• Lies of P Prequel Expansion DLC Announced For Summer 2025
    www.gamespot.com
    The first Lies of P expansion was announced during the February 2025 State of Play, and it'll arrive in Summer 2025 for PC, PS5, and Xbox Series X|S. Overture is a prequel that'll take players back to the beginning of the Puppet Frenzy, revealing how the city of Krat fell into ruin.As Geppetto's Puppet, P, you'll come into contact with a strange artifact that allows you to travel back in time to Krat alongside the legendary Stalker Lea and uncover the dark secrets that led to its destruction. Developer Round8 Studio says that players can expect opulent locations to explore, mysteries to uncover, and of course, cunning enemies to test your skills against. P will be able to make use of new weapons and an additional combat style to help him survive against overwhelming odds. "Through Lies of P: Overture, we aimed to fully refine, forge, and complete the story as we originally envisioned it. There's a term in movie making known as a director's cut," game director Ji Won Choi said in a blog post. "This version differs from an initial theatrical release and usually includes additional footage the filmmaker believes perfects the work. With Lies of P: Overture I wonder if we subconsciously aimed to create a developers cut of Lies of P."Continue Reading at GameSpot
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  • A Trio Of Old-School Mech Shooters Are Coming To PlayStation Plus Classic Games
    www.gamespot.com
    Earlier this week, Sony set the stage for the rest of this year and beyond with the first State of Play for 2025. But while looking to the future, Sony didn't forget about the past. During the onslaught of announcements and reveal trailers, Sony noted From Software's 1997 PS1 mecha shooter, Armored Core, is coming to PlayStation Plus Classic Games in the near future.Armored Core Project Phantasma and Armored Core Master of Arena are also slated to hit PS Plus Classic Games "soon," although Sony didn't set a specific date for either of those titles to arrive. The most recent game in the series was Armored Core 6 in 2023, and there hasn't been any concrete word yet about any additional sequels on the way. In the more immediate future, the PSP game Patapon 3 is making the leap to PS4 and PS5 when it joins PlayStation Plus Premium on February 18. This adventure/rhythm game will feature newly enhanced visuals as well as rewind and quick save features as players lead their Patapon followers into 80 different quests. Continue Reading at GameSpot
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  • Wanderstop Hands-On Preview
    gamerant.com
    Theres no pressure to complete a single action in Wanderstop. Missions dont expire, NPCs dont bother you to get things done, and time doesnt pass. Theres no quest log perpetually on the screen, no dedicated marker to tell players where to go next, and no penalty for being unproductive. This novel approach to game design melds perfectly with the main characters state of mind, detailed in the first few moments of the title. Alta was once an undefeated fighter, spending the entirety of her life training for her next bout, confident that she would remain lossless until the end of time. Until she lost.
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  • Avowed Review
    gamerant.com
    Obsidian Entertainment's Avowed has been near the top of the list when it comes to the most anticipated games of 2025, and that's all thanks to its honorable ambitions and the esteemed work of its Outer Worlds developer. Since it was first unveiled, Avowed has presented itself as a classic take on the fantasy RPG formula, with narrative roots deep in Obsidian's Pillars of Eternity series, a vivid, colorful, and imaginative world for players to discover, and action-packed combat designed to keep them on their toes. Now, Avowed is finally here, inviting players to the Living Lands of Eora, where they have been tasked with uncovering the mystery behind a deadly plague.
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  • Astro Bot: five new levels and Special Bots begin rolling out today
    blog.playstation.com
    Its a great pleasure to see you with our first post of 2025. From all of us at Team Asobi, we wish you a wonderful year ahead.Last year saw the release of Astro Bot, our biggest game to date. As well as picking several game awards, we have been blessed with countless comments and lovely words from you, the players.This has made the hard work of everyone at Team Asobi even more worth it. So from the bottom of our lil robotic hearts, hearts, a huge thank you to you all.And now, into the main news! To start the year on a good note, we are delighted to announce new Astro Bot content is coming starting today. You might have noticed that a, yet unreleased, level of Astro Bot was featured at the PlayStation XP Tournament Final in London, England on January 18. That very level, along with 4 additional ones will be coming your way inside the brand-new Vicious Void Galaxy, starting today.As before, this new update is completely free of charge and a gift from us to you, the Astro Bot community.These five levels will appear on a weekly basis as follows:Feb 13: Tick-Tock ShockFeb 20: Thrust or BustFeb 27: Cock-A-Doodle-DoomMar 6: Hard to BearMar 13: Armored HardcoreNote: All Astro Bot updates from February 13 to March 13 will be available every Thursday at 6:00am PT, 2:00pm GMT, and 10:00pm JST.Unlike our last update Winter Wonder, which was a walk through the Xmas park, this new update features harder levels to test your jumping skills. Each level comes with a brand-new Special Bot to rescue and, once thats done, can be replayed in Time Attack mode with online rankings. To access these, you will need to have completed the main game. So sharpen those skills again and lets get rescuing.Play VideoTick Tock Shock, the first of 5 new levels will release on February 13But hold on, we still have more news. Alongside these five new levels, we are pleased to say that owners of the PS5 Pro will be able to enjoy an improved version of Astro Bot featuring a constant best resolution while still running at 60 frames per second.Thats about all for this update. We hope you enjoy it. We want to take this chance to thank you, sincerely, for the ongoing support. We could not be happier with the way Astro was welcomed into so many new homes. Your comments, positivity and kind words have carried us through the months and continue to warm our little robotic hearts. Thank you for your loyalty and we shall see you around.Team Asobi out.
