I haven't wanted to 100% a game in a long time, but…
I've only played a bit of offroad driving sim Over the Hill, but I'm already hooked. Or should I say: winched.
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World of Warcraft: Forever's beta will be free for a limited time next week, giving players who want to check out the new version of Blizzard's old-school MMORPG but don't want to pay $60 for beta access a chance to see what all the hype is about. Blizzard announced a WoW: Forever stress test will begin October 19 at 2 PM PT/ 5 PM ET, with no WoW subscription or beta access needed to play. The goal is to put the game's servers through their paces ahead of launch. "This is a highly valuable event, since you'll participate in our discovering of issues that would have otherwise happened on launch day," Blizzard said in a post announcing the stress test. https://www.youtube.com/watch?v=dvueCoFTkCk&t To install the test, players will need the Battle.net launcher installed and an account. After selecting WoW: Forever from the list of games, players can select to install the stress test under the "Game Version" drop-down menu. There is, however, a catch. The stress test will only run for a "few hours," according to Blizzard. Exactly how long the test will last is still unclear. Blizzard said the test window "may end earlier or run later as needed." During the time that the stress test is live, the game's closed beta will be offline, but will return following the conclusion of the test. All characters made during the stress test will be deleted once the test is over. It's not much, but for those who wanted to at least dabble in WoW: Forever without having to buy the $60 Skyborne Epic Pack for a beta code, the stress test will at least let curious players dip their toes in. Even the beta itself won't be around for much longer. It will run until October 21, after which it will shut down and characters will be deleted to make way for early name reservations for the full game on October 27. WoW: Forever launches the following week on November 4. All indicators so far point towards WoW: Forever's beta being a massive success. Multiple Blizzard developers have commented on how the game's popularity has already broken records, signaling launch could be huge. The beta hasn't been all sunshine and rainbows, however. Multiple controversies have riled up the WoW community over the course of the beta, revealing WoW: Forever has a streamer problem. Illicit gold-buying scandals in the beta have pushed Blizzard to crack down on the practice harder than ever before (going so far as to add new in-game restrictions and warnings). Meanwhile, one controversial streamer is looking to create the biggest WoW guild ever seen and dominate the game's sole PvP server, much to the annoyance of regular players. In a recent interview with GameSpot, Blizzard shared more details about WoW: Forever's future, and how it's trying to "push the envelope" on what players expect.
Moon Studios has just aired its latest Wicked Inside showcase, unveiling the major changes coming with No Rest for the Wicked's 1.0 release, due in March 2027 on PC and PlayStation 5. The studio described it as heart surgery on the game's systems, starting with the way characters progress. As the developers explained, the old system suffered from a problem common to the entire genre: Truth to be told, our character progression systems worked very much the same way they do in other games. The problem we saw is a genre-wide issue where character progression is often just about making […]
Before caffeinating yourself in the morning, the Fellow Espresso Series 1 machine can actually run 1993's Doom on its small, circular screen. Reddit user FullExtraction showed off the classic FPS, utilizing the brew button to run and steam button to shoot. The scroll wheel on the device turns Doomguy either left or right. There's also a wider-angle video of Doom working on the espresso machine, via custom firmware. The game looks pretty smooth in the snippet, showcasing a solid frame rate. Out of the box, that circular screen provides a user interface to choose what drink you're making--such as an americano, cappuccino, or even a straight shot of espresso. It will provide text directions as well as a timer for extraction, too. Or, apparently, you can blast some demons. https://www.reddit.com/r/espresso/comments/1x79c1q/yes_itrunsdoom_fellowes1/?solution=8902c77b28c56b408902c77b28c56b40&js_challenge=1&jsc_token=2824be10929bdc604753c70a67a1c33158037e61e2abdf23ade535fe55d21d18&jsc_orig_r=&share_id=ui9ELfiTwjxjO8TqG2sE1&utm_content=1&utm_medium=ios_app&utm_name=ioscss&utm_source=share&utm_term=1 This espresso machine joins a long, long list of devices, games, and even potatoes that can run Doom. For instance, we saw how an Anker smart-charging station could play the game without any hardware modifications last year. Then, there's someone that modified a freakin' pregnancy test and got the FPS working on it. Last but not least, one of the biggest video games in Fortnite can run Doom, too. Doom: The Dark Ages is the latest entry in the storied shooter series, arriving in May 2025. Earlier this year, the game got an expansion called Revelations. However, shortly afterward, developer id Software was hit with mass layoffs. That obviously could affect future plans for the studio, which reportedly was working on a co-op Doom experience as well as a Perfect Dark project.
A remaster of 2004's Shrek 2: The Game is on the way, according to an Xbox.com listing that seems to have been published too soon. The page for the unannounced game--which has since been removed--says the remaster will feature better textures, enhanced UI, and 4K resolution. Like the original PS2, Xbox, and GameCube game, the remaster lets you play solo or in co-op with up to three friends, locally or online. The playable characters include Shrek, Fiona, and Donkey, among others. https://www.youtube.com/watch?v=hICuo4Yfp5E In addition to the updated graphics, the Shrek 2 remaster includes a new Photo Mode and Cheat Mode. The original was published by Activision, but Aspyr Media is bringing this game to market. That company was also behind the recent The Lord of the Rings re-releases. A glorious scene from the Shrek 2 remaster. The Xbox page for the Shrek 2 remaster does not list a release date or a price. The game is expected to come to PlayStation as well, and Switch wouldn't be a surprise either. Aspyr should release it on November 19 to go up against GTA 6 in a heavyweight battle for the ages. This game may have leaked through Xbox, but the official Shrek account posted a compilation of Shrek video game footage with the caption, "Only real gamers played Shrek," and many think it's connected to the Shrek 2 remaster. The compilation includes the OG Shrek 2 game, along with numerous others, including Shrek Smash N' Crash Racing and Shrek Super Party, the latter of which is one of Obsession star Inde Navarrette's favorite games. https://twitter.com/Shrek/status/2111140541396369879 It's already been a big year for Shrek in gaming, as Shrek recently came to Ubisoft's fighting game Brawlhalla and FIFA Heroes. The original Shrek movie returned to theaters earlier this year to mark the franchise’s 25th anniversary. The long-awaited fifth movie, Shrek 5, is set for release in Summer 2027. The Shrek movie franchise is a juggernaut, with its four main installments collectively grossing $3 billion, and that does not even count the Puss in the Boots spin-offs. In addition to Shrek 5, DreamWorks is producing a Donkey movie for 2028, with Eddie Murphy coming back to voice Donkey once again. Beyond the movies, there are Shrek-themed attractions at Universal Studios theme parks, including the new kids-themed resort in Texas, while many fantastic Shrek memes have helped to keep Shrek popular and relevant for the past 25 years.
