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[data-focus-scheme="dark"] { color-scheme: none; } A new hotfix 1.6.0.482 is live! A few more issues were fixed: - Fixed the broken Self-Knowledge dialogue with Eogunn. Players who already experienced this issue will receive Eogunn back into their party. - Fixed a broken cutscene at the end of Kiava Gamma with the Daemon Engine; - Fixed multiple cases with familiars disappearing. If you already lost your familiar, simply come to the bridge to get it back. - Removed party members icons from the middle of the screen during cutscenes; - Fixed multiple co-op desyncs on locations with elevators;Vezi articolul complet
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Fortnite’s creator economy has reached another massive milestone, with UEFN games now making up 47% of all hours played in Fortnite. At the same time, a new discussion around Epic’s payout structure has put the spotlight back on how much money actually reaches third-party creators. According to recent reporting and creator economy data, Epic has now paid out over $1 billion through Fortnite’s creator ecosystem since Unreal Editor for Fortnite launched in 2023. However, because Epic’s own Fortnite modes are also part of the same engagement payout pool, community estimates suggest that third-party UEFN creators may have received somewhere around $400 million to $450 million of that wider amount. Either way, the numbers show one thing clearly. Fortnite is no longer just Battle Royale. It is becoming one of the biggest creator platforms in gaming. Fortnite UEFN Creator Payouts Cross a Major Milestone Unreal Editor for Fortnite, better known as UEFN, launched in 2023 as Epic’s biggest push yet into user-generated content. The tool gave creators access to more advanced development features, letting them build deeper and more polished experiences inside Fortnite. https://x.com/HYPEX/status/2067321427926135013?s=20 Since then, UEFN has exploded. Creator-made games now cover everything from tycoons and roleplay islands to horror maps, shooters, obstacle courses, simulators, and full custom experiences. What once felt like a side mode has become a major part of Fortnite’s identity. Epic has reportedly paid out more than $1 billion through its creator ecosystem since UEFN launched. But because Epic’s own islands and official modes also count inside the engagement payout system, the actual amount going directly to third-party UEFN creators is being debated. Based on community estimates, that third-party creator share could be over $400 million so far. UEFN Games Now Make Up 47% of Fortnite Hours Played The bigger long-term story may not even be the money. It is playtime. UEFN and creator-made Fortnite games reportedly now make up 47% of total hours played in Fortnite. So, that means nearly half of all Fortnite activity is coming from experiences built outside Epic’s traditional core modes. Fortnite started as a battle royale phenomenon, but it is slowly becoming a platform where players jump between official modes, creator islands, branded experiences, and experimental games. Fortnite is no longer just competing with shooters. It is competing with Roblox, Minecraft, Steam, and other platforms where user-generated content drives long-term engagement. The reason the “over $400 million” figure matters is because of how Fortnite’s engagement payout system works. Epic puts 40% of eligible Fortnite net revenue into an engagement payout pool. That pool is then distributed based on player activity, but it does not only include third-party creator islands. Epic’s own islands and modes also count within the system. If the wider pool or total creator ecosystem figure is over $1 billion, and Epic’s own content accounts for a major portion of the allocation, then third-party UEFN creators may have received a smaller slice than the headline number first suggests. Community discussion around the split estimates that Epic’s own modes may account for roughly 55% to 60% of the pool, leaving third-party creators with around 40% to 45%. That would put their share somewhere around $400 million to $450 million. It is important to treat that as an estimate rather than an official breakdown. Still, it helps explain why creators are celebrating the growth while also questioning how the system is structured. Fortnite Is Becoming a Real Alternative to Roblox The growth of UEFN also puts Fortnite in direct conversation with Roblox. Roblox has long dominated the user-generated game space, especially with younger players and independent creators. But Fortnite has a major advantage in visual quality, brand power, and access to Unreal Engine tools. UEFN gives creators a way to build more polished experiences while still tapping into Fortnite’s enormous player base. If creator-made Fortnite games are already making up 47% of hours played, Epic has a serious platform on its hands. The challenge now is making sure creators feel like the payout system is worth their time. A healthy creator economy needs more than big headline numbers. It needs fair discovery, transparent data, reliable monetization, and a path for smaller teams to grow without being buried under the biggest islands. Fortnite’s Creator Economy Is Only Getting Bigger Fortnite’s future is starting to look very different from its past. Battle Royale made the game a global phenomenon, but creator-made experiences may be what keep it growing for the next decade. The reported payout numbers show that Epic has already built one of the biggest creator economies in gaming. Even if third-party UEFN creators have earned around $400 million to $450 million rather than the full $1 billion headline, that is still a major achievement. The real question now is whether Epic can make the system feel fair as creator games continue to grow. With UEFN games reportedly reaching 47% of Fortnite hours played, creators are no longer just adding extra content to Fortnite. They are helping define what Fortnite is becoming. The post Fortnite UEFN Creators Have Reportedly Earned Over $400 Million So Far appeared first on GameRiv. View the full article
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Universul The Witcher se extinde mult dincolo de așteptările inițiale ale publicului. În timp ce CD Projekt Red continuă să lucreze la Project Sirius, noi rapoarte din industrie sugerează că studioul polonez gestionează în paralel un al doilea joc multiplayer, complet separat și neanunțat oficial. În loc de o lansare tradițională pe console, acest titlu secret este gândit special pentru dispozitive mobile și PC. Strategia din spatele acestei decizii pune accent pe accesibilitate: studioul evită consolele pentru a se concentra pe piața uriașă de mobile, oferind în același timp o experiență de înaltă fidelitate pe PC. Pentru ca acest lucru să fie posibil, se lucrează la o arhitectură de design scalabilă, capabilă să ruleze impecabil pe PC-uri de gaming, dar să păstreze și controale tactile responsive și stabilitate pe hardware-ul telefoanelor. Vânătoari de monștri creați de jucători Ce știm concret despre acest joc? Conform detaliilor oferite de MP1st, proiectul este un action RPG cooperativ, free-to-play. Iată cele mai importante detalii raportate: O eră nouă: Acțiunea este plasată în anul 1230, o perioadă care precede evenimentele din jocurile principale ale seriei. Creează-ți propriul Witcher: Spre deosebire de narațiunile single-player cu personaje fixe, acest proiect se concentrează pe personaje create de utilizatori. Jucătorii vor putea folosi abilități unice și semne specifice din diferite școli de Witcheri. Contracte pe echipe: Te vei alia cu alți jucători pentru a finaliza contracte împotriva monștrilor în medii diverse. Sistem de luptă dinamic: Combat-ul nu va fi unul simplist, ci va prioritiza abilitatea pură a jucătorului, punând accent pe parry, dodge și execuții. Un ecosistem extins de lumi împărtășite Prin acest proiect, CD Projekt Red încearcă să combine greutatea narativă a RPG-urilor sale principale cu mecanici de gameplay cooperative și accesibile. Deși împarte asemănări conceptuale cu Project Sirius, sursele din industrie insistă că acest RPG co-op este o entitate complet separată în planul de producție al studioului. Este clar că CDPR ghidează franciza The Witcher către un ecosistem extins de tip „shared-world”, depășind tot ce se anticipase până acum. The post Proiect neanunțat multiplayer în universul The Witcher appeared first on Need4Games. Citește mai departe !
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Atunci când auzi cuvântul „remake”, instinctul te îndeamnă adesea să te gândești la o simplă vopsea proaspătă aplicată peste texturi vechi și, eventual, la câteva ajustări minore de gameplay. Însă Ubisoft pare decis să spargă acest tipar cu Assassin’s Creed: Black Flag Resynced. Într-un articol extrem de detaliat publicat recent, echipa din spatele proiectului ne-a oferit o privire de ansamblu asupra modului în care readuce la viață una dintre cele mai iubite intrări din întreaga franciză, promițând un volum generos de conținut complet nou. Iată principalele noutăți care promit să facă din această revenire în Caraibe o experiență de neratat, atât pentru veterani, cât și pentru cei care pun piciorul pentru prima dată pe puntea Jackdaw-ului. „O lume fără aur” și povestea extinsă a piraților legendari Cea mai mare surpriză este introducerea unui capitol complet nou pentru endgame, intitulat sugestiv „A World Without Gold” (O lume fără aur). Acest epilog aduce nu mai puțin de opt misiuni inedite centrate pe faimosul Blackbeard (Barbă Neagră). Pe lângă acest capitol, fanii vor avea parte de o vânătoare de comori specială în secvența 8, axată tot pe legendarul pirat, dar și de o misiune în secvența 9 dedicată lui Stede Bonnet. Directorul de joc, Richard Knight, a explicat că succesul recent al producțiilor cinematografice și al serialelor TV care îl au în prim-plan pe Bonnet a crescut apetitul publicului pentru povestea sa: „Jucătorii s-au întrebat adesea ce s-a întâmplat cu Barbă Neagră și Stede. Am vrut să le oferim ambelor personaje o retragere pe măsură din scenă și să încheiem povestea lui Bonnet.” Level design mai intuitiv Dacă ai impresia că vei naviga pe aceleași insule din 2013, directorul de creație Paul Fu te contrazice. Plajele și junglele au fost remodelate semnificativ. Echipa a rejucat titlul original, luând notițe intense despre momentele care păreau confuze sau frustrante, reconstruind apoi misiunile de la zero. Încă de la prima misiune a lui Edward Kenway, vei observa trasee noi de parkour, evenimente scriptate inedite și noi elemente de colecționat. O schimbare majoră de ritm este devansarea momentului în care primești Rope Dart (Săgeata cu frânghie). Dacă în original acest instrument extrem de util devenea disponibil abia în secvența 11 (aproape de final), în Resynced îl vei putea folosi încă din secvența 3, deschizând mult mai devreme noi opțiuni tactice în luptă și explorare. Adio desincronizări instantanee în misiunile de urmărire Cei care au jucat originalul își amintesc cu siguranță (și probabil cu puțină frustrare) de celebrele misiuni de tailing (urmărire). În jocul din 2013, dacă erai zărit preț de o secundă, ecranul devenea alb și erai trimis înapoi la checkpoint. Black Flag Resynced repară această mecanică învechită. Jucătorii vor avea acum mult mai multă libertate în modul în care adună informațiile, iar eșecul nu va mai însemna automat reluarea misiunii. În plus, misiunile de asasinat au primit obiective opționale și secrete. Paul Fu a oferit și un exemplu: într-o misiune de la mijlocul jocului, poți trage cu urechea la conversațiile unor soldați pentru a descoperi camera privată a țintei tale, unde te așteaptă o recompensă ascunsă. Opțiuni noi și control asupra atmosferei Pe lângă noutățile narative și mecanice, Ubisoft adaugă o funcție extrem de cerută de comunitate: Skip Time. Aceasta îți permite să schimbi momentul zilei înainte de a porni într-o misiune, ideal dacă preferi să te strecori în fortărețe sub mantia nopții sau dacă vrei să navighezi în plin soare. Alte îmbunătățiri menționate includ: Recompense crescute pentru explorarea plajelor. Mai multe evenimente locale dinamice care fac lumea să pară vie. Upgrade-uri complet noi pentru ascunzătoarea (Hideout-ul) lui Edward. Trei trepte de dificultate pentru a-ți personaliza experiența: Forgiving (pentru cei axați pe poveste), Intended (experiența standard gândită de producători) și Hard (pentru lupte navale nemiloase). Când ridicăm ancora? Assassin’s Creed: Black Flag Resynced se anunță a fi mult mai mult decât o remasterizare vizuală, conturându-se ca versiunea definitivă a aventurii lui Edward Kenway. Jocul este programat să se lanseze pe 9 iulie 2026 și va fi disponibil pentru PC, PlayStation 5 și Xbox Series X | S. The post Cum transformă Ubisoft Assassin’s Creed Black Flag Resynced într-o experiență modernă appeared first on Need4Games. Citește mai departe !
