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    :https://www.codezilla.courses/introduction-to-programming/?coupon=SANAWY--------------------------------------------------- :https://twitter.com/codezilla_--------------------------------------------------- :https://www.instagram.com/islamhesham_/--------------------------------------------------- codezilla academy:https://www.youtube.com/channel/UCwz3RDqQTxPJ3c3phqWGBwQ--------------------------------------------------- codecast:https://www.youtube.com/channel/UCAxfpXysReI8eLc-rQ_yorw--------------------------------------------------- : https://www.youtube.com/islamheshammahfouz---------------------------------------------------link to facebook group:https://www.facebook.com/groups/codezilla.channel/---------------------------------------------------link to facebook page:https://www.facebook.com/codezilla.channel/---------------------------------------------------link to my linkedin profile:https://www.linkedin.com/in/islamheshamashraf/
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    :https://www.codezilla.courses/introduction-to-programming/?coupon=SANAWY--------------------------------------------------- @ElzeroWebSchool @MetwallyLabs 00:00 00:28 @MetwallyLabs 02:50 @MetwallyLabs 05:54 @ElzeroWebSchool 10:07 @Codezilla 11:19 19:32 ossu:https://github.com/ossu/computer-science--------------------------------------------------- teach yourself cs:https://teachyourselfcs.com/--------------------------------------------------- :http://www.infocobuild.com/education/audio-video-courses/computer-science/computer-science.html--------------------------------------------------- :https://twitter.com/codezilla_--------------------------------------------------- :https://www.instagram.com/islamhesham_/--------------------------------------------------- codezilla academy:https://www.youtube.com/channel/UCwz3RDqQTxPJ3c3phqWGBwQ--------------------------------------------------- codecast:https://www.youtube.com/channel/UCAxfpXysReI8eLc-rQ_yorw--------------------------------------------------- : https://www.youtube.com/islamheshammahfouz---------------------------------------------------link to facebook group:https://www.facebook.com/groups/codezilla.channel/---------------------------------------------------link to facebook page:https://www.facebook.com/codezilla.channel/---------------------------------------------------link to my linkedin profile:https://www.linkedin.com/in/islamheshamashraf/
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  • Meet The Incredible Sci-Fi Novels That Inspired Some Of Your Favorite Video Games
    www.gamespot.com
    Way back in the day, the original Mass Effect was my favorite video game. I played it more than a dozen times before Mass Effect 2 came out, eager to immerse myself in BioWare's slick new space opera and its cosmic mysteries. I was pretty young back then in 2007, still a college kid who wasn't old enough to legally drink alcohol, and a longtime Star Wars nerd dealing with how much I hated the prequel movies. Mass Effect hit the spot.Cut to a couple decades later. I've just finished reading a series of novels, dubbed the Revelation Space series after the first book, by Welsh author Alastair Reynolds. In the early Aughts, Reynolds released a trilogy of these books along with a standalone side novel, a prequel novel, a pair of novellas, and a bunch of short stories. All of these works were set in his own original and extremely weird science-fiction universe that seems to have been extraordinarily influential on the games industry. Having now read them, it's difficult not to see the way that some of Reynolds' best and strangest ideas made their way into all sorts of games--Stellaris, Destiny, Dead Space, Knights of the Old Republic and Mass Effect are some that immediately spring to mind.I myself finally got around to reading these books because they are commonly accepted as inspiration for Mass Effect's Reapers. In Mass Effect, the Reapers are a race of ancient machines who periodically pop up to wipe out any galactic civilization that may have risen up. In Revelation Space, published in 2000, we instead have the Inhibitors, a race of ancient machines who periodically pop up to wipe out any galactic civilization that may have risen up. While sci-fi writers have always loved their ancient space civilizations, these are too specifically similar to ignore.Continue Reading at GameSpot
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  • How to Make Hermit Crab Pasta in Disney Dreamlight Valley
    gamerant.com
    Disney Dreamlight Valley is bursting with recipes for players to make and ingredients to find, with the Storybook Vale DLC expanding upon the game's ever-growing collection of meals. One Storybook Vale recipe you can make with one of the game's most charming ingredients is Hermit Crab Pasta, a dish the game describes as a savory linguine made with some very introverted crab. Of course, with so many ingredients to track down and recipes to discover, you might be wondering how to make Hermit Crab Pasta and where you can find all the necessary things to make it.
