برچسب: the

  • The Lay of the Land – InsideGMT


    We have introduced in the precedent entry of these Histories the main players and movers of things in Hubris – Twilight of the Hellenistic World: the Kings and their Friends. Now we are going to examine what they were fighting over, i.e. as in most of history, land and the resources that could be obtained from it.

    Introduction

    In Hubris, the key geographical element is the Satrapy, an old Persian word for province that was for the most part retained by Alexander and his successors. In the game, Satrapies are defined by their borders, their possible value in terms of Victory Points and/or Tax Revenues, their Supply Costs to undertake military campaigns, and the Places that they comprise. Some Satrapies include additional features such as Rough Terrain, Shipyards, Military Colonists or are a recruitment market for Mercenaries.

    Each Satrapy contains a number of Places, from one to a maximum of six, whose alignment determine who Controls the Satrapy, and to what extent. These Places can be either walled Cities or wild Tribes, implying various means of controlling them.

    There is also a number of Sea Areas that touch a number of coastal Satrapies, which allow wide movements of diplomats and mercenaries and, under some constraints, armies. Naval Squadrons based in friendly Port Cities will vie for dominance of these Sea Areas, from where friendly ports can be supported, straits crossings denied, or enemy coastlines plundered.

    Most Actions in the game, whether military Campaigns, Envoy (diplomatic) missions or attempts to raise additional taxes target Satrapies or Sea Areas as a whole, rather than individual Places.

    Description of a Satrapy

    Every Satrapy on the board is shown by a banner which lists:

    • its name;
    • its value in Victory Points (VPs), if any, for the various Kingdoms (between laurels, in the appropriate color);
    • its Tax Value, if any (gold coins icon);
    • its Supply Cost value (loaded mule icon);
    • if the Satrapy has a Shipyard, an icon of a warship in construction is also shown on the banner.

     To the side of the banner are shown a number of small square or circular weights, representing the number of, respectively, Cities and Tribes included in the Satrapy.

    Every Satrapy has a corresponding half-size Satrapy Card with the same information, plus a general indication of its location on the map and attached Units (if any). The use of the Satrapy Cards is optional but is quite handy to easily track what Satrapies you control and compute VP totals and Tax revenues when needed.

    Pontos Satrapy and Pontos Satrapy Card

    We see here the Satrapy of Pontos, on the north coast of Anatolia. It has VP values of 0|½ for both Macedon (purple) and the Seleucids (yellow), but none for the Ptolemies (blue). Its Tax values are 0|1 Talents (Ts), and its Supply Costs a forbidding 8 (meaning that every Unit Campaigning in Pontos will have to pay 8 Ts each! Not a very enticing area, though it does have a Shipyard. One can understand how it remained essentially a backwater for centuries…

    Note that various Satrapies often offer different VP values for different Kingdoms, showing their relative strategic importance to these. Some Satrapies also have no Tax value, one (Parapotamia) even has neither VP nor Tax value, being on the map only to allow (at the prohibitive Supply Cost of 8…) to bypass the heavily fortified coastal regions of northern Syria…

    Pontos borders four adjacent Satrapies (namely Bithynia, Galatia, Kappadokia and Armenia) and one Sea Area (Pontos Euxinos). It presents a textured background evocative of its mountainous character, indicating that, in game terms, it is considered to be Rough Terrain, favoring the defender in battle.

    It includes three Places: two Cities (Sinope and Amaseia) and one Tribe (Paphlagones). Let us now look at these in detail.

    Places: Cities and Tribes

    There are two types of Places in Hubris: Cities and Tribes. Cities are represented by square frames, and Tribes by circular ones. Cities on the map are walled, which means they may only be captured by Siege but can received a garrison (though it may create resentment, especially among Greeks). Tribes represent a number of small villages and hilltop fortresses, typically located in difficult hilly or mountainous areas, which must be subjugated and cannot be garrisoned.

    Types and Categories of Places

    Places are further categorized as being either Subject, Free or Greek:

    • Subject Places (shown by a plain unadorned frame and a white name background) have no meaningful civic constituency (or none that Hellenistic kings would accept to deal with) and cannot be the target of diplomatic Actions: one may only bring them to one’s alignment by force, and one may not place Alliances on them;
    • Free Places (shown by a flowery frame and a yellowish name background) do have a civic body and can be the target of diplomatic Actions;
    • Greek Places (shown by a Greek frieze frame and a blue name background) are essentially a subset of Free Places, with the added characteristic of being Greek communities, which means that they are subject to a number of specific game effects and events, nearly all of them meaning trouble for the players…

    Every Place on the map shows an illustration within its frame: these are purely to give you a feel for the type and predominant culture of the communities represented, and have no gameplay signification. Note that they are typically hidden by the Alignment marker when there is one, leaving only the frame to show.

    Going back to our example of Pontos, we see that Sinope if a Greek City, Amaseia a Free City and Paphlagones a Subject Tribe.

    You will also notice that each of them presents additional icons along its frame:

    • Sinope displays an icon including a small anchor and five ship sheds, denoting that it is a Port City which can serve as a naval base, making its bordering Sea Area (Pontos Euxinos) a “Friendly Sea” where friendly Squadrons may operate;
    • Amaseia displays at its top right corner the icon of a siege tower with two red pennants flying in the wind, showing it is a particularly formidable stronghold which will impose a To Hit Modifier (THM) of -2 to any would-be besieger;
    • Paphlagones also displays a similar icon (this time an armored soldier, showing that, as a Tribe, it must be subjugated rather than besieged like a city such as Amaseia) with one orange pennant, indicating a -1 THM to an attacker.

    Alignment: Garrisons and Alliances

    In game terms, Places are not “Controlled” (this term applies only to Satrapies), but “Aligned”. Alignment can be achieved by placing either a Garrison or an Alliance (which are, in Hubris, literally the two sides of Alignment markers!).

    Alignment Markers

    Garrisons are full square markers in the color of their Kingdom, with its symbol and the black silhouette of a soldier. The shape is a reminder that they can only be placed in Cities (square frames).

