• هلا بالناس! شفتوا آخر الأخبار في سوق الشغل؟ في يوليو، عدد الفرص الوظيفية طاح، لكن الغريب هو أن عمليات التوظيف زادت! يعني كاين بعض الصناعات اللي شادّة راسها و رافعة عدد الموظفين ديالها.

    المقال يتكلم على كيفاش بعض القطاعات زادت من التوظيف رغم هبوط الفرص، وهذا يدل على أن سوق العمل فيه فرص خفية، خاصنا غير نكونوا واعيين بيها. انا شخصياً، حسيت بهذا الشي مع الأصدقاء اللي لقاو شغل في مجالات جديدة وحتى في الظروف الصعبة.

    يلا نخليوا عقولنا مفتوحة ونشوفوا كيفاش نقدروا نكونوا جزء من هاد التحولات.

    https://forbesmiddleeast.com/industry/economy/job-openings-fell-in-julybut-hiring-increased-heres-what-industries-added-the-most
    #فرص_عمل #سوق_الشغل #التوظيف #عين_على_المستقبل #JobMarket
    🌟 هلا بالناس! شفتوا آخر الأخبار في سوق الشغل؟ 😮 في يوليو، عدد الفرص الوظيفية طاح، لكن الغريب هو أن عمليات التوظيف زادت! يعني كاين بعض الصناعات اللي شادّة راسها و رافعة عدد الموظفين ديالها. المقال يتكلم على كيفاش بعض القطاعات زادت من التوظيف رغم هبوط الفرص، وهذا يدل على أن سوق العمل فيه فرص خفية، خاصنا غير نكونوا واعيين بيها. انا شخصياً، حسيت بهذا الشي مع الأصدقاء اللي لقاو شغل في مجالات جديدة وحتى في الظروف الصعبة. يلا نخليوا عقولنا مفتوحة ونشوفوا كيفاش نقدروا نكونوا جزء من هاد التحولات. https://forbesmiddleeast.com/industry/economy/job-openings-fell-in-julybut-hiring-increased-heres-what-industries-added-the-most #فرص_عمل #سوق_الشغل #التوظيف #عين_على_المستقبل #JobMarket
    forbesmiddleeast.com
    Job Openings Fell In July—But Hiring Increased. Here’s What Industries Added The Most.
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  • Shinobi: Art Of Vengeance Review - Ninja Master

    You spend years waiting for a new 2D action platformer starring ninjas to come along, and then two show up within a month of each other. Both Ninja Gaiden: Ragebound and Shinobi: Art of Vengeance revitalize their respective, long-dormant franchises by successfully harkening back to their roots. There are obvious similarities between the two games, but they're also wildly different. While Ragebound is deliberately old-school, Art of Vengeance feels more modern, paying homage to the past while dragging the absent series into the current gaming landscape.From its luscious hand-drawn art style to its deep, combo-laden action, developer Lizardcube has accomplished with Shinobi what it previously achieved with Wonder Boy and Streets of Rage. The Parisian studio knows how to resurrect Sega's past hits with remarkable aplomb, and Art of Vengeance is no different.Shinobi: Art of VengeanceEquipped with a katana in one hand and a sharpened batch of kunai in the other, Art of Vengeance reintroduces legendary protagonist Joe Musashi after an extended exile. As the game's title suggests, this is a story about Joe's quest for vengeance, as the opening moments see his village burned to the ground and his ninja clan turned to stone. ENE Corp, an evil paramilitary organisation led by the antagonistic Lord Ruse and his demonic minions, is behind the attack, setting in motion a straightforward tale that sees you hunt down Lord Ruse while disrupting his various operations.Continue Reading at GameSpot
    #shinobi #art #vengeance #review #ninja
    Shinobi: Art Of Vengeance Review - Ninja Master
    You spend years waiting for a new 2D action platformer starring ninjas to come along, and then two show up within a month of each other. Both Ninja Gaiden: Ragebound and Shinobi: Art of Vengeance revitalize their respective, long-dormant franchises by successfully harkening back to their roots. There are obvious similarities between the two games, but they're also wildly different. While Ragebound is deliberately old-school, Art of Vengeance feels more modern, paying homage to the past while dragging the absent series into the current gaming landscape.From its luscious hand-drawn art style to its deep, combo-laden action, developer Lizardcube has accomplished with Shinobi what it previously achieved with Wonder Boy and Streets of Rage. The Parisian studio knows how to resurrect Sega's past hits with remarkable aplomb, and Art of Vengeance is no different.Shinobi: Art of VengeanceEquipped with a katana in one hand and a sharpened batch of kunai in the other, Art of Vengeance reintroduces legendary protagonist Joe Musashi after an extended exile. As the game's title suggests, this is a story about Joe's quest for vengeance, as the opening moments see his village burned to the ground and his ninja clan turned to stone. ENE Corp, an evil paramilitary organisation led by the antagonistic Lord Ruse and his demonic minions, is behind the attack, setting in motion a straightforward tale that sees you hunt down Lord Ruse while disrupting his various operations.Continue Reading at GameSpot #shinobi #art #vengeance #review #ninja
    Shinobi: Art Of Vengeance Review - Ninja Master
    www.gamespot.com
    You spend years waiting for a new 2D action platformer starring ninjas to come along, and then two show up within a month of each other. Both Ninja Gaiden: Ragebound and Shinobi: Art of Vengeance revitalize their respective, long-dormant franchises by successfully harkening back to their roots. There are obvious similarities between the two games, but they're also wildly different. While Ragebound is deliberately old-school, Art of Vengeance feels more modern, paying homage to the past while dragging the absent series into the current gaming landscape.From its luscious hand-drawn art style to its deep, combo-laden action, developer Lizardcube has accomplished with Shinobi what it previously achieved with Wonder Boy and Streets of Rage. The Parisian studio knows how to resurrect Sega's past hits with remarkable aplomb, and Art of Vengeance is no different.Shinobi: Art of VengeanceEquipped with a katana in one hand and a sharpened batch of kunai in the other, Art of Vengeance reintroduces legendary protagonist Joe Musashi after an extended exile. As the game's title suggests, this is a story about Joe's quest for vengeance, as the opening moments see his village burned to the ground and his ninja clan turned to stone. ENE Corp, an evil paramilitary organisation led by the antagonistic Lord Ruse and his demonic minions, is behind the attack, setting in motion a straightforward tale that sees you hunt down Lord Ruse while disrupting his various operations.Continue Reading at GameSpot
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  • يا جماعة، شحال نحبو الألعاب، صح؟

