• This Marvel Rivals hero became unstoppable after the controversial change

    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

    Season 2.5 of Marvel Rivals has completely shaken up the competitive meta. Ultron, a new Strategist, has performed much better than the community had expected him to, while Peni Parker has had the highest win rate ever since the season was released. Many other heroes have been changed, but one in particular has surpassed all expectations.
    In this article, we will dive deeper into Marvel Rivals win rates in Season 2.5. The situation has drastically changed over the past month, and some of the balance changes have turned out to be the right move.
    Marvel Rivals Season 2.5 has skyrocketed Jeff’s win rate
    With the release of Season 2.5, NetEase introduced a major rework for Jeff the Land Shark. The fan-favorite Strategist went through ground-breaking changes, which forced players to change their playstyle. Initially, the community believed that Jeff was nerfed to the ground. However, this Marvel Rivals rework has turned out to be the right move.
    So far this season, Jeff the Land Shark holds a 46.39% win rate. While this is certainly not impressive, it actually surpasses the win rates of Invisible Womanand Luna Snow, both of whom are considered amazing healers.
    Jeff’s win rate has been much better in Marvel Rivals Season 2.5. Image by VideoGamer
    In addition to this, Jeff is the hero with the largest win rate increase in comparison to Season 2, as it increased by 4.35%. The only other hero with a comparable change is Peni Parker, whose win rate has jumped by 4.09%.
    Jeff is still far from a top-tier character in the game. However, there is no denying that he’s now a viable pick who can keep his teammates alive while also eliminating the enemy team. With Marvel Rivals Season 3 dropping in a few weeks, we expect even more balance changes to come out. While NetEase may buff Jeff even more, he seems to have reached a balanced “sweet spot” that doesn’t require immediate adjustments.

    Marvel Rivals

    Platform:
    macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X

    Genre:
    Fighting, Shooter

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    #this #marvel #rivals #hero #became
    This Marvel Rivals hero became unstoppable after the controversial change
    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 Season 2.5 of Marvel Rivals has completely shaken up the competitive meta. Ultron, a new Strategist, has performed much better than the community had expected him to, while Peni Parker has had the highest win rate ever since the season was released. Many other heroes have been changed, but one in particular has surpassed all expectations. In this article, we will dive deeper into Marvel Rivals win rates in Season 2.5. The situation has drastically changed over the past month, and some of the balance changes have turned out to be the right move. Marvel Rivals Season 2.5 has skyrocketed Jeff’s win rate With the release of Season 2.5, NetEase introduced a major rework for Jeff the Land Shark. The fan-favorite Strategist went through ground-breaking changes, which forced players to change their playstyle. Initially, the community believed that Jeff was nerfed to the ground. However, this Marvel Rivals rework has turned out to be the right move. So far this season, Jeff the Land Shark holds a 46.39% win rate. While this is certainly not impressive, it actually surpasses the win rates of Invisible Womanand Luna Snow, both of whom are considered amazing healers. Jeff’s win rate has been much better in Marvel Rivals Season 2.5. Image by VideoGamer In addition to this, Jeff is the hero with the largest win rate increase in comparison to Season 2, as it increased by 4.35%. The only other hero with a comparable change is Peni Parker, whose win rate has jumped by 4.09%. Jeff is still far from a top-tier character in the game. However, there is no denying that he’s now a viable pick who can keep his teammates alive while also eliminating the enemy team. With Marvel Rivals Season 3 dropping in a few weeks, we expect even more balance changes to come out. While NetEase may buff Jeff even more, he seems to have reached a balanced “sweet spot” that doesn’t require immediate adjustments. Marvel Rivals Platform: macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X Genre: Fighting, Shooter Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #this #marvel #rivals #hero #became
    WWW.VIDEOGAMER.COM
    This Marvel Rivals hero became unstoppable after the controversial change
    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 Season 2.5 of Marvel Rivals has completely shaken up the competitive meta. Ultron, a new Strategist, has performed much better than the community had expected him to, while Peni Parker has had the highest win rate ever since the season was released. Many other heroes have been changed, but one in particular has surpassed all expectations. In this article, we will dive deeper into Marvel Rivals win rates in Season 2.5. The situation has drastically changed over the past month, and some of the balance changes have turned out to be the right move. Marvel Rivals Season 2.5 has skyrocketed Jeff’s win rate With the release of Season 2.5, NetEase introduced a major rework for Jeff the Land Shark. The fan-favorite Strategist went through ground-breaking changes, which forced players to change their playstyle. Initially, the community believed that Jeff was nerfed to the ground. However, this Marvel Rivals rework has turned out to be the right move. So far this season, Jeff the Land Shark holds a 46.39% win rate. While this is certainly not impressive, it actually surpasses the win rates of Invisible Woman (45.54%) and Luna Snow (45.28%), both of whom are considered amazing healers. Jeff’s win rate has been much better in Marvel Rivals Season 2.5. Image by VideoGamer In addition to this, Jeff is the hero with the largest win rate increase in comparison to Season 2, as it increased by 4.35%. The only other hero with a comparable change is Peni Parker, whose win rate has jumped by 4.09%. Jeff is still far from a top-tier character in the game. However, there is no denying that he’s now a viable pick who can keep his teammates alive while also eliminating the enemy team. With Marvel Rivals Season 3 dropping in a few weeks, we expect even more balance changes to come out. While NetEase may buff Jeff even more, he seems to have reached a balanced “sweet spot” that doesn’t require immediate adjustments. Marvel Rivals Platform(s): macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X Genre(s): Fighting, Shooter Subscribe 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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  • 7 Subscription Trends That Are Shaping the SaaS Industry in 2025

    Posted on : June 5, 2025

    By

    Tech World Times

    Technology 

    Rate this post

    The Software as a Serviceindustry has been on an unstoppable trajectory since its inception, revolutionizing how businesses and individuals consume and manage software. The landscape of subscription services within this sector continues to evolve at a rapid pace. Driven by customer expectations, technological advancements, and economic shifts, several trends are emerging that promise to reshape the SaaS industry. These trends will not only influence the way software is delivered and managed but also impact the overall subscription economy. Check out these subscription trends that are set to redefine the SaaS industry in the next few years.
    1. Personalization and Customer-Centric Models
    Businesses are increasingly recognizing the value of tailored experiences, and SaaS companies are responding with personalized subscription offerings. By leveraging user data and machine learning algorithms, providers are crafting customized solutions that cater to individual needs, preferences, and usage patterns. Personalization also extends to the billing process, where SaaS payment processing systems are adapting to offer flexible pricing models, such as pay-per-use and tiered subscriptions.
    2. Integrated Payment Solutions and Subscription Management
    SaaS payment processing will become a seamless and integrated part of the subscription experience. Innovations in financial technology will streamline the billing process, providing users with a unified dashboard to manage all their subscriptions. This will simplify financial management for both consumers and businesses. Companies will be able to offer various payment methods, automate billing cycles, and handle currency conversions with ease, making it easier for them to serve a global customer base.
    3. The Rise of Usage-Based Pricing
    Usage-based pricing is gaining traction as a fair and transparent way to bill for cloud services. Instead of flat monthly or annual fees, SaaS providers will charge customers based on the actual resources consumed. This model aligns the cost with the value derived, encouraging more efficient use of resources and reducing waste. It also allows companies to scale more easily, leading to more granular and sophisticated pricing structures that can handle these complex calculations.
    4. Subscription Model Innovation
    To stand out in a crowded market, SaaS companies are experimenting with innovative subscription models that go beyond the typical monthly or annual plans. These include freemium models, where users get a basic version of the software for free and pay for additional features, and dynamic pricing that adjusts based on demand and supply. The goal is to create a more nuanced pricing strategy that appeals to a wider range of customers and enhances the overall perceived value of the service.
    5. Emphasis on User Experience and Customer Retention
    The importance of user experience is paramount in the SaaS industry, and in 2025, companies will invest heavily in creating delightful onboarding processes, intuitive user interfaces, and proactive customer support. The focus on customer retention will be a key driver for subscription growth, as it becomes more cost-effective than acquiring new ones. This shift will lead to the integration of more sophisticated tools for tracking customer engagement and satisfaction, allowing for targeted interventions to reduce churn rates.
    6. Expansion into Emerging Markets
    As developed markets become saturated, SaaS companies are setting their sights on emerging economies. To cater to these diverse markets, providers will need to adapt their offerings to suit local preferences and constraints, such as language, cultural nuances, and payment methods. This trend will result in the rise of regional SaaS leaders and increased competition from local players, pushing the industry to become more global and inclusive.
    7. Increased Adoption of AI and Automation
    Artificial intelligence and automation will play a significant role in the SaaS industry, optimizing everything from customer support to sales and marketing. Chatbots and virtual assistants will become commonplace for handling routine inquiries, while AI algorithms will be used to predict customer behavior and offer personalized recommendations. Automation will streamline backend processes, reducing costs and enhancing the overall efficiency of subscription management. This integration will lead to more intelligent and proactive services, with the potential for predictive analytics to anticipate customer needs before they even arise.
    The SaaS industry is poised for continued growth and evolution, with these seven subscription trends at the forefront. Personalization, integrated payment processing, usage-based pricing, innovative models, user experience enhancements, emerging market expansion, and the integration of AI and automation are all shaping the future of this dynamic sector. The most successful SaaS companies will be those that embrace these trends, adapting their offerings and operations to meet the changing demands of the modern subscription economy. With the right strategies in place, they will be able to deliver superior value to their customers and thrive in an increasingly competitive landscape.
    Tech World TimesTech World Times, a global collective focusing on the latest tech news and trends in blockchain, Fintech, Development & Testing, AI and Startups. If you are looking for the guest post then contact at techworldtimes@gmail.com
    #subscription #trends #that #are #shaping
    7 Subscription Trends That Are Shaping the SaaS Industry in 2025
    Posted on : June 5, 2025 By Tech World Times Technology  Rate this post The Software as a Serviceindustry has been on an unstoppable trajectory since its inception, revolutionizing how businesses and individuals consume and manage software. The landscape of subscription services within this sector continues to evolve at a rapid pace. Driven by customer expectations, technological advancements, and economic shifts, several trends are emerging that promise to reshape the SaaS industry. These trends will not only influence the way software is delivered and managed but also impact the overall subscription economy. Check out these subscription trends that are set to redefine the SaaS industry in the next few years. 1. Personalization and Customer-Centric Models Businesses are increasingly recognizing the value of tailored experiences, and SaaS companies are responding with personalized subscription offerings. By leveraging user data and machine learning algorithms, providers are crafting customized solutions that cater to individual needs, preferences, and usage patterns. Personalization also extends to the billing process, where SaaS payment processing systems are adapting to offer flexible pricing models, such as pay-per-use and tiered subscriptions. 2. Integrated Payment Solutions and Subscription Management SaaS payment processing will become a seamless and integrated part of the subscription experience. Innovations in financial technology will streamline the billing process, providing users with a unified dashboard to manage all their subscriptions. This will simplify financial management for both consumers and businesses. Companies will be able to offer various payment methods, automate billing cycles, and handle currency conversions with ease, making it easier for them to serve a global customer base. 3. The Rise of Usage-Based Pricing Usage-based pricing is gaining traction as a fair and transparent way to bill for cloud services. Instead of flat monthly or annual fees, SaaS providers will charge customers based on the actual resources consumed. This model aligns the cost with the value derived, encouraging more efficient use of resources and reducing waste. It also allows companies to scale more easily, leading to more granular and sophisticated pricing structures that can handle these complex calculations. 4. Subscription Model Innovation To stand out in a crowded market, SaaS companies are experimenting with innovative subscription models that go beyond the typical monthly or annual plans. These include freemium models, where users get a basic version of the software for free and pay for additional features, and dynamic pricing that adjusts based on demand and supply. The goal is to create a more nuanced pricing strategy that appeals to a wider range of customers and enhances the overall perceived value of the service. 5. Emphasis on User Experience and Customer Retention The importance of user experience is paramount in the SaaS industry, and in 2025, companies will invest heavily in creating delightful onboarding processes, intuitive user interfaces, and proactive customer support. The focus on customer retention will be a key driver for subscription growth, as it becomes more cost-effective than acquiring new ones. This shift will lead to the integration of more sophisticated tools for tracking customer engagement and satisfaction, allowing for targeted interventions to reduce churn rates. 6. Expansion into Emerging Markets As developed markets become saturated, SaaS companies are setting their sights on emerging economies. To cater to these diverse markets, providers will need to adapt their offerings to suit local preferences and constraints, such as language, cultural nuances, and payment methods. This trend will result in the rise of regional SaaS leaders and increased competition from local players, pushing the industry to become more global and inclusive. 7. Increased Adoption of AI and Automation Artificial intelligence and automation will play a significant role in the SaaS industry, optimizing everything from customer support to sales and marketing. Chatbots and virtual assistants will become commonplace for handling routine inquiries, while AI algorithms will be used to predict customer behavior and offer personalized recommendations. Automation will streamline backend processes, reducing costs and enhancing the overall efficiency of subscription management. This integration will lead to more intelligent and proactive services, with the potential for predictive analytics to anticipate customer needs before they even arise. The SaaS industry is poised for continued growth and evolution, with these seven subscription trends at the forefront. Personalization, integrated payment processing, usage-based pricing, innovative models, user experience enhancements, emerging market expansion, and the integration of AI and automation are all shaping the future of this dynamic sector. The most successful SaaS companies will be those that embrace these trends, adapting their offerings and operations to meet the changing demands of the modern subscription economy. With the right strategies in place, they will be able to deliver superior value to their customers and thrive in an increasingly competitive landscape. Tech World TimesTech World Times, a global collective focusing on the latest tech news and trends in blockchain, Fintech, Development & Testing, AI and Startups. If you are looking for the guest post then contact at techworldtimes@gmail.com #subscription #trends #that #are #shaping
    TECHWORLDTIMES.COM
    7 Subscription Trends That Are Shaping the SaaS Industry in 2025
    Posted on : June 5, 2025 By Tech World Times Technology  Rate this post The Software as a Service (SaaS) industry has been on an unstoppable trajectory since its inception, revolutionizing how businesses and individuals consume and manage software. The landscape of subscription services within this sector continues to evolve at a rapid pace. Driven by customer expectations, technological advancements, and economic shifts, several trends are emerging that promise to reshape the SaaS industry. These trends will not only influence the way software is delivered and managed but also impact the overall subscription economy. Check out these subscription trends that are set to redefine the SaaS industry in the next few years. 1. Personalization and Customer-Centric Models Businesses are increasingly recognizing the value of tailored experiences, and SaaS companies are responding with personalized subscription offerings. By leveraging user data and machine learning algorithms, providers are crafting customized solutions that cater to individual needs, preferences, and usage patterns. Personalization also extends to the billing process, where SaaS payment processing systems are adapting to offer flexible pricing models, such as pay-per-use and tiered subscriptions. 2. Integrated Payment Solutions and Subscription Management SaaS payment processing will become a seamless and integrated part of the subscription experience. Innovations in financial technology will streamline the billing process, providing users with a unified dashboard to manage all their subscriptions. This will simplify financial management for both consumers and businesses. Companies will be able to offer various payment methods, automate billing cycles, and handle currency conversions with ease, making it easier for them to serve a global customer base. 3. The Rise of Usage-Based Pricing Usage-based pricing is gaining traction as a fair and transparent way to bill for cloud services. Instead of flat monthly or annual fees, SaaS providers will charge customers based on the actual resources consumed. This model aligns the cost with the value derived, encouraging more efficient use of resources and reducing waste. It also allows companies to scale more easily, leading to more granular and sophisticated pricing structures that can handle these complex calculations. 4. Subscription Model Innovation To stand out in a crowded market, SaaS companies are experimenting with innovative subscription models that go beyond the typical monthly or annual plans. These include freemium models, where users get a basic version of the software for free and pay for additional features, and dynamic pricing that adjusts based on demand and supply. The goal is to create a more nuanced pricing strategy that appeals to a wider range of customers and enhances the overall perceived value of the service. 5. Emphasis on User Experience and Customer Retention The importance of user experience is paramount in the SaaS industry, and in 2025, companies will invest heavily in creating delightful onboarding processes, intuitive user interfaces, and proactive customer support. The focus on customer retention will be a key driver for subscription growth, as it becomes more cost-effective than acquiring new ones. This shift will lead to the integration of more sophisticated tools for tracking customer engagement and satisfaction, allowing for targeted interventions to reduce churn rates. 6. Expansion into Emerging Markets As developed markets become saturated, SaaS companies are setting their sights on emerging economies. To cater to these diverse markets, providers will need to adapt their offerings to suit local preferences and constraints, such as language, cultural nuances, and payment methods. This trend will result in the rise of regional SaaS leaders and increased competition from local players, pushing the industry to become more global and inclusive. 7. Increased Adoption of AI and Automation Artificial intelligence and automation will play a significant role in the SaaS industry, optimizing everything from customer support to sales and marketing. Chatbots and virtual assistants will become commonplace for handling routine inquiries, while AI algorithms will be used to predict customer behavior and offer personalized recommendations. Automation will streamline backend processes, reducing costs and enhancing the overall efficiency of subscription management. This integration will lead to more intelligent and proactive services, with the potential for predictive analytics to anticipate customer needs before they even arise. The SaaS industry is poised for continued growth and evolution, with these seven subscription trends at the forefront. Personalization, integrated payment processing, usage-based pricing, innovative models, user experience enhancements, emerging market expansion, and the integration of AI and automation are all shaping the future of this dynamic sector. The most successful SaaS companies will be those that embrace these trends, adapting their offerings and operations to meet the changing demands of the modern subscription economy. With the right strategies in place, they will be able to deliver superior value to their customers and thrive in an increasingly competitive landscape. Tech World TimesTech World Times (TWT), a global collective focusing on the latest tech news and trends in blockchain, Fintech, Development & Testing, AI and Startups. If you are looking for the guest post then contact at techworldtimes@gmail.com
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  • I played Doom: The Dark Ages for lore and only got (glorious) demon-killing vibes