    Conversely, Alliances are full disks in the color and with the the symbol of their Kingdom, with two white interlinked rings. Again, the shape intends to remind players that only they can be placed on Tribes (circular frames).

    Garrisons are typically placed as a result of a successful Siege, while Alliances can be placed either through a successful Envoy diplomatic Action, or (for a City) a successful Siege or (for a Tribe) Subjugation, both as part of a Land Campaign Action. Note that garrisons are not military units and cannot be moved, nor do they cost any maintenance. You may wonder how an Alliance may be placed as the result of a violent capture (Siege or Subjugation), but it was always possible, and often advisable, to simply eliminate or exile opponents and install sympathizers in power in their stead rather than needlessly antagonize such touchy communities as Greeks or tribal groups, not to mention (later in the game) the Romans who can proclaim themselves as the guarantors of the freedom of the Greek cities…

    Existing Alignment markers make eligible Places more resilient to adverse Envoy Actions, especially Garrisons, where only the most gifted diplomats (or those with the deepest coffers!) can hope to sway such Cities from their current master. However, a number of game events may play havoc with Alignment markers, especially among the Greeks. I told you Greeks were trouble… 😉 In general, where possible, Envoy Actions are the cheapest way to extend one’s control, and are not considered acts of war, but they place only Alliances which are more fragile than Garrisons. On the other hand, Garrisons are typically the surest way to maintain control, but require very costly military campaigns to impose, and may generate considerable ill will.

    A few Places are also marked by a banner icon in specific colors and sporting assorted symbols. These mark either the Capital Cities of the three Kingdoms or Heartland Places of Minor Powers, which, when holding an Alliance, allow usage of their associated Minor Units. We will discuss these more in detail in a subsequent entry on military campaigns.

    Alexandreia and Rhodos Places

    Degrees of Control

    You may remember that the VP and Tax values of Pontos are actually showing two numbers, separated by a vertical dash: this is because two different degrees of Control can be achieved, and most Satrapies grant different values according to the degree of Control achieved.

    Simple Control is achieved by having more than half the Places in a given Satrapy Aligned with one’s Kingdom: in the case of Pontos, this means at least two of them (out of the three in the Satrapy).

    Full Control is achieved by having all Places in a given Satrapy Aligned. Note that, in Satrapies with only one or two Places, Simple and Full Control are the same, since the only way to have more than half of them is to have them all.

    When only a single number is shown for a given value, that value is granted as soon as any degree of Control (Simple or Full) is achieved.

    Obviously, only one Power may achieve any degree of Control over a given Satrapy, since no Powers may simultaneously have more than half of its Places Aligned with themselves.

    Going back to our example of Pontos, this means that Macedon or the Seleucids need Full Control (all three Places Aligned) to be granted the ½ VP available to them, and so does any Power (including the Ptolemies) to get the 1 T in Tax. Luckily, not all Satrapies are so poor in VPs or Tax revenues: see the Delta in Egypt, which is the richest on the whole map, for contrast!

    Delta Satrapy

    Note that Tax values may be reduced in three cases:

    • Should a Satrapy be Controlled through an absolute majority of Alliances, its Tax value is halved;
    • Should a Satrapy be Ravaged as a result of military Campaigns or Events, its Tax value is halved;
    • Even worse, should a Kingdom be At War during the Revenue Phase (i.e. at the beginning of a turn), its total Tax revenue is halved: bear in mind that game turns are 5-years long, so this represents the economic disruption resulting from colonist-soldiers being called to war and trade patterns being disrupted over a long period.

    All these are cumulative…

    Military Colonists and Mercenaries

    As mentioned in the introduction, some Satrapies are home to Military Colonists, typically veterans installed by Alexander’s successors in their new kingdoms to provide them with a local and ready source of Greeks and Macedonians for their armies, though it may also include some local peoples with a strong military tradition such as Medes in the Upper Satrapies.

    Whoever Controls such a Satrapy may Muster this Military Colonist when needed, for the duration of the turn. For instance, the Cleruchs Unit is a Military Colonist Unit attached to the Satrapy of Delta.

    Cleruchs Unit

    Other Units that can join a Kingdom’s armies are Mercenaries. Similarly to Military Colonists, Mercenaries have one or several Home Satrapies. Unlike them however, Control of these is not mandatory to add them to one’s forces, but simple presence through possession of an Alignment marker in any of these Home Satrapies. Such presence allows a Kingdom to bid for the services of the attached Mercenary Unit during the Mercenary Phase preceding the Action Phase, or to Muster them if left unhired during the Action Phase.

    For example, the Mysians Mercenary Unit may be Hired by any Kingdom with an Alignment marker in either Mysia, Lydia-Phrygia or Ionia, as shown on the map.

    Mysians Mercenaries & Home Satrapies

    It should be noted that Kingdoms cannot create new Units (except through some very few Events), and so are limited to those few Royal, Military Colonist, Mercenary and Minor Units that exist to wage war. Control or presence of the Satrapies providing access to these Units is hence a critical dimension of the game.

    Geographical Continuity: Land and Sea Paths

    It is useful to bear in mind the time scale of Hubris: every game turn represents a period of five years. In game terms, this means that, barring any kind of opposition, any person or force could traverse the map from one end to the other within any given turn. As a result, there is no concept of movement allowance or movement points in the game.

    Instead, one should think of one’s Kingdom as a coherent core, provided that all its Controlled Satrapies are Adjacent by land: we talk of a “Land Path”. Accordingly, leaders, forces and individual units can freely be moved or mustered from one Satrapy to another as long as a Land Path exists between them. However, as soon as one leaves that core to enter its uncontrolled periphery, or meet an enemy Force, movement halts and war ensues.