World of Warcraft: Forever's beta is set to end in just a few days on October 21, but that hasn't stopped Blizzard from making some major changes to the game's various racial abilities. Unlike in the modern version of WoW, where racial abilities are so minor that they mostly feel cosmetic, racial abilities in WoW Classic (and now in Forever) are a big part of why players choose to play a particular race. Some races synergise better with certain classes or playstyles. Others even benefit more from using specific types of weapons. Or at least they used to. In Forever's latest beta update, developer Blizzard has overhauled many of the MMO's racial abilities to remove weapon-specific buffs and improve some abilities that were seen as lackluster by the community. The removal of weapon-based passives for humans, dwarves, and orcs is a significant change. Orcs used to favor axes, humans swords and maces, and dwarves guns. In WoW Classic, that meant an increased weapon skill when using those weapons, resulting in a better chance to hit and increased damage. https://www.youtube.com/watch?v=miSndSl23bI That changed for WoW: Forever's beta. Blizzard kept some of the weapon-specific flavor, but instead of weapon skill, pivoted to critical-strike chance. Now with this latest update, those bonuses no longer require players of a certain race to wield a specific weapon type to gain those passive benefits. Orcs simply gain a 1% increase to crit chance, humans gain a 2% increase to crit chance, and dwarves deal 2% increased critical damage and healing at all times. It's a major departure, but feels like it will ultimately allow for more freedom when it comes to using a variety of weapons. Those weren't the only racial ability changes though. Blizzard also updated tauren's new Plainsrunning ability and dwarves' Find Treasure. Both of these left something to be desired. Plainsrunning, which granted a stacking movement speed buff for tauren while on foot, was useful early on while leveling but felt like it would largely become irrelevant once players earned their first mount. For dwarves, being able to locate chests using their Find Treasure passive was nice, but hardly a reason to choose them over another race like humans, which generally have stronger racial abilities overall. Blizzard has improved Plainsrunning to also grant a 3% mounted movement speed buff that can stack with other mount buffs, making the passive useful post-level 40. Tauren additionally received a decreased cooldown for their herb-gathering Cultivation skill and their area-of-effect stun, War Stomp. As for dwarves, Find Treasure now grants a chance to find additional items in chests, which is certainly appealing given how important gold is in this version of Blizzard's MMO. Skyborne racial abilities, the newest playable race added in WoW: Forever, have also received some welcome improvements, with an increased Haste bonus (to 3% from 1%), and the ability to cast Skysight and Read Leyline while moving. More leylines, which Skyborne use for some of their racial abilities, have been added to Kalimdor and the Eastern Kingdoms, giving Skyborne more chances to renew their buffs. Undead, gnomes, trolls, and night elves have seen changes, too. For undead, their Forever-exclusive Touch of the Grave passive has been adjusted to have a more consistent proc chance and cooldown. Gnomes' Eureka passive now is an eight-second buff with no charges. Changes to night elves and trolls are relatively minor. Trolls received an increase to health regeneration from their Regeneration passive. Meanwhile, the night elf movement speed passive Quickness now stacks with other movement speed buffs. Not all the racial ability changes have been buffs. A few were nerfs, particularly for orcs. Their Blood Fury racial, which grants increased attack and spell power, has had its cooldown increased by an entire minute, and their Shatter Curse passive has made it so it now dispels Curses and Banes rather than granting full immunity. The amount of magic damage reduction from Shatter Curse was also lowered from a massive 15% to just 5%. All together, they represent some of the biggest racial ability changes in the game's history, and could be a big factor in deciding what race to play when WoW: Forever launches November 4. You can read the full patch notes below, which include some signficant class changes as well. In an interview with GameSpot, Blizzard revealed how it's trying to "push the envelope" with the amount of new content in Forever as well as discussed its plans for endgame and what to expect post launch. WoW: Forever Beta Patch Notes Bug Fixes Resolved an issue with extra bright fog at lower shadow settings. Fixed an issue allowing Horde players to gain Kirin Tor reputation. Creatures will now properly regenerate health when out of combat. Fixed an issue with various Horde characters holding the Night Watchman’s Torch. Fixed an issue with various drink tooltips that were not displaying the correct amount of total Mana regeneration. Changes and Updates Added a new tutorial experience for new players. Improved control over Lighting ‘Bloom Intensity’ in options to be a slider that has moved to the ‘Advanced’ graphics section. Added ‘Auto Attack/Auto Shot’ setting. If enabled, Hunters will automatically switch between auto attack and auto shot. This is now also supported for gamepad. Racial abilities have been updated.TaurenEndurance: Now grants 2% increased critical damage and healing (was 1% hit chance).Plainsrunning: Also grants 3% increased mounted movement speed. This increase stacks with other mounted movement speed increases.Plainsrunning now requires the Tauren to move a minimum distance per second to keep the effect.Developers’ notes: Stutter-stepping is no longer sufficient to maintain the effect. This minimum does make some allowance for movement speed penalties.Cultivation: Cooldown reduced to 15 minutes (was 60 minutes).War Stomp: Cooldown reduced to 90 seconds (was 2 minutes). Dwarf Mace Specialization: Replaced with Earth Fury: 2% increased critical damage and healing. Find Treasure: Now also grants a chance to find additional items in most chests. Skyborne Wind Blessed: Haste bonus increased to 3% (was 1%). Skysight: Now castable while moving. Read Leyline: Now castable while moving. Minimum duration increased to 30 