    هذي الأيام، الصيف راح وموسم الألعاب الجديدة جاي! انضم معانا في المقال الجديد وين نكتشفو "Metal Gear Solid Delta: Snake Eater" ونعطيو انطباعات أولية على "Battlefield 6" من خلال البيتا المفتوحة. وما زال عندنا تفاصيل عن ألعاب غريبة كيما "Drag x Drive" و"Is This Seat Taken؟"، وأكيد ردود أفعالنا حول "Gamescom Opening Night Live".

    أنا شخصياً كنت متحمس بزاف لـ Metal Gear Solid، هذي السلسلة إلي عشناها من زمان! كل مرة توصلنا فكرة جديدة تخلي القلوب تخفق!

    خلينا نستعدوا سوا لموسم مليء بالتحديات والمغامرات.

    https://gameinformer.com/2025/08/22/metal-gear-solid-delta-review-plus-battlefield-6-open-beta-and-more
    #ألعاب #MetalGearSolid #Battlefield6 #Gamescom #GamingCommunity
    يا جماعة، شحال نحبو الألعاب، صح؟ 🎮🌟 هذي الأيام، الصيف راح وموسم الألعاب الجديدة جاي! انضم معانا في المقال الجديد وين نكتشفو "Metal Gear Solid Delta: Snake Eater" ونعطيو انطباعات أولية على "Battlefield 6" من خلال البيتا المفتوحة. وما زال عندنا تفاصيل عن ألعاب غريبة كيما "Drag x Drive" و"Is This Seat Taken؟"، وأكيد ردود أفعالنا حول "Gamescom Opening Night Live". أنا شخصياً كنت متحمس بزاف لـ Metal Gear Solid، هذي السلسلة إلي عشناها من زمان! كل مرة توصلنا فكرة جديدة تخلي القلوب تخفق! خلينا نستعدوا سوا لموسم مليء بالتحديات والمغامرات. https://gameinformer.com/2025/08/22/metal-gear-solid-delta-review-plus-battlefield-6-open-beta-and-more #ألعاب #MetalGearSolid #Battlefield6 #Gamescom #GamingCommunity
    Metal Gear Solid Delta Review, Plus Battlefield 6 Open Beta And More
    gameinformer.com
    The summer is slowly waning, and an autumn packed with new video games fast approaches. Join Alex, Kyle, Charles, and Eric as they take a look at some of the first big games of 2025's latter hal
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  • Metal Gear Solid Delta: Snake Eater hands-on report

    It’s been over two decades since Metal Gear Solid 3: Snake Eater was first released on PlayStation 2. The game was praised for its story, characters, and possibly one of the greatest themes in video game history. After some brumation, it sheds its skin and emerges as Metal Gear Solid Delta: Snake Eater on August 28, aiming to recapture the spirit that made the original a beloved classic. After about eight hours of playing the game on PS5 Pro, I’m thrilled to share how it captures and modernizes the original’s spirit, and then some.

    Play Video

    Delta is a true from-the-ground-up remake that is extremely faithful to the original work in most aspects of the game, but what was immediately apparent was the level of detail the updated visuals and textures add to the experience. 

    A new level of visual fidelity

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    This updated version of Snake Eater is a visual feast on PS5 Pro, especially in the lush details. For example, rain droplets trickle realistically down a poncho, and Snake’s camouflage and uniforms become dirty with mud or forest debris. This filth even carries over into cutscenes, adding an appreciated level of realism.

    The Metal Gear series showcases a range of grizzled warriors, many with scars that tell a tale. If you’re familiar with Snake Eater, you understand that scars hold a lot of importance throughout, and the devs took great care to make them stand out. One of the most notable examples is Colonel Volgin’s harrowingly scarred face. The believable tissue and its deformation when he speaks create a tragically beautiful portrait. 

    Speaking of portraits, a new photo mode has been added with all the latest bells and whistles. Like most Metal Gear games, Delta definitely has its fair share of silly moments, and you can capture them all. With plenty of filters and settings, create a masterpiece on the mountainside, or dress up in a crocodile head and let antics ensue. Photo Mode is the perfect way to capture all the little details hiding within.