    A similar concept exists for naval operations, involving chains of Friendly Sea Areas, i.e. Sea Areas bordered by at least one Aligned Port City. Here, the restriction is even stronger as, lacking the support provided by friendly naval bases, Squadrons cannot even enter a non-Friendly Sea Area, meaning that control of a adequate Port City, either through diplomacy or land action must always precede the extension of naval power. Note that, unlike a Satrapy which can only be Controlled by at most a single Kingdom at a time, a given Sea Area may be Friendly to several Powers at the same time, as long as each of them holds an Aligned Port City bordering that particular Sea Area, making contestation of sea power possible…

    Diplomatic Actions, called “Envoy”, are the least limited of all, being essentially allowed to target any Coastal Satrapy as long as one owns an Aligned Port City somewhere. Landlocked Satrapies must be targeted from adjacent Satrapies. Similarly, freshly Hired Mercenaries may be freely repositioned during the Mercenary Phase along Land Paths or any chain of Sea Areas (Friendly or not).

    Now that we have looked at the leaders and the map, I will cover in the next installment of these Histories the particulars of War and Peace in the game…


    Previous Articles: 

    The Hubris Histories – Book 1: Historical Overview

    The Hubris Histories – Book 2: The Kings and their Courts



    Source link

  • 3 of the best reality-warping horror games and where to get them

    3 of the best reality-warping horror games and where to get them


    What makes a horror game truly frightening? Jumpscares or chase scenes can be unsettling, but for me, the scariest horror games are those that encourage a creeping sense of dread and make you question the world you’re interacting with. 

    If you’ve been hunting for some new skin-crawling titles to add to your library, I’ve got you covered with this list. One of the games is a cult-classic that I believe every horror enthusiast should have in their collection, while the other two are underrated gems that deserve more of a spotlight. 


    The Escapist recaps

    • Flesh, Blood, & Concrete is an atmospheric, unsettling trawl through a seemingly occupied apartment building, filled with trinkets and chunks of meat.
    • Ib is a cult-classic horror that starts in an art gallery and ends up in an alternate world, packed with fiendish monsters and enemies.
    • Soul Void is a mysterious horror-adventure made in a Game Boy-esque style, with heavy themes of death, inner grief, and a reluctance to move on. 
    • All three games are must-plays for fans of horror games that rely on slow-burning fear, unsettling imagery, and rich narratives to frighten their players.

    Flesh, Blood, & Concrete

    A dark, eerie building facade with red-lit windows is shown. The text reads "flesh, blood, & concrete"
    This game is dark and atmospheric. Image credit: waxwing0

    Flesh, Blood, & Concrete is just as weird as it sounds – and I’m so glad I found this game while mindlessly scrolling through the horror tab on Itch.io, as it’s utterly engrossing. 

    Made by waxwing0, this RPGMaker experience is short but impactful. It’s a story-driven horror that begins with a car accident, and the mechanics are best summarized as exploration with a small sprinkle of puzzles on top. 

    After the main character falls asleep at the wheel and drives her car through the courtyard of a block of apartments, she’s invited inside the apartment block by a mysterious but friendly girl who wants her to take shelter from the vicious snowstorm outside. The story unravels from there, getting increasingly surreal with every new room uncovered.

    While there are some gross-out moments – particularly for folk who are upset by mold or rot – it’s not a jumpscare-heavy game. The world design is spectacularly eerie, and the music adds to the ambience perfectly, but the real horror is baked into the story instead of the visuals.

    Flesh, Blood, & Concrete somehow manages to be creepy, beautiful, and melancholic all at the same time. It ended up bringing a tear to my eye, and I wish I could’ve spent longer learning more about the characters.

    You can play this horror game for free on Itch.io – before downloading, it’s worth noting that it features heavy themes along with a fair amount of gore. 

    Ib

    A character stands in a dimly lit red room with cryptic decor. A dialogue box reads, "Hmm? Shouldn't we move forward? I don't think there's anything left for us here..."
    While Ib does have jumpscares, it relies on its tense atmosphere for frights. Image credit: Playism

    Calling Ib an underground horror game at this point is a bit of a stretch – it’s a cult-classic, after all, with a dedicated community – but I’ll take any excuse to write about this incredible title. It came out in 2012, then got a remake in 2022.

    As a long-time RPGMaker game fan, I can say with confidence that this is one of the best examples of an RPGMaker horror game. It’s gorgeous yet creepy, with an intriguing storyline and plenty of unsettling enemies to dodge as you explore.

    Ib follows the story of a young girl by the same name as she visits an art gallery with her parents. Before the family can settle into their day trip, something changes drastically within the gallery, and Ib ends up alone, forced to explore a dark, ever-changing world within the paintings that line the walls of the gallery.

    Exploration is a key part of Ib, with a plethora of dungeons and winding pathways to navigate. The world gets increasingly more surreal and twisted, with plenty of elaborate puzzles to unravel as the story unfolds.

    Something that I love about this game is that there are multiple endings to uncover. It’s rewarding to play through multiple times and see how your choices affect the story, which is often the case for story-led horror.

    You can check out the 2022 version of Ib on Steam and the Nintendo Store. The official Nintendo store page for the game notes that Ib is supported on Nintendo Switch 2. 

    Soul Void (Redux) 

    Pixel art of a mysterious, eerie figure with glowing eyes and tendrils on a dark background. Speech bubble reads, "I REQUIRE AN OFFERING..."
    Soul Void’s artwork is truly impressive. Image credit: Kadabura

    The first thing that I noticed about Soul Void is how utterly impressive its artwork is. Thankfully, it’s also got a stellar story and gameplay loop to match its quality aesthetic.

    Created by Kadabura on Itch.io, Soul Void is a Game Boy-esque horror adventure that’ll take you through a variety of bewildering, hellish landscapes, packed with lost souls who need your help to move on to the next life. You wake up in another world, seemingly by mistake, and you’ll need to find your way home. 

    The story is left deliberately mysterious in places – to me, the main location in the game seemed like a representation of purgatory, but others may interpret it differently – yet it still manages to feel incredibly rich.

    I dipped into this game thinking I’d check it out for 20 minutes, then move on to the next title on my list, but ended up becoming utterly engrossed for the next couple of hours. 

    With themes of loss, inner turmoil, and life beyond death, this is a horror adventure that’ll make you think – but it’ll also make you squirm with gnarly creature designs and gory landscapes, too. It is worth noting that Soul Void touches on some heavy themes. 

