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“Darkhaven’s Ambitious Quest: Redefining Diablo 2’s Legacy by Integrating Elements of Minecraft”

There’s an unpredictable “Necropolis” event in Darkhaven that will slowly turn the entire world undead. It generates a Lich sarcophagus that spills a sickly wave of gloom, rolling across the procedural map to clog player waypoints and fill the alcoves with bony minions. Let the gloom thicken for long enough, and in theory, there will be nowhere safe for your character to spawn. A true apocalypse. You can transfer your character to a freshly generated world, but you might encounter something even harder to dispel: a volcanic eruption, rising floodwaters that breed Lovecraftian fish creatures, a sweeping ice age. Worse, you might encounter several apocalypses at once.

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G-Sync Pulsar’s Clarity-Enhancing Monitor Technology Demonstrates Genuine Performance

Nvidia’s relationship with PC gaming doesn’t always feel like a loving one. Sometimes they’re gifting us a useful new version of DLSS, sometimes they’re helping drive RAM prices up to £300 a stick. Even so, it’s hard not to look at G-Sync Pulsar – a new bit of monitor cleverness that seeks to remove unwanted motion blur from its LCD panels – and see some goodness still inside that big, green eye. After trying it out at a demo event this week, I’m hopeful that Pulsar can clean up how games look in motion as well as anything since the original G-Sync.

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Legacy of Kain: Ascendance Developers Claim Significant Changes Will Still Attract Soul Reaver Fans

Edwin, come look at this! Seriously, come look at this! It’s that thing from your site bio. They’re doing a new one. Edw-0h wait, he’s on holiday today. Ah well, I guess I’ll have to aim my distictly non-Soul Reaver enthusiast eyes at Legacy of Kain: Ascendance. Ooh, Edwin, this nice marketing person claims it’ll appeal to veteran Kainers like you, despite being a bit of a new direction for the series.

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Steam Reviews Now Allow PC Specs Attachment: A Step Towards Steam Machine Preparation

I wasn’t immediately sure who the latest Steam client beta update, which allows Steam review writers to optionally attach their hardware specs and anonymised framerate data, was for. The reviewers? Not unless they want to inadvertently reveal that the reason they aren’t getting 360fps in Space Marine 2 is because they’re trying to run it on a 3DFX Voodoo Banshee. Developers? Performance data could be useful but if I ran a QA department, I’d want that coming from observable tests, not from the bottom of a slur-filled missive from ViperSniper69 (0.2hrs on record).

Then I read the words “This feature is currently in Beta with a focus on devices running SteamOS,” and realised: this is for Valve themselves. A devious ploy to record how thousands of hitherto unbenchmarked games run on the Steam Deck and, eventually, the new Steam Machine.

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The Legend of Zelda Series Investigates Possible Transition from Fantasy to Science Fiction Themes

**The Legend of Zelda: Commemorating 40 Years of Questing and Near-Experiences with Sci-Fi**

Today marks the fourth decade of *The Legend of Zelda*, a series that has become a hallmark of high-fantasy questing in the gaming universe. Initially launched for the Famicom Disk System in 1986, Nintendo’s grand adventure began with a hero in a tunic, Link, who battles well-known adversaries, traverses expansive realms, and navigates complex puzzles. Over the years, Link’s journeys have enchanted millions, establishing him as one of gaming’s most iconic figures. Yet, beneath the sword-swinging and monster-conquering lies an intriguing alternative narrative—a voyage into the universe.

During a keynote speech at GDC 2017, director Hidemaro Fujibayashi, art director Satoru Takizawa, and technical director Takuhiro Dohta shared insights into the creation of *Breath of the Wild*, frequently regarded as one of the finest entries in the series. A particularly fascinating segment titled “Trial and Error” disclosed an early concept for a game named *The Legend of Zelda: INVASION*, featuring a unique plot revolving around an extraterrestrial takeover of Hyrule.

Takizawa recounted how this idea generated laughter from the crowd, showcasing images of UFOs landing on the well-known landscapes of Hyrule, alien dissections, and a surprisingly nonchalant version of Ganondorf in a Metallica t-shirt. Among the most provocative designs were radical interpretations of Link, including one where he wore oversized denim trousers, a striped winter beanie, and wielded a Triforce guitar. The idea of Link as a college party-goer infuses a degree of surrealism into a series celebrated for its grand mythology.