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  • The Best Open-World Switch Games, Ranked
    gamerant.com
    While some players may argue that the Nintendo Switch has lagged behind compared to other consoles, there are still plenty of incredible games players are able to experience on this device; be it in handheld mode or docked to the TV, there is plenty for players to enjoy on the Nintendo Switch.
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  • Looking for a Publisher?
    gamedev.net
    Indie Devs, Looking for a Publisher? Moonshine Studio Wants to Hear from You!Hey GameDev community! Are you an indie developer working on a promising game but need help with publishing, marketing, and distribution? At Moonshine Studio, were passionate about helping indie teams bring their games to the world while ensuring fair deals and strong support. What We Offer:
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  • I dont think Uncle Ben is dead in Your Friendly Neighborhood Spider-Man
    www.polygon.com
    Your Friend Neighborhood Spider-Man, Disney Plus new Spider-Man animated series, takes a lot of creative liberties with Peter Parkers backstory. For one, his spider powers came from a mysterious interdimensional spider that appeared from a portal seemingly conjured by Doctor Strange. For another, his high school BFF is none other than goth queen Nico Minoru. And though this version of Peter Park is slightly MCU adjacent, in that Peter has a super rich mentor figure to help finance his spider-activities, instead of Tony Stark, its Norman Osborn.With all these tweaks to Peters story, theres possibility for anything, really, and I have one big theory that might just shake the foundations of the Spider-Man story: I dont think Uncle Ben is dead.Hear me out! Unlike in the typical version of Peters story from the comics and various movie adaptations, Uncle Ben is absent before Peter gets bitten by the spider. Also, in the first two episodes, no one actually says Uncle Ben is dead. May and Peter just kinda talk about how hes not around. Which leads me to believe that theres a specific reason that the showrunners have decided not to explicitly say hes dead.Weve seen Uncle Ben die many, many, many times in movies and TV shows and its always specifically so that Peter can wise up and realize he needs to use his powers for good. We dont necessarily need to see that story play out again, but it is jarring that hes already out of May and Peters lives before the spider. Its even more jarring when everyones kinda talking around what happened to him. I get that maybe it would be clunky for Peter to go Man, when Uncle Ben got shot by that mugger last year, things were rough for me and my aunt, but also, every mention of Ben seems to be deliberately ambiguous.So what happened to Ben? Did he leave May? Does he have a secret family in the New Jersey suburbs that he decided to live with full time? Or did he get kidnapped or disappear in some sort of super-powered incident? Has he been recruited by SHIELD to go deep undercover? Or is he in jail? Or did he get a job that relocated him to a different borough and now he cant make the commute to see his wife and nephew, because damn, do you know how annoying it is to get from Brooklyn to Queens via public transport?Were only two episodes into the show, but I am side-eying the vagueness around Uncle Ben and will keep an eye out for any further Ben mentions that confirm or deny my theory.Your Friendly Neighborhood Spider-Mansfirst two episodes are now streaming on Disney Plus. New episodes drop every Wednesday.