seconds (was 20 seconds). Walk on Air: Cooldown reduced to 90 seconds (was 2 minutes). Increased the number of spawn locations of Elemental Convergences and Leylines in most Eastern Kingdoms and Kalimdor zones. Human Sword Specialization: Replaced with Ruthless: 2% increased critical strike chance. Orc Axe Specialization: Replaced with Savage: 1% increased critical strike chance. Blood Fury: Cooldown increased to 3 minutes (was 2 minutes). Shatter Curse: Now dispels Curses and Banes (was granting immunity). Magic damage taken reduced by 5% (was 15%). Undead Touch of the Grave: Proc chance and cooldown adjusted to make benefit more consistent. Improvements made to visuals. Undead will no longer have Will of the Forsaken available to them while under the effects of Scatter Shot. Touch of the Dead now has a 30% chance to activate for casters and a 20% chance to activate for Paladins/Rogues/Warriors, as well as a 25 second internal cooldown. Touch of the Dead no longer scales with Shadow increases on the target or the caster. Touch of the Dead no longer suffers from a decreased multiplier when a lower ranked spell is used. Developers’ notes: This shouldn’t have been in place because it’s a racial, not a Class spell or ability. Gnome Eureka!: Now an 8 second buff with no charges. Same effect on damage and ability costs. Now also benefits Power Word: Shield. Eureka cannot correctly be used while in stealth or invisibility. Night Elf Quickness: Movement speed increase now stacks with other movement speed increases. Night Elves no longer display their shields while in Wisp Form. Troll Regeneration: Health regeneration bonuses increased to 20% (was 10%). Classes · Wands now require you to stand still for 0.5 seconds before shooting, matching early versions of World of Warcraft. Druid Fixed an issue where high ranks of Rejuvenation were preventing other Druids from applying Rejuvenation to the target. Omen of Clarity: Fixed a bug where this could be triggered by Faerie Fire while in Cat Form, Bear Form, or Dire Bear Form. Since Faerie Fire costs no resources in those forms, it cannot trigger Omen of Clarity. Faerie Fire: Now generates threat while in Bear Form or Dire Bear Form (instead of just initiating combat at 0 threat). Fixed an issue allowing multiple Faerie Fire debuffs to be active on a target. Shred (Rank 1) is now learned at level 20 (was 22). It was possible to get Shredding Attacks before knowing Shred or Lacerate Fixed an issue where Heart of the Wild, Feral Swiftness, Thick Hide, and Leader of the Pack were not applying correctly to characters when they logged in. Balance Multiple instances of Insect Swarm will no longer continue to reduce the target’s hit chance. Moonkin Aura now only increases Spell Critical Strike chance, and is Raid wide. Feral Leader of the Pack now only increases Melee and Ranged Critical Strike chance, and is Raid wide. The flat damage on Shred’s tooltip will now correctly scale with the % damage increase of the Savage Fury talent. Developers’ notes: This was just a visual bug. The damage is unchanged. Furor now allows the player to retain the Energy they had when they were last in Cat Form even if they go into Bear or Dire Bear Form. Developers’ notes: Bear and Dire Bear Form still prevent Energy regeneration. Hunter Auto Shot now requires you to stand still for 0.5 seconds before shooting, matching early versions of World of Warcraft. Developers’ notes: Your character will still fire Auto Shot while casting spells like Aimed Shot or Sniper Shot. Arrows should now be visible when a character has their bow drawn back. Pets now correctly benefit from Expertise. The Hunter’s Fire traps now correctly scale with Attack Power. The Hunter may now correctly have 1 active Fire Trap and 1 active Ice Trap (was 1 Trap among all types). Pets Fixed an issue where pets were only ever inheriting the player’s Melee Critical Strike chance instead of whichever is higher, melee or ranged. Dismember (Crocolisk) Healing reduction reduced to 25% (was 50%). Duration reduced to 6 seconds (was 10 seconds). Cooldown increased to 15 seconds (was 6 seconds). Sonic Blast (Bat) Cast speed reduction reduced to 30% (was 60%). Duration reduced to 20 seconds (was 30 seconds). Cooldown increased to 60 seconds (was 30 seconds). Mine! (Bird of Prey) Duration reduced to 3 seconds (was 4 seconds). Cooldown increased to 90 seconds (was 60 seconds). Beast Mastery Summon Hawk will now correctly cause the Hawk to spawn at the target the spell was cast on. Summon Hawk will now stick your Hawk to the target that it was summoned on. Fixed an issue causing the Improved Mend Pet talent to increase the Mana cost of Mend Pet instead of decrease. Marksmanship Trueshot Aura is now Raid wide. Fixed an issue where Sniper Shot was not benefitting from a few Marksmanship talents. Survival Strider Kick can now be used while disarmed or while no weapon is equipped in your Main Hand. Resourcefulness now correctly reduces the Mana cost of Strider Kick. Resourcefulness now correctly activates when landing a critical strike, but it has been changed to only activating on melee and ranged ability critical strikes to prevent spamming. Developers’ notes: Is not activated by Traps. Updated the tooltip for Predator’s Edge changed to better convey that it only increases the critical strike damage of your abilities. Mage Frost Blast: This new spell is learned at level 24. It deals damage and slows the target’s movement by 40%. It has a 1.5 second cast time, and is affected by all talents that affect Frostbolt. Developers’ notes: The purpose of this spell is to provide the functionality formerly granted by Rank 1 Frostbolt despite the penalization of “down-ranking”. It does have a higher Mana cost and deals a little more damage as well. Arcane Fixed an issue where Presence of Mind would not be consumed by spell casts. Fixed an issue where Missile Barrage could reduce the cost and duration of a second Arcane Missiles cast. Missile Barrage: This talent has moved to the first row and become a 2-point talent. It now also grants a chance for Arcane Missiles hits to trigger Missile Barrage. Arcane Blast: Redesigned. This spell is now a 1.5 second cast, and each time it is cast it grants the casting Mage 15% of their Intellect as additional Spell Damage. This effect also increases the cost of Arcane