    Game controls – New Style vs. Legacy

    A new control scheme has been introduced to bring Snake Eater to the modern gaming era, dubbed New Style. Before starting a new game, players can choose between the New Style and Legacy, which retains the controls mapped after the original PS2 release. You can switch between styles, but be warned, this will reload the level/map and take you back to the beginning of the section.

    New Style is geared for people who have never played the game before, or who might prefer a more modern playstyle. The control option provides a free-moving camera that lets you view your environment in 360 degrees, making it easier to avoid getting lost or having enemies catch you unprepared.

    Combat and shooting feel reminiscent of Metal Gear Solid V, with a third-person over-the-shoulder camera. By default, aim assist is turned on, but can be toggled off. Even in New Style, you can still switch to a classic first-person view and still fully move around as if playing a FPS title. First-person view is especially valuable when lining up the perfect shot through a chainlink fence, which I couldn’t pull off in third-person.

    The biggest saving grace in the updated control scheme is the remapped directional buttons. Holding left brings up your non-combat inventory, and holding right brings up your currently equipped weapons. Up brings up the quick-change camouflage menu, while down brings up your radio —a hugely welcome shortcut. No more digging through menus to change outfits based on your environment.

    Snake sneaks through a range of environments in Snake Eater, each suited to different camouflage options The quick change menu conveniently shows the optimal face and body combo from your collection based on the current environmentIn one instance, I managed to seamlessly transition from a green texture to a stone grey-black getup, then to a rust-colored camouflage, all along the same crawl route. This new quality-of-life option keeps the action flowing.

    Another great accessibility feature is the ability to fine-tune game hints. From always-on to none at all. I had it set to show helpful hints when they were relevant, like swimming controls appearing by a body of water and hanging controls on the cliffside. This is particularly helpful in rare gameplay situations, as it kept me from panicking in high-stress situations. 

    What a thrill

    The voice cast still delivers, and The Cobra Unit is just as compelling, with big moments still having the right impact. The ladder scene took me right back to playing the original on my grandmother’s floor all those years ago. 

    Paradoxes, easter eggs, and all the details I’d expect are still in place. I didn’t encounter any moments that felt off or deviated too far in any way from the script. The opening theme and intro movie have been remixed, and while it will come down to personal taste, every note still hits for me. 

    Metal Gear Solid Delta: Snake Eater launches on August 28 for PS5, and is a day to mark on your calendar whether you’re a longtime fan or series newcomer interested in discovering the celebrated origins of the storyline.  