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  • Hyper Light Breakers Michael Clark: We want our true believers to feel their faith in us is rewarded
    www.polygon.com
    Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan Rigney. Subscribe here for eclectic and spicy interviews and essays in your inbox every Friday.Like a lot of people, I adored Hyper Light Drifter, the debut title from the Culver City, California-based game devs Heart Machine.Drifter was one of those rare indie games where all the component parts just clicked: it had a gorgeous art style, an unbelievable soundtrack, and sparse but very effective storytelling that hinted at a genuinely original world. The dashy-slashy combat was slick and the overall vibe of the game was, as the kids say, immaculate.So I was a little disheartened this month to see that Drifters long-awaited followup, Hyper Light Breaker, is getting less-than-stellar reviews from players and critics after its launch on Steam Early Access. Its currently sitting at a score of 63% out of 2,576 reviews.Many players have taken issue with Breakers uneven difficulty curve. The game is brutally hard at first, but can become trivially easy if you manage to gear up properly. There are also problems with several key gameplay systems (especially perks, healing, and weapon durability), and combat that can feel both unfair and one-dimensional. Just dodge. Always, one Steam reviewer advised players.And yet, another phrase appears constantly in the player response to Hyper Light Breaker: This game has potential.You can see it in the comments on YouTube reviews of the game, even quite negative ones like Skill Ups.Even the negative reviews on Steam carry this sentiment. One player concluded a long, multi-paragraph rant about the games shortcomings with Keep at it, the game has potential, as well as a promise to change their review to a thumbs up if Heart Machine fixes the issues.Heart Machine, to its great credit, has responded with grace and humility to feedback like this. Theyve been quickly shipping fixes and their public communications have been world-class.Heres what one Heart Machine dev wrote in response to the review referenced above:When you see stuff like this, youve kinda gotta root for this team.But the challenges that lie ahead for Heart Machine are stark. Its really tough to turn around mixed review scores. More bluntly: its rare. Every dev who launches to poor or mixed reviews dreams of becoming No Mans Sky (2025), but most are destined to remain No Mans Sky (2016).But theres cause to believe that Hyper Light Breaker can be one of the rare exceptions to the rule. I wondered, what would the next six months and the next year look like if the Heart Machine team can deliver for players the way they want to?So last week I called Hyper Light Breakers Lead Producer, Michael Clark, to ask him directly.Breaking New GroundOne unusual thing about the Breaker team is how open theyve been about their process creating the game. The team invited YouTuber Danny ODwyer and his team at Noclip to capture Breakers evolution in a series of well-produced documentaries. As a result, fans have gotten a rare behind-the-curtain look into Breakers creation and the sometimes messy process of development, which included a painful wave of layoffs the studio announced late last year.Below is one mini-documentary which explores how the game shifted to an open world concept over time. Its worth watching in full, but the TLDW takeaway is that the Breaker team rescoped the game and went through multiple iterations that effectively changed its genre:Hyper Light Breaker Lead Producer Michael Clark says that in some ways, this evolution was driven by lessons learned from Heart Machines second game, Solar Ash.We wanted to make something that was replayable, that was systems-focused, because Solar Ash had a lot of very specific content, Clark says. So with Breaker it was like, we should not make a lot of content that has to be radically recreateda lot of level content. So that pushed us into procedural generation from the get-go.When this new, open world procedural generation tech was shown off over a year ago in the above Noclip documentary, many players responded enthusiastically:Still, other players seemed to anticipate that such a dramatic change from Heart Machines previous games could take some time to get right:Because of the Heart Machine teams openness, their fans understand that theyre trying to do something truly different. I dont know of any games that are doing anything like what were doing, Clark says. Were not trying to play to the mass marketto the lowest common denominator. Our fans dont want that either. And so we want to listen to those folks and figure out what theyre looking for.In their effort to build something new, Clark says, the Heart Machine team is trusting that their fans are players like themselves: We didnt sit there and look at a bunch of charts and KPIs and go, alright, according to this, statistically, players will like this, Clark says. Instead, were targeting people that are very much like us. And that gives us a really good focus group internally.Hyper Light ImproverNow