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  • Long-awaited The Division 2 Battle for Brooklyn DLC finally gets a release date

    Long-awaited The Division 2 Battle for Brooklyn DLC finally gets a release date


    The Division 2 fans have been waiting for the new Battle for Brooklyn DLC for quite some time. While there’ve been plenty of live service seasons and updates to keep players entertained, it’s been just over five years since the first story expansion landed. That’s made the setbacks and delays it experienced particularly painful, but soon, the wait comes to an end. The Division 2 Battle for Brooklyn release date has been locked in.

    Battle for Brooklyn has been pushed back a couple of times now – most recently, it was booted out of Ubisoft’s Year 6 roadmap for The Division 2 and pushed into the upcoming slate for Year 7. Taking players back to some new and familiar New York streets, all with an autumnal atmosphere, the co-op game‘s new expansion has been highly anticipated. Now we know much more about it, and while crisp blue skies, cascading brown leaves, and some relatively peaceful residents may make Battle for Brooklyn seem a bit tame at first, it’s anything but.

    Those living at the Bridge settlement have done a pretty good job in rebuilding after the hurricane that ravaged New York in the previous expansion. But they’re still in need of protection, and that’s where you (and some notable characters like Theo Parnell, Agent Hoskins, and Dr. Jessica Kandel) come in.

    Your main opposition in Battle of Brooklyn are the Cleaners, who have managed to mass-produce a lethal weapon that some endgame grinders will recognize from the Paradise Lost Incursion mission. Now all wielding the power of the Purple Flame, they can dish out lethal, fiery attacks that also stack on a new status effect, corrosion, which gradually lowers your max armor over time. The longer you stay in battle, the less armor capacity you’ll have when it comes to replenishing it.

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    Smart Cover also returns from The Division 1 as a reworked skill that will let you pick from either a Precision or Fortified variant, giving different benefits to anyone positioned behind the cover points. Precision Smart Cover provides buffs to weapon handling and damage and auto-reloads your guns after swapping, while Fortified Smart Cover grants you extra armor, resistances, and stagger immunity.

    In its reveal stream for Battle of Brooklyn, creative director Yannick Banchereau says that the new DLC will give fans around six to ten hours of playtime – so it’s not a monster. However, there still seems to be plenty packed in, with four new Control Points, 12 overworld activities, eight Hunter Riddles, ten bounty locations, and a new collectible bounties set. As mentioned, we now know when this heavily delayed expansion will be launching.

    The Division 2 Battle for Brooklyn DLC release date has been locked in for Tuesday, May 27.

    The showcase for the new DLC also shared updates on Year 7 of The Division 2, which aims to massively improve the onboarding process for new players, add more depth to the endgame loop, and further expand its seasonal content offerings.

    For more, check out some of the best multiplayer games on PC right now. To plan your gaming schedule around the new expansion for The Division 2, head to our upcoming PC games guide.

    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.



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  • Todd Howard acknowledges The Elder Scrolls 6 is actually still alive, despite the year-long radio silence since we last heard about it

    Todd Howard acknowledges The Elder Scrolls 6 is actually still alive, despite the year-long radio silence since we last heard about it


    While all the old and busted Elder Scrolls fans (all my coworkers) are excited and popping bottles around today’s The Elder Scrolls Oblivion Remake stream and shadow drop, those with an eye for the future may be happy to learn that Todd Howard took time to acknowledge that The Elder Scrolls 6 still exists! He was even so bold as to state that the team was working on it.

    The full quote, stated ahead of a plentiful feast of Oblivion Remaster news and footage, is as follows: “obviously we’re working on the 6th chapter here”.

    Wow. Fantastic. This is the biggest info drop we’ve had for The Elder Scrolls 6 since March 2024, when Bethesda confirmed that early builds of ES6 were out in the wild for testers to mess around with. They were even so generous as to hint at the game being fun, which y’know, you’d certainly hope so.

    Before that, of course, we had the scorching update courtesy of a former Skyrim designer, who said that we shouldn’t expect an update on ES6 until six months before release. That was in October 2023. Only a month before that Phil Spencer said that he believed ES6 was within five years of it’s release date! This sounded a touch comical at the time, but lo and behold, we’re nearing two years since he said it and there’s still precious little to go on.

    It’s worth noting that in terms of actual, concrete updates from Bethesda, there’s been crickets for years. Back in August 2023, the company confirmed development had started, roughly five years after the announcement during E3. I may be going out on a limb here, and feel free to call me nuts for suggesting as much, but do you reckon they may have announced the game a touch too early?