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[data-focus-scheme="dark"] { color-scheme: none; } Lord Captains! Yet another hotfix 1.6.0.475 is on the way, fixing two major bugs: Inability to jump into the vent during the Void Shadows storyline - fixed; It was possible to gain access to Act V systems via Trazyn's Museion, completely breaking the game - fixed; We are delivering this hotfix quickly to stop the Act V problem from appearing again, but reverting the progress on existing saves requires more research and will come in other upcoming updates. If you had this issue in your playthrough, for now please load an earlier save. We are sorry for the inconvenience. As usual, consoles will get the update with up to 48 hours delay.Vezi articolul complet
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Ultima actualizare la iunie 15, 2026 Dacă ai urmărit parcursul lui ARC Raiders de la lansarea sa din octombrie 2025, știi deja că relația comunității cu formatul jocului este… complicată, deoarece sunt prea puține elemente PvE în joc. După ce a luat cu asalt topurile la lansare, shooter-ul de extracție de la Embark Studios a intrat într-o zonă destul de gri, mai ales după ce dezvoltatorii au anunțat o încetinire a update-urilor majore. Totuși, fanii care tânjesc după o experiență pur PvE au primit recent o rază de speranță. Din păcate, vine la pachet cu o avertizare destul de frustrantă: o nouă mecanică axată pe cooperare a fost dezvăluită în cadrul unor playtest-uri, însă este blocată în spatele unei exclusivități regionale. Ce este „Security Agreement” și cum transformă jocul? Informațiile vin direct de pe site-ul chinezesc care promovează testele localizate ale jocului. Conform traducerilor, noua condiție de hartă se numește „Security Agreement” (Acord de Securitate) și schimbă complet regulile jocului, transformând sesiunile tensionate de PvPvE într-o experiență axată pe cooperare. Povestea din spatele acestei mecanici sună destul de interesant: datorită eforturilor Raiderilor, echipamentele de comunicații dintr-o anumită zonă au fost restaurate temporar. Profitând de această oportunitate, Shani șeful securității din Speranza, a implementat un protocol de siguranță care îi împiedică pe jucători să se atace între ei. Totuși, există un element de gameplay „high-risk”: Sistemul anti-trădare: Jucătorii nu își pot face rău unii altora în mod implicit. Mecanica de overload: Raiderii cu intenții rele pot folosi baterii supraîncărcate pentru a bloca comunicațiile și a fenta acordul de pace. Sistemul de avertizare: În momentul în care un jucător decide să saboteze conexiunea pentru a activa PvP-ul, antena de pe rucsacul său va începe să lumineze intermitent în culoarea roșie, alertându-i pe ceilalți din jur să fie vigilenți. Această condiție de hartă este testată în prezent în cadrul evenimentului „ARC Light Test”, ce marchează primul closed beta pentru serverele din China. Va ajunge PvE-ul și pe serverele globale? Aici intervine marea nemulțumire a comunității globale. În timp ce jucătorii din China experimentează deja acest mod hibrid/PvE, fanii din restul lumii care cer cu disperare o alternativă la PvP-ul hardcore încă din prima zi, sunt lăsați pe dinafară. Versiunea chinezească a jocului este una puternic localizată, având text adaptat pe toate elementele din joc și, cel mai probabil, ajustări la nivel de poveste. Totuși, introducerea unei mecanici atât de importante doar pentru o regiune pare o mișcare riscantă din partea celor de la Embark, mai ales în contextul în care numărul de jucători de pe serverele globale a început să scadă. Din punct de vedere tehnic, implementarea acestui sistem pe serverele globale n-ar trebui să fie o provocare uriașă pentru Embark Studios, din moment ce codul și mecanica există deja. Rămâne de văzut dacă studioul va folosi această „pauză” din China ca pe un experiment înainte de a lansa modul la nivel mondial, mutare care ar putea readuce la viață jocul pentru o mare parte din publicul occidental. The post ARC Raiders testează o mecanică exclusivă de PvE appeared first on Need4Games. Citește mai departe !
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Fortnite may be getting another major music crossover soon, and this time, all signs point toward Olivia Rodrigo. According to well-known Fortnite leaker HYPEX, the Grammy-winning pop star is “coming soon” to the game, instantly sparking speculation about what Epic Games could be planning next. While Epic has not officially revealed the collaboration yet, the timing makes a lot of sense. Fortnite has spent the last few years turning into much more than a battle royale, with Fortnite Festival, Jam Tracks, Icon Series skins, concerts, and music-themed cosmetics becoming a major part of the game’s identity. Bringing Olivia Rodrigo into that ecosystem feels like a natural next step. Olivia Rodrigo Fortnite Collaboration Reportedly Coming Soon The latest leak claims that Olivia Rodrigo is on the way to Fortnite, although details are still limited. At the moment, there is no confirmed release date, no official skin reveal, and no full cosmetic list from Epic Games. A Fortnite x Olivia Rodrigo collaboration could easily feature an outfit, back bling, pickaxe, emote, and possibly more Jam Tracks for Fortnite Festival. Since Fortnite has already worked with several major artists across its music-focused modes, many players believe Rodrigo could be added through the Item Shop or tied to a future Festival update. Fortnite Keeps Expanding Its Music Crossover Lineup Olivia Rodrigo is one of the biggest pop artists in the world right now, and her style fits surprisingly well with Fortnite’s current direction. Fortnite has already become a place where gaming, music, fashion, and pop culture collide, and Rodrigo brings a massive fanbase that reaches far beyond traditional gaming audiences. Her arrival would also continue Fortnite’s push to make Festival feel like a major music platform inside the game. Epic has already brought in huge names from different genres, and adding Rodrigo would give the game another high-profile artist with strong mainstream appeal. Fortnite Festival Could Play a Big Role Fortnite Festival is another obvious place for this collaboration to land. Olivia Rodrigo already has music that fits the rhythm-game format, and more Jam Tracks would make sense if Epic wants to expand her presence in the game. Fortnite has used Festival to highlight major artists before, so fans are already wondering whether Rodrigo could be part of a larger music update instead of just a regular Item Shop drop. That said, until Epic confirms the details, it is safer to treat this as a leak rather than a full announcement. When Could Olivia Rodrigo Release in Fortnite? There is currently no confirmed release date for Olivia Rodrigo in Fortnite. The leak only says she is coming soon, which usually means players should keep an eye on upcoming shop rotations, update files, and official Fortnite channels. The post Fortnite x Olivia Rodrigo Collaboration Reportedly in the Works appeared first on GameRiv. View the full article
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[data-focus-scheme="dark"] { color-scheme: none; } OI GITS! We've seen a bunch more players jump on now that the EGS version was released yesterday - which is great What's not-so-great is that unfortunately we've also seen reports of connection issues, with host/client desync and matches ending suddenly, kicking everyone back to the menu, as well as other things We're looking into this as top priority and hope to have some fixes ASAP In the meantime, here's some potential workarounds Can't join a game: Try a different one for a bit then try the previous one again if you still want to join it Can't join any games / can't create a game: Restart Steam. Make sure Speed Freeks isn't running still in Task Manager If that fails, restart your PC Crashed or kicked back to menu while hosting, or general bad performance while hosting Make sure there's no heavy processes running in the background If you have medium to low end PC, you perhaps shouldn't be hosting as it requires more processing power than joining a hosted game If any of these don't work, we'll have to wait for the patch then We're sorry for the connection problems and appreciate your patience while we try to fix themHopefully you'z can still get sum krumpin' dun in da meantime though We'll update you as soon as we have progress Vezi articolul complet
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This is Warfare Without Limits. Experience the gripping story of Modern Warfare 4 first with our Campaign Early Access. Here’s how: How Do I Access Modern Warfare Campaign Early Access?Pre-Order, Play Early Call of Duty®: Modern Warfare® 4 Campaign Early Access is confirmed! Starting on Friday, October 16, players who have digitally pre-ordered or pre-purchased Call of Duty®: Modern Warfare® 4 get Early Access to the game’s Campaign. This benefit applies to those pre-ordering or pre-purchasing the Standard Digital Edition or Vault Edition of the game on Steam. No Line Holds ForeverIn the Modern Warfare 4 Campaign, you fight as Private Park, a young South Korean soldier facing live combat for the first time alongside his squad. What begins as a routine mission descends into chaos when North Korea launches a full-scale invasion, forcing Park and his unit into a desperate battle through collapsing cities and counteroffensives. Beyond the front lines, operator-turned-outlaw Captain Price is operating outside the system he once served. A hunt for revenge draws Price toward a weapon powerful enough to shift the balance of power, setting in motion a conflict far greater than he ever anticipated. Forced into uneasy alliances and off-book operations, Price is pulled deeper into consequences he can no longer escape. From large-scale battles and covert missions to combined-arms warfare and cinematic set pieces, the campaign delivers grounded combat and gameplay variety across a war that spreads far beyond the front lines. Click here for more information. (*Actual platform availability and start date subject to change.) Stay Frosty. Additional Intel Incoming Track the latest official Modern Warfare 4 intel on the Call of Duty Blog as we move toward additional information drops, the Modern Warfare 4 Open Beta, and launch on October 23. Pre-orders are available now at participating retailers, in-game, on platform stores, or at https://CallofDuty.com. For more information on preordering, including Vault Edition content, rewards, and a special Loyalty Discount, see the Preorder blog here. Development CreditsCall of Duty: Modern Warfare 4 development is led by Infinity Ward and will be available globally on PC via Steam on Friday, October 23rd, 2026. Call of Duty: Modern Warfare 4 for the PC delivers a fully optimized experience, led by Infinity Ward in partnership with Beenox, for Steam. Infinity Ward, in partnership with Digital Legends, is developing Modern Warfare 4 natively for Nintendo Switch 2. Additional development in alphabetical order: Activision Central Design, Activision Central Technology, Activision QA, Activision Shanghai, Beenox, Demonware, High Moon Studios, Raven Software, Sledgehammer Games, and Treyarch. * Actual play time subject to possible outages and applicable time zone differences. Actual platform availability and start date subject to change. View the full article
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[data-focus-scheme="dark"] { color-scheme: none; } Lord Captains! We're deploying another hotfix 1.6.0.474 today, with the following fixes: Removed odd pauses in multiple cutscenes; Fixed duplicated buttons on hide/show UI on console; The first combat on The Heartless and on Janus will no longer become stuck; The ability icons will no longer sometimes gray out after cutscenes; Some polish font characters were displayed incorrectly in the game - fixed; Jocasta will no longer float in the air after the romance scene; When bathing, the female Lord Captain will no longer be completely underwater; Vladaym will no longer levitate in one of his dialogues; The same update for GOG will arrive in a few hours. Consoles will receive it with a delay of 24-48 hours.Vezi articolul complet
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Ultima actualizare la iunie 12, 2026 Nintendo i-a încredințat din nou micului dinosaur verde misiunea de a aduce ceva cald și jucăuș în catalogul lui Switch 2. Yoshi and the Mysterious Book, dezvoltat de Good-Feel și disponibil exclusiv pe noua consolă, continuă tradiția seriei și o înnoiește în același timp în jurul unei idei clare: explorarea și experimentarea contează mai mult decât lupta. Rezultatul este un joc cu personalitate proprie, care știe exact ce vrea să fie. Întrebarea este dacă și tu ești publicul căruia i se adresează. O poveste simplă, cu un mesaj bine construit Totul pornește de la o întâlnire între Bowser Jr., Kamek și o carte vie și misterioasă numită Mysterius, un fel de enciclopedie magică ale cărei pagini au rămas goale. Cartea ajunge pe insula lui Yoshi și cere ajutor pentru a fi completată din nou. Misiunea dinosaurului verde este să descopere creaturile care populează lumea din carte și să le adauge în paginile ei. Povestea nu încearcă să devină o epopee. Tonul este cald, imediat accesibil și construit cu grijă pentru un public familial. Dar simplitatea narativă nu înseamnă lipsă de substanță. Jocul opune, discret și eficient, două moduri de a privi lumea vie: Bowser Jr. și Kamek vor să exploateze creaturile, în vreme ce Yoshi alege să le observe, să le înțeleagă și să interacționeze cu ele fără să le facă rău. Este un mesaj ecologic și empatic livrat cu delicatețe, fără să devină didactic. Exact cum trebuie. Direcție artistică ce te introduce într-o carte animată Prima mare reușită a jocului este vizuală. Yoshi and the Mysterious Book arată ca un album ilustrat pentru copii adus la viață. Fundalurile sunt colorate, formele sunt rotunjite, fiecare capitol are o identitate cromatică proprie și totul respiră o bună dispoziție rară. Good-Feel și-a demonstrat de-a lungul timpului că știe să construiască estetici coerente: după texturile de lână din Yoshi’s Woolly World și aspectul artizanal din Yoshi’s Crafted World, studioul alege acum un stil mai ilustrat, aproape feeric, care funcționează excelent. Paginile lui Mysterius servesc drept meniu, hartă, suport narativ și punct de intrare în fiecare lume, ceea ce conferă întregii experiențe o unitate vizuală plăcută. Creaturile sunt desenate cu claritate: silhoueta fiecăreia îți spune imediat ceva despre utilitatea ei. Cea care zboară va ajuta la altitudini mari, cea mai masivă va interacționa cu decorul, cea mai glisantă va facilita deplasarea. Această lizibilitate naturală este esențială pentru un joc construit pe experimentare. Designul sonor completează bine atmosfera. Efectele sonore sunt îngrijite, reacțiile lui Yoshi și ale creaturilor sunt simpatice, iar muzica menține un ton relaxat și prietenos. Singurul reproș minor este că unele teme muzicale tind să se repete pe parcurs și ar fi câștigat din diversitate. Experimentarea ca mecanism central Diferența față de un platformer clasic se simte imediat. Yoshi and the Mysterious Book nu cere să ajungi dintr-un punct A într-un punct B. Fiecare nivel funcționează ca o mică zonă de observație centrată pe una sau mai multe creaturi pe care trebuie să le studiezi. Le poți purta? Le poți hrăni? Le poți combina cu un element din decor? Le poți folosi pentru a accesa o zonă inaccesibilă? Fiecare interacțiune reușită completează enciclopedia lui Mysterius și aduce stele care deblochează capitole noi. Această buclă de gameplay este contagioasă. Funcționează pe curiozitate aproape infantilă: vezi o creatură, încerci ceva, observi rezultatul, mai încerci altceva. Jocul recompensează consistent experimentarea și creează o plăcere reală, fără presiunea performanței. Yoshi nu luptă cu lumea din jur. O studiază. Și asta face toată diferența de ton față de orice alt platformer Nintendo. Verticalitatea nivelurilor adaugă o dimensiune suplimentară binevenită. Multe zone invită să privești în sus, să cauți un traseu alternativ sau să te întrebi ce creatură ar putea ajunge la un element ascuns. La cel mai bun al său, jocul dă cu adevărat senzația că răsfoiești un volum plin de secrete. Accesibil până la capăt, uneori prea mult Accesibilitatea este forța principală a jocului, dar și limita sa. Yoshi and the Mysterious Book este gândit explicit pentru un public familial, în special pentru copii sau jucători la început de drum. Nu există frustrare reală. Căderile sunt puțin punitive, eșecul aproape niciodată nu te blochează, iar jocul te ghidează constant. În acest sens, este un titlu reușit și complet. Pentru copii sau pentru o sesiune relaxată în familie, este ideal. Poate fi o poartă de intrare excelentă în jocurile video, tocmai pentru că încurajează să încerci, să observi și să te bucuri fără să te sancționeze aspru. Jucătorii obișnuiți cu platformerele Nintendo mai solicitante vor rămâne însă cu o ușoară senzație de neîmplinire. Dificultatea este foarte redusă, iar provocarea vine aproape exclusiv din căutarea descoperirilor și a colectiblelor, nu din precizie sau supraviețuire. Chiar și completarea la 100% rămâne accesibilă, mai ales că jocul oferă instrumente de explorare și indicii pentru a facilita progresul. O formulă cu farmec, dar cu momente repetitive Primele ore sunt foarte reușite, deoarece fiecare descoperire deschide o posibilitate nouă. Pe măsură ce capitolele se succed, unele acțiuni revin cu o frecvență care diminuează efectul de surpriză: înghiți o creatură, o faci să mănânce, o plasezi într-un element specific, o folosești împotriva decorului. Jocul își păstrează farmecul, dar entuziasmul inițial se temperează treptat. Structura în niveluri centrate pe creaturi funcționează bine, dar îi lipsește uneori evoluția. Creaturile descoperite anterior revin rar în situații noi, iar mai multe mecanici ar fi putut fi combinate pentru a genera complexitate suplimentară. Jocul abundă în idei bune, dar nu toate sunt exploatate la același nivel de profunzime. Absența unui mod cooperativ local este și ea remarcabilă și, sincer, dezamăgitoare pentru un titlu atât de familial. Yoshi and the Mysterious Book invită natural la partajat: discuți cu cel de lângă tine ce ar putea fi testat, vă pasați maneta, căutați împreună soluțiile. Un mod co-op s-ar fi potrivit perfect cu spiritul aventurii. Durată de viață și conținut post-credite Aventura principală se termină în aproximativ 8 până la 10 ore, cu mai mult timp necesar pentru completare la 100%. Unii jucători vor considera asta insuficient față de prețul de achiziție, dar ritmul general evită ca jocul să se dilueze inutil. Conținutul post-credite și instrumentele de explorare oferă motive solide să revii în niveluri, mai ales dacă ești genul care trebuie să completeze tot. Structura se pretează și sesiunilor scurte, ceea ce se potrivește bine cu ambianța relaxată a titlului. Verdict: 7.5/10 Yoshi and the Mysterious Book nu este jocul vitrină spectaculos pe care unii îl așteptau pentru Nintendo Switch 2. Nu are ambiția unui Mario 3D, nici profunzimea unui joc de aventură complex, nici dificultatea unui platformer solicitant. Dar nici nu încearcă să fie niciunul dintre acestea. Reușita lui stă în altceva: în farmec, în inteligența blândă cu care transformă curiozitatea în mecanism de joc, în capacitatea de a crea un sentiment real de uimire fără să apeleze la efecte mari. Este o aventură adorabilă și inventivă, gândită cu căldură și livrată cu consecvență. Dificultatea redusă, anumite momente repetitive și absența cooperativului local îi limitează potențialul pentru jucătorii mai experimentați, dar pentru copii, familii, amatori de jocuri relaxante sau fani ai seriei Yoshi, este o surpriză plăcută și sinceră pe noua consolă Nintendo. The post Recenzie Yoshi and the Mysterious Book: adorabil, inventiv și gândit pentru toți, dar nu pentru oricine appeared first on Need4Games. Citește mai departe !