that Hyper Light Breaker is out and player feedback is coming in, the challenge for the Heart Machine team is to deliver on its roadmap while also reacting to player feedback. The biggest focus right now is on smoothing out the onboarding and giving you more in the game, Clark says. We also expect to triple the content in most areas of the game. A lot more bosses, playable characters, new biomes, new everything.Of the complaints that have appeared in reviews, Clark says that some of it was expectedor at least not totally surprising. I dont think anyone in the audience has said something that we havent had bubble up internally, he says, but its nice to get that external validation of the things that are important.One standout example of this is Breakers difficulty curve. Clark says that the team was still tweaking the difficulty radically, even right up to the launch. He says they reduced the amount of health available to players shortly before launch because the team was finding the game too easy. We were like: people shouldnt be able to sit down and beat it on the first go, he says. But clearly we steered it too far, and this is one of those things that Early Access for roguelikes in particular is great for. Its the reason you go Early Access.Sidebar: An 18 Year Journey Through the Games IndustryMany of the team members at Heart Machine are games industry veterans, and that includes Clark, who got his start in games as a self-taught artist working at Volition on games like Red Faction Guerrilla and Saints Row 4.After leading weapon design on SR4 and rising through the ranks to become a lead artist, Clark gradually grew into an art producer, then a lead producer.I had the opportunity to touch a lot of different art, mostly props and vehicles, but a lot of different art in the pipelines there, which is great as just sort of getting a broad understanding of things, he says. And then I sold out and became a producer and moved to California and basically, like, with a small chip on my shoulder. It was like, hey, you know what? I could do this better. I could be better at this because I actually know the intricacies and the details, and my ADHD desire to hyper optimize things would be really useful here.After four years as a producer and game director at the VR studio Survios, Clark joined Heart Machine in 2023. He speaks highly of the studio, and particularly the simplicity of working with creative director and studio head Alx Preston.When I came here, he says, it was really about: how do I build the optimal production environment for a creative direction thats fast and responsive, and its not a slow committee thing with a cabal of directors that need to agree.Hyper Light BelieverAfter talking through the specific changes the Heart Machine team is making to Hyper Light Breaker in the immediate time period, I asked Clark what he hopes to deliver to players over the next six months, or year, or however long the game is in Early Access.We want to make things that are impactful and good, and make us feel better, he said.As I spoke with Clark, the smoke from the recent Los Angeles fires still hung in the air in the city where Heart Machine is based. Right now, Im looking for games to escape from everything else, Clark said. Weve had the LA fires burning. Ive got rent to pay, and cats to take care of. I know a lot of people are looking to games to escape.Clark continued: Telling stories, entertaining other people, bringing joy to others is of fundamental value for the world. So we want our true believers to feel their faith in us is rewarded with something that excites and entertains them, that brings them joy, gives them escapism when they need it, gives them challenge when they need it, gives them whatever they look for in gamesbecause I think weve all looked for a lot of different things at different times. We have a team thats capable of delivering. We have fans who are hungry for it and who believe in us. So its on us to deliver.
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  • The 10 best things I saw at NAMM
    www.engadget.com
    The 2025 NAMM Show is over. Every year music gear manufacturers, ranging from iconic synth brands like Korg, to boutique guitar pedal makers like Walrus Audio, and even companies making fog machines and knobs descend on Anaheim to show off their latest wares. It is chaos in all the ways that youd expect a convention to be miles-long lines for coffee, hordes of strangers jockeying for position around new products, food options that range from barely edible to instant heart attack. But NAMM is also a special beast. If youve ever wondered what eight out-of-sync drummers, two finger tapping guitar solos, an acoustic slide blues riff and a simple ukulele ditty would all sound like simultaneously vying for your attention, well, this is the only place to experience that particular brand of hell. But, now that my legs and, more importantly, my eardrums have finally started to recover Ive had a chance to reflect on some of the best things I saw on the show floor. Here are the 10 things that grabbed my attention the most.Eternal Research Demon BoxTerrence O'Brien for EngadgetEternal