• Why Do Wild Cats Have So Many Different Eye Colors?
    www.scientificamerican.com
    February 17, 20252 min readWhy Do Wild Cats Have So Many Different Eye Colors?The Internets vast cat resources help researchers chart cat eye evolutionBy Zane Wolf edited by Sarah Lewin FrasierSnow leopard's colorful eye. Picture by Tambako the Jaguar/Getty ImagesWild cats showcase a stunning diversity of eye colors, proving a mystery for researchers because most wild species are known to have narrow eye color schemes (usually black, brown or yellow). Eye colors evolution is notoriously hard to track: fossils dont preserve it, taxidermy specimens have fabricated eyes, and most books illustrate only one example per species. Now scientists have harnessed the Internets abundant wild cat photographs to chart the transition from brown eyes to colors such as green and blueand found something of a gray area.Any animals eye color is determined by its levels of two melanin pigments: eumelanin, which makes brown-black, and pheomelanin, which makes red-yellow. Eye colors vary according to the amounts of each, with different combinations leading to colors such as blue, green and gray.For a paper in iScience, Harvard University biology graduate student Julius Tabin and his co-author, Katherine Chiasson, used a process called ancestral state reconstruction to determine the eye colors of extinct wild cat species based on those of their living descendants. The authors analyzed the clearest images submitted to the database iNaturalist.org, then classified each cats eye color and mapped the data to the cat family tree, using an algorithm to find each common ancestors possible eye colors. The algorithm accounted for the likelihood of certain changes and figured in the time since species diverged in order to generate the likeliest colors at every split.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Its a way we can actually look into the eyes of the felid ancestor, Tabin says. The ancestor develops gray eyes, and then the eye color diversity just explodes. Once an eye with moderate amounts of both eumelanin and pheomelanin appeared (producing gray eyes), blue and green were not far behind.The scientists next tried to connect the discovered eye colors with numerous factors, including habitat, fur color and hunting behavior, to help explain why those shades had evolved. But they found little correlation. Huskies have those bright blue eyes because we wanted them to and bred them accordingly, Tabin says, but in wild cats, I have no idea whats going on here. Sexual selection is plausibleperhaps cats prefer particular eye colors in matesbut it would be challenging to test.Eye color is a very overlooked trait, and its a pity because its probably important ecologically and evolutionarily, says University of Glasgow evolutionary biologist Arianna Passarotto, who is not affiliated with the new study. She is skeptical of using photos taken in uncontrolled conditions, but she describes the study as ambitious and absolutely very novel.As Juan Jos Negro, an ecologist at the Spanish National Research Council also not affiliated with the study, puts it, the eye is the last frontier for [studying] coloration.
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  • DF Direct: Crysis 4's uncertain future is a grim portend for the industry
    www.eurogamer.net
    DF Direct: Crysis 4's uncertain future is a grim portend for the industryOne of the few remaining in-house engine developers takes a heavy blow. Blog by Will Judd Deputy Editor, Digital Foundry Published on Feb. 17, 2025 News broke last week that Crytek was undergoing significant layoffs - and the next edition of the Crysis franchise faces an uncertain future. This downbeat topic got second billing on this week's DF Direct, after the team's exhaustive breakdown of Sony's State of Play showcase the day before, and it's an important story that I wanted to discuss in a little more detail here as the Direct goes live. After all, Crysis is something of a tentpole game series for us at Digital Foundry, with a reputation for being an early adopter of graphics technologies that would later define entire generations of PC and console video games. That includes the likes of screen-space ambient occlusion, sub-surface scattering and ray-marched volumetric lighting, but you could write volumes about just how ground-breaking that first game was - and Alex did. Crysis 3 and its Remastered counterpart have also long formed part of the DF test suite for CPU and GPU reviews - I think the "Highly Explosive Materials" train ride and the argument between Prophet and Psycho earlier on in Welcome to the Jungle are burned into my brain after so many benchmark runs. With that in