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  • Until Dawn director wanted to make his movie about pretty much all horror genres
    www.polygon.com
    If youve been following the Until Dawn movie adaptation, you may be aware that the movie isnt a straightforward retelling of the original Supermassive game released in 2015. It features a new set of teenagers meeting a variety of grisly fates, and instead of covering one miserable but finite stretch of time, the movie is set during a terrifying time loop.Every night, every time it resets, its a new horror genre, director David F. Sandberg told Polygon in a call. We get pretty much all of it in here slasher, supernatural, body horror, found footage, even monsters. To me, whos been wanting to do a horror movie for forever, it was great to get to do all of it and try subgenres I hadnt before.A new trailer released on Thursday shows off more of the time loop, and a new twist: Every loop has a different murderous threat lurking in the shadows. One of these threats looks like the wendigo from the original game, but we also see a masked slasher, a creepy clown doll, a scene where a girls stomach swells and stretches as she screams, and an ominous flash revealing a giant in the mists.https://youtu.be/rZfwvLe961kWhile Until Dawn uses the time loop as a narrative device, it doesnt play into the same tropes as similar titles. In a classical Groundhog Day sense, you have characters who learn from each loop. You cant do that here, because it changes every time. You just die in different ways, Sandberg said.The characters are also less combative and confrontational than they are in the original game, possibly because the true threat is far less obscured, and it becomes clear that they need to work together in some capacity. Writer and producer Gary Dauberman told Polygon he had to explore each character as they were sent through this experience, dealing with not just the horror of being trapped in a time loop, but the unpredictability of each loop hiding a different killer. In the original game, it made sense the that teens could run, hide, and fight their way to survival, but its hard to imagine how they could fight back against a towering giant or malevolent spirit.You only get so many chances, said Sandberg. It wouldnt be fun if they could just die and come back again, over and over again, forever. We had to introduce a limit to it, to make it even more challenging for our poor characters. We really put them through hell.Until Dawn is scheduled for theatrical release on April 25, 2025.
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  • Avowed is a grim scramble for resources with some decent story on top
    www.polygon.com
    Spend a few hours in Avowed, and youll start to feel as if the NPCs are obsessed with wood. Open any chest or lockbox, and inside youll find a branch or two hidden away for safekeeping. It might seem strange at first. But dont worry it wont be long until you understand why its so important to them.Avowed partially follows a level-based progression route: explore, fight enemies, get a quest, fight more enemies, finish the quest, and get experience points. Get enough to level up, and get points to put into your attributes (Constitution for extra health, Resolve for extra stamina, and so on) and new abilities (like Shield Bash for fighters, Parry for rangers, and Fireball for wizards). But this belies the real leveling system, which is focused on the quality of your weapons and armor.Improving these requires crafting resources: wood, leather, metal ingots, and certain plants. If youre using tools that are lower leveled than those of your enemies, combat becomes a nightmare of trying to survive massive hits while only doing chip damage in return. And you will run into enemies that are stronger than you at every turn, making much of the game into a single-minded, desperate scavenger hunt. Suddenly, every branch that might finally make your wand one level stronger looks like a miracle.The opening hours of the game dont give this away. Avowed introduces (or reintroduces, for Pillars of Eternity fans) a world of gods, plague, and political intrigue. The game also promises questions of empire, ecology, and autonomy amid systems far beyond your control. It suggests specificity: this is Eora, these are its people, get sunk into this world. But that doesnt last.In one mid-game main quest, for example, youre going through three trials: Strength (fighting enemies), Wisdom (avoiding traps that appeared in exactly the same form in Skyrim 14 years ago), and an unspecified one that seems to exist solely to fulfill the rule of three and involves walking down a corridor before once again getting into a fight. There are lore reasons for this that loosely hook into the specificity I enjoyed at the beginning of the game, but they feel like a peeling coat of paint over a tired, repetitive base.There are ways to avoid conflict sometimes, but most of the game will be spent fighting. The combat system allows you to mix and match between the three classes and different weapons: two-handed and single-handed melee; bows; and wands and grimoires. You can also take abilities from any of the classes at different times. In practice, though, splitting between different approaches didnt feel especially worthwhile, and I ended up focusing exclusively on wizardry.Spellslinging combat involves balancing stamina (used for basic attacks) with Essence (used for spellcasting) and directing your companions. When it works, this rhythm is satisfying. When it doesnt work like when you run out of Essence potions, or