiune față de competitorii asiatici, care avansează rapid pe segmentul electricelor și în ceea ce privește dotările digitale”, a spus el. În România, această presiune se simte mai ales în orașele mari, unde infrastructura pentru mașini electrice este încă în dezvoltare, iar consumatorii sunt încă mai atenți la preț decât la tehnologiile inteligente. Totuși, trendul global indică o creștere constantă a interesului pentru vehicule hibride și electrice, iar producătorii locali și importatorii au început să diversifice ofertele pentru a răspunde noilor așteptări. Vezi articolul complet
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Epic Games’ latest round of layoffs was already ugly. Then it became much harder to look away. After the company cut more than 1,000 jobs, the situation drew widespread backlash when reports surfaced that former Epic employee Mike Prinke, who is battling terminal brain cancer, lost his life insurance after being laid off. In response, Epic CEO Tim Sweeney said the company is in contact with the family, will resolve the insurance issue, and that Prinke’s medical condition was not a factor in the layoff decision. Tim Sweeney Responds to the Epic Games Insurance Situation Sweeney’s response was clearly meant to calm the outrage. The message acknowledged that Epic failed to recognize the pain of the situation early enough and said the company should have handled it in advance. That is the part people will keep coming back to. Not just the promise to fix it now, but the admission that Epic did not get in front of a disaster that should have been obvious the moment this employee was included in the cuts. The Backlash Around the Epic Games Layoffs Keeps Growing This story hit a nerve because it took an already controversial layoff wave and gave it a very human face. According to reporting on the broader cuts, Epic said it was still spending significantly more than it was making, blamed a Fortnite engagement slump, and framed the layoffs as part of a larger effort to stabilize the company. Impacted US employees were said to be getting four months of severance and six months of paid healthcare. But for many people, that corporate explanation stopped mattering the second this case became public. The Real Problem With Epic’s Response The problem is not that Epic is stepping in now. It should. The problem is that it apparently took public pressure for this to happen. That is why Sweeney’s statement feels less like a clean resolution and more like late-stage damage control. Even if the layoff was not tied to Prinke’s illness, that does not erase how brutal the outcome looked from the outside. When a company this large misses the human consequences of its own decisions, people are going to question more than just the decision itself. They are going to question the leadership behind it. What makes this worse is how familiar it all feels. This is now another major gaming company explaining layoffs with market conditions, live service pressure, and cost-cutting while workers absorb the damage. The games industry keeps talking about talent, passion, and creativity right up until the second those people become an expense line. Epic is hardly the only company doing this, but that does not make it any less infuriating when it happens. Tim Sweeney’s Response Does Not End the Story Sweeney’s promise to resolve the insurance issue is the bare minimum of what is needed to happen. It may help this family, and that matters. But it does not magically turn this into a good look for Epic Games. If anything, it reinforces how badly companies can mishandle layoffs even when they insist the cuts were not personal. This situation became a public relations firestorm because it exposed something players and developers already believe about this business. Too often, the people building the biggest games in the world are treated as disposable the second the numbers go south. Epic may solve this specific insurance crisis, and it absolutely should. But the damage to its image is already done. Tim Sweeney’s response was necessary, but it was also reactive, and that is why the story is still resonating. The post Tim Sweeney Breaks Silence on Epic Games Layoff Case Involving Insurance Loss appeared first on GameRiv. View the full article
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Epic Games’ latest round of layoffs was already ugly. Then a story emerged that made the whole thing feel even worse. According to a widely shared post and follow-up reporting, Michael Prinke, one of the employees affected by Epic’s March 24 layoffs, is battling terminal brain cancer. His wife, Jenni Griffin, said that losing his job also meant losing his life insurance, leaving the family to worry not just about treatment and time together, but about funeral costs, housing, and how to protect their son’s future. The Human Cost Behind Epic’s Fortnite Layoffs Epic said it is cutting more than 1,000 jobs as Fortnite engagement declines and the company tries to reduce spending. CEO Tim Sweeney also said Epic is targeting another $500 million in savings through cuts to contracting, marketing, and open roles. Epic has publicly said the layoffs are not related to AI, and major outlets report that affected US employees are set to receive four months of severance and six months of paid healthcare. But stories like Prinke’s are exactly why corporate layoff language always sounds so cold. “Cost savings” reads very differently when a real family is suddenly forced to calculate burial expenses while a loved one is still alive. That is not just bad optics. It is a brutal reminder that when companies make sweeping cuts, the fallout does not hit everyone equally. Michael Prinke’s Reported Situation Has Shocked the Fortnite Community According to reports, Griffin said Prinke’s life insurance appears to be ending immediately, even though health insurance for laid-off employees continues for six months. The same report says Griffin wrote that because his cancer is treated as a pre-existing condition, he is not eligible to secure new coverage. She also said she is now facing the reality of what kind of funeral or burial she can afford, how she will keep a roof over their heads, and how she will protect their son and the life they built together. That is the kind of story that cuts through every PR shield a company has. You can talk about market conditions, live service pressure, or shifting player behavior all day long, but none of that makes this feel acceptable. When a company as massive as Epic cannot shield someone in this situation from the worst possible outcome of a layoff, people are going to question what “taking care of employees” really means. Epic’s Layoff Explanation Is Not Going to Calm the Backlash Epic tied the cuts to a downturn in Fortnite engagement and broader pressure on the live service market. Sweeney said the company has struggled to deliver “consistent Fortnite magic,” while also dealing with rising costs and a difficult market. That may explain why Epic made the cuts. It does not excuse how cruel the consequences can be for individual employees. The games industry keeps acting like layoffs are unfortunate but normal, as if that somehow makes them easier to swallow. It does not. It just means the industry has gotten too comfortable treating people as expendable the moment a spreadsheet turns red. This Fortnite Layoff Story Feels So Much Bigger Than One Company This is bigger than Epic, even if Epic is the company taking the heat right now. The games industry has spent years talking about creativity, community, and player connection while repeatedly showing workers how fragile their security really is. One bad quarter, one strategy reset, one engagement slump, and suddenly, families are left scrambling. That is why this story is landing so hard. Fortnite is one of the biggest games on the planet. Epic is one of the most powerful companies in gaming. If this can happen there, people are naturally going to wonder what protection anyone in this industry really has. Fortnite Layoffs Should Spark Real Accountability There is a reason this story is spreading so quickly across social media. It strips away every corporate excuse and puts the actual cost of layoffs in plain view. Michael Prinke is not just another name attached to a headcount. He is a husband, a father, and, based on the reporting around this story, a man whose family is now being pushed into an impossible situation during the worst moment of their lives. Epic may have a business explanation for the layoffs. What it does not have is a moral one that will satisfy people reading this story. And honestly, it should not. Some situations are so obviously cruel that no corporate statement can smooth them over. The post Epic’s Fortnite Layoffs Look Even Worse After Terminally Ill Employee Reportedly Loses Life Insurance appeared first on GameRiv. View the full article