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[data-focus-scheme="dark"] { color-scheme: none; } Hello everyone. As previously mentioned, the team is currently working on a performance-focused update for Warhammer 40,000: Mechanicus II. This build includes a major engine update, with the aim of delivering meaningful performance and optimisation improvements. The build is still undergoing testing on our side. However, because PC performance can vary significantly depending on hardware, drivers, settings, Steam cache state and other system-specific factors, we also want to gather feedback from a wider range of real player setups before moving the update to the main live branch. For that reason, we’re making the upcoming performance update available through an optional public Steam beta branch. This will allow players who are currently experiencing performance issues, or who simply want to help test the build, to try it ahead of the full release and share feedback with us. Beta Branch Details Branch name: public_beta Branch password: mechanicus2beta Instructions on how to access the branch: Right-click Warhammer 40,000: Mechanicus II in your Steam Library. Select Properties. Go to Betas. Enter the beta access code above. Select the beta branch from the dropdown once it appears. Allow Steam to update the game. To return to the current live version, go back to the Betas menu and select None. Please remember: This is an optional beta branch, not the default live version of the game. The build is still in testing and may contain issues or regressions. We’re not asking all players to switch over – only those who are comfortable testing a work-in-progress build. The current live branch will remain available as normal. Feedback from the beta will help us better understand performance across a wider range of hardware before the update is released fully. Reporting Performance Issues If on the beta branch you continue to experience severe optimisation or performance issues, please report them through our existing bug report form https://(https://forms.gle/L6JrusUkoSzaZU5PA). When reporting performance issues, please include as much detail as possible, especially: your hardware specifications a DxDiag file, where possible your in-game graphics settings the mission/skirmish where the issue occurred whether performance changed compared to the current live build whether you had previously cleared your Steam shader/cache files on your local machine Thank you again for your patience and for continuing to share detailed reports with us. We know the current performance issues have been frustrating, and we want to make sure this update is tested as thoroughly as possible before it becomes the main live build. Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } Following the release of the Infinite Museion DLC, we're quickly deploying a hotfix that will address a few issues, including the loading scene crash that a number of players seem to experience. Patch Notes: Fixed a crash during loading screens that sent you back to the main menu; Fixed an issue where the timer in one of the locations remained visible on the screen during cutscenes. It is now hidden while a cutscene is playing and restored once it ends; Fixed a localization display issue affecting Chinese text in the dialogue with Ferrenz; Multi-Melta names were arranged incorrectly - fixed; Fixed an issue where Calcazar could remain standing at the cogitator for a long time after the cutscene had finished; Fixed Error speaker in dialogue at Zarkov; Fixed Error speakers in dialogue at the Museion; Fixed incorrect Vedka portrait being shown under some circumstances;Vezi articolul complet
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Lansat în mai 2019 pe PC și console, primul titlu din seria A Plague Tale a creat un precedent solid în industrie, oferind o aventură profund narativă în care evoluția personajelor și impactul emoțional treceau înaintea mecanicilor complexe. Deși atât Innocence, cât și continuarea sa din 2022, Requiem, au inclus elemente de stealth, combatul nu a reprezentat niciodată pilonul central. Aceast model este însă complet zdruncinat de noul proiect al celor de la Asobo Studio, Resonance: A Plague Tale Legacy. Informațiile proaspete vin direct de la un eveniment de preview desfășurat recent la Paris, unde au fost prezentate versiuni preliminare ale jocului și s-au purtat discuții extinse cu Carol-Ann Banuls, Lead Writer pentru acest nou titlu. Detaliile scoase la iveală arată clar că studioul își dorește să extindă universul, dar și să schimbe radical ritmul și abordarea gameplay-ului, sub influența unor francize iconice de aventură precum Uncharted sau Indiana Jones. O protagonistă definită de un trecut brutal Spre deosebire de primele episoade, unde publicul urmărea destinul tragic al Amiciei de Rune, o tânără nobilă aruncată fără voie într-un coșmar politic și supranatural pentru a-și proteja fratele, Resonance mută acțiunea cu 15 ani înaintea evenimentelor din Requiem. Rolul principal îi revine Sophiei, contrabandista care a cucerit fanii în al doilea joc al seriei. Această schimbare de personaj nu reprezintă doar un artificiu narativ, ci dictează întreaga structură a jocului. Sophia nu provine dintr-un mediu privilegiat; ea a fost crescută pe străzi, într-o bandă condusă de tatăl ei, fiind obișnuită cu brutalitatea încă din primii ani ai vieții. Carol-Ann Banuls a subliniat această demarcație clară între cele două eroine: „Sophia este foarte diferită de Amicia. Amicia s-a confruntat cu violența fără să fie destinată ei; a fost ceva ce a trebuit să înfrunte la o vârstă fragedă și a fost nevoită să învețe singură cum să gestioneze lucrurile. Sophia, în schimb, s-a născut într-un mediu violent. A învățat să lupte de mică, crescând într-o bandă condusă de tatăl ei. Povestea ei este complet diferită: ea s-a născut puternică, iar pe parcursul jocului va învăța să se deschidă și să devină vulnerabilă. La Amicia, lucrurile au stat exact invers.” Trecutul Sophiei se reflectă direct în gameplay. Fiind o luptătoare experimentată, acțiunea din Resonance integrează mecanici dinamice de luptă, cu nuante ce amintesc de stilul Soulslike. Jucătorii vor avea la dispoziție încă de la început atacuri rapide, lovituri critice puternice, parade, eschive și un cârlig de prindere (grappling hook) pe care eroina le mânuiește cu o naturalețe desăvârșită. Din acest motiv, evoluția ei nu va fi una de acumulare a forței fizice, ci o călătorie interioară, axată pe maturizare emoțională. Ritm alert și o dinamică axată pe dinamism Cu un accent mult mai pronunțat pe confruntări directe, noul titlu propune o energie complet diferită față de jocurile anterioare. Încă din faza de concepție, echipa și-a propus să accelereze ritmul pentru a deschide universul și către un public nou, dornic de mai multă acțiune. Sophia s-a dovedit a fi catalizatorul perfect pentru această tranziție, oferind o perspectivă proaspătă de a spune povești fără a rupe legăturile cu firele narative existente. Secvențele de gameplay prezentate o plasează pe Sophia alături de vechea ei prietenă și parteneră din lumea contrabandei, Leni. Cele două ajung pe insula Creta în încercarea de a elucida mitul Minotaurului și de a înțelege atracția inexplicabilă pe care Sophia o simte față de acest loc. Din punct de vedere structural, titlul renunță la segmentele lungi de așteptare în favoarea unei succesiuni rapide de evenimente: acțiunea poartă jucătorul rapid de la arene de luptă intense la puzzle-uri de mediu și secvențe de platforming, menținând o dinamică alertă. Dialogurile dintre personaje au loc din mers, fiind scurte și direct legate de situația din teren, oferind jocului un puternic sentiment de avânt. Narațiunea rămâne pilonul central al seriei Deși o parte dintre fanii fideli ar putea privi cu scepticism această orientare spre un stil mai alert, oficialii Asobo Studio dau asigurări că componenta cinematografică și povestea nu au fost trecute în plan secund. Întregul sistem de acțiune este gândit pentru a susține, de fapt, scenariul. Scriitoarea principală a explicat că secretul stă în păstrarea unui echilibru fin: dacă o secvență narativă riscă să plictisească sau nu oferă destulă interactivitate, prioritățile de scriere se schimbă, dar focusul rămâne pe o experiență bazată pe poveste. Acest echilibru se observă în detalii: replicile aruncate de inamici în timpul luptelor, tachinările naturale dintre Leni și Sophia în momentele de explorare, dar și momentele de storytelling dinamic, unde evenimente importante ale intrigii se desfășoară direct în fața jucătorului, în timp real, în loc să fie izolate în cutscene-uri clasice. Astfel, Asobo Studio demonstrează că o viteză mai mare de joc poate coexista perfect cu o identitate narativă puternică. The post De ce „Resonance: A Plague Tale Legacy” rupe tiparele stabilite de Amicia appeared first on Need4Games. Citește mai departe !
