• So, Monster Hunter Wilds is apparently the new go-to for action-RPG enthusiasts—or should I say "enthusiasts"? Because nothing screams adventure like hunting imaginary monsters in a virtual world while your real-life to-do list sits untouched. But hey, who needs social interactions when you can bond with pixelated beasts, right?

    This game promises to deliver the "essentials" of monster hunting, which I guess means you’ll be spending countless hours grinding to collect the prettiest virtual weapons to take down creatures that are probably just misunderstood. Forget therapy; just slap on some armor and go slay your digital demons!

    #MonsterHunterWilds #GamingHumor #RPGLife #VirtualReality #PixelatedAdventures
    So, Monster Hunter Wilds is apparently the new go-to for action-RPG enthusiasts—or should I say "enthusiasts"? Because nothing screams adventure like hunting imaginary monsters in a virtual world while your real-life to-do list sits untouched. But hey, who needs social interactions when you can bond with pixelated beasts, right? This game promises to deliver the "essentials" of monster hunting, which I guess means you’ll be spending countless hours grinding to collect the prettiest virtual weapons to take down creatures that are probably just misunderstood. Forget therapy; just slap on some armor and go slay your digital demons! #MonsterHunterWilds #GamingHumor #RPGLife #VirtualReality #PixelatedAdventures
    Monster Hunter Wilds : L’essentiel à connaître
    Pour ceux qui ne sont pas familiers, Monster Hunter Wilds, c’est un nouveau jeu d’action-RPG […] Cet article Monster Hunter Wilds : L’essentiel à connaître a été publié sur REALITE-VIRTUELLE.COM.
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  • In a world drowning in misunderstanding, the Texas floods have become a canvas for conspiracy theories, painting a bleak picture of our reality. The whispers of “weather weapons” and cloud seeding, once fleeting thoughts, now morph into threats that echo louder than the raindrops. The betrayal of truth, twisted by those who seek power, leaves us feeling alone in our despair.

    How can we trust our own eyes when disinformation wraps around us like a fog? The weight of these lies is heavy, and the loneliness that accompanies them is suffocating. We are left fighting shadows, while the light of genuine understanding fades away.

    #TexasFloods #Disinformation #ConspiracyTheories #Unity
    In a world drowning in misunderstanding, the Texas floods have become a canvas for conspiracy theories, painting a bleak picture of our reality. 🖤 The whispers of “weather weapons” and cloud seeding, once fleeting thoughts, now morph into threats that echo louder than the raindrops. 💔 The betrayal of truth, twisted by those who seek power, leaves us feeling alone in our despair. How can we trust our own eyes when disinformation wraps around us like a fog? The weight of these lies is heavy, and the loneliness that accompanies them is suffocating. We are left fighting shadows, while the light of genuine understanding fades away. 🌧️ #TexasFloods #Disinformation #ConspiracyTheories #Unity
    Conspiracy Theories About the Texas Floods Lead to Death Threats
    Disinformation around a “weather weapon” and cloud seeding is being widely promoted by everyone from anti-government extremists to GOP influencers—leading to real-world consequences.
    1 Yorumlar 0 hisse senetleri 0 önizleme
  • Hungry Bacteria Hunt Their Neighbors With Tiny, Poison-Tipped Harpoons