    Listen, all joking and snark aside, it’s good to see at least a faint sign of life from Elder Scrolls 6. It’s been so long. I was still at school when Elder Scrolls 6 was announced, and now I’m an adult with bills and bad habits and dating apps on my phone. Bethesda, probably still the most acclaimed first person RPG developer out there, I’m sure will do a cracking job at it. Just like, release some art or something? Liam Neeson had more concrete proof his daughter was alive in Taken than Elder Scrolls fans have for this game being real.

    Let us know below if you feel anything anymore, and how much student loan debt I’ll have by the time Elder Scrolls 6 comes out!





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  • Galactic Cruise – A Slow & Steady Kickstarter Race to the Stars — Pine Island Games

    Galactic Cruise – A Slow & Steady Kickstarter Race to the Stars — Pine Island Games



    Edward “TK” King and co-designer Dennis Northcott started their publication journey for Galactic Cruise around the same time I started our journey with Nut Hunt. I remember fondly the early days of us on the Board Game Design Lab Facebook page talking design tips, sharing prototype pictures, and learning the ins and outs of bringing a game to market.

    We took different routes with our games – where I spent about 18 months developing Nut Hunt and bringing it to market, TK, Dennis & team (Koltin Thompson who I haven’t interacted with as much) have had a much more measured approach and expects to launch Galactic Cruise on Kickstarter in the first quarter of 2024.

    I’m extremely proud of what Ed and team have accomplished. A solid 6 months ahead of launching the Kickstarter they already have over 3,000 followers on the page, the game was a hit at Gen Con, and they’ve built a great game with a great community.





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  • From Prototype to Publication – The Bazaar Diaries Part 3: Preparing to Playtest

    From Prototype to Publication – The Bazaar Diaries Part 3: Preparing to Playtest


    [Read our full Froggy Bazaar series here: www.pineislandgames.com/bazaar-diaries]

    As I wrote about last week (in a regular blog post), as a game evolves through the development process the goals of your playtests, as well as the target playtest audience will change.

    We’re now at the point for Froggy Bazaar where I need to broaden our play tester base (beyond my immediate circle), and so have a few important questions to answer.

    1. What is the medium of playtesting?

    2. Who is playtesting?

    3. What are our goals for playtesting?

     

    Playtesting Medium

    We enlisted the help of Tabletop Simulator wizard Alexei Menardo to script our Froggy Bazaar mod. Alexei is great at getting TTS to do what you want including what could otherwise be fiddly set up [if you’d like to commission Alexei to build a mod for your game, you can reach him at pixelandboard@gmail.com].

    As such, most of our playtesting in the near term will be online through Tabletop Simulator. That said, if you’d like to print out your own version of Froggy Bazaar, we have PNP materials here, and very rough written rules here.

     

    Playtesters

    Since we’ve been through this process a couple of times, I am fortunate to have an audience of Pine Island Insiders who are excited to play our upcoming games. Over time I’ll be reaching out on the various forums to source an even broader audience.

    If you are looking for playtesters for your game, check out last week’s article Playtesting & Playtesters.

     

    Playtesting Goals

    These first rounds of playtesting are aimed at tightening up the game mechanically, finding pain points, and making sure every inch of the game is fun. Since this series focuses on a specific game, I’m going to go into a little more detail of my primary goals for this round of playtesting

    1. Make sure that the BIG HOP action is balanced.

    2. Figure out if we have the best end of game trigger (a player filling their rucksack).

    3. Balancing group bugjectives & figuring out whether we should separate them into separate color and number bugjectives.

    You can check out my full playtesting feedback form here. What I also love about these early rounds is that I run the playtesting, so can talk with players in real time about how they feel about different aspects of the gameplay.

    While I think each playtest should have a focus, it’s always helpful to have some level of consistency in what you are asking your play testers. JT Smith over at The Game Crafter put together a pretty decent starting point for a playtesting form. You can download a free pdf or buy printed booklets of it here.

    The Game Crafter Playtest Form

    I prefer to come up with my own forms rather than use a template, as the specifics of the playtest and game will determine the kinds of questions that are relevant. But, JT’s form is definitely a good starting point for inspiration.

     

    Do you want to playtest Froggy Bazaar?



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  • magic the gathering – Raid triggers and extra combat steps

    magic the gathering – Raid triggers and extra combat steps


    The ability can only trigger once on each of your turns.

    The actual text of the ability on Alesha is

    At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha’s power from your graveyard to the battlefield.