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[data-focus-scheme="dark"] { color-scheme: none; } Rising above the shackles of the flesh, the Skitarii have been rebuilt with the divine augments of the Adeptus Mechanicus to best serve the Omnissiah, as an impossibly efficient tool of war. In case you missed it, check out the reveal trailer here. This is part of an ongoing series of feature highlights focused on the upcoming DLC class: The Skitarii. In our previous blog we went over the Skitarii’s unique character creation features! This Feature Highlight focuses on the design of the class’ gameplay, going over its core principles, abilities, talents, and unique mechanics! We’ve interviewed Design Director Victor and Game Designer Gunnar to get their insight. “I’m Victor, I’m the Design Director on Darktide. I’ve been at Fatshark for 17 years, working as a designer in different ways.” - Victor “My name is Gunnar and I am currently a Game Designer, but I started at Fatshark in 2018 as a Gameplay Coder on Vermintide, and a few years ago I switched to become a Designer instead.” - Gunnar Design and ConceptsFor the sake of doing this class justice, we spent a lot of time working on various concepts and ideas, finding a balance between the options available in the lore and what works in a game like Darktide. “Even way before Arbites, we started thinking about something like this. But, over time, it has evolved into what it is today, which is a Skitarii Alpha Primus, something completely new.” ~ Victor Working on other classes first also allowed us to get used to that workflow and formula, so we’re more confident both in being able to craft a great class and also in pushing the boundaries of class’ gameplay design. The Adeptus Mechanicus’ unique cybernetic nature gave us a great opportunity to work outside the box, to represent how removed they are from your typical human. You’ll see that there’s unique elements even in core aspects of the class, such as how Ability Cooldowns work or even the talent tree itself! When talking Adeptus Mechanicus, or even just Skitarii, there’s a ton of ground to cover in terms of abilities and tools to explore. This both gave us tons of inspiration, but also a lot of ground to cover in terms of what to implement and how to best represent them in-game, which was an everpresent guidance during development. We tried to incorporate as many elements of the Skitarii and the Adeptus Mechanicus as a whole as we could fit, to give everyone the chance to play around with their favorite part of this beloved faction. “We want to for sure fulfill the fantasy of what it is to be a Skitarii. So when we’re thinking of abilities and playstyles, or different types of builds, we’re always trying to fit that within the Skitarii theme. While there are a bunch of other cool things about the Adeptus Mechanicus, we don’t want to lose the Skitarii just to chase those.” ~ Gunnar On top of that, the design team for the class and the talents is in constant communication with the design team for the weapons and blessings, making sure that everything works together smoothly, that there’s synergy, and that both areas support each other to create a strong design pillar for the class. Unique MechanicsBefore we get into the talents and overall gameplay, we wanted to break down the new, unique mechanics coming with the Skitarii. These are features that are exclusive to this class and affect core aspects of how the class plays, whether it be through its Abilities, Talents or Weapons. Combat Ability Capacitance ChargeWhile most classes’ Combat Abilities function on a strict Cooldown, where you either have your Ability available or you’re waiting for it to refresh, the Skitarii’s Ability depends on Capacitance Charges. Having a single Capacitance Charge enables you to use your Combat Ability from the get go, but accumulating multiple Charges empowers your Ability! This means that the Combat Abilities that the Skitarii has access to have devastating potential even with little talent investment, but require patiently accumulating Capacitance Charges to access it. With the exception of the Chordclaw Strike Ability (more on that later), activating your Combat Ability will consume all available Capacitance Charges to empower it. “They’re not just being recharged through cooldown, as it is on existing classes. \[...] You will generate the most Capacitance through your actions. Both through killing basic and Elite enemies as a baseline, but also through other talents that will allow you to generate more Charge by doing specific actions.” ~ Gunnar You’ll find that many of the talents in the Skitarii’s talent tree also synergize with this mechanic, such as by triggering effects when gaining Charges or by giving you different ways to charge your Capacitance. Servo Skull - Blitz and CompanionThe Servo Skull is the default Blitz available to the Skitarii; a floating companion that can provide aid in combat by shooting at your enemies, or even complete Data Interrogation minigames for you on your command. Similar to the Arbites’ Cyber-Mastiff, you can direct your Servo Skull towards a particular enemy or Data Interrogator by double pinging it, and it’ll comply. “It is super nice in those events, where you can just send your Servo Skull to complete the Data Interrogator and keep doing what you’re doing.” ~ Victor “Currently it takes more than what it would take a good player to do it manually. So it’s a trade-off; it’s slower, but you can continue fighting.” ~ Gunnar However, why just stop at one? By investing more talent points into the Blitz, you can unlock additional, more specialized Servo Skulls to accompany you! You’ll be able to add a Servo Skull with an integrated flamethrower to focus on more firepower and cleansing of heretics, and one with Medicae functionality, to better support your team! You can even take both, if you’re willing to spend the talents. Concept art of the three types of Servo Skulls. While the primary Servo Skull is controlled with your pings, the Flamethrower and Medicae Servo Skulls are commanded with your Blitz input, depending on whether you’re targeting an enemy or an ally. “So if an ally is knocked down, or netted, or hogtied, then you can revive them using your Medicae Servo Skull.” ~ Gunnar Of course, since it is only one of the three Blitzes available to the Skitarii, the Servo Skull is not as key to the class’ identity, but it is nonetheless an iconic piece of gear that we think really helps sell the player fantasy of playing a member of the Adeptus Mechanicus. And, also! Your primary Servo Skull is customizable! There will be a variety of skins to change the appearance of the initial Servo Skull to suit your preferences, available by obtaining the relevant cosmetics! Concept art of Servo Skull cosmetics. Deluxe edition cosmetic for the base Servo Skull. Arc Weapons and EffectsUnique to certain Skitarii weapons and talents is the Arc mechanic, an effect that interacts with the pre-existing Electrified state on enemies! How it works is that the weapons and talents that have an Arc effect hit an Electrified enemy, the electric attack will immediately jump to the nearest enemy, dealing damage and also electrifying them! If, instead, the attack hits an enemy that isn’t Electrified, it will Electrify them, so that follow up attacks can trigger the Arc! “So the more enemies that are affected by it, the more it will bounce, basically. Or, arc!” ~ Victor This creates not just an interesting gameplay loop for yourself, but it can really take off with teamwork! Multiple Skitarii bearing Arc weaponry can build off of each other’s electrified enemies, and while other classes cannot trigger Arcs, someone like a Psyker could still Electrify enemies to set them up for a Skitarii’s Arc weapons to capitalize on. And if you’re curious about said weapons, keep an eye out for the next feature highlight, where we cover the Skitarii’s arsenal, including the new Arc weaponry! Gameplay & Talents The Skitarii is a very versatile class that is designed to be able to fill many niches, both in terms of gameplay and of Adeptus Mechanicus’ player fantasy. The class is extremely flexible, and it is up to the player to decide how to build their Skitarii and what aspects to focus on. “So you can slot into pretty much any role that you can find in Darktide, but you might not be the best at it.” ~ Gunnar To support that, the Skitarii has a unique layout to its talent tree: Rather than going top to bottom following different branches, this class’ talent tree starts from the center, and allows players to expand outwards in different directions, taking a cog-like shape. This gives an incredible amount of flexibility to the talent tree and allows players to pick exactly what they want with as little restrictions as possible. You can even opt to not pick any Blitz, Combat Ability or Aura talents if you’d rather focus your talent points on other things! We’ve been experimenting with different layouts for a while (even as far back as when we first reworked the talents in Patch #13!), and after six successful classes, we were confident enough to push the boundaries of what works for a talent tree in Darktide to try this out. Skitarii’s design as a flexible jack-of-all-trades, as well as the ‘modular’ nature of an Adeptus Mechanicus’ mechanized bodies, gave us the perfect opportunity to implement this type of talent layout and deviate from our norm. This flexibility also means that this talent ‘web’ doesn’t have as much of a hard emphasis on pre-existing archetypes or playstyles, as opposed to the existing classes in Darktide. Nonetheless, the design behind most of the talents can still be considered to support one of four themes that players can follow and build towards. “\[...] you will be able to take some from that section, some from that section, some from that section… It’s more open in that sense, but if you look at \[the talent tree] more as a map, different sections of that map are themed in different ways.” ~ Victor This layout of talent tree can perhaps look a bit daunting for newer players, since there’s no easy paths to follow. We suggest that if you feel lost, you take a look at the available Blitzes or Combat Abilities and focus on pathing towards them. The talent nodes near them are bound to have good synergy with each other, which can hopefully make initial builds more intuitive. While we can’t show you the entire talent tree right off the bat, we can show you a sample of some of the talent nodes available in each of those four themes that we mentioned. Melee talentsThese talents allow you to improve your melee combat capabilities or trigger from being in the thick of the melee. Some examples: Electro-Strike Conduit: Melee Critical hits Electrocute the first target hit. Target-Neutralization Feedback: Weakspot kills grant Stun and Suppression immunity for a short duration. Uncapped Arrestor: Successful Melee Attacks grant a stacking bonus to Attack Speed for a short duration. Ranged talentsThese talents allow you to improve your ranged capabilities or otherwise synergize with ranged combat. Some examples: Ammunition-Restoration Pod: Replenish 1% of your Ammo Reserve every 15 seconds. Rad-Sink: After not shooting for at least a second, gain increased damage on your next shot. Gunsmith: Gain increased reload speed. Additionally, after not shooting for a few seconds, reload a portion of your magazine from your Ammo Reserve each second. Support talentsThese talents give you boosts to your character and squadmates, or help you aid them. Some examples: Salvation Doctrine: Gain increased Damage Reduction and Revive Speed while reviving an ally. Power Overflow: When at full Toughness, a portion of your excess Toughness Replenished is distributed to each ally in Coherency. Protectorate Protocol: Incapacitated Allies in Coherency have increased Damage Reduction. If you free them, gain Stun Immunity and increased Damage Reduction for a short duration. Electrocution talentsThese talents synergize with the Skitarii’s unique Arc mechanic, either taking advantage of it or helping enable it. While these talents are not necessary to make good use of Arc effects and weapons, players who want to specialize in them can do so with these talents. Some examples: Voltaic Burst: Staggering enemies with a Push applies Electrocution, dealing damage and stunning enemies on a cooldown. Weakness Analysis Doctrine: Gain increased damage for a short duration when hitting any enemy suffering from Electrocution, Soulblaze, Burning, Bleeding, or Toxin. System Shock: Electrocuting an enemy applies 4 stacks of Brittleness to them. Combat AbilitiesVoltaic EmitterUnleash an electric discharge around you, stunning, electrifying and damaging enemies near you. With multiple Capacitance Charges, the effect is improved, such as by also disabling the weapons of enemies in a nearby area! Chordclaw StrikePerform a powerful, heavy melee attack using a Chordclaw. This Ability does not consume multiple Capacitance Charges, allowing you to store multiple to perform several attacks in succession. Advanced Combat DoctrinesFor a short duration, your weapon locks onto enemies close to your targeting reticule, granting you inhuman accuracy. BlitzesArtificer Servo SkullYou are accompanied by a Servo Skull that can shoot at enemies or complete Data Interrogations. Further talents allow you to bring specialized Servo Skulls. Arc GrenadesThrow an Arc Grenade, creating an electric explosion that Arcs several times. Integrated Refraction EmitterSurround yourself in a shield that absorbs all incoming Ranged Damage for a short duration. Coherency AurasResurgenceYou and allies in Coherency regenerate 50% Coherency Toughness regardless of enemy proximity. Ammunition DepositYou and allies in Coherency have +10% Ammo Reserve. Foe-Render CreedYou and allies in Coherency gain increased Cleave and Rending. KeystonesRedline CapacitorsGain increased Toughness Damage Reduction and Capacitance generation whenever you spend or gain an Ability Charge. Additionally, you have +1 Max Ability Charges. Flensing ProtocolsKilling Elites and Specialists grants Flensing Protocol charges, which increase your damage and Toughness Damage Reduction. Charges are lost when taking damage. Power OverloadKilling enemies grants stacks of Power Overload. When reaching the maximum amount of stacks, trigger an overload, which improves the damage and Toughness Damage Reduction to you and allies in Coherency for a short duration. Bonus questions!How many major iterations of the talent tree have there been? “I guess… fifteen? We’ve been working on the Skitarii since before Hive Scum was released, and during that time it was just… Me and a few coders prototyping, trying things out… and back then, we were throwing everything at the wall and doing all sorts of weird iterations.” ~ Gunnar “And this time around we had the talent tree up and running, in some form, very early on. \[...] Earlier than we’ve ever had it before when building a class.” ~ Victor What’s your favorite part of the Skitarii’s talent tree? “I think the Chordclaw is really cool and super satisfying to use. Even the first version that we got in - I was already in love. That’s gonna be my go-to when we release it, for sure.” ~ Gunnar “I really like the weapon-disabling one \[the Voltaic Emitter], it’s super cool. It’s one that at face value maybe doesn’t sound super powerful, but in the right situation it’s a life saver and really powerful. Like, with how the game works, it actually is very, very powerful.” ~ Victor What did you have the most fun working on?