    Metal Gear Solid Delta: Snake Eater developers discuss the game in length in a new interview.
    #metal #gear #solid #delta #snake
    Metal Gear Solid Delta: Snake Eater hands-on report
    It’s been over two decades since Metal Gear Solid 3: Snake Eater was first released on PlayStation 2. The game was praised for its story, characters, and possibly one of the greatest themes in video game history. After some brumation, it sheds its skin and emerges as Metal Gear Solid Delta: Snake Eater on August 28, aiming to recapture the spirit that made the original a beloved classic. After about eight hours of playing the game on PS5 Pro, I’m thrilled to share how it captures and modernizes the original’s spirit, and then some. Play Video Delta is a true from-the-ground-up remake that is extremely faithful to the original work in most aspects of the game, but what was immediately apparent was the level of detail the updated visuals and textures add to the experience.  A new level of visual fidelity View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image This updated version of Snake Eater is a visual feast on PS5 Pro, especially in the lush details. For example, rain droplets trickle realistically down a poncho, and Snake’s camouflage and uniforms become dirty with mud or forest debris. This filth even carries over into cutscenes, adding an appreciated level of realism. The Metal Gear series showcases a range of grizzled warriors, many with scars that tell a tale. If you’re familiar with Snake Eater, you understand that scars hold a lot of importance throughout, and the devs took great care to make them stand out. One of the most notable examples is Colonel Volgin’s harrowingly scarred face. The believable tissue and its deformation when he speaks create a tragically beautiful portrait.  Speaking of portraits, a new photo mode has been added with all the latest bells and whistles. Like most Metal Gear games, Delta definitely has its fair share of silly moments, and you can capture them all. With plenty of filters and settings, create a masterpiece on the mountainside, or dress up in a crocodile head and let antics ensue. Photo Mode is the perfect way to capture all the little details hiding within. Game controls – New Style vs. Legacy A new control scheme has been introduced to bring Snake Eater to the modern gaming era, dubbed New Style. Before starting a new game, players can choose between the New Style and Legacy, which retains the controls mapped after the original PS2 release. You can switch between styles, but be warned, this will reload the level/map and take you back to the beginning of the section. New Style is geared for people who have never played the game before, or who might prefer a more modern playstyle. The control option provides a free-moving camera that lets you view your environment in 360 degrees, making it easier to avoid getting lost or having enemies catch you unprepared. Combat and shooting feel reminiscent of Metal Gear Solid V, with a third-person over-the-shoulder camera. By default, aim assist is turned on, but can be toggled off. Even in New Style, you can still switch to a classic first-person view and still fully move around as if playing a FPS title. First-person view is especially valuable when lining up the perfect shot through a chainlink fence, which I couldn’t pull off in third-person. The biggest saving grace in the updated control scheme is the remapped directional buttons. Holding left brings up your non-combat inventory, and holding right brings up your currently equipped weapons. Up brings up the quick-change camouflage menu, while down brings up your radio —a hugely welcome shortcut. No more digging through menus to change outfits based on your environment. Snake sneaks through a range of environments in Snake Eater, each suited to different camouflage options The quick change menu conveniently shows the optimal face and body combo from your collection based on the current environmentIn one instance, I managed to seamlessly transition from a green texture to a stone grey-black getup, then to a rust-colored camouflage, all along the same crawl route. This new quality-of-life option keeps the action flowing. Another great accessibility feature is the ability to fine-tune game hints. From always-on to none at all. I had it set to show helpful hints when they were relevant, like swimming controls appearing by a body of water and hanging controls on the cliffside. This is particularly helpful in rare gameplay situations, as it kept me from panicking in high-stress situations.  What a thrill The voice cast still delivers, and The Cobra Unit is just as compelling, with big moments still having the right impact. The ladder scene took me right back to playing the original on my grandmother’s floor all those years ago.  Paradoxes, easter eggs, and all the details I’d expect are still in place. I didn’t encounter any moments that felt off or deviated too far in any way from the script. The opening theme and intro movie have been remixed, and while it will come down to personal taste, every note still hits for me.  Metal Gear Solid Delta: Snake Eater launches on August 28 for PS5, and is a day to mark on your calendar whether you’re a longtime fan or series newcomer interested in discovering the celebrated origins of the storyline.   Metal Gear Solid Delta: Snake Eater developers discuss the game in length in a new interview. #metal #gear #solid #delta #snake
    Metal Gear Solid Delta: Snake Eater hands-on report
    blog.playstation.com
    It’s been over two decades since Metal Gear Solid 3: Snake Eater was first released on PlayStation 2. The game was praised for its story, characters, and possibly one of the greatest themes in video game history. After some brumation, it sheds its skin and emerges as Metal Gear Solid Delta: Snake Eater on August 28, aiming to recapture the spirit that made the original a beloved classic. After about eight hours of playing the game on PS5 Pro, I’m thrilled to share how it captures and modernizes the original’s spirit, and then some. Play Video Delta is a true from-the-ground-up remake that is extremely faithful to the original work in most aspects of the game, but what was immediately apparent was the level of detail the updated visuals and textures add to the experience.  A new level of visual fidelity View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image This updated version of Snake Eater is a visual feast on PS5 Pro, especially in the lush details. For example, rain droplets trickle realistically down a poncho, and Snake’s camouflage and uniforms become dirty with mud or forest debris. This filth even carries over into cutscenes, adding an appreciated level of realism. The Metal Gear series showcases a range of grizzled warriors, many with scars that tell a tale. If you’re familiar with Snake Eater, you understand that scars hold a lot of importance throughout, and the devs took great care to make them stand out. One of the most notable examples is Colonel Volgin’s harrowingly scarred face. The believable tissue and its deformation when he speaks create a tragically beautiful portrait.  Speaking of portraits, a new photo mode has been added with all the latest bells and whistles. Like most Metal Gear games, Delta definitely has its fair share of silly moments, and you can capture them all. With plenty of filters and settings, create a masterpiece on the mountainside, or dress up in a crocodile head and let antics ensue. Photo Mode is the perfect way to capture all the little details hiding within. Game controls – New Style vs. Legacy A new control scheme has been introduced to bring Snake Eater to the modern gaming era, dubbed New Style. Before starting a new game, players can choose between the New Style and Legacy, which retains the controls mapped after the original PS2 release. You can switch between styles, but be warned, this will reload the level/map and take you back to the beginning of the section. New Style is geared for people who have never played the game before, or who might prefer a more modern playstyle. The control option provides a free-moving camera that lets you view your environment in 360 degrees, making it easier to avoid getting lost or having enemies catch you unprepared. Combat and shooting feel reminiscent of Metal Gear Solid V, with a third-person over-the-shoulder camera. By default, aim assist is turned on, but can be toggled off. Even in New Style, you can still switch to a classic first-person view and still fully move around as if playing a FPS title. First-person view is especially valuable when lining up the perfect shot through a chainlink fence, which I couldn’t pull off in third-person. The biggest saving grace in the updated control scheme is the remapped directional buttons. Holding left brings up your non-combat inventory, and holding right brings up your currently equipped weapons. Up brings up the quick-change camouflage menu, while down brings up your radio —a hugely welcome shortcut. No more digging through menus to change outfits based on your environment. Snake sneaks through a range of environments in Snake Eater, each suited to different camouflage options The quick change menu conveniently shows the optimal face and body combo from your collection based on the current environmentIn one instance, I managed to seamlessly transition from a green texture to a stone grey-black getup, then to a rust-colored camouflage, all along the same crawl route. This new quality-of-life option keeps the action flowing. Another great accessibility feature is the ability to fine-tune game hints. From always-on to none at all. I had it set to show helpful hints when they were relevant, like swimming controls appearing by a body of water and hanging controls on the cliffside. This is particularly helpful in rare gameplay situations, as it kept me from panicking in high-stress situations.  What a thrill The voice cast still delivers, and The Cobra Unit is just as compelling, with big moments still having the right impact. The ladder scene took me right back to playing the original on my grandmother’s floor all those years ago.  Paradoxes, easter eggs, and all the details I’d expect are still in place. I didn’t encounter any moments that felt off or deviated too far in any way from the script. The opening theme and intro movie have been remixed, and while it will come down to personal taste, every note still hits for me.  Metal Gear Solid Delta: Snake Eater launches on August 28 for PS5, and is a day to mark on your calendar whether you’re a longtime fan or series newcomer interested in discovering the celebrated origins of the storyline.   Metal Gear Solid Delta: Snake Eater developers discuss the game in length in a new interview.
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  • All The Gamescom Awards 2025 Winners