    Heading into Doom: The Dark Ages, I thought the game being a prequel to the 2016 series reboot would make a good entry point for the series. Despite enjoying high-octane first-person shooters, Doom and its 2020 sequel Doom Eternal somehow never landed on my radar. So I entered The Dark Ages, something of an origin story for the Doom guy and his crusade against the forces of Hell, ready to gorge the lore and push through the series.

    After completing its roughly 10-hour, 22-chapter campaign, I can definitively say: That shit doesn’t make any sense. And it doesn’t matter. We got demons to kill.

    The Dark Ages casts you as the Slayer, a remarkable soldier who’s so much better at murdering demons than any of the human rabble you come across. Why is he the best demon murderer? Shh, demons to kill.

    Doomguy is kept in reserve by some sort of alien group called the Maykrs, chilling in a ship floating above the human-versus-demon battlefields. He’s almost like The Winter Soldier in that he’s kept as something of a prisoner in between being called upon for demon-slaying missions.

    In the early parts of the story, before he breaks free, he’s basically loaned out to techno-medieval humans as they battle against hordes of demons from Hell. Or are they aliens? Is this game set on Earth? Dude, there are demons to shotgun in the face.

    While on loan, Doomguy shows up everyone incapable of killing demons by slaying hundreds upon hundreds of them himself, sometimes just by jumping from really high up. He fights with some human kingdom in its quest to keep some MacGuffin away from some Big Bad Demon. The story takes the Slayer to Hell and also to an alien planet… maybe. Who really knows? You’ll be too busy parrying attacks with the chainsaw shield or piloting a mech suit to care.

    Its story won’t be receiving any honors come awards season, but Doom: The Dark Ages’ gameplay might. Parrying attacks and an emphasis on melee add welcome variety to the ways the Doom Slayer battles enemies, and by the end of the game, as you’ve upgraded his arsenal, you’ll truly feel like an unstoppable demon-killing machine, swapping between from the skullcrusher to the accelerator to more depending on what the situation calls for. Once the BFC — big fucking crossbow — winds up in your hands, it’s truly lights out for the demons.

    Though its plot may not matter, by the end of The Dark Ages, you’ll at least understand the fear Doomguy instills in demons after you slaughter who knows how many of them, including their leader. Doomguy’s taken over the Maykr ship, now seemingly his base of operations for his demon-slaying exploits. He’s the demons’ nightmare, their eternal enemy, their John Wick after his puppy was killed. He’s unrelenting in his quest to rid the cosmos of demons. Why again does he need to kill demons?

    Hey man, just enjoy that sweet, sweet chainsaw shield.
    #played #doom #dark #ages #lore
    I played Doom: The Dark Ages for lore and only got (glorious) demon-killing vibes
    Heading into Doom: The Dark Ages, I thought the game being a prequel to the 2016 series reboot would make a good entry point for the series. Despite enjoying high-octane first-person shooters, Doom and its 2020 sequel Doom Eternal somehow never landed on my radar. So I entered The Dark Ages, something of an origin story for the Doom guy and his crusade against the forces of Hell, ready to gorge the lore and push through the series. After completing its roughly 10-hour, 22-chapter campaign, I can definitively say: That shit doesn’t make any sense. And it doesn’t matter. We got demons to kill. The Dark Ages casts you as the Slayer, a remarkable soldier who’s so much better at murdering demons than any of the human rabble you come across. Why is he the best demon murderer? Shh, demons to kill. Doomguy is kept in reserve by some sort of alien group called the Maykrs, chilling in a ship floating above the human-versus-demon battlefields. He’s almost like The Winter Soldier in that he’s kept as something of a prisoner in between being called upon for demon-slaying missions. In the early parts of the story, before he breaks free, he’s basically loaned out to techno-medieval humans as they battle against hordes of demons from Hell. Or are they aliens? Is this game set on Earth? Dude, there are demons to shotgun in the face. While on loan, Doomguy shows up everyone incapable of killing demons by slaying hundreds upon hundreds of them himself, sometimes just by jumping from really high up. He fights with some human kingdom in its quest to keep some MacGuffin away from some Big Bad Demon. The story takes the Slayer to Hell and also to an alien planet… maybe. Who really knows? You’ll be too busy parrying attacks with the chainsaw shield or piloting a mech suit to care. Its story won’t be receiving any honors come awards season, but Doom: The Dark Ages’ gameplay might. Parrying attacks and an emphasis on melee add welcome variety to the ways the Doom Slayer battles enemies, and by the end of the game, as you’ve upgraded his arsenal, you’ll truly feel like an unstoppable demon-killing machine, swapping between from the skullcrusher to the accelerator to more depending on what the situation calls for. Once the BFC — big fucking crossbow — winds up in your hands, it’s truly lights out for the demons. Though its plot may not matter, by the end of The Dark Ages, you’ll at least understand the fear Doomguy instills in demons after you slaughter who knows how many of them, including their leader. Doomguy’s taken over the Maykr ship, now seemingly his base of operations for his demon-slaying exploits. He’s the demons’ nightmare, their eternal enemy, their John Wick after his puppy was killed. He’s unrelenting in his quest to rid the cosmos of demons. Why again does he need to kill demons? Hey man, just enjoy that sweet, sweet chainsaw shield. #played #doom #dark #ages #lore
    WWW.POLYGON.COM
    I played Doom: The Dark Ages for lore and only got (glorious) demon-killing vibes
    Heading into Doom: The Dark Ages, I thought the game being a prequel to the 2016 series reboot would make a good entry point for the series. Despite enjoying high-octane first-person shooters, Doom and its 2020 sequel Doom Eternal somehow never landed on my radar (although I will defend the so-awful-it’s-good 2005 film and its first-person-shooter sequence). So I entered The Dark Ages, something of an origin story for the Doom guy and his crusade against the forces of Hell, ready to gorge the lore and push through the series. After completing its roughly 10-hour, 22-chapter campaign, I can definitively say: That shit doesn’t make any sense. And it doesn’t matter. We got demons to kill. The Dark Ages casts you as the Slayer, a remarkable soldier who’s so much better at murdering demons than any of the human rabble you come across. Why is he the best demon murderer? Shh, demons to kill. Doomguy is kept in reserve by some sort of alien group called the Maykrs (a tragedeigh pronounced like “makers”), chilling in a ship floating above the human-versus-demon battlefields. He’s almost like The Winter Soldier in that he’s kept as something of a prisoner in between being called upon for demon-slaying missions. In the early parts of the story, before he breaks free, he’s basically loaned out to techno-medieval humans as they battle against hordes of demons from Hell. Or are they aliens? Is this game set on Earth? Dude, there are demons to shotgun in the face. While on loan, Doomguy shows up everyone incapable of killing demons by slaying hundreds upon hundreds of them himself, sometimes just by jumping from really high up (so cool). He fights with some human kingdom in its quest to keep some MacGuffin away from some Big Bad Demon. The story takes the Slayer to Hell and also to an alien planet… maybe. Who really knows? You’ll be too busy parrying attacks with the chainsaw shield or piloting a mech suit to care. Its story won’t be receiving any honors come awards season, but Doom: The Dark Ages’ gameplay might. Parrying attacks and an emphasis on melee add welcome variety to the ways the Doom Slayer battles enemies, and by the end of the game, as you’ve upgraded his arsenal, you’ll truly feel like an unstoppable demon-killing machine, swapping between from the skullcrusher to the accelerator to more depending on what the situation calls for. Once the BFC — big fucking crossbow — winds up in your hands, it’s truly lights out for the demons. Though its plot may not matter (or make a lick of sense), by the end of The Dark Ages, you’ll at least understand the fear Doomguy instills in demons after you slaughter who knows how many of them, including their leader. Doomguy’s taken over the Maykr ship, now seemingly his base of operations for his demon-slaying exploits. He’s the demons’ nightmare, their eternal enemy, their John Wick after his puppy was killed. He’s unrelenting in his quest to rid the cosmos of demons. Why again does he need to kill demons? Hey man, just enjoy that sweet, sweet chainsaw shield.
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  • Ultron buff backfires as hero becomes unstoppable in Marvel Rivals

    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

    Ultron is the newest Marvel Rivals hero who arrived on May 30. The new Strategist is a mid-season addition, which has turned out to be more powerful than players expected. There has been lots of controversy regarding his release, as he was initially deemed too weak. However, the tables have turned over the past 24 hours.
    The initial data from early access suggested that Ultron may be one of the game’s weakest heroes. Due to this, NetEase gave him a powerful buff, drastically enhancing his ultimate ability. Now, after one day of the new season, Ultron is not only the most popular character but also one of the strongest.
    What is Ultron’s win rate in Marvel Rivals?
    After one day of Season 2.5, Ultron ranks second in Quick Play win rate with 76.09%, trailing only Iron Man. In Competitive, the new hero ranks 15th with a 49.79% win rate. While this is certainly far from amazing, it’s important to note that he is the third most successful Strategist in the game, right behind Rocket Raccoon and Mantis.
    Ultron has been a far more effective Strategist than Luna Snow and Invisible Woman, who are among the 10 heroes with the lowest win rate in Marvel Rivals Season 2.5.
    Ultron’s win rate has been great so far in Season 2.5. Image by VideoGamer
    The latest update also brought new Team-Up abilities, and one of them involves Ultron. When paired with Iron Man, the flying Strategist gains a new ability that allows him to heal allies and damage enemies at the same time. This Team-Up has been incredible so far, winning 58.40% of games and ranking fifth among synergies.
    Although this data reflects only the first 24 hours of Season 2.5, Ultron is expected to maintain his dominance, especially alongside Iron Man. The buff he received on launch day has proven effective, and we expect further balance adjustments in June.

    Marvel Rivals

    Platform:
    macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X

    Genre:
    Fighting, Shooter

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    Share
    #ultron #buffbackfires #hero #becomes #unstoppable
    Ultron buff backfires as hero becomes unstoppable in Marvel Rivals
    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 Ultron is the newest Marvel Rivals hero who arrived on May 30. The new Strategist is a mid-season addition, which has turned out to be more powerful than players expected. There has been lots of controversy regarding his release, as he was initially deemed too weak. However, the tables have turned over the past 24 hours. The initial data from early access suggested that Ultron may be one of the game’s weakest heroes. Due to this, NetEase gave him a powerful buff, drastically enhancing his ultimate ability. Now, after one day of the new season, Ultron is not only the most popular character but also one of the strongest. What is Ultron’s win rate in Marvel Rivals? After one day of Season 2.5, Ultron ranks second in Quick Play win rate with 76.09%, trailing only Iron Man. In Competitive, the new hero ranks 15th with a 49.79% win rate. While this is certainly far from amazing, it’s important to note that he is the third most successful Strategist in the game, right behind Rocket Raccoon and Mantis. Ultron has been a far more effective Strategist than Luna Snow and Invisible Woman, who are among the 10 heroes with the lowest win rate in Marvel Rivals Season 2.5. Ultron’s win rate has been great so far in Season 2.5. Image by VideoGamer The latest update also brought new Team-Up abilities, and one of them involves Ultron. When paired with Iron Man, the flying Strategist gains a new ability that allows him to heal allies and damage enemies at the same time. This Team-Up has been incredible so far, winning 58.40% of games and ranking fifth among synergies. Although this data reflects only the first 24 hours of Season 2.5, Ultron is expected to maintain his dominance, especially alongside Iron Man. The buff he received on launch day has proven effective, and we expect further balance adjustments in June. Marvel Rivals Platform: macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X Genre: Fighting, Shooter Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #ultron #buffbackfires #hero #becomes #unstoppable
    WWW.VIDEOGAMER.COM
    Ultron buff backfires as hero becomes unstoppable in Marvel Rivals
    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 Ultron is the newest Marvel Rivals hero who arrived on May 30. The new Strategist is a mid-season addition, which has turned out to be more powerful than players expected. There has been lots of controversy regarding his release, as he was initially deemed too weak. However, the tables have turned over the past 24 hours. The initial data from early access suggested that Ultron may be one of the game’s weakest heroes. Due to this, NetEase gave him a powerful buff, drastically enhancing his ultimate ability. Now, after one day of the new season, Ultron is not only the most popular character but also one of the strongest. What is Ultron’s win rate in Marvel Rivals? After one day of Season 2.5, Ultron ranks second in Quick Play win rate with 76.09%, trailing only Iron Man. In Competitive, the new hero ranks 15th with a 49.79% win rate. While this is certainly far from amazing, it’s important to note that he is the third most successful Strategist in the game, right behind Rocket Raccoon and Mantis. Ultron has been a far more effective Strategist than Luna Snow and Invisible Woman, who are among the 10 heroes with the lowest win rate in Marvel Rivals Season 2.5. Ultron’s win rate has been great so far in Season 2.5. Image by VideoGamer The latest update also brought new Team-Up abilities, and one of them involves Ultron. When paired with Iron Man, the flying Strategist gains a new ability that allows him to heal allies and damage enemies at the same time. This Team-Up has been incredible so far, winning 58.40% of games and ranking fifth among synergies. Although this data reflects only the first 24 hours of Season 2.5, Ultron is expected to maintain his dominance, especially alongside Iron Man. The buff he received on launch day has proven effective, and we expect further balance adjustments in June. Marvel Rivals Platform(s): macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X Genre(s): Fighting, Shooter Subscribe 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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  • Walmart is blowing out Dyson vacuums as low as $199 during this flash sale

    Dyson has a death grip on the fancy vacuum market, and it’s for good reason. The company overengineers their floor-cleaning products in such a way that makes them way more exciting than a vacuum should be. It also makes them pricy. Right now, Walmart has very deep discounts on a ton of popular Dyson vacuums, some of which are down as low as Many of these are the cheapest I’ve seen out there right now by a long shot, so grab the one you want before the deal ends or they sell out and keep your home grime-free.