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Epic Games is getting hit from two sides at once. On one side, the company has officially confirmed another major round of layoffs, with CEO Tim Sweeney saying Epic is cutting more than 1,000 employees because a downturn in Fortnite engagement since 2025 left the company spending far more than it was making. On the other side, former employees are now publicly airing their frustrations, and some of the sharpest criticism is aimed at Epic’s creator revenue sharing model inside Fortnite. That is what makes this story so explosive. One self-described former Epic employee and family member of someone laid off said the “Fortnite excuse is mostly true,” but argued that Epic also made costly long-term bets, struggled from being off mobile for so long, and kept funneling too much Fortnite revenue into creators making what they bluntly called low-quality islands. Another former employee in the same screenshot went even harder, accusing Epic of being consumed by toxic middle management and having “zero customer focus.” Those are allegations from anonymous former staff, not verified company findings, but they paint a brutally ugly picture of how some insiders see Epic right now. Epic’s layoffs were real, and so was the fallout Epic’s official statement leaves no doubt that the layoffs are serious. The company said it was laying off over 1,000 employees and pointed to falling Fortnite engagement, weaker spending, tougher cost economics, slower console sales, and broader industry pressure. Sweeney also said Epic is still only in the early stages of returning Fortnite to mobile and admitted the company has struggled to deliver consistent “Fortnite magic” every season. That is important because it lines up with one of the ex employee claims in the screenshot, which argued that being off mobile for so long hurt Fortnite’s ability to keep growing younger audiences. And this is not a one off. Epic also laid off around 16 percent of its workforce back in 2023. So when former employees lash out now, it is happening against the backdrop of repeated cuts, not some isolated bad week. Fortnite creator revenue share is suddenly under fire The biggest flashpoint here is Fortnite’s creator economy. Epic officially launched Creator Economy 2.0 in 2023, and the company says 40 percent of Fortnite’s net revenue from the Item Shop and most real money purchases goes into an engagement payout pool for eligible island creators and Epic’s own experiences. Epic’s documentation still describes that system as a major pillar of how creators get paid. That sounds great in a press release. It sounds a lot messier when layoffs hit, and former employees start claiming that too much money is being handed to creators while the company cuts staff. In the screenshot, one ex-employee argued that Epic was giving “such a massive chunk” of Fortnite revenue to creators and claimed some people were making millions of dollars a month from poor-quality Fortnite islands. That claim has not been independently verified in the materials I found, but it gets at the core of the backlash. People are not just mad that creators are being paid. They are mad at the idea that Epic may have built incentives that reward engagement slop while laying off workers who actually help build and maintain the platform. The real problem is not the creators, but the system Let’s be honest here. Blaming creators alone is lazy. Epic designed the system. Epic chose what to reward. Epic decided that engagement would drive payouts. If low effort, trend chasing, or outright bad islands are allegedly making huge money, then that is not just a creator problem. That is a platform design problem. This is where the criticism starts to sting. Epic has spent years pitching Fortnite as not just a game but a giant ecosystem. That vision can work, but only if the incentives are smart. If the payout model rewards whatever keeps players trapped the longest instead of what genuinely improves the ecosystem, then of course the platform risks filling up with junk. And if that happens while employees are being laid off, the optics go from bad to embarrassing very quickly. Epic’s own materials make clear that creator payouts are tied directly to a huge slice of Fortnite revenue, which is exactly why the complaints in the screenshot are landing so hard right now. Former employees also took aim at Epic management The second former employee in the screenshot did not stop at revenue sharing. They described Epic as full of “parasitic” middle managers, accused leadership of political maneuvering, and claimed top performers were let go while bad managers survived. That is a severe accusation, and again, it remains an anonymous allegation rather than a proven fact. But it matches a pattern people have seen across the games industry, where layoffs often feel less like careful restructuring and more like broad panic cuts that somehow miss the people actually causing the problems. That is why this story resonates beyond Fortnite. When a company says it needs layoffs because the numbers no longer work, but ex-staff immediately turn around and say the business was being mismanaged anyway, people are going to question the official story. Not because the layoffs are fake, but because the deeper cause may be bigger than a simple drop in engagement. Epic may be paying the price for chasing too many things at once One of the most believable parts of the screenshot is the argument that Fortnite money was funding long-term bets that may take years to pay off. Even Epic’s own statement hints at that broader balancing act. Sweeney said the company has taken hits as an industry vanguard, is still trying to get mobile right again, and is pushing toward a bigger next generation of Epic built around future tools and launches. That sounds ambitious. It also sounds expensive. And that gets to my biggest takeaway. The issue here is not that Epic invested in creators. The issue is that Epic seems to have wanted everything at once. It wanted Fortnite to be a forever game, a creator platform, a metaverse-style hub, a mobile comeback story, a store competitor, an engine powerhouse, and a long-term ecosystem bet all at the same time. When all of that works, leadership looks visionary. When it does not, workers get laid off, and anonymous ex-employees start posting scorched-earth messages online. The former Epic employees shown in Happy Power’s post are clearly furious, and some of what they said is harsh enough that it should be treated as an allegation, not a settled fact. But even with that caveat, their comments hit a nerve because they expose the ugly tension at the center of Fortnite’s business. Epic built a system where massive creator payouts were supposed to fuel a new era for the game. Now, after more than 1,000 layoffs, that same system is being publicly framed by some former insiders as part of the problem. My view is simple. If Epic is going to ask its staff and community to accept painful layoffs, then it also has to accept scrutiny over the systems it chose to prioritize. And right now, the idea that huge chunks of Fortnite money are flowing into questionable creator content while employees lose their jobs is the kind of story that makes a company look completely out of touch, whether Epic likes it or not. The post Former Epic Employees Slam Fortnite Creator Payouts After Major Layoffs appeared first on GameRiv. View the full article