    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake
    #all #gamescom #awards #winners
    All The Gamescom Awards 2025 Winners
    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake #all #gamescom #awards #winners
    All The Gamescom Awards 2025 Winners
    www.gamespot.com
    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake
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  • Silent Hill F Preview: Slow Beginnings

    Lucy recently played the first couple of hours of Konami’s upcoming Silent Hill F. The opening might be a little slower-paced, but it packs a punch.
    #silent #hill #preview #slow #beginnings
    Silent Hill F Preview: Slow Beginnings
    Lucy recently played the first couple of hours of Konami’s upcoming Silent Hill F. The opening might be a little slower-paced, but it packs a punch. #silent #hill #preview #slow #beginnings
    Silent Hill F Preview: Slow Beginnings
    www.gamespot.com
    Lucy recently played the first couple of hours of Konami’s upcoming Silent Hill F. The opening might be a little slower-paced, but it packs a punch.
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  • Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay

    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you.

    Entering the narrative sandbox

    You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences.

    One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown.

    What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique.

    Human by day. Vampire by night.

    The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth.

    With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer.

    The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally.

    To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge.

    Fighting the living, the dead, and everything In between

    Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral.

    Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control.

    After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers.

    Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities.

    If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter.

    The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead.

    The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey!
    #inside #blood #dawnwalkers #narrative #sandbox
    Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay
    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you. Entering the narrative sandbox You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences. One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown. What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique. Human by day. Vampire by night. The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth. With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer. The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally. To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge. Fighting the living, the dead, and everything In between Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral. Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control. After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers. Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities. If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter. The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead. The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey! #inside #blood #dawnwalkers #narrative #sandbox
    Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay
    blog.playstation.com
    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you. Entering the narrative sandbox You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences. One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown. What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique. Human by day. Vampire by night. The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth. With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer. The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally. To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge. Fighting the living, the dead, and everything In between Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral. Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control. After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers. Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities. If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter. The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead. The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey!
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  • Hollow Knight: Silksong gets a release date after 7 years in development