    You can check out Soul Void on Itch.io – while it is available to play in-browser for free, I’d strongly encourage you to support the creator with a paid download, as this is a truly mesmerizing game. 

    Ask The Escapist

    Did Ib get a remake?

    Yes, the version of Ib on Steam is the 2022 version of the 2012 release. It features updated graphics and quality-of-life improvements. 

    Do these games feature jumpscares?

    There aren’t any notable jumpscares that I found in Flesh, Blood, & Concrete or Soul Void. Ib has a few smaller scares, but I wouldn’t describe it as a jumpscare-forward game.

    Can any of these games be played in-browser?

    Both Soul Void and Flesh, Blood, & Concrete can be played in-browser. I’d highly encourage you to download the games and support the developers via their Itch.io pages, though – these games are incredible pieces of work.

    References

    1. https://waxwing0.itch.io/
    2. https://itch.io/
    3. https://www.nintendo.com/us/store/products/ib-switch/

    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



    Source link

  • In Lowball versions with 7 Card hands is the “best” (least best in Lowball) or “worst” (best in Lowball) Used?

    In Lowball versions with 7 Card hands is the “best” (least best in Lowball) or “worst” (best in Lowball) Used?


    In Razz Lowball, or A-5 Low 7 Card Stud, which combination of one’s cards is used?

    If one has 2-3-4-5-7-7-7, are you required to use 7-7-7-4-5 or can you choose 2-3-4-5-7?



    Source link

  • magic the gathering – How Threefold Thunderhulk interact with Ability Boosting effects?

    magic the gathering – How Threefold Thunderhulk interact with Ability Boosting effects?


    Absolutely it would.

    611.3c Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the permanent will cause an ability to trigger when it enters the battlefield.

    Example: A permanent with the static ability “All white creatures get +1/+1” is on the battlefield. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn’t enter the battlefield as 1/1 and then change to 2/2.

    Threefold Thunderhulk will enter with three +1/+1 counters on it, and also get the +1/+1 from Anthem of Champions, meaning that it enters as a 4/4 creature, and so when its enters trigger resolves you will get 4 token creatures.

    Even if this weren’t the case (e.g. if the anthem effect were applied as some kind of state-based action) then it would be fine – Thunderhulk is already on the battlefield once the trigger resolves, so it will definitely have 4 power at that point. However, it does mean that Thunderhulk will trigger, for example, Garruk’s Uprising, which says

    Whenever a creature you control with power 4 or greater enters, draw a card.

    because its power is equal to 4 as it enters which wouldn’t be the case if rule 611.3c worked differently.



    Source link

  • Best Five Nights at Freddy’s 2 game references in the movie trailer

    Best Five Nights at Freddy’s 2 game references in the movie trailer


    Close-up of the Freddy Fazbear mask resting on a chair in the FNAF 2 trailer

    Image credit: Universal Pictures

    Before I played it for the first time, I thought Five Nights at Freddy’s would be a quick, forgettable jumpscare simulator. Thankfully, I was woefully incorrect. Despite being more than a little goofy in places, the FNAF series has exploded into a rich, lore-packed franchise, now with its second movie on the way.

    While the first film was fun, the second is gearing up to be an absolute treat for fans of the video game franchise. To help get you ready for the December 5, 2025 launch, here’s a look at the best FNAF 2 game references in the movie trailer. 


    The Escapist recaps

    • Five Nights at Freddy’s 2 is due to come out in theaters on December 5, 2025.
    • While the story will still likely deviate from the game lore, it appears to be much closer in narrative to the second video game in the franchise.
    • There are lots of Easter eggs to pick up on in the trailer, including nods to mini-games and key mechanics from FNAF 2.
    • Iconic characters will be making an appearance, like Withered Chica and the Puppet.

    The main location looks well-crafted and eerie

    View of the dark hallway leading to the eerie security office in the Five Nights at Freddy’s 2 movie trailer
    One of the biggest visual references in the trailer. Image credit: Universal Pictures

    The creepy office set-up in the trailer is a clear nod to the main location in FNAF 2.

    It’s an incredible take on the security office that players work from in the game, complete with the messy desk and the hallway that seems to go on for much longer than it feasibly should. It’s not identical to the game office, but it’s incredibly close. 

    The camera looming down the hallway and looking into the office flips the standard perspective that fans are used to, almost letting us view the scene as if we’re one of the animatronics terrorizing a player in the security office. It’s quite strange, but it’s intriguing. 

    FNAF 2 office with hallway, fan, and desk on Night 5
    This hallway still sends a shiver down my spine. Image credit: Scott Cawthon

    Unlike the first movie’s location, this film takes place in the original Freddy Fazbear’s Pizzeria. The FNAF 2 trailer only gives us snippets of the Pizzeria itself, but the glimpses that we do get are incredible. 

    The outside features faded, wooden copies of the Toy animatronics with wide, toothy grins, and the inside is lit up with flickering fairylights, illuminating the thick layers of dust and grime coating the painted floors.

    It’s gross – and it’s just how I’d imagined it. 

    My favorite reference out of the lot is the Freddy mask in the security office. The acknowledgement of how silly the mechanic seems, combined with the brief but skin-crawling jumpscare that follows, is perfection. 

    There are plenty of familiar faces making an appearance

    Close-up of Withered Chica lunging forward in the FNAF 2 movie trailer
    It was a brief look, but this is definitely Withered Chica. Image credit: Universal Pictures

    Plenty of iconic characters got a look in during the FNAF 2 trailer, with one of my personal favorites, Withered Chica, getting a small jumpscare in – as she should. 

    I didn’t spot any of the other Withered animatronics in the trailer, but if Chica is present, the others will likely make an appearance as well.

    Out of the variety of animatronic groups and subcategories shown across the franchise, I find this particular type to have the most memorable designs. They’re eerie and nightmarish, and also seem to be some of the most powerful foes in the games. 

    If you’re unfamiliar with the Withered, they’re thought to be the original versions of the animatronics in a state of disrepair. They appear as threats alongside the Toy animatronics in FNAF 2 and have a much gnarlier appearance than their newer counterparts.