mind, Crysis 4 was hotly anticipated by the whole team since the game was announced back in 2022, especially in an industry where self-made game engines are coming under threat from the ubiquity of Unreal Engine. Here's DF Direct Weekly #201, manned by Tom, Oliver and Alex. Watch on YouTube0:00:00 Introduction0:01:11 News 1: State of Play: Tides of Annihilation0:09:37 MindsEye0:16:38 Days Gone Remastered0:22:28 Saros0:29:12 Dreams of Another0:36:59 Lost Soul Aside0:41:39 Other games: Borderlands 4, Sonic Racing Crossworlds, Onimusha, Midnight Walk0:59:34 State of Play - The Verdict1:06:43 News 2: Crysis 4 put "on hold" as Crytek lays off employees1:16:24 News 3: Assassins Creed Shadows PC specs revealed1:36:32 News 4: Astro Bot gets PS5 Pro upgrade1:42:59 Supporter Q1: After three months, what do you think of the PS5 Pro and PSSR?1:52:53 Supporter Q2: Why dont more developers use CryEngine?1:59:40 Supporter Q3: Will Nvidia "gate" new AI features to their most recent hardware?2:09:17 Supporter Q4: Does RTX Mega Geometry eliminate the need for proxy geometry for RT?2:15:17 Supporter Q5: Could Oliver address some of the recent state of the art AI tech?2:26:52 Supporter Q6: How much do you need to spend on a GPU to have a good experience?Now the prospect of a new mainline Crysis entry seems further away than ever. The Crytek layoffs are significant, corresponding to around 60 people or 15 percent of the company's workforce, and come after Crysis 4 director Mattias Engstrm left in November last year, returning to Hitman developer IO Interactive. As well as the immediate effect to the livelihoods of the affected developers, it's difficult to imagine that the current Crysis 4 project will be restarted in the near future given the circumstances. The focus of the studio's remaining developers has shifted to live service extraction shooter Hunt: Showdown 1896, as the studio aims to become "financially sustainable". As Alex mentions in the Direct, Crytek has faced challenges even as far back as Crysis 2, despite the relative popularity of its engine and the reasonable success of its games. The engine's (largely undeserved) reputation for poor performance hurt pickup by console developers, and these days, CryEngine is less common than it used to be - despite being used as the basis for the recently released Kingdom Come: Deliverance 2. The company's forays into multiple studios and VR releases don't look to have paid off in the way that studio executives probably hoped either, and it's not clear whether the recent Crysis remasters made back their investment. Despite this, Crytek was listed as the largest single game developer in Germany as recently as mid 2024. It's clear that while Crysis 4 could have been the shot in the arm the studio needed, major game releases are getting increasingly more time-consuming and expensive to produce - especially if you also have to ship the next major version of your in-house game engine to meet expectations as a boundary-pushing PC release. The weight of expectation for Crysis in particular almost approaches that of Half-Life amongst PC fans, so it's perhaps not surprising that Crysis 4's development has been protracted at best. To see this content please enable targeting cookies. Going forward, perhaps the best we can hope for is that the Crysis 4 development team is tasked with creating a smaller-scale Crysis spin-off, something that can use whatever technologies and assets were already in some stage of development without the corresponding expectations of numbered sequel. If that performed well enough - and perhaps put CryEngine back on the radar of studios that don't want to go with the mainstream choice of Unreal - that could be sufficient to spur a resumption of Crysis 4. There's also the possibility that Crytek itself is absorbed by a larger company if its financial situation doesn't improve. A Tencent takeover was mooted in 2021 that ultimately didn't come to pass, but there are a few other companies that would no doubt be glad to acquire the company's talented developers, its engine and other technologies - and the prospect of outside investment and ceding of control may be preferable to the studio shuttering entirely. Regardless of Crytek and Crysis 4's eventual fate, this news is another troubling indictment of the current state of the games industry. Success stories like Balatro, Baldur's Gate 3 and even Kingdom Come: Deliverance 2 prove that it is possible to create great games at a variety of scales, but it increasingly feels like the traditional "triple-A" model is on the way out. Maybe that's a good thing, if it leads to a more sustainable industry and gives Crytek a route forward, but the loss of a full-fat Crysis 4 would still be hard to take.