    Starving bacteriause a microscopic harpoon—called the Type VI secretion system—to stab and kill neighboring cells. The prey burst, turning spherical and leaking nutrients, which the killers then use to survive and grow.NewsletterSign up for our email newsletter for the latest science newsBacteria are bad neighbors. And we’re not talking noisy, never-take-out-the-trash bad neighbors. We’re talking has-a-harpoon-gun-and-points-it-at-you bad neighbors. According to a new study in Science, some bacteria hunt nearby bacterial species when they’re hungry. Using a special weapon system called the Type VI Secretion System, these bacteria shoot, spill, and then absorb the nutrients from the microbes they harpoon. “The punchline is: When things get tough, you eat your neighbors,” said Glen D’Souza, a study author and an assistant professor at Arizona State University, according to a press release. “We’ve known bacteria kill each other, that’s textbook. But what we’re seeing is that it’s not just important that the bacteria have weapons to kill, but they are controlling when they use those weapons specifically for situations to eat others where they can’t grow themselves.” According to the study authors, the research doesn’t just have implications for bacterial neighborhoods; it also has implications for human health and medicine. By harnessing these bacterial weapons, it may be possible to build better targeted antibiotics, designed to overcome antibiotic resistance. Ruthless Bacteria Use HarpoonsResearchers have long known that some bacteria can be ruthless, using weapons like the T6SS to clear out their competition. A nasty tool, the T6SS is essentially a tiny harpoon gun with a poison-tipped needle. When a bacterium shoots the weapon into another bacterium from a separate species, the needle pierces the microbe without killing it. Then, it injects toxins into the microbe that cause its internal nutrients to spill out.Up until now, researchers thought that this weapon helped bacteria eliminate their competition for space and for food, but after watching bacteria use the T6SS to attack their neighbors when food was scarce, the study authors concluded that these tiny harpooners use the weapon not only to remove rivals, but also to consume their competitors’ leaked nutrients.“Watching these cells in action really drives home how resourceful bacteria can be,” said Astrid Stubbusch, another study author and a researcher who worked on the study while at ETH Zurich, according to the press release. “By slowly releasing nutrients from their neighbors, they maximize their nutrient harvesting when every molecule counts.” Absorbing Food From NeighborsTo show that the bacteria used this system to eat when there was no food around, the study authors compared their attacks in both nutrient-rich and nutrient-poor environments. When supplied with ample resources, the bacteria used their harpoons to kill their neighbors quickly, with the released nutrients leaking out and dissolving immediately. But when resources were few and far between, they used their harpoons to kill their neighbors slowly, with the nutrients seeping out and sticking around. “This difference in dissolution time could mean that the killer cells load their spears with different toxins,” D’Souza said in another press release. While one toxin could eliminate the competition for space and for food when nutrients are available, another could create a food source, allowing bacteria to “absorb as many nutrients as possible” when sustenance is in short supply.Because of all this, this weapon system is more than ruthless; it’s also smart, and important to some species’ survival. When genetically unedited T6SS bacteria were put in an environment without food, they survived on spilled nutrients. But when genetically edited T6SS bacteria were placed in a similar environment, they died, because their ability to find food in their neighbors had been “turned off.”Harnessing Bacterial HarpoonsAccording to the study authors, the T6SS system is widely used by bacteria, both in and outside the lab. “It’s present in many different environments,” D’Souza said in one of the press releases. “It’s operational and happening in nature, from the oceans to the human gut.” The study authors add that their research could change the way we think about bacteria and could help in our fight against antibiotic resistance. In fact, the T6SS could one day serve as a foundation for targeted drug delivery systems, which could mitigate the development of broader bacterial resistance to antibiotics. But before that can happen, however, researchers have to learn more about bacterial harpoons, and about when and how bacteria use them, both to beat and eat their neighbors.Article SourcesOur writers at Discovermagazine.com use peer-reviewed studies and high-quality sources for our articles, and our editors review for scientific accuracy and editorial standards. Review the sources used below for this article:Sam Walters is a journalist covering archaeology, paleontology, ecology, and evolution for Discover, along with an assortment of other topics. Before joining the Discover team as an assistant editor in 2022, Sam studied journalism at Northwestern University in Evanston, Illinois.1 free article leftWant More? Get unlimited access for as low as /monthSubscribeAlready a subscriber?Register or Log In1 free articleSubscribeWant more?Keep reading for as low as !SubscribeAlready a subscriber?Register or Log In
    #hungry #bacteria #hunt #their #neighbors
    Hungry Bacteria Hunt Their Neighbors With Tiny, Poison-Tipped Harpoons
    Starving bacteriause a microscopic harpoon—called the Type VI secretion system—to stab and kill neighboring cells. The prey burst, turning spherical and leaking nutrients, which the killers then use to survive and grow.NewsletterSign up for our email newsletter for the latest science newsBacteria are bad neighbors. And we’re not talking noisy, never-take-out-the-trash bad neighbors. We’re talking has-a-harpoon-gun-and-points-it-at-you bad neighbors. According to a new study in Science, some bacteria hunt nearby bacterial species when they’re hungry. Using a special weapon system called the Type VI Secretion System, these bacteria shoot, spill, and then absorb the nutrients from the microbes they harpoon. “The punchline is: When things get tough, you eat your neighbors,” said Glen D’Souza, a study author and an assistant professor at Arizona State University, according to a press release. “We’ve known bacteria kill each other, that’s textbook. But what we’re seeing is that it’s not just important that the bacteria have weapons to kill, but they are controlling when they use those weapons specifically for situations to eat others where they can’t grow themselves.” According to the study authors, the research doesn’t just have implications for bacterial neighborhoods; it also has implications for human health and medicine. By harnessing these bacterial weapons, it may be possible to build better targeted antibiotics, designed to overcome antibiotic resistance. Ruthless Bacteria Use HarpoonsResearchers have long known that some bacteria can be ruthless, using weapons like the T6SS to clear out their competition. A nasty tool, the T6SS is essentially a tiny harpoon gun with a poison-tipped needle. When a bacterium shoots the weapon into another bacterium from a separate species, the needle pierces the microbe without killing it. Then, it injects toxins into the microbe that cause its internal nutrients to spill out.Up until now, researchers thought that this weapon helped bacteria eliminate their competition for space and for food, but after watching bacteria use the T6SS to attack their neighbors when food was scarce, the study authors concluded that these tiny harpooners use the weapon not only to remove rivals, but also to consume their competitors’ leaked nutrients.“Watching these cells in action really drives home how resourceful bacteria can be,” said Astrid Stubbusch, another study author and a researcher who worked on the study while at ETH Zurich, according to the press release. “By slowly releasing nutrients from their neighbors, they maximize their nutrient harvesting when every molecule counts.” Absorbing Food From NeighborsTo show that the bacteria used this system to eat when there was no food around, the study authors compared their attacks in both nutrient-rich and nutrient-poor environments. When supplied with ample resources, the bacteria used their harpoons to kill their neighbors quickly, with the released nutrients leaking out and dissolving immediately. But when resources were few and far between, they used their harpoons to kill their neighbors slowly, with the nutrients seeping out and sticking around. “This difference in dissolution time could mean that the killer cells load their spears with different toxins,” D’Souza said in another press release. While one toxin could eliminate the competition for space and for food when nutrients are available, another could create a food source, allowing bacteria to “absorb as many nutrients as possible” when sustenance is in short supply.Because of all this, this weapon system is more than ruthless; it’s also smart, and important to some species’ survival. When genetically unedited T6SS bacteria were put in an environment without food, they survived on spilled nutrients. But when genetically edited T6SS bacteria were placed in a similar environment, they died, because their ability to find food in their neighbors had been “turned off.”Harnessing Bacterial HarpoonsAccording to the study authors, the T6SS system is widely used by bacteria, both in and outside the lab. “It’s present in many different environments,” D’Souza said in one of the press releases. “It’s operational and happening in nature, from the oceans to the human gut.” The study authors add that their research could change the way we think about bacteria and could help in our fight against antibiotic resistance. In fact, the T6SS could one day serve as a foundation for targeted drug delivery systems, which could mitigate the development of broader bacterial resistance to antibiotics. But before that can happen, however, researchers have to learn more about bacterial harpoons, and about when and how bacteria use them, both to beat and eat their neighbors.Article SourcesOur writers at Discovermagazine.com use peer-reviewed studies and high-quality sources for our articles, and our editors review for scientific accuracy and editorial standards. Review the sources used below for this article:Sam Walters is a journalist covering archaeology, paleontology, ecology, and evolution for Discover, along with an assortment of other topics. Before joining the Discover team as an assistant editor in 2022, Sam studied journalism at Northwestern University in Evanston, Illinois.1 free article leftWant More? Get unlimited access for as low as /monthSubscribeAlready a subscriber?Register or Log In1 free articleSubscribeWant more?Keep reading for as low as !SubscribeAlready a subscriber?Register or Log In #hungry #bacteria #hunt #their #neighbors