    Team Cherry, developer of Hollow Knight, has announced a release date of September 4 for the long-awaited sequel, Hollow Knight: Silksong.Over 300,000 concurrent viewers gathered to watch the announcement via Team Cherry's YouTube channel earlier today. At the time of publication, roughly three hours later, the video has over 1.4 million views and counting.The numbers above encapsulate a fraction of the popularity around the sequel, which was announced back in 2019, two years after the release of Hollow Knight, which is a sprawling action-adventure game. Team Cherry hasn't run an extensive marketing cycle, aside from sporadic appearances in video game showcases from Xbox, Nintendo, and Gamescom. For a while, before any conference, people turned to the meme of expecting news of a release date for Silksong. This included industry figure Geoff Keighley, who joked about it on Monday of this week via X, ahead of his hosting Gamescom Opening Night Live, which took place on Tuesday.Team Cherry seems unaware of what Jira isHollow Knight sold over 2.8 million copies by 2019, two years after its release. It was, by all means, a successful launch for Team Cherry, an indie development team consisting primarily of three people. But the popularity continued to snowball from there. As of today, according to an interview with Bloomberg, Hollow Knight has sold 15 million copies.Related:Silksong has been in development for seven years now. When asked about why the dev cycle has taken this long, Team Cherry co-founders Ari Gibson and Willian Pellen said that they've been having fun, and that the project has been a vehicle for their creativity."It was never stuck or anything," Gibson told Bloomberg. "It was always progressing. It's just the case that we're a small team, and games take a lot of time. There wasn't any big controversial moment behind it."The idea for the sequel came from designing a DLC that progressively grew in scope, until the team realized that it could become a separate title altogether. According to the devs, that growth continued over time—in 2022, Team Cherry featured Silksong during an Xbox event that promised that all of the games shown would be out within a year. But that wasn't the case."I think we're always underestimating the amount of time and effort it'll take us to achieve things," Gibson told Bloomberg. "It's also that problem where, because we're having fun doing it, it's not like, 'It's taking longer, this is awful, we really need to get past this phase.' It's, 'This is a very enjoyable space to be in. Let's perpetuate this with some new ideas.'"Related:According to Team Cherry, maintaining the team small saved them from having to manage and delegate, even if that led to extended production time. The co-founders are joined by programmer Jack Vine, composer Chris Larking, and "a few contractors" who helped with programming and testing."We don't want to mess with the formula and then find out it's not fun," Gibson said. "I used to manage teams in past lives. I don't really want to do that ever again."This methodology has allowed for a distinct approach to developing a game, to the point where the team seems unaware of task-management applications. Gibson asked "What is Jira?" when prompted if they had used it at some point. Meanwhile, Pellen wondered "Is it software?" and added that the team briefly used Trello before their account was deactivated for lack of use.
    #hollow #knight #silksong #gets #release
    Hollow Knight: Silksong gets a release date after 7 years in development
    Team Cherry, developer of Hollow Knight, has announced a release date of September 4 for the long-awaited sequel, Hollow Knight: Silksong.Over 300,000 concurrent viewers gathered to watch the announcement via Team Cherry's YouTube channel earlier today. At the time of publication, roughly three hours later, the video has over 1.4 million views and counting.The numbers above encapsulate a fraction of the popularity around the sequel, which was announced back in 2019, two years after the release of Hollow Knight, which is a sprawling action-adventure game. Team Cherry hasn't run an extensive marketing cycle, aside from sporadic appearances in video game showcases from Xbox, Nintendo, and Gamescom. For a while, before any conference, people turned to the meme of expecting news of a release date for Silksong. This included industry figure Geoff Keighley, who joked about it on Monday of this week via X, ahead of his hosting Gamescom Opening Night Live, which took place on Tuesday.Team Cherry seems unaware of what Jira isHollow Knight sold over 2.8 million copies by 2019, two years after its release. It was, by all means, a successful launch for Team Cherry, an indie development team consisting primarily of three people. But the popularity continued to snowball from there. As of today, according to an interview with Bloomberg, Hollow Knight has sold 15 million copies.Related:Silksong has been in development for seven years now. When asked about why the dev cycle has taken this long, Team Cherry co-founders Ari Gibson and Willian Pellen said that they've been having fun, and that the project has been a vehicle for their creativity."It was never stuck or anything," Gibson told Bloomberg. "It was always progressing. It's just the case that we're a small team, and games take a lot of time. There wasn't any big controversial moment behind it."The idea for the sequel came from designing a DLC that progressively grew in scope, until the team realized that it could become a separate title altogether. According to the devs, that growth continued over time—in 2022, Team Cherry featured Silksong during an Xbox event that promised that all of the games shown would be out within a year. But that wasn't the case."I think we're always underestimating the amount of time and effort it'll take us to achieve things," Gibson told Bloomberg. "It's also that problem where, because we're having fun doing it, it's not like, 'It's taking longer, this is awful, we really need to get past this phase.' It's, 'This is a very enjoyable space to be in. Let's perpetuate this with some new ideas.'"Related:According to Team Cherry, maintaining the team small saved them from having to manage and delegate, even if that led to extended production time. The co-founders are joined by programmer Jack Vine, composer Chris Larking, and "a few contractors" who helped with programming and testing."We don't want to mess with the formula and then find out it's not fun," Gibson said. "I used to manage teams in past lives. I don't really want to do that ever again."This methodology has allowed for a distinct approach to developing a game, to the point where the team seems unaware of task-management applications. Gibson asked "What is Jira?" when prompted if they had used it at some point. Meanwhile, Pellen wondered "Is it software?" and added that the team briefly used Trello before their account was deactivated for lack of use. #hollow #knight #silksong #gets #release
    Hollow Knight: Silksong gets a release date after 7 years in development
    www.gamedeveloper.com
    Team Cherry, developer of Hollow Knight, has announced a release date of September 4 for the long-awaited sequel, Hollow Knight: Silksong.Over 300,000 concurrent viewers gathered to watch the announcement via Team Cherry's YouTube channel earlier today. At the time of publication, roughly three hours later, the video has over 1.4 million views and counting.The numbers above encapsulate a fraction of the popularity around the sequel, which was announced back in 2019, two years after the release of Hollow Knight, which is a sprawling action-adventure game. Team Cherry hasn't run an extensive marketing cycle, aside from sporadic appearances in video game showcases from Xbox, Nintendo, and Gamescom. For a while, before any conference, people turned to the meme of expecting news of a release date for Silksong. This included industry figure Geoff Keighley, who joked about it on Monday of this week via X (formerly Twitter), ahead of his hosting Gamescom Opening Night Live, which took place on Tuesday.Team Cherry seems unaware of what Jira isHollow Knight sold over 2.8 million copies by 2019, two years after its release. It was, by all means, a successful launch for Team Cherry, an indie development team consisting primarily of three people. But the popularity continued to snowball from there. As of today, according to an interview with Bloomberg, Hollow Knight has sold 15 million copies.Related:Silksong has been in development for seven years now. When asked about why the dev cycle has taken this long, Team Cherry co-founders Ari Gibson and Willian Pellen said that they've been having fun, and that the project has been a vehicle for their creativity."It was never stuck or anything," Gibson told Bloomberg. "It was always progressing. It's just the case that we're a small team, and games take a lot of time. There wasn't any big controversial moment behind it."The idea for the sequel came from designing a DLC that progressively grew in scope, until the team realized that it could become a separate title altogether. According to the devs, that growth continued over time—in 2022, Team Cherry featured Silksong during an Xbox event that promised that all of the games shown would be out within a year. But that wasn't the case."I think we're always underestimating the amount of time and effort it'll take us to achieve things," Gibson told Bloomberg. "It's also that problem where, because we're having fun doing it, it's not like, 'It's taking longer, this is awful, we really need to get past this phase.' It's, 'This is a very enjoyable space to be in. Let's perpetuate this with some new ideas.'"Related:According to Team Cherry, maintaining the team small saved them from having to manage and delegate, even if that led to extended production time. The co-founders are joined by programmer Jack Vine, composer Chris Larking, and "a few contractors" who helped with programming and testing."We don't want to mess with the formula and then find out it's not fun," Gibson said. "I used to manage teams in past lives. I don't really want to do that ever again."This methodology has allowed for a distinct approach to developing a game, to the point where the team seems unaware of task-management applications. Gibson asked "What is Jira?" when prompted if they had used it at some point. Meanwhile, Pellen wondered "Is it software?" and added that the team briefly used Trello before their account was deactivated for lack of use.
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  • حبيت نقول لكم حاجة: في عالم يتغير بسرعة، كيفاش نقدروا نوقفوا شوية ونفكروا في المستقبل؟