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[data-focus-scheme="dark"] { color-scheme: none; } A merciless wilderness, an endless irradiated desert, and countless secrets waiting within! Expeditions will take our Warband farther from the Hive than ever before! This is the second dev blog about the Expeditions game mode, delving into the principles behind its visual design and how they combine to give Expeditions their own unique visual identity. “My name is Mattias and I’m the Art Director on Darktide, previously on Vermintide. \[...] I started here in 2008 and basically I’ve been a part of every project that we’ve done here, first as a Concept Artist but then during Vermintide 2 I stepped into the role as an Art Director.” ~ Mattias “Hi, my name is Lucas, I’m an associate Art Director on Darktide. I started out on Expeditions as Senior Environment Concept Artist and I have helped out increasingly on the environment art.” ~ Lucas “I’m Marco, I’m a Senior Environment Artist and I’ve pretty much been part of Expeditions since the beginning, more or less.” ~ Marco Visual IdentityVisual design is a key element of all aspects of Darktide. Things have to not just look great, but to also mesh cohesively with the rest of the game, and each element’s visuals must properly convey the essence and characteristics of that element. One of the guiding principles behind the visual design of Expeditions is crafting a look that, even at a glance or off of a single screenshot, players can tell that it’s Expeditions (rather than a normal mission), while still staying true to Darktide’s overall visual identity. One of the most distinctive aspects that sets this game mode apart is that Expeditions takes place outside the Hive. While we got close to being there in the latest operation, No Man’s Land, that mission still took place in the outskirts of Tertium. This is different, we’re travelling far from home into irradiated wastelands, with the Hive City of Tertium acting as an imposing, but distant landmark on the horizon. “We have done zones that are creeping further and further towards the edge of the Hive, but this time we wanted to go fully outside and explore what that’d look like.” ~ Lucas The wastelands we’ll be exploring in Expeditions are a hostile, irradiated desert. While we wanted that to be clearly portrayed, we didn’t want to stick too close to real life deserts or even the kind of sights in The Hourglass mission zone; we wanted to make it look distinct, otherworldly, and aggressive. This is not a normal desert, after all! As an example, we have these crystal formations sprouting from the ground as part of the terrain. We like to think of it as the surface out here having this dormant substance that crystalizes when exposed to air. Some of it probably reacted like this while excavations happened, some of it might come from the ground splitting up. All in all it gives a very unique “feel” to the areas we will see in Expeditions. “It’s also something that we wanted to read very easily, to form the silhouette of whatever geoform that we’re building. So it’s sort of a visual tool to help us tell the players that it’s Expeditions” ~ Mattias While it’s a big open desert, players will still run into man-made structures here and there; long-forgotten buildings that have since turned to ruins merged with the bedrock and terrain. “My idea was to kind of try to tell the story that it’s hard to understand what was there first, because the timeline is so long. \[...] It is also trying to portray the idea that it goes deeper than the surface.” ~ Mattias We wanted to take the opportunity to show traces of what used to be there as a form of visual storytelling. Abandoned mining operations, excavation sites, even traces of structures older than Hive Tertium itself. Atoma has a longer history than its current Hive City, after all. “So there used to be ‘more’ there, but now it’s buried by rock and dirt, creating a new natural landscape.” ~ Lucas Like with No Man’s Land, a lot of the buildings (or what remains of them!) were inspired by Warhammer 40,000 terrain kits that keen eyes might spot and recognize! We picked the pieces that would fit the environment and level design intention the most, which also sometimes meant mixing and matching between the buildings, both to make the most out of them and to not overuse one or the other. Still, ruins and structures are only a small portion of the terrain in Expeditions, the merciless desert and natural geography dominates most of the landscape you’ll be traversing in it. All of this is combined with the more open nature of Expeditions, providing both a visual and gameplay contrast to normal missions found in Darktide’s other game modes. “I hope that everyone will be happy to see a big shift from what they are used to playing in Darktide. \[...] it will be a big departure from what people are used to, even from No Man’s Land.” ~ Marco A new look each runIt’s not just the enemies and the locations that change every time you embark on an Expedition. To add to the replayability of the game mode, each run can feature different Environmental Conditions and start at different times of day, letting you get a fresh look even on locations you’ve already visited. “We’re kind of building the network and the foundation of what we think it should look like, but every run is its own thing. \[...] We try to give the player as many different experiences as possible.” ~ Mattias Beyond visual flair, these can heavily impact gameplay, as the weather can get quite brutal out in the wasteland… “I think the idea sprung naturally from us being outside. That opens up a lot of possibilities that we can delve into. It felt like an interesting avenue to explore that could drastically change the worlds you play in.” ~ Lucas Development and challengesExpeditions differ greatly from typical Darktide levels, both on the types of environments and assets used, and the level design & layout created for it. The open nature of the maps required a completely different approach, especially as the engine wasn’t originally meant to handle these kinds of huge, open levels. Both gameplay and art were exploring uncharted territory for a Tide game, and a lot of work went into optimizing the terrain assets and their use, to maintain performance while still delivering on this vision. Players can see much farther into the level itself, which means that the terrain in the distance, which normally would just be backdrop elements, is now actually playable and visible up close. “It’s a lot easier to control that in an interior space, especially if you don’t have a sun. \[...] So there's a lot of back and forth, what works, what doesn’t work, ‘hang on, we have to rethink this’, and stuff like that. So that was quite an undertaking which we hadn’t really expected when we started out.” ~ Marco Additionally, the environment and open layout required its own considerations for how to best fill it out, to sell