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  • Life is Strange creative director on the decision to delay Lost Records: Bloom & Rage, plus a tease of the game's magical elements
    www.eurogamer.net
    Life is Strange creative director on the decision to delay Lost Records: Bloom & Rage, plus a tease of the game's magical elements"I wouldn't expect some full sci-fi supernatural, high stakes power..."Image credit: Don't Nod / Eurogamer News by Tom Phillips Editor-in-Chief Published on Feb. 17, 2025 We're just a day away from the launch of Lost Records: Bloom & Rage, the new game from the team behind the first two Life is Strange games, following a lengthy development and an unusual delay into 2025.Video games often skirt the launch of rivals to avoid launch date clashes on the release calendar, but the situation was more unique for Lost Records' team, in that the clash it wanted to avoid was for the latest entry in the series it initially founded. In this interview (conducted all the way back at Gamescom last year!) I ask Life is Strange and now Lost Records: Bloom & Rage's creative director Michel Koch about the game's postponement (before its concluding half's further delay), the thinking behind its split into two episodes, and where the series - if successful - could go next, now Life is Strange is being handled elsewhere.To see this content please enable targeting cookies. Lost Records: Bloom & Rage's Lo-fi summer trailer.Watch on YouTubeLife is Strange was always a multi-part series, though more recent entries developed after you guys' left the franchise have been standalone - what was the thinking behind splitting Bloom & Rage, and why did you decide on launching in two halves?Michel Koch: I noticed that I'm not invested as much in Netflix shows, I binge them and then forget them very quickly sometimes. And then I was watching some TV shows on Apple TV and HBO, where they are sticking to weekly releases, and I found that I was investing way more. And we were thinking, we made some good episodic games, why not still go for at least a part of that? It also makes a lot of sense for the story. You know, the game is called Bloom & Rage, so Tape 1 will be Bloom, and Tape 2 will be Rage. The game's past takes place over the summer of 1995, so Tape 1 is July, and Tape 2 is August. And there is an event - there is something that happens at the end of Tape 1 that makes sense to stop the game there and to reflect a bit, to just let the player take their time. To maybe play something else, wait a bit, think about what happened, and then go back to Tape 2, hopefully even more invested in the story, because you have had some time to reflect on what happened, and maybe talked with your friends or to other people online.So the split was decided later on?Koch: We decided around two years ago, it was not right at the beginning, at conception, but we decided to split it so it makes sense for the story, for editing, pacing.Another big decision was the delay to 2025, to avoid launching against Life is Strange: Double Exposure. What made your mind up about needing to hold off? Were you sad to see Life is Strange plant its release date flag in the ground first?Koch: There are not many narrative games with like, double A or high-quality. Life is Strange: Double Exposure is one, Lost Records is another. We thought, as players, I would love that the games are not coming at exactly the same time, as I want to play both. And for us as developers, it also gives us a bit more breathing room to polish things better. Image credit: Don't NodOne of the similarities between Life is Strange and Lost Records seems to be some kind of supernatural element to the game, which we can see in the trailer. There's some purple glowing light in the forest, but we don't yet know what. How far are you going to take the magic, or magic realism?Koch: Magical realism is definitely important in our previous games, and is important also again here. As you saw in the trailers, the characters see something in the woods that we are hinting at. But we're still telling a story about a group of friends that is anchored in reality. We want magic to be a catalyst, to be something that makes things have higher stakes, and it will be more and more present as the game advances to the end. But it's more like the magic realism will bring more tension to the group, and to what's happening around some antagonists we cannot talk about yet. If you watch a show like Twin Peaks, this is the kind of magical realism we are going for, rather than full magic. I wouldn't expect some full sci-fi supernatural, high stakes power, or anything that's too major.So you're not getting into the