• The Shed to host an AR-enhanced look at Christo and Jeanne-Claude's 'The Gates' for its 20th anniversary
    archinect.com
    Next month in New York City, an exhibition celebrating the 20th anniversary of Christo and Jeanne-Claudes seminalThe Gates installation will once again capture the creative spirit and essence of their work using AR technology.
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  • The Thing: Remastered is the Fastest Selling Game by Nightdive Studios
    gamingbolt.com
    Atari has revealed in a recent business update that The Thing: Remastered has become the fastest-selling game developed by Nightdive Studios so far. In the report, the company praised its acquisition of Nightdive Studios from all the way back in 2023, and re-stated its current strategies of emphasising high-quality games based on highly recognisable IP.The company also celebrated the sales of Mighty Morphin Power Rangers: Ritas Rewind, which managed to hit the number three spot in the Nintendo eShops best-sellers list, as well as RollerCoaster Tycoon Classic, which was able to break into the top 15.The Thing: Remastered was released on PC, PS4, PS5, Xbox One and Xbox Series X/S back in December. The release was a remaster of a cult-classic shooter from 2002, which in turn was based on the classic horror movie from 1982.The title features the same classic gameplay as the original, albeit with more modern features, including better controls and a visual upgrade in the form of improved lighting and higher-resolution textures. The studio itself has stated that there were more than 1,500 changes made to the originals code in order to ensure that it worked well on modern hardware.The Thing: Remastered also recently got one of its first updates, which brought a host of bug fixes and optimisation to the game. The update also ensured that it would run better on the Steam Deck by fixing an issue related to running the game using the Vulkan renderer.For more details about The Thing: Remastered, heres everything you should know. And while youre at it, check out our review.
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  • Eternal Strands Review A Mixed Bag
    gamingbolt.com
    Eternal Strands was pitched as a sort of Shadow of the Colossus/Breath of the Wild smorgasbord, and while it checks off the main beats of both, it fails to feel as special or interesting as either. Maybe this shouldnt be expected. After all, Yellow Brick Games is a new indie studio and Eternal Strands is a fresh IP. Still, even with a solid core concept and fine gameplay, Eternal Strands failed to keep me excited for long. What it does, it does well enough though, so lets dig into its gameplay after establishing its basic story first.Eternal Strands is about a band of magic users (called Weavers) exploring an ancient civilization that, you guessed it, mysteriously collapsed. Magic was outlawed and Weavers looked down upon following the extinction of this civilization. The story begins with a band of magic-users exploring inside The Veil a magical barrier isolating the long-destroyed civilization from the rest of the world. As a magical Weaver, Brynns task is to find out more about this mysterious civilization and help her band survive its dangerous remnants.Sounds like a premise made for exploration, right? A game like Eternal Strands could have the best exploration and combat in the world and still fall short if it controls terribly. This is one area where Breath of the Wild fans can rest assured on account of Eternal Strands smooth movement tech. Brynns movement is direct, instant, and snappy. Climbing likewise feels smooth and all too familiar for Dragons Dogma or Zelda fans, which is great because pretty much anything in the environment can be mounted and scaled except for the small amount of invisible walls. In general, running around and jumping on stuff can be a fun time."Youre left wildly swinging weapons or using other less reliable means to mine materials."The only time the game feels particularly clunky is when youre breaking down objects for materials. Smashing rocks and barrels just isnt as fun as it should be. For one, your character always steps forward when breaking objects down, which inevitably forces you to readjust positioning constantly until the objects finally breaks down. Theres no way to target lock onto objects either, so youre left wildly swinging weapons or using other less reliable means to mine materials. The survival crafting genre has nailed the satisfying process of material gathering, but Eternal Strands falls a bit behind in that regard, despite the abundance of abilities within the players hands.Thankfully, the target lock for enemies is snappy and quite satisfying to use. Dodging and partying multiple opponents never feels too overwhelming or clunky thanks to the appropriate camera positioning and quick lock-on. That said, some enemies are irritating to fight. The groups of invisible monsters plaguing the early zones of the game render lock-on useless, and they swarm you in packs. Combating the same enemies over and over feels redundant due to the limited inventory you have and the lack of experience points from defeating them."All those crafting materials you find must be strategically conserved due to limited inventory slots for each material type."Thats right, all those crafting materials