the idea of this abandoned desert while keeping things interesting. “When you make a classic adventure mission, for instance, you have more control over what the player is going to see and when they see it. So here it’s more like, how can we make a cool canvas that the players themselves can direct themselves through.” ~ Marco Concept sketches - exploring chests Another aspect of setting Expeditions outside the Hive was actually Hive Tertium itself. The structures of such Hives are so inconceivably massive that they presented a creative challenge: How to do the enormity of the Hive in the backdrop justice, while also making it look credible. “One of the biggest challenges with this is to portray the Hive in a believable size. \[...] How does it look when you’re standing at the foot of a mountain that is the size of a small continent and reaches out into lower orbit? It’s a very hard thing to portray, visually.” ~ Mattias “You have to use a lot of creativity to get the shape you’d expect of a Hive city but still have this atmosphere and depth to it. \[...] That was tricky to get right, but I think we landed in a good spot.” ~ Lucas Concept sketches - Sanctuary door Bonus: Favorite part of working on Expeditions “I think it’s challenging-slash-exciting to not just be the first to \[portray] what the Hive looks like on the inside, but also how it actually looks standing next to it. \[...] And that is very exciting, to be creating that.” ~ Mattias “For me I can say right away that the most fun was sculpting the rocks and the natural environment stuff, because we don’t really do a lot of that in Darktide so it’s fun to do something different than what we usually have. And it’s also nice that we could kind of use some of that stuff in No Man’s Land as well!” ~ Marco “And for me it was working on the concept and matte painting for the Hive City, getting it to look just right, together with the Technical Artist Vargek and Lighting Artist Gustav.” ~ Lucas That’s all we have for this dev blog! We hope you have a blast playing Expeditions, and exploring this brand new environment that we’ve crafted for you guys! Let us know what you think of Expeditions in the comments, and thank you for reading this dev blog! We’ll see you in the Mourning Star, The Darktide Team Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } A merciless wilderness, an endless irradiated desert, and countless secrets waiting within! Expeditions will take our Warband farther from the Hive than ever before! This is the second dev blog about the Expeditions game mode, delving into the principles behind its visual design and how they combine to give Expeditions their own unique visual identity. “My name is Mattias and I’m the Art Director on Darktide, previously on Vermintide. \[...] I started here in 2008 and basically I’ve been a part of every project that we’ve done here, first as a Concept Artist but then during Vermintide 2 I stepped into the role as an Art Director.” ~ Mattias “Hi, my name is Lucas, I’m an associate Art Director on Darktide. I started out on Expeditions as Senior Environment Concept Artist and I have helped out increasingly on the environment art.” ~ Lucas “I’m Marco, I’m a Senior Environment Artist and I’ve pretty much been part of Expeditions since the beginning, more or less.” ~ Marco Visual IdentityVisual design is a key element of all aspects of Darktide. Things have to not just look great, but to also mesh cohesively with the rest of the game, and each element’s visuals must properly convey the essence and characteristics of that element. One of the guiding principles behind the visual design of Expeditions is crafting a look that, even at a glance or off of a single screenshot, players can tell that it’s Expeditions (rather than a normal mission), while still staying true to Darktide’s overall visual identity. One of the most distinctive aspects that sets this game mode apart is that Expeditions takes place outside the Hive. While we got close to being there in the latest operation, No Man’s Land, that mission still took place in the outskirts of Tertium. This is different, we’re travelling far from home into irradiated wastelands, with the Hive City of Tertium acting as an imposing, but distant landmark on the horizon. “We have done zones that are creeping further and further towards the edge of the Hive, but this time we wanted to go fully outside and explore what that’d look like.” ~ Lucas The wastelands we’ll be exploring in Expeditions are a hostile, irradiated desert. While we wanted that to be clearly portrayed, we didn’t want to stick too close to real life deserts or even the kind of sights in The Hourglass mission zone; we wanted to make it look distinct, otherworldly, and aggressive. This is not a normal desert, after all! As an example, we have these crystal formations sprouting from the ground as part of the terrain. We like to think of it as the surface out here having this dormant substance that crystalizes when exposed to air. Some of it probably reacted like this while excavations happened, some of it might come from the ground splitting up. All in all it gives a very unique “feel” to the areas we will see in Expeditions. “It’s also something that we wanted to read very easily, to form the silhouette of whatever geoform that we’re building. So it’s sort of a visual tool to help us tell the players that it’s Expeditions” ~ Mattias While it’s a big open desert, players will still run into man-made structures here and there; long-forgotten buildings that have since turned to ruins merged with the bedrock and terrain. “My idea was to kind of try to tell the story that it’s hard to understand what was there first, because the timeline is so long. \[...] It is also trying to portray the idea that it goes deeper than the surface.” ~ Mattias We wanted to take the opportunity to show traces of what used to be there as a form of visual storytelling. Abandoned mining operations, excavation sites, even traces of structures older than Hive Tertium itself. Atoma has a longer history than its current Hive City, after all. “So there used to be ‘more’ there, but now it’s buried by rock and dirt, creating a new natural landscape.” ~ Lucas Like with No Man’s Land, a lot of the buildings (or what remains of them!) were inspired by Warhammer 40,000 terrain kits that keen eyes might spot and recognize! We picked the pieces that would fit the environment and level design intention the most, which also sometimes meant mixing and matching between the buildings, both to make the most out of them and to not overuse one or the other. Still, ruins and structures are only a small portion of the terrain in Expeditions, the merciless desert and natural geography dominates most of the landscape you’ll be traversing in it. All of this is combined with the more open nature of Expeditions, providing both a visual and gameplay contrast to normal missions found in Darktide’s other game modes. “I hope that everyone will be happy to see a big shift from what they are used to playing in Darktide. \[...] it will be a big departure from what people are used to, even from No Man’s Land.” ~ Marco A new look each runIt’s not just the enemies and the locations that change every time you embark on an Expedition. To add to the replayability of the game mode, each run can feature different Environmental Conditions and start at different times of day, letting you get a fresh look even on locations you’ve already visited. “We’re kind of building the network and the foundation of what we think it should look like, but every run is its own thing. \[...] We try to give the player as many different experiences as possible.” ~ Mattias Beyond visual flair, these can heavily impact gameplay, as the weather can get quite brutal out