    In order to understand this ability, you can divide it into three parts: the trigger event, the condition, and the effect. The trigger event is “At the beginning of your end step”. The condition is “if you attacked this turn”. And the effect is “return target creature card with mana value less than or equal to Alesha’s power from your graveyard to the battlefield”. The beginning of your end step happens once during each of your turns, so the ability triggers once in each of your turns. The condition means that if you didn’t attack, the ability doesn’t trigger at all. If you did attack, and you have a valid target, the ability triggers and resolves that one time, and the effect happens.



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  • New Star Citizen free event is the perfect chance to play big MMO and space game

    New Star Citizen free event is the perfect chance to play big MMO and space game


    Star Citizen has taken on almost mythic proportions over the years. Its creator, eager to outdo the visions of outer space offered by games like Eve Online, No Man’s Sky, and Starfield, has been working on fleshing out a wildly ambitious MMO simulation for more than a decade now, even as other projects in its wheelhouse come and go. Given how long the game has been in active production, though, it can be hard for interested players to know when to give Star Citizen a shot. Luckily, there’s no better time than now, since a current ‘free fly’ event makes it easier than ever to give the game a look.

    Star Citizen can be a bit daunting to approach, especially given how dense its take on the space game genre has become over time. The ideal way to dip into it is through one of its free trial events, which not only provide missions for new players to situate themselves in its sprawling world, but don’t cost anything to try.

    The current free fly event allows anyone to check out Star Citizen by signing up for an account and downloading the game for free. After completing its introductory missions, players can sample some of the activities available in the massively multiplayer space sim, piloting a roster of six different ships or heading out on foot to explore the game’s far future setting. It’s a great opportunity for anyone curious to see what the space sim is all about, or to check in on how it’s been coming along over the many years it’s been available to the public.

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    Star Citizen’s current free event runs until next Monday April 28. You can sign up to take part in it at the official website right here.

    Otherwise, you can find more to play with our lists of the best simulation games and best multiplayer games on PC.

    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.



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  • the return of the megagame — The Treehouse

    the return of the megagame — The Treehouse



    Once upon a time (well, in September 2022, actually), to celebrate The Treehouse’s fifth birthday, we had our first go at running a Megagame. You can find out all about what happened during our first run of Watch the Skies, and get an overview of what on Earth (and off Earth) it actually is, in our previous blog post here.

    We came away from the previous experience exhausted, exhilarated, and bubbling with ideas for what we wanted to do ‘next time’. Perhaps, in retrospect, we had TOO MANY ideas for tweaks and changes, because it then took us over a year to get our ducks into anything resembling a row and announce the next game. But finally, the day dawned… our second run of Watch the Skies took place on Friday 26th January, and once again, it was a TOTAL BLAST.

    This time, a reasonable proportion of those in attendance had played the game before, but no problem! We had plenty of plot twists and new mechanics the keep things fresh, not to mention some nifty new game components, and even a brand new type of team in the mix. Read on for some of the headline changes in this year’s game, some actual news headlines from the in-game newspaper, and lots of pictures to give you a feel for what went down.



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  • magic the gathering – Can a player force a game of MTG to end in a draw with an infinite amalia/indestructable wildgrowth walker loop?

    magic the gathering – Can a player force a game of MTG to end in a draw with an infinite amalia/indestructable wildgrowth walker loop?


    The combination of Amalia and an indestructible Wildgrowth Walker always draws the game with an infinite loop once a creature explores, no matter what card is on top of the library.

    For reference, Amalia has the text

    Whenever you gain life, Amalia Benavides Aguirre explores. Then destroy all other creatures if its power is exactly 20.

    and Wildgrowth Walker has the text

    Whenever a creature you control explores, put a +1/+1 counter on this creature and you gain 3 life.

    The keyword action “explore” and the event “explores” are defined in rules 701.40a-b:

    701.40a. Certain abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.

    701.40b. A permanent “explores” after the process described in rule 701.40a is complete, even if some or all of those actions were impossible.

    So, if a player controls Amalia and a Wildgrowth Walker, and a creature explores, then Wildgrowth Walker’s ability triggers, which causes the player to gain life, so Amalia’s ability triggers, and she explores, which triggers Wildgrowth Walker’s ability again, in a loop. The only choice any player makes during that process is what to do with the card on top of the library, if it is not a land.

    However, because of the last part of rule 701.40b, the exploration happens no matter what card is on top of the library, and even if there is no card on top of the library at all. This means that the loop always continues, no matter what choice the player makes while exploring. Therefore, the loop is mandatory, so the game is a draw.