    Dyson Big Ball Turbinehead Canister Vacuum | Yellow/Iron —The canister-style design adds flexibility.

    Dyson

    Battery-powered vacuums are great until they aren’t. I prefer a wired model like this canister-style cleaner for several reasons. First, you never have to worry about running out of juice before the job is done. Second, in my experience, they just provide more consistent suction power than their more portable counterparts. This canister vac has a long hose and a full-featured rotating brush head to give you all the cleaning power you’ll need for cleaning any surface. The interchangeable heads make easy work of all kinds of cleaning, even above the curtains where that spider has been chilling for the last two weeks.
    More deals on new Dyson vacuums

    Dyson V7 Advanced Cordless Vacuum Cleaner | SilverDyson V8 Extra Cordless Vacuum Cleaner | PurpleDyson V12 Detect Slim Cordless Vacuum Cleaner | NickelDyson V8 Cordless Vacuum | Silver | NewDyson V15 Detect Vacuum | Nickel | NewDyson Ball Animal 3 Extra Upright Vacuum | Copper | NewRestored Premium Dyson Ball Animal 3 Upright Vacuum | Nickel/Silver—Dyson has one of the most rigorous refurbishing programs in the game.

    Dyson

    Some people aren’t keen on refurbished products, but Dyson does it right. These models have been totally checked over and brought back to like-new condition. You get a warranty and all the performance of a brand-new machine at a fraction of the cost. This is a version of the vacuum I have been using in my home for several years. My dog’s hair is brutal on vacuums, and the Animal Ball’s burly suction power and unstoppable revolving brushes make quick work of it. It’s a great option for both carpets and hardwood floors. Plus, it comes with all the extra accessories for reaching tough spaces, such as under the couch. Have you vacuumed under your couch recently? I didn’t think so.
    More deals on refurbished Dyson vacuums
    #walmart #blowing #out #dyson #vacuums
    Walmart is blowing out Dyson vacuums as low as $199 during this flash sale
    Dyson has a death grip on the fancy vacuum market, and it’s for good reason. The company overengineers their floor-cleaning products in such a way that makes them way more exciting than a vacuum should be. It also makes them pricy. Right now, Walmart has very deep discounts on a ton of popular Dyson vacuums, some of which are down as low as Many of these are the cheapest I’ve seen out there right now by a long shot, so grab the one you want before the deal ends or they sell out and keep your home grime-free. Dyson Big Ball Turbinehead Canister Vacuum | Yellow/Iron —The canister-style design adds flexibility. Dyson Battery-powered vacuums are great until they aren’t. I prefer a wired model like this canister-style cleaner for several reasons. First, you never have to worry about running out of juice before the job is done. Second, in my experience, they just provide more consistent suction power than their more portable counterparts. This canister vac has a long hose and a full-featured rotating brush head to give you all the cleaning power you’ll need for cleaning any surface. The interchangeable heads make easy work of all kinds of cleaning, even above the curtains where that spider has been chilling for the last two weeks. More deals on new Dyson vacuums Dyson V7 Advanced Cordless Vacuum Cleaner | SilverDyson V8 Extra Cordless Vacuum Cleaner | PurpleDyson V12 Detect Slim Cordless Vacuum Cleaner | NickelDyson V8 Cordless Vacuum | Silver | NewDyson V15 Detect Vacuum | Nickel | NewDyson Ball Animal 3 Extra Upright Vacuum | Copper | NewRestored Premium Dyson Ball Animal 3 Upright Vacuum | Nickel/Silver—Dyson has one of the most rigorous refurbishing programs in the game. Dyson Some people aren’t keen on refurbished products, but Dyson does it right. These models have been totally checked over and brought back to like-new condition. You get a warranty and all the performance of a brand-new machine at a fraction of the cost. This is a version of the vacuum I have been using in my home for several years. My dog’s hair is brutal on vacuums, and the Animal Ball’s burly suction power and unstoppable revolving brushes make quick work of it. It’s a great option for both carpets and hardwood floors. Plus, it comes with all the extra accessories for reaching tough spaces, such as under the couch. Have you vacuumed under your couch recently? I didn’t think so. More deals on refurbished Dyson vacuums #walmart #blowing #out #dyson #vacuums
    WWW.POPSCI.COM
    Walmart is blowing out Dyson vacuums as low as $199 during this flash sale
    Dyson has a death grip on the fancy vacuum market, and it’s for good reason. The company overengineers their floor-cleaning products in such a way that makes them way more exciting than a vacuum should be. It also makes them pricy. Right now, Walmart has very deep discounts on a ton of popular Dyson vacuums, some of which are down as low as $199. Many of these are the cheapest I’ve seen out there right now by a long shot, so grab the one you want before the deal ends or they sell out and keep your home grime-free. Dyson Big Ball Turbinehead Canister Vacuum | Yellow/Iron — $199 (was $349) The canister-style design adds flexibility. Dyson Battery-powered vacuums are great until they aren’t. I prefer a wired model like this canister-style cleaner for several reasons. First, you never have to worry about running out of juice before the job is done. Second, in my experience, they just provide more consistent suction power than their more portable counterparts. This canister vac has a long hose and a full-featured rotating brush head to give you all the cleaning power you’ll need for cleaning any surface. The interchangeable heads make easy work of all kinds of cleaning, even above the curtains where that spider has been chilling for the last two weeks. More deals on new Dyson vacuums Dyson V7 Advanced Cordless Vacuum Cleaner | Silver $229 (was $399) Dyson V8 Extra Cordless Vacuum Cleaner | Purple $299 (was $449) Dyson V12 Detect Slim Cordless Vacuum Cleaner | Nickel $479 (was $649) Dyson V8 Cordless Vacuum | Silver | New $389 (was $469) Dyson V15 Detect Vacuum | Nickel | New $644 (was $749) Dyson Ball Animal 3 Extra Upright Vacuum | Copper | New $399 (was $499) Restored Premium Dyson Ball Animal 3 Upright Vacuum | Nickel/Silver (Refurbished) — $199 (was $349) Dyson has one of the most rigorous refurbishing programs in the game. Dyson Some people aren’t keen on refurbished products, but Dyson does it right. These models have been totally checked over and brought back to like-new condition. You get a warranty and all the performance of a brand-new machine at a fraction of the cost. This is a version of the vacuum I have been using in my home for several years. My dog’s hair is brutal on vacuums, and the Animal Ball’s burly suction power and unstoppable revolving brushes make quick work of it. It’s a great option for both carpets and hardwood floors. Plus, it comes with all the extra accessories for reaching tough spaces, such as under the couch. Have you vacuumed under your couch recently? I didn’t think so. More deals on refurbished Dyson vacuums
    0 Commentarii 0 Distribuiri 0 previzualizare
  • The Last of Us Season 2 Was Never Going to Be Exactly Like the Game (and That’s Okay)

    This article contains spoilers for The Last of Us season 2.
    Season 2 of The Last of Us was undeniably a huge swing, as was the video game it’s based on. The Last of Us Part II features the death of the first game’s protagonist early on and forces the player to play as his killer not only before the deed is done, but for about half of the game part way through the story. It’s a narrative about cycles of violence and the lengths that people will go to protect who they love, but it’s also an exercise in empathy.
    There’s a difference between embodying a character for hours at a time in a video game and watching a character do the same actions in a TV show. When you spend hours living and breathing and fighting for your life as a character, it’s easy to form an attachment to them, to prescribe our own ideas onto them as our morals inform theirs. Even though there’s not really anything the player can do to affect the overall outcome of the story in The Last of Us Part II, your playstyle is going to affect your experience. One player may try to sneak by the W.L.F. and Seraphite adversaries as Ellie, trying to kill as few people as possible. Another may go in knives and guns blazing, leaving an even larger trail of bodies in their wake. Neither method is “wrong,” but it is going to affect how you interpret the story and the characters as a player.

    Translating this story and its structure to television was never going to be easy. The first season of The Last of Us had the luxury of adapting a beginning, middle, and end from the story of the first game. Season 1 also had nine episodes to tell the story of a roughly 10-hourgame and its approximately two-hour DLC meaning that we got to spend close to the same amount of time with the characters in the show as players do in the game. Season 2, on the other hand, is only adapting part of a game that can take upwards of 24 hours to play through, and only had seven episodes to tell this part of the story. 

    A lot of criticisms people have shared surrounding season 2 of the show are valid. There are parts of the story, especially when Ellieand Dinaget to Seattle, that feel rushed. There are some character choices that are or may seem different from those that are made in the game. But arguably, the heart of The Last of Us Part II’s story is still here, even if this season missed the mark with some aspects.
    Of course Ellie’s Seattle arc is going to feel rushed when we only get three approximately hour-long episodes to cover it versus the close to eleven hours of gameplay Ellie’s Seattle arc gets in the game. We’re not going to be able to see how Ellie got all of the cuts and bruises that Dina is tending to in the season finale or watch her traverse Seattle in-depth – there’s simply not enough time. 
    It would have been great to get more time with Ellie and Dina in Seattle. But unfortunately, 13 or even 10 episodes for one season is a luxury that most studios don’t seem to want to afford in the streaming era. Even though The Last of Us co-showrunners Craig Mazin and Neil Druckmann have said that they chose to end the season at this specific point in the story and felt like seven episodes was enough to do so, I still don’t fault them entirely. Trying to do more with less feels more like a symptom of the state of TV and the industry as a whole than something to only blame The Last of Us writers for doing. At some point you get used to doing more with less and less.
    With the structure of season 2, Mazin says that they “considered everything.” They thought about interlacing the stories of Ellie and Abby, but ultimately realized that switching perspectives halfway through the story is “part of the genetics of how this story functions.” But now that means “we have to take risks as a television show, and HBO is backing us taking risks. But then again, we just did kill Pedro Pascal. Likeunderstands that this show is going to be a different show every season, which is a tricky thing to do when you’re a hit show. You keep asking people like, ‘I know you love this, we’re taking it away and giving you this now.’”
    Understandably not everyone has been on board with these changes. Season 2 of The Last of Us has a consistently lower IMDb score than season 1, and it’s hard to look through any form of social media without finding a mix of reactions from fans who are enjoying the story as it is and others who think that the writers have massacred their favorite characters.
    But at the same time, Mazin, Druckmann, and TLOU Part II co-writer Halley Gross clearly have a deep love for this story, even if their interpretation of certain character’s decisions doesn’t always align with the audience’s. The characters in the TV show are different than the characters in the game because they experience these events differently.

    In the show, Ellie has to sit in a hospital recovering for three months before she can even think about chasing Abby and her crew to Seattle. Setting aside that time for recovery is not necessarily something that a video game has to think about – a physical therapy level isn’t exactly something that players of a game like this are going to be excited about. 

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    It’s not that this version of Ellie is less angry than she is in the game. She’s just had three months to practice burying her anger so it’s more palatable for others. She has to convince the hospital, and Gail, that she’s fit enough to be released. She has to try and convince the council that she’s fit enough to lead a group to Seattle for justice. She has to convince a pregnant Dina that no matter what happens while they’re in Seattle, that this is the morally right thing for them to do.
    Because we don’t spend 11-plus hours literally in Ellie’s shoes while watching the TV show, her grief has to be explored in different ways. It’s shown in the brief moment she plays the guitar while waiting for Dina to triangulate a route. Even though Ellie may not be throwing the guitar across the room, there’s still clearly anger mixed with the grief on her face as she plays her and Joel’s song. We see it when she lashes out at Jesse and chooses to go to the aquarium instead of following him to find Tommy. We see it when she screams out in pain in a hospital bed in Jackson. And we see it when Dina tends to her wounds. It’s not that she’s not angry or grieving, we just don’t get to see every single moment of it that we do in the game.
    And of course Ellie is going to tell Abby that she didn’t mean to hurt her friends and beg her to spare their lives. Abby just shot Jesse dead in front of her and is standing over Tommy with his life in her hands just as she did with Joel. Even if this isn’t exactly how Ellie reacts in the game, it’s a logical trauma response to finally seeing Abby again. Abby was able to kill Joel – someone Ellie looked up to and probably thought was unstoppable as most kids do with their parents in their youth. It makes sense that seeing her again would trigger this kind of response in Ellie too. It’s not that she doesn’t want to kill Abby in this moment – she’s just trying to keep her and her loved ones alive for as long as she can. 
    We saw her do something similar with Davidin season 1. She made herself as non-threatening as possible to get him to let his guard down and then proceeded to viciously attack him. Ellie isn’t a stranger to lying and manipulating to get what she wants, even in stressful circumstances. Why should this be any different?
    Mazin doesn’t deny that they took some risks with season 2, admitting to The Hollywood Reporter that “I don’t think television is supposed to work like this. We’re clearly breaking quite a few rules, and I love that. And I love it because that is the point. This is not something we’re doing as a gimmick.”

    Mazin argues that The Last of Us forces us to interrogate what we believe about heroes and villains and see the flaws in that kind of black and white thinking, and he knows that this is “a challenging thing to keep track of emotionally” and that people are going to feel provoked by it. “But part of this story,” he says, “is about examining why we’re so comfortable with following one person’s point of view about everything.”
    The Last of Us season 2 was never going to be exactly like the game, and that’s okay! When you’ve already made a story that resonates with so many people, it’s not going to be easy to recreate that story in another medium – especially in the streaming era when shows don’t always know if they’re going to be able to get all the seasons they want to tell the story. Time is a luxury that television doesn’t always have.