in the wasteland… “I think the idea sprung naturally from us being outside. That opens up a lot of possibilities that we can delve into. It felt like an interesting avenue to explore that could drastically change the worlds you play in.” ~ Lucas Development and challengesExpeditions differ greatly from typical Darktide levels, both on the types of environments and assets used, and the level design & layout created for it. The open nature of the maps required a completely different approach, especially as the engine wasn’t originally meant to handle these kinds of huge, open levels. Both gameplay and art were exploring uncharted territory for a Tide game, and a lot of work went into optimizing the terrain assets and their use, to maintain performance while still delivering on this vision. Players can see much farther into the level itself, which means that the terrain in the distance, which normally would just be backdrop elements, is now actually playable and visible up close. “It’s a lot easier to control that in an interior space, especially if you don’t have a sun. \[...] So there's a lot of back and forth, what works, what doesn’t work, ‘hang on, we have to rethink this’, and stuff like that. So that was quite an undertaking which we hadn’t really expected when we started out.” ~ Marco Additionally, the environment and open layout required its own considerations for how to best fill it out, to sell the idea of this abandoned desert while keeping things interesting. “When you make a classic adventure mission, for instance, you have more control over what the player is going to see and when they see it. So here it’s more like, how can we make a cool canvas that the players themselves can direct themselves through.” ~ Marco Concept sketches - exploring chests Another aspect of setting Expeditions outside the Hive was actually Hive Tertium itself. The structures of such Hives are so inconceivably massive that they presented a creative challenge: How to do the enormity of the Hive in the backdrop justice, while also making it look credible. “One of the biggest challenges with this is to portray the Hive in a believable size. \[...] How does it look when you’re standing at the foot of a mountain that is the size of a small continent and reaches out into lower orbit? It’s a very hard thing to portray, visually.” ~ Mattias “You have to use a lot of creativity to get the shape you’d expect of a Hive city but still have this atmosphere and depth to it. \[...] That was tricky to get right, but I think we landed in a good spot.” ~ Lucas Concept sketches - Sanctuary door Bonus: Favorite part of working on Expeditions “I think it’s challenging-slash-exciting to not just be the first to \[portray] what the Hive looks like on the inside, but also how it actually looks standing next to it. \[...] And that is very exciting, to be creating that.” ~ Mattias “For me I can say right away that the most fun was sculpting the rocks and the natural environment stuff, because we don’t really do a lot of that in Darktide so it’s fun to do something different than what we usually have. And it’s also nice that we could kind of use some of that stuff in No Man’s Land as well!” ~ Marco “And for me it was working on the concept and matte painting for the Hive City, getting it to look just right, together with the Technical Artist Vargek and Lighting Artist Gustav.” ~ Lucas That’s all we have for this dev blog! We hope you have a blast playing Expeditions, and exploring this brand new environment that we’ve crafted for you guys! Let us know what you think of Expeditions in the comments, and thank you for reading this dev blog! We’ll see you in the Mourning Star, The Darktide Team Vezi articolul complet
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Volkswagen recheamă peste 100.000 de mașini electrice din cauza riscului de incendiu 0 Narcis Ghiurca 0 Trimite Publicat: 27.03.2026 17:03 Ultima actualizare: 27.03.2026 17:29 Grupul Volkswagen a lansat o campanie de rechemare globală pentru peste 100.000 de mașini electrice, după identificarea unei probleme la modulele bateriei care ar putea declanșa incendii. Volkswagen ID FOTO Shutterstock Notificarea de rechemare vizează aproape 75.000 de vehicule din gama electrică „ID” a Volkswagen, precum și aproape 20.000 de modele Cupra Born produse între februarie 2022 și august 2024, scrie Daily Mail. Potrivit notificărilor emise la începutul acestei luni, o defecțiune la modulele bateriei de înaltă tensiune ar putea duce la reducerea autonomiei și chiar la izbucnirea unor incendii. Vehiculele aduse în service vor primi un update software gratuit. Totodată, bateria de înaltă tensiune va fi inspectată, iar, dacă este necesar, modulele individuale vor fi înlocuite, se arată în notificări. Un purtător de cuvânt al Volkswagen Group a declarat: „Am identificat că, la vehiculele din seria ID produse într-o perioadă limitată, unul dintre modulele bateriei de înaltă tensiune ar putea să nu îndeplinească pe deplin specificațiile noastre tehnice”. Pentru Auto Express, un reprezentant al VW a adăugat: „Ca urmare, poate apărea o reducere a autonomiei electrice sau aprinderea unui indicator galben de avertizare în vehicul. În cazuri foarte rare, există și posibilitatea unei supraîncălziri termice la nivelul unui modul al bateriei, care, în situații extreme, ar putea duce la incendiu”. Deși problema afectează la nivel global mai multe modele din gama ID a Volkswagen și modelul Cupra Born, divizia din Marea Britanie a precizat că rechemarea vizează doar proprietarii de Volkswagen ID.3 Pro S produse în intervalul de 18 luni menționat anterior. Potrivit companiei, acest lucru ar afecta „doar” 2.261 de șoferi din Marea Britanie. Vezi articolul complet
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Articol publicitar Ce contează cu adevărat când cauți o mașină de vânzare: prețul, istoricul sau tehnologia? 0 ADH 0 Trimite Publicat: 26.03.2026 17:44 Când cauți mașini de vânzare, primul lucru la care te uiți este aproape mereu prețul. Este normal, bugetul stabilește rapid ce modele intră în calcul și ce variante rămân în afara listei. Totuși, suma din anunț reprezintă doar o parte din imaginea reală a unei mașini. O mașină bine întreținută își păstrează valoarea și poate funcționa mulți ani fără probleme. În schimb, un model aparent ieftin poate aduce cheltuieli mari dacă are defecte ascunse. Diferența apare după câteva luni de utilizare, când încep să apară reparații sau costuri neprevăzute. De aceea merită analizate câteva lucruri importante înainte de a lua o decizie. Prețul contează. Istoricul mașinii arată cum a fost folosită. Tehnologia influențează confortul, siguranța și costurile de utilizare. Cumpărătorii care analizează aceste trei elemente reușesc de obicei să facă o alegere echilibrată. Prețul rămâne primul criteriu în alegerea unei mașini Prețul stabilește direcția căutării încă din primele minute. Fiecare cumpărător pornește cu un buget aproximativ. În funcție de acesta apar primele modele care merită analizate. Totuși, prețul trebuie privit împreună cu alte costuri care apar după cumpărare. O mașină bună înseamnă cheltuieli predictibile și utilizare fără probleme. Câteva lucruri merită luate în calcul atunci când analizezi costul real al unei mașini: ● costurile de întreținere ● consumul de combustibil sau energie ● prețul pieselor de schimb ● costul asigurării ● valoarea estimată de revânzare Un exemplu bun apare în cazul mașinilor electrice. Prețul de achiziție poate fi mai mare decât la unele modele pe combustibil. În schimb, costurile de utilizare sunt mai mici. Încărcarea este mai ieftină decât alimentarea cu carburant, iar întreținerea implică mai puține componente. Compararea ofertelor din piață ajută mult în acest proces. Atunci când mai multe anunțuri au