when enemies are at a higher level than you it becomes a grind. When there is any kind of complexity in enemy types, it collapses.Take, for instance, priests and clerics. These opponents can heal any other enemy, making them crucial to take out first. This by itself isnt such a big problem. But theyre often paired with enemies that can cast summons lower-level duplicates that will die when their summoner is killed. Thus, a clear order of operations emerges: kill the healer, then the summoner, then everybody else. But when there are a dozen enemies crowded into one place, thats easier said than done. The fact that enemies will suddenly spawn in new waves makes it impossible to fully plan ahead, and it doesnt help that clerics can sometimes appear mid-fight without you realizing. And its infuriating to have your companions continually engaging a summoned enemy thats being permanently healed unless you are constantly and specifically telling them what ability to use where.Maybe this would be less of a problem if I ever felt that I had enough wood. But despite opening every chest I heard glittering away while I was exploring (if you cant hear them, for any reason, I am fairly convinced this game would be unplayable), stopping in at every shop regularly, breaking down all my extra items (including rare unique weapons), and completing most of the side quests that I ran into, my tools remained perpetually underleveled. And it was always the wood. I had extra plants, just about enough leather, but I constantly needed to find more branches. Metal is used for swords and the like, which I didnt use as a wizard. But I assume if you want to play with melee weapons, this would be the limiter.Avowed should be well paced. There are so many places where it has restraint in scope: discreet areas; not too many main quests; only four companions. Within that structure, it should also be dense. Writing for the companions, in particular, is packed incredibly tightly. Not only do they have preexisting relationships, giving them depth beyond their relationship to the player character, they also interact with one another constantly. In camp, theyll hold conversations about their pasts, their feelings on current events, and general small talk for about as long as youll let them. At one point, I left the game running while I took a break and came back maybe 15 minutes later to find them still chatting.There are individual quests that stand out, too, and some of the lost specificity comes back to the game by the end. In a vacuum, I like how it wraps up its questions. But these moments are lost in the constant, desperate and stop me if youve heard this one before scrounging for wood.Avowedwill be released Feb. 18 on Windows PC and Xbox Series X. The game was reviewed on PC using a pre-release download code provided by Xbox Game Studios. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can findadditional information about Polygons ethics policy here.
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  • How To Test And Measure Content In UX
    smashingmagazine.com
    Content testing is a simple way to test the clarity and understanding of the content on a page be it a paragraph of text, a user flow, a dashboard, or anything in between. Our goal is to understand how well users actually perceive the content that we present to them.Its not only about finding pain points and things that cause confusion or hinder users from finding the right answer on a page but also about if our content clearly and precisely articulates what we actually want to communicate.This article is part of our ongoing series on UX. You can find more details on design patterns and UX strategy in Smart Interface Design Patterns with live UX training coming up soon. Free preview.Banana TestingA great way to test how well your design matches a users mental model is Banana Testing. We replace all key actions with the word Banana, then ask users to suggest what each action could prompt.Not only does it tell you if key actions are understood immediately and if they are in the right place but also if your icons are helpful and if interactive elements such as links or buttons are perceived as such.Content HeatmappingOne reliable technique to assess content is content heatmapping. The way we would use it is by giving participants a task, then asking them to highlight things that are clear or confusing. We could define any other dimensions or style lenses as well: e.g., phrases that bring more confidence and less confidence.Then we map all highlights into a heatmap to identify patterns and trends. You could run it with print-outs in person, but it could also happen in Figjam or in Miro remotely as long as your tool of choice has a highlighter feature.Run Moderated Testing SessionsThese little techniques above help you discover content issues, but they dont tell you what is missing in the content and what doubts, concerns, and issues users have with it. For that, we need to uncover user needs in more detail.Too often, users say that a page is clear and well-organized, but when you ask them specific questions, you notice that their understanding is vastly different from what you were trying to bring into spotlight.Such insights rarely surface in unmoderated sessions its much more effective to observe behavior and ask questions on the spot, be it in person or remote.Test Concepts, Not WordsBefore testing, we need to know what we want to learn. First, write up a plan with goals, customers, questions, script. Dont tweak words alone broader is better. In the session, avoid speaking aloud as its usually not