Blast as before and still stacks to 4 times. However, the effect now lasts 15 seconds from when it is first applied, instead of just until the next spell cast. Mana cost unchanged, but damage done and Spell Damage coefficients both reduced 40%. Arcane Wrath: New 16-point gold medal talent. This new spell deals base damage similar to Fireball, with a 3.5 second cast, but also deals damage as if the Mage had additional Spell Power equal to 5% of the Mage’s maximum Mana. 6 second cooldown. Fire Heating Up is no longer consumed if the Mage also had Presence of Mind active for the Pyroblast cast. Heating up also always gains an additional charge each time the Mage casts Fire Blast. This does mean Fire Blast critical strikes generate 2 charges. Wake of Fire: Talent reverted back to Improved Fire Blast and no longer grants a bonus when the Mage kills a target. It also now increases the range of Fireblast by 8/15 yards. Critical Mass: Mages can now spend up to 5 points in this talent for 10% total critical strike increase. Fire Power: Redesigned. Now only 3 talent points. Increases damage done by Fire spells by 1/2/3% per the Mage’s Fire effects on the target, up to a maximum increase of 12%. Spells that mix multiple schools of magic do not grant this bonus. Developers’ notes: Specifically, the effects which can grant increased Fire damage from this talent are Ignite, Improved Scorch, Fireball, and Pyroblast, and Impact. Frostfire Bolt does not grant the damage increase but can benefit from it. Frost Channeling now correctly reduces the Mage’s threat. Fixed an issue where Ice Block was too transparent. Fixed various issues around Clearcasting. Clearingcast now correctly does not roll for every target struck by a spell. Clearcasting no longer has a chance to activate off of Dampen Magic and Amplify Magic. Clearcasting no longer has a chance to be activated by abilities cast when not in combat. Frost Fixed an issue preventing Frostbite and Fingers of Frost from activating from your Ice Armor and Frost Armor spells. Ice Lance damage against Frozen targets changed to a 200% increase (Was 300%). Cone of Cold: Movement speed of the first 4 targets hit is decreased by an additional 10% and the slow lasts an additional 3 seconds on those targets. Developers’ notes: The ability of this spell to control massive number of targets was the primary reason it was previously reduced in effectiveness and duration. It feels reasonable to let it retain this level of power when used against 4 or fewer targets. Winter’s Chill: Redesigned. No longer increases critical strike chance. Instead, it causes Cone of Cold to deal 40% increase damage per stack of Winter’s Chill on the target, consumed by next Cone of Cold. Slightly changed the positioning of the spell visual for Cone of Cold. New spell Frost Blast. 1.5 second cast. Deals low frost damage. Slows/chills. Benefits from talents that benefit Frostbolt. Winter’s Chill change to: Gives your Frostbolt, Frost Blast, and Fingers of Frost empowered Ice Lance spells a 20/40/60/80/100% chance to apply Winter’s Chill, increasing the target’s damage taken from your next Cone of Cold by 5% and it gains an additional 7% of your spell damage, stacking up to 5 times. Paladin Seal of Fury is no longer overwritten by Power Word: Shield. Blessing of Salvation and Greater Blessing of Salvation have been replaced with Salvation and Mass Salvation. These are applied in the same manner as the blessings were, but are not exclusive with blessings. Paladins now also learn Revoke when Salvation is learned. Revoke removes target party or raid member’s Salvation or Mass Salvation. Developers’ notes: This is to restore the functionality of giving the Paladin more finesse and control over who has Salvation active and who doesn’t. Judgement of Righteousness and Judgement of Fury now have the correct spell power coefficients for instant cast spells. Fixed an issue causing Seal of Righteousness to gain almost twice as much benefit from Spell Damage than intended. Fixed an issue where Judgement of Righteousness had an incorrect Spell Damage coefficient. Consecration’s Spell Power Coefficient per tick has been changed to 0.042 (was 0.095). Righteous Fury’s Holy damage threat generation increased to 90% (was 60%). Seal of Fury Rank 3 is now correctly available for training at level 26 (was incorrectly level 25). Holy Fixed an issue where using a focus macro to cast Light’s Vigil was causing it to not go onto the appropriate target. Fixed an issue causing Infusion of Light to grant Holy Shock 50% increased damage against enemies. Protection Shield Specialization Mana restored to the Paladin lowered to 4% with a 3 second internal cooldown (was 6% with a 3 second internal cooldown). Reckoning: This talent has been adjusted so you gain a charge of Reckoning each time it triggers. Your next melee swing (auto attack) will trigger all accumulated charges for 1 extra attack each. You may have a maximum of 4 charges. This restores the Classic Era functionality of storing up to 4 charges and delays all the triggers until your next swing so that it does not cause the auto attack timer to be reset by instant attacks. Retribution Champion of the Light now increases your spell damage by 10/20/30% of your Intellect (was 20/40/60%). Sanctified Judgement’s Mana restore effect no longer generates threat. Priest Fixed an issue where high ranks of Renew were preventing other Priests from applying Renew to the target. Fixed an issue causing Holy Fire Rank 5 periodic damage to be higher than Rank 6. Power Word: Shield will now correctly tell the player they can’t replace a Power Word: Shield on a target if the Power Word: Shield they have is stronger. Fixed an issue where casting Power Word: Shield would say SHIELDED twice in your scrolling combat text. Devouring Plague cooldown reduced to 24 seconds (was 1 minute). Shadow Word: Death cooldown increased to 18 seconds (was 12 seconds). Fixed an issue where casting Mind Vision would cause the target to stand up and interrupt drinks. Discipline Inner Focus will now correctly only be used on a single spell, even if you spell queue another spell into Penance’s channel. Added to the tooltip for Divine Aegis explicitly that it is activated by Non-Periodic critical heals. Added to the tooltip for Divine Aegis what the maximum value for the