prețuri apropiate, acel interval arată valoarea reală a modelului respectiv. Platformele moderne de anunțuri auto facilitează această analiză. Filtrele permit căutări rapide după marcă, model, an de fabricație, kilometraj sau buget. Astfel găsești rapid variantele care merită analizate mai atent. Prețul rămâne un reper important. Însă valoarea reală a unei mașini apare atunci când privești toate costurile pe termen lung. Istoricul mașinii oferă informații esențiale Istoricul unei mașini spune multe despre modul în care a fost utilizată. Un autoturism întreținut corect poate funcționa foarte bine chiar și după mulți kilometri. Reviziile făcute la timp, piesele schimbate corect și utilizarea responsabilă prelungesc durata de viață a oricărei mașini. De aceea istoricul merită verificat înainte de orice decizie. Există câteva informații importante care ajută la evaluarea unei mașini: ● istoricul de service ● kilometrajul real ● eventuale reparații majore ● numărul de proprietari ● documentele tehnice ale mașinii Cartea de service oferă o imagine bună asupra modului în care a fost întreținut vehiculul. Reviziile periodice arată că proprietarul a avut grijă de mașină. Un control într-un service auto aduce și mai multă siguranță. Un mecanic cu experiență poate verifica motorul, suspensia, frânele și alte componente importante. În multe cazuri, această verificare simplă ajută cumpărătorul să ia o decizie informată. Pentru mașinile electrice, un element important este starea bateriei. Bateria influențează autonomia și performanța mașinii. Capacitatea bateriei exprimată în procente arată cât din performanța inițială s-a păstrat. O baterie într-o stare bună oferă autonomie apropiată de valorile din specificații și permite utilizarea zilnică fără griji. În anunțurile cu mașini de vânzare, documentele complete și istoricul transparent oferă încredere cumpărătorilor. Aceste informații arată că vânzătorul prezintă corect starea mașinii. Tehnologia influențează confortul și siguranța Mașinile moderne includ multe sisteme care fac condusul mai sigur și mai confortabil. În ultimii ani, tehnologia auto a evoluat rapid și a devenit accesibilă pentru majoritatea modelelor. Aceste sisteme ajută șoferul în trafic și reduc riscul unor situații neplăcute. În același timp cresc confortul în utilizarea zilnică. Printre dotările utile se află: ● sistemele de frânare automată ● asistența pentru menținerea benzii de rulare ● camerele și senzorii de parcare ● conectivitatea cu telefonul mobil ● sistemele moderne de navigație Pentru mașinile electrice, tehnologia joacă un rol și mai important. Sistemele care gestionează bateria, autonomia și încărcarea influențează direct experiența de utilizare. Autonomia reprezintă unul dintre criteriile principale atunci când alegi o mașină electrică. Pentru deplasări urbane, autonomia moderată este suficientă. Pentru drumuri lungi merită analizate modelele cu baterii mai mari. Stațiile de încărcare disponibile în zona în care circuli zilnic contează și ele. Compatibilitatea cu rețeaua de încărcare facilitează utilizarea mașinii în viața de zi cu zi. Platformele online de anunțuri auto oferă acum multe informații despre aceste aspecte. Specificațiile tehnice, fotografiile și descrierile detaliate ajută cumpărătorii să compare ușor diferite modele. Astăzi piața auto oferă o varietate foarte mare de opțiuni. Există modele compacte pentru oraș, SUV-uri pentru familie și tot mai multe mașini electrice eficiente. O alegere inspirată apare atunci când privești toate elementele împreună. Prețul trebuie să fie potrivit bugetului. Istoricul mașinii arată starea reală a vehiculului. Tehnologia completează experiența de condus. Când aceste trei lucruri se potrivesc, mașina devine o investiție bună pentru mulți ani de utilizare. Vezi articolul complet
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Ultima actualizare la martie 26, 2026 Ești gata pentru o nouă porție de noutăți din universul gaming-ului? Astăzi stăm cu ochii pe Xbox Partner Preview martie 2026, un eveniment care promite să ne arate ce pun la cale studiourile third-party pentru consolele noastre preferate și pentru PC. Nu avem timp de pierdut cu prezentări lungi și plictisitoare; ne așteptăm la un flux rapid de trailere, gameplay și, bineînțeles, acele anunțuri „Day One” pe Game Pass care ne fac mereu ziua mai bună. Voi acoperi live fiecare moment important, așa că rămâneți alături de mine. Capul de afiș este noul proiect al celor de la Ryu Ga Gotoku Studio, Stranger Than Heaven, dar abia aștept să văd și ce noutăți aduce expansion-ul pentru S.T.A.L.K.E.R. 2 sau RPG-ul spațial The Expanse: Osiris Reborn. Dacă ești în căutarea următoarei tale obsesii în materie de jocuri, ești în locul potrivit! The post Xbox Partner Preview martie 2026: Tot ce a fost anunțat appeared first on Need4Games. Citește mai departe !
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[data-focus-scheme="dark"] { color-scheme: none; } Warband!Patch 1.11.2 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below! This patch adds some small quality of life changes to Expeditions and fixes several bugs, unintended effects and crashes. Features & TweaksAdded sound effects for the Expeditions Auspex marker. This should make it more noticeable when a teammate marks a point of interest during an Expeditions run! Made it easier to perform some of the jumps necessary to complete certain Sites of Interest when carrying a battery. Ranged enemies will now have a much harder time hitting players that are disabled by a sand vortex. General FixesFixed the issue related to AMD’s FSR 3.1 frame generation. Fixed an issue where the Veteran talent "Field Improvisation" awarded Blitz charges when obtaining ammo in a Deadsider Sanctuary. Sand vortex visual effects are now synced up for hotjoining players, preventing issues with "invisible tornados". Dead players are no longer counted for the exit & extraction event zone half team requirement. Meaning, if the rest of the team is dead, you can now do these events on your own The Data Harvester penances should now count Data Reliquaries retrieved by your team-mates as well, as intended. Fixed an issue where Psyker’s 'Malefic Momentum' talent only had its duration increase for the Warp Damage. Fixed an issue where the Plasma Gun primary fire base Cleave was lower than intended. The effective Cleave value should be slightly above 18. Fixed a rare crash occurring on the Mourningstar when interacting with a Cyber-Mastiff. Fixed an issue where the Ogryn's 'Steady Grip' talent did not replenish Toughness while shooting. Fixed an issue where the Ogryn's 'Big Friendly Rock' no longer always killed Corruptor Eyes in one hit. Fixed an issue where the Psyker’s 'Psykinetic's Aura' talent did not localize into languages other than English. Fixed an issue where the Hive Scum’s 'Channelled Devastation' talent failed to correctly calculate the player's total Critical Hit Chance in some situations. Fixed an issue with the tech priest by the Expeditions terminal where his face clips through his mask. Fixed the bomb drop sound and adjusted the explosion sound effects and limits. Fixed an issue where the world would load in a very low resolution state upon entering a Deadsider Sanctuary when joining a session in progress. Fixed an issue with players getting killed if they’re outside the airlock when it closes while there are still bots inside. Fixed a mismatch between Expedition grid node names and their associated greek letter symbols. Fixed an issue where some items in Expeditions missions were unreachable. Fixed several navigation issues in Expeditions missions. Ensured the same mission name is shown across the in-mission Tactical Overlay view, the mission invite popup, and the ready-up screen. Fixed wrong node icon shown in post-mission