    بعد شهر، حيكون عندنا فرصة لا تعوض في كوبنهاغن مع بداية أول Biennale للهندسة المعمارية! من 18 سبتمبر حتى 19 أكتوبر، المدينة راح تتحول لمكان حوار معماري مميز. تحت شعار "Slow Down"، راح نكتشفوا كيفاش نقدروا نواجهوا تحديات النمو السكاني والموارد والبيئة. البرنامج راح يحتوي على أكثر من 200 حدث، من مشاوير المدينة، عروض أفلام، محاضرات وغيرها، كلها تسعى نحو مستقبل مستدام من خلال العمارة.

    شخصيًا، هذا الموضوع يهمني بزاف، لأنو العمارة تعكس كيفاش نعيشوا مع بعض ونحافظوا على البيئة.

    فلنستعد نفكروا في كيفاش نقدروا نعيشوا بطرق أفضل ونبني مجتمعات جديدة!

    https://www.archdaily.com/1033335/one-month-until-the-opening-exploring-copenhagen-architecture-biennials-program-pavilions-and-exhib
    حبيت نقول لكم حاجة: في عالم يتغير بسرعة، كيفاش نقدروا نوقفوا شوية ونفكروا في المستقبل؟ 🤔 بعد شهر، حيكون عندنا فرصة لا تعوض في كوبنهاغن مع بداية أول Biennale للهندسة المعمارية! من 18 سبتمبر حتى 19 أكتوبر، المدينة راح تتحول لمكان حوار معماري مميز. تحت شعار "Slow Down"، راح نكتشفوا كيفاش نقدروا نواجهوا تحديات النمو السكاني والموارد والبيئة. البرنامج راح يحتوي على أكثر من 200 حدث، من مشاوير المدينة، عروض أفلام، محاضرات وغيرها، كلها تسعى نحو مستقبل مستدام من خلال العمارة. شخصيًا، هذا الموضوع يهمني بزاف، لأنو العمارة تعكس كيفاش نعيشوا مع بعض ونحافظوا على البيئة. فلنستعد نفكروا في كيفاش نقدروا نعيشوا بطرق أفضل ونبني مجتمعات جديدة! https://www.archdaily.com/1033335/one-month-until-the-opening-exploring-copenhagen-architecture-biennials-program-pavilions-and-exhib
    www.archdaily.com
    The first edition of the Copenhagen Architecture Biennial will open on September 18 and run until October 19, transforming the city into a platform for architectural dialogue and exchange. Led by Josephine Michau, CEO and Founder of CAFx and
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  • يا جماعة، شفتو التريلر الجديد لـ The Outer Worlds 2؟

    في Opening Night Live، عرضونا لمحة جديدة حول الأصدقاء اللي رح نرافقهم في مغامراتنا. عندنا Niles، الميكانيكي اللي داير بالصيانة ومعاه مسدس، وValerie، الروبوت الطاير المتخصص في الشفاء. وما تنسوش Aza، المقاتلة الماسكة خنجر من فصيل The Glorious Dawn. Inez طبيبة ميدانية وجات من شركة Auntie’s Choice، بينما Marisol، القاتلة اللي تحسبها رياضية حادة. آخر وحدة، Tristan، الفارس اللي لابس درع أحمر ويمسك مطرقة ضخمة!

    الجدير بالذكر أن العلاقة بين اللاعبين والمرافقين ما فيهاش رومانسية، لكن المتعة في القتال متنوعة بزاف، وهذا كافي لبعض اللاعبين. عندي إحساس أن اللعبة هذي راح تكون تجربة مميزة.