midichlorians of it all?Koch: [Joking] Maybe we should change that... No, of course not. I think we never did in our previous games either. We are building this universe, so it doesn't mean that we don't know about it, what it is. It's a brand new IP that we are working on, it's the first game in that IP - and that's a good thing, even if it's both frightening and very liberating to be able to do that. But with the team, with the writers, we are also building this game knowing that we can come back to universe. We can come back to some characters, to some plot points, to some other threads within this world, and definitely the magic is part of that, as something we can revisit. So we know what it is about, but we don't want to make it too central to the story itself, because it's really the story of this group of four friends. Image credit: Don't NodSo the plan is that these characters can come back? Or... some of them can?Koch: Yes, though the thing is we are still telling a full story with this game, we really want to make sure that the players have their whole character arc and journey, and that whatever blend of endings they get in the past and in the present is a full tale. But we are definitely starting to know how we could have the characters come back, what other stories we could tell, what side stories we could work around in this universe. It will also depend on the player reception, of course, and we love that we have the opportunity to also look at which characters players are loving the most. What can come back to and add to the world? I love the work of Stephen King, and what he does in The Dark Tower, where he does feature characters from some of his other books. And I'm not saying that we are doing that, but it's a major highlight that he did, and it's some of the idea that we could try to be able to build our foundations and make sure that we can.I look forward to your Stephen King self-insert. Or maybe leave that to David Cage.Koch: [laughs] We are still making, again, a game about teenagers, but this time, we are really making a game about the adults remembering when they were teenagers. And we really wanted to push that. A lot of times the adults comment on what you're doing, and it helped us to have that contrast between what the 90s were - the flaws of the time, where something that we said back then, we wouldn't say today - and the adults are able to comment about that. Image credit: Don't NodAs with Life is Strange, I guess it's again about balancing you making a game about teenagers as an adult, and also not feeling like you're talking down to anyone.Koch: It is a balance, and it's something we've adjusted a lot. We have this younger designer who joined us who's played the game and provided good feedback. She's said 'oh, this is very Boomer-like, maybe you should remove it'. But maybe sometimes you want a bit of Boomer, to show these now-adults are from a different generation. Koch: Yeah, it's cool, it's a challenge but it's really interesting to try to blend both generations in, and make it interesting for both.
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  • GTA 6 PC release date coming earlier than expected, claims Corsair
    www.videogamer.com
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here Contents hide Rockstar Games Grand Theft Auto 6 is scheduled to release on Xbox Series and PS5 consoles later this year, but the game wont be launching simultaneously on PC. Despite this, accessories company Corsair Gaming has claimed that the GTA 6 PC release date is coming out sometime in early 2026.GTA 6 PC release date revealedSpotted by VGC, Corsairs latest financials call reveals that the GTA 6 release date is expected to occur sometime in early 2026. While theres no official update from Rockstar Games or publisher Take-Two, Corsair claims that early 2026 will see the game launching on PC.GTA 6 is probably the one everyone is talking about, said Corsair Gaming financial VP Ronald van Veen. And well get a glimpse of that, I think, later on in the year for console. My understanding now, its going to come out in the fall [autumn] for console, and then early 2026 for PC Save Up to $1,200 on the Samsung Galaxy S25! Pre-order now and save big with trade-in and Samsung credit. Limited time only! *Includes trade-in value + $300 Samsung credit. This GTA 6 PC release date would be one of the fastest turnarounds for a Rockstar Games PC release as of late. For example, it took Rockstar a year and a half to bring the last Grand Theft Auto game to PC after its 2013 Xbox 360/PS3 release.Rockstars release of Red Dead Redemption 2 on PC took over a year after its console release. Additionally, the original