you find must be strategically conserved due to limited inventory slots for each material type. I still cant figure out why theres such a strict inventory limit in Eternal Strands. It feels like Im constantly returning to the hub area and back instead of freely exploring the areas like a true open-world game. Though, it is true that Eternal Strands isnt quite a genuine open-world title. This is because environments are separated into distinct zones with a hub area to store materials, craft, and talk to your caravan crew. The games flow can be summarized by the word expedition. Youre never exploring the wilds of The Enclave for too long before your inventory fills up and you need more health potions.The save system accommodates this game flow with a semi-frequent autsosave and something I dont like so much: limited manual saving. You cannot save the game during expeditions and must return back to the Southwall Waystation hub to do so. Restricted manual saving during expeditions is further hampered by the lack of fast travel during the opening hours of the story. You get the ability to fast travel back to the hub later in the game, but I still never found it fun going back and forth between the hub and expedition zones."Loomgate towers function as the games teleport points so you dont have to hoof it all the way across a swamp just to continue an expedition."Expedition zones each have their own regions and, you guessed it, towers to activate. These Loomgate towers function as the games teleport points so you dont have to hoof it all the way across a swamp just to continue an expedition. Even with the Loomgate fast travel, frequently needing to end expeditions early due to a filled-up inventory or low health stagger exploration momentum a tad too much. The times you will have to backtrack arent very fun due to the slow traversal and rate of enemies dotting the environments.No, Brynns magical abilities dont really aid in traversal much. I never felt the need or desire to form ice bridges across any gaps or anything. Its mostly in the battles where Brynns magical manipulation is used since the environments typically dont require much clever use of her abilities other than climbing and jumping. Sure, some hot objects need to be frozen and some torches lit to progress forward, but the level design doesnt live up to the potential that such magical terraforming powers can have. But my main issue isnt with potential, its traversal speed and viscerality in general. Some kind of horse mount or glider would have made going from A to B much better, but I suppose the segregated level design didnt necessitate those conveniences, even if they still felt needed at times."Some hot objects need to be frozen and some torches lit to progress forward"Each of the zone maps are decent in size; nothing too vast or intricate to explore, but enough to warrant several re-visits. The Watchers Wisp ability helps Brynn find the direction of an objective as long as you have this ability unlocked after the first three hours. Oh, and theres no minimap or compass to speak of in the game. The map in the menus also lacks any custom pin markers, which is disappointing considering how emphasized locating specific crafting materials are. If a simple compass isnt patched, expect to constantly pull up the menu map just to see what general direction a region or point of interest is in.But what else is there to do in the zones besides gathering materials and completing story objectives? Well, collecting enough manuscript documents in each zone unlocks a bevy of vital information, both in gameplay and lore terms. One interesting piece of info fragments unlock are the weather conditions of that specific area. Eternal Strands has an interesting weather system. Zones get beset by snowstorms, torrential rain, or by sunlight based on a weather cycle. Weather affects the types of monsters that appear in a zone, as well as extreme temperatures which can hinder your character if youre not equipped to deal with it. Preparing for extreme snow, for example, with cold resist armor or potions is necessary if youre to go forth on expeditions in that zone. And its impossible to know each areas weather if you havent collected enough manuscripts yet. At least you can advance time and wait for the weather to change by resting at camp, because this system could get irritating otherwise."Zones get beset by snow storms, torrential rain, or blessed by sunlight based on a weather cycle"Collecting manuscript fragments does more than just give weather info, it also unlocks reams of lore in the Codex covering history, politics, races, and location info. Besides collecting manuscripts and materials, theres not too much to explore for in Eternal Strands. Well, besides the completing story objectives, that is.The highlight of the game for me has to be the towering Ark bosses. These fights are clearly inspired by the Colossi in Shadow of the Colossus and Dragons Dogma enemy mounting. Ark battles mostly consist of climbing and stabbing weak points before being flung off hundreds of feet to the ground. The climbing and clinging controls feel responsive and satisfying, and stabbing away at each of the week points while avoiding retaliation is invigorating. Getting the timing right in between clinging for dear life and locating the weak spots for damage never gets old. The