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  • A Two Parter! – The TouchArcade Show #613 – TouchArcade


    We have a sponsor for this episode! We are eternally grateful for Tursiops Studios, who you may remember as the creators of the awesome “wreck ’em up” The Day We Fought Space a few years ago, for sponsoring our podcast this week. Their new game is called Primrows, it’s one we’ve talked about before, and it’s available now on mobile and desktop. I give some of my early impressions about the game about halfway through this week’s show, but the game is free to play with a one-time premium unlock so there’s really no reason not to just go try it out for yourself. Head over to the game’s website using this link here to learn more and find links to all platforms. Oh, and here’s the trailer. Primrows is such a lovely little game, thanks again Tursiops Studios!

    https://www.youtube.com/watch?v=MvU-ofi8umw

    As for this week’s show, well, it was a hectic one. Internet issues caused us to split the recording into two parts with the first half recorded yesterday and the second half recorded today. It all worked out in the end, though. Topics include the Nintendo Switch 2, the Mario Kart Direct from yesterday, the PlayDate Season 2 announcement, retro handheld stuff, and much more. Oh, and we finally catch up on listener emails going all the way back to January.

    Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to [email protected]. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated!

    As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer.


    Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts
    RSS Feed: The TouchArcade Show

    Direct Link: TouchArcadeShow-613.mp3

     



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  • For Everything There is a Season: The Origin Story of Combat Commander: Vietnam – InsideGMT


    Note: All of the images depicting game components in this article show early concept or playtest art.

    A Time to Plant.

    It was 18(!!) years ago that Chad and I started talking about designing a Combat Commander: Vietnam game together. Of course, Chad was the master crafter of Combat Commander and knew the CC design a bazillion times better than I did, but he didn’t really know anything about Vietnam. I probably know more about that war/period than I know about any other in military history, and I love Combat Commander, so a co-design with Chad and myself seemed like a good fit. But we both were really busy with other projects, so we decided to work on CC: Vietnam in the margins, not caring if it took even a decade to get to our game tables in finished form.

    So we went slowly but had a ton of great conversations as we crafted the project—and I learned even MORE about the genius of Chad Jensen when he sent me his master CC spreadsheets to adapt for CC: Vietnam. Wow. Over time, we honed the design document, unit spreadsheets, and scenario scope, and I finally put together a very ugly test CC: Vietnam map that we used to maneuver and “fight” our imaginary battles. Here you can see both that original map and Chad’s enormously better version of that map at right, which depicts mountainous jungle terrain that we envisioned as a base map for an “Assault on a US Fire Base” scenario, Marine defenses of a hilltop position, and US assaults (mini-Hamburger Hills) on dug in NVA/PLF forces.

    Gene’s playtest map (left) vs. Chad’s playtest map (right). Yeah, I know… 😊

    As most of you know, Chad’s design plate was continually busy during those years. There wasn’t a time I can remember when Chad didn’t have a couple games on our P500 list and a few more in his head. Here’s an ad we did back around 2015 that showed just a few of the Family Games that Chad had completed or in the works:

    So Chad was busy. And starting around 2014, I got into serious development and testing on the game I’d wanted to do forever, Mr. President. So both of our design time for CC: Vietnam was minimal, but we kept honing the design document and both thought it was coming together and that we’d do it “someday.”

    A Time to Weep. 

    Sadly, we were wrong. Even 5 ½ years later, I still have trouble thinking and talking about that incredibly heart-wrenching period of Chad’s sickness and passing. I lost a good friend, Kai lost the love of her life, and the gaming world lost an absolute rock star designer. So gaming-wise inside GMT, everything Chad-related just stopped while we all grieved his passing. 

    A Time to Build Up.

    Probably a year later, allowing some time to pass and the hard edges of grief to soften a bit so we could get through a phone conversation without crying, Kai and I began to talk about finishing Chad’s unfinished or unpublished designs. And he had a bunch of them. Honestly, I didn’t think at that point that CC: Vietnam would be one of them because, frankly, I didn’t want to design it without Chad (and there was STILL Mr. President dominating my design time). And so we did other games instead—games that either Kai or I had a team in place or recruited to finish. Of all those games we talked about and have worked on, I’m especially happy that John Butterfield volunteered to finish Downfall with Kai. And it won the CSR Game of the Year last year! What a tribute to Chad, and to John, a forever friend to Chad and Kai.

    In 2022, Kai and I began to seriously discuss the Combat Commander series and agreed to create an Anniversary Edition of the CC: Europe/CC: Med. games which was packaged as Chad originally intended, in one big box. And we had designers ask us about taking the CC game to other theatres and periods. But no movement for CC: Vietnam. Until there WAS!!!

    A Time to Seek.