    The show may not have hit a home run with every swing they took, but overall the story still lands. The heart of the game and its story of grief and loss and love and violence are still there. Hopefully fans won’t give up on the show just yet and trust that the show’s writers really do care about this story enough to do it justice.
    #last #season #was #never #going
    The Last of Us Season 2 Was Never Going to Be Exactly Like the Game (and That’s Okay)
    This article contains spoilers for The Last of Us season 2. Season 2 of The Last of Us was undeniably a huge swing, as was the video game it’s based on. The Last of Us Part II features the death of the first game’s protagonist early on and forces the player to play as his killer not only before the deed is done, but for about half of the game part way through the story. It’s a narrative about cycles of violence and the lengths that people will go to protect who they love, but it’s also an exercise in empathy. There’s a difference between embodying a character for hours at a time in a video game and watching a character do the same actions in a TV show. When you spend hours living and breathing and fighting for your life as a character, it’s easy to form an attachment to them, to prescribe our own ideas onto them as our morals inform theirs. Even though there’s not really anything the player can do to affect the overall outcome of the story in The Last of Us Part II, your playstyle is going to affect your experience. One player may try to sneak by the W.L.F. and Seraphite adversaries as Ellie, trying to kill as few people as possible. Another may go in knives and guns blazing, leaving an even larger trail of bodies in their wake. Neither method is “wrong,” but it is going to affect how you interpret the story and the characters as a player. Translating this story and its structure to television was never going to be easy. The first season of The Last of Us had the luxury of adapting a beginning, middle, and end from the story of the first game. Season 1 also had nine episodes to tell the story of a roughly 10-hourgame and its approximately two-hour DLC meaning that we got to spend close to the same amount of time with the characters in the show as players do in the game. Season 2, on the other hand, is only adapting part of a game that can take upwards of 24 hours to play through, and only had seven episodes to tell this part of the story.  A lot of criticisms people have shared surrounding season 2 of the show are valid. There are parts of the story, especially when Ellieand Dinaget to Seattle, that feel rushed. There are some character choices that are or may seem different from those that are made in the game. But arguably, the heart of The Last of Us Part II’s story is still here, even if this season missed the mark with some aspects. Of course Ellie’s Seattle arc is going to feel rushed when we only get three approximately hour-long episodes to cover it versus the close to eleven hours of gameplay Ellie’s Seattle arc gets in the game. We’re not going to be able to see how Ellie got all of the cuts and bruises that Dina is tending to in the season finale or watch her traverse Seattle in-depth – there’s simply not enough time.  It would have been great to get more time with Ellie and Dina in Seattle. But unfortunately, 13 or even 10 episodes for one season is a luxury that most studios don’t seem to want to afford in the streaming era. Even though The Last of Us co-showrunners Craig Mazin and Neil Druckmann have said that they chose to end the season at this specific point in the story and felt like seven episodes was enough to do so, I still don’t fault them entirely. Trying to do more with less feels more like a symptom of the state of TV and the industry as a whole than something to only blame The Last of Us writers for doing. At some point you get used to doing more with less and less. With the structure of season 2, Mazin says that they “considered everything.” They thought about interlacing the stories of Ellie and Abby, but ultimately realized that switching perspectives halfway through the story is “part of the genetics of how this story functions.” But now that means “we have to take risks as a television show, and HBO is backing us taking risks. But then again, we just did kill Pedro Pascal. Likeunderstands that this show is going to be a different show every season, which is a tricky thing to do when you’re a hit show. You keep asking people like, ‘I know you love this, we’re taking it away and giving you this now.’” Understandably not everyone has been on board with these changes. Season 2 of The Last of Us has a consistently lower IMDb score than season 1, and it’s hard to look through any form of social media without finding a mix of reactions from fans who are enjoying the story as it is and others who think that the writers have massacred their favorite characters. But at the same time, Mazin, Druckmann, and TLOU Part II co-writer Halley Gross clearly have a deep love for this story, even if their interpretation of certain character’s decisions doesn’t always align with the audience’s. The characters in the TV show are different than the characters in the game because they experience these events differently. In the show, Ellie has to sit in a hospital recovering for three months before she can even think about chasing Abby and her crew to Seattle. Setting aside that time for recovery is not necessarily something that a video game has to think about – a physical therapy level isn’t exactly something that players of a game like this are going to be excited about.  Join our mailing list Get the best of Den of Geek delivered right to your inbox! It’s not that this version of Ellie is less angry than she is in the game. She’s just had three months to practice burying her anger so it’s more palatable for others. She has to convince the hospital, and Gail, that she’s fit enough to be released. She has to try and convince the council that she’s fit enough to lead a group to Seattle for justice. She has to convince a pregnant Dina that no matter what happens while they’re in Seattle, that this is the morally right thing for them to do. Because we don’t spend 11-plus hours literally in Ellie’s shoes while watching the TV show, her grief has to be explored in different ways. It’s shown in the brief moment she plays the guitar while waiting for Dina to triangulate a route. Even though Ellie may not be throwing the guitar across the room, there’s still clearly anger mixed with the grief on her face as she plays her and Joel’s song. We see it when she lashes out at Jesse and chooses to go to the aquarium instead of following him to find Tommy. We see it when she screams out in pain in a hospital bed in Jackson. And we see it when Dina tends to her wounds. It’s not that she’s not angry or grieving, we just don’t get to see every single moment of it that we do in the game. And of course Ellie is going to tell Abby that she didn’t mean to hurt her friends and beg her to spare their lives. Abby just shot Jesse dead in front of her and is standing over Tommy with his life in her hands just as she did with Joel. Even if this isn’t exactly how Ellie reacts in the game, it’s a logical trauma response to finally seeing Abby again. Abby was able to kill Joel – someone Ellie looked up to and probably thought was unstoppable as most kids do with their parents in their youth. It makes sense that seeing her again would trigger this kind of response in Ellie too. It’s not that she doesn’t want to kill Abby in this moment – she’s just trying to keep her and her loved ones alive for as long as she can.  We saw her do something similar with Davidin season 1. She made herself as non-threatening as possible to get him to let his guard down and then proceeded to viciously attack him. Ellie isn’t a stranger to lying and manipulating to get what she wants, even in stressful circumstances. Why should this be any different? Mazin doesn’t deny that they took some risks with season 2, admitting to The Hollywood Reporter that “I don’t think television is supposed to work like this. We’re clearly breaking quite a few rules, and I love that. And I love it because that is the point. This is not something we’re doing as a gimmick.” Mazin argues that The Last of Us forces us to interrogate what we believe about heroes and villains and see the flaws in that kind of black and white thinking, and he knows that this is “a challenging thing to keep track of emotionally” and that people are going to feel provoked by it. “But part of this story,” he says, “is about examining why we’re so comfortable with following one person’s point of view about everything.” The Last of Us season 2 was never going to be exactly like the game, and that’s okay! When you’ve already made a story that resonates with so many people, it’s not going to be easy to recreate that story in another medium – especially in the streaming era when shows don’t always know if they’re going to be able to get all the seasons they want to tell the story. Time is a luxury that television doesn’t always have. The show may not have hit a home run with every swing they took, but overall the story still lands. The heart of the game and its story of grief and loss and love and violence are still there. Hopefully fans won’t give up on the show just yet and trust that the show’s writers really do care about this story enough to do it justice. #last #season #was #never #going
    WWW.DENOFGEEK.COM
    The Last of Us Season 2 Was Never Going to Be Exactly Like the Game (and That’s Okay)
    This article contains spoilers for The Last of Us season 2. Season 2 of The Last of Us was undeniably a huge swing, as was the video game it’s based on. The Last of Us Part II features the death of the first game’s protagonist early on and forces the player to play as his killer not only before the deed is done, but for about half of the game part way through the story. It’s a narrative about cycles of violence and the lengths that people will go to protect who they love, but it’s also an exercise in empathy. There’s a difference between embodying a character for hours at a time in a video game and watching a character do the same actions in a TV show. When you spend hours living and breathing and fighting for your life as a character, it’s easy to form an attachment to them, to prescribe our own ideas onto them as our morals inform theirs. Even though there’s not really anything the player can do to affect the overall outcome of the story in The Last of Us Part II, your playstyle is going to affect your experience. One player may try to sneak by the W.L.F. and Seraphite adversaries as Ellie, trying to kill as few people as possible. Another may go in knives and guns blazing, leaving an even larger trail of bodies in their wake. Neither method is “wrong,” but it is going to affect how you interpret the story and the characters as a player. Translating this story and its structure to television was never going to be easy. The first season of The Last of Us had the luxury of adapting a beginning, middle, and end from the story of the first game. Season 1 also had nine episodes to tell the story of a roughly 10-hour (give or take) game and its approximately two-hour DLC meaning that we got to spend close to the same amount of time with the characters in the show as players do in the game. Season 2, on the other hand, is only adapting part of a game that can take upwards of 24 hours to play through, and only had seven episodes to tell this part of the story.  A lot of criticisms people have shared surrounding season 2 of the show are valid. There are parts of the story, especially when Ellie (Bella Ramsey) and Dina (Isabela Merced) get to Seattle, that feel rushed. There are some character choices that are or may seem different from those that are made in the game. But arguably, the heart of The Last of Us Part II’s story is still here, even if this season missed the mark with some aspects. Of course Ellie’s Seattle arc is going to feel rushed when we only get three approximately hour-long episodes to cover it versus the close to eleven hours of gameplay Ellie’s Seattle arc gets in the game. We’re not going to be able to see how Ellie got all of the cuts and bruises that Dina is tending to in the season finale or watch her traverse Seattle in-depth – there’s simply not enough time.  It would have been great to get more time with Ellie and Dina in Seattle. But unfortunately, 13 or even 10 episodes for one season is a luxury that most studios don’t seem to want to afford in the streaming era. Even though The Last of Us co-showrunners Craig Mazin and Neil Druckmann have said that they chose to end the season at this specific point in the story and felt like seven episodes was enough to do so, I still don’t fault them entirely. Trying to do more with less feels more like a symptom of the state of TV and the industry as a whole than something to only blame The Last of Us writers for doing. At some point you get used to doing more with less and less. With the structure of season 2, Mazin says that they “considered everything.” They thought about interlacing the stories of Ellie and Abby, but ultimately realized that switching perspectives halfway through the story is “part of the genetics of how this story functions.” But now that means “we have to take risks as a television show, and HBO is backing us taking risks. But then again, we just did kill Pedro Pascal. Like [HBO] understands that this show is going to be a different show every season, which is a tricky thing to do when you’re a hit show. You keep asking people like, ‘I know you love this, we’re taking it away and giving you this now.’” Understandably not everyone has been on board with these changes. Season 2 of The Last of Us has a consistently lower IMDb score than season 1, and it’s hard to look through any form of social media without finding a mix of reactions from fans who are enjoying the story as it is and others who think that the writers have massacred their favorite characters. But at the same time, Mazin, Druckmann, and TLOU Part II co-writer Halley Gross clearly have a deep love for this story, even if their interpretation of certain character’s decisions doesn’t always align with the audience’s. The characters in the TV show are different than the characters in the game because they experience these events differently. In the show, Ellie has to sit in a hospital recovering for three months before she can even think about chasing Abby and her crew to Seattle. Setting aside that time for recovery is not necessarily something that a video game has to think about – a physical therapy level isn’t exactly something that players of a game like this are going to be excited about.  Join our mailing list Get the best of Den of Geek delivered right to your inbox! It’s not that this version of Ellie is less angry than she is in the game. She’s just had three months to practice burying her anger so it’s more palatable for others. She has to convince the hospital, and Gail (Catherine O’Hara), that she’s fit enough to be released. She has to try and convince the council that she’s fit enough to lead a group to Seattle for justice. She has to convince a pregnant Dina that no matter what happens while they’re in Seattle, that this is the morally right thing for them to do. Because we don’t spend 11-plus hours literally in Ellie’s shoes while watching the TV show, her grief has to be explored in different ways. It’s shown in the brief moment she plays the guitar while waiting for Dina to triangulate a route. Even though Ellie may not be throwing the guitar across the room, there’s still clearly anger mixed with the grief on her face as she plays her and Joel’s song. We see it when she lashes out at Jesse and chooses to go to the aquarium instead of following him to find Tommy. We see it when she screams out in pain in a hospital bed in Jackson. And we see it when Dina tends to her wounds. It’s not that she’s not angry or grieving, we just don’t get to see every single moment of it that we do in the game. And of course Ellie is going to tell Abby that she didn’t mean to hurt her friends and beg her to spare their lives. Abby just shot Jesse dead in front of her and is standing over Tommy with his life in her hands just as she did with Joel. Even if this isn’t exactly how Ellie reacts in the game, it’s a logical trauma response to finally seeing Abby again. Abby was able to kill Joel – someone Ellie looked up to and probably thought was unstoppable as most kids do with their parents in their youth. It makes sense that seeing her again would trigger this kind of response in Ellie too. It’s not that she doesn’t want to kill Abby in this moment – she’s just trying to keep her and her loved ones alive for as long as she can.  We saw her do something similar with David (Scott Shepherd) in season 1. She made herself as non-threatening as possible to get him to let his guard down and then proceeded to viciously attack him. Ellie isn’t a stranger to lying and manipulating to get what she wants, even in stressful circumstances. Why should this be any different? Mazin doesn’t deny that they took some risks with season 2, admitting to The Hollywood Reporter that “I don’t think television is supposed to work like this. We’re clearly breaking quite a few rules, and I love that. And I love it because that is the point. This is not something we’re doing as a gimmick.” Mazin argues that The Last of Us forces us to interrogate what we believe about heroes and villains and see the flaws in that kind of black and white thinking, and he knows that this is “a challenging thing to keep track of emotionally” and that people are going to feel provoked by it. “But part of this story,” he says, “is about examining why we’re so comfortable with following one person’s point of view about everything.” The Last of Us season 2 was never going to be exactly like the game, and that’s okay! When you’ve already made a story that resonates with so many people, it’s not going to be easy to recreate that story in another medium – especially in the streaming era when shows don’t always know if they’re going to be able to get all the seasons they want to tell the story. Time is a luxury that television doesn’t always have. The show may not have hit a home run with every swing they took, but overall the story still lands. The heart of the game and its story of grief and loss and love and violence are still there. Hopefully fans won’t give up on the show just yet and trust that the show’s writers really do care about this story enough to do it justice.
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  • Dynasty Warriors producer says the series still can’t be called a success in the West

    Xando
    Member

    Oct 28, 2017

    37,943

    In an interview with GamesMarkt, Omega Forcedirector and producer Tomohiko Sho – who produced this year's Dynasty Warriors: Origins – was asked how successful the series is in the West, given that most of the Steam user reviews for the game are written in Chinese.

    Sho replied that, in his view, Dynasty Warriors is not yet a successful series in the West, but that it's possible for this to change in the future.

    "I believe that the 'Dynasty Warriors' series is not yet in a position to be called a success in the West," Sho said. "On the contrary, I believe that there is a great potential for the series to gain many fans in the future.

    "With our latest title, Dynasty Warriors: Origins, we were able to attract new fans in addition to those we have had since the PlayStation 2 era. The Western market is very important, and I believe that if there is a next title, we will gain even more new fans."
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    Dynasty Warriors producer says the series still can’t be called a success in the West | VGC

    The latest game, Dynasty Warriors: Origins, has sold more than 1 million copies worldwide…

    www.videogameschronicle.com

    Origins was the first game in the series i played and i absolutely loved it so i hope it can continue to grow in the west. 

    --R
    Being sued right now, please help me find a lawyer
    Member

    Oct 25, 2017

    15,658

    Origins is a must play for everyone that likes action games. A masterpiece from beginning to end.
     

    PlanetSmasher
    The Abominable Showman
    Member

    Oct 25, 2017

    133,345

    I think he's being modest more than anything else. This is less "the series is a failure" and more "I think we can do even better".
     

    Glio
    Member

    Oct 27, 2017

    27,882

    Spain

    I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay.

    It's a fascinating historical period, but I don't think it'll be very popular here. 

    Dekuman
    Member

    Oct 27, 2017

    21,144

    Glio said:

    I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay.

    It's a fascinating historical period, but I don't think it'll be very popular here.
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    it's why spin offs of the formula like Hyrule Warriors do considerably better.
     

    Richietto
    One Winged Slayer
    Member

    Oct 25, 2017

    26,133

    North Carolina

    Glio said:

    I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay.

    It's a fascinating historical period, but I don't think it'll be very popular here.
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    Unfortunately this. Obviously it did really well on Steam and what not but there's a reason Hyrule Warrios can do so damn well on a single platform. It's the setting.
     

    fiendcode
    Member

    Oct 26, 2017

    26,412

    We saw this from the CCUs tbh, overwhelmingly tilted towards Asia.
     

    LAA
    One Winged Slayer
    Member

    Oct 28, 2017

    3,264

    Origins I haven't tried, more tempted seeing impressions here, but I read Steph Sterling's review on it and they weren't happy with realism essentially removing personality from it. I think the other thing that puts me off is they just seem very heavy handed with DLC too, and seemingly for pretty basic things, I want as complete of a game as possible.