Research launched a successfully funded Kickstarter campaign back in September, but this was the first time I was able to see the Demon Box in person. Think of it like a supercharged version of the Soma Labs Ether featured in a handful of our gift guides. The Demon Box doesnt make any sound on its own, instead it features three pickups that turn EMFs (electromagnetic fields) into music or at least audible noise. Run a cellphone, power drill or a tuning fork across the top and youll get unique whines, hisses, clicks and beeps that only that device could produce. But where the Ether is basically just a microphone, the Demon Box is an instrument designed for live interaction and controlling other devices. In addition to outputting audio, it can also convert those electro magnetic fields into CV (control voltage) for controlling eurorack synths or MIDI for triggering a visual synthesizer, or all three simultaneously. There are tons of options out there if you want a buzzy sawtooth bass, but if you want to turn the invisible radiation emitted by a TV remote into a centerpiece of a multimedia performance, this is basically your only option.Circle GuitarTerrence O'Brien for EngadgetThe Circle Guitar is impractical. It costs over $12,000 (insert grimacing emoji). But its also just insane fun. Instead of playing it with a pick or finger plucking the strings (though, you can do that if you want), the strings are strummed by movable plectrums you mount inside a spinning wheel. There are sixteen slots allowing you to design your own strumming rhythm, and then there are six sliders under the pickups for controlling the volume of each string individually. This allows you to create complex, robotic rhythms like a drum machine, but on your guitar. And, whats more, you can sync it to a DAW to make sure youre in lockstep with your backing track, even when it stutters and pauses. Its a completely unique creation that has already drawn the attention of artists like Ed OBrien of Radiohead.Akai + Native InstrumentsOne of the biggest announcements out of NAMM wasnt really a new product, but two titans of the industry joining forces. Several of Native Instruments (NI) Play Series synths and genre-specific Expansion Pack sound kits are being ported over to Akais new MPC 3.0 platform. While the availability of some existing soft synths on some existing hardware might not seem like a big deal at first, it greatly expands the sonic palette of the MPC and gives NI another foothold in the world of standalone music hardware after giving it go on its own with the Machine+. The selection of sounds is limited at the moment, with three synths (Analog Dreams, Cloud Supply, and Nacht) and just one expansion (Faded Reels) available. But two more synths and four more expansions will be added soon and, if all goes well, Im sure more will follow.Korg HandyTraxx PlayTerrence O'Brien for EngadgetThe HandyTraxx Play is the first and only portable turntable that I know of with built-in effects. It has a DJ filter, a delay and even a simple looper which can, in theory, negate the need for a separate mixer and even a second turntable in some cases. While I can not scratch, Ive always wanted to learn, and the all-in-one portable nature of the HandyTraxx Play, including a speaker and battery power, is pretty appealing to someone who just wants to dip their toe in and doesnt want invest a ton of money and space in a separate mixer and dual turntable setup. Plus, Korg designed the Play in conjunction with the late Toshihide Nakama, the founder of Vestax and builder of the original Handy Trax (two words, one x), an icon in the world of portablism.Donner Essential L1 SynthesizerTerrence O'Brien for EngadgetOver the last few years Chinese music gear maker Donner has started to really expand its offerings, going from mostly digital pianos and some bargain bin guitar pedals, to shockingly decent DSP effects, drum machines and even a pocketable groovebox. The L1 is the latest in its growing line of synths and it has a lot of promise. Its based in large part on the Roland SH-101, an iconic instrument from the 80s that found particular favor among artists like Aphex Twin, Orbital, Depeche Mode, KMFDM, and Boards of Canada.What makes the L1 particularly intriguing is that its the first entry in the companys new Snap2Connect (S2C) system. The keyboard attaches to the synth magnetically, allowing you to leave it behind if you want, or use it as a separate MIDI controller with your DAW or another synth. But Donner also says it plans on adding other instruments to the S2C system, so you could buy a module based on, say, a Juno-60 one day and just slap it on to the keyboard you already own.Enjoy Electronics DeFeelTerrence O'Brien for EngadgetThe DeFeel is hard to explain. The company calls it a modular monotony degenerator, which is both extremely accurate and extremely unhelpful. Basically, you stick this thing between your sequencer and your synthesizer and it mangles the incoming CV to generate fills, stutters, and all manner of barely controlled chaos. In short, it takes that rock-solid sequence youve programmed and makes it less monotonous. It can resequence your sequence