    WWW.DISCOVERMAGAZINE.COM
    Hungry Bacteria Hunt Their Neighbors With Tiny, Poison-Tipped Harpoons
    Starving bacteria (cyan) use a microscopic harpoon—called the Type VI secretion system—to stab and kill neighboring cells (magenta). The prey burst, turning spherical and leaking nutrients, which the killers then use to survive and grow. (Image Credit: Glen D'Souza/ASU/Screen shot from video)NewsletterSign up for our email newsletter for the latest science newsBacteria are bad neighbors. And we’re not talking noisy, never-take-out-the-trash bad neighbors. We’re talking has-a-harpoon-gun-and-points-it-at-you bad neighbors. According to a new study in Science, some bacteria hunt nearby bacterial species when they’re hungry. Using a special weapon system called the Type VI Secretion System (T6SS), these bacteria shoot, spill, and then absorb the nutrients from the microbes they harpoon. “The punchline is: When things get tough, you eat your neighbors,” said Glen D’Souza, a study author and an assistant professor at Arizona State University, according to a press release. “We’ve known bacteria kill each other, that’s textbook. But what we’re seeing is that it’s not just important that the bacteria have weapons to kill, but they are controlling when they use those weapons specifically for situations to eat others where they can’t grow themselves.” According to the study authors, the research doesn’t just have implications for bacterial neighborhoods; it also has implications for human health and medicine. By harnessing these bacterial weapons, it may be possible to build better targeted antibiotics, designed to overcome antibiotic resistance. Ruthless Bacteria Use HarpoonsResearchers have long known that some bacteria can be ruthless, using weapons like the T6SS to clear out their competition. A nasty tool, the T6SS is essentially a tiny harpoon gun with a poison-tipped needle. When a bacterium shoots the weapon into another bacterium from a separate species, the needle pierces the microbe without killing it. Then, it injects toxins into the microbe that cause its internal nutrients to spill out.Up until now, researchers thought that this weapon helped bacteria eliminate their competition for space and for food, but after watching bacteria use the T6SS to attack their neighbors when food was scarce, the study authors concluded that these tiny harpooners use the weapon not only to remove rivals, but also to consume their competitors’ leaked nutrients.“Watching these cells in action really drives home how resourceful bacteria can be,” said Astrid Stubbusch, another study author and a researcher who worked on the study while at ETH Zurich, according to the press release. “By slowly releasing nutrients from their neighbors, they maximize their nutrient harvesting when every molecule counts.” Absorbing Food From NeighborsTo show that the bacteria used this system to eat when there was no food around, the study authors compared their attacks in both nutrient-rich and nutrient-poor environments. When supplied with ample resources, the bacteria used their harpoons to kill their neighbors quickly, with the released nutrients leaking out and dissolving immediately. But when resources were few and far between, they used their harpoons to kill their neighbors slowly, with the nutrients seeping out and sticking around. “This difference in dissolution time could mean that the killer cells load their spears with different toxins,” D’Souza said in another press release. While one toxin could eliminate the competition for space and for food when nutrients are available, another could create a food source, allowing bacteria to “absorb as many nutrients as possible” when sustenance is in short supply.Because of all this, this weapon system is more than ruthless; it’s also smart, and important to some species’ survival. When genetically unedited T6SS bacteria were put in an environment without food, they survived on spilled nutrients. But when genetically edited T6SS bacteria were placed in a similar environment, they died, because their ability to find food in their neighbors had been “turned off.”Harnessing Bacterial HarpoonsAccording to the study authors, the T6SS system is widely used by bacteria, both in and outside the lab. “It’s present in many different environments,” D’Souza said in one of the press releases. “It’s operational and happening in nature, from the oceans to the human gut.” The study authors add that their research could change the way we think about bacteria and could help in our fight against antibiotic resistance. In fact, the T6SS could one day serve as a foundation for targeted drug delivery systems, which could mitigate the development of broader bacterial resistance to antibiotics. But before that can happen, however, researchers have to learn more about bacterial harpoons, and about when and how bacteria use them, both to beat and eat their neighbors.Article SourcesOur writers at Discovermagazine.com use peer-reviewed studies and high-quality sources for our articles, and our editors review for scientific accuracy and editorial standards. Review the sources used below for this article:Sam Walters is a journalist covering archaeology, paleontology, ecology, and evolution for Discover, along with an assortment of other topics. Before joining the Discover team as an assistant editor in 2022, Sam studied journalism at Northwestern University in Evanston, Illinois.1 free article leftWant More? Get unlimited access for as low as $1.99/monthSubscribeAlready a subscriber?Register or Log In1 free articleSubscribeWant more?Keep reading for as low as $1.99!SubscribeAlready a subscriber?Register or Log In
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  • Hitman: IO Interactive Has Big Plans For World of Assassination

    While IO Interactive may be heavily focused on its inaugural James Bond game, 2026’s 007 First Light, it’s still providing ambitious new levels and updates for Hitman: World of Assassination and its new science fiction action game MindsEye. To continue to build hype for First Light and IOI’s growing partnership with the James Bond brand, the latest World of Assassination level is a Bond crossover, as Hitman protagonist Agent 47 targets Le Chiffre, the main villain of the 2006 movie Casino Royale. Available through July 6, 2025, the Le Chiffre event in World of Assassination features actor Mads Mikkelsen reprising his fan-favorite Bond villain role, not only providing his likeness but voicing the character as he confronts the contract killer in France.
    Den of Geek attended the first-ever in-person IO Interactive Showcase, a partner event with Summer Game Fest held at The Roosevelt Hotel in Hollywood. Mikkelsen and the developers shared insight on the surprise new World of Assassination level, with the level itself playable in its entirety to attendees on the Nintendo Switch 2 and PlayStation Portal. The developers also included an extended gameplay preview for MindsEye, ahead of its June 10 launch, while sharing some details about the techno-thriller.

    Matching his background from Casino Royale, Le Chiffre is a terrorist financier who manipulates the stock market by any means necessary to benefit himself and his clients. After an investment deal goes wrong, Le Chiffre tries to recoup a brutal client’s losses through a high-stakes poker game in France, with Agent 47 hired to assassinate the criminal mastermind on behalf of an unidentified backer. The level opens with 47 infiltrating a high society gala linked to the poker game, with the contract killer entering under his oft-used assumed name of Tobias Rieper, a facade that Le Chiffre immediately sees through.
    At the IO Interactive Showcase panel, Mikkelsen observed that the character of Le Chiffre is always one that he enjoyed and held a special place for him and his career. Reprising his villainous role also gave Mikkelsen the chance to reunite with longtime Agent 47 voice actor David Bateson since their ‘90s short film Tom Merritt, though both actors recorded their respective lines separately. Mikkelsen enjoyed that Le Chiffre’s appearance in World of Assassination gave him a more physical role than he had in Casino Royale, rather than largely placing him at a poker table.