    حابين نشوفو كيفاش رح تكون المغامرة مع هالأبطال الجدد!

    https://gameinformer.com/gamescom-2025/2025/08/
    يا جماعة، شفتو التريلر الجديد لـ The Outer Worlds 2؟ 😍 في Opening Night Live، عرضونا لمحة جديدة حول الأصدقاء اللي رح نرافقهم في مغامراتنا. عندنا Niles، الميكانيكي اللي داير بالصيانة ومعاه مسدس، وValerie، الروبوت الطاير المتخصص في الشفاء. وما تنسوش Aza، المقاتلة الماسكة خنجر من فصيل The Glorious Dawn. Inez طبيبة ميدانية وجات من شركة Auntie’s Choice، بينما Marisol، القاتلة اللي تحسبها رياضية حادة. آخر وحدة، Tristan، الفارس اللي لابس درع أحمر ويمسك مطرقة ضخمة! 💥 الجدير بالذكر أن العلاقة بين اللاعبين والمرافقين ما فيهاش رومانسية، لكن المتعة في القتال متنوعة بزاف، وهذا كافي لبعض اللاعبين. عندي إحساس أن اللعبة هذي راح تكون تجربة مميزة. حابين نشوفو كيفاش رح تكون المغامرة مع هالأبطال الجدد! https://gameinformer.com/gamescom-2025/2025/08/
    The Outer Worlds 2 Trailer Shows Off Party Companions
    gameinformer.com
    Opening Night Live just gave us a new look at The Outer Worlds 2 in the form of a brand-new trailer focused on the companions that players will bring along on the journey.Niles appears to be foc
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  • World of Warcraft: Midnight's Demon Hunter Changes are Unfair to Half the Playerbase

    During Gamescom Opening Night Live, World of Warcraft officially revealed Midnight, the second expansion of the Worldsoul Saga. This major release brings fans back to Quel’thalas, Silvermoon, and Zul’Aman for the first time in almost two decades, with completely revamped and expanded zones. Xal’atath is coming for the Sunwell, and it will take all the heroes of Azeroth to stop her – including the Demon Hunters. This popular World of Warcraft hero class is getting two awesome features in this expansion: the mid-range Void-themed Devourer specialization, and the ability for Void Elves to play them.
    #world #warcraft #midnight039s #demon #hunter
    World of Warcraft: Midnight's Demon Hunter Changes are Unfair to Half the Playerbase
    During Gamescom Opening Night Live, World of Warcraft officially revealed Midnight, the second expansion of the Worldsoul Saga. This major release brings fans back to Quel’thalas, Silvermoon, and Zul’Aman for the first time in almost two decades, with completely revamped and expanded zones. Xal’atath is coming for the Sunwell, and it will take all the heroes of Azeroth to stop her – including the Demon Hunters. This popular World of Warcraft hero class is getting two awesome features in this expansion: the mid-range Void-themed Devourer specialization, and the ability for Void Elves to play them. #world #warcraft #midnight039s #demon #hunter
    World of Warcraft: Midnight's Demon Hunter Changes are Unfair to Half the Playerbase
    gamerant.com
    During Gamescom Opening Night Live, World of Warcraft officially revealed Midnight, the second expansion of the Worldsoul Saga. This major release brings fans back to Quel’thalas, Silvermoon, and Zul’Aman for the first time in almost two decades, with completely revamped and expanded zones. Xal’atath is coming for the Sunwell, and it will take all the heroes of Azeroth to stop her – including the Demon Hunters. This popular World of Warcraft hero class is getting two awesome features in this expansion: the mid-range Void-themed Devourer specialization, and the ability for Void Elves to play them.
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  • يا جماعة، عندنا خبر يشعل الحماس! Geoff Keighley يلمح احتمال ظهور Hollow Knight: Silksong في Gamescom Opening Night Live!

    في المقال هذا، يكشفوا لنا كيف أن الإنتظارات كبيرة والصبر بدأ ينفذ. Hollow Knight كان من الألعاب اللي خطفت قلوبنا، والجزء الجديد الكل يتمنى يشوفوه في المعرض. الناس في عالم الألعاب دوك في حالة ترقب، وكل واحد فينا عنده شغف خاص تجاه هذي السلسلة الرائعة.

    شخصياً، لما لعبت Hollow Knight لأول مرة، حسيت كأني رحت في مغامرة خيالية. كل تفاصيل اللعبة تعطيك إحساس خاص، ونتمنى أن Silksong يحقق نفس النجاح أو أكثر.

    يلا، خلونا نتابع مع بعض ونشوف واش راح يصرى في Gamescom!

    https://news.google.com/atom/articles/CBMi2gFBVV95cUxPS3ZpR1ZuemRNekJ4OGxpOVpPNTlmb1FiRGVST0FGQmY3NUtwUTBPOFBmdl
    يا جماعة، عندنا خبر يشعل الحماس! 🔥 Geoff Keighley يلمح احتمال ظهور Hollow Knight: Silksong في Gamescom Opening Night Live! 😍 في المقال هذا، يكشفوا لنا كيف أن الإنتظارات كبيرة والصبر بدأ ينفذ. Hollow Knight كان من الألعاب اللي خطفت قلوبنا، والجزء الجديد الكل يتمنى يشوفوه في المعرض. الناس في عالم الألعاب دوك في حالة ترقب، وكل واحد فينا عنده شغف خاص تجاه هذي السلسلة الرائعة. شخصياً، لما لعبت Hollow Knight لأول مرة، حسيت كأني رحت في مغامرة خيالية. كل تفاصيل اللعبة تعطيك إحساس خاص، ونتمنى أن Silksong يحقق نفس النجاح أو أكثر. يلا، خلونا نتابع مع بعض ونشوف واش راح يصرى في Gamescom! https://news.google.com/atom/articles/CBMi2gFBVV95cUxPS3ZpR1ZuemRNekJ4OGxpOVpPNTlmb1FiRGVST0FGQmY3NUtwUTBPOFBmdl
    1 التعليقات ·0 المشاركات
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