    Alongside Withered Chica, the Puppet popped up in several scenes throughout the trailer, along with the Balloon Boy and Mangle. I believe the Puppet will play a key role due to her seemingly being fixated on Vanessa in the trailer, silently stalking her as she moves.

    The Faz Talker seems to be tied to the mini-games

    The Faz Talker animatronic toy on Abby’s dresser in the FNAF 2 movie trailer
    The Faz Talker should play a key part. Image credit: Universal Pictures

    The mini-games in FNAF 2 seem to get a nod in the trailer, via the eerie Faz Talker toy that Abby has in her room. 

    The voice of the Faz Talker has some fans convinced that it’s the same voice heard during the second game’s mini-games. The monotone, robotic voice does sound recognizable – I’m personally convinced – and it reads out a similar message to those heard in the mini-games.

    The Faz Talker will likely be a core part of the movie’s overall narrative, as it appears to have a strong hold over Abby. There are two separate instances where she’s shown returning to the animatronics in the trailer, at the insistence of the voices in the Faz Talker telling her that she needs to help them.

    The actual purpose of this device isn’t immediately made clear. It appears to be a way for the animatronics to directly contact Abby, so it’ll be fascinating to see how this plays a part in the overall story. 

    Overall, Five Nights at Freddy’s 2 is looking like an immense film for fans of the FNAF world. While it’s still likely to deviate from the core story told in the games, this movie appears to be much more aware of the game lore and mechanics, so it should be packed to the brim with interesting easter eggs and story snippets. 

    Ask The Escapist

    When does Five Nights at Freddy’s 2 come out?

    The FNAF 2 movie is due to come out in theaters on December 5, 2025, meaning fans still have a while to wait until release day.

    Is the FNAF 2 movie lore the same as in the games?

    While there are some striking differences between the second movie and the second game, this entry into the franchise does appear to be much closer in story to its video game counterpart. The timeline is notably different, though.

    Where can you watch Five Nights at Freddy’s?

    The first FNAF movie is currently available to watch on Apple TV and Amazon Prime Video. 

    Should you play FNAF 2 before watching the film?

    While I’d highly encourage you to check out the second entry in the FNAF game series, I wouldn’t currently say that it’ll be crucial to play it before seeing the movie. It’s a stellar game, though, and worth picking up.


    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



    Source link

  • magic the gathering – How does a card’s “Impending” ability work while there are still time counters on it?

    magic the gathering – How does a card’s “Impending” ability work while there are still time counters on it?


    A creature cast with the impending cost with time counters on it is just a regular enchantment permanent.

    A spell cannot be on the stack for multiple turns

    In Magic: the Gathering, each turn is divided into a sequence of steps, and each step can only end if the stack is empty. This means that any spell must leave the stack, either by resolving or by being countered, in the same step in which it is cast. So, no spell can ever be on the stack in a turn after the one in which it was cast, and you cannot ever counter a spell that was cast in a previous turn.


    “Not a creature” does not mean “not a permanent”

    The impending ability says that if you pay the impending cost, the object is “not a creature” as long as it has a time counter on it. “Creature” is just a card type, like “artifact” or “enchantment”. If an effect says that something is “not a creature”, that just means that it doesn’t have the creature type, or any associated subtypes, or power and toughness. Nothing else about it changes; if it would otherwise be a permanent, it’s still a permanent, just one that isn’t a creature.


    Impending

    The ability is defined in rule 702.126a:

    702.176a. Impending is a keyword that represents four abilities. The first and second are static abilities that function while the spell with impending is on the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N–[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this spell’s impending cost, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time counter on it, it’s not a creature,” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f-h.

    All of the existing cards with the Impending ability are Enchantment Creature cards, so if one of them is cast by paying its impending cost, it resolves just like any other permanent spell, except that as long as it has a time counter on it, it is just an Enchantment. It can be interacted with just like any other Enchantment. A counterspell targets spells on the stack, and this is a permanent on the battlefield, so they do not interact. Terror targets creatures, and this is not a creature, so they do not interact. Naturalize, for example, targets enchantments, so it could interact with one of these permanents.



    Source link

  • Destiny 2: The Edge of Fate’s story plots a brilliant future that is becoming harder to envision [Review]

    Destiny 2: The Edge of Fate’s story plots a brilliant future that is becoming harder to envision [Review]


    Destiny 2 was already in a weird spot ahead of The Edge of Fate’s release date. I had several conversations with people who don’t play recently exclaim, “I thought Destiny was over?” That response is understandable, too. 

    Last year, a lot of hubbub was made around the release of The Final Shape, which was set to conclude the 10-year story Bungie had been crafting. The messaging was ‘this is the end’ – and to outside observers, it‘s not a surprise that’s a sentiment that prevailed. Bungie has been more focused on Marathon, before that somewhat imploded, and the new expansion was relatively quietly announced a couple of months ahead of launch. 


    The Escapist recaps

    • Destiny 2 is entering a new story known as the Fate Saga with The Edge of Fate.
    • The Edge of Fate’s story is excellent and charts a compelling course for the story going forward.
    • Kepler is a weaker destination in the Destiny world, lacking the iconic visual clarity of other worlds.
    • Several big structural changes are well-intentioned, but are very roughly implemented.
    • One day, they could be great, as their ideas aren’t bad, but it will take a lot of tweaking by Bungie to fix.

    Charting our fate

    In-game screenshot from Destiny 2: The Edge of Fate showing the Guardian talking to Ikora and Lodi
    Lodi is an exceptional addition to the Destiny 2 roster, and is an immediate fan favorite. Image credit: Bungie

    Of course, with its persistent audience and the size of the franchise, despite ending the Light and Dark saga, there was always going to be more Destiny. And thus, we have The Edge of Fate – the first entry into Destiny’s second narrative arc, The Fate Saga. However, while it promises a bright future, the expansion’s execution may have a few too many missteps at a time when Bungie really can’t afford them. 