Despite the quirky nature of the *INVASION* concept, it appears Takizawa’s remarks circled back to motifs seen in *Breath of the Wild*—the ancient ruins and advanced Sheikah technology suggest a supernatural presence that hints at forgotten inventions introduced to Hyrule by earlier visitors. With mechanical adversaries and structures echoing sci-fi visuals, one can’t help but ponder if traces of that extraterrestrial idea persisted in the finished game.

Curiously, this is not the sole instance where *The Legend of Zelda* has brushed against the fringes of science fiction. Shigeru Miyamoto, the creative genius behind the franchise, originally contemplated a time travel component that could have significantly changed the series’ path. Instead of the well-known time-shifting depicted in later installments like *Ocarina of Time*, Miyamoto’s original notion imagined a merger of medieval fantasy with futuristic tech—where the Triforce’s magical essence might originate from microchips and computer components.

Over the years, the concept of merging genres has consistently emerged. Concept sketches from *A Link to the Past* portrayed a cyberpunk Zelda, challenging the expectations fans may have from a Zelda title. Ironically, the very title conjures images of time travel, aligning more with a narrative that intertwines past and future, rather than simply flipping between dimensions.

As we honor 40 years of *The Legend of Zelda*, it seems improbable that Nintendo will soon send Link into space. The company has typically opted for caution, particularly as it broadens its intellectual properties into films, television series, and amusement parks. While viewers might be intrigued by the idea of Link navigating wormholes and galaxies, the rich tradition of Hyrule has stayed rooted in its fantastical origins.

Yet, there’s an undeniable charm in the idea of allowing creativity to surpass its established limits. As artists and creators linked to the franchise continuously explore and dream beyond the known, there still remains a flicker of hope that one day, Link could fearlessly traverse the cosmic expanse, embarking on a quest that ties the imaginative with the remarkable. As we reflect on the past four decades, we can only speculate on what future legends may await.

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New Xbox Head Recognizes Need for Resurgence of Exclusive Titles

### The New Era of Xbox Leadership: Asha Sharma Assumes Control

Recently transitioned from her position in Microsoft’s AI sector, Asha Sharma has taken over the leadership role at Xbox, replacing the 38-year veteran Phil Spencer. Her entry signifies a major shift for the gaming division, coinciding with a time of doubt and skepticism within the gaming community. This skepticism emerges amidst considerable hurdles that the Xbox brand faces, such as developer layoffs, game cancellations, and studio closures.

#### Engaging with the Community

Asha Sharma began her interaction with the gaming community through an open thread on X (formerly Twitter). Her engaging style started with the inquiry, “Top 3 greatest games ever? Why? GO,” directly soliciting input from her new followers. In her reply, she emphasized her personal favorites: *Halo, Valheim,* and *Goldeneye,* sharing reflections that resonate with veteran Xbox fans.

Her recent activities also showcased her engagement in the gaming domain, as she disclosed her Gamertag and an impressive gamerscore of 10,860, which attracted attention from users on X. This openness is perceived by some as a conscious effort to engage with gamers on a personal level, despite skepticism concerning her gaming experience.

#### Addressing Concerns of Exclusivity

One of the most significant worries among Xbox supporters is the matter of exclusives. Microsoft’s recent approach—a transition from fierce rivalry with Sony to releasing major titles on other platforms—has left many players feeling sidelined. Long-time supporters of the Xbox brand are concerned that these actions may signal a diminished commitment to the console’s identity and a shift towards third-party publishing.

When questioned about exclusive titles like *Halo, Forza,* and *Gears*, Sharma’s remark—”Hear you”—elicited mixed reactions. While some perceived it as a positive indication that she recognizes the significance of exclusives, others construed it as vague and merely a public relations maneuver aimed at soothing dissatisfied fans.