shield is. Power in Light now increases Smite and Penance if the target is afflicted by Holy Fire or Shadow Word Pain. Silence Resolve threat reduction now applies to all spells. Mental Strength moved to Row 2 from Row 4 and changed to increase your intellect by 2/4/6/8/10%. Improved Power Word: Shield moved to Row 3 from Row 2. Twin Disciplines now correctly benefits Shadow Word: Death, Mind Flay, Starshards and Penance. Shadow Fixed an issue where Shadow Word: Death was not benefitting from Shadowform’s increase to critical strike damage. Fixed an issue where Devouring Contagion was causing the bounced Devouring Plague to cost Mana, perform a cast animation, and put the caster’s Devouring Plague back on full cooldown. Changed Vampiric Embrace so that it can’t be resisted. Vampiric Embrace cooldown reduced to 30 seconds (was 1 minute). Improved Fade removed. Shadow Infinity removed. Improved Mind Blast moved from Row 3 to Row 2. New talent (Row 4): Dark Inspiration – Your Mind Blast and fully channeled Mind Flay causes Dark Inspiration, increasing yours and your party’s Spirit by 3/6/9/12/15% for 10 seconds. Improved Mind Flay changes to: Each instance of damage of Mind Flay deals 10/20% more damage than its previous instance of damage. Devouring Contagion now spreads to 2 targets. Fixed an issue with Shadow Weaving’s Tooltip. It now correctly states that it causes the target to take increased damage from you. Rogue Rogue Poisons will no longer incorrectly activate against targets that are attacking them. Sap no longer has a chance to activate weapon procs. Fixed an issue where Rogues could swap specializations to keep their energy full. Assassination Cold Blood is now correctly consumed when Mutilate lands a critical strike. Shaman Fixed an issue where Totemic Recall cost 70 silver on the trainer instead of 22 silver, as intended. Grounding Totem is now correctly destroyed after redirecting a spell. Windfury Weapon’s attacks now appear as White hits in the scrolling combat text. Grace of Air Totem is no longer exclusive with Windfury Totem and Flametongue Totem. Windfury Totem and Flametongue Totem retain their exclusivity. Grace of Air Totem, Strength of Earth Totem, Windfury Totem, and Flametongue Totem are now Raid wide. Chain Lightning: Mana cost reduced by approximately 35% on all four ranks. Fire Nova’s Spell Power Coefficient has been changed to 0.143 (was 0.214). Fire Nova’s base damage has been significantly reduced. Fire Nova’s mana cost has been significantly reduced. Flametongue Totem and Windfury Totem now correctly only affect players. Added a little green to the visual of Chain Heal without overpowering the original effect. Elemental Your Clearcasting from the Elemental Focus talent will no longer have a way to be spent on the same Fire Nova that activates it. Elemental Mastery: This talent has returned as the new 31-point gold medal talent. Reduces the cast time of Lightning Bolt and Lava Burst by 0.5 seconds and removes the cooldown from Chain Lightning for 15 seconds. 3-minute CD. Lava Burst is pre-requisite. Lava Burst: Moved from the 7th row to the 5th row as the 21-point gold medal talent. New rank 4 added and ranks reflowed. No longer has any pre-requisite. Elemental Fury: Now has Lightning Overload as pre-requisite. Lightning Overload: Now has Elemental Alacrity as pre-requisite. Elemental Alacrity: Moved from 3rd row to 2nd row. Elemental Warding: Moved from 2nd row to 3rd row. Call of Thunder: Talent removed. Earthbound: Moved to 4th row as the 16-point gold medal talent. Elemental Reach: Now also reduces the cooldown on Totemic Projection by 10/20 seconds. Call of Flame: Now also extends duration of Flame Shock by 3/6/9 seconds. Column Arrangement: Many talents moved to make room for other talents and their connections. Clearcasting will no longer be consumed by Lightning Overload activations. Fire Nova’s tooltip now correctly increases when placing talents into Trial By Fire (the talent formerly known as Improved Fire Nova). Enhancement Your Stormstrike debuff is no longer consumed if your spell does not land. Fixed an issue where Stormstrike could be consumed by other players or pets that weren’t the casting Shaman. Stormstrike’s cost changed to 8% of Base Mana (was 125 Mana at all points in the game). Restoration Added an additional Rank of Mana Tide Totem that is learned at level 38, so now you have ranks at level 25, 38, 48, 58 (was levels 25, 48, 58). The Restorative Totems talent now correctly increases the effect of the entirety of Healing Stream totem (was the base value). Tidal Focus and Totemic Focus have swapped locations. Tidal Focus is now in the 1st row, and Totemic Focus is now in the 2nd row. Water Shield: Can now trigger from any critical spell cast by the Shaman (was only critical heals). Warlock Fixed an issue where Summon Incubus was available to summon at no Soul Shard cost with the Reagent Economy Legacy Perk. Fixed an issue allowing multiple Cure of Recklessness debuffs to be active on a target. Affliction Malediction replaced with Grim Reach, which increases the range of your Affliction spells by 10/20%. Shadow Mastery changed to increasing your Shadow spell damage by 2/4/6/8/10% (Was 1/2/3/4/5%). Demonology Fixed an issue where you couldn’t cast Soul Link on your pet. Destruction Destructive Reach changed to Increases the range of your Destruction spells by 10/20%. Warrior Battle Shout is now Raid wide. Slam is no longer subject to spell pushback. Fixed an issue where Overpower was not able to activate vs. significantly lower level enemies. Arms Fixed an issue where Weaponmaster’s Sword Specialization could be activated by Shield Bash and Shield Slam. Fury Lingering Rage no longer stops the player’s Health Regeneration after combat. Fixed an issue where Improved Berserker Rage was not removing Movement Impairing Effects. Gamepad Support Added a swing timer to the center reticle. Added bindings to enable and disable Voice Channel Transcription via the Chat Channels menu. Ensured your own fishing bobber is always targetable. Fixed using ground-targeted items. Using them a second time will now confirm the placement. Fixed an issue causing the gamepad action bar to be invisible upon relogging after creating and selecting a custom Edit Mode layout. Fixed an issue causing the cast bar to not be properly