enemy design isnt especially noteworthy for these Ark bosses though, and the strategy for felling each of them doesnt escalate into anything surprising, but its a good time all in all."The highlight of the game for me has to be the towering Ark bosses"As mentioned earlier, other enemies arent nearly as fun to fight. Parrying and dodging is fun, but this game needs hotkeys for weapon and spell switching. The swap wheel just takes a bit too much time to navigate in the midst of battle. I cant count the amount of times I accidentally selected the wrong spell or weapon due to the unclear and unresponsive thumbstick scrolling. Enemy battles can lack urgency at times from a lack of any kind of musical cue. Ive had skirmishes where no music is playing and others where the battle music pipes up, so it seems to be pretty random. And I know the soundtrack is scored by Austin Wintory, but it didnt do anything for me. Its appropriately atmospheric, but lacks any kind of throughline themes or motifs, making it feelinconspicuous and ultimately forgettable.As for weapons and magic themselves, theres a pretty decent variety for both throughout the game. You can find various different weapons within each category and they show on your character. Upgrading weapons and armor requires higher quality materials, or you can craft new ones out of different materials. Magic abilities can also be upgraded with materials, but unlocking entirely new abilities generally comes much slower than getting new weapons. I love freezing opponents and then just whacking them with my greatsword while theyre frozen in place. And speaking of the elements, there are fire and ice variants of most of the weapons, which is cool. Its unfortunate that theres no way to compare equipment in any of the crafting or buy menus. Theres also no tab showing you own a particular piece of equipment either. Hopefully these conveniences get patched later because theyre mandatory in a crafting-heavy game like this."I love freezing opponents and then just whacking them with my greatsword while theyre frozen in place"But combat and gameplay is only one half of Eternal Strands identity as this game is surprisingly story-focused. In particular, theres a Bioware style of character interaction and lore within Eternal Strands. The lead designer is a former Bioware lead, after all, so this shared DNA makes sense. That said, while theres oodles of character conversations and backstories to sift through, I didnt find any of it interesting in the least. First of all, your band of Weavers tends to repeat plot points over and over again with lots of unnecessary exposition. The dialogue writing doesnt feel organic, but rather safe and dull. Yes, each of the Weavers has their own personality and backstory, but it all feels by-the-numbers and, to an extent, clinical. And then theres Brynn, the main protagonist who everyone just accepts as the bands leader. She has no faults and the story doesnt justify why shes so much more competent than everybody else. Eternal Strands characters lack the kind of grit and soul that gets us invested."This is not a game where branching dialogue choice matters, but it tries to present itself as such at times"The hefty amount of lore in the game is impressive, no doubt. And the codex entries for the government bodies, races, and cities (much of which you never encounter) are well-written and filled with a minutia of detail. Its just that the main plot itself lacks any urgency at all. I cant think of a single interesting hook or twist in the entire games campaign. Youre exploring a destroyed civilization and trying to survive this new inhospitable landscape, but theres no personal stakes involved or intrigue to get excited about. These story complaints wouldnt be a problem if it were a game focused primarily on gameplay, but Eternal Strands is very much a character-driven, lore-heavy game as per its distant Bioware DNA. Also, some will be put off by the sheer amount of unique terminology being spouted off at every moment. The opening narration is a good example the way jargon is overused.To cap off my disinterest in the plot and characters, theres also no real consequence to the games dialogue choices. Conversations usually branch into three options; all of which amount to flavor lore or added context at most. This is not a game where branching dialogue choice matters, but it tries to present itself as such at times. From a gameplay perspective, knowing whether or not a character has something new to say is difficult in Eternal Strands. Aspeech indicator pops up even for unchecked dialogue choices within the same conversation. Furthermore, indicators even pop up when repeated conversations are available."The codex entries for the government bodies, races, and cities are well-written and filled with a minutia of detail"Eternal Strands didnt quite live up to my budget Breath of the Wild expectation. Sure, the movement and magic is fun to play around with, and climbing up those Ark enemies is a treat. But there wasnt any hook compelling me to keep playing. Once I felled my first couple Ark and ventured into the capital, I felt fine to leave it at that. Youre getting a decent amount of game for the price point, but theres not much here that you cant get from other similar action/adventure games.This game was reviewed on the PlayStation 5.
