• يا جماعة، شكون يحب الرعب في الألعاب؟

    شفتو خبر Bloober Team اللي راهم حابين يفتحوا "فصل جديد" في عالم الرعب على أجهزة Nintendo؟ أعلنوا في آخر Nintendo Direct Partner Showcase على وصول لعبتهم الجديدة Cronos: The New Dawn لجهاز Switch 2 يوم 5 سبتمبر! وشيء مفرح بزاف، رانا نشوفوا Nintendo تدخل في عالم الرعب مثل باقي الشركات الكبيرة.

    المدير التنفيذي لبكري، Piotr Babieno، قال إنه هو واحد من أكبر المعجبين بـ Nintendo، وبهذا المشروع يحاول يحقق أحلامه الشخصية. يتحدث عن الألعاب الكلاسيكية الرائعة مثل Resident Evil وEternal Darkness، وفعلاً الأيام اللي كانت GameCube فيها عامرة بالرعب كانت ذهبية.

    شخصياً، دايماً كنت مبهور بالنوعية الفريدة من الرعب اللي كانت تقدمها Nintendo، ونحب نشوفها ترجع بقوة.

    الحق، الألعاب الرعب على Nintendo تفتح لنا آفاق جديدة. راني متشوق بش نعيشوا الأجواء هذي مرة أخرى!

    https://www.nintendolife.com/news/
    يا جماعة، شكون يحب الرعب في الألعاب؟ 😱🎮 شفتو خبر Bloober Team اللي راهم حابين يفتحوا "فصل جديد" في عالم الرعب على أجهزة Nintendo؟ أعلنوا في آخر Nintendo Direct Partner Showcase على وصول لعبتهم الجديدة Cronos: The New Dawn لجهاز Switch 2 يوم 5 سبتمبر! وشيء مفرح بزاف، رانا نشوفوا Nintendo تدخل في عالم الرعب مثل باقي الشركات الكبيرة. المدير التنفيذي لبكري، Piotr Babieno، قال إنه هو واحد من أكبر المعجبين بـ Nintendo، وبهذا المشروع يحاول يحقق أحلامه الشخصية. يتحدث عن الألعاب الكلاسيكية الرائعة مثل Resident Evil وEternal Darkness، وفعلاً الأيام اللي كانت GameCube فيها عامرة بالرعب كانت ذهبية. شخصياً، دايماً كنت مبهور بالنوعية الفريدة من الرعب اللي كانت تقدمها Nintendo، ونحب نشوفها ترجع بقوة. الحق، الألعاب الرعب على Nintendo تفتح لنا آفاق جديدة. راني متشوق بش نعيشوا الأجواء هذي مرة أخرى! https://www.nintendolife.com/news/
    www.nintendolife.com
    “I'm trying to make my personal dreams come true”.We were pleased to see Bloober Team pop up at last month's Nintendo Direct Partner Showcase with the announcement that its upcoming sci-fi survival horror Cronos: The New Dawn will also be arriving on
    0 Comments ·0 Shares
  • أولئك اللي عشقوا الألعاب في التسعينيات، عندي خبر زين ليكم! Acclaim Entertainment رايحة ترجع تعود في الساحة! في 10 سبتمبر، راح يكون عندنا عرض Play Acclaim Showcase وين راح يكشفوا لنا على مجموعة الألعاب الجديدة تاع 2026.

    هاذي الشركة كانت مشهورة بألعاب مثل NBA Jam و Mortal Kombat، و رغم أن حقوقها تفرقت بين شركات أخرى، إلا أن الفكرة كبيرة بلي راح يدعمو indie games و يحيوا بعض الألعاب الكلاسيكية. واش تعتقدوا، هل راح نشوفوا عناوين جديدة و مميزة؟ ولا نكتفيوا بالذكريات الحلوة؟

    شخصيا، متشوق نشوف كيفاش راح يكون الدعم للستوديوهات الصغيرة! هاذي فرصة باش نكتشف ألعاب جديدة و مبدعة!