customizable with Edit Mode. Fixed an issue making it difficult to activate actions using the class-specific flyouts. Fixed an issue with quest reward selection that prevented completion of certain quests. Fixed an issue where quests offered by interactive objects or other non-character quest givers could not be turned in with a gamepad. Made the “Press and Hold Casting” setting compatible with gamepad. Updated the Trade confirmation dialog to be usable with a gamepad. Updated the Guild & Communities dialogs to be usable with a gamepad. Updated the Chat Channels menu to be usable with a gamepad. Updated the Transmog frame to be useable with a gamepad. Items Mystic Mushroom now correctly increases Spirit. The Insight enchant now correctly increases Spirit. Morbent’s Bane no longer causes other nearby players to play visual effects. Scrolls now incur a global cooldown when used. Many items created by professions have had their vendor sell price reduced. Draught of Predatory Senses is now a Potion, on the Combat Potion cooldown, and had its duration reduced to fit within this design space. Legacy System Fixed an issue where Bartering was discounting training and repairing. Visually moved the Master Chef and Luremaster perks 1 row to the left. Developers’ notes: They were already available with only 5 points committed, so this is only a visual change. The Quick and the Dead should now affect more Priest spells. Quests General Fixed several quest items that were multi-drop and should not be. Ashenvale There are more Bloodtooth Guards available during the quest “Raene’s Cleansing” Dalaran Members of the Horde are no longer welcome in Dalaran under any circumstances and will be attacked on sight. This does not affect access to the City of Dalaran dungeon, but the Horde questline to obtain the Dalaran Sewer Key no longer grants unrestricted access to the city in the open world. Darkshore Fixed an issue where many of the furbolg camps would not grant credit for the quest “How Big a Threat?” The quest “For Love Eternal” can now be turned in to Cerellian Whiteclaw at all times. “Body and Heart”: Cenarion Moondust is no longer used up when you sprinkle it on the stone, so if you need to try again, you can come back later and use it again to re-summon Lunaclaw. Mulgore The Novice Warriors will no longer flag players for PvP during the quest “Sparring Match”. Stormwind “The Attack!” is no longer an escort quest and is now shareable, even while the event is active. Speak to Tyrion to begin the event if it is not active. Teldrassil Lord Melenas no longer evades at low health during the quest “Twisted Hatred”. Wetlands Several areas have had their respawn rates increased and evened out, including Dragonmaw Orcs, Gnolls, and Incendicite Ore. Zephras Isle Addressed an issue that could prevent players from using Halaan’s Gift to scry on the anchors of Zephras and progress the quest “The Anchors of Zephras.” Player versus Player Battleground Marks of Honor now stack up to 30 (was 20). User Interface Unit Frames display has been updated. Minimap header display has been updated. Spells with different rankings now behaves as a single entry in the Cooldown Manager. Auction House now displays a column for equippable level. Auction House will now properly display equipment stats from items with suffixes (example: “___ of the Monkey”). Added detailed Scrolling Combat Text options under Options > Gameplay > Combat > Scrolling Combat Text for Self > Text on Me/Text on Target. Searching for “Threat” will now pull up the Aggro Display option. To reduce Nameplate clutter, the distance visibility for Nameplates for enemies and NPCs above and below the player have been adjusted. Your current target’s nameplate is not affected. Restored level-up messages showing stat increases and talent points gained. In-game Tutorials have been updated. If party members are different character levels, the Looking For Group UI will now properly update the eligibility statuses of the dungeon list. Group Finder checkbox “Show All Level Ranges” will properly update the dungeon list. Fixed an issue where art assets were running amok on the Professions UI panel. Who List search now supports subzones (example: characters in Northshire Valley will show up in both queries “/who northshire” and “/who elwynn”). Players can no longer accept the ‘refresh world’ prompt while in combat.
What an adaptation. The post Resident Evil 7 fan movie mini-review – Chandler Riggs proves Capcom could make an actual RE movie if it really wanted appeared first on Destructoid.
"That'll do, Donkey. That'll do.".Well, well, well! Ahead of its apparent announcement at the ID@Xbox Showcase next week, internet sleuths have discovered an official Xbox Store page for Shrek 2 Remastered, which is coming to Xbox Series X and S.The page reveals that it's being developed by Aspyr Media, known for ports of the likes of Star Wars Episode 1 Racer and Lord of the Rings: War in the North. This version of Shrek 2 is said to have been "rebuilt with better textures, enhanced UI, 4K resolution and cutscenes", along with a new Photo Mode and Cheat Mode.Read the full article on purexbox.com
Out now for those who pre-ordered digitally.Here we go! The campaign for Call of Duty: Modern Warfare 4 is officially available now in early access for anyone who pre-ordered the game digitally, which means the first reviews are starting to arrive as well.The good news here is that most people seem to be high on it, with the general consensus being that it's an enjoyable campaign worth playing. Some have even gone as far as suggesting it's the best CoD campaign in many years!Read the full article on purexbox.com
It's so ogre.Back when basically every movie got a tie-in game, Shrek 2 released on PS2, and it's fondly remembered by fans despite its rough edges.Well, if you want to feel all nostalgic, here's some good news: the co-op brawler is making its grand return in Shrek 2 Remastered.Read the full article on pushsquare.com
Bringing back the fun factor. The post Modern Warfare 4’s campaign is CoD’s best in recent years, and arguably one of its better entries overall appeared first on Destructoid.
Hellraiser: Revival understands Clive Barker on a much deeper level than just gore and sex — it's a deeply authentic extension of the horror master's Cenobite universe.