screen. The game now shows an error popup when engine components fail to load, in order to help diagnose issues. Fixed an issue where the wrong text string was displayed on the Expeditions mission board. Polished some explosions and fixed up visual errors with Valkyrie barrel run. Fixed a crash that when a player notification for dropped Tech-Remnants triggered when the player’s name was no longer accessible. Fixed an issue that caused you to lose access to the Auspex after interacting with a decoder. Fixed an issue that sometimes caused the timer warning popups not to trigger. Improved the accuracy of the timer to avoid it jumping in time Fixed an issue where the Valkyrie engines could still be heard after it leaves. Fixed a crash when smoke grenades are thrown at a sand vortex. Fixed an issue where the expedition Fire-Support Valkyrie sometimes failed to move. Fixed an issue where the departing insertion/mission start Valkyrie did not move smoothly. Blocked access to Expeditions Quickplay matchmaking when players are in a private party. Fix for crash when opening the inventory when player has used mods to save loadout data using icons that are not considered valid Tweaked voice effect for all cloth headgear to better match the material. The Play Expeditions event is no longer only 0 days long, but will show the correct end time, which is March 31st. Cosmetic FixesFixed an issue where the Frame reward from the Pro-Trader (3) penance was using the wrong visuals. Fixed an issue where Ogryn characters’ right knee would clip through their clothing while kneeling. Fixed an issue where Cyber-Mastiffs would not show up during the ready-up screen. Vostroyan Chain Hood with Psykana Collar - Fixed black texture spot in the back. Known IssuesWhen doing an Expeditions Auspex Puzzle, players can lose access to their Auspex if they cancel the minigame by swapping weapons. Players can recover their Auspex by attempting the minigame again and cancelling normally. Note: If another player completes the minigame before you recover your Auspex, you will lose access to your Auspex for the remainder of the Expedition, which will hinder navigation and will make it impossible to perform Auspex Puzzles. When hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary. Rarely, when hot-joining an Expedition, the entire team might disconnect from the mission. Some texture anomaly can occur when hot-joining an Expedition while players are in a Sanctuary. Fixed! The Expeditions grid map names don’t match with the Greek symbol associated with them. Fixed! Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals. Some of the new items found in Sanctuaries can’t be tagged. Some breakable walls in Expeditions can be walked through even without breaking them. Some textures can bug out when playing on AMD GPUs. When disconnecting from a mission, the camera can flicker until the loading screen shows up. This should be solved in an upcoming hotfix. Players can hot-join private matches if they enter matchmaking through Quickplay. Some barrel explosion animations can trigger more times than intended. This is only a visual issue. \[Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading. The description for Psyker’s “Psykinetic’s Aura” ability is missing localization in some languages. Fixed! When respawning, ammo count on the HUD can show incorrect numbers. In Expeditions with tornadoes, sometimes players can be spun around and taken for a ride even with no tornadoes nearby. That’s all for today! We’ll see you on the Mourningstar. – The Darktide Team Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } Warband!Patch 1.11.2 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below! This patch adds some small quality of life changes to Expeditions and fixes several bugs, unintended effects and crashes. Features & TweaksAdded sound effects for the Expeditions Auspex marker. This should make it more noticeable when a teammate marks a point of interest during an Expeditions run! Made it easier to perform some of the jumps necessary to complete certain Sites of Interest when carrying a battery. Ranged enemies will now have a much harder time hitting players that are disabled by a sand vortex. General FixesFixed the issue related to AMD’s FSR 3.1 frame generation. Fixed an issue where the Veteran talent "Field Improvisation" awarded Blitz charges when obtaining ammo in a Deadsider Sanctuary. Sand vortex visual effects are now synced up for hotjoining players, preventing issues with "invisible tornados". Dead players are no longer counted for the exit & extraction event zone half team requirement. Meaning, if the rest of the team is dead, you can now do these events on your own The Data Harvester penances should now count Data Reliquaries retrieved by your team-mates as well, as intended. Fixed an issue where Psyker’s 'Malefic Momentum' talent only had its duration increase for the Warp Damage. Fixed an issue where the Plasma Gun primary fire base Cleave was lower than intended. The effective Cleave value should be slightly above 18. Fixed a rare crash occurring on the Mourningstar when interacting with a Cyber-Mastiff. Fixed an issue where the Ogryn's 'Steady Grip' talent did not replenish Toughness while shooting. Fixed an issue where the Ogryn's 'Big Friendly Rock' no longer always killed Corruptor Eyes in one hit. Fixed an issue where the Psyker’s 'Psykinetic's Aura' talent did not localize into languages other than English. Fixed an issue where the Hive Scum’s 'Channelled Devastation' talent failed to correctly calculate the player's total Critical Hit Chance in some situations. Fixed an issue with the tech priest by the Expeditions terminal where his face clips through his mask. Fixed the bomb drop sound and adjusted the explosion sound effects and limits. Fixed an issue where the world would load in a very low resolution state upon entering a Deadsider Sanctuary when joining a session in progress. Fixed an issue with players getting killed if they’re outside the airlock when it closes while there are still bots inside. Fixed a mismatch between Expedition grid node names and their associated greek letter symbols. Fixed an issue where some items in Expeditions missions were unreachable. Fixed several navigation issues in Expeditions missions. Ensured the same mission name is shown across the in-mission Tactical Overlay view, the mission invite popup, and the ready-up screen. Fixed wrong node icon shown in post-mission screen. The game now shows an error popup when engine components fail to load, in order to help diagnose issues. Fixed an issue where the wrong text string was displayed on the Expeditions mission board. Polished some explosions and fixed up visual errors with Valkyrie barrel run. Fixed a crash that when a player notification for dropped Tech-Remnants triggered when the player’s name was no longer accessible. Fixed an issue that caused you to lose access to the Auspex after interacting with a decoder. Fixed an issue that sometimes caused the timer warning popups not to trigger. Improved the accuracy of the timer to avoid it jumping in time Fixed an issue where the Valkyrie engines could still be heard after it leaves. Fixed a crash when smoke grenades are thrown at a sand vortex. Fixed an issue where the expedition Fire-Support Valkyrie sometimes failed to move. Fixed an issue where the departing insertion/mission start Valkyrie did not move smoothly. Blocked access to Expeditions Quickplay matchmaking when players are in a private party. Fix for crash when opening the inventory when player has used mods to save loadout data using icons that are not considered valid Tweaked voice effect for all cloth headgear to better match the material. The Play Expeditions event is no longer only 0 days long, but