or add modulation. You can draw modulation curves using the 4.3-inch touchscreen, or even turn it into an X/Y pad for live performance. Its designed mostly with eurorack synths in mind, but its also available as a standalone unit in a classy wooden case.Melbourne Instruments RotoControlTerrence O'Brien for EngadgetThe RotoControl might not seem like the most exciting device at first. Its a MIDI controller with eight knobs and keys on the right side, and a handful of other buttons on the left for navigating the device. But what makes it special is that those knobs are motorized if you change a parameter in your DAW or softsynth, that is reflected physically on the controller. That might sound a little gimmicky, but its actually incredibly useful.See, knobs on a controller or synth generally come in two flavors: pots and encoders. A pot, or potentiometer, has a beginning and end. So, if you change a preset or switch instruments, it may no longer reflect the actual setting in question. Encoders have no beginning or end. Since they dont point to a concrete position in space, theres no need to worry about a disagreement between knob position and an actual parameter value. But theyre also less than ideal for live performance. Judging how far you need to turn to get that filter sweep just right is difficult, and encoders generally have a less smooth response than a pot. Melbourne solves this by just moving the pots to where theyre supposed to be.Roli Piano & AirwaveTerrence O'Brien for EngadgetIve been saying for a few years that Im going to finally learn how to play piano. But, Im a busy dad of two, a part-time bartender and a full-time freelancer. I dont really have the time or disposable income, frankly, to treat myself to piano lessons. And the app-based or video options Ive tried have been a bit underwhelming. I dont know that the Roli Piano and Airwave are for sure more effective than Melodics or Duolingo at teaching how to play, but it seems like theres more potential there. Where most music education apps are basically glorified versions of Guitar Hero, Roli uses the Airwaves camera to track your whole hand, letting you know if youre out of position, if your wrists are at the wrong angle or if youre using the wrong fingers. Its probably not as good as having a real professional teaching you the ropes, but its probably better than a repurposed video game bolted on to some rudimentary music theory lesson.Oh, and once you feel comfortable enough with your playing, the Roli Piano and Airwave combine to create what is probably the most extensive MPE controller on the market.Entropy & Sons Recursion StudioTerrence O'Brien for EngadgetVideo synthesizers are not new, but theyre also not the most common things on the planet. And the Recursion Studio from Entropy & Sons is probably one of the most capable Ive ever seen. For one, this is not some simple visualizer where a basic clip of animation is manipulated, all of the visuals are generated live, algorithmically. In addition it can process incoming video, distort images and react to incoming audio, it even has multiple oscilloscope modes builtin.For those that like to get their hands dirty there are over 300 modules that can be combined to create custom visual patches. But there are also about a 1,000 presets on board so you can quickly get some visuals up immediately to go with your synth jam. And the company is constantly updating the device and adding new features.SoundToys SpaceBlenderTerrence O'Brien for EngadgetSoundToys is one of the biggest names in effect plugins out there. Theyre used by everyone from Radiolabs Jad Abumrad to Kenny Beats and Trent Reznor. The companys Decapitator saturation plugin is one of the best things to ever happen to drums and EchoBoy is a must have delay. But, it doesnt introduce new effects terribly often. SuperPlate was added to the roster in mid 2023, but that was the first new addition since Little Plate in November of 2017 the company takes its time.SpaceBlender is SoundToys take on an ambient granular reverb. Its not really a straight granular plugin, that chops up your audio and spits it back out in little bits, instead its a bunch of delays that get combined and smeared into something ethereal. It even has an interactive envelope designer that you can manipulate to not only hone the shape of your reverb, but even has potential as a live performance tool. SpaceBlender isnt quite ready for release just yet, but even in this early sneak peek it sounded phenomenal and seemed pretty stable.This article originally appeared on Engadget at https://www.engadget.com/audio/the-10-best-things-i-saw-at-namm-140044601.html?src=rss
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  • I'm glad I gave Wuthering Waves a chance even with a disastrous launch
    www.engadget.com