“I think the talent tree layout has been really enjoyable to work with, since it’s a bit different to what we already have. So trying to come up with different configurations that work with different types of weapon setups has been very enjoyable.” ~ Gunnar “I would say the Servo Skulls, seeing that coming together has been super cool.” ~ Victor That’s all we have for today! We hope you enjoyed this early look at the mechanics and the talents, as well as a glimpse into what goes on when designing a new class! Stay tuned for the next feature highlight, which will focus on the Skitarii’s weapons, coming soon! Praise the Omnissiah! The Skitarii Alpha Primus class will be available on the 23rd of June, but you can already wishlist it now. https://store.steampowered.com/app/4355570/Warhammer_40000_Darktide__Skitarii_Class/https://store.steampowered.com/app/4355580/Warhammer_40000_Darktide__Skitarii_Class_Deluxe_Edition/ We’ll see you on the Mourningstar. – The Darktide Team Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } To supplement the launch of the Infinite Museion DLC, we're launching a new Twitch Drops campaign! Starting June 11 and up until July 2, watch your favourite streamers play the new expansion and enjoy discussing your impressions while you earn exclusive in-game items: https://roguetrader.owlcat.games/drops Following a popular request, in addition to the new items, this time you will also get all the items from the previous two Twitch Drops campaigns. Enjoy! Vezi articolul complet
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Ultima actualizare la iunie 10, 2026 Am avut onorabila ocazie să încerc ultimul joc dezvoltat de către „TT Games”, unul din studio-urile mele favorite de jocuri video din toate timpurile. Crescând cu toate jocurile LEGO din diverse universe, „Lord of the Rings”, „Marvel”, „Harry Potter” .. și așa mai departe, sistemul și simplitatea, dar și copleșeala pe care am întâmpinat-o în titlurile LEGO, m-a făcut să le iubesc încă de când nu știam ce înseamnă „majusculă”. După lunga pauză de aproximativ 4 ani, în care TT Games nu ne-au oferit nici un joc, de asemenea, nici un anunț legat despre următorul lor titlu. Majoritatea fanilor am rămas cu speranțele sfâșiate, asta până anul trecut.. când s-au decis să anunțe un nou joc din seria „LEGO Batman”, una dintre cele mai iubite de către fani. Mulțumiri Warner Bros. Games pentru distribuirea codului de recenzie! Un nou joc LEGO adus în splendoarea UE5 Sunt foarte multe de discutat despre acest joc, având în vedere că au fost mai mult de o tonă de schimbări. Totuși, experiența încă rămâne una de top, iar eu, nu m-am plictisit nici măcar pentru o clipă (cât despre frustrat.. eh, mai bine lăsăm pe altă dată). Sunt câteva motive pentru care iubesc jocul ăsta mai mult față de celelalte, dar sunt și alte motive pe care le pot număra pe o singură mână, legat despre ce nu mi-a plăcut la acest titlu. În primul rand, motorul grafic a fost schimbat de tot, acum Rulând pe „Unreal Engine 5”, mă așteptam totuși, cel mai probabil fiind motivul principal pentru care acest joc a stat atât de mult în dezvoltare. Celălalt motiv fiind că.. față de celelalte jocuri LEGO, unde ai de colectat zeci, ba chiar sute de personaje pe de-a lungul playtrough-ului, cât și în Open World.. aici ai doar 7 în momentul de față, iar 9 în Septembrie, când se va lansa expansiunea cu Joker și Harley Quinn. În cele din urmă, una dintre cele mai mari schimbări a fost combat-ul, unde dezvoltatorii au primit ajutor direct de la foști Gameplay Engineers de la Rocksteady, care au lucrat la jocurile Arkham timp de aproape un deceniu. Ceea ce ar explica de ce nu mai sunt atât de multe personaje cu care te poți juca, fiecare dintre ei au abilități unice pe care le folosești în mare parte când dai de un puzzle. Arkham CONSTRUIT de la zero COMBAT-ul, categoria pe care majoritatea o cunoaștem ca fiind nulă.. sau cel puțin destul de proastă, în jocurile LEGO precedente. Aici, în schimb, s-au decis să meargă full-on pe combat-ul din jocurile Arkham, pe care majoritatea le îndrăgim. Este o schimbare majoră și grozavă, dar preferința mea ar fi fost ca skill tree-ul să fie mai important, și nu doar de formă.. sau mai degrabă zis, doar pentru o altă provocare de a completa jocul 100%. Puzzle-urile în schimb sunt la un complet alt nivel față de celelalte jocuri din serie, aici totul este ordonat și nu se simte ca și un chore pentru a lua trofeul ăla de platină.. cu toate că și aici s-ar fi putut redus din cantitatea enormă de 700+ colectibile, având în vedere că este un joc de doar 14-16 ore. Nu cred că am stat mai mult de 15 minute la un puzzle, și aia doar când era ceva foarte complicat și lung, m-am distrat să joc cu fiecare personaj, având o altă cale de a face puzzle-ul respectiv, în special când îți prezintă mecanicile, iar tu trebuie să improvizezi și să le duci la un alt nivel pentru a completa nivelul. Gotham, în sfârșit ne revedem La partea de grafică, pot spune că este unul dintre cele mai frumoase jocuri de anul acesta când vine vorba de fidelitate și stil artistic, dacă nu era LEGO, puteai să spui că este un succesor al jocului „Arkham Knight”, despre care știe toată lumea că se ține foarte bine și în ziua de azi. Fidelitatea a fost unul din motivele principale pentru care m-am speriat că acest joc va da greș. Fiind prima dată când TT folosesc un alt motor grafic, mă așteptam să ruleze foarte prost.. dimpotrivă, am captat 60FPS constant, și asta fără un patch de PS5 Pro, fără PSSR. Totuși, dacă dorești să te joci couch-coop splitscreen cu un prieten, iubită sau orice altă persoană care este capabilă să gândească mai mult decât un prichindel de 7 ani, atunci.. trebuie să te limitezi la 30 de cadre pe secundă, din simplul fapt că își dă render de 2 ori. Stilul artistic este fără dar și poate, extraordinar! Am simțit că trăiesc în lumea respectivă unde Batman este clar mult mai înfricoșător față de răufăcătorii din Gotham. Design-ul personajelor este de asemenea, foarte bun, s-au gândit chiar și la cele mai mici detalii pe care doar un fan adevărat DC le-ar fi observat. Nu, mulțumesc, dar rămân cu căștile pe urechi Coloana sonoră din LEGO: Legacy of the Dark Knight, este și ea la rândul ei, excelentă, dar.. mă așteptam la asta. Unul din cele mai mari farmece în jocurile LEGO a fost faptul că puteai să distrugi majoritatea environment-ului, iar sunetul pe care îl scoteau era identic cu piesele LEGO pe care le aruncai pe jos când greșeai construcția. Muzica, de asemenea, a fost ce trebuie, compozitorii categoric au un pedigree destul de înalt, având în vedere că ei au avut una dintre cele mai mari părți în a aduce orașul Gotham din nou la viață, urechile mele sunt mândre și satisfăcute de lucrarea respectivă. Originea liliacului nostru favorit Sunt zeci și zeci de adaptări și combinații al orașului Gotham și prea-faimosul erou, Batman. Unul dintre cei mai emblematici eroi scriși vreodată, unde liliacul este mai puțin popular decât supereroul căruia i-a luat numele și aparența. Pot spune că TT Games au reușit să facă o parodie bună, cât și o poveste dulce, serioasă despre aventurile lui Batman, de la origini, până la evoluția legendară al eroului miliardar. Poveste este prezentată în mai multe capitole, primul fiind originea, unde Bruce Wayne s-a ales cu o soartă tragică, iar după luni de antrenament cu Ra’s Al Ghul, ajunge să se regăsească în una dintre cele mai mari frici ale lui, liliecii. El, împreună cu Jim Gordon, singurul copoi justițiar din Gotham, pornesc o anchetă legată despre unul dintre cei mai periculoși infractori din Gotham, Carmine Falcone. Povestea se dezvoltă în mai multe segmente pe măsură ce avansezi, totuși, ideea de a avea un villain memorabil la aproape fiecare misiune.. este pur și simplu o nebunie, în cel mai bun sens al cuvântului. TT Games au revenit în forță Combat excelent am primit, fidelitate grafică și stil artistic ca la carte, am primit.. totuși, ne lipsește ceva emblematic, ba chiar legendar în acest titlu Batman, o schimbare pe care nu am prevăzut-o, dar nu am fost surprins deloc. Având un cast așa mic de personaje, uneori se simte ca și cum ai juca cu același personaj, mai ales că s-au decis să facă 2 de Robin (Robin / Nightwing), cu aproape aceleași abilități. În mare parte, am fost satisfăcut și am primit o lume uimitoare pentru care am tânjit ani în șir. Nota finală este de – 9/10 – The post LEGO Batman: Legacy of the Dark Knight – Recenzie appeared first on Need4Games. Citește mai departe !
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Fanii francizei God of War știu bine că în această serie, moartea nu este niciodată sfârșitul poveștii. Însă de data aceasta, Santa Monica Studio pregătește o mutare pe care puțini o anticipau, dar pe care mulți și-o doreau în secret. Studioul a dezvăluit oficial următorul titlu principal din serie: God of War Laufey, un joc care o aduce în lumina reflectoarelor pe Faye, războinica legendară, soția lui Kratos și mama lui Atreus. După ce și-a lăsat amprenta asupra celor nouă tărâmuri și a ghidat subtil pașii familiei sale, Faye devine protagonista propriei sale epopei. Iată toate detaliile explicate, de la noul tărâm mitologic până la mecanicile de luptă care promit să reinventeze gameplay-ul clasic. Unde se duc zeii când mor? Povestea începe imediat după funeraliile lui Faye din deschiderea jocului din 2018. În loc de liniștea eternă, ea se trezește pe un tărâm bizar și transcendent numit Everywhen. Acest loc este descris ca fiind punctul de origine și destinația finală a întregii energii magice din univers, un spațiu situat deasupra lumilor pe care le cunoșteam deja. În timp ce Odin și-a petrecut ultimele zile obsedat de ce se află dincolo de moartea muritorilor, God of War Laufey ne oferă în sfârșit răspunsul: Everywhen este locul unde zeii din diverse mitologii ale lumii ajung după ce pier. Din păcate pentru Faye, acest paradis (sau poate închisoare) este un butoi cu pulbere. Divinitățile din culturi complet diferite se luptă pentru putere într-un ecosistem măcinat de o magie instabilă. Deja au fost confirmate primele întâlniri ostile cu zeități precum Sekhmet și Begtse, semn că Faye va trebui să își croiască drumul spre casă prin forță. Miza este uriașă, planurile pe care le-a lăsat în urmă pentru a-și proteja fiul și soțul sunt în pericol, iar singura modalitate de a-i salva este să restabilească fluxul natural al magiei din Everywhen. Agilitatea grecească întâlnește brutalitatea nordică Dacă Kratos este definit de o forță brută, greoaie și devastatoare, Faye aduce pe ecran o agilitate letală. Echipa de dezvoltare, condusă de regizoarea Ariel Lawrence și coordonată de Cory Barlog, a explicat că scopul principal a fost crearea unui stil de luptă complet proaspăt, dar care să păstreze ADN-ul seriei. Cea mai mare surpriză? Jocul combină fluiditatea mișcărilor aeriene din era grecească, Faye se poate deplasa instantaneu între sol și aer fără a întrerupe ritmul luptei, oferind o mobilitate verticală pe care nu am mai văzut-o în jocurile recente. Ca fostă deținătoare a toporului Leviathan, Faye știe cum să manipuleze armele de legendă. În Everywhen, ea va intra în posesia unei săbii mistice, capabilă de atacuri extrem de rapide și necruțătoare, axate pe acumularea și menținerea unui impuls constant (momentum). Puterile Jotnar-ilor Faye nu este doar o războinică pricepută; ea este „mâna de aur a Jotnar-ilor”, o protectoare atât de puternică încât însăși Thor o considera o amenințare reală. În acest nou tărâm suprasaturat de magie veche, abilitățile ei native sunt amplificate masiv. Cea mai spectaculoasă mecanică prezentată implică manipularea sufletelor. Faye poate lovi inamicii cu palma sa aurie cu o asemenea forță încât le smulge sufletul din corpul fizic. Odată separat, jucătorul poate ataca direct sufletul expus, îl poate arunca în alți adversari pentru a crea daune în lanț sau îl poate folosi pentru a declanșa combo-uri devastatoare. Companionii din Afterlife Faye nu va parcurge acest drum singură. Actrița Deborah Ann Woll își reia rolul pentru a o aduce la viață pe protagonistă, dar de data aceasta va fi însoțită de o distribuție eclectică de companioni, schițând o dinamică de grup neașteptată pentru serie: Phranque (jucat de Jack Quaid): Un cub cosmic bizar, dar extrem de curios și cu o dispoziție bine intenționată, gata să facă orice pentru a proteja creaturile din Everywhen. Rue (jucată de Perlina Lau): Paznicul sub formă de panglică fermecată, însărcinat cu protejarea sabiei legendare pe care Faye o va mânui. Această echipă neobișnuită va explora un univers bogat, colorat, dar extrem de periculos, plin de mistere ascunse care vor contura personalitatea, defectele și umanitatea din spatele mitului lui Laufey. La ce să ne așteptăm? Santa Monica Studio pare să își asume un risc creativ uriaș, dar exact genul de risc care păstrează o franciză relevantă după două decenii. Să o vedem pe Faye în acțiune, explorând concepte metafizice pe care jocul anterior doar le-a sugerat, este exact gura de aer proaspăt de care universul God of War are nevoie. Jocul este dezvoltat exclusiv pentru PlayStation 5 și poate fi adăugat deja la Wishlist pe PlayStation Store. Rămâneți aproape, deoarece studioul a promis că se va întoarce curând cu noi detalii despre gameplay și imagini din afterlife-ul zeilor. The post Santa Monica anunță „God of War Laufey” appeared first on Need4Games. Citește mai departe !