    تابعوا البث المباشر في 10 سبتمبر على قناة YouTube تاعهم وكونوا معانا.

    https://www.engadget.com/gaming/the-revived-acclaim-will-reveal-its-2026-lineup-in-a-se
    🎮 أولئك اللي عشقوا الألعاب في التسعينيات، عندي خبر زين ليكم! Acclaim Entertainment رايحة ترجع تعود في الساحة! 😍 في 10 سبتمبر، راح يكون عندنا عرض Play Acclaim Showcase وين راح يكشفوا لنا على مجموعة الألعاب الجديدة تاع 2026. هاذي الشركة كانت مشهورة بألعاب مثل NBA Jam و Mortal Kombat، و رغم أن حقوقها تفرقت بين شركات أخرى، إلا أن الفكرة كبيرة بلي راح يدعمو indie games و يحيوا بعض الألعاب الكلاسيكية. واش تعتقدوا، هل راح نشوفوا عناوين جديدة و مميزة؟ ولا نكتفيوا بالذكريات الحلوة؟ شخصيا، متشوق نشوف كيفاش راح يكون الدعم للستوديوهات الصغيرة! هاذي فرصة باش نكتشف ألعاب جديدة و مبدعة! تابعوا البث المباشر في 10 سبتمبر على قناة YouTube تاعهم وكونوا معانا. https://www.engadget.com/gaming/the-revived-acclaim-will-reveal-its-2026-lineup-in-a-se
    The revived Acclaim will reveal its 2026 lineup in a September 10 showcase
    www.engadget.com
    Acclaim Entertainment, a big name in licensed games in the '90s, is "returning." (Although, much like the new Atari, this is technically a different company that bought the old trademark.) The new Acclaim will focus on publishing indie
    Like
    Love
    Wow
    Sad
    Angry
    1K
    · 1 Comments ·0 Shares
  • واش راكم خاوتي؟ اليوم جبتلكم خبر يفرح القلب!

    شركتنا المحبوبة Acclaim عاودت إحياء نفسها كناشطة جديدة في عالم الألعاب، وراح تكون عندها عرض خاص في 10 سبتمبر! بعد غياب طويل، حابين يشوفوا ويكشفوا لنا على الألعاب الجاية تحت شعارهم الأسطوري الملون. تقدروا تتبعوا العرض على اليوتيوب، وين راح نتعرفوا على إبداعات صغيرة من المطورين المستقلين.

    نحب نشارك معاكم، وأنا شخصياً كنت معانا في زمن Acclaim القديم، كيف كنا نلعب Mortal Kombat وNBA Jam مع الأصحاب. هذي الرجعة تذكرني بالذكريات الجميلة، وكشفت لي قداه الألعاب تصنع لحظات مميزة.

    نتمنى تكون هذي البدايات الجديدة فرصة لنجاحات هايلة في عالم الألعاب.

    https://gameinformer.com/2025/08/26/the-newly-revived-acclaim-is-hosting-a-showcase-next-month

    #Acclaim #GamingCommunity #IndieGames #ذكريات #جديد
    🚀 واش راكم خاوتي؟ اليوم جبتلكم خبر يفرح القلب! 😍 شركتنا المحبوبة Acclaim عاودت إحياء نفسها كناشطة جديدة في عالم الألعاب، وراح تكون عندها عرض خاص في 10 سبتمبر! 🎮✨ بعد غياب طويل، حابين يشوفوا ويكشفوا لنا على الألعاب الجاية تحت شعارهم الأسطوري الملون. تقدروا تتبعوا العرض على اليوتيوب، وين راح نتعرفوا على إبداعات صغيرة من المطورين المستقلين. نحب نشارك معاكم، وأنا شخصياً كنت معانا في زمن Acclaim القديم، كيف كنا نلعب Mortal Kombat وNBA Jam مع الأصحاب. هذي الرجعة تذكرني بالذكريات الجميلة، وكشفت لي قداه الألعاب تصنع لحظات مميزة. نتمنى تكون هذي البدايات الجديدة فرصة لنجاحات هايلة في عالم الألعاب. https://gameinformer.com/2025/08/26/the-newly-revived-acclaim-is-hosting-a-showcase-next-month #Acclaim #GamingCommunity #IndieGames #ذكريات #جديد
    The Newly Revived Acclaim Is Hosting A Showcase Next Month
    gameinformer.com
    On March 4, it was announced that defunct publisher Acclaim had been resurrected (again), this time as an indie publisher. After months of waiting, it's time to learn what new games will bear th
    Like
    Love
    Wow
    Sad
    Angry
    953
    · 1 Comments ·0 Shares
  • Portfolio Review Live Event Today – Don't Miss!