    The Edge of Fate’s express purpose is to set up the journey that our Guardians are going to go on for years to come. However, when you’ve just had your playerbase overcome the biggest bad the universe has ever seen, the one who all other enemies ultimately bowed to, where do you go? 

    Bungie has smartly pivoted to The Nine. These entities have been within the Destiny lore since the start, but even with several direct encounters over the franchise’s history, their intentions and even their very nature have been unclear. However, The Edge of Fate drags these inter-dimensional beings into the spotlight.

    The Guardian, Ikora, Drifter, The Nine’s previous Emissary, Orin, and a mysterious new face Lod,i are all dragged to the strange and unfamiliar planet of Keplar through ‘invitations’ that come in the way of spontaneously appearing 1960s trains. Whatever is happening, the Nine, who exist outside of time, want you and everyone else invited to be on Kepler at that exact point for… something. It’s your job to get to the bottom of what that something is. 

    If there are concerns around Destiny 2’s future, none of them stem from this narrative. This is one of Destiny’s best stories and a brilliant first chapter in this new saga. Destiny has had many moments where narrative missteps have not matched the title’s gameplay and loops. This is perhaps the first time that the story campaign is doing the heavy lifting. 

    Newcomer Lodi is an absolute joy to be around. He’s an immediate fan-favorite and will be going forward. There are some fascinating new flavors mixed into proceedings, too, with 1960s Chicago being a prominent aspect, and the expansion culminating with some awesome ideas and narrative hooks that will pull us forward in the imminent future. It’s the shining star of the expansion, and the one aspect I don’t feel obliged to mention with caveats. 

    The narrative team did a great job at an opening salvo, which is not usually easy to do. If you’ve ever cared about Destiny, it’s worth experiencing this campaign at some point to see if the future of the franchise is for you. 

    What Matters(park)

    Screenshot from Destiny 2 showing a charged Matterspark trail on rocky terrain with glowing sky and structures in the background
    Matterspark is a strange new mechanic you’ll interact with while on your journey through Kepler. Image credit: Bungie

    While the story of the campaign is great, that’s not to say playing through it is always a joy. Destiny’s campaigns have been generally pretty reliably fun, but parts of the Edge of Fate can be a slog thanks to some odd choices in its flow. Before release, Bungie touted that ‘puzzles’ would be a big part of the campaign, but what they delivered feels very wonky. 

    Most of this interaction is facilitated by the game’s new ‘Matterspark’ ability. Essentially, players transform into a small electric orb, allowing them to find small gaps to traverse to new areas and/or power-up small generators. Firstly, it just looks quite strange. Something about having your Guardian turn into a little ball of energy feels off. It’s a small thing, but it looks odd, and Samus-balling around is a strange vibe for Guardians. 

    Secondly, it’s often used in annoying ways, most prominently, to gate boss damage, meaning you have to stop the fight, go find a Dark Matter source to become a spinning Sonic the Hedgehog, find an opening to enter, and go power a generator, before you can get back to killing the boss, all without dying. Oh, and every time you enter into the form, your camera whips around to lock your perspective where Bungie thinks you want to be looking.

    I don’t hate Matterspark in the way some vocal members of the community do. It’s mostly fine. A means to an end, and once it becomes castable at will while on Kepler, it’s even a decent navigation tool. However, it also doesn’t add much to proceedings, and it’s hard to get over how ‘un-Guardian’ it looks. It’s okay, but it’s a very odd idea for the developers to latch onto and commit to as fully as they do through the campaign.

    Kep on kepping on

    Screenshot from Destiny 2 showing rocky terrain, industrial structures, and a large satellite dish under a pink sky
    Kepler is an interesting location, though not always memorable. Image credit: Bungie

    Keplar itself is a mixed bag. Destiny’s planets are all very distinct, each with their own personality and layout. Every planet ever introduced is ingrained into my head, committed to memory quickly. Even last year’s Pale Heart, which was a very different space from other destinations, lingers in the mind. Kepler is new, but I still can’t quite map it out from memory, and I think that’s notable.

    Lots of areas bleed together, and the sense of direction feels very different from most planets in Destiny’s universe. Not helping the planet’s case is that, unlike every other destination, it lacks a visual identity. Destiny has always knocked its locations out of the park, making each feel dense and instantly recognisable. From landmark features to distinctive color languages, if you showed me a screenshot of any other planet, it wouldn’t take long to identify which one it was. 

    Kepler, on the other hand, lacks that visual distinctiveness. It feels like the result of smashing vaulted locations Io and The Tangled Shore together, so much so, it can be hard to untangle Kepler from those visual identities. There’s nothing inherently wrong with the space. 

    It’s still perfectly fine to navigate, even with Matterspark being necessary to travel. It’s just that Bungie has always knocked locations out of the park, and this feels like a muddled step back for what has always been an incredible aspect of the game. 

    A portal to where?

    Destiny 2 menu screen with The Edge of Fate expansion and three characters in front of a hooded figure
    The Portal is bound to be a controversial addition to the Destiny 2 experience. Image credit: Bungie

    By far, the most complicated part of The Edge of Fate’s launch is its complete systems overhaul. To Bungie’s credit, it has put significant work into overthrowing much of how the game’s grind and moment-to-moment work. A lot has changed. The Portal is a new system that is designed to get players into what will improve their Power Level, and also allows players to modularly adjust difficulty. 

    Armor 3.0 has completely changed how buildcrafting works in the game, with further incentives to use what’s new with set bonuses. The new Tier system on both armor and weapons is about creating a reason for you to continue to chase gear far into the future, mimicking the likes of Diablo 4 and Path of Exile 2, with your ultimate chase being to perfect your build with higher-tier gear. 

    Hell, even the expansion itself is a new structure. Instead of one big expansion and three or four seasons a year, there will now be two expansions a year, bringing more campaigns and destinations, but with less frequent updates. The point is that a lot has changed in The Edge of Fate.

    There’s good reason, too. The viability of the grind, the chase for random rolls on weapons, fatigue from the season structure, and it being hard to know what to do at any given moment – these are all long-discussed problems by the community, and these overhauls are Bungie’s answer. In a vacuum, these are well-intentioned shifts for the franchise. In practice, it’s been a mess, though.  