Call of Duty: Modern Warfare 4's campaign is live in early access, with the full game arriving on October 23. Modern Warfare 4's single-player experience brings the epic story conclusion to Infinity Ward's rebooted Modern Warfare series. The Modern Warfare 4 campaign is slightly longer than recent Call of Duty games, and there are rewards you can unlock as you play. This guide will break down exactly what to expect for missions and rewards. How long to beat the Modern Warfare 4 campaign? It'll take you around eight hours to complete Modern Warfare 4's campaign on normal difficulty. In recent years, Call of Duty campaigns have averaged around 5-6 hours to complete, but Modern Warfare 4's story is lengthier. However, you might need more time if you choose a higher difficulty or plan on achievement hunting. Modern Warfare 4 also has one open-world mission called "Stranded" that offers optional exploration. Modern Warfare 4 includes 16 missions in total, and each mission unlocks a campaign reward. These rewards are a mix of cosmetic items and double XP tokens for use in MW4. Modern Warfare 4 mission list and rewards: Mayhem - Unlocks Cho operator Out in the Cold - Unlocks "No More Rules" calling card Following Orders - Unlocks Double XP token Hired Gun - Unlocks Dallas operator Losing Ground - Unlocks "Ready Live" loading screen Traffic - Unlocks Luca operator Gone Dark - Unlocks "Gone Dark" emblem Assassins - Unlocks Oh-ji operator Survivors - Unlocks Double XP token Stranded - Unlocks Kal operator Defection - Unlocks Double Weapon XP token Counter Attack - Unlocks Dunn operator Escape - Unlocks Double Weapon XP token Entrenched - Unlocks West operator Decapitation - Unlocks Double XP token Greater Good - Unlocks Park operator For more, make sure to check out our Modern Warfare 4 settings guide, covering controllers, graphics, and audio. Call of Duty: Modern Warfare 4 is available for PlayStation 5, Xbox Series X|S, PC, and Switch 2.
In 2019, Infinity Ward rebooted Call of Duty's Modern Warfare series, delivering a gritty and polished campaign featuring Captain Price and the assembly of the iconic Task Force 141. Despite the strong start, the series' sequels stumbled a bit, with Modern Warfare 3 in particular standing out as having a weak story and open-world missions that missed the mark. But with Modern Warfare 4, Infinity Ward returns the series' campaign to strength with a satisfying narrative and well-crafted missions for an epic conclusion to the rebooted series. Modern Warfare 4's single-player goes back to being a traditional and mostly linear experience that some recent entries have strayed from. There is only one open-world mission this year, and it is far more engaging than the previous attempts. Modern Warfare 4 doesn't introduce anything new or innovative, but it finds success with a consistently strong narrative and engaging gameplay built on nail-biting tension. Thankfully, you're never forced into any mission objectives that feel like silly chores or ill-timed distractions. Every mission in Modern Warfare 4 carries urgency and drives the plot forward. That plot closes out the ongoing narrative surrounding Price and Task Force 141, but it also takes Call of Duty to Korea and introduces a fresh new cast of characters. The campaign intertwines two seemingly separate stories for an over-the-top, globetrotting affair across New York City, Paris, and Mumbai, in addition to several parts of Korea. This is the explosive Hollywood-style action you'd expect from a Call of Duty campaign at a quality level we haven't seen from the franchise in years--that includes the recent Black Ops entries. One half of the game places you in the boots of Private Park, a young South Korean soldier, who has never experienced real combat before. Private Park and his squad are forced to fight back to save their country when North Korea launches an invasion. https://www.youtube.com/watch?v=zuzBlGUDxx4 The other half of the campaign follows the events of Modern Warfare 3 and the aftermath of John "Soap" MacTavish's death. In Modern Warfare 4, Captain Price is in a much darker place, going rogue to hunt down Makarov and also tie up any other loose ends with the villain's associates. This new outlaw version of Price ties back to one of the most-telling quotes of Modern Warfare 2019, where he lays out his ethos on where the lines in war are."You draw the line wherever you need it, Sergeant," Price says. "End of the day, someone has to make the enemy scared of the dark. We get dirty and the world stays clean. That's the mission." That line is seemingly in a place no one could have foreseen, as Price is furious and more willing than ever to get his hands dirty in pursuit of making everyone allied with Makarov scared of the dark. Being on the run leaves Price with very few allies, though. In a desperate attempt to reach the Archer (Mads Mikkelsen), who is another threat linked to Makarov, Price makes a deal with Valeria Garza and the cartel. Price hasn't turned into a complete monster, but the cartel don't mind blasting through civilians in order to achieve their mission. This team-up makes for chaotic gunfights through Paris and engaging banter between the characters. Price is constantly trying to look out for civilians and wants to minimize the collateral damage, but Valeria just comically taunts him, calling him Papi and old man, as she operates with less strict rules. The extent to which Price is a contrast to Valeria becomes a key part of the story. After a chase scene where they commit a particularly brutal act of violence, Valeria tells Price that "he's still a good guy," but she is a notorious cartel leader trying to get paid for delivering a weapon to the bad guy, so how much weight can her words really carry? Price's cartel team-up also leads him to realize this weapon delivery is dangerous enough to shift the balance of power, setting in motion a much greater conflict. To make matters worse, Price also has a target on his back as the remaining members of his Task Force 141 team, Simon "Ghost" Riley and Kyle "Gaz" Garrick, are sent to capture or kill him. This manhunt for Price leads to a standout mission called Gone Dark, where your POV switches to Gaz as he hunts Price inside of a dark hotel. At the start of the series, Captain Price served as a mentor and moral compass for Gaz, so there's a lot of emotional weight to the mission as Gaz, and the player, see just how far Price has fallen from a clearer third-party perspective. There are shocking moments and intense exchanges between the now fractured members of Task Force 141 that leverage the squad's long history effectively. There's an emotional pull throughout the mission, as Price begs Ghost and Gaz to back off, and a bigger gut punch when Price says he doesn't want to kill them, but implies he will. These moments really nail down how Price's moral compass has broken. The events of Gone Dark also set up a powerful moment in a later mission to bring the series full circle in a way I appreciated. The Korean invasion intertwines with Price's epic revenge tour, causing the new South Korean squad and US forces to team up. Although that may seem overwhelming, even with these