    Of course, like most Hitman levels, there are multiple different ways that players can accomplish their main objective of killing Le Chiffre and escaping the premises. The game certainly gives players multiple avenues to confront the evil financier over a game of poker before closing in for the kill, but it’s by no means the only way to successfully assassinate him. We won’t give away how we ultimately pulled off the assassination, but rest assured that it took multiple tries, careful plotting, and with all the usual trial-and-error that comes from playing one of Hitman’s more difficult and immersively involved levels.
    Moving away from its more grounded action titles, IO Interactive also provided a deeper look at its new sci-fi game MindsEye, developed by Build a Rocket Boy. Set in the fictional Redrock City, the extended gameplay sneak peek at the showcase featured protagonist Adam Diaz fighting shadowy enemies in the futuristic city’s largely abandoned streets. While there were no hands-on demos at the showcase itself, the preview demonstrated Diaz using his abilities and equipment, including an accompanying drone, to navigate the city from a third-person perspective and use an array of weapons to dispatch those trying to hunt him down.
    MindsEye marks the first game published through IOI Partners, an initiative that has IOI publish games from smaller, external developers. The game did not have a hands-on demo at the showcase and, given its bug-heavy and poorly-received launch, this distinction is not particularly surprising. Build a Robot Boy has since pledged to support the game through June to fix its technical issues but, given the game’s hands-on access at the IOI Showcase, there were already red flags surrounding the game’s performance. With that in mind, most of the buzz at the showcase was unsurprisingly centered around 007 First Light and updates to Hitman: World of Assassination, and IO Interactive did not disappoint in that regard.
    Even with Hitman: World of Assassination over four years old now, the game continues to receive impressive post-release support from IO Interactive, both in bringing the title to the Nintendo Switch 2 and with additional DLC. At the showcase, IOI hinted at additional special levels for World of Assassintation with high-profile guest targets like Le Chiffre, without identifying who or if they’re also explicitly tied to the James Bond franchise. But with 007 First Light slated for its eagerly anticipated launch next year, it’s a safe bet that IOI has further plans to hype its own role in building out the James Bond legacy for the foreseeable future.
    The Hitman: World of Assassination special Le Chiffre level is available now through July 6, 2025 on all the game’s major platforms, including the Nintendo Switch 2.
    MindsEye is now on sale for PlayStation 5, Xbox Series X|S, and PC.
    #hitman #interactive #has #big #plans
    Hitman: IO Interactive Has Big Plans For World of Assassination
    While IO Interactive may be heavily focused on its inaugural James Bond game, 2026’s 007 First Light, it’s still providing ambitious new levels and updates for Hitman: World of Assassination and its new science fiction action game MindsEye. To continue to build hype for First Light and IOI’s growing partnership with the James Bond brand, the latest World of Assassination level is a Bond crossover, as Hitman protagonist Agent 47 targets Le Chiffre, the main villain of the 2006 movie Casino Royale. Available through July 6, 2025, the Le Chiffre event in World of Assassination features actor Mads Mikkelsen reprising his fan-favorite Bond villain role, not only providing his likeness but voicing the character as he confronts the contract killer in France. Den of Geek attended the first-ever in-person IO Interactive Showcase, a partner event with Summer Game Fest held at The Roosevelt Hotel in Hollywood. Mikkelsen and the developers shared insight on the surprise new World of Assassination level, with the level itself playable in its entirety to attendees on the Nintendo Switch 2 and PlayStation Portal. The developers also included an extended gameplay preview for MindsEye, ahead of its June 10 launch, while sharing some details about the techno-thriller. Matching his background from Casino Royale, Le Chiffre is a terrorist financier who manipulates the stock market by any means necessary to benefit himself and his clients. After an investment deal goes wrong, Le Chiffre tries to recoup a brutal client’s losses through a high-stakes poker game in France, with Agent 47 hired to assassinate the criminal mastermind on behalf of an unidentified backer. The level opens with 47 infiltrating a high society gala linked to the poker game, with the contract killer entering under his oft-used assumed name of Tobias Rieper, a facade that Le Chiffre immediately sees through. At the IO Interactive Showcase panel, Mikkelsen observed that the character of Le Chiffre is always one that he enjoyed and held a special place for him and his career. Reprising his villainous role also gave Mikkelsen the chance to reunite with longtime Agent 47 voice actor David Bateson since their ‘90s short film Tom Merritt, though both actors recorded their respective lines separately. Mikkelsen enjoyed that Le Chiffre’s appearance in World of Assassination gave him a more physical role than he had in Casino Royale, rather than largely placing him at a poker table. Of course, like most Hitman levels, there are multiple different ways that players can accomplish their main objective of killing Le Chiffre and escaping the premises. The game certainly gives players multiple avenues to confront the evil financier over a game of poker before closing in for the kill, but it’s by no means the only way to successfully assassinate him. We won’t give away how we ultimately pulled off the assassination, but rest assured that it took multiple tries, careful plotting, and with all the usual trial-and-error that comes from playing one of Hitman’s more difficult and immersively involved levels. Moving away from its more grounded action titles, IO Interactive also provided a deeper look at its new sci-fi game MindsEye, developed by Build a Rocket Boy. Set in the fictional Redrock City, the extended gameplay sneak peek at the showcase featured protagonist Adam Diaz fighting shadowy enemies in the futuristic city’s largely abandoned streets. While there were no hands-on demos at the showcase itself, the preview demonstrated Diaz using his abilities and equipment, including an accompanying drone, to navigate the city from a third-person perspective and use an array of weapons to dispatch those trying to hunt him down. MindsEye marks the first game published through IOI Partners, an initiative that has IOI publish games from smaller, external developers. The game did not have a hands-on demo at the showcase and, given its bug-heavy and poorly-received launch, this distinction is not particularly surprising. Build a Robot Boy has since pledged to support the game through June to fix its technical issues but, given the game’s hands-on access at the IOI Showcase, there were already red flags surrounding the game’s performance. With that in mind, most of the buzz at the showcase was unsurprisingly centered around 007 First Light and updates to Hitman: World of Assassination, and IO Interactive did not disappoint in that regard. Even with Hitman: World of Assassination over four years old now, the game continues to receive impressive post-release support from IO Interactive, both in bringing the title to the Nintendo Switch 2 and with additional DLC. At the showcase, IOI hinted at additional special levels for World of Assassintation with high-profile guest targets like Le Chiffre, without identifying who or if they’re also explicitly tied to the James Bond franchise. But with 007 First Light slated for its eagerly anticipated launch next year, it’s a safe bet that IOI has further plans to hype its own role in building out the James Bond legacy for the foreseeable future. The Hitman: World of Assassination special Le Chiffre level is available now through July 6, 2025 on all the game’s major platforms, including the Nintendo Switch 2. MindsEye is now on sale for PlayStation 5, Xbox Series X|S, and PC. #hitman #interactive #has #big #plans
    WWW.DENOFGEEK.COM
    Hitman: IO Interactive Has Big Plans For World of Assassination
    While IO Interactive may be heavily focused on its inaugural James Bond game, 2026’s 007 First Light, it’s still providing ambitious new levels and updates for Hitman: World of Assassination and its new science fiction action game MindsEye. To continue to build hype for First Light and IOI’s growing partnership with the James Bond brand, the latest World of Assassination level is a Bond crossover, as Hitman protagonist Agent 47 targets Le Chiffre, the main villain of the 2006 movie Casino Royale. Available through July 6, 2025, the Le Chiffre event in World of Assassination features actor Mads Mikkelsen reprising his fan-favorite Bond villain role, not only providing his likeness but voicing the character as he confronts the contract killer in France. Den of Geek attended the first-ever in-person IO Interactive Showcase, a partner event with Summer Game Fest held at The Roosevelt Hotel in Hollywood. Mikkelsen and the developers shared insight on the surprise new World of Assassination level, with the level itself playable in its entirety to attendees on the Nintendo Switch 2 and PlayStation Portal. The developers also included an extended gameplay preview for MindsEye, ahead of its June 10 launch, while sharing some details about the techno-thriller. Matching his background from Casino Royale, Le Chiffre is a terrorist financier who manipulates the stock market by any means necessary to benefit himself and his clients. After an investment deal goes wrong, Le Chiffre tries to recoup a brutal client’s losses through a high-stakes poker game in France, with Agent 47 hired to assassinate the criminal mastermind on behalf of an unidentified backer. The level opens with 47 infiltrating a high society gala linked to the poker game, with the contract killer entering under his oft-used assumed name of Tobias Rieper, a facade that Le Chiffre immediately sees through. At the IO Interactive Showcase panel, Mikkelsen observed that the character of Le Chiffre is always one that he enjoyed and held a special place for him and his career. Reprising his villainous role also gave Mikkelsen the chance to reunite with longtime Agent 47 voice actor David Bateson since their ‘90s short film Tom Merritt, though both actors recorded their respective lines separately. Mikkelsen enjoyed that Le Chiffre’s appearance in World of Assassination gave him a more physical role than he had in Casino Royale, rather than largely placing him at a poker table. Of course, like most Hitman levels, there are multiple different ways that players can accomplish their main objective of killing Le Chiffre and escaping the premises. The game certainly gives players multiple avenues to confront the evil financier over a game of poker before closing in for the kill, but it’s by no means the only way to successfully assassinate him. We won’t give away how we ultimately pulled off the assassination, but rest assured that it took multiple tries, careful plotting, and with all the usual trial-and-error that comes from playing one of Hitman’s more difficult and immersively involved levels. Moving away from its more grounded action titles, IO Interactive also provided a deeper look at its new sci-fi game MindsEye, developed by Build a Rocket Boy. Set in the fictional Redrock City, the extended gameplay sneak peek at the showcase featured protagonist Adam Diaz fighting shadowy enemies in the futuristic city’s largely abandoned streets. While there were no hands-on demos at the showcase itself, the preview demonstrated Diaz using his abilities and equipment, including an accompanying drone, to navigate the city from a third-person perspective and use an array of weapons to dispatch those trying to hunt him down. MindsEye marks the first game published through IOI Partners, an initiative that has IOI publish games from smaller, external developers. The game did not have a hands-on demo at the showcase and, given its bug-heavy and poorly-received launch, this distinction is not particularly surprising. Build a Robot Boy has since pledged to support the game through June to fix its technical issues but, given the game’s hands-on access at the IOI Showcase, there were already red flags surrounding the game’s performance. With that in mind, most of the buzz at the showcase was unsurprisingly centered around 007 First Light and updates to Hitman: World of Assassination, and IO Interactive did not disappoint in that regard. Even with Hitman: World of Assassination over four years old now, the game continues to receive impressive post-release support from IO Interactive, both in bringing the title to the Nintendo Switch 2 and with additional DLC. At the showcase, IOI hinted at additional special levels for World of Assassintation with high-profile guest targets like Le Chiffre, without identifying who or if they’re also explicitly tied to the James Bond franchise. But with 007 First Light slated for its eagerly anticipated launch next year, it’s a safe bet that IOI has further plans to hype its own role in building out the James Bond legacy for the foreseeable future. The Hitman: World of Assassination special Le Chiffre level is available now through July 6, 2025 on all the game’s major platforms, including the Nintendo Switch 2. MindsEye is now on sale for PlayStation 5, Xbox Series X|S, and PC.
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  • PlayStation Plus Game Catalog for June: FBC: Firebreak, Battlefield 2042, Five Nights at Freddy’s: Help Wanted 2 and more