    Unclear answers

    Destiny 2 screenshot showing a hooded NPC standing in front of a golden dome-shaped structure
    The Aionians are a mysterious people you will meet on Kepler, and you’ll have to learn about their language and goals. Image credit: Bungie

    To say there are bugs in these systems would be an understatement. Destiny 2 currently feels much harder, as power deltas have been added, making your climb for power tough. The grind to get Tier 4 and 5 gear feels excessive, and also makes it so any good rolls you get that are of lesser tiers are temporary, thus disposable. The armor changes have also made ability regeneration slower, with builds feeling weak out of the gate.

    The Portal is a particular issue, too. While a decent idea to get players into the action and signpost what they should do next, its current offerings are too restrictive. It’s a good way of recycling content that isn’t currently launchable in the game, but currently, the best way to get higher power is to just run the same seasonal mission over and over again.

    It also lacks some of Destiny’s best content, with Raids and Dungeons not being relevant to the power grind currently. That’s coming, and The Portal can be a great way to resurface old content that players would be happy to see back. 

    The problem is that all of this just feels like a lot all at once, and almost none of it is in a state that feels great. Long-term, I believe all of these can be good for the game, but each system needs a lot of work, and it feels exceedingly messy.

    If these structural changes were a steak, they’d currently be blue. There’s nothing wrong with the steak itself; it probably should have just used a little more time in the pan. One day, these might all sing, but right now, it’s hard to full-heartedly recommend jumping in.

    Which fate will it be?

    Destiny 2 screenshot of a sleek black spacecraft with green lights flying near a large ringed planet
    As ever, Destiny still looks stunning at times, and Edge of Fate doesn’t change that. Image credit: Bungie

    Destiny 2 finds itself in a weird place heading into its newest saga. In a lot of ways, even for a decade-old franchise, it’s entering uncharted waters. We’ve never had a new saga launch, and it’s clear, through both the story and system changes introduced in The Edge of Fate, that things are going to be different. On the narrative side, the franchise has never felt better.

    The direction is clear, and Destiny, for one of the first times, feels like it has a well-thought-out path, fascinating elements, and surprises ahead. The narrative team carries the Edge of Fate, which is quite a difference compared to where the franchise started in 2014.

    However, it’s everything else that is currently struggling. Bungie has taken a bold step of trying to completely revamp the game’s core systems, and right now, they are not in an excellent state. The changes appear well intentioned, and there might be a future where they create an excellent harmony – but right now, there’s a lot of distance between here and there.

    As it always has, Bungie will likely sand those edges down and make something of these systems, but for anyone but the most dedicated, time is probably on your side in waiting for these things to be sorted out.

    It’s a shame those issues overshadow the good of this expansion and the first step into the Fate saga. This story deserves to be told at the scale Destiny 2 has always existed on. Destiny’s narrative clarity hasn’t always shone, but it’s always been backed up by the moment-to-moment gameplay. Bizarrely, the game currently finds itself flipped on its head.

    There is a future where these gameplay systems are refined and the intelligent driving force of this narrative find harmony. If so, there is a timeline where Destiny’s best days are ahead of it. However, with troubled waters both in and out of the game, the path to that destination is murkier than ever.

    Ask The Escapist

    How much is the Edge of Fate?

    The Edge of Fate price is currently $39.99/£34.99 as a standalone.

    When will the next Destiny Expansion release?

    The next Destiny 2 expansion will release on December 1, 2025. It’s called Renegades and will be heavily Star Wars-inspired. 

    Did Destiny 2 end with The Final Shape?

    Despite Destiny 2: The Final Shape finishing the first major saga of the franchise, which ran for 10 years, the story continues on with The Fate Saga, focused heavily on the Nine.


    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



    Source link

  • All we know about the challenging platformer

    All we know about the challenging platformer


    ⚠️ This page mixes confirmed information with industry rumors and speculation. We’ll keep it updated as new details and leaks come to light.

    One of the biggest surprises of the Xbox Games Showcase, Super Meat Boy 3D is a brand new take on the tough-as-nails platformer made for a new generation. It’s been nearly five years since the last release in the franchise, the disappointing auto-runner Super Meat Boy Forever, giving Team Meat (and Sluggerfly) another shot at franchise superstardom. 

    We’re going over everything there is to know about the expected Super Meat Boy 3D release date, which is currently earmarked for a yet-to-be-determined 2026 release window, as well as analyzing the gameplay, characters, features, and more further down the page. Is a perspective and art style change enough to give the slab of raw beef another shot? Let’s find out.


    The Escapist recaps 

    • Super Meat Boy 3D will be released in ‘early 2026’ according to Team Meat. 
    • As well as a graphical facelift, Super Meat Boy 3D translates the action to three dimensions. 
    • Confirmed Super Meat Boy 3D platforms are Xbox Series X/S, PS5, and PC via Steam and Epic Games. 
    • No Super Meat Boy 3D price has been announced yet, however, it’s rumored to cost around $30-40. 
    • Precision platforming is still just as vital for Super Meat Boy 3D gameplay, just with more room to move. 

    When could Super Meat Boy 3D be released? 

    Confirmed for ‘early 2026’ with no concrete release date yet. 

    We won’t be waiting too long for the third game in the franchise as Sluggerfly and Team Meat have recently confirmed the Super Meat Boy 3D release window to be “early 2026”. While that’s no exact release date, it does nail things down to Q1 of next year, meaning we could see the platformer debut between January and March 2026, provided that a delay isn’t on the cards. 

    The proposed Super Meat Boy 3D release date marks a departure from what we saw from the original game and its sequel, as both titles were released in November and December (Q4) of their respective launch years. With that said, the Steam release of Super Meat Boy Forever dropped on January 10, 2022, after previously being an Epic Games exclusive on the platform. 

    Are Super Meat Boy 3D pre-orders and price live? 

    Pricing and pre-orders for Super Meat Boy 3D are yet to be announced. 