will show the correct end time, which is March 31st. Cosmetic FixesFixed an issue where the Frame reward from the Pro-Trader (3) penance was using the wrong visuals. Fixed an issue where Ogryn characters’ right knee would clip through their clothing while kneeling. Fixed an issue where Cyber-Mastiffs would not show up during the ready-up screen. Vostroyan Chain Hood with Psykana Collar - Fixed black texture spot in the back. Known IssuesWhen doing an Expeditions Auspex Puzzle, players can lose access to their Auspex if they cancel the minigame by swapping weapons. Players can recover their Auspex by attempting the minigame again and cancelling normally. Note: If another player completes the minigame before you recover your Auspex, you will lose access to your Auspex for the remainder of the Expedition, which will hinder navigation and will make it impossible to perform Auspex Puzzles. When hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary. Rarely, when hot-joining an Expedition, the entire team might disconnect from the mission. Some texture anomaly can occur when hot-joining an Expedition while players are in a Sanctuary. Fixed! The Expeditions grid map names don’t match with the Greek symbol associated with them. Fixed! Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals. Some of the new items found in Sanctuaries can’t be tagged. Some breakable walls in Expeditions can be walked through even without breaking them. Some textures can bug out when playing on AMD GPUs. When disconnecting from a mission, the camera can flicker until the loading screen shows up. This should be solved in an upcoming hotfix. Players can hot-join private matches if they enter matchmaking through Quickplay. Some barrel explosion animations can trigger more times than intended. This is only a visual issue. \[Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading. The description for Psyker’s “Psykinetic’s Aura” ability is missing localization in some languages. Fixed! When respawning, ammo count on the HUD can show incorrect numbers. In Expeditions with tornadoes, sometimes players can be spun around and taken for a ride even with no tornadoes nearby. That’s all for today! We’ll see you on the Mourningstar. – The Darktide Team Vezi articolul complet
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Colaborare Registrul Auto Român-BMW România pentru creșterea siguranței oferite de vehicule second-hand 0 Constantin Ciobanu 0 Trimite Publicat: 25.03.2026 14:05 Ultima actualizare: 25.03.2026 14:05 Colaborare RAR BMW Foto: BMW Marea majoritate a vehiculelor second-hand înmatriculate la nivel european nu sunt în evidența autorităților naționale privind efectuarea sau nu a acțiunilor de rechemare în service. Colaborarea dintre RAR și BMW Group România reprezintă o premieră europeană și are misiunea de a elimina această lacună pentru modelele BMW rulate. Anul trecut, au fost importate în România aproximativ 55.000 modele BMW second-hand. Conform RNTR 7, vehiculele rutiere prezentate în vederea eliberării CIV la Registrul Auto Român, care fac obiectul unei proceduri de rechemare din partea producătorului din cauza riscului important pentru siguranța rutieră, sănătatea publică sau protecția mediului înconjurător, pot obține documentul necesar înmatriculării numai după efectuarea acțiunilor corective stabilite de producătorul vehiculului pentru eliminarea riscului respectiv. Premieră europeană Colaborarea dintre RAR și BMW Group România reprezintă o premieră europeană, devine realitate după mulți ani de pregătit interconectarea între bazele de date ale autorităților române și ale producătorului auto. Soluția dezvoltată oferă o verificare instantanee și automatizată, accesibilă autorităților la momentul prezentării clientului la RAR pentru eliberarea CIV, identificând automobilele care necesită intervenții tehnice. În același timp, clienții pot verifica în prealabil programării la Registrul Auto Român dacă automobilul deținut se supune unei acțiuni de rechemare accesând site-ul de mai jos: https://www.bmw.ro/ro/footer/quick-link/bmw-vehicle-recalls.html. Ulterior clienții beneficiază, în plus față de website-urile fiecărui service oficial BMW, și de o platformă digitală simplificată https://bmw-rar.ro pentru a se programa la service-ul autorizat dorit, unde pot beneficia gratuit de acțiunile tehnice recomandate. Pentru aceasta, este de ajuns să scaneze un cod QR afișat la reprezentanțele Registrului Auto Român din țară. După efectuarea acţiunilor de rechemare, Registrul Auto Român eliberează CIV în vederea înmatriculării. Colaborarea este extrem de importantă pentru că se creează modelul pentru colaborări similare și cu alte mărci prezente pe piața din România. În același timp, BMW România a pus bazele unei platforme digitale care poate fi realizată de marcă și pe alte piețe europene. Vezi articolul complet
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Dacă ai simțit că ultimii ani au fost cam liniștiți în universul spin-off-urilor Mojang, avem vești care te vor scoate din mină. În cadrul evenimentului Minecraft Live 2026, Microsoft și Mojang au aruncat „bomba”: Minecraft Dungeons 2 este oficial în lucru și, surpriză, nu va trebui să așteptăm o veșnicie pentru a-l juca. Continuarea hit-ului din 2020 promite să păstreze formula de dungeon crawler care ne-a cucerit, dar să ridice miza cu un univers mult mai vast și un sistem de progresie regândit. O nouă amenințare la orizont Povestea ne readuce în rolul eroilor care trebuie să salveze lumea de o forță malefică ce pare mult mai periculoasă decât Arch-Illager. Dezvoltatorii au descris experiența ca pe o „aventură action-RPG complet nouă”, punând accent pe locații nemaivăzute până acum și pe o atmosferă ceva mai intensă. „Lumea se află în fața unei amenințări fără precedent”, se arată în comunicatul oficial. Mesajul este clar: deși păstrează estetica inconfundabilă de cuburi, Dungeons 2 vrea să ofere provocări mult mai serioase pentru veteranii genului. Platforme și disponibilitate Unul dintre cele mai importante detalii confirmate este lista platformelor. Minecraft Dungeons 2 va fi un titlu cross-gen și cross-platform, lansându-se pe: PC (Windows și Steam) Xbox Series X/S (Disponibil în Game Pass din prima zi) PlayStation 5 Nintendo Switch și foarte important, noua consolă Nintendo Switch 2. Faptul că jocul este optimizat pentru noua generație de console sugerează că ne putem aștepta la efecte vizuale mai complexe și, sperăm noi, la o densitate mult mai mare a inamicilor pe ecran. Minecraft cucerește lumea reală Anunțul jocului nu a fost singura vedetă a serii. Mojang pare decis să scoată universul Minecraft dincolo de monitoare. A fost dezvăluit proiectul Minecraft World, un tărâm tematic ce va fi construit în cadrul parcului de distracții Chessington World of Adventures din Marea Britanie. Investiția se ridică la aproximativ 50 de milioane de lire sterline și va include primul roller coaster Minecraft din lume, restaurante tematice și experiențe interactive care imită mecanicile de crafting și explorare din joc. Deși parcul se va deschide oficial în 2027, entuziasmul fanilor este deja la cote maxime. Are Dungeons 2 ce îi trebuie? Privind retrospectiv, primul Minecraft Dungeons a fost un joc solid, dar care suferea uneori de o lipsă de profunzime în end-game. A fost descris de critici ca un „Diablo-lite” – distractiv, dar scurt. Pentru sequel, miza este transformarea acestui fundament într-un RPG în care să vrei să investești sute de ore. Dacă Mojang reușește să livreze un sistem de loot mai variat și hărți procedurale mai complexe, Dungeons 2 ar putea deveni cu ușurință noul standard pentru jocurile de acțiune cooperativă. The post Minecraft Dungeons 2 a fost confirmat oficial pentru 2026 appeared first on Need4Games. Citește mai departe !