    This month, join forces to tackle the paranormal crises of a mysterious federal agency under siege in the cooperative first-person shooter FBC: Firebreak, lead your team to victory in the iconic all-out warfare of Battlefield 2042, test your skills as a new Fazbear employee managing and maintaining the eerie pizzeria of Five Nights at Freddy’s: Help Wanted 2 or live for the thrill of the hunt in the realistic hunting open world theHunter: Call of the Wild. All of these titles and more are available in June’s PlayStation Plus Game Catalog lineup*.   

    Meanwhile, PS2’s Deus Ex: The Conspiracy merges action-RPG, stealth and FPS gameplay in PlayStation Plus Premium.   

    All titles will be available to play on June 17.  

    PlayStation Plus Extra and Premium | Game Catalog 

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    FBC: Firebreak | PS5

    Launching on the PlayStation Plus Game Catalog this month is FBC: Firebreak, a cooperative first-person shooter set within a mysterious federal agency under assault by otherworldly forces. Return to the strange and unexpected world of Control or venture in for the first time in this standalone, multiplayer experience. As a years-long siege on the agency’s headquarters reaches its boiling point, only Firebreak—the Bureau’s most versatile unit—has the gear and the guts to plunge into the building’s strangest crises, restore order, contain the chaos, and fight to reclaim control. Join forces with friends or strangers to tackle each job as a well-oiled crew. Survival in this three-player cooperative FPS hinges on quick thinking and seamless teamwork as you scramble to tame raging paranatural crises across a variety of unexpected locations.   

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    Battlefield 2042 | PS4, PS5

    Battlefield 2042 is a first-person shooter that marks the return to the iconic all-out warfare of the franchise. With the help of a cutting-edge arsenal, engage in intense, immersive multiplayer battles. Lead your team to victory in both large all-out warfare and close quarters combat on maps from the world of 2042 and classic Battlefield titles. Find your playstyle in class-based gameplay and take on several experiences comprising elevated versions of Conquest and Breakthrough. Explore Battlefield Portal, a platform where players can discover, create, and share unexpected battles from Battlefield’s past and present.

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    Five Nights at Freddy’s: Help Wanted 2 | PS5

    Five Nights at Freddy’s: Help Wanted 2 is the sequel to the terrifying VR experience that brought new life to the iconic horror franchise. As a brand new Fazbear employee you’ll have to prove you have what it takes to excel in all aspects of Pizzeria management and maintenance. Find out if you have what it takes to be a Fazbear Entertainment Superstar!

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    theHunter: Call of the Wild | PS4

    Discover an atmospheric hunting game like no other in this realistic, stunning open world – regularly updated in collaboration with its community. Immerse yourself in the single player campaign, or share the ultimate hunting experience with friends. Roam freely across meticulously crafted environments and explore a diverse range of regions and biomes, each with its own unique flora and fauna. Experience the intricacies of complex animal behavior, dynamic weather events, full day and night cycles, simulated ballistics, highly realistic acoustics, and scents carried by the wind. Select from a variety of weapons, ammunition, and equipment to create the ultimate hunting experience. With a diverse range of wildlife, including Jackrabbits, Mallard Ducks, Black Bears, Elk, and Moose, you will need to strategically match prey to weaponry to successfully track, lure, and ambush animals based on their unique behavior and environment.

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    We Love Katamari Reroll + Royal Reverie | PS4, PS5

    We Love Katamari Damacy, the second title in the Katamari series released in 2005, has been remastered with redesigned graphics and a revamped in-game UI. The King of the Cosmos accidentally destroyed all the stars in the universe. He sent his son, the Prince, to Earth and ordered him to create a large katamari. Roll the katamari to make it bigger and bigger, rolling up all the things on the earth. You can roll up anything from paper clips and snacks in the house, to telephone poles and buildings in the town, to even living creatures such as people and animals. Once the katamari is complete, it will turn into a star that colors the night sky. You cannot roll up anything larger than the current size of your katamari, so the key is to think in advance about the order in which you roll things up around the stage. In Royal Reverie, roll up katamari as the King of All Cosmos in his boyhood!

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    Eiyuden Chronicles: Hundred Heroes | PS4, PS5

    Directed and produced by the creator of treasured JRPG series Suikoden, Eiyuden Chronicle: Hundred Heroes provides a contemporary take on the classic JRPG experience. In the land of Allraan, two friends from different backgrounds are united by a war waged by the power-hungry Galdean Empire. Explore a diverse, magical world populated by humans, beastmen, elves and desert people. Meet and recruit over 100 unique characters, each with their own vivid voice acting and intricate backstories. Over four years in the making, and funded by the most successful Kickstarter videogame campaign of 2020, Eiyuden Chronicle: Hundred Heroes features turn-based battles, a staggering selection of heroes and a thrilling story to discover.

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    Train Sim World 5 | PS4, PS5

    The rails are yours in Train Sim World 5! Take on new challenges and new roles as you master the tracks and trains of iconic cities across 3 new routes. Immerse yourself in the ultimate rail hobby and embark on your next journey. Be swept off your feet with the commuter mayhem of the West Coast main line with the Northwestern Class 350, the twisting Kinzigtalbahn with the tilting DB BR 411 ICE-T, or the sun-soaked tracks of the San Bernardino line and its Metrolink movements, powered by the MP36 & F125. 

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    Endless Dungeon | PS4, PS5

    Endless Dungeon is a unique blend of roguelite, tactical action, and tower defense set in the award-winning Endless Universe. Plunge into an abandoned space station alone or with friends in co-op, recruit a team of shipwrecked heroes, and protect your crystal against never-ending waves of monsters… or die trying, get reloaded, and try again. You’re stranded on an abandoned space station chock-full of monsters and mysteries. To get out you’ll have to reach The Core, but you can’t do that without your crystal bot. That scuttling critter is your key to surviving the procedurally generated rooms of this space ruin. Sadly, it’s also a fragile soul, and every monster in the place wants a piece of it. You’re going to have to think quick, plan well, place your turrets, and then… fireworks! Bugs, bots and blobs will stop at nothing to turn you and that crystal into dust and debris. With a large choice of weapons and turrets, the right gear will be the difference between life and death.

    PlayStation Plus Premium 

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    Deus Ex: The Conspiracy | PS4, PS5This is an emulation of the classic PS2 title, Deus Ex: The Conspiracy, playable on PS4 and PS5 for the first time. The year is 2052 and the world is a dangerous and chaotic place. Terrorists operate openly – killing thousands; drugs, disease and pollution kill even more. The world’s economies are close to collapse and the gap between the insanely wealthy and the desperately poor grows ever wider. Worst of all, an age- old conspiracy bent on world domination has decided that the time is right to emerge from the shadows and take control. 