    With no confirmed release date, it’s unsurprising that Super Meat Boy 3D pre-orders are not yet available. Similarly, the pricing is still to be determined, meaning we can only speculate on how much the title will cost. Historically, Sluggerfly’s and Team Meat’s games have ranged between $15 and $20, which is fitting given their indie backgrounds, but this could change.

    You only have to take one look at the gameplay and graphics to know that it’s a much more sophisticated release, featuring a more advanced game engine. As such, it wouldn’t be out of the question to expect the Super Meat Boy 3D price to be higher than its predecessors; we estimate anywhere from $30 to $40, considering the face-lift, but this is unconfirmed at this time. 

    Super Meat Boy 3D platforms 

    Confirmed for Xbox Series X/S, PS5, and PC via Steam and the Epic Games Store. 

    Most people will be able to play the third entry in the franchise as the confirmed Super Meat Boy 3D platforms include the Xbox Series X/S, PS5, and PC via Steam and Epic. You will, however, note the lack of a Switch / Switch 2 port from Team Meat at this time. It’s currently unknown whether the title will arrive on either of Nintendo’s handhelds. 

    We wouldn’t necessarily rule out an eventual Super Meat Boy 3D Switch 2 port in the future. That’s because the original Super Meat Boy arrived on the Switch in January 2018, and Super Meat Boy Forever dropped the same day as the other platforms. However, considering the graphical upgrades, some work may need to be implemented for the handheld-hybrid version. 

    Super Meat Boy 3D trailers & gameplay analysis 

    The first Super Meat Boy 3D trailer was revealed during the Summer Xbox Games showcase last month as a shock reveal. It had been five years since we saw the sentient brick of mystery meat in action, and he is looking better than ever. True to its namesake, it’s no longer a 2D cartoon precision platformer, but instead, elevated to the three dimensions. 

    In just over a minute, we get a new look at not only Meat Boy, but also Dr. Fetus and Bandage Girl in this new art style. However, it’s the Super Meat Boy 3D gameplay that is the big talking point. The game shares more of its DNA with Super Mario 3D World and Sackboy: A Big Adventure than either of its predecessors, albeit as a title that’s still just as hellbent on punishing players. 

    That leads us to the latest Super Meat Boy 3D gameplay trailer, which also gave us the release window of early 2026. We get a substantial look at how the franchise’s motifs, such as a Forest, Factory, and Junkyard, have translated to 3D. What kind of Meat Boy game would it be without perilous threats such as saw blades, saw shooters, spikes, and missiles, too? Check. 

    Meat Boy’s sense of speed and unique momentum have been perfectly preserved in the jump to 3D, as the wall jumping and slick acceleration are present and accounted for. There are countless instances throughout the new Super Meat Boy 3D trailer where he’s seen weaving through obstacles, leaping up narrow gaps like Ryu Hayabusa, and gliding around the terrain on his meat… juices. 

    If you were worried that a new Super Meat Boy game would make the same missteps as Forever, better hands seem to be at the wheel here. 3D isn’t an autorunner, giving you full autonomy for your movement, nor is it geared towards the imprecise nature that a touchscreen facilitates. Everything seen so far looks promising; hopefully, the franchise will be back to form.

    What is Super Meat Boy about? 

    Super Meat Boy mid-jump through a deadly gauntlet of spinning saw blades
    Precision platforming over harsh hazards is still the name of the game in Super Meat Boy 3D. Image credit: Steam

    Meat Boy was originally developed as a proof of concept Flash game for Newgrounds by Team Meat, Edmund McMillen, Tommy Refenes, and Jon McEntee. The 2008 demo proved to be such a hit that the game was then expanded into Super Meat Boy two years later for Xbox, PlayStation, and PC platforms, which took the indie world by storm for its challenging gameplay. 

    Difficulty aside, what also helped Super Meat Boy stand out from the crowd was its irreverence. The 2010 game was very of its time with the humor on display, often parodying not only established franchises, such as Ninja Gaiden, but also the tropes of the genre as well. The puerile comedy isn’t going to be for everyone, but that’s the identity cultivated by the release, something it seems that Super Meat Boy 3D looks to uphold 15 years later, too. 

    Ask The Escapist 

    Is Super Meat Boy 3D a remake?

    It’s currently unknown whether Super Meat Boy 3D will be a remake of the 2010 original or a play on the locales and themes of its predecessor. All we know is that there are familiar locations and characters, and not that the title will employ the same levels, bosses, and structure.

    Why is Super Meat Boy so difficult?

    Super Meat Boy is regarded as one of the hardest video games of all time, and this is due to the title’s unforgiving nature. This is due to ‘slippery’ physics, increased presence of threats, and a slim margin of error for making a mistake. Mitigating (most) of the frustration, however, is the fact that you respawn instantly to try (and die) again. 

    Who is developing Super Meat Boy 3D?

    Super Meat Boy 3D is being made by Sluggerfly and Team Meat, where the game is currently scheduled for an ‘early 2026’ release window.

    References

    1. https://store.steampowered.com/app/581660/Super_Meat_Boy_Forever/
    2. https://store.epicgames.com/en-US/p/super-meat-boy-forever
    3. https://www.newgrounds.com/portal/view/463241

    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



    Source link

  • 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.

    YouTube Thumbnail

    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.

    You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.



    Source link

  • What’s the name of this solitaire?

    What’s the name of this solitaire?


    I’m looking for the name of a certain solitaire game I remember from past, but never knew the name of. I’d like to find it.

    The deck of cards is dealt face down into 4 rows of 13 cards each. You are left with four cards in your hand. When you reveal the first card in your hand, you place it on the tableau on its designated space, assuming the order: hearts 2 to K, diamonds 2 to K, spades 2 to K, clubs 2 to K. This is how you neatly swap cards one at a time in the whole tableau. When you hit an Ace, you discard it and take another card from your hand. Of course, this solitaire is very difficult to win because the last Ace would have to be the last card revealed, but I liked this game and I enjoyed arranging cards.

    SO, does anyone recognize this variant and know what it is called?



    Source link