    When Wuthering Waves launched about half a year ago on iOS, Android and Windows, there were serious issues on day one. While some can be forgiving when a game launches, especially a live-service game that will get lots of updates, the errors that many experienced were catastrophic. However, developer Kuro Games didnt give up on the title, and it has more than recovered from its launch, even becoming a nominee at The Games Awards last year.For those who arent familiar with Wuthering Waves, its an open-world, free-to-play action RPG similar to Genshin Impact in many ways. However, its combat is more focused on spectacular combos, perfectly-timed parries and dodge counters after avoiding attacks at the right moment. Some players say that the combat is inspired by Devil May Cry games. Heck, there's even a reference to Vergil's (modded) chair in the game.Screenshot by @deviltakoyaki on XWuthering Waves suffered from a disastrous launch. Many people had performance issues, experienced crashes and dialog text was often cut off. It wasnt uncommon to see people complaining that they couldnt play at all despite being excited about its graphics. Some also criticized the voice acting, which reminded me of ASMR-style vocals and didn't fit the usual video game voice acting direction. Fortunately, Kuro Games apologized quickly and promised to make things right.In fact, someone took a picture of Kuro Games Guangdong, China office between 10 and 11PM. The lights were on, and the company seemed to be taking its vow to improve the game seriously.Over the next few months, Kuro Games would work hard at fixing the most pressing issues while also introducing much-needed quality-of-life fixes. The first highlight of this improvement process was giving all players another free standard banner 5-star character and 5-star standard banner weapon box. After that, they even let users get a limited 5-star character, Xiangli Yao, for free when they played an event to a certain point. The game even has 120FPS mode on PC, something all other games made by direct competitor miHoYo dont have, except Zenless Zone Zero.Plus, as of the 2.0 update, it has come to PS5. Limited character Camellya finally became playable during November, much to the delight of many after months of waiting. Wuthering Waves made it to the final rounds of The Game Awards' best mobile game category but didnt win, losing to Balatro.Kuro GamesKuro Games also released the drip marketing for a new area Rinascita early on to build hype, and many gamers were excited to visit it. Kuro Games early efforts to fix things paid off, as even the latest character teasers looked better and even provided crucial information like character roles, playstyles and materials. These teasers allowed players to farm resources ahead of time if they wanted, instead of relying on leaks.I play the game in Mandarin Chinese dub and text, so I didnt catch this detail. But an upcoming character, Zani, actually speaks in an Italian accent (with some Spanish and Greek influence, apparently) if you choose the English dub. When the game first launched, the English voices sounded incredibly forced since some of the voice actors were British but were forced to adopt American accents. Zanis Italian accent is a major improvement in voice acting direction, and now Im more willing to give the English dub another chance.(Zani also recommends you eat pineapple pizza, though. But dont judge me, because I like that stuff. Sorry, not sorry.)Now that the 2.0 update is out, I saw some players calling it a wonderful experience. As for me, Im definitely enjoying the update and have been farming for my characters. I havent finished the available story missions yet, but I do think Kuro Games has improved its writing compared to the first chapters. I noticed the tendency to show more than what Ive experienced playing Genshin Impact and Honkai: Star Rail, both games that often utilize black screens with text. Wuthering Waves tends to stay away from those. I admit that the story isnt completely riveting, but Im still having fun exploring Solaris-3. The word salad from the first chapters has been reduced, allowing me to take in the story without being overloaded by too many new terms.Kuro GamesI also play Genshin Impact and can appreciate the differences between them, as Wuthering Wavess combat system satisfies an itch Genshin Impacts doesnt. Farming is quick, and the story is improving. The events are fun, except for the Tower of Adversity endgame mode and the Pincer Maneuver event series that comes back once in a while. Maybe its a skill issue, but I find these modes rather challenging if you dont have the latest featured character or a featured recommended element. The Depths of Illusive Realm roguelike mode needs some more variety, but I suspect thats in the works as it rotates back in soon.Despite any faults, I still play Wuthering Waves daily on Windows and look forward to future content; Its good enough that Im taking any faults in stride. Earlier this month, Kuro Games CEO Solon Lee released a letter in Chinese thanking fans and revealing that Wuthering Waves reached its highest single-day revenue when version 2.0 was released. I felt encouraged by the letter, and I can confidently say Im glad I gave the game a chance last year. Whatever the company has in store, Im all for it.This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/im-glad-i-gave-wuthering-waves-a-chance-even-with-a-disastrous-launch-150051043.html?src=rss
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