    Two of our newer GMT designers whose work I’m really excited about are Non-Breaking Space (NB) and Stephen Rangazas. NB created Cross Bronx Expressway (nearing heading to the printer now) and Stephen designed The British Way. Both have other designs on P500 now and also on the design table. Well, in the fall of 2023, NB came to our Weekend at the Warehouse and showed a couple games to Jason, Kai, Rachel, Mike Bertucelli, and me. I liked his games, but more importantly, I liked HIM. After the weekend, we were all excited about working with NB—I heard several “he fits with us” comments (and he DOES!)—on various projects. And Stephen’s The British Way and The Guerrilla Generation demonstrated both his design skill and the depth of research that he puts into game design. I was particularly impressed with the way he engages with customers online: he communicates clearly and humbly and is open to feedback and other interpretations while being committed to making the best product that he can. 

    So, at that warehouse meeting, being really impressed with NB, I mentioned in passing that I’d really love to find a team to get the Combat Commander: Vietnam project moving forward. NB surprised us with “I need to make a phone call.” That call was to Stephen (they often work together in a design partnership). NB has since told me that it was Stephen’s background in Vietnam research that prompted the call. Stephen’s design of Sovereign of Discord, the expansion to our hit COIN game Fire in the Lake, already benefited from his depth of knowledge (and I would note here that your work has to be pretty impressive to get Mark and Volko to sign off on doing an expansion for one of their best-selling games!). After the call, NB told us something along the lines of “We’re interested, but it’s a divergence from the path we are on right now. So we need to take some time to think about it and discuss it in depth before we give you an answer.”

    Fast forward to January of 2024. NB contacted me and Jason and let us know that he and Stephen were definitely interested in working on a Combat Commander: Vietnam game! We had an online meeting a week later where they walked us through a slide show of how they intended to move forward with the design, assuming we approved it. Here are a few of the slides from that meeting:

    Stephen and NB’s scoping of the Factions that they proposed including in the game.
    NB and Stephen’s early overview of Faction Deck Force Composition and Timelines

    It was a really good meeting. We had a lot of questions, and NB and Stephen answered them with skill, honesty, and transparency and were not shy to share what their research showed. I liked that when they hadn’t figured something out yet, they said so. It was clear to me that they had the chops to research, design, and deliver a new Combat Commander: Vietnam that aligned with Chad’s and my vision for the game but was not limited by it. I left that meeting IMPRESSED. And we gave them the go ahead to push forward into the “create the physical game” stage, which they proposed to have to show us by the Fall 2024 Weekend at the Warehouse.

    A Time to Dance.

    We didn’t hear much from Stephen and NB from January to September. We just left them alone, knowing that what they were creating was a huge task. Occasionally they’d have a question, but mostly they just worked away on their own, sculpting what we all hoped would become a masterpiece.

    Then, just before the Weekend at the Warehouse, NB sent us the image below and told us he’d have the playtest kit ready for the Weekend. We were so excited!

    At the Weekend, we were all really happy about where the design was and ready to move forward to getting it ready for P500. I was thinking it might be ready to go on the P500 list in a year. Then NB said, “Please give us a deadline. We work better that way.” So I said, “April 2025.” NB didn’t blink, so that was our target date.

    Then, in January, Stephen and NB informed us that they had EIGHT maps (pictured below) they were now testing on and anticipated they’d double that within a month. 

    They also included a Map of Vietnam with a Scenario and Reference guide for all the planned Battles (below). 

    And then they COMPLETELY blew me away. They built a campaign system! WHAT??!!??

    Campaign Scenario Generator (left) and the CC: V scenario it generated (right)

    They then noted that they thought they’d be ready for a MARCH P500 addition instead of April. Looking at the quality and completeness of their work (I’ve shown just a fraction here), I had no problem giving them the March slot. So here we are, with Combat Commander: Vietnam hitting the P500 list with this week’s customer newsletter. I hope you’ll order yours now!

    I hope this article gives you all some insight into how Combat Commander: Vietnam has come to exist. What a long journey this has been. I am HUGELY excited about what NB and Stephen have created and how they’ve taken Chad’s system and our vision and combined it with their own research and added so much that we probably wouldn’t ever have thought of. I still can’t believe we’re going to have a Campaign System for CC: Vietnam!!!!!!

    I believe (and hope) that the Combat Commander community will be blown away by how cool this game is and by the amount of value they’re going to get in this big box of Combat Commander love. And I know Chad would be SO happy to see this game that we planted the seeds for finally come to fruition. As with everything in the Combat Commander world, every time I play this, I’ll be thinking of Chad. And I’ll always be thankful that NB and Stephen took up this challenge and have honored Chad with the care, attention to detail, and general awesomeness that they’ve created for us to enjoy as we play Combat Commander: Vietnam.

    – Gene




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