برچسب: enemy

  • Grimdark survival game The Forever Winter adds its most upsetting enemy mech yet

    Grimdark survival game The Forever Winter adds its most upsetting enemy mech yet


    As terrifying as they can be when things go wrong, survival games such as Valheim, Once Human, and Sons of the Forest have an underlying goofiness to them that keeps things light. Project Zomboid is more oppressive, at times relentless in its pressure, while Escape From Tarkov threatens you with the ever-present fear of a bullet from the shadows. Of late, however, I’ve had a particular penchant for The Forever Winter. Its grimdark, future sci-fi world is an unforgiving, hostile place as you claw for scraps in the shadow of giant mechs tearing the landscape apart for their respective megacorporations. Now, Fun Dog’s July update delivers a new broken cityscape to explore, along with its most horrifying foe to date.

    The Forever Winter July update adds a lot of new features to the table, as developer Fun Dog continues to hone its promising-but-flawed creation into what could become one of our best survival games. The impressive worldbuilding and atmosphere was hampered at its early-access launch by bugs, clunkiness, balance issues, and a general feeling that it was a little undercooked. As we near the one-year mark, however, regular updates have continued to hone and refine it, and this new patch includes further, fundamental changes to movement and game feel.

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    Fun Dog has improved the sense of character, rig, and gear weight, fine-tuned movement and acceleration/deceleration speeds, and tweaked jumping to feel more natural. Adjustments to reload rates will “allow for much smoother ‘fire, reload, fire’ gameplay,” and small arms such as pistols now equip far faster than their larger counterparts, allowing you to respond to situations quickly. Gaz would be proud. Target marking has been made more precise, and there’s also the new ability to mash buttons to speed up mantling, climbing, or getting back up when knocked down.

    The ruined city of Lost Angels is now available to explore, along with a fresh crop of region-specific quests. It promises to be a valuable source of supplies, but you’ll need to watch your corners, as you aren’t the only one roaming the streets. What has me most afraid, however, is the arrival of Stiltwalker 1.0, Europa’s “multi-legged destruction machine.” Perhaps it’s the spider-like movements, or maybe it’s the combination of direct-fire missiles, guided ATGM munitions that can home in to obliterate any foe, and a point-defense system that keeps it safe from incoming explosives, but the mere sight of this thing strikes fear into my heart.

    Alongside this comes some additional weapon customization options, with several guns being equipped with new hardguards and the ability to attach the likes of flashlights. Among the smaller but still significant tweaks, enemy soldiers will no longer take random ‘pot shots’ at targets they shouldn’t be aware of; squads will better spread out in an attempt to surround suspected threats; recruits have been made more responsive to your commands; and larger enemies can now be briefly stunned if you manage to hit them hard enough. Fun Dog has also continued to work on performance improvements and optimization.

    The Forever Winter July update - The ruined streets of Lost Angels.

    The Forever Winter July update is out now. You can read through the full patch notes courtesy of Fun Dog Studios. “Note the file size on this update is fairly large,” it warns, “thanks for tolerating that and we are working on cutting this down in future updates.”

    Looking for more of the best co-op games for you and your friends to enjoy together? We’ve rounded up our top picks for 2025, along with a guide to the best gaming headset for PC to make sure your communication sounds crystal clear.

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  • Why are enemy color pairs less "cohesive"?


    It seems to be common knowledge that enemy color pairs in Magic have less synergy than allied pairs. As an example, the highest score question on the site, What are the names for Magic's different colour combinations?, asserts without explanation that allied color pairs have "higher deck cohesion". Then it repeats this claim in explaining why wedges are generally less often seen than shards. But I don’t really understand why. It seems to me that every color pair offers something different, and many enemy color pairs seem very cohesive to me. The current meta in multiple formats seems to support this.

    In standard the most popular deck right now according to MTG Goldfish is Izzet Prowess. And the 2 most popular modern decks are Boros Energy and Izzet Prowess.

    I haven’t played much Canadian Highlander, but watching LRR’s North 100 podcast, it seems Jeskai is the most powerful color combination in that format.

    It doesn’t seem like an outlier when multiple formats of varying power levels are dominated by enemy color pairs and wedges. Izzet Prowess seems like a very synergistic deck built off the payoff for slinging a lot of cheap spells. Boros Energy in Modern seems built off the back of several very powerful cards some of which happen to have Energy. But to me, Red and White offer a lot to each other. Red provides reach in the form of direct damage and card selection with rummage/impulse draw effects, while White is a better at going wide and gives non-damage based removal to deal with high toughness or non-creature threats.

    Perhaps I am somewhat conflating power and cohesion, as my examples rely on high performing decks. And I do want to acknowledge that there is a bit of a bias with my examples, perhaps Boros and especially Izzet are just particularly well suited to each other among enemy pairs. However, other color pairs seem similarly synergistic to me. Simic pairs the card draw of Blue with the ramp of Green for a powerful big mana deck. Orzhov pairs the go wide power of White with the sacrifice theme of Black to be the backbone of many aristocrats builds. Golgari pairs the powerful mill and graveyard effects of Green and Black giving a powerful, recursive engine. All the enemy color pairs have a very solid synergy built in, in my opinion.

    So can someone please explain where this seemingly common conception that allied pairs are more "cohesive" comes from?



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