Red Dead Redemption took over a year more than its Nintendo Switch and PS4 ports and more than 14 years after its original release. Must-Listen: Publishing Manor Lords w/ Joe Robinson VideoGamer Podcast Listen Now As a studio, Rockstar Games has never cared much for a quick turnaround for its PC ports, despite the longing from PC players to get their hands on the developers latest games. When the PC port does eventually release, it will undoubtedly be the best place to experience GTA 6especially with the additional of mods.For more Grand Theft Auto coverage, read about the NextGen Edition of GTA Vice City that ports the entire PS2 game to the GTA 4 engine.Grand Theft Auto 6Platform(s):PlayStation 5, Xbox Series S, Xbox Series S/X, Xbox Series XGenre(s):Action, Action AdventureSubscribe to our newsletters!By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime.Share
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  • Marvel Rivals devs promise theyre not wasting time planting fake leaks wed rather spend our time developing the actual game
    www.videogamer.com
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here Contents hide Marvel Rivals developer NetEase Games is going ham on the multiplayer game, aiming to bring a new hero to the title every month-and-a-half. With so many heroes planned, the studio has also left teams of characters on the cutting room floor, with many sharing their inclusion as fact.Just as Marvel Rivals director Thaddeus Sasser told us months ago, producer Weicong Wu and executive producer Danny Koo explained that the leaks only lead to disappointment. With leakers claiming that NetEase have planted fake leaks, the developers explain that not everything is going to make it to the final product.Marvel Rivals devs on constant leaksSpeaking to IGN, Koo explained that the team at NetEase experimented with a lot of play styles and heroes that could have been included in the game. However, that doesnt mean the team will be adding any of those heroes to the game anytime soon. Save Up to $1,200 on the Samsung Galaxy S25! Pre-order now and save big with trade-in and Samsung credit. Limited time only! *Includes trade-in value + $300 Samsung credit. It was like theres someone doing scratch paperwork and then just left a notebook there, and someone [a dataminer] decided to open it with no context, the executive producer explained.In a blunt statement, Koo explained that the team isnt actually spending its time planting fake leaks to catch out dataminers. Must-Listen: Publishing Manor Lords w/ Joe Robinson VideoGamer Podcast Listen Now Wed rather spend our time developing the actual game, Koo told the outlet.As for whether or not players should trust the leaks, producer Weicong Wu explained that the leaks may be accurate, but that doesnt mean theyre actually coming to the game. In a statement to the outlet, Wu urged players to not take leaks as gospel.It might mean that weve tried those directions and they may appear or may not appear in our future plans, Wu said. Whether or not they will appear in our future pipeline is highly depending on what kind of gameplay experience our players would expect in our game.During the same period, Wu also revealed that the team is prototyping a Marvel Rivals Switch 2 port, although it may never release.For more Marvel Rivals news, check out the release date for the Human Torch and The Thing in an upcoming mid-season update.Marvel RivalsPlatform(s):macOS, PC, PlayStation 5, Xbox Series S, Xbox Series XGenre(s):Fighting, ShooterSubscribe to our newsletters!By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime.Share
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  • Tour a Pound Ridge Retreat Revived From a Crumbling Property
    www.architecturaldigest.com
    As would only be appropriate, the Hudson Company designed and sourced all the wood surfaces and flooring in Hammels home, taking extreme care to match existing antique character with reclaimed timbers. Underfoot on the entire first floor and up the new stair treads is antique Heart pine, salvaged by the Hudson Company from the 1891 Terminal Warehouse in New York Citys Chelsea neighborhood. Laid in a parallel pattern interrupted by a single plank border, the wood features its original patina and saw curve marks, and a gentle soap finish. We make about 700 floors a year and I can honestly and humbly say this is among the nicest floors weve ever made, notes Hammel.Ceramic pendants by Natalie Page illuminate the kitchen island, which was designed by Hendricks Churchill and features an oak top made of a reclaimed threshing floor from the Hudson Company. The other countertops are made of gray soapstone from