shifting POVs and a non-chronological story, the narrative flows well from mission to mission, keeping things moving at a good clip through stealth missions, on-foot and vehicular chase sequences, slow-motion breach-and-clear segments, and even some satisfying action of manning a chopper gunner. There's also a Clean House-style mission with night-vision goggles, where you need to clear rooms with extreme trigger discipline to avoid shooting any civilians. Modern Warfare 4 Although the missions are a mostly familiar affair, they remain effective Call of Duty staples and the campaign as a whole had me on the edge of my seat throughout. It doesn't necessarily do anything better than some of Call of Duty's most notable other campaigns, but it's proof that, for me, the series doesn't need to reinvent the wheel to produce a thrilling single-player experience. In this instance, having a strong narrative and compelling characters carried me through the missions. Whether I was playing as Park or Price, I always felt the weight of my actions. The game's only open-world mission is called Stranded, and this is definitely one of Call of Duty's best attempts at a fully open-world mission. You play as Park, who is stranded behind enemy lines with his squad in a snowy and mountainous setting in Korea. Park needs to scavenge supplies to bring back to his squad, and there are three main objectives on the map. You can choose to complete these objectives in any order, but more notably, you can fast travel directly to each one and bypass the entire scavenging and exploration part of the mission. Doing this means you won't have the best guns and gear to complete your objectives, and it will mostly feel like you're navigating through a standard mission instead of going through a vast open-world experience you may not be interested in. If you choose to explore in Stranded, there are bags of supplies to scavenge all around the map, and there are sealed shipping containers with combination lock puzzles you can solve to secure even more loot. The supplies you bring back to your squad can be used to repair suppressed weapons, craft lethal equipment, or utilize a mortar strike to help get the objectives done with more firepower or stealth, depending on your preferred playstyle. While I'm relieved the entire campaign isn't built on open exploration, there was an allure to the optional scavenging for weapon upgrades in Stranded. By undertaking a little of it, I looted enough supplies to secure Park a suppressed sniper rifle that proved its worth later. But for the sake of time, I fast traveled to my objectives with little consequence, calling into question the value of even having the option. At the very least, the open section introduces a replayability factor, for those that want it. Modern Warfare 4 emphasizes boss-fight-style encounters where you only have your fists or a knife equipped and go toe-to-toe with an opponent. In these scenarios, of which there are a few, timing your blocks is critical, allowing you to parry and counter with hits of your own. Admittedly, these aren't overly complex fights, but they serve as a good way to mix things up and each one adds just the right amount of tension to the scenario and the campaign overall, especially when they tie into the competing ideologies that character dynamics are built on. Modern Warfare 4 Modern Warfare 4 also keeps the optional dialogue prompts introduced in Modern Warfare 2, which allow you to ask your fellow soldiers questions or make small talk. You can choose to say nothing, but the banter usually adds a small layer of depth to the supporting characters and sometimes lightens the mood after an intense mission. It's a small amount of agency in what is essentially a rollercoaster that is appreciated, even if it doesn't really amount to anything deeper. One mission places you in the boots of a high-ranked North Korean soldier who doesn't always agree with the orders he's given. This part of the story is a harrowing mission filled with public executions, but it does make use of the dialogue prompts as you walk around interrogating civilians, providing the opportunity to define the demeanour of the character a little more. The conversation prompts let you choose how to approach many situations. You can intimidate or try to calm people with the dialogue prompts you're given, but you can also just pull out your gun and threaten them with action instead of words. These small interactions don't impact the overall story and oftentimes your actions are fruitless, but it's good to have the option to choose empathy when dealing with civilians. Ultimately, this mission also does a good job of showing the ruthless nature of this North Korean threat, and how many soldiers will still blindly follow their orders. While I'm more emotionally invested in the Task Force 141 storyline, I still enjoyed all of the missions focused on the South Korean squad. Park is forced into the military through conscription, so being a soldier wasn't a choice or an act of valor. Initially, it seems like he doesn't want to be a soldier at all, but when war hits his doorstep, he still tries to push back his fear and make the best decisions he can to protect his people. Park also provides a nice moral balance to Price's side of the campaign, where nothing matters except his thirst for revenge. Despite the campaign otherwise being a blast, the final "boss fights" of the game are a major disappointment. Neither fight feels particularly challenging, and they feel too brief for the climactic moments, but the way the story concludes is satisfying all the same. Overall, Modern Warfare 4 wraps up the series with several shocking moments and ends on a high note. The pacing never falters despite the two interwoven storylines and alternating POVs, and the wide variety of missions and locations ensure that the story remains engaging. Modern Warfare 4 is another edge-of-the-seat thrill ride. What distinguishes its campaign from others is a feeling that the devs had more time to think through the experience to create something that can serve as a worthy conclusion for the Modern Warfare series. Because of that, Modern Warfare 4's campaign ranks as the best we've seen since Modern Warfare 2019.
Chutes too narrow?Nearly 13 years since Nintendo gamers last had the chance to answer the Call of Duty (2013's Ghosts on Wii U, RIP), Activision has finally redeployed this storied series on Nintendo platforms.Given the technical gulf between Switch 2 and competition, not to mention PC, the cynical among us might have read Microsoft's agreement to bring the series to a Nintendo console day-and-date with other platforms and expected a compromised, box-ticking Switch port. Something patched up and pushed out with reduced player counts and missing modes, technically running on the handheld, but barely.Read the full article on nintendolife.com
It seems it will be a movie set in the Cyberpunk world rather than an adaptation of the game. The post ‘We definitely do not want to make a film adaptation’: it seems like the Cyberpunk 2077 movie will tell an original story appeared first on Destructoid.
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