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  • Archaeologists Discover 141 Ancient Gold Coins Depicting Nine Roman Emperors in Luxembourg
    www.smithsonianmag.com
    The coins are marked with the faces of nine Roman emperors. National Institute for Archaeological ResearchArchaeologists in Luxembourg have unearthed a stash of Roman gold coins dating back some 1,600 years. The coins are marked with faces of nine Roman emperors who reigned during the fourth and fifth centuriesincludingEugenius, an illegitimate usurper who ruled the Western Roman Empire for just two years.According to a statement from Luxembourgs National Institute for Archaeological Research (INRA), the coins were excavated at an archaeological site in the northern village of Holzthum.The site first piqued archaeologists interest in 2019, when amateur metal detectorists discovered coins in the area. Professionals carried out an official excavation between 2020 and 2024, according to news stationRTL Ltzebuergs Marc Hoscheid. Because the area was littered with munitions and explosives from World War II, researchers employed the countrys Army Mine Action Service to safely excavate the area. The emperors depicted on the coins ruled between364 and 408 C.E. National Institute for Archaeological ResearchThe dig revealed a cache of 141 ancient Roman coins, which is valued at 308,600 (about $322,000). Researchers found remains of a structure on the site, which they think was once home to aburgus, a small Roman fortress or tower. Most of the coins aresolidi, pieces of gold currency that were minted beginning in the fourth century C.E.This represents a huge amount of personal wealth for the individual or group who collected these coins, Rebecca Usherwood, a historian at Trinity College Dublin, tells the Daily Express Joel Day. Most people in the Roman Empire would rarely, if ever, have seen a single gold coin. To find this many indicates the owner was of considerable social standing, likely a military officer rather than a common soldier.The coins were made in an era known as theLater Roman Empire, which saw Rome transition to Christianity after the emperorConstantine Is conversion in 313 C.E. The period was also characterized by diminishing Roman influence in European lands like present-day France, Germany and Luxembourg.The cache was discovered in a region that was prosperous in the early fourth century, Usherwood adds. But by the early fifth century,Germanic peoples were increasingly invading from across the Rhine River, making the area untenable for Romans. She suggests that the coin collections owner may have buried their wealth because they were unable to flee with it.Perhaps they were involved in a skirmish or cut off from the site, Usherwood tells the Daily Express. Its likely they died before they could recover their treasure.Three coins in the hoard depict the Roman emperor Eugenius, a professor of rhetoric who reigned between 392 and 394 C.E. A military general proclaimed Eugenius emperor of the West after the emperorValentinian II was mysteriously killed.Theodosius I, the Eastern emperor, rejected Eugenius ascension and went to war against him, leading to Eugeniusdeath in battle in 394. As Live Sciences Marjanko Pileki writes, His coins are especially rare because his time in power was so short.With excavations complete, the researchers are now analyzing their findings in a laboratory, per INRA. Eventually, their results will be published in a scientific journal.It will still take some time to process the excavations and finds, says Eric Thill, Luxembourgs culture minister, in astatement, per a translation by Live Science. But it will undoubtedly increase our knowledge and understanding of the last century of the Roman Empire in the West.Get the latest stories in your inbox every weekday.
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  • Observos AI-native data pipelines cut noisy telemetry by 70%, strengthening enterprise security
    venturebeat.com
    The reduction in noisy, unstructured telemetry data by Observo can cut enterprise observability costs by up to 50%.Read More
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  • BioWare restructures around Mass Effect
    venturebeat.com
    The next Mass Effect title will take BioWare's full focus, but it's not quite ready for full production yet.Read More
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  • New publisher Banshee Games wants to "make Northern Ireland a hub for exceptional indie games"
    www.gamesindustry.biz
    New publisher Banshee Games wants to "make Northern Ireland a hub for exceptional indie games"The team is ready to offer "publishing, marketing, and QA support"Image credit: Banshee Games News by Vikki Blake Contributor Published on Jan. 29, 2025 New publishing studio, Banshee Games, wants "to help make Northern Ireland a recognised hub for exceptional indie games."In an introductory post, the team said its mission was "to elevant the local indie gaming scene by nuturing talent and helping to bring their creative visions to life.""We are dedicated to supporting and showcasing the innovative work of our community, ensuring their presence is felt within the gaming market.Through proactive engagement, we actively participate in gaming events across Ireland and the UK, fostering a fun and inclusive community. Our goal is to inspire and uplift, making Northern Ireland a recognized hub for exceptional indie games."After supporting Night Dial with its psychological horror Crowded. Followed., the team is now ready to offer publishing, marketing, and QA support to other independent developers.Full details, including the composition of the team, will be shared "soon."