    Really I'm kinda surprised they haven't done more collabs with more IPs. I think Hyrule Warriors was really the first I truly played and loved. Other collabs since I've enjoyed too like P5 Strikers. Berserker was fine. AOT I enjoyed too and that's actually very different from the others. I'd love a KH Musou eventually.. so many characters and abilities they could use, and enemies are pretty simplistically designed, and there's already been moments where you had to kill 1000+ Heartless, seems a perfect fit, ha. 

    PlanetSmasher
    The Abominable Showman
    Member

    Oct 25, 2017

    133,345

    Dekuman said:

    it's why spin offs of the formula like Hyrule Warriors do considerably better.

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    Do they really do that much better? 

    OP

    OP

    Xando
    Member

    Oct 28, 2017

    37,943

    Glio said:

    I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay.

    It's a fascinating historical period, but I don't think it'll be very popular here.
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    You're probably right but for me the three kingdoms setting made it even more interesting.

    Don't think a medieval europe or a more western fantasy approach would catch me in the same way. 

    Disco Stu
    Member

    Oct 27, 2017

    2,557

    Glio said:

    I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay.

    It's a fascinating historical period, but I don't think it'll be very popular here.
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    Totally agree and this is coming from someone seeks out other Three Kingdoms content because of KOEI.

    Someone the other day mentioned using the engine for an Avengers or Superman style game. I could see that catching on if done right. 

    Glio
    Member

    Oct 27, 2017

    27,882

    Spain

    PlanetSmasher said:

    Do they really do that much better?

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    Not all of them, but some, yes.

    Age of Calamity is the best selling musou at 4M. 

    Rosebud
    Two Pieces
    Member

    Apr 16, 2018

    51,357

    I want Origins but still too pricey unfortunately. I love Samurai Warriors, Pirate Warriors, Persona 5 Strikers...
     

    TheAggroCraig
    This guy are sick of the One Winged Slayer
    Member

    Nov 6, 2017

    7,354

    I'll show up for the franchise again when they bring back Dynasty Warriors Gundam
     

    Dekuman
    Member

    Oct 27, 2017

    21,144

    PlanetSmasher said:

    Do they really do that much better?

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    Here's what i can find from the Nintendo million seller list
    Hyrule Warriors - Age of Calamity 4+ million units as of March 2021 

    MetalKhaos
    Member

    Oct 31, 2017

    2,228

    PlanetSmasher said:

    I think he's being modest more than anything else. This is less "the series is a failure" and more "I think we can do even better".

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    That's my take.

    Origins was first DW game I enjoyed in a really long time. Solid entry, and I feel a game like this is made all the better with this current gen due to how incredibly fast the loading times are. 

    SlasherMcGirk
    Member

    Oct 27, 2017

    4,429

    Cincinnati

    Glio said:

    I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay.

    It's a fascinating historical period, but I don't think it'll be very popular here.
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    It's not even that I think its the fact that they have done the same setting and characters 20 times over. It's an interesting period and story with great characters but you can only add and stretch the same story so many times without diminishing returns.
     

    PlanetSmasher
    The Abominable Showman
    Member

    Oct 25, 2017

    133,345

    SlasherMcGirk said:

    It's not even that I think its the fact that they have done the same setting and characters 20 times over. It's an interesting period and story with great characters but you can only add and stretch the same story so many times without diminishing returns.

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    I think the other problem is there aren't that many periods of time across history that can support this kind of game structure with such a heavy emphasis on specific heroes. Like, they tried Troy once and it didn't really catch on, nor did Bladestorm.

    For better and for worse, the Three Kingdoms and Sengoku eras are kind of the time periods that have A) a level of ubiquity in Asia that makes East Asian players interested in them and B) an emphasis on character substantial enough to support the Musou gameplay format.

    By comparison, I don't think a Musou game based onthe American Revolution would sell particularly well outside of the US, and that war was A) not that long and B) took place in an era where firearms had largely supplanted melee combat so the movesets would wind up feeling very samey. 

    Ltn_Esteves
    Member

    Feb 4, 2021

    213

    Dekuman said:

    Here's what i can find from the Nintendo million seller list

    Hyrule Warriors - Age of Calamity 4+ million units as of March 2021
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    And I think that is without japan sales, since Nintendo is only the publisher in the west
     

    Astral
    Member

    Oct 27, 2017

    33,463

    TheAggroCraig said:

    I'll show up for the franchise again when they bring back Dynasty Warriors Gundam

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    Man I would love this. Did they stop for licensing reasons or something?

    Origins was amazing and I can't wait for what's next. 

    PlanetSmasher
    The Abominable Showman
    Member

    Oct 25, 2017

    133,345

    Astral said:

    Man I would love this. Did they stop for licensing reasons or something?

    Origins was amazing and I can't wait for what's next.
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    They stopped because the third game sold almost no copies. People got sick of the concept after the second game. 

    Glio
    Member

    Oct 27, 2017

    27,882

    Spain

    PlanetSmasher said:

    I think the other problem is there aren't that many periods of time across history that can support this kind of game structure with such a heavy emphasis on specific heroes. Like, they tried Troy once and it didn't really catch on, nor did Bladestorm.

    For better and for worse, the Three Kingdoms and Sengoku eras are kind of the time periods that have A) a level of ubiquity in Asia that makes East Asian players interested in them and B) an emphasis on character substantial enough to support the Musou gameplay format.

    By comparison, I don't think a Musou game based onthe American Revolution would sell particularly well outside of the US, and that war was A) not that long and B) took place in an era where firearms had largely supplanted melee combat so the movesets would wind up feeling very samey.
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    It doesn't really need to be historical. There are One Piece, Zelda, Dragon Quest, Gundam... They could do something sci-fi or fantasy with their own setting and characters if they want. But, hey, if they like three kingdoms, they don't need to change it, but it's going to be very hard to grow in the West.
     

    Dreamboum
    Member

    Oct 28, 2017

    23,942

    How are they gonna find an audience in the west when the game is 80 *euros* on all platforms? Their biggest discount is 64 euros.

    Come on man 

    MarvelousIntent
    Member

    Aug 13, 2019

    3,936

    LAA said:

    Origins I haven't tried, more tempted seeing impressions here, but I read Steph Sterling's review on it and they weren't happy with realism essentially removing personality from it. I think the other thing that puts me off is they just seem very heavy handed with DLC too, and seemingly for pretty basic things, I want as complete of a game as possible.

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    I'd recommend watching some gameplay to see how you feel about it. I understand Steph's gripes with Origins, but it is legitimately the best game in the series and it isn't even close. Like, the combat is actually good. Enemy officers actually put up a fight. Lu Bu is an actual boss fight and hard as hell to beat.

    Origins three greatest faults are where it chooses to end, the silent protagonist you can't customize, and that there are only like 9 weapons. The weapons issue also isn't that bad because each weapon has functions different and has plenty of abilities to choose from. It feels fantastic to play and blows every other game out of the water.

    Also, as far as I'm aware, Origins doesn't really have DLC. It had some pre-order bonuses, but thats it. As it is, the game is complete. 

    PlanetSmasher
    The Abominable Showman
    Member

    Oct 25, 2017

    133,345

    Glio said:

    It doesn't really need to be historical. There are One Piece, Zelda, Dragon Quest, Gundam... They could do something sci-fi or fantasy with their own setting and characters if they want. But, hey, if they like three kingdoms, they don't need to change it, but it's going to be very hard to grow in the West.

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    I don't think a bunch of anime Musou spinoffs are going to grow the franchise in the West. They've been doing anime spinoffs for 20 years and they just sell to people who are already Musou fans who happen to like that particular anime. It's a concept that only works on fanbase overlap.

    And I don't think an original setting is going to interest people who aren't already fans either. 

    General Tso
    Member

    Jan 10, 2018

    540

    Dynasty Warriors Origins was an excellent refresh, and I hope they continue to build off it, because the fundamentals are all there.
     

    DontHateTheBacon
    Unshakable Resolve
    Member

    Oct 27, 2017

    14,618

    It was my first Dynasty Warriors game and I had a complete blast with it. I'm in if this is what they'll be like going forward. I hope the dust settles well for it in the west.
     

    Dale Copper
    Member

    Apr 12, 2018

    24,363

    Glio said:

    Not all of them, but some, yes.

    Age of Calamity is the best selling musou at 4M.
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    One Piece Pirate Warriors 4 is also at 4 million sales.

    Spinoffs are more popular if they push them. 

    thewienke
    Member

    Oct 25, 2017

    19,345

    "If there is a next game"

    I hope they're being deliberately evasive there considering Origins ends half way through the story

    Although I do think the story is more interesting before the Three Kingdoms are established since there are more players and more going on 

    Pyro
    God help us the mods are making weekend threads
    Member

    Jul 30, 2018

    18,900

    United States

    Glio said:

    I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay.

    It's a fascinating historical period, but I don't think it'll be very popular here.
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    This is definitely part of it. I'm more into Samurai Warriors because the setting is more interesting to me. 

    LiquidDom
    Avenger

    Oct 27, 2017

    2,729

    I bought Origins on day one but have so much else on my plate. I'd like to get to it soon, might be a good palette cleanser after Death Stranding 2
     

    OP

    OP

    Xando
    Member

    Oct 28, 2017

    37,943

    Dreamboum said:

    How are they gonna find an audience in the west when the game is 80 *euros* on all platforms? Their biggest discount is 64 euros.

    Come on man
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    I bought a key for like 43€ a few months ago so you can definitely get it cheaper if you're looking for it.
     

    Kyrios
    Member

    Oct 27, 2017

    19,152

    --R said:

    Origins is a must play for everyone that likes action games. A masterpiece from beginning to end.

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    Yup, still a frontrunner for my personal GOTY. 

    OP

    OP

    Xando
    Member

    Oct 28, 2017

    37,943

    Only thing i wished they would improve on really would be that the MC has more of a personality
     

    DyCy
    Member

    Oct 25, 2017

    587

    I loved Origins as my first real DWbut as interesting as it was for a first timer I do wonder how much I'd want to revisit the Three Kingdoms story over and over again in sequels so I do think the setting is limiting the potential of the franchise.

    Would love a spin off based on Star Wars, Marvel or Final Fantasy though. 

    Astral
    Member

    Oct 27, 2017

    33,463

    PlanetSmasher said:

    They stopped because the third game sold almost no copies. People got sick of the concept after the second game.

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    Aw damn. I honestly didn't even know there was a third one. I think they have the potential of making a really good one with the current formula.
     

    Glio
    Member

    Oct 27, 2017

    27,882

    Spain

    PlanetSmasher said:

    I don't think a bunch of anime Musou spinoffs are going to grow the franchise in the West. They've been doing anime spinoffs for 20 years and they just sell to people who are already Musou fans who happen to like that particular anime. It's a concept that only works on fanbase overlap.

    And I don't think an original setting is going to interest people who aren't already fans either.
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    I'm going to be cynical because it's an idea that doesn't appeal to me personally, but I'm pretty sure if they made a dark fantasy setting with fallen knights, ruined kingdoms and cursed battlefields; and marketed it as "the Dark Souls of musou," it would sell.

    And I feel almost dirty just proposing it. 

    PlanetSmasher
    The Abominable Showman
    Member

    Oct 25, 2017

    133,345

    Glio said:

    I'm going to be cynical because it's an idea that doesn't appeal to me personally, but I'm pretty sure if they made a dark fantasy setting with fallen knights, ruined kingdoms and cursed battlefields; and marketed it as "the Dark Souls of musou," it would sell.

    And I feel almost dirty just proposing it.
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    I don't...really think it would work? Like the entire fantasy of Musou is "being an unstoppable killing machine", trying to focus it around super-hardcore grimdark difficulty would kind of defeat the purpose of it being Musou at all.

    Dark fantasy doesn't just succeed by default, and I don't think audiences would be tricked by that either. The Berserk musou flopped catastrophically badly. 

    MaxAugust
    Member

    Jan 28, 2018

    3,573

    thewienke said:

    "If there is a next game"

    I hope they're being deliberately evasive there considering Origins ends half way through the story

    Although I do think the story is more interesting before the Three Kingdoms are established since there are more players and more going on
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    The secret is everyone throughout time has felt that the pre-Three Kingdoms phase of the Three Kingdoms is the interesting part. Pretty much every adaptation stalls out a bit after things solidify. Hard to make the decades long stalemate and then abrupt anticlimacticdenouement satisfying as a conventional narrative.
     