#### Community Reaction

Sharma’s interactions have not been free of controversy. Some users have voiced skepticism, wondering if her replies are authentic or generated by a bot, a concern that highlights the apprehension many feel about her leadership. In a playful response to these criticisms, she humorously remarked, “Beep Boop Beep Boop,” demonstrating her readiness to engage with critics in a light-hearted way.

Nonetheless, amid the swell of doubt, there remains a glimmer of hope from committed Xbox fans. Many are cautiously optimistic about Sharma’s distinctive perspective derived from her background in AI and marketing. They view this as a chance for innovative ideas that could rejuvenate Xbox’s position in the gaming community.

#### Conclusion

Asha Sharma’s ascent to the role of CEO of Microsoft Gaming comes at a pivotal moment for Xbox. As she endeavors to navigate the complexities of player expectations, brand devotion, and the evolving gaming landscape, her capacity to build trust and communicate effectively with the gaming community will be essential. The upcoming years will determine if her fresh vision can unite the Xbox community and rekindle interest in the brand amid ongoing challenges.

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RPS Verdict on Season 2 of the Fallout TV Show

The second series of Amazon’s Fallout adaptation has now fully emerged from the vault, its eight episodes having been plinked out gradually, rather than whipped out in one fell swoop. Naturally, one of us has taken in the show how its distributors intended, injecting a stimpak a week in calm and measured fashion. The other waited until all the episodes were out, and then injected them all at once like an unhinged adventurer blowing through half their chem stash in a mid-fight panic. I’ll let you try to work out which is which, here’s our verdict.

Major spoilers for season 2 of the Fallout TV Show lie ahead.

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Former Saints Row Designer Asserts Series is Dead Due to Absence of Communication from Publisher

The initial *Saints Row* debuted in 2006 and swiftly turned into an unforeseen success, establishing a niche within the urban sandbox genre. The game set itself apart by expanding the limits of humor and chaos beyond what prestigious franchises like *Grand Theft Auto* had accomplished. Over time, *Saints Row* transformed into a cherished series, recognized for its irreverent approach to open-world gameplay. Nonetheless, its latest installment, the 2022 reboot, fell short of expectations, marred by technical problems and a detachment from the series’ fundamental identity.

In the aftermath, hopes for a resurgence arose, ignited by rumors indicating that the series could take a new creative route. Chris Stockman, the design director of the original title, disclosed that he was contacted by Embracer Group, the parent organization of *Saints Row* developer Volition, to deliberate on a potential correction of course for the franchise. Stockman suggested a prequel set in the 1970s, which he believed could offer new opportunities for the series’ hallmark humor and might provide a chance to reconnect with its audience.

Despite this encouraging direction, Stockman later voiced his doubts about the franchise’s future. He expressed that he felt ‘ghosted’ by Embracer, suggesting that the concept might not materialize. Stockman remarked, “I think the franchise is dead, unfortunately,” a sentiment that resonates with the wider apprehensions regarding Embracer’s management of their acquisitions, especially their restructuring tactics that can hinder creative development.

Embracer Group has a track record of acquiring and subsequently restructuring various game studios, including Gearbox and Crystal Dynamics, with mixed results. The 2022 reboot of *Saints Row* marked Volition’s first endeavor under Embracer’s ownership after its acquisition in 2018. However, the game did not meet sales forecasts, resulting in the closure of Volition in 2023, signifying a significant conclusion for the studio that had been behind the series for two decades.

The sorrow surrounding *Saints Row* resonates within the broader context of other franchises that have been constrained under Embracer’s governance. The company has recently scrapped anticipated revivals for titles like *Perfect Dark* and *Deus Ex*, illustrating a tendency to forsake potential sequels or reboots for immediate restructuring concerns. The uncertainty enveloping the *Saints Row* brand embodies a larger narrative in the gaming landscape, where beloved franchises risk being sidelined amidst corporate strategies that favor financial success over creative pursuits.

As the aftermath of this chapter of *Saints Row* unfolds, there is a lingering hope that the essence of the franchise might eventually return, be it through new talent or innovative concepts, to reignite the joy and absurdity that once enthralled audiences. However, for the time being, it seems that the series has arrived at a pivotal juncture, with its future precariously contingent on the choices of corporate leadership.