    80 Level Community80 Level CommunityPublished27 August 2025TagsArt-To-Experience Contest: A Creative Challenge by Emperia and 80 LevelJoin TodayToday at 3 PM UTC | 8 AM PT | 11 AM EST, we will host a Portfolio Review with José Vega, founder and senior artist at Worldbuilders Workshop!José will review the portfolios of our Showcase Competition winners and deliver an in-depth live critique. Expect actionable feedback on your strengths, as well as practical advice on refining your work to better align with your career goals. This is a unique opportunity to receive expert guidance that can help your portfolio shine and set you apart in the industry.Join us here!
    #portfolio #review #live #event #today
    Portfolio Review Live Event Today – Don't Miss!
    80 Level Community80 Level CommunityPublished27 August 2025TagsArt-To-Experience Contest: A Creative Challenge by Emperia and 80 LevelJoin TodayToday at 3 PM UTC | 8 AM PT | 11 AM EST, we will host a Portfolio Review with José Vega, founder and senior artist at Worldbuilders Workshop!José will review the portfolios of our Showcase Competition winners and deliver an in-depth live critique. Expect actionable feedback on your strengths, as well as practical advice on refining your work to better align with your career goals. This is a unique opportunity to receive expert guidance that can help your portfolio shine and set you apart in the industry.Join us here! #portfolio #review #live #event #today
    Portfolio Review Live Event Today – Don't Miss!
    80.lv
    80 Level Community80 Level CommunityPublished27 August 2025TagsArt-To-Experience Contest: A Creative Challenge by Emperia and 80 LevelJoin TodayToday at 3 PM UTC | 8 AM PT | 11 AM EST, we will host a Portfolio Review with José Vega, founder and senior artist at Worldbuilders Workshop!José will review the portfolios of our Showcase Competition winners and deliver an in-depth live critique. Expect actionable feedback on your strengths, as well as practical advice on refining your work to better align with your career goals. This is a unique opportunity to receive expert guidance that can help your portfolio shine and set you apart in the industry.Join us here!
    Like
    Love
    Wow
    Sad
    Angry
    1K
    · 2 Comments ·0 Shares
  • Take a Look at This Impressive Recreation of Kowloon Walled City in Minecraft

    3D creator Sluda Builds unveiled this impressive recreation of a real-life Kowloon Walled City located in Hong Kong, made within Minecraft.The artist recreated dense urban environments of the city using the game's blocks, trying to capture the gritty aesthetics that the dangerous and overcrowded city had. In a time-lapse video, Sluda Builds showcased the entire creation process, explaining each step, including 3D modeling, topography, the making of buildings, floors, and stairs, facades, rooftops, surroundings, and other details.Have a closer look:Sluda Builds' profession is an architect, and the creator transferred it into the digital world by creating amazing projects in Minecraft:Also, check out another Minecraft-inspired project with voxel blocks mapped onto a spherical planet by 3D Artist Bowerbyte:Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
    #take #look #this #impressive #recreation
    Take a Look at This Impressive Recreation of Kowloon Walled City in Minecraft
    3D creator Sluda Builds unveiled this impressive recreation of a real-life Kowloon Walled City located in Hong Kong, made within Minecraft.The artist recreated dense urban environments of the city using the game's blocks, trying to capture the gritty aesthetics that the dangerous and overcrowded city had. In a time-lapse video, Sluda Builds showcased the entire creation process, explaining each step, including 3D modeling, topography, the making of buildings, floors, and stairs, facades, rooftops, surroundings, and other details.Have a closer look:Sluda Builds' profession is an architect, and the creator transferred it into the digital world by creating amazing projects in Minecraft:Also, check out another Minecraft-inspired project with voxel blocks mapped onto a spherical planet by 3D Artist Bowerbyte:Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #take #look #this #impressive #recreation
    Take a Look at This Impressive Recreation of Kowloon Walled City in Minecraft
    80.lv
    3D creator Sluda Builds unveiled this impressive recreation of a real-life Kowloon Walled City located in Hong Kong, made within Minecraft.The artist recreated dense urban environments of the city using the game's blocks, trying to capture the gritty aesthetics that the dangerous and overcrowded city had. In a time-lapse video, Sluda Builds showcased the entire creation process, explaining each step, including 3D modeling, topography, the making of buildings, floors, and stairs, facades, rooftops, surroundings, and other details.Have a closer look:Sluda Builds' profession is an architect, and the creator transferred it into the digital world by creating amazing projects in Minecraft:Also, check out another Minecraft-inspired project with voxel blocks mapped onto a spherical planet by 3D Artist Bowerbyte:Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
    Like
    Love
    Wow
    Sad
    Angry
    1K
    · 2 Comments ·0 Shares
  • 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
    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.
    Like
    Love
    Wow
    Angry
    Sad
    387
    · 2 Comments ·0 Shares
  • Winners of the Showcase Competition