    #dynasty #warriors #producer #says #series
    Dynasty Warriors producer says the series still can’t be called a success in the West
    Xando Member Oct 28, 2017 37,943 In an interview with GamesMarkt, Omega Forcedirector and producer Tomohiko Sho – who produced this year's Dynasty Warriors: Origins – was asked how successful the series is in the West, given that most of the Steam user reviews for the game are written in Chinese. Sho replied that, in his view, Dynasty Warriors is not yet a successful series in the West, but that it's possible for this to change in the future. "I believe that the 'Dynasty Warriors' series is not yet in a position to be called a success in the West," Sho said. "On the contrary, I believe that there is a great potential for the series to gain many fans in the future. "With our latest title, Dynasty Warriors: Origins, we were able to attract new fans in addition to those we have had since the PlayStation 2 era. The Western market is very important, and I believe that if there is a next title, we will gain even more new fans." Click to expand... Click to shrink... Dynasty Warriors producer says the series still can’t be called a success in the West | VGC The latest game, Dynasty Warriors: Origins, has sold more than 1 million copies worldwide… www.videogameschronicle.com Origins was the first game in the series i played and i absolutely loved it so i hope it can continue to grow in the west.  --R Being sued right now, please help me find a lawyer Member Oct 25, 2017 15,658 Origins is a must play for everyone that likes action games. A masterpiece from beginning to end.   PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 I think he's being modest more than anything else. This is less "the series is a failure" and more "I think we can do even better".   Glio Member Oct 27, 2017 27,882 Spain I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here.  Dekuman Member Oct 27, 2017 21,144 Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... it's why spin offs of the formula like Hyrule Warriors do considerably better.   Richietto One Winged Slayer Member Oct 25, 2017 26,133 North Carolina Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... Unfortunately this. Obviously it did really well on Steam and what not but there's a reason Hyrule Warrios can do so damn well on a single platform. It's the setting.   fiendcode Member Oct 26, 2017 26,412 We saw this from the CCUs tbh, overwhelmingly tilted towards Asia.   LAA One Winged Slayer Member Oct 28, 2017 3,264 Origins I haven't tried, more tempted seeing impressions here, but I read Steph Sterling's review on it and they weren't happy with realism essentially removing personality from it. I think the other thing that puts me off is they just seem very heavy handed with DLC too, and seemingly for pretty basic things, I want as complete of a game as possible. Really I'm kinda surprised they haven't done more collabs with more IPs. I think Hyrule Warriors was really the first I truly played and loved. Other collabs since I've enjoyed too like P5 Strikers. Berserker was fine. AOT I enjoyed too and that's actually very different from the others. I'd love a KH Musou eventually.. so many characters and abilities they could use, and enemies are pretty simplistically designed, and there's already been moments where you had to kill 1000+ Heartless, seems a perfect fit, ha.  PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 Dekuman said: it's why spin offs of the formula like Hyrule Warriors do considerably better. Click to expand... Click to shrink... Do they really do that much better?  OP OP Xando Member Oct 28, 2017 37,943 Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... You're probably right but for me the three kingdoms setting made it even more interesting. Don't think a medieval europe or a more western fantasy approach would catch me in the same way.  Disco Stu Member Oct 27, 2017 2,557 Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... Totally agree and this is coming from someone seeks out other Three Kingdoms content because of KOEI. Someone the other day mentioned using the engine for an Avengers or Superman style game. I could see that catching on if done right.  Glio Member Oct 27, 2017 27,882 Spain PlanetSmasher said: Do they really do that much better? Click to expand... Click to shrink... Not all of them, but some, yes. Age of Calamity is the best selling musou at 4M.  Rosebud Two Pieces Member Apr 16, 2018 51,357 I want Origins but still too pricey unfortunately. I love Samurai Warriors, Pirate Warriors, Persona 5 Strikers...   TheAggroCraig This guy are sick of the One Winged Slayer Member Nov 6, 2017 7,354 I'll show up for the franchise again when they bring back Dynasty Warriors Gundam   Dekuman Member Oct 27, 2017 21,144 PlanetSmasher said: Do they really do that much better? Click to expand... Click to shrink... Here's what i can find from the Nintendo million seller list Hyrule Warriors - Age of Calamity 4+ million units as of March 2021  MetalKhaos Member Oct 31, 2017 2,228 PlanetSmasher said: I think he's being modest more than anything else. This is less "the series is a failure" and more "I think we can do even better". Click to expand... Click to shrink... That's my take. Origins was first DW game I enjoyed in a really long time. Solid entry, and I feel a game like this is made all the better with this current gen due to how incredibly fast the loading times are.  SlasherMcGirk Member Oct 27, 2017 4,429 Cincinnati Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... It's not even that I think its the fact that they have done the same setting and characters 20 times over. It's an interesting period and story with great characters but you can only add and stretch the same story so many times without diminishing returns.   PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 SlasherMcGirk said: It's not even that I think its the fact that they have done the same setting and characters 20 times over. It's an interesting period and story with great characters but you can only add and stretch the same story so many times without diminishing returns. Click to expand... Click to shrink... I think the other problem is there aren't that many periods of time across history that can support this kind of game structure with such a heavy emphasis on specific heroes. Like, they tried Troy once and it didn't really catch on, nor did Bladestorm. For better and for worse, the Three Kingdoms and Sengoku eras are kind of the time periods that have A) a level of ubiquity in Asia that makes East Asian players interested in them and B) an emphasis on character substantial enough to support the Musou gameplay format. By comparison, I don't think a Musou game based onthe American Revolution would sell particularly well outside of the US, and that war was A) not that long and B) took place in an era where firearms had largely supplanted melee combat so the movesets would wind up feeling very samey.  Ltn_Esteves Member Feb 4, 2021 213 Dekuman said: Here's what i can find from the Nintendo million seller list Hyrule Warriors - Age of Calamity 4+ million units as of March 2021 Click to expand... Click to shrink... And I think that is without japan sales, since Nintendo is only the publisher in the west   Astral Member Oct 27, 2017 33,463 TheAggroCraig said: I'll show up for the franchise again when they bring back Dynasty Warriors Gundam Click to expand... Click to shrink... Man I would love this. Did they stop for licensing reasons or something? Origins was amazing and I can't wait for what's next.  PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 Astral said: Man I would love this. Did they stop for licensing reasons or something? Origins was amazing and I can't wait for what's next. Click to expand... Click to shrink... They stopped because the third game sold almost no copies. People got sick of the concept after the second game.  Glio Member Oct 27, 2017 27,882 Spain PlanetSmasher said: I think the other problem is there aren't that many periods of time across history that can support this kind of game structure with such a heavy emphasis on specific heroes. Like, they tried Troy once and it didn't really catch on, nor did Bladestorm. For better and for worse, the Three Kingdoms and Sengoku eras are kind of the time periods that have A) a level of ubiquity in Asia that makes East Asian players interested in them and B) an emphasis on character substantial enough to support the Musou gameplay format. By comparison, I don't think a Musou game based onthe American Revolution would sell particularly well outside of the US, and that war was A) not that long and B) took place in an era where firearms had largely supplanted melee combat so the movesets would wind up feeling very samey. Click to expand... Click to shrink... It doesn't really need to be historical. There are One Piece, Zelda, Dragon Quest, Gundam... They could do something sci-fi or fantasy with their own setting and characters if they want. But, hey, if they like three kingdoms, they don't need to change it, but it's going to be very hard to grow in the West.   Dreamboum Member Oct 28, 2017 23,942 How are they gonna find an audience in the west when the game is 80 *euros* on all platforms? Their biggest discount is 64 euros. Come on man  MarvelousIntent Member Aug 13, 2019 3,936 LAA said: Origins I haven't tried, more tempted seeing impressions here, but I read Steph Sterling's review on it and they weren't happy with realism essentially removing personality from it. I think the other thing that puts me off is they just seem very heavy handed with DLC too, and seemingly for pretty basic things, I want as complete of a game as possible. Click to expand... Click to shrink... I'd recommend watching some gameplay to see how you feel about it. I understand Steph's gripes with Origins, but it is legitimately the best game in the series and it isn't even close. Like, the combat is actually good. Enemy officers actually put up a fight. Lu Bu is an actual boss fight and hard as hell to beat. Origins three greatest faults are where it chooses to end, the silent protagonist you can't customize, and that there are only like 9 weapons. The weapons issue also isn't that bad because each weapon has functions different and has plenty of abilities to choose from. It feels fantastic to play and blows every other game out of the water. Also, as far as I'm aware, Origins doesn't really have DLC. It had some pre-order bonuses, but thats it. As it is, the game is complete.  PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 Glio said: It doesn't really need to be historical. There are One Piece, Zelda, Dragon Quest, Gundam... They could do something sci-fi or fantasy with their own setting and characters if they want. But, hey, if they like three kingdoms, they don't need to change it, but it's going to be very hard to grow in the West. Click to expand... Click to shrink... I don't think a bunch of anime Musou spinoffs are going to grow the franchise in the West. They've been doing anime spinoffs for 20 years and they just sell to people who are already Musou fans who happen to like that particular anime. It's a concept that only works on fanbase overlap. And I don't think an original setting is going to interest people who aren't already fans either.  General Tso Member Jan 10, 2018 540 Dynasty Warriors Origins was an excellent refresh, and I hope they continue to build off it, because the fundamentals are all there.   DontHateTheBacon Unshakable Resolve Member Oct 27, 2017 14,618 It was my first Dynasty Warriors game and I had a complete blast with it. I'm in if this is what they'll be like going forward. I hope the dust settles well for it in the west.   Dale Copper Member Apr 12, 2018 24,363 Glio said: Not all of them, but some, yes. Age of Calamity is the best selling musou at 4M. Click to expand... Click to shrink... One Piece Pirate Warriors 4 is also at 4 million sales. Spinoffs are more popular if they push them.  thewienke Member Oct 25, 2017 19,345 "If there is a next game" I hope they're being deliberately evasive there considering Origins ends half way through the story Although I do think the story is more interesting before the Three Kingdoms are established since there are more players and more going on  Pyro God help us the mods are making weekend threads Member Jul 30, 2018 18,900 United States Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... This is definitely part of it. I'm more into Samurai Warriors because the setting is more interesting to me.  LiquidDom Avenger Oct 27, 2017 2,729 I bought Origins on day one but have so much else on my plate. I'd like to get to it soon, might be a good palette cleanser after Death Stranding 2   OP OP Xando Member Oct 28, 2017 37,943 Dreamboum said: How are they gonna find an audience in the west when the game is 80 *euros* on all platforms? Their biggest discount is 64 euros. Come on man Click to expand... Click to shrink... I bought a key for like 43€ a few months ago so you can definitely get it cheaper if you're looking for it.   Kyrios Member Oct 27, 2017 19,152 --R said: Origins is a must play for everyone that likes action games. A masterpiece from beginning to end. Click to expand... Click to shrink... Yup, still a frontrunner for my personal GOTY.  OP OP Xando Member Oct 28, 2017 37,943 Only thing i wished they would improve on really would be that the MC has more of a personality   DyCy Member Oct 25, 2017 587 I loved Origins as my first real DWbut as interesting as it was for a first timer I do wonder how much I'd want to revisit the Three Kingdoms story over and over again in sequels so I do think the setting is limiting the potential of the franchise. Would love a spin off based on Star Wars, Marvel or Final Fantasy though.  Astral Member Oct 27, 2017 33,463 PlanetSmasher said: They stopped because the third game sold almost no copies. People got sick of the concept after the second game. Click to expand... Click to shrink... Aw damn. I honestly didn't even know there was a third one. I think they have the potential of making a really good one with the current formula.   Glio Member Oct 27, 2017 27,882 Spain PlanetSmasher said: I don't think a bunch of anime Musou spinoffs are going to grow the franchise in the West. They've been doing anime spinoffs for 20 years and they just sell to people who are already Musou fans who happen to like that particular anime. It's a concept that only works on fanbase overlap. And I don't think an original setting is going to interest people who aren't already fans either. Click to expand... Click to shrink... I'm going to be cynical because it's an idea that doesn't appeal to me personally, but I'm pretty sure if they made a dark fantasy setting with fallen knights, ruined kingdoms and cursed battlefields; and marketed it as "the Dark Souls of musou," it would sell. And I feel almost dirty just proposing it.  PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 Glio said: I'm going to be cynical because it's an idea that doesn't appeal to me personally, but I'm pretty sure if they made a dark fantasy setting with fallen knights, ruined kingdoms and cursed battlefields; and marketed it as "the Dark Souls of musou," it would sell. And I feel almost dirty just proposing it. Click to expand... Click to shrink... I don't...really think it would work? Like the entire fantasy of Musou is "being an unstoppable killing machine", trying to focus it around super-hardcore grimdark difficulty would kind of defeat the purpose of it being Musou at all. Dark fantasy doesn't just succeed by default, and I don't think audiences would be tricked by that either. The Berserk musou flopped catastrophically badly.  MaxAugust Member Jan 28, 2018 3,573 thewienke said: "If there is a next game" I hope they're being deliberately evasive there considering Origins ends half way through the story Although I do think the story is more interesting before the Three Kingdoms are established since there are more players and more going on Click to expand... Click to shrink... The secret is everyone throughout time has felt that the pre-Three Kingdoms phase of the Three Kingdoms is the interesting part. Pretty much every adaptation stalls out a bit after things solidify. Hard to make the decades long stalemate and then abrupt anticlimacticdenouement satisfying as a conventional narrative.   #dynasty #warriors #producer #says #series
    WWW.RESETERA.COM
    Dynasty Warriors producer says the series still can’t be called a success in the West
    Xando Member Oct 28, 2017 37,943 In an interview with GamesMarkt, Omega Forcedirector and producer Tomohiko Sho – who produced this year's Dynasty Warriors: Origins – was asked how successful the series is in the West, given that most of the Steam user reviews for the game are written in Chinese. Sho replied that, in his view, Dynasty Warriors is not yet a successful series in the West, but that it's possible for this to change in the future. "I believe that the 'Dynasty Warriors' series is not yet in a position to be called a success in the West," Sho said. "On the contrary, I believe that there is a great potential for the series to gain many fans in the future. "With our latest title, Dynasty Warriors: Origins, we were able to attract new fans in addition to those we have had since the PlayStation 2 era. The Western market is very important, and I believe that if there is a next title, we will gain even more new fans." Click to expand... Click to shrink... Dynasty Warriors producer says the series still can’t be called a success in the West | VGC The latest game, Dynasty Warriors: Origins, has sold more than 1 million copies worldwide… www.videogameschronicle.com Origins was the first game in the series i played and i absolutely loved it so i hope it can continue to grow in the west.  --R Being sued right now, please help me find a lawyer Member Oct 25, 2017 15,658 Origins is a must play for everyone that likes action games. A masterpiece from beginning to end.   PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 I think he's being modest more than anything else. This is less "the series is a failure" and more "I think we can do even better".   Glio Member Oct 27, 2017 27,882 Spain I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here.  Dekuman Member Oct 27, 2017 21,144 Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... it's why spin offs of the formula like Hyrule Warriors do considerably better.   Richietto One Winged Slayer Member Oct 25, 2017 26,133 North Carolina Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... Unfortunately this. Obviously it did really well on Steam and what not but there's a reason Hyrule Warrios can do so damn well on a single platform. It's the setting.   fiendcode Member Oct 26, 2017 26,412 We saw this from the CCUs tbh, overwhelmingly tilted towards Asia.   LAA One Winged Slayer Member Oct 28, 2017 3,264 Origins I haven't tried, more tempted seeing impressions here, but I read Steph Sterling's review on it and they weren't happy with realism essentially removing personality from it. I think the other thing that puts me off is they just seem very heavy handed with DLC too, and seemingly for pretty basic things, I want as complete of a game as possible. Really I'm kinda surprised they haven't done more collabs with more IPs. I think Hyrule Warriors was really the first I truly played and loved. Other collabs since I've enjoyed too like P5 Strikers. Berserker was fine. AOT I enjoyed too and that's actually very different from the others. I'd love a KH Musou eventually.. so many characters and abilities they could use, and enemies are pretty simplistically designed, and there's already been moments where you had to kill 1000+ Heartless, seems a perfect fit, ha.  PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 Dekuman said: it's why spin offs of the formula like Hyrule Warriors do considerably better. Click to expand... Click to shrink... Do they really do that much better?  OP OP Xando Member Oct 28, 2017 37,943 Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... You're probably right but for me the three kingdoms setting made it even more interesting. Don't think a medieval europe or a more western fantasy approach would catch me in the same way.  Disco Stu Member Oct 27, 2017 2,557 Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... Totally agree and this is coming from someone seeks out other Three Kingdoms content because of KOEI. Someone the other day mentioned using the engine for an Avengers or Superman style game. I could see that catching on if done right.  Glio Member Oct 27, 2017 27,882 Spain PlanetSmasher said: Do they really do that much better? Click to expand... Click to shrink... Not all of them, but some, yes. Age of Calamity is the best selling musou at 4M.  Rosebud Two Pieces Member Apr 16, 2018 51,357 I want Origins but still too pricey unfortunately. I love Samurai Warriors, Pirate Warriors, Persona 5 Strikers...   TheAggroCraig This guy are sick of the One Winged Slayer Member Nov 6, 2017 7,354 I'll show up for the franchise again when they bring back Dynasty Warriors Gundam   Dekuman Member Oct 27, 2017 21,144 PlanetSmasher said: Do they really do that much better? Click to expand... Click to shrink... Here's what i can find from the Nintendo million seller list Hyrule Warriors - Age of Calamity 4+ million units as of March 2021  MetalKhaos Member Oct 31, 2017 2,228 PlanetSmasher said: I think he's being modest more than anything else. This is less "the series is a failure" and more "I think we can do even better". Click to expand... Click to shrink... That's my take. Origins was first DW game I enjoyed in a really long time. Solid entry, and I feel a game like this is made all the better with this current gen due to how incredibly fast the loading times are.  SlasherMcGirk Member Oct 27, 2017 4,429 Cincinnati Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... It's not even that I think its the fact that they have done the same setting and characters 20 times over. It's an interesting period and story with great characters but you can only add and stretch the same story so many times without diminishing returns.   PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 SlasherMcGirk said: It's not even that I think its the fact that they have done the same setting and characters 20 times over. It's an interesting period and story with great characters but you can only add and stretch the same story so many times without diminishing returns. Click to expand... Click to shrink... I think the other problem is there aren't that many periods of time across history that can support this kind of game structure with such a heavy emphasis on specific heroes. Like, they tried Troy once and it didn't really catch on, nor did Bladestorm. For better and for worse, the Three Kingdoms and Sengoku eras are kind of the time periods that have A) a level of ubiquity in Asia that makes East Asian players interested in them and B) an emphasis on character substantial enough to support the Musou gameplay format. By comparison, I don't think a Musou game based on (for example) the American Revolution would sell particularly well outside of the US, and that war was A) not that long and B) took place in an era where firearms had largely supplanted melee combat so the movesets would wind up feeling very samey.  Ltn_Esteves Member Feb 4, 2021 213 Dekuman said: Here's what i can find from the Nintendo million seller list Hyrule Warriors - Age of Calamity 4+ million units as of March 2021 Click to expand... Click to shrink... And I think that is without japan sales, since Nintendo is only the publisher in the west   Astral Member Oct 27, 2017 33,463 TheAggroCraig said: I'll show up for the franchise again when they bring back Dynasty Warriors Gundam Click to expand... Click to shrink... Man I would love this. Did they stop for licensing reasons or something? Origins was amazing and I can't wait for what's next.  PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 Astral said: Man I would love this. Did they stop for licensing reasons or something? Origins was amazing and I can't wait for what's next. Click to expand... Click to shrink... They stopped because the third game sold almost no copies. People got sick of the concept after the second game.  Glio Member Oct 27, 2017 27,882 Spain PlanetSmasher said: I think the other problem is there aren't that many periods of time across history that can support this kind of game structure with such a heavy emphasis on specific heroes. Like, they tried Troy once and it didn't really catch on, nor did Bladestorm. For better and for worse, the Three Kingdoms and Sengoku eras are kind of the time periods that have A) a level of ubiquity in Asia that makes East Asian players interested in them and B) an emphasis on character substantial enough to support the Musou gameplay format. By comparison, I don't think a Musou game based on (for example) the American Revolution would sell particularly well outside of the US, and that war was A) not that long and B) took place in an era where firearms had largely supplanted melee combat so the movesets would wind up feeling very samey. Click to expand... Click to shrink... It doesn't really need to be historical. There are One Piece, Zelda, Dragon Quest, Gundam... They could do something sci-fi or fantasy with their own setting and characters if they want. But, hey, if they like three kingdoms, they don't need to change it, but it's going to be very hard to grow in the West.   Dreamboum Member Oct 28, 2017 23,942 How are they gonna find an audience in the west when the game is 80 *euros* on all platforms? Their biggest discount is 64 euros. Come on man  MarvelousIntent Member Aug 13, 2019 3,936 LAA said: Origins I haven't tried, more tempted seeing impressions here, but I read Steph Sterling's review on it and they weren't happy with realism essentially removing personality from it. I think the other thing that puts me off is they just seem very heavy handed with DLC too, and seemingly for pretty basic things, I want as complete of a game as possible. Click to expand... Click to shrink... I'd recommend watching some gameplay to see how you feel about it. I understand Steph's gripes with Origins, but it is legitimately the best game in the series and it isn't even close. Like, the combat is actually good. Enemy officers actually put up a fight. Lu Bu is an actual boss fight and hard as hell to beat. Origins three greatest faults are where it chooses to end, the silent protagonist you can't customize, and that there are only like 9 weapons. The weapons issue also isn't that bad because each weapon has functions different and has plenty of abilities to choose from. It feels fantastic to play and blows every other game out of the water. Also, as far as I'm aware, Origins doesn't really have DLC. It had some pre-order bonuses, but thats it. As it is, the game is complete.  PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 Glio said: It doesn't really need to be historical. There are One Piece, Zelda, Dragon Quest, Gundam... They could do something sci-fi or fantasy with their own setting and characters if they want. But, hey, if they like three kingdoms, they don't need to change it, but it's going to be very hard to grow in the West. Click to expand... Click to shrink... I don't think a bunch of anime Musou spinoffs are going to grow the franchise in the West. They've been doing anime spinoffs for 20 years and they just sell to people who are already Musou fans who happen to like that particular anime. It's a concept that only works on fanbase overlap. And I don't think an original setting is going to interest people who aren't already fans either.  General Tso Member Jan 10, 2018 540 Dynasty Warriors Origins was an excellent refresh, and I hope they continue to build off it (like they did DW2 through DW5), because the fundamentals are all there.   DontHateTheBacon Unshakable Resolve Member Oct 27, 2017 14,618 It was my first Dynasty Warriors game and I had a complete blast with it. I'm in if this is what they'll be like going forward. I hope the dust settles well for it in the west.   Dale Copper Member Apr 12, 2018 24,363 Glio said: Not all of them, but some, yes. Age of Calamity is the best selling musou at 4M. Click to expand... Click to shrink... One Piece Pirate Warriors 4 is also at 4 million sales. Spinoffs are more popular if they push them.  thewienke Member Oct 25, 2017 19,345 "If there is a next game" I hope they're being deliberately evasive there considering Origins ends half way through the story Although I do think the story is more interesting before the Three Kingdoms are established since there are more players and more going on  Pyro God help us the mods are making weekend threads Member Jul 30, 2018 18,900 United States Glio said: I honestly think what limits the franchise most in the West today is the setting of Three Kingdoms, not the gameplay. It's a fascinating historical period, but I don't think it'll be very popular here. Click to expand... Click to shrink... This is definitely part of it. I'm more into Samurai Warriors because the setting is more interesting to me.  LiquidDom Avenger Oct 27, 2017 2,729 I bought Origins on day one but have so much else on my plate. I'd like to get to it soon, might be a good palette cleanser after Death Stranding 2   OP OP Xando Member Oct 28, 2017 37,943 Dreamboum said: How are they gonna find an audience in the west when the game is 80 *euros* on all platforms? Their biggest discount is 64 euros. Come on man Click to expand... Click to shrink... I bought a key for like 43€ a few months ago so you can definitely get it cheaper if you're looking for it.   Kyrios Member Oct 27, 2017 19,152 --R said: Origins is a must play for everyone that likes action games. A masterpiece from beginning to end. Click to expand... Click to shrink... Yup, still a frontrunner for my personal GOTY.  OP OP Xando Member Oct 28, 2017 37,943 Only thing i wished they would improve on really would be that the MC has more of a personality   DyCy Member Oct 25, 2017 587 I loved Origins as my first real DW (I played the first Hyrule Warriors) but as interesting as it was for a first timer I do wonder how much I'd want to revisit the Three Kingdoms story over and over again in sequels so I do think the setting is limiting the potential of the franchise. Would love a spin off based on Star Wars, Marvel or Final Fantasy though.  Astral Member Oct 27, 2017 33,463 PlanetSmasher said: They stopped because the third game sold almost no copies. People got sick of the concept after the second game. Click to expand... Click to shrink... Aw damn. I honestly didn't even know there was a third one. I think they have the potential of making a really good one with the current formula.   Glio Member Oct 27, 2017 27,882 Spain PlanetSmasher said: I don't think a bunch of anime Musou spinoffs are going to grow the franchise in the West. They've been doing anime spinoffs for 20 years and they just sell to people who are already Musou fans who happen to like that particular anime. It's a concept that only works on fanbase overlap. And I don't think an original setting is going to interest people who aren't already fans either. Click to expand... Click to shrink... I'm going to be cynical because it's an idea that doesn't appeal to me personally, but I'm pretty sure if they made a dark fantasy setting with fallen knights, ruined kingdoms and cursed battlefields; and marketed it as "the Dark Souls of musou," it would sell. And I feel almost dirty just proposing it.  PlanetSmasher The Abominable Showman Member Oct 25, 2017 133,345 Glio said: I'm going to be cynical because it's an idea that doesn't appeal to me personally, but I'm pretty sure if they made a dark fantasy setting with fallen knights, ruined kingdoms and cursed battlefields; and marketed it as "the Dark Souls of musou," it would sell. And I feel almost dirty just proposing it. Click to expand... Click to shrink... I don't...really think it would work? Like the entire fantasy of Musou is "being an unstoppable killing machine", trying to focus it around super-hardcore grimdark difficulty would kind of defeat the purpose of it being Musou at all. Dark fantasy doesn't just succeed by default, and I don't think audiences would be tricked by that either. The Berserk musou flopped catastrophically badly.  MaxAugust Member Jan 28, 2018 3,573 thewienke said: "If there is a next game" I hope they're being deliberately evasive there considering Origins ends half way through the story Although I do think the story is more interesting before the Three Kingdoms are established since there are more players and more going on Click to expand... Click to shrink... The secret is everyone throughout time has felt that the pre-Three Kingdoms phase of the Three Kingdoms is the interesting part. Pretty much every adaptation stalls out a bit after things solidify. Hard to make the decades long stalemate and then abrupt anticlimactic (although poetic in an "everyone fails" way) denouement satisfying as a conventional narrative.  
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  • Acurast raises $5.4M for global decentralized cloud using smartphones