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[data-focus-scheme="dark"] { color-scheme: none; } The whispers of ancient relics and the battlecries of long-forgotten battles call for you, Lord Captain. Are you... exceptional? Listen to the main music theme from the Infinite Museion DLC for Warhammer 40,000: Rogue Trader composed by Pavel Lipski. Dive into the atmosphere of the legendary collection of Trazyn the Infinite! Get the Infinite Museion DLC now: https://store.steampowered.com/app/3650060/Warhammer_40000_Rogue_Trader__Season_Pass_2/Vezi articolul complet
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[data-focus-scheme="dark"] { color-scheme: none; } GAMEPLAY AND BALANCING TWEAKS Siege Mode Atonements are now disabled in Normal difficulty. Enemy scaling: Reduced speed with which enemy damage resistance grows from 5% to 4% per step. Enemy damage resistance is capped at 60% for regular enemies and 80% for Terminus enemies. Atonements: Hardened Skins - Reduced number of heavy hits resistance stacks. Squad Unity - Increased distance to 25 meters. Split Up - Decreased distance to 15 meters. Warp Storm - Increased cooldown to 45 seconds Hyperopia - Decreased damage reduction from 75% to 50%. Myopia - Decreased damage reduction from 75% to 50% Stratagems - Battlefield Conditions Squad Unity - Increased distance to 25 meters Split Up - Decreased distance to 15 meters Weapons Combat Knife Slightly increased speed for non-heroic Relic versions Bolt Carbine One-Handed Increased damage by 15% UI now correctly displays its headshot multiplier GENERAL FIXES Fixed a bug with Siege Mode weekly rewards not being awarded in some cases. Fixed a bug with the equipped custom armour set disappearing after re-entering the game if it was created from the standard armour set with a helmet. The VFX of Tactical's "Radiating Impact" perk is back again. Fixed a bug where Tactical's "Marked for Death" signature perk had no cooldown. Fixed a bug where Bulwark's "Defensive Mastery" perk had no cooldown. Fixed a bug with Sniper's “Pattern of Excellence” signature perk cooldown being twice as long as it should be. Fixed a bug that replaced Restorative Stims by Medicae Stims after switching loadouts in the weapon drop pod. Fixed a damage stacking issue with the Damage over Time from the Pyre weapons perks not working properly. Fixed a bug where Gunstrike damage was affected by switching to primary or secondary weapon for some versions of pistols. Fixed a bug preventing from performing a gunstrike on the Pyreblaster Canister in some rare cases. Fixed a bug where the Tech Priest could die from friendly fire with certain perks in Siege Mode. Fixed several issues with Hive Tyrant getting stuck in Siege Mode. Fixed several issues with Ordeals. Crash fixes. Minor customisation fixes. Minor localisation fixes. Minor UI fixes. Vezi articolul complet
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Fortnite Chapter 7 Season 3 is already changing the meta, and Epic Games appears to be moving quickly with the first major balance update of the season. After introducing a fresh weapon pool, Sprite Dust systems, Reload changes, and new tools for creators, the latest update focuses heavily on tuning some of the strongest and weakest weapons in the loot pool. The biggest change hits the Chaos Exploder Rifle, which was quickly becoming one of the most annoying weapons to fight against due to its explosive pressure around cover. Meanwhile, weapons like the Lancehead Pistol, Striker Pump Shotgun, and Extending Focus Shotgun are getting buffs to make them more reliable in regular matches. Chaos Exploder Rifle Nerfed in Fortnite Chapter 7 Season 3 The Chaos Exploder Rifle is the clear target of this balance update. The weapon launched as one of the flashiest additions in Chapter 7 Season 3, firing explosive cubes and giving players a strong way to pressure enemies behind builds or cover. However, its early power seems to have been a little too much. The explosion damage has reportedly been reduced from 15 to 12, while most magazine sizes have been lowered from 30 to 25. On top of that, its player and build damage have also been reduced by up to 3. Lancehead Pistol Gets a Much Needed Buff While the Chaos Exploder Rifle took a hit, the Lancehead Pistol received one of the biggest buffs in the update. The pistol now aims down sights 25% faster, making it feel much snappier in fights. Its base damage has also been increased by 1 to 2 points, while the headshot multiplier has gone up from 1.3x to 1.35x. The biggest change, however, is its long-range damage, which has reportedly been improved by around 30%. Since the weapon is themed around John Wick and already has a unique reload mechanic where the magazine can be thrown at nearby enemies for extra damage, this buff should help it feel more like a serious sidearm rather than a gimmick. Striker Pump Shotgun Equips Faster The Striker Pump Shotgun is also getting a small but meaningful buff. According to the update, the weapon now equips 13% faster. A faster equip time means the Striker Pump should feel smoother when switching from builds, movement items, or other weapons. It is not a massive damage buff, but it should make the shotgun more responsive in fights. Extending Focus Shotgun Reload Speed Improved The Extending Focus Shotgun is another new Chapter 7 Season 3 weapon getting a buff. Its reload speed has reportedly been improved by around 15%. The weapon is designed around longer-range shotgun play, with its barrel lengthening as the spread tightens across a three-round volley. With this buff, the Extending Focus Shotgun should be easier to use in extended engagements. Players who can control distance and land accurate shots may now find it more consistent than before. Loot Pool Changes Make Overdrive Grenades More Common The balance update also includes changes to the loot pool. Overdrive Grenades are now more common, which could make movement and aggressive rotations more frequent across the island. On the other hand, Vault Keys are now much less common. Overall, this change seems aimed at shifting the pace of matches. Players may see more movement-based plays thanks to Overdrive Grenades, while vault access becomes a bigger moment instead of something that appears too often. Chest and Ammo Box Spawn Rates Increased One of the most player-friendly changes in this update is the increase to chest and ammo box spawn rates. Chests now reportedly have a 67% spawn chance, up from 60%. Small ammo boxes have also been increased from around 65 to 70% up to 75%, while large ammo boxes have gone from 20% to 30%. More consistent loot does not remove the randomness of Fortnite, but it does make matches feel fairer. Players should have a better chance of finding a usable weapon and enough ammo before their first real fight. Sprite Dust Services Now Let Players Buy XP Another interesting change involves Sprite Dust Services. Players can now reportedly buy 20,000 XP by spending 1,000 Sprite Dust. These services spawn near Sprite extraction sites, and the purchase appears to be limited to once per day. Since Sprite Dust is earned by extracting Sprites, this gives players another reason to interact with the core Chapter 7 Season 3 mechanic. It is not a huge XP shortcut, but it does reward players who engage with the new seasonal loop. Custom Weapons Are Finally Available in UEFN The update also brings a major step forward for creators, as custom weapons are finally arriving in UEFN. This feature is still in its early stages, but it already gives creators access to templates for pistols, SMGs, assault rifles, and shotguns. Creators can tune weapon stats and also swap effects, models, and sounds. That opens the door for much more creative Fortnite islands, especially for custom combat modes and original game experiences. While this will likely get more support over time, even the early version could be a big deal for UEFN creators who want more control over gameplay balance. Fortnite Chapter 7 Season 3 Weapons at Launch Chapter 7 Season 3 launched with four new weapons, with more expected later in the season. The Extending Focus Shotgun is built for longer-range shotgun play, while the Surgical Burst Rifle offers burst fire with low recoil and minimal damage falloff. The Chaos Exploder Rifle is the Dark Voyager-themed heavy assault rifle that fires explosive cubes, making it dangerous around cover even after its nerf. The Lancehead Pistol, meanwhile, is John Wick’s sidearm with a 21-round magazine and the ability to throw the magazine at nearby enemies while reloading. These weapons give the season a very distinct identity. Epic is clearly experimenting with more stylish, mechanic-heavy weapons instead of simply adding another basic rifle or shotgun. Fortnite Reload Gets Big Gameplay Changes in Chapter 7 Season 3 Fortnite Reload is also getting some major updates in Chapter 7 Season 3. Players can now cut off their glider from the Battle Bus and enter free-fall, which should make drops feel faster and more flexible. Lethal fall damage has also been removed, just like in Battle Royale. Starting gear now improves after reboots as the match progresses. Early-game reboots start players with a Common Assault Rifle, while mid-game reboots upgrade players to a Morphite Heavy AR, Morphite SMG, and one Mini Shield. Late-game reboots improve even further, giving players a Morphite AR, Tactical Shotgun, one Mini Shield, and two Chug Splash. Fortnite Chapter 7 Season 3 is still fresh, so the meta will likely continue to change over the next few weeks. The post Fortnite Chapter 7 Season 3 Balance Update: All Nerfs, Buffs, and Changes appeared first on GameRiv. View the full article
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DMZ // OverviewA High-Stakes, Action-Packed Extraction Shooter DMZ is Call of Duty’s definitive extraction shooter, a living world with unpredictable enemy encounters, weather, and objectives all brought together by meaningful match-to-match progression and inventory systems. Whether you plan to infil solo or with a squad, this volatile conflict zone offers numerous paths to choose from. After experimenting and getting player feedback from the original DMZ Beta, Modern Warfare 4evolves the extraction shooter into a deeper, more cohesive, and more persistent combat experience shaped by what resonated most with players. Set in the Hajin exclusion zone and tied directly to the events of the Campaign, players deploy into a volatile Exclusion Zone, choosing how to survive, whether pushing deeper into dangerous territory for greater rewards, hunting high-value targets, defending against escalating enemy threats, completing story missions, or extracting before the situation becomes untenable. DMZ // SettingInto the Exclusion Zone SUMMARY: Enter a contested exclusion zone as an off-the-books asset tasked with securing advanced military technology before it falls into hostile hands. Following the events of the Modern Warfare 4 Campaign, an exclusion zone across the Korean peninsula remains saturated with abandoned military technology, weapons stockpiles, and destabilizing threats. Operating as a shadow CIA asset, you are deployed behind enemy lines and tasked with securing the various weapons and technology left behind before they fall into enemy hands. Both Rogue Operators and enemy combatants are active throughout the zone, forcing every squad to decide when to cooperate, when to engage, and when to disappear before tensions escalate. Loot, fight, negotiate, betray, and extract whatever you can carry. DMZ // Setting // Hajin: The New FrontlineA Region Shaped by Conflict SUMMARY: Hajin is a dense exclusion zone built around exploration, discovery, and high-risk player-driven operations, where environmental storytelling and hidden discoveries reward players willing to push deeper into the unknown. Nestled within a tri-point region bordering Russia and the Korean peninsula, Hajin is a contested exclusion zone where rival forces battle for control of abandoned military technology and strategic assets left behind after the events of the Modern Warfare 4 Campaign. The atmosphere within the Hajin Exclusion Zone shifts can change based environmental effects, creating new opportunities and challenges on every run. Sudden downpours can reduce visibility and force Operators to adapt how they explore, move and engage, while dense fog banks and overcast skies transform familiar routes into tense navigational gambles. Scarred by radiation, mass evacuation, and the collapse of civilian infrastructure, the region is one of the largest and most ambitious Call of Duty environments ever built, designed around exploration, environmental storytelling, and high-risk operations. From the irradiated Fallout reactor and the highly secured Prison complex to the remains of Hajin City and the heavily defended Military Base, every region inside the border area and exclusion zone offers different combat opportunities, sealed or hidden areas waiting to be discovered, traversal challenges and points of interest with hidden entrances accessible only via water, and other operational risks. Players willing to push deeper into the unknown can uncover hidden secrets, pursue high-value gear, and engage in increasingly dangerous missions with greater risks and rewards. DMZ // Operations // Story MissionsOperations Pushing the Narrative Forward SUMMARY: Continue the Modern Warfare 4 story through narrative-driven Story Missions built for replayability, squad-based action, and evolving storytelling throughout live seasons. A collection of Story Missions expands the narrative of Modern Warfare 4, and features unique objectives, high-stakes action, and gameplay scenarios unfolding inside specific points of interest across Hajin, all within a live DMZ server populated by other operators pursuing their own missions. Built for squads and solo players with replayability in mind, Story Missions push the broader DMZ narrative forward through new discoveries and fresh challenges over time. DMZ // Operations // Dynamic Operations, Side Ops and Free RoamActivities that Evolve Every Match SUMMARY: Take on guided Operations featuring evolving scenarios, escalating threats, and climactic moments unique to every match. Before deployment, your objectives in DMZ are clearly defined: a focus on Story Missions, engaging in Dynamic Operations, and free explorations across Hajin. But no plan is guaranteed to last. The unpredictable nature of DMZ often demands quick adjustments as situations evolve in the field. Whether you decide to stay covert or bring the fight directly to your enemies, every match is an opportunity to push deeper into Hajin, uncover valuable intel and hidden secrets, and hunt down rogue enemy Operators to build your infamy. Dynamic Operations are multi-step objectives generated for each match and designed to create focused tasks, from neutralizing abandoned weapons programs and securing critical assets to high-risk rescue operations and assaults against hostile forces. Every Operation in this extraction shooter is built around escalating tension, replayability, and