the Stone Workshop. Artworks by An Selen; basket (on wall) by Jonathan Kline.The eat-in kitchen features a wood table that once stood in Jamie Hammels childhood home in Reading, Pennsylvania. Woven leather-backed chairs by Gemla now surround it and a pendant by Jim Zivic, made of porcelain enamel on a steel barn lamp hangs overhead. On the wall is a black ash basket by Jonathan Kline.An artwork by Bastienne Schmidt, homeowner Jamie Hammels childhood friend, adds color to a dining area, which features a table, chairs, and bench by Sawkille Co. and a pendant by RW Guild. A vintage French oak wine press that Hammel and his son found while salvaging for the Hudson Company decorates one corner of the room. Flooring across the homes first story is made of Heart pine with its original patina, reclaimed by the Hudson Company from the 1891 Terminal Warehouse in New York City.To complement it, the interior walls are finished in a subtly textured plaster. This neutral backdrop allows Fords furnishings a bit more visual freedom. We really thought about each piece and wanted it to feel much more curated and collected as opposed to decorated, says the New Yorkbased designer who focused his sourcing on quality craftsmanship. Thus, work by local makers including Michael Robbins, Adam Otlewski, and Jonathan Kline mixes with vintage pieces and family heirlooms like the kitchens wood dining table, which once stood in Hammels childhood home in Reading, Pennsylvania.The house has a real sense of place and authenticity about it, says Ford. I wanted to build on that, rather than compete with it.A reclaimed wood buffet from Elsie Green displays a collection of ceramics in the family room, where a Finn Juhl chair and RH sectional stand around the cocktail table by Room with a walnut tray from Aero. Rug by Shoppe Amber; artwork by Lynda Sandhaus. The exposed ceiling beams are made of reclaimed sawn softwood from the Hudson Company.
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  • X is blocking links to Signal
    www.theverge.com
    X users are currently unable to post links to Signal.me, which are used to quickly and securely send direct messages to Signal users. A variety of failure notifications are being reported when X users attempt to post Signal links on the platform, some of which identify the blocked message as containing spam, harmful content, or malicious activity. When my colleague tried, he was met with an error message saying something went wrong, but dont fret lets give it another shot. The issue was first reported by Matt Binder, who notes that only Signal.me links appear to be impacted. Links to the Signal.org domain do not appear to be blocked, nor do similar services like Telegram.Signal is notably used by journalists to receive confidential information from sources, reassured by the knowledge that messages are end-to-end encrypted and stored on-device. The messaging service has become especially relevant in recent weeks as a tool for federal whistleblowers to report DOGE activity to the press.Alongside being blocked from sharing Signal.me links in public posts and direct messages, users are also discouraged from clicking existing links published prior to the ban, and prevented from adding them to their profile bio. An error message displayed when the latter is attempted says the update failed due to the new description being considered malware.It wouldnt be the first time that X has attempted to stifle third-party services being promoted on the platform. Links to Facebook, Instagram, Mastodon, and other rival social platforms were briefly blocked in 2022 after Elon Musk attempted to tackle relentless advertising of competitors for free. Substack links were also throttled and restricted in 2023 after it released its own Twitter-like Notes feature.These situations differ, however, as Signal isnt a direct competitor to X. We have asked X if Signal links are being intentionally blocked and will update this story if we hear back. Signal user handles can still be published on X at the time of writing, which can be copied and pasted into the Signal app as a workaround.See More:
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  • Overwatch 2 director says its devs are feeling the pressure since Marvel Rivals took off doing Overwatchy things in not quite Overwatchy fashion
    www.vg247.com