    Acurast has raised million to use smartphones to power a global decentralized cloud computing network.
    The company raised the money in a community led investment round by premier cryptocurrency
    launchpad CoinList. The sale concluded on May 22, 2025, with Acurast’s ACU token priced at nine cents, resulting in a fully diluted valuation of million.“Most of the newly raised capital will be used to enhance our protocol, which continues proving that compute can be verifiable, confidential, energy-efficient, and truly decentralised, powered by the phones
    in our pockets,” said Alessandro De Carli, president of the board and cofounder of Acurast, in a statement.Acurast has raised million.
    Acurast enables users to participate in confidential compute tasks, decentralized AI, and blockchain infrastructure, all while earning rewards by leveraging the processing power of smartphones. The protocol
    transforms everyday phones into secure, decentralized compute nodes, powering a global networkspanning over 130 countries.Acurast has onboarded over 72,000 smartphones, or “compute units,” worldwide onto its decentralized
    testnet with over 256 million transactions, making it the most decentralized and verifiable computenetwork available today, eliminating the need for centralized data centers. Acurast utilizes Trusted Execution Environmentsand Hardware Security Modulesof the mobile phones to ensure secure and scalable compute, while maintaining confidentiality without requiring trust in the device owner.
    “The ACU token lies at the heart of this economy. Acurast allows anyone and everyone to run compute
    with their mobile phones, providing real decentralisation, and become stakeholders in the networkpowering a secure, scalable and decentralised computer economy while incentivising activecollaboration and sustainable growth,” said De Carli.Over 300 websites and games were created on Acurast in the last 24 hours using just a prompt with Vibe Code and Deploy — live instantly on a decentralized network powered by phones.
    Acurast’s high-performance Proof of Stake blockchain orchestrates global demand and supply for secure decentralized compute, without centralized data centers. This chain verifies genuine hardware on-chain with Smartphone manufacture attestations and anchors confidential workloads, ensuring trustless and verifiable execution across billions of smartphones. Acurast’s Android and iOS apps offer end-to-end checks of each phone’s secure elements, delivering unstoppable trustless compute at scale.
    Acurast is creating a global decentralized cloud using smartphones in 130 countries.
    Acurast delivers a next-generation decentralized confidential compute platform, purpose-built for the demands of web3, AI, and beyond. Developers can seamlessly deploy and scale JavaScript, TypeScript,
    Node.js, and WASM workloads via a simple CLI, with access to thousands of NPM packages and deep integration across major ecosystems. Centered on openness, composability, and decentralization, Acurast forms the foundational layer for the decentralized compute economy, unlocking mass adoption and enabling unprecedented innovation for web3 and beyond.
    ACU tokens have a total supply of 1,000,000,000 tokens at genesis with the token utility being around network fees, settlement layers, staking and governance.

    Daily insights on business use cases with VB Daily
    If you want to impress your boss, VB Daily has you covered. We give you the inside scoop on what companies are doing with generative AI, from regulatory shifts to practical deployments, so you can share insights for maximum ROI.
    Read our Privacy Policy

    Thanks for subscribing. Check out more VB newsletters here.

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    #acurast #raises #54m #global #decentralized
    Acurast raises $5.4M for global decentralized cloud using smartphones
    Acurast has raised million to use smartphones to power a global decentralized cloud computing network. The company raised the money in a community led investment round by premier cryptocurrency launchpad CoinList. The sale concluded on May 22, 2025, with Acurast’s ACU token priced at nine cents, resulting in a fully diluted valuation of million.“Most of the newly raised capital will be used to enhance our protocol, which continues proving that compute can be verifiable, confidential, energy-efficient, and truly decentralised, powered by the phones in our pockets,” said Alessandro De Carli, president of the board and cofounder of Acurast, in a statement.Acurast has raised million. Acurast enables users to participate in confidential compute tasks, decentralized AI, and blockchain infrastructure, all while earning rewards by leveraging the processing power of smartphones. The protocol transforms everyday phones into secure, decentralized compute nodes, powering a global networkspanning over 130 countries.Acurast has onboarded over 72,000 smartphones, or “compute units,” worldwide onto its decentralized testnet with over 256 million transactions, making it the most decentralized and verifiable computenetwork available today, eliminating the need for centralized data centers. Acurast utilizes Trusted Execution Environmentsand Hardware Security Modulesof the mobile phones to ensure secure and scalable compute, while maintaining confidentiality without requiring trust in the device owner. “The ACU token lies at the heart of this economy. Acurast allows anyone and everyone to run compute with their mobile phones, providing real decentralisation, and become stakeholders in the networkpowering a secure, scalable and decentralised computer economy while incentivising activecollaboration and sustainable growth,” said De Carli.Over 300 websites and games were created on Acurast in the last 24 hours using just a prompt with Vibe Code and Deploy — live instantly on a decentralized network powered by phones. Acurast’s high-performance Proof of Stake blockchain orchestrates global demand and supply for secure decentralized compute, without centralized data centers. This chain verifies genuine hardware on-chain with Smartphone manufacture attestations and anchors confidential workloads, ensuring trustless and verifiable execution across billions of smartphones. Acurast’s Android and iOS apps offer end-to-end checks of each phone’s secure elements, delivering unstoppable trustless compute at scale. Acurast is creating a global decentralized cloud using smartphones in 130 countries. Acurast delivers a next-generation decentralized confidential compute platform, purpose-built for the demands of web3, AI, and beyond. Developers can seamlessly deploy and scale JavaScript, TypeScript, Node.js, and WASM workloads via a simple CLI, with access to thousands of NPM packages and deep integration across major ecosystems. Centered on openness, composability, and decentralization, Acurast forms the foundational layer for the decentralized compute economy, unlocking mass adoption and enabling unprecedented innovation for web3 and beyond. ACU tokens have a total supply of 1,000,000,000 tokens at genesis with the token utility being around network fees, settlement layers, staking and governance. Daily insights on business use cases with VB Daily If you want to impress your boss, VB Daily has you covered. We give you the inside scoop on what companies are doing with generative AI, from regulatory shifts to practical deployments, so you can share insights for maximum ROI. Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured. #acurast #raises #54m #global #decentralized
    VENTUREBEAT.COM
    Acurast raises $5.4M for global decentralized cloud using smartphones
    Acurast has raised $5.4 million to use smartphones to power a global decentralized cloud computing network. The company raised the money in a community led investment round by premier cryptocurrency launchpad CoinList. The sale concluded on May 22, 2025, with Acurast’s ACU token priced at nine cents, resulting in a fully diluted valuation of $90 million.“Most of the newly raised capital will be used to enhance our protocol, which continues proving that compute can be verifiable, confidential, energy-efficient, and truly decentralised, powered by the phones in our pockets,” said Alessandro De Carli, president of the board and cofounder of Acurast, in a statement.Acurast has raised $5.4 million. Acurast enables users to participate in confidential compute tasks, decentralized AI, and blockchain infrastructure, all while earning rewards by leveraging the processing power of smartphones. The protocol transforms everyday phones into secure, decentralized compute nodes, powering a global networkspanning over 130 countries.Acurast has onboarded over 72,000 smartphones, or “compute units,” worldwide onto its decentralized testnet with over 256 million transactions, making it the most decentralized and verifiable computenetwork available today, eliminating the need for centralized data centers. Acurast utilizes Trusted Execution Environments (TEEs) and Hardware Security Modules (HSMs) of the mobile phones to ensure secure and scalable compute, while maintaining confidentiality without requiring trust in the device owner. “The ACU token lies at the heart of this economy. Acurast allows anyone and everyone to run compute with their mobile phones, providing real decentralisation, and become stakeholders in the networkpowering a secure, scalable and decentralised computer economy while incentivising activecollaboration and sustainable growth,” said De Carli.Over 300 websites and games were created on Acurast in the last 24 hours using just a prompt with Vibe Code and Deploy — live instantly on a decentralized network powered by phones. Acurast’s high-performance Proof of Stake blockchain orchestrates global demand and supply for secure decentralized compute, without centralized data centers. This chain verifies genuine hardware on-chain with Smartphone manufacture attestations and anchors confidential workloads, ensuring trustless and verifiable execution across billions of smartphones. Acurast’s Android and iOS apps offer end-to-end checks of each phone’s secure elements, delivering unstoppable trustless compute at scale. Acurast is creating a global decentralized cloud using smartphones in 130 countries. Acurast delivers a next-generation decentralized confidential compute platform, purpose-built for the demands of web3, AI, and beyond. Developers can seamlessly deploy and scale JavaScript, TypeScript, Node.js, and WASM workloads via a simple CLI, with access to thousands of NPM packages and deep integration across major ecosystems. Centered on openness, composability, and decentralization, Acurast forms the foundational layer for the decentralized compute economy, unlocking mass adoption and enabling unprecedented innovation for web3 and beyond. ACU tokens have a total supply of 1,000,000,000 tokens at genesis with the token utility being around network fees, settlement layers, staking and governance. Daily insights on business use cases with VB Daily If you want to impress your boss, VB Daily has you covered. We give you the inside scoop on what companies are doing with generative AI, from regulatory shifts to practical deployments, so you can share insights for maximum ROI. Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured.
    0 Commentarii 0 Distribuiri 0 previzualizare
  • New 'Doom: The Dark Ages' Already Adjusted to Add Even More Dangerous Demons