large-scale moments capable of impacting activity across the wider region. Even a seemingly routine task can lead to intriguing exploration: Side Ops are available and include activities like locating trucks across Hajin that have advantageous functionality once they’re repaired, locating lost supply drops, or scaling damaged radio towers. There’s the freedom to explore like never before, even into sectors of extreme danger like the area of heavy fallout in the eastern part of the map, where it takes a gas mask and gumption to find loot only available in this point of interest. Beyond these Operations, Hajin supports free-roaming exploration for players who want to forge their own path, preserving the open-ended freedom that defines the DMZ experience. Whether hunting rival Operators, scavenging for resources, hunting down dangerous Lieutenants, accessing phones to initiate Dynamic Operations, commandeering a derelict casino while attempting to break into the vault without attracting a rival squad’s attention, or simply surviving long enough to extract, these side tasks add unpredictability and player choice. DMZ // A Living WorldLow and Slow or Fast and Loud SUMMARY: Rival factions, roaming patrols, and shifting world events ensure that no two operations unfold the same way. Players decide how to approach Hajin — moving low and slow through hostile territory, risking everything with an aggressive assault, or something in-between — while dynamic world systems respond to every action. Vehicle convoys move across the roadways, air traffic fills the skies, and hostile forces constantly reposition WMDs and strategic assets. With enemy factions and rival human squads battling for control of key locations, every operation can evolve in unexpected ways. Hajin represents an extreme opportunity for exploration. DMZ also benefits from the advancements in movement and combat systems introduced in Modern Warfare 4, including enhanced traversal options like climbing pipes and navigating environmental obstacles with fluidity, alongside refined weapon handling, ballistic authority, and other mechanics that carry across the broader game experience. DMZ // A Living World // Emergent EnemiesAdvances in Enemy Combat Intelligence SUMMARY: Improved AI combatants allow for larger combat spaces with coordinated enemy squads, reactive combat behaviors, and more dynamic infantry and vehicle encounters. Modern Warfare 4 brings a new level combat density beyond anything seen in Call of Duty before. Hostiles throughout the exclusion zone are guarding key areas, traveling in convoys, flying in choppers and moving in large squads. New squad generation systems help AI adversaries move beyond individual enemy behavior, with units that coordinate, navigate, react, and pressure players more convincingly. Approach lone AI enemies, and expect them to take cover and hold position, freeze, or try to break your line of sight. Combined with advances in game engine physics and squad/vehicle interactions, these systems make combat feel more active and unpredictable, opening the door to new forms of emergent gameplay. DMZ // A Living World // Escalating ThreatsPush the World, and it Pushes Back SUMMARY: Escalating threat levels trigger stronger enemy responses, increasingly dangerous reinforcements, and elite forces sent to hunt players down. Hostile threats across Hajin range from ruthless Lieutenants leading specialized units to roaming commander enemies that include tanks, drone swarms, Deathstalker helicopters, Juggernauts, and Elite Strike Teams. The DMZ threat system tracks player activity and escalates enemy responses as operators attract increasing attention inside the region. As threat levels rise, enemy forces mobilize to reassert control, deploying increasingly dangerous reinforcements to hunt players down. These forces include attack helicopters, more dangerous and heavily armored troops and eventually enemy Deathstalkers being dispatched to chase you down. Survival depends on more than firepower alone; success comes from strategy, adaptability, and controlling the pace of combat before the engagement spirals out of control. One of these ways is using the Stealth Meter, a system that assists Solo players particularly well, as it helps you control combat when facing AI enemies. If you’re close to being spotted by AI adversaries, expect an audio cue and an indicator on your HUD that changes from white to yellow to orange. Hit the deck or get back into cover to prevent the observing hostile from being alerted. DMZ // Progression // FOBForward Operating Base SUMMARY: A hub between operations, your FOB can be upgraded to unlock new services, expand operational capabilities, and prepare your squad for future deployments. Before and after every extraction operation inside the DMZ, players return to their Forward Operating Base (FOB), a central hub built around preparation, progression, and long-term squad support. The FOB gives players access to key operational services including the 3D Printer crafting station, The Stash where inventory items can be stored deployment to deployment, weapon purchasing, a firing range, bounty boards, and additional upgrade systems that unlock over time. It also serves as a staging ground and social hub where squad members can regroup, rearm, inspect their Operators, assist with onboarding newer players, and prepare before deployment. As players earn XP, complete Missions, progress through the Trait System, gaining the reputation and skillset of an elite Tier 1 operator over time, the Forward Operating Base evolves alongside you, unlocking new functionality while visually transforming to better support your growing capabilities. A Tour of Your Forward Operating Base The FOB is the operational backbone of DMZ. Access the following via the physical FOB spaces and streamlined menu navigation. Note that imagery of the FOB will be unveiled at a later date. Orders and Objectives: Track your active Missions, review completed objectives, check available completion rewards, and plan future operations before heading back into the field. Stash and Loadout: Between deployments, players can manage a persistent inventory containing weapons, equipment, consumables, valuables, and special items. Gear can be organized between your Stash, and your Active Duty Operator's Backpack and Loadout. Each Active Duty Operator has their own Backpack and Loadout. The Stash size can also be upgraded by ranking up in DMZ. Operators looking to infil immediately can choose a Free Loadout containing combat essentials. Wallet: Use in-game cash primarily to purchase weapons and Gunsmithing attachments, as well as rescuing MIA operators, paying for Lieutenant Intel and much more. Completing Missions and Ops is the primary source of cash, wired directly to the Wallet in the FOB. Expenditure of funds is a key consideration in DMZ, and players may wish to employ an Active Duty Operator as a cash mule with particular skills when breaking into vaults, defeating HVTs (or other Bounty-tagged human prey) or completing Dynamic Ops to earn cash. 3D Printer: Gather resources throughout Hajin and return them to the FOB’s crafting station: As a general rule, the 3D Printer is capable of manufacturing a vast array of functional equipment and support gear (with a detailed list later in this blog), excluding Primary, Secondary, and Melee weaponry. Recipes unlock the ability to use component resources to craft a wide variety of Gear; items like night vision goggles, ballistic vests, backpacks, consumables, Killstreaks, and other specialized Equipment. Gunsmith: Weapons and related attachments are purchased using Cash in Gunsmith. The more effective the weapon or attachment the more expensive they are. As you progress through Mission Orders and extract Weapon Manuals from Hajin, the option of purchasing the weapons directly becomes available, but initially you'll have to rely on weapons scavenged during deployments. You can use cash to modify weapons with attachments you've unlocked, including Apex Attachments, but each one has a cost: suppressors, extended mags, powerful optics, and more all cost extra for the added effectiveness. The Gunsmith allows you to add up to five Attachments to a weapon, along with an Apex Attachment. However, eight-Attachment weapons have been confirmed within Hajin. Weapon Progression tracks across Multiplayer and DMZ. Weapon Vendor: DMZ Operators with enough in-game cash can purchase additional specialized weaponry from the FOB’s military supplier. These weapons are added directly to your Stash. The selection is limited and rotating, refreshing after a period of real-time has occurred. If you’re after a professionally built armament and don’t have the time to extract or purchase a gun and modify it, or use the Gunsmith, then this is an excellent option. Weapon Vendor firearms can be adjusted just like scavenged or purchased weapons, and don’t negatively affect your looting or progression. Firing Range (First Person): Located adjacent to the Gunsmith and Vendor, the firing range allows Operators to test Primary and Secondary weapon builds in a dedicated first-person training environment. Active Duty (Operators): Manage your available Operators, including those awaiting recovery after failed exfils. Each Operator maintains their own persistent Backpack, persistent Loadout, and persistent Trait Tree. This mission readiness allows players to prepare specialized kits for different deployment styles. Operator Traits (see below) can also be managed here. Boss Board: Review the latest intel on hostile Lieutenants (LTs); high-ranking enemy targets operating throughout Hajin before you drop into a match and attempt to neutralize these targets. Here, you can pay for intel related to a particular Lieutenant that allows you to pinpoint their location more accurately and reach them before your rivals do. Or climb Hunt Towers across Hajin, accessing a terminal to receive intel on the closest Lieutenant to your location. Slay a Lieutenant, and they drop a set of Dog Tags. Lieutenant’s Dog Tags: Exfilling with these spoils of combat helps populate your Boss Board and are helpful to your continued success as an LT killer. However, they are equally valuable to enemy squads, who can track you via any Lieutenant’s Dog Tags you’ve acquired during a match. Expect fierce resistance from rival teams attempting to appropriate your LT’s Dog Tags, usually at hot exfil points, so they can populate their own Boss Board. Bounty Leaderboard: Monitor the most dangerous rival players currently operating inside the Exclusion Zone. Deploy: Before deploying into Dynamic Operations or Free Roam your squad can choose how to infil with the Paid Infil System. Go in quiet on foot, or fast and loud in a helicopter or large plane. Do you have the need for a vehicle dropped with you? The game has got you covered. DMZ // Progression // Active Duty OperatorsBuild Your Specialized Squad SUMMARY: Recruit and customize a roster of specialized Operators while earning progression through every operation inside the DMZ. DMZ features a dedicated progression system built around a persistent inventory and long-term Operator growth. Within the FOB’s “Active Duty” menu, players can create multiple Operators as the Active Duty slot system returns from DMZ Beta, with each Operator owning a backpack and loadout persistent through multiple deployments, and customize them through the Trait System, assembling a roster of professional recruits suited for different mission types and playstyles. The more players accomplish during an operation, the more XP and progression rewards they earn, encouraging more risk-taking and deeper exploration. These multiple layers of progression provide a deep and rewarding experience: Global Player and DMZ XP: Story Missions, Dynamic Operators, and Side Ops are all excellent methods of obtaining XP, along with additional activities and enemy takedowns. This is irrespective of whether you successfully exfilled or not; there are no XP penalties for dying during a match. DMZ XP: All XP earned in DMZ upgrades your FOB, unlocks new Stations in your FOB, and ranks up your Operator. This allows you to unlock game-changing Traits to customize your playstyle.. The Trait Operator Progression System Within the Active Duty station of the FOB, players can spend earned Trait Points on individual Operators to improve their effectiveness across a variety of disciplines, utilizing them from a roster of persistent characters. Earn Trait Points during missions and invest them into one of three Trait Trees, each leaning into a different skillset related to combat, scavenging, and other capabilities. Points are tied to the Operator who earned them. Unlock Traits along with passive benefits that allow you the freedom to specialize individual Operators for specific roles, including proficiency in PvP engagements, infiltration, looting, recoveries, or as a cash mule. DMZ // Progression // LootingSupplies Where They Should Be SUMMARY: Search for weapons, equipment, and crafting materials placed naturally throughout the region based on location and strategic value. Looting is a core part of progression in DMZ, built around meaningful resource gathering that rewards players who learn the region, study the map, and understand where valuable resources might be found. Finding unique ingredients in Hajin becomes a major focus, especially as you learn recipes – combinations of ingredients allowing the creation of better gear. Hunting for rarer ingredients that build more powerful equipment like printing Killstreaks, improved Plate Carriers, or Backpack types, and searching for recipes that upgrade your 3D printer to enable you to print even more potent items, results in a much more meaningful looting experience. Supplies and loot are primarily distributed in ways that feel grounded and logical within the world itself, encouraging smart exploration and decision-making. Police stations contain combat gear and tactical equipment. Hospitals may have scarce medical supplies. Residential districts offer valuable crafting resources and scavenged materials. Designed to minimize inventory friction and keep players focused on the action, the looting system emphasizes player agency, preparation, and risk-versus-reward. DMZ // Progression // CraftingBuild the Gear You Need SUMMARY: Gather resources throughout Hajin and use the upgraded 3D Printer system to craft equipment, weapons, and high-end gear. Crafting gives players greater control over how they prepare for future operations by transforming recovered resources into valuable equipment and combat-ready tools. Materials are disassembled automatically during a mission so players can stay focused on the action, while inventory management is easy to navigate. Extracted loot can be used back at your FOB within an intuitive crafting system built around a powerful upgradable 3D Printer capable of unlocking increasingly advanced crafting options, allowing players to manufacture equipment and rare gear. The categories of Gear you can 3D print are as follows: Here are the categories of Gear: Gear: Tactical equipment such as NVGs and Parachutes. Backpacks: Packs of varying sizes and specializations carried into a match. Plate Carriers: Craft different types of armor vests. Tacticals: Stock up on strategic, non-lethal equipment. Lethals: Assemble offensive equipment designed to damage or eliminate threats. Consumables: Beneficial items, from pain killers to radiation blockers. Field Upgrades: Abilities providing tactical support or intelligence. Unlike Multiplayer, Field Upgrades in DMZ do not recharge. Fire Support Items: Deployable offensive killstreak support. Tracked Recipes: A series of tagged recipes you’re on the hunt for. Special Items: A wide variety of items used for a wide variety of purposes. The deeper players push into the region, the more opportunities they uncover to secure rarer resources needed to support stronger loadouts and specialized playstyles. DMZ // Progression // Weapon Condition and VariantsEquipment Shaped by Conflict SUMMARY: Recover damaged weapons and rarer enemy variants shaped by the harsh realities of the exclusion zone. After combat, players can scavenge for dropped armaments, many with damaged optics, broken attachments, unstable weapon components, and improvised field repairs that affect both appearance and handling. High-value lieutenants also carry uniquely customized weapons featuring attachments and camouflage finishes. DMZ // Progression // Recovery SystemsExtract. Or Die Trying SUMMARY: Failed extractions carry real consequences, but recovery systems ensure players can continue progressing and return to the fight. Though squads have multiple options to exfil from Hajin from helicopters to skyhooks, not every deployment ends in success. When an Operator is downed, they may be rescued, left to fend for themselves, or become lost in action. Fortunately, there are additional options: Tourniquet: A new survival mechanic is the Tourniquet, allowing you to heal to a wounded state if you don’t have self-revive equipped. You won’t last long after a Tourniquet application, so you’ll need to apply additional medical items to reach full health. MIA System: For those lost in action, the new MIA system allows players to expend in-game cash at the FOB and deploy rescue teams to recover them and continue their progression without starting from scratch. DMZ is designed to preserve the tension and high-stakes risk that define extraction shooter gameplay while remaining a little more forgiving than traditional extraction experiences. Every infil is still a gamble, with valuable rewards, equipment, and resources on the line until you successfully extract. While failed operations carry meaningful setbacks, players continue earning XP, unlocking rewards and traits, and advancing long-term progression. Every deployment moves you forward, but greater success still demands skill and tactical judgment. DMZ // PvPHunter or Hunter Killer SUMMARY: Take down rival Operators, build notoriety, and climb the Bounty leaderboard as the hunt escalates. The hostile forces occupying Hajin are dangerous enough, but they’re not the only threat in the Exclusion Zone. Other squads or solo players are also deploying into Hajin, adding an unpredictable human element to every operation as players compete for valuable objectives and extraction opportunities. Every encounter carries uncertainty, forcing squads to decide whether to engage. For players who thrive on competition, DMZ’s Bounty system turns every engagement with rival Operators into a risk-versus-reward decision. Hunting other players raises your notoriety and puts a price on your head, making you more visible and easier to track. As a player’s notoriety grows, successful hunters can become some of the most dangerous targets inside Hajin. Earn a place on the infamous Bounty leaderboard by becoming a notorious killer or a bounty hunter. Secure rival dog tags and successfully extract for substantial payouts, along with serious bragging rights. Every Operator eliminated raises both the rewards and the dangers of operating inside Hajin, though hunting bounty targets can lessen the target on your own back. Proximity Chat: In these high-tension situations, where life and death hang in the balance, you’ll need to stay frosty and employ vocal communication to end an engagement either peacefully, or with a satisfactory kill. With an upgraded engine comes a revamped Proximity Chat, allowing you to listen to (or mute) rival Operators within the vicinity of you or your squad, along with the following improvements: Distance-Based Vocal Falloff: Expect to find it easier to hear rival enemies the closer they are to you. Directionality: Pinpoint chatter more precisely depending on the direction your foe is approaching from. Environmental Voice Reverb: The type of interior structure or exterior topography affects the reverberations and echo of incoming comms, perhaps giving clues to their whereabouts. See You in HajinBuilt on the same foundation powering Modern Warfare 4 Multiplayer — including refined and fluid movement across maps, an expanded equipment and full complement of weaponry, enhanced gunplay and Ballistic Authority — DMZ brings the full breadth of Call of Duty combat into a persistent extraction experience. Stay Frosty Additional Intel Incoming Track the latest official Modern Warfare 4 intel on the Call of Duty Blog as we move toward additional information drops, the Modern Warfare 4 Open Beta, and launch on October 23. For more information on DMZ, be sure to check out additional announcements at the XBOX Games Showcase, as well as the latest episode of the CODPOD, both on Sunday, June 7. Expect further DMZ intel arriving in the weeks and months ahead. Preorders are available now at participating retailers, in-game, on platform stores, or at https://CallofDuty.com. For more information on preordering, including Vault Edition content, rewards, and a special Loyalty Discount, see the Preorder blog here. Development CreditsCall of Duty: Modern Warfare 4 development is led by Infinity Ward and will be available globally on PC via Steam on Friday, October 23rd, 2026. Call of Duty: Modern Warfare 4 for the PC delivers a fully optimized experience, led by Infinity Ward in partnership with Beenox, for Steam. Additional development in alphabetical order: Activision Central Design, Activision Central Technology, Activision QA, Activision Shanghai, Beenox, Demonware, High Moon Studios, Raven Software, Sledgehammer Games, and Treyarch. View the full article
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Video Gigantul auto chinez BYD uimește lumea: încărcare în 12 minute la temperaturi de -30°C 0 Cornelia Mazilu 0 Trimite Publicat: 05.06.2026 11:06 data:image/svg+xml,%3csvg xmlns='http://www.w3.org/2000/svg' xmlns:xlink='http://www.w3.org/1999/xlink' viewBox='0 0 48 48'%3e%3cdefs%3e%3cpath id='a' d='M44.5 20H24v8.5h11.8C34.7 33.9 30.1 37 24 37c-7.2 0-13-5.8-13-13s5.8-13 13-13c3.1 0 5.9 1.1 8.1 2.9l6.4-6.4C34.6 4.1 29.6 2 24 2 11.8 2 2 11.8 2 24s9.8 22 22 22c11 0 21-8 21-22 0-1.3-.2-2.7-.5-4z'/%3e%3c/defs%3e%3cclipPath id='b'%3e%3cuse xlink:href='%23a' overflow='visible'/%3e%3c/clipPath%3e%3cpath clip-path='url(%23b)' fill='%23FBBC05' d='M0 37V11l17 13z'/%3e%3cpath clip-path='url(%23b)' fill='%23EA4335' d='M0 11l17 13 7-6.1L48 14V0H0z'/%3e%3cpath clip-path='url(%23b)' fill='%2334A853' d='M0 37l30-23 7.9 1L48 0v48H0z'/%3e%3cpath clip-path='url(%23b)' fill='%234285F4' d='M48 48L17 24l-4-3 35-10z'/%3e%3c/svg%3e Adaugă-ne ca sursă preferată în Google data:image/svg+xml,%3c%3fxml version='1.0' encoding='UTF-8' standalone='no'%3f%3e%3csvg xmlns:dc='http://purl.org/dc/elements/1.1/' xmlns:cc='http://creativecommons.org/ns%23' xmlns:rdf='http://www.w3.org/1999/02/22-rdf-syntax-ns%23' xmlns:svg='http://www.w3.org/2000/svg' xmlns='http://www.w3.org/2000/svg' xmlns:sodipodi='http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd' xmlns:inkscape='http://www.inkscape.org/namespaces/inkscape' version='1.0' width='119.96407pt' height='119.96586pt' viewBox='0 0 119.96405 119.96586' preserveAspectRatio='xMidYMid meet' id='svg10' sodipodi:docname='Google Discover.svg' inkscape:version='0.92.3 (2405546%2c 2018-03-11)' inkscape:export-filename='C:%5cUsers%5cGioSal%5cDesktop%5cGoogle Discover (truT) 326.png' inkscape:export-xdpi='195.8' inkscape:export-ydpi='195.8'%3e %3cdefs id='defs14' /%3e %3csodipodi:namedview pagecolor='white' bordercolor='%23666666' borderopacity='1' objecttolerance='10' gridtolerance='10' guidetolerance='10' inkscape:pageopacity='0' inkscape:pageshadow='2' inkscape:window-width='1920' inkscape:window-height='1057' id='namedview12' showgrid='false' inkscape:zoom='3.280264' inkscape:cx='10.573959' inkscape:cy='124.53611' inkscape:window-x='-8' inkscape:window-y='-8' inkscape:window-maximized='1' inkscape:current-layer='svg10' fit-margin-top='0' fit-margin-left='0' fit-margin-right='0' fit-margin-bottom='0' /%3e %3cmetadata id='metadata2'%3eCreated by potrace 1.15%2c written by Peter Selinger 2001-2017%3crdf:RDF%3e %3ccc:Work rdf:about=''%3e %3cdc:format%3eimage/svg%2bxml%3c/dc:format%3e %3cdc:type rdf:resource='http://purl.org/dc/dcmitype/StillImage' /%3e %3cdc:title%3e%3c/dc:title%3e %3c/cc:Work%3e%3c/rdf:RDF%3e%3c/metadata%3e %3cpath style='fill:%23fbbc01%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.1' inkscape:connector-curvature='0' id='path6' d='m 17.485799%2c17.161672 -7.199999%2c7.3 12.699999%2c12.7 12.8%2c12.8 h -17.8 H 0 v 10 10 h 17.985799 17.8 l 7.2%2c-7.2 7.3%2c-7.2 v -10.1 -10 l -12.8%2c-12.8 -12.7%2c-12.7000001 z' sodipodi:nodetypes='ccccccccccccccccc' /%3e %3cpath style='fill:%23eb4435%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.09999999' inkscape:connector-curvature='0' id='path6-5' d='m 50.05716%2c27.699999 -0.01515%2c27.760627 2.815154%2c-2.760627 c 2.777219%2c-2.723427 2.9%2c-2.7 17.2%2c-2.7 h 14.499999 l 12.7%2c-12.7 L 110.05716%2c24.5 l -7.2%2c-7.2 -7.299997%2c-7.3000001 -12.7%2c12.6999991 -12.799999%2c12.8 v -17.8 V 0 h -10 -10 z' sodipodi:nodetypes='ccsscccccccccccc' /%3e %3cpath style='fill:%234886f4%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.10002016' inkscape:connector-curvature='0' id='path6-2' d='m 52.636899%2c52.666772 c -1.087936%2c1.139283 -3.026919%2c2.966444 -3.435046%2c4.11722 -0.379981%2c1.071417 0.733956%2c1.44349 0.733956%2c3.08278 v 4.5 l 22.709161%2c22.699999 22.809202%2c22.799989 7.202908%2c-7.2 7.30294%2c-7.299989 -12.705122%2c-12.7 -12.805166%2c-12.799999 h 17.807188 17.70714 v -10 -10 H 87.651024 55.337988 Z' sodipodi:nodetypes='csscccccccccccccc' /%3e %3cpath style='fill:%2338a752%3bfill-opacity:1%3bstroke:none%3bstroke-width:0.10003133' inkscape:connector-curvature='0' id='path6-7' d='m 29.872141%2c75.638078 -19.799999%2c19.812414 7.2%2c7.304568 7.3%2c7.20452 12.699999%2c-12.707959 12.8%2c-12.808026 v 17.811155 17.7111 h 10 10 V 102.15469 84.443595 l -10%2c-10.006268 c -9.2%2c-9.105706 -9.778745%2c-10.287283 -10.078745%2c-14.28979 l 0.04861%2c-4.686911 z' sodipodi:nodetypes='cccccccccccccccc' /%3e%3c/svg%3e Urmărește-ne pe Discover Producătorul auto chinez BYD afirmă că a reușit o performanță impresionantă într-un test de încărcare desfășurat în condiții extreme de frig, într-o cameră climatică în care temperatura a coborât până la aproximativ -30°C. BYD provoacă Tesla: încărcare în 12 minute la -30°C foto: BYD/X Conform informațiilor publicate de companie, un vehicul echipat cu bateria Blade de generația a doua și tehnologia de încărcare rapidă FLASH a fost încărcat de la 20% la 97% în doar 12 minute, într-un mediu considerat în mod normal nefavorabil pentru performanțele bateriilor electrice. În mod obișnuit, temperaturile foarte scăzute afectează semnificativ autonomia și viteza de încărcare a vehiculelor electrice, multe modele necesitând preîncălzirea bateriei pentru a atinge rate acceptabile de încărcare, scrie supercarblondie. Reacțiile nu au întârziat să apară în mediul online, unii utilizatori descriind performanța drept „impresionantă chiar și în condiții normale”. „12 minute sunt absolut nebunești, chiar și în condiții normale, cu atât mai mult la -30 de grade”, a scris un utilizator impresionat. „Sunt șofer de vehicul electric în Canada și mi-aș dori enorm această tehnologie aici. Sper ca BYD să aducă Z9 aici!”, a comentat altcineva. Alți internauți, inclusiv analiști din domeniul mobilității electrice, au subliniat că o astfel de demonstrație „ar trebui confirmată prin teste independente și date privind degradarea bateriei în timp”. „Un singur test impresionant este un lucru, dar datele pe termen lung în aceste condiții sunt adevărata dovadă dacă reglajul BMS este sustenabil”, a spus altă persoană. „Întrebarea esențială este impactul asupra sănătății bateriei după cicluri repetate de încărcare rapidă în frig extrem”, a comentat un specialist din zona de conținut auto, citat de presa de specialitate. BYD promovează în prezent bateria Blade de generația a doua ca o soluție de nouă generație, capabilă să combine siguranța sporită cu timpi reduși de încărcare, inclusiv în condiții dificile de mediu. Demonstrația vine într-un moment în care compania chineză își consolidează poziția pe piața globală a vehiculelor electrice, unde concurează direct cu producători consacrați precum Tesla și alți constructori tradiționali. Vezi articolul complet
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After more than six months of stealth development, a super duper secret alpha, and a ton of broken sentry guns, TFCL is back and ready for public testing! TFCL is a North American competitive 6v6 league. Registration for TFCL's Alpha Season 2 opened on May 21st and runs through June 17th! To make things even more awesome, they're throwing a $504 prize pool at this season! And medals, of course. Can't forget those! Alpha Season 2 will last approximately 6 weeks, with an additional week or two for playoffs. There will be 12 matches, two per week, on servers located in North America. Entry is free. TFCL will host and configure all match servers, so all you have to do is sit back, compete, and have fun! More information can be found here! View the full article
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Yours for the Taking: Black Ops Season 04 is Live! The Story So Far After David Mason is captured by The Guild and Specter Two goes on the offense with their own man on the inside, Karma's Guild-killing virus is finally ready to deploy... but Dorne has one last card to play. A collision of forces at JSOC's secret jungle hideout will determine the shape of the future. Season 04 Roadmap Across Call of Duty®: Black Ops 7 and Call of Duty: Warzone™, Season 04 introduces another massive season of content. Take on Operation Wall Breaker in Endgame, deploy across five new and remastered Multiplayer Maps, hail the return of Fortune’s Keep, fight off the horde in the new Rogue Run game mode set on Ashes of the Damned in Zombies, and much more! Season 04 is yours for the taking. Join the action in this substantial update packed with free and premium content arriving when Black Ops 7 Season 04 is Live Now! https://store.steampowered.com/app/4200760/Call_of_Duty_Black_Ops_7__BlackCell_Season_04/ View the full article