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  • Capcom's financials are "in-line" with forecast despite a 33% drop in net income, 15% fall in net sales
    www.gamesindustry.biz
    Capcom's financials are "in-line" with forecast despite a 33% drop in net income, 15% fall in net salesMonster Hunter series highlighted as "unit sales continued to grow"Image credit: Capcom News by Vikki Blake Contributor Published on Jan. 29, 2025 Capcom has released its financial results for the nine months ending December 31, 2024, with net sales and operating income "in-line" with its fiscal plan, despite a 16.3 percent year-on-year drop in net sales to 88.9 billion ($572.7 million) and a 33% fall in net income.Consequently, the Japanese megacorp will not be revising its full-year forecast, and suggests results will be weighted to the second half of the year "due to release timing of new titles."The numbersFor the nine months ended December 31, 2024, Capcom reported:Net sales: 88.9 billion ($572.7 million), down 16% year-on-yearOperating income: 31 billion ($199.9 million), down 35% year-on-yearNet income: 23 billion ($148.2 million), down 33% year-on-yearCapcom revealed that the company has sold 246 titles in 225 countries and regions across the period, "contributing to enhancing the value of the company's brands."Its Monster Hunter series was highlighted as "unit sales continued to grow, while unit sales for other series titles, such as Resident Evil 4, also increased."The fiscal overview also reaffirmed Onimusha Way of the Sword was on the way in 2026, "as well as the start of an Okami sequel project.""Sales were dominated by catalogue sales of major titles released in the previous fiscal years in the core Digital Contents business," the company said in its financial report."Due to the timing of the upcoming fourth-quarter release of Monster Hunter Wilds, a major new title in the Companys flagship series, total sales volumes in the Digital Contents business were 30.53 million units, down from 32.6 million units in the same period of the previous fiscal year during which Street Fighter 6 was released."However, sales volumes of catalog titles were 28.61 million units, up from 26.7 million units in the same period of the previous fiscal year, due to the Companys efforts to promote its digital sales strategy."
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  • BioWare cuts staff, shuffles others to different EA teams amid Mass Effect focus
    www.gamedeveloper.com
    Justin Carter, Contributing EditorJanuary 29, 20252 Min ReadImage via BioWare/EA.At a GlanceBioWare has announced it's reallocating employees across EAwhile not stating it is laying others off.With Dragon Age: The Veilguard out and its development over, "many" BioWare developers are being moved around to other studios within EA. Others have been laid off.In a blog post, general manager Gary McKay explained the studio is in early development on the next Mass Effect. Right now, that project doesn't require "support from the whole studio," so staff members have been assigned to teams within its parent company that best fit them. John Epler, Veilguard's creative director, was assigned to work on Full Circle's upcoming skateboarding game Skate.EA hasn't disclosed how many have been impacted by these moves, but IGN reports a "small" number of Dragon Age developers have also been let go. Those moved around have been given equivalent roles at their new company."The studio's priority was Dragon Age," said an EA spokesperson. "During this time, there were people continuing to build the vision for the next Mass Effect, and now that Veilguard has shipped, the studio's full focus is Mass Effect."McKay said the move "will see BioWare become a more agile, focused studio" as early development begins on the next Mass Effect.All eyes on BioWare's next moveBioWare has previously put emphasis on prioritizing its two core franchises, Mass Effect and Dragon Age. During Veilguard's development, the company passed development duties of its MMORPG Star Wars: The Old Republic over to Broadsword Entertainment so it could focus on this and the upcoming Mass Effect.McKay's blog also affirmed the next Mass Effect is being led by a "core team" of series alums, such as producer Mike Gamble and designer Preston Watamaniuk.Earlier in January, Veilguard director Corrine Busche departed BioWare, stating it was voluntary so she could pursue an opportunity at another RPG developer. EA also recently revealed the fantasy RPG had 1.5 million players in its first two months of release, which fell below EA's sales projections by 50 percent.Read more about:EALayoffsAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Sony partially pulls back on account linking requirement for PC games
    www.gamedeveloper.com
    Sony is reducing the number of its PC ports that will require a PlayStation Network account to play.Those accounts will now be optional for four specific PC titles: Marvel's Spider-Man 2, the upcoming Last of Us Part II Remastered, and the already-released God of War Ragnarok and Horizon Zero Dawn Remastered. Sony is incentivizing players to keep linking their accounts by offering trophy support, unique in-game skins, and other benefits for the individual games.Last year, Sony made account linking a requirement for its PC ports, beginning with Arrowhead Studios' Helldivers II. At the time, it said players would have to merge a pre-existing or new PlayStation Network account with their Steam ones, and the subsequent outcry led to Sony reversing the mandate. Players also resorted to creating a (now removed) mod to circumvent the account requirement for Ragnarok's Steam version.Players have criticized Sony for its requirement partly because PlayStation Network is not available in every country Steam operates in. Today's announcement seems to better accommodate players in those regions.At the moment, Sony has not revealed if it will loosen the account linking requirement for other games. It states its current plan is to let its first-party studios "continue working on bringing more benefits to players who sign up for a PlayStation Network account."
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