    Doom: The Dark Ages just launched on May 15. But it's already received "difficulty" balance changes "that have made the demons of Hell even more dangerous than ever," writes Windows Central:

    According to DOOM's official website Slayer's Club, these balance adjustments are focused on making the game harder, as players have been leaving feedback saying it felt too easy even on Nightmare Mode. As a result, enemies now hit harder, health and armor item pick-ups drop less often, and certain enemies punish you more severely for mistiming the parry mechanic.

    It reached three million players in just five days, which was seven times faster than 2020's Doom: Eternal," reports Wccftech, more than two million of those three million launch players were playing on Xbox, while only 500K were playing on PS5.") "id Software proves it can still reinvent the wheel," according to one reviewer, "shaking up numerous aspects of gameplay, exchanging elaborate platforming for brutal on-the-ground action, as well as the ability to soar on a dragon's back or stomp around in a giant mech."

    And the New York Times says the game "effectively reinvents the hellish shooter with a revamped movement system and deepened lore" in the medieval goth-themed game...
    Double jumping and dashing are ditched and replaced with an emphasis on raw power and slow, strategic melee combat. Doom Slayer's arsenal features a brand-new tool, the powerful Shield Saw, which Id Software made a point to showcase across its "Stand and Fight" trailers and advertisements. Used for absorbing damage at the expense of speed, the saw also allows players to bash enemies from afar and close the gap on chasms too wide to jump across. While previous titles allowed players to quickly worm their way through bullet hell, The Dark Ages expects you to meet foes head on. "If you were an F-22 fighter jet in Doom Eternal, this time around we wanted you to feel like an Abrams tank," Hugo Martin, the game's creative director, has told journalists.

    And Doom Slayer's beefy durability and unstoppable nature does make the gameplay a refreshing experience. The badassery is somehow ratcheted to new heights with the inclusion of a fully controllable mech, which has only a handful of attacks at its disposal, and actual dragons. Flight in a Doom game is entirely surprising and fluid, and the dragons feel relatively easy to maneuver through tight spots. They can also engage in combat more deliberately with the use of dodges and mounted cannons...

    One of my favorite additions is the skullcrusher pulverizer. Equal parts heinous nutcracker and demonic woodchipper, the gun lodges skulls into a grinder and sends shards of bones flying at enemies. The animation is both goofy and satisfying.

    Another special Times article notes that Doom's fans "resurrect the original game over and over again on progressively stranger pieces of hardware: a Mazda Miata, a NordicTrack treadmill, a French pharmacy sign."

    But what many hard-core tech hobbyists want to know is whether you can play it on a pregnancy test. The answer: positively yes. And for the first time, even New York Times readers can play Doom within The Times's site...
    None of this happened by accident, of course. Ports were not incidental to Doom's development. They were a core consideration. "Doom was developed in a really unique way that lent a high degree of portability to its code base," said John Romero, who programmed the game with John Carmack.Id had developed Wolfenstein 3D, the Nazi-killing predecessor to Doom, on PCs. To build Doom, Carmack and Romero used NeXT, the hardware and software company founded by Steve Jobs after his ouster from Apple in 1985. NeXT computers were powerful, selling for about apiece in today's dollars. And any game designed on that system would require porting to the more humdrum PCs encountered by consumers at computer labs or office jobs.

    This turned out to be advantageous because Carmack had a special aptitude for ports. All of Id's founders met as colleagues at Softdisk, which had hired Carmack because of his ability to spin off multiple versions of a single game. The group decided to strike out on its own after Carmack created a near-perfect replica of the first level of Super Mario Bros. 3 — Nintendo's best-selling platformer — on a PC. It was a wonder of software engineering that compensated for limited processing power with clever workarounds. "This is the thing that everyone has," Romero said of PCs. "The fact that we could figure out how to make it become a game console was world changing...."

    Romero founded a series of game studios after leaving Id in 1996 and is working on a new first-person shooter, the genre he and Carmack practically invented. He has no illusions about how it may stack up. "I absolutely accept that Doom is the best game I'll ever make that has that kind of a reach," he said. "At some point you make the best thing." Thirty years on, people are still making it.

    And in related news, PC Gamer reports...
    As part of a new "FPS Fridays" series on Twitch, legendary shooter designer John Romero streamed New Blood's 2018 hit, Dusk, one of the first and most influential indie "boomer shooters" in the genre's recent revitalization. The short of it? Romero seems to have had a blast.

    of this story at Slashdot.
    #new #039doom #dark #ages039 #already
    New 'Doom: The Dark Ages' Already Adjusted to Add Even More Dangerous Demons
    Doom: The Dark Ages just launched on May 15. But it's already received "difficulty" balance changes "that have made the demons of Hell even more dangerous than ever," writes Windows Central: According to DOOM's official website Slayer's Club, these balance adjustments are focused on making the game harder, as players have been leaving feedback saying it felt too easy even on Nightmare Mode. As a result, enemies now hit harder, health and armor item pick-ups drop less often, and certain enemies punish you more severely for mistiming the parry mechanic. It reached three million players in just five days, which was seven times faster than 2020's Doom: Eternal," reports Wccftech, more than two million of those three million launch players were playing on Xbox, while only 500K were playing on PS5.") "id Software proves it can still reinvent the wheel," according to one reviewer, "shaking up numerous aspects of gameplay, exchanging elaborate platforming for brutal on-the-ground action, as well as the ability to soar on a dragon's back or stomp around in a giant mech." And the New York Times says the game "effectively reinvents the hellish shooter with a revamped movement system and deepened lore" in the medieval goth-themed game... Double jumping and dashing are ditched and replaced with an emphasis on raw power and slow, strategic melee combat. Doom Slayer's arsenal features a brand-new tool, the powerful Shield Saw, which Id Software made a point to showcase across its "Stand and Fight" trailers and advertisements. Used for absorbing damage at the expense of speed, the saw also allows players to bash enemies from afar and close the gap on chasms too wide to jump across. While previous titles allowed players to quickly worm their way through bullet hell, The Dark Ages expects you to meet foes head on. "If you were an F-22 fighter jet in Doom Eternal, this time around we wanted you to feel like an Abrams tank," Hugo Martin, the game's creative director, has told journalists. And Doom Slayer's beefy durability and unstoppable nature does make the gameplay a refreshing experience. The badassery is somehow ratcheted to new heights with the inclusion of a fully controllable mech, which has only a handful of attacks at its disposal, and actual dragons. Flight in a Doom game is entirely surprising and fluid, and the dragons feel relatively easy to maneuver through tight spots. They can also engage in combat more deliberately with the use of dodges and mounted cannons... One of my favorite additions is the skullcrusher pulverizer. Equal parts heinous nutcracker and demonic woodchipper, the gun lodges skulls into a grinder and sends shards of bones flying at enemies. The animation is both goofy and satisfying. Another special Times article notes that Doom's fans "resurrect the original game over and over again on progressively stranger pieces of hardware: a Mazda Miata, a NordicTrack treadmill, a French pharmacy sign." But what many hard-core tech hobbyists want to know is whether you can play it on a pregnancy test. The answer: positively yes. And for the first time, even New York Times readers can play Doom within The Times's site... None of this happened by accident, of course. Ports were not incidental to Doom's development. They were a core consideration. "Doom was developed in a really unique way that lent a high degree of portability to its code base," said John Romero, who programmed the game with John Carmack.Id had developed Wolfenstein 3D, the Nazi-killing predecessor to Doom, on PCs. To build Doom, Carmack and Romero used NeXT, the hardware and software company founded by Steve Jobs after his ouster from Apple in 1985. NeXT computers were powerful, selling for about apiece in today's dollars. And any game designed on that system would require porting to the more humdrum PCs encountered by consumers at computer labs or office jobs. This turned out to be advantageous because Carmack had a special aptitude for ports. All of Id's founders met as colleagues at Softdisk, which had hired Carmack because of his ability to spin off multiple versions of a single game. The group decided to strike out on its own after Carmack created a near-perfect replica of the first level of Super Mario Bros. 3 — Nintendo's best-selling platformer — on a PC. It was a wonder of software engineering that compensated for limited processing power with clever workarounds. "This is the thing that everyone has," Romero said of PCs. "The fact that we could figure out how to make it become a game console was world changing...." Romero founded a series of game studios after leaving Id in 1996 and is working on a new first-person shooter, the genre he and Carmack practically invented. He has no illusions about how it may stack up. "I absolutely accept that Doom is the best game I'll ever make that has that kind of a reach," he said. "At some point you make the best thing." Thirty years on, people are still making it. And in related news, PC Gamer reports... As part of a new "FPS Fridays" series on Twitch, legendary shooter designer John Romero streamed New Blood's 2018 hit, Dusk, one of the first and most influential indie "boomer shooters" in the genre's recent revitalization. The short of it? Romero seems to have had a blast. of this story at Slashdot. #new #039doom #dark #ages039 #already
    GAMES.SLASHDOT.ORG
    New 'Doom: The Dark Ages' Already Adjusted to Add Even More Dangerous Demons
    Doom: The Dark Ages just launched on May 15. But it's already received "difficulty" balance changes "that have made the demons of Hell even more dangerous than ever," writes Windows Central: According to DOOM's official website Slayer's Club, these balance adjustments are focused on making the game harder, as players have been leaving feedback saying it felt too easy even on Nightmare Mode. As a result, enemies now hit harder, health and armor item pick-ups drop less often, and certain enemies punish you more severely for mistiming the parry mechanic. It reached three million players in just five days, which was seven times faster than 2020's Doom: Eternal," reports Wccftech (though according to analytics firm Ampere Analysis (via The Game Business), more than two million of those three million launch players were playing on Xbox, while only 500K were playing on PS5.") "id Software proves it can still reinvent the wheel," according to one reviewer, "shaking up numerous aspects of gameplay, exchanging elaborate platforming for brutal on-the-ground action, as well as the ability to soar on a dragon's back or stomp around in a giant mech." And the New York Times says the game "effectively reinvents the hellish shooter with a revamped movement system and deepened lore" in the medieval goth-themed game... Double jumping and dashing are ditched and replaced with an emphasis on raw power and slow, strategic melee combat. Doom Slayer's arsenal features a brand-new tool, the powerful Shield Saw, which Id Software made a point to showcase across its "Stand and Fight" trailers and advertisements. Used for absorbing damage at the expense of speed, the saw also allows players to bash enemies from afar and close the gap on chasms too wide to jump across. While previous titles allowed players to quickly worm their way through bullet hell, The Dark Ages expects you to meet foes head on. "If you were an F-22 fighter jet in Doom Eternal, this time around we wanted you to feel like an Abrams tank," Hugo Martin, the game's creative director, has told journalists. And Doom Slayer's beefy durability and unstoppable nature does make the gameplay a refreshing experience. The badassery is somehow ratcheted to new heights with the inclusion of a fully controllable mech, which has only a handful of attacks at its disposal, and actual dragons. Flight in a Doom game is entirely surprising and fluid, and the dragons feel relatively easy to maneuver through tight spots. They can also engage in combat more deliberately with the use of dodges and mounted cannons... One of my favorite additions is the skullcrusher pulverizer. Equal parts heinous nutcracker and demonic woodchipper, the gun lodges skulls into a grinder and sends shards of bones flying at enemies. The animation is both goofy and satisfying. Another special Times article notes that Doom's fans "resurrect the original game over and over again on progressively stranger pieces of hardware: a Mazda Miata, a NordicTrack treadmill, a French pharmacy sign." But what many hard-core tech hobbyists want to know is whether you can play it on a pregnancy test. The answer: positively yes. And for the first time, even New York Times readers can play Doom within The Times's site [after creating a free account]... None of this happened by accident, of course. Ports were not incidental to Doom's development. They were a core consideration. "Doom was developed in a really unique way that lent a high degree of portability to its code base," said John Romero, who programmed the game with John Carmack. (In our interview, he then reminisced about operating systems for the next 14 minutes.) Id had developed Wolfenstein 3D, the Nazi-killing predecessor to Doom, on PCs. To build Doom, Carmack and Romero used NeXT, the hardware and software company founded by Steve Jobs after his ouster from Apple in 1985. NeXT computers were powerful, selling for about $25,000 apiece in today's dollars. And any game designed on that system would require porting to the more humdrum PCs encountered by consumers at computer labs or office jobs. This turned out to be advantageous because Carmack had a special aptitude for ports. All of Id's founders met as colleagues at Softdisk, which had hired Carmack because of his ability to spin off multiple versions of a single game. The group decided to strike out on its own after Carmack created a near-perfect replica of the first level of Super Mario Bros. 3 — Nintendo's best-selling platformer — on a PC. It was a wonder of software engineering that compensated for limited processing power with clever workarounds. "This is the thing that everyone has," Romero said of PCs. "The fact that we could figure out how to make it become a game console was world changing...." Romero founded a series of game studios after leaving Id in 1996 and is working on a new first-person shooter, the genre he and Carmack practically invented. He has no illusions about how it may stack up. "I absolutely accept that Doom is the best game I'll ever make that has that kind of a reach," he said. "At some point you make the best thing." Thirty years on, people are still making it. And in related news, PC Gamer reports... As part of a new "FPS Fridays" series on Twitch, legendary shooter designer John Romero streamed New Blood's 2018 hit, Dusk, one of the first and most influential indie "boomer shooters" in the genre's recent revitalization. The short of it? Romero seems to have had a blast. Read more of this story at Slashdot.
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