    *PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups may differ by region. Please check PlayStation Store on release day. 
    #playstation #plus #game #catalog #june
    PlayStation Plus Game Catalog for June: FBC: Firebreak, Battlefield 2042, Five Nights at Freddy’s: Help Wanted 2 and more
    This month, join forces to tackle the paranormal crises of a mysterious federal agency under siege in the cooperative first-person shooter FBC: Firebreak, lead your team to victory in the iconic all-out warfare of Battlefield 2042, test your skills as a new Fazbear employee managing and maintaining the eerie pizzeria of Five Nights at Freddy’s: Help Wanted 2 or live for the thrill of the hunt in the realistic hunting open world theHunter: Call of the Wild. All of these titles and more are available in June’s PlayStation Plus Game Catalog lineup*.    Meanwhile, PS2’s Deus Ex: The Conspiracy merges action-RPG, stealth and FPS gameplay in PlayStation Plus Premium.    All titles will be available to play on June 17.   PlayStation Plus Extra and Premium | Game Catalog  View and download image Download the image close Close Download this image FBC: Firebreak | PS5 Launching on the PlayStation Plus Game Catalog this month is FBC: Firebreak, a cooperative first-person shooter set within a mysterious federal agency under assault by otherworldly forces. Return to the strange and unexpected world of Control or venture in for the first time in this standalone, multiplayer experience. As a years-long siege on the agency’s headquarters reaches its boiling point, only Firebreak—the Bureau’s most versatile unit—has the gear and the guts to plunge into the building’s strangest crises, restore order, contain the chaos, and fight to reclaim control. Join forces with friends or strangers to tackle each job as a well-oiled crew. Survival in this three-player cooperative FPS hinges on quick thinking and seamless teamwork as you scramble to tame raging paranatural crises across a variety of unexpected locations.    View and download image Download the image close Close Download this image Battlefield 2042 | PS4, PS5 Battlefield 2042 is a first-person shooter that marks the return to the iconic all-out warfare of the franchise. With the help of a cutting-edge arsenal, engage in intense, immersive multiplayer battles. Lead your team to victory in both large all-out warfare and close quarters combat on maps from the world of 2042 and classic Battlefield titles. Find your playstyle in class-based gameplay and take on several experiences comprising elevated versions of Conquest and Breakthrough. Explore Battlefield Portal, a platform where players can discover, create, and share unexpected battles from Battlefield’s past and present. View and download image Download the image close Close Download this image Five Nights at Freddy’s: Help Wanted 2 | PS5 Five Nights at Freddy’s: Help Wanted 2 is the sequel to the terrifying VR experience that brought new life to the iconic horror franchise. As a brand new Fazbear employee you’ll have to prove you have what it takes to excel in all aspects of Pizzeria management and maintenance. Find out if you have what it takes to be a Fazbear Entertainment Superstar! View and download image Download the image close Close Download this image theHunter: Call of the Wild | PS4 Discover an atmospheric hunting game like no other in this realistic, stunning open world – regularly updated in collaboration with its community. Immerse yourself in the single player campaign, or share the ultimate hunting experience with friends. Roam freely across meticulously crafted environments and explore a diverse range of regions and biomes, each with its own unique flora and fauna. Experience the intricacies of complex animal behavior, dynamic weather events, full day and night cycles, simulated ballistics, highly realistic acoustics, and scents carried by the wind. Select from a variety of weapons, ammunition, and equipment to create the ultimate hunting experience. With a diverse range of wildlife, including Jackrabbits, Mallard Ducks, Black Bears, Elk, and Moose, you will need to strategically match prey to weaponry to successfully track, lure, and ambush animals based on their unique behavior and environment. View and download image Download the image close Close Download this image We Love Katamari Reroll + Royal Reverie | PS4, PS5 We Love Katamari Damacy, the second title in the Katamari series released in 2005, has been remastered with redesigned graphics and a revamped in-game UI. The King of the Cosmos accidentally destroyed all the stars in the universe. He sent his son, the Prince, to Earth and ordered him to create a large katamari. Roll the katamari to make it bigger and bigger, rolling up all the things on the earth. You can roll up anything from paper clips and snacks in the house, to telephone poles and buildings in the town, to even living creatures such as people and animals. Once the katamari is complete, it will turn into a star that colors the night sky. You cannot roll up anything larger than the current size of your katamari, so the key is to think in advance about the order in which you roll things up around the stage. In Royal Reverie, roll up katamari as the King of All Cosmos in his boyhood! View and download image Download the image close Close Download this image Eiyuden Chronicles: Hundred Heroes | PS4, PS5 Directed and produced by the creator of treasured JRPG series Suikoden, Eiyuden Chronicle: Hundred Heroes provides a contemporary take on the classic JRPG experience. In the land of Allraan, two friends from different backgrounds are united by a war waged by the power-hungry Galdean Empire. Explore a diverse, magical world populated by humans, beastmen, elves and desert people. Meet and recruit over 100 unique characters, each with their own vivid voice acting and intricate backstories. Over four years in the making, and funded by the most successful Kickstarter videogame campaign of 2020, Eiyuden Chronicle: Hundred Heroes features turn-based battles, a staggering selection of heroes and a thrilling story to discover. View and download image Download the image close Close Download this image Train Sim World 5 | PS4, PS5 The rails are yours in Train Sim World 5! Take on new challenges and new roles as you master the tracks and trains of iconic cities across 3 new routes. Immerse yourself in the ultimate rail hobby and embark on your next journey. Be swept off your feet with the commuter mayhem of the West Coast main line with the Northwestern Class 350, the twisting Kinzigtalbahn with the tilting DB BR 411 ICE-T, or the sun-soaked tracks of the San Bernardino line and its Metrolink movements, powered by the MP36 & F125.  View and download image Download the image close Close Download this image Endless Dungeon | PS4, PS5 Endless Dungeon is a unique blend of roguelite, tactical action, and tower defense set in the award-winning Endless Universe. Plunge into an abandoned space station alone or with friends in co-op, recruit a team of shipwrecked heroes, and protect your crystal against never-ending waves of monsters… or die trying, get reloaded, and try again. You’re stranded on an abandoned space station chock-full of monsters and mysteries. To get out you’ll have to reach The Core, but you can’t do that without your crystal bot. That scuttling critter is your key to surviving the procedurally generated rooms of this space ruin. Sadly, it’s also a fragile soul, and every monster in the place wants a piece of it. You’re going to have to think quick, plan well, place your turrets, and then… fireworks! Bugs, bots and blobs will stop at nothing to turn you and that crystal into dust and debris. With a large choice of weapons and turrets, the right gear will be the difference between life and death. PlayStation Plus Premium  View and download image Download the image close Close Download this image Deus Ex: The Conspiracy | PS4, PS5This is an emulation of the classic PS2 title, Deus Ex: The Conspiracy, playable on PS4 and PS5 for the first time. The year is 2052 and the world is a dangerous and chaotic place. Terrorists operate openly – killing thousands; drugs, disease and pollution kill even more. The world’s economies are close to collapse and the gap between the insanely wealthy and the desperately poor grows ever wider. Worst of all, an age- old conspiracy bent on world domination has decided that the time is right to emerge from the shadows and take control.  *PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups may differ by region. Please check PlayStation Store on release day.  #playstation #plus #game #catalog #june
    BLOG.PLAYSTATION.COM
    PlayStation Plus Game Catalog for June: FBC: Firebreak, Battlefield 2042, Five Nights at Freddy’s: Help Wanted 2 and more
    This month, join forces to tackle the paranormal crises of a mysterious federal agency under siege in the cooperative first-person shooter FBC: Firebreak, lead your team to victory in the iconic all-out warfare of Battlefield 2042, test your skills as a new Fazbear employee managing and maintaining the eerie pizzeria of Five Nights at Freddy’s: Help Wanted 2 or live for the thrill of the hunt in the realistic hunting open world theHunter: Call of the Wild. All of these titles and more are available in June’s PlayStation Plus Game Catalog lineup*.    Meanwhile, PS2’s Deus Ex: The Conspiracy merges action-RPG, stealth and FPS gameplay in PlayStation Plus Premium.    All titles will be available to play on June 17.   PlayStation Plus Extra and Premium | Game Catalog  View and download image Download the image close Close Download this image FBC: Firebreak | PS5 Launching on the PlayStation Plus Game Catalog this month is FBC: Firebreak, a cooperative first-person shooter set within a mysterious federal agency under assault by otherworldly forces. Return to the strange and unexpected world of Control or venture in for the first time in this standalone, multiplayer experience. As a years-long siege on the agency’s headquarters reaches its boiling point, only Firebreak—the Bureau’s most versatile unit—has the gear and the guts to plunge into the building’s strangest crises, restore order, contain the chaos, and fight to reclaim control. Join forces with friends or strangers to tackle each job as a well-oiled crew. Survival in this three-player cooperative FPS hinges on quick thinking and seamless teamwork as you scramble to tame raging paranatural crises across a variety of unexpected locations.    View and download image Download the image close Close Download this image Battlefield 2042 | PS4, PS5 Battlefield 2042 is a first-person shooter that marks the return to the iconic all-out warfare of the franchise. With the help of a cutting-edge arsenal, engage in intense, immersive multiplayer battles. Lead your team to victory in both large all-out warfare and close quarters combat on maps from the world of 2042 and classic Battlefield titles. Find your playstyle in class-based gameplay and take on several experiences comprising elevated versions of Conquest and Breakthrough. Explore Battlefield Portal, a platform where players can discover, create, and share unexpected battles from Battlefield’s past and present. View and download image Download the image close Close Download this image Five Nights at Freddy’s: Help Wanted 2 | PS5 Five Nights at Freddy’s: Help Wanted 2 is the sequel to the terrifying VR experience that brought new life to the iconic horror franchise. As a brand new Fazbear employee you’ll have to prove you have what it takes to excel in all aspects of Pizzeria management and maintenance. Find out if you have what it takes to be a Fazbear Entertainment Superstar! View and download image Download the image close Close Download this image theHunter: Call of the Wild | PS4 Discover an atmospheric hunting game like no other in this realistic, stunning open world – regularly updated in collaboration with its community. Immerse yourself in the single player campaign, or share the ultimate hunting experience with friends. Roam freely across meticulously crafted environments and explore a diverse range of regions and biomes, each with its own unique flora and fauna. Experience the intricacies of complex animal behavior, dynamic weather events, full day and night cycles, simulated ballistics, highly realistic acoustics, and scents carried by the wind. Select from a variety of weapons, ammunition, and equipment to create the ultimate hunting experience. With a diverse range of wildlife, including Jackrabbits, Mallard Ducks, Black Bears, Elk, and Moose, you will need to strategically match prey to weaponry to successfully track, lure, and ambush animals based on their unique behavior and environment. View and download image Download the image close Close Download this image We Love Katamari Reroll + Royal Reverie | PS4, PS5 We Love Katamari Damacy, the second title in the Katamari series released in 2005, has been remastered with redesigned graphics and a revamped in-game UI. The King of the Cosmos accidentally destroyed all the stars in the universe. He sent his son, the Prince, to Earth and ordered him to create a large katamari. Roll the katamari to make it bigger and bigger, rolling up all the things on the earth. You can roll up anything from paper clips and snacks in the house, to telephone poles and buildings in the town, to even living creatures such as people and animals. Once the katamari is complete, it will turn into a star that colors the night sky. You cannot roll up anything larger than the current size of your katamari, so the key is to think in advance about the order in which you roll things up around the stage. In Royal Reverie, roll up katamari as the King of All Cosmos in his boyhood! View and download image Download the image close Close Download this image Eiyuden Chronicles: Hundred Heroes | PS4, PS5 Directed and produced by the creator of treasured JRPG series Suikoden, Eiyuden Chronicle: Hundred Heroes provides a contemporary take on the classic JRPG experience. In the land of Allraan, two friends from different backgrounds are united by a war waged by the power-hungry Galdean Empire. Explore a diverse, magical world populated by humans, beastmen, elves and desert people. Meet and recruit over 100 unique characters, each with their own vivid voice acting and intricate backstories. Over four years in the making, and funded by the most successful Kickstarter videogame campaign of 2020, Eiyuden Chronicle: Hundred Heroes features turn-based battles, a staggering selection of heroes and a thrilling story to discover. View and download image Download the image close Close Download this image Train Sim World 5 | PS4, PS5 The rails are yours in Train Sim World 5! Take on new challenges and new roles as you master the tracks and trains of iconic cities across 3 new routes. Immerse yourself in the ultimate rail hobby and embark on your next journey. Be swept off your feet with the commuter mayhem of the West Coast main line with the Northwestern Class 350, the twisting Kinzigtalbahn with the tilting DB BR 411 ICE-T, or the sun-soaked tracks of the San Bernardino line and its Metrolink movements, powered by the MP36 & F125.  View and download image Download the image close Close Download this image Endless Dungeon | PS4, PS5 Endless Dungeon is a unique blend of roguelite, tactical action, and tower defense set in the award-winning Endless Universe. Plunge into an abandoned space station alone or with friends in co-op, recruit a team of shipwrecked heroes, and protect your crystal against never-ending waves of monsters… or die trying, get reloaded, and try again. You’re stranded on an abandoned space station chock-full of monsters and mysteries. To get out you’ll have to reach The Core, but you can’t do that without your crystal bot. That scuttling critter is your key to surviving the procedurally generated rooms of this space ruin. Sadly, it’s also a fragile soul, and every monster in the place wants a piece of it. You’re going to have to think quick, plan well, place your turrets, and then… fireworks! Bugs, bots and blobs will stop at nothing to turn you and that crystal into dust and debris. With a large choice of weapons and turrets, the right gear will be the difference between life and death. PlayStation Plus Premium  View and download image Download the image close Close Download this image Deus Ex: The Conspiracy | PS4, PS5This is an emulation of the classic PS2 title, Deus Ex: The Conspiracy, playable on PS4 and PS5 for the first time. The year is 2052 and the world is a dangerous and chaotic place. Terrorists operate openly – killing thousands; drugs, disease and pollution kill even more. The world’s economies are close to collapse and the gap between the insanely wealthy and the desperately poor grows ever wider. Worst of all, an age- old conspiracy bent on world domination has decided that the time is right to emerge from the shadows and take control.  *PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups may differ by region. Please check PlayStation Store on release day. 
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  • Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix

    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode

    Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode

    Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. .
    #dune #awakening #helicopters #are #039goomba
    Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix
    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. . #dune #awakening #helicopters #are #039goomba
    KOTAKU.COM
    Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix
    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. .
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  • NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]

    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day agoVery addictive!ReplyTrashpanda1191 day agolove the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day agoreally fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day agoThanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day agoThanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days agoVery nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days agoOkay so.... tried out a few things, and some Dev suggestions to report:
    Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms , or far from them "   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good!
    ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin.Reply1Soultaken4 days agoAnyone know good combos for the items?Replydave99994 days agolasers plus amount+adept some arcane for basic dmgtotems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damageReplydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days agomy best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days agoLmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days agoThank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord.

    I’m also excited to announce that the game will release on Steam on 8 July 2025!
    Demo - Update 35Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventoriesSingleplayer Shop: subtle animation while selecting a Buy Button
    Many Balancing tweaks
    Balancing: nerfed Life Steal in various waysBalancing: nerfed Knockback in various waysBalancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP
    Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal
    Fine tuned the color of some weapons to improve the visibility
    Balancing: Ballista don’t double their projectiles based on amount anymoreIf Player HP is Full and HP Max > 20, the player can’t be one-shot
    Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else
    Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features
    ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days agoThanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days agoThanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days agoLife steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably.
    Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days agothanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming forThere is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days agoI did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered.
    I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall.
    Edit: Also there's a wording issuewith how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days agoHey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff- Playable character merge feature- Dozens and dozens of unique effectsI'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply
    #noobs #are #coming #demo #free
    NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]
    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day agoVery addictive!ReplyTrashpanda1191 day agolove the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day agoreally fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day agoThanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day agoThanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days agoVery nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days agoOkay so.... tried out a few things, and some Dev suggestions to report: Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms , or far from them "   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good! ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin.Reply1Soultaken4 days agoAnyone know good combos for the items?Replydave99994 days agolasers plus amount+adept some arcane for basic dmgtotems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damageReplydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days agomy best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days agoLmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days agoThank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord. I’m also excited to announce that the game will release on Steam on 8 July 2025! Demo - Update 35Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventoriesSingleplayer Shop: subtle animation while selecting a Buy Button Many Balancing tweaks Balancing: nerfed Life Steal in various waysBalancing: nerfed Knockback in various waysBalancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal Fine tuned the color of some weapons to improve the visibility Balancing: Ballista don’t double their projectiles based on amount anymoreIf Player HP is Full and HP Max > 20, the player can’t be one-shot Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days agoThanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days agoThanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days agoLife steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably. Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days agothanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming forThere is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days agoI did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered. I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall. Edit: Also there's a wording issuewith how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days agoHey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff- Playable character merge feature- Dozens and dozens of unique effectsI'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply #noobs #are #coming #demo #free
    OVERBOY.ITCH.IO
    NOOBS ARE COMING (Demo) [Free] [Action] [Windows] [Linux]
    SirCozyCrow5 hours agoThe sound track is PEAK! I loved playing this, and my partner who normally doesn't play games like this one had a good time as well. I enjoyed the learning curve and I can't wait to play the harder difficulties.Here's a video I made, my partner jumped in for a few minutes as well.Replyso funReplyDrew.a.Chain1 day ago(+1)Very addictive!ReplyTrashpanda1191 day ago(+1)love the playstyle and the art style definitly fun to play plus the music is the cherry on topReplyAhoOppai1 day ago(+1)really fun game cant wait for the full gameReplyDin Xavier coding1 day agoI chose the laser eye. How do I turn the attack around? Can I even do that?Replyoverboy1 day agoHey, the laser eye gets a random direction at the start of each wave, it's one of the specificities of this attack ;)ReplyFort Kenmei1 day agoGameplay and Critique ;)Replyoverboy1 day ago(+1)Thanks a lot for the awesome video and the feedback! :)ReplyTLGaby2 days agoJust to know browser progress keep getting reset.Replyoverboy1 day ago (2 edits) (+1)Thanks for the report! Could it be due to some of your browser settings?Unfortunately, browser-based games can't always guarantee reliable local saves due to how browsers handle storage.To avoid this in the future, I recommend trying the downloadable version of the demo,  it provides a more stable environment for saving progress. :)Replyepic.Replyoleekconder2 days ago (1 edit) (+1)Very nice. Spent couple hours easy=) UPD: And some moreReplyMaximusR3 days agoes un juego que ya jugue en su momento cuando tenias menos cosas y ahora que esta actualizado quisiera grabarlo otra vezReplyEPIClove the spiders ♥ReplynineGardens3 days ago (1 edit) (+2)Okay so.... tried out a few things, and some Dev suggestions to report: Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms (instant win), or far from them (oh no)"   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.Okay: added thoughts:Watering psycotic tomatoes feels great.Being a malevolent spider with 8 arms feels amazing. Feels very good and natural."Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.Lots of fun, but also very silly. Good job.Replydave99993 days agowith some size you can kick the totems around to reposition them towards your circle, it benefits them too, adept can choose the wand at the start and with it you have no sustain problem anyway whatever build you want to set upReplynineGardens3 days agoOh damn- only just found out you can kick the totems!Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.Replyjust get enough amount+size and they hit everything, bounce is overkill ReplyLost track of time 10 hours in and still hooked. Absolutely love it! Can't wait for the full releaseReplyDriftedVoid4 days agoPretty good! ReplyIndyot4 days agoIt's a pretty addictive game, congrats! I lowkey missed a bit of satisfaction on the weapons though.ReplyCongrats on the game! I really like the weapons that you interact with which gives it a fun spin. (i.e. the spike ball)Reply1Soultaken4 days agoAnyone know good combos for the items? (I just pick randomly.)Replydave99994 days ago (1 edit) (+2)lasers plus amount+adept some arcane for basic dmg (its instable to setup and only overboy starts with one) totems +amount+ bounce+adept optional size and arcane you can stand still in the endall shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy (realized in the end that all size was wasted on this) soul flask, more chests are near always must pick, the high luck value ones give you better items the free reroll is a must pick, lightning dagger is somewhat unique as it  can carry you the entire early game even if you do not get enough element damage (I understand that the more gimmicky things like pets and kickables give the game versatility but to min max they are not that competative)Replydave99998 days agounderestimated totems Replylimey8 days agoi like how you made like MULTITUDES of updates on this so like as soon as i check my feed its just thisReplydave99998 days ago (1 edit) (+1)my best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?Replyoverboy8 days ago(+2)Lmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!Replyoverboy8 days ago (1 edit) Thank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord. I’m also excited to announce that the game will release on Steam on 8 July 2025! Demo - Update 35 (06 June 2025)Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventories (useful to check the scaling of current equipped attacks for example) Singleplayer Shop: subtle animation while selecting a Buy Button Many Balancing tweaks Balancing: nerfed Life Steal in various ways (lower values gained from items) Balancing: nerfed Knockback in various ways (lower values gained, higher item rarity, lower max applied value) Balancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal Fine tuned the color of some weapons to improve the visibility Balancing: Ballista don’t double their projectiles based on amount anymore (only number of ballistas scales with amount) If Player HP is Full and HP Max > 20, the player can’t be one-shot Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at allRework the save system in preparation for upcoming features ReplyxHELLO_WORLDx10 days agocontracts on the gameReplydave999910 days agoelijah_ap10 days agoLove the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.ReplyThank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!ReplyNetsmile10 days agoTorch IV has a problem rounding numbers in the stats hover over display. Other levels of torches workReplyoverboy10 days ago (1 edit) Thanks, I'll fix this displayed rounding number issue soon!ReplySkeppartorsk10 days agoFor now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.Replyoverboy10 days ago (1 edit) (+1)Thanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changesReplySkeppartorsk9 days ago (2 edits) Life steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably. Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.Replyoverboy8 days ago (2 edits) (+1)thanks for your feedback, it will help for the game balancing!For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming for (minus some issues like you pointed out, and of course some balancing required on specific builds and items)There is already an option to disable screenshakes ;)Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)ReplySkeppartorsk8 days ago (4 edits) I did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered. I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall. Edit: Also there's a wording issue (or a bug) with how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.Replyoverboy8 days agoThanks a lot for the interesting insights!I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording impliedI reformatted Grimorius tooltip as you suggested ;)ReplyView more in threadBad Piggy11 days agoVery cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do themThat said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far thoughReplyThanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!ReplyLeoLohandro11 days agoA copy of the brotato), but still fun.Replyoverboy11 days ago (2 edits) (+1)Hey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:- Equippable Boss Patterns (active skills you can trigger by picking orbs on the map)- Minion Summoning- Growing Plant Minions with a watercan- Amount and Size stats - Physics-Based Weapons – like chained spikeballs- Kickable stuff (you can even play soccer with your minions or other co-op players)- Playable character merge feature (get the effect of 2 different characters or more at the same time)- Dozens and dozens of unique effects (turning enemies into Sheep, or Golden Statues, or both?)I'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)Reply
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  • Making a killing: The playful 2D terror of Psycasso®

    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.”

    Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage.
    #making #killing #playful #terror #psycasso
    Making a killing: The playful 2D terror of Psycasso®
    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.” Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage. #making #killing #playful #terror #psycasso
    UNITY.COM
    Making a killing: The playful 2D terror of Psycasso®
    A serial killer is stalking the streets, and his murders are a work of art. That’s more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that’s debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a fresh (if gruesome) twist.Let’s start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that’s not just fun to play, but catches people’s attention when others tell them about it. We’ve created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn’t want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There’s a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there’s police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons – guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there’s a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you’re painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There’s definitely nothing like it. And that was the aim, is when you are telling people about it, they’re like, “Oh, okay. Right. We’re not going to forget about this.” Let’s dig into the 2D tools you used to create this world.Ben: It’s using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building’s shadows aren’t actually shadows – it’s a black light. We tried to recreate that with all of our buildings in the entire open world – so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you’re using AI or procedural generation in NPCs?Ben: I don’t know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone’s individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We’ve locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there’s 80% police mechanics in there as well. If you punch someone or hurt someone, that’s a crime, and if anyone sees it, they can go and report to the police and then things happen. That’s a feature that’s there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we’ll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We’re fairly close.Ben: Lots of it’s already done, it’s just turned off for the demo. We don’t want to overwhelm people because there’s just so much for the player to do.Tell me a bit about the paint mechanics – how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one – someone else did the whole thing – that was their baby. It is really, really cool though.Omni: It’s got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It’s a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn’t feel like you’ve just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What’s the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, “Oh, that’s Psycasso.”Omni: What we’ve done is taken a cozy retro-style game, and we’ve brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage.
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  • A short history of the roadblock

    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice, to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them. 
    The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected. These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’  
    Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade

    Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult
    Credit: Old Books Images / Alamy
    ‘On one hand,wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.   
    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.  
    Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street.
    ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’
    Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.  
    Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More.
    In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden. Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action.  
    As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes
    Credit: Associated Press / Alamy
    Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999
    Credit: REUTERS / Rafiqur Rahman / Bridgeman
    These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade, explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment.
    Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities.
    Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately
    Credit: Extinction Rebellion
    In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas
    Credit: Gina Ferazzi / Los Angeles Times via Getty Images
    Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.  
    Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.       

    2025-06-11
    Kristina Rapacki

    Share
    #short #history #roadblock
    A short history of the roadblock
    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice, to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them.  The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected. These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’   Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult Credit: Old Books Images / Alamy ‘On one hand,wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.   Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street. ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’ Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.   Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More. In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden. Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action.   As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes Credit: Associated Press / Alamy Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999 Credit: REUTERS / Rafiqur Rahman / Bridgeman These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade, explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment. Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities. Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately Credit: Extinction Rebellion In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas Credit: Gina Ferazzi / Los Angeles Times via Getty Images Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.   Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.        2025-06-11 Kristina Rapacki Share #short #history #roadblock
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    A short history of the roadblock
    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice (during Kyiv’s Euromaidan in 2013–14), to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them.  The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected (roughly one for every 200 Parisians). These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’   Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult Credit: Old Books Images / Alamy ‘On one hand, [the authorities] wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.   Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street. ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’ Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.   Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More. In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden (by those who have the engineering and architectural know‑how). Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action (and as analysed in Nick Newman’s recent volume Protest Architecture).   As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes Credit: Associated Press / Alamy Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999 Credit: REUTERS / Rafiqur Rahman / Bridgeman These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade (currently on display at the Arsenale Institute for Politics of Representation in Venice), explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment. Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities. Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately Credit: Extinction Rebellion In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas Credit: Gina Ferazzi / Los Angeles Times via Getty Images Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.   Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.        2025-06-11 Kristina Rapacki Share
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  • Call of Duty bosses offer top gunplay tips for Ballerina movie fans in Black Ops 6