how people consume content. Ask questions and wait silently.After the task is completed, ask users to explain the product, flow, and concepts to you. But: dont ask them what they like, prefer, feel, or think. And whenever possible, avoid the word content in testing as users often perceive it differently.Choosing The Right Way To TestThere are plenty of different tests that you could use:Banana test Replace key actions with bananas, ask to explain.Cloze test Remove words from your copy, ask users to fill in the blanks.Reaction cards Write up emotions on 25 cards, ask users to choose.Card sorting Ask users to group topics into meaningful categories.Highlighting Ask users to highlight helpful or confusing words.Competitive testing Ask users to explain competitors pages.When choosing the right way to test, consider the following guidelines:Do users understand?Interviews, highlighting, Cloze testDo we match the mental model?Banana testing, Cloze testWhat word works best?Card sorting, A/B testing, tree testingWhy doesnt it work?Interviews, highlighting, walkthroughsDo we know user needs?Competitive testing, process mappingWrapping UpIn many tasks, there is rarely anything more impactful than the careful selection of words on a page. However, its not only the words alone that are being used but the voice and tone that you choose to communicate with customers.Use the techniques above to test and measure how well people perceive content but also check how they perceive the end-to-end experience on the site.Quite often, the right words used incorrectly on a key page can convey a wrong message or provide a suboptimal experience. Even though the rest of the product might perform remarkably well, if a user is blocked on a critical page, they will be gone before you even blink.Useful ResourcesPractical Guide To Content Testing, by IntuitHow To Test Content With Users, by Kate MoranFive Fun Ways To Test Words, by John SaitoA Simple Technique For Evaluating Content, by Pete GaleNew: How To Measure UX And Design ImpactMeet Measure UX & Design Impact (8h), a new practical guide for designers and UX leads to measure and show your UX impact on business. Use the code IMPACT to save 20% off today. Jump to the details. Video + UX TrainingVideo onlyVideo + UX Training$495.00 $799.00Get Video + UX Training25 video lessons (8h) + Live UX Training.100 days money-back-guarantee.Video only$250.00$395.00Get the video course25 video lessons (8h). Updated yearly.Also available as a UX Bundle with 2 video courses.
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  • Yabu Pushelberg Sets New Standard for Aman Residences Tokyo
    design-milk.com
    In the rarefied air above Tokyos skyline, Amans first standalone branded residences seek to reconcile urban density with natural serenity, Japanese minimalism with global luxury, and intimate domestic spaces with hotel-grade amenities. In a collaboration between Pelli Clarke & Partners and interior designers Yabu Pushelberg, the projects position atop Japans tallest residential building serves as both a physical and metaphorical statement about luxury residential design in the 21st century.The collaboration revealed a sophisticated dialogue between exterior monumentality and interior intimacy. Their approach transformed the potentially overwhelming scale of the Mori JP Tower into a series of carefully considered experiences that begin at the private ground floor entrance. Here, the designers establish their elemental theme with a dramatic tension between weight and weightlessness. A monumental suspended sculpture appears to defy gravity as it floats above a serene reflection pond, transforming the entrance into a contemplative threshold that creates a natural pause.Vlad Doronin, Chairman, CEO and Owner of Aman Group, explains, Aman Residences, Tokyo represents a deep immersion into the Aman lifestyle in the heart of the city and sets a new standard for luxury residences not just in Japan but globally. The execution of this project is second-to-none, with a consideration of every detail and refinement in the design which creates an instant feeling of calm, sanctuary, and peace upon arrival and represents a successful collaboration between Aman and Mori Building Co. The scale and quality of the amenities, and in particular the Aman Spa and Lounge, demonstrates our commitment to delivering the revered Aman way of living at the highest level.The material palette is kept neutral and quiet, employing what Yabu Pushelberg describes as muted and earthbound colors that mimic the layers of the earth. This strategy extends beyond mere aesthetics it represents a deeper understanding of luxury residential design in an age of environmental consciousness. The careful integration of water features, natural materials, and contemplative spaces acknowledges the psychological need for natural references in dense urban environments.Traditional Japanese spatial concepts are reinterpreted through contemporary materials and technologies, while Western notions of comfort are refined through Japanese principles of restraint. The result is neither strictly Japanese nor Western, but rather a new vocabulary of luxury that speaks to global sensibilities while remaining grounded in local context.Photography courtesy of Aman.
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  • Your brain has been tricked, and its loving it
    uxdesign.cc
    Is Design a game of subtle manipulation and beautiful lies? Do designers not just make things work but also make you believe?Continue reading on UX Collective
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