    Rivalry IgnitedOverwatch 2 director says its devs are feeling the pressure since Marvel Rivals took off doing Overwatchy things in not quite Overwatchy fashion"This is no longer about playing it safe", according to Aaron Keller.Image credit: Blizzard/Netease. News by Mark Warren Senior Staff Writer Published on Feb. 17, 2025 Marvel Rivals has caused a bit of a stir in the hero shooter scene since it arrived late last year, offering everyone the chance to play as a landshark, then to play as a landshark that'd been turned into a train, and subsequently made it tougher to turn landsharks into trains.Naturally, the devs of Overwatch 2 - sibling to the game that was pretty much the hero shooter heavyweight for a time - are among those who've been watching Venom fall off ledges and Star-Lord hit a lantern rabona with great interest.To see this content please enable targeting cookies. Speaking to GamesRadar, Overwatch 2 director Aaron Keller said that, thanks to Rivals, his team is "in a new competitive landscape that I think, for Overwatch, we've never really been in before, to this extent where there's another game that's so similar to the one that we've created".He added that he reckons it's "really great to see a game kind of take a different direction with some of the things you've kind of looked at before", because it's forcing Overwatch 2's devs to really think about pushing the boat out, and making things "no longer about playing it safe".Asked about the mixed to negative perception that surrounds OW2 in lot of folks' minds at this point, Keller said "it almost feels like there's a few different versions of Overwatch in people's minds". "Especially over the course of the last year, we've really focused on leveling up the game," he outlined, "I hope those people really see that with a lot of the things we've been sharing lately, and hopefully that can spread out to the broader community as well."But [on the other hand] I understand, you know? I understand when people have that particular view. They thought that the game was going to be something that it didn't end up being."So, here's hoping that the big changes that Overwatch 2's bringing in its next couple of seasons, adding in the likes of perks and the new stadium mode, as well as bringing back loot boxes - a thing I definitely saw and thought 'yup, my life has been nothing with those' can help the game push back against Rivals. Iron sharpens iron, or some other phrase your dad might use.Will you be giving Overwatch 2 another chance this year, or are you all-in on Marvel Rivals? Let us know below!
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  • Dragon Ball Daima finally made a beloved transformation canon 28 years after it first debuted, so of course fans have already modded it into Sparking! Zero
    www.vg247.com
    4 The PeopleDragon Ball Daima finally made a beloved transformation canon 28 years after it first debuted, so of course fans have already modded it into Sparking! ZeroTook its time! News by Oisin Kuhnke Contributor Published on Feb. 17, 2025 It was a big week last week for Dragon Ball fans with the canon introduction of a fan favourite form in Daima, and yes, someone's modded it into Sparking! Zero.Spoilers ahead for Dragon Ball Daima.Dragon Ball Daima has been big for fans of the long running shonen series that mostly like to point at a screen screaming when their favourite buff boy has some kind of new transformation, with this latest series notably finally seeing Vegeta turn Super Saiyan 3, a form he's never canonically taken, despite achieving a literal god-like form. It's been a sore sport for many fans all the same, so plenty were pleased that he finally managed to transform. However, good old Akira Toriyama still had another trick up his sleeves, as the latest episode saw everyone's favourite Saiyan, Goku, turn into Super Saiyan 4, a form that has only ever been seen in Dragon Ball GT, a non-canonical series that continued on from where Z left off.To see this content please enable targeting cookies. Toriyama did design the form for the series, but had no involvement beyond that, and much like finally making Gogeta and Broly canon a few years ago, he's finally done it with Super Saiyan 4, a form first introduced 28 years ago. Fans are understandably excited, and less than a week after the episode even aired, there are already mods for Dragon Ball: Sparking! Zero that adds it into the game (thanks, TheGamer). The mod comes from EmiG84, which honestly looks good enough to be an official model, and is super quick work given the turn around.Watch on YouTubePresumably this mod won't be needed in the coming months, as there is more DLC on the way to Sparking! Zero, which does include the kid version of Vegeta from Daima, so it feels like a pretty safe assumption that Super Saiyan 4 Goku will be added in too. When that might be, you'll have to wait and find out, but if you're playing on PC you do have this as an option at least.
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