    Activision has included movie assassin Ballerina in the latest multiplayer version of Black Ops 6 and here they are exclusively offering Daily Star readers their top tips to become a gun heroTech17:04, 13 Jun 2025Ballerina in Call of DutyJohn Wick movie Ballerina has take over Call of Duty and the bods behind the game have given us some top tips on how to become the shooter king.The movie follows actress Ana de Armas as protagonist badass assassin Eve Macarro as she takes on all kinds of baddies alongside Keanu Reeve’s anti-hero John Wick.‌And to celebrate the silver screen success, Activision has included Eve, aka Ballerina, into Black Ops 6 as a playable online character cmplete with her own guns, finishing move and load screen as a downloadable add-on.‌But how can you, like Ana herself, become the star of mass destruction in the PS5 and Xbox game?The makers of Call of Duty have offered Daily Star readers these exclusive tips for online multiplayer mayhem in the game…Fire your guns as Ana de ArmasArticle continues belowEmbrace the Ruska Rogue : Don the "Ruska Rogue" Operator Skin for a sleek, black tactical look that screams stealth and deadly efficiency. Blend into the shadows and strike with calculated precision. You can adopt a minimalist, all-black approach to your loadout and Operator selection, channeling Wick's understated lethality. Remember, sometimes the most dangerous players are the ones you barely notice.Know Your Armoury : Equip the "Relevé" AK-74, "Plié" Saug, or "Arabesque" 9MM PM, all featuring High Table Coin Tracers and Death FX. Not only will you look good, but you'll also send a message: your enemies are just currency in your quest for victory . Aim for headshots to maximise your impact and conserve ammo. Use the AK-74 for mid-range engagements, the Saug for close-quarters dominance, and the 9MM PM as a reliable sidearm.‌Dance With Death, Literally: Master the "Dance With Death" Finishing Move. Nothing is more demoralising than eliminating an opponent with a graceful, yet brutal, execution. Use it strategically when you're sure you're safe from interruption. However, don't get caught up in the theatrics . Like Macarro, seek tactical reloads after every engagement, ensuring you're always ready for the next threat.Black Ops 6 has a fantastic multiplayer suite‌Pirouette to Victory : Utilise the "Pirouette" Emote to taunt your fallen foes. A well-timed pirouette can tilt the mental game in your favour, especially after a clutch play. But remember, survival is paramount . Know when to disengage and reposition, just like Ballerina. A tactical retreat can be just as effective as a head-on assault.Article continues belowCharm Your Way to the Top : Equip the "Keepsake" Weapon Charm as a reminder of your mission and to add a touch of personal flair to your weapon. Small details can make a big difference in your gameplay and standing in the lobby. Furthermore, master your weapon . An assassin knows the ins and outs of every firearm he or she uses. Practice with different weapons to find what suits your play style and become proficient with it.Know Your Role: Just like a ballerina needs to know their choreography, understand your role on the team. Are you the aggressive fragger, the objective player, or the support specialist? Tailor your loadout and play style to maximise your contribution to the team's success. Remember, even the most elegant ballerina needs a solid foundation. Use cover, listen for footsteps, and anticipate enemy movements. Situational awareness is key to survival.
    #call #duty #bosses #offer #top
    Call of Duty bosses offer top gunplay tips for Ballerina movie fans in Black Ops 6
    Activision has included movie assassin Ballerina in the latest multiplayer version of Black Ops 6 and here they are exclusively offering Daily Star readers their top tips to become a gun heroTech17:04, 13 Jun 2025Ballerina in Call of DutyJohn Wick movie Ballerina has take over Call of Duty and the bods behind the game have given us some top tips on how to become the shooter king.The movie follows actress Ana de Armas as protagonist badass assassin Eve Macarro as she takes on all kinds of baddies alongside Keanu Reeve’s anti-hero John Wick.‌And to celebrate the silver screen success, Activision has included Eve, aka Ballerina, into Black Ops 6 as a playable online character cmplete with her own guns, finishing move and load screen as a downloadable add-on.‌But how can you, like Ana herself, become the star of mass destruction in the PS5 and Xbox game?The makers of Call of Duty have offered Daily Star readers these exclusive tips for online multiplayer mayhem in the game…Fire your guns as Ana de ArmasArticle continues belowEmbrace the Ruska Rogue : Don the "Ruska Rogue" Operator Skin for a sleek, black tactical look that screams stealth and deadly efficiency. Blend into the shadows and strike with calculated precision. You can adopt a minimalist, all-black approach to your loadout and Operator selection, channeling Wick's understated lethality. Remember, sometimes the most dangerous players are the ones you barely notice.Know Your Armoury : Equip the "Relevé" AK-74, "Plié" Saug, or "Arabesque" 9MM PM, all featuring High Table Coin Tracers and Death FX. Not only will you look good, but you'll also send a message: your enemies are just currency in your quest for victory . Aim for headshots to maximise your impact and conserve ammo. Use the AK-74 for mid-range engagements, the Saug for close-quarters dominance, and the 9MM PM as a reliable sidearm.‌Dance With Death, Literally: Master the "Dance With Death" Finishing Move. Nothing is more demoralising than eliminating an opponent with a graceful, yet brutal, execution. Use it strategically when you're sure you're safe from interruption. However, don't get caught up in the theatrics . Like Macarro, seek tactical reloads after every engagement, ensuring you're always ready for the next threat.Black Ops 6 has a fantastic multiplayer suite‌Pirouette to Victory : Utilise the "Pirouette" Emote to taunt your fallen foes. A well-timed pirouette can tilt the mental game in your favour, especially after a clutch play. But remember, survival is paramount . Know when to disengage and reposition, just like Ballerina. A tactical retreat can be just as effective as a head-on assault.Article continues belowCharm Your Way to the Top : Equip the "Keepsake" Weapon Charm as a reminder of your mission and to add a touch of personal flair to your weapon. Small details can make a big difference in your gameplay and standing in the lobby. Furthermore, master your weapon . An assassin knows the ins and outs of every firearm he or she uses. Practice with different weapons to find what suits your play style and become proficient with it.Know Your Role: Just like a ballerina needs to know their choreography, understand your role on the team. Are you the aggressive fragger, the objective player, or the support specialist? Tailor your loadout and play style to maximise your contribution to the team's success. Remember, even the most elegant ballerina needs a solid foundation. Use cover, listen for footsteps, and anticipate enemy movements. Situational awareness is key to survival. #call #duty #bosses #offer #top
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    Call of Duty bosses offer top gunplay tips for Ballerina movie fans in Black Ops 6
    Activision has included movie assassin Ballerina in the latest multiplayer version of Black Ops 6 and here they are exclusively offering Daily Star readers their top tips to become a gun heroTech17:04, 13 Jun 2025Ballerina in Call of DutyJohn Wick movie Ballerina has take over Call of Duty and the bods behind the game have given us some top tips on how to become the shooter king.The movie follows actress Ana de Armas as protagonist badass assassin Eve Macarro as she takes on all kinds of baddies alongside Keanu Reeve’s anti-hero John Wick.‌And to celebrate the silver screen success, Activision has included Eve, aka Ballerina, into Black Ops 6 as a playable online character cmplete with her own guns, finishing move and load screen as a downloadable add-on.‌But how can you, like Ana herself, become the star of mass destruction in the PS5 and Xbox game?The makers of Call of Duty have offered Daily Star readers these exclusive tips for online multiplayer mayhem in the game…Fire your guns as Ana de Armas(Image: Activision)Article continues belowEmbrace the Ruska Rogue : Don the "Ruska Rogue" Operator Skin for a sleek, black tactical look that screams stealth and deadly efficiency. Blend into the shadows and strike with calculated precision. You can adopt a minimalist, all-black approach to your loadout and Operator selection, channeling Wick's understated lethality. Remember, sometimes the most dangerous players are the ones you barely notice.Know Your Armoury : Equip the "Relevé" AK-74, "Plié" Saug, or "Arabesque" 9MM PM, all featuring High Table Coin Tracers and Death FX. Not only will you look good, but you'll also send a message: your enemies are just currency in your quest for victory . Aim for headshots to maximise your impact and conserve ammo. Use the AK-74 for mid-range engagements, the Saug for close-quarters dominance, and the 9MM PM as a reliable sidearm.‌Dance With Death, Literally (and Tactically Reload) : Master the "Dance With Death" Finishing Move. Nothing is more demoralising than eliminating an opponent with a graceful, yet brutal, execution. Use it strategically when you're sure you're safe from interruption. However, don't get caught up in the theatrics . Like Macarro, seek tactical reloads after every engagement, ensuring you're always ready for the next threat.Black Ops 6 has a fantastic multiplayer suite‌Pirouette to Victory : Utilise the "Pirouette" Emote to taunt your fallen foes (sparingly, of course!). A well-timed pirouette can tilt the mental game in your favour, especially after a clutch play. But remember, survival is paramount . Know when to disengage and reposition, just like Ballerina. A tactical retreat can be just as effective as a head-on assault.Article continues belowCharm Your Way to the Top : Equip the "Keepsake" Weapon Charm as a reminder of your mission and to add a touch of personal flair to your weapon. Small details can make a big difference in your gameplay and standing in the lobby. Furthermore, master your weapon . An assassin knows the ins and outs of every firearm he or she uses. Practice with different weapons to find what suits your play style and become proficient with it.Know Your Role (and Your Surroundings) : Just like a ballerina needs to know their choreography, understand your role on the team. Are you the aggressive fragger, the objective player, or the support specialist? Tailor your loadout and play style to maximise your contribution to the team's success. Remember, even the most elegant ballerina needs a solid foundation. Use cover, listen for footsteps, and anticipate enemy movements. Situational awareness is key to survival.
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