    1st place — Feixiang LongThis work is a secondary design inspired by Toothwu's original artwork, infused with numerous personal touches.2nd place — BaiTong LIAttic Studio is an interior Unreal Engine environment, inspired by the Resident Evil series.3rd place — Ouanes BilalThe main character of Grendizer: The Feast of the Wolves.Portfolio review with José VegaJose Vega is the founder and Senior Concept Artist of Worldbuilders Workshop, working mainly in the video games and film industry. Some of his clients include: Hirez Studios, Replicas, Shy the Sun, Wizards of the Coast, Cryptozoic Entertainment, Blur Entertainment, and others.The exact date of the Live Event will be announced soon. Stay tuned!A huge congratulations to our winners and heartfelt thanks to all the amazing creators who took part! Your talent keeps our community inspired and energized. Want to explore more outstanding projects? Join us on Discord and stay tuned for the next 80 Level challenge!
    #winners #showcase #competition
    Winners of the Showcase Competition
    1st place — Feixiang LongThis work is a secondary design inspired by Toothwu's original artwork, infused with numerous personal touches.2nd place — BaiTong LIAttic Studio is an interior Unreal Engine environment, inspired by the Resident Evil series.3rd place — Ouanes BilalThe main character of Grendizer: The Feast of the Wolves.Portfolio review with José VegaJose Vega is the founder and Senior Concept Artist of Worldbuilders Workshop, working mainly in the video games and film industry. Some of his clients include: Hirez Studios, Replicas, Shy the Sun, Wizards of the Coast, Cryptozoic Entertainment, Blur Entertainment, and others.The exact date of the Live Event will be announced soon. Stay tuned!A huge congratulations to our winners and heartfelt thanks to all the amazing creators who took part! Your talent keeps our community inspired and energized. Want to explore more outstanding projects? Join us on Discord and stay tuned for the next 80 Level challenge! #winners #showcase #competition
    Winners of the Showcase Competition
    80.lv
    1st place — Feixiang LongThis work is a secondary design inspired by Toothwu's original artwork, infused with numerous personal touches.2nd place — BaiTong LIAttic Studio is an interior Unreal Engine environment, inspired by the Resident Evil series.3rd place — Ouanes BilalThe main character of Grendizer: The Feast of the Wolves.Portfolio review with José VegaJose Vega is the founder and Senior Concept Artist of Worldbuilders Workshop, working mainly in the video games and film industry. Some of his clients include: Hirez Studios, Replicas, Shy the Sun, Wizards of the Coast, Cryptozoic Entertainment, Blur Entertainment, and others.The exact date of the Live Event will be announced soon. Stay tuned!A huge congratulations to our winners and heartfelt thanks to all the amazing creators who took part! Your talent keeps our community inspired and energized. Want to explore more outstanding projects? Join us on Discord and stay tuned for the next 80 Level challenge!
    Like
    Love
    Wow
    Angry
    Sad
    397
    · 2 Comments ·0 Shares
  • Hot Topics at Hot Chips: Inference, Networking, AI Innovation at Every Scale — All Built on NVIDIA

    AI reasoning, inference and networking will be top of mind for attendees of next week’s Hot Chips conference.
    A key forum for processor and system architects from industry and academia, Hot Chips — running Aug. 24-26 at Stanford University — showcases the latest innovations poised to advance AI factories and drive revenue for the trillion-dollar data center computing market.
    At the conference, NVIDIA will join industry leaders including Google and Microsoft in a “tutorial” session — taking place on Sunday, Aug. 24 — that discusses designing rack-scale architecture for data centers.
    In addition, NVIDIA experts will present at four sessions and one tutorial detailing how:

    NVIDIA networking, including the NVIDIA ConnectX-8 SuperNIC, delivers AI reasoning at rack- and data-center scale.Neural rendering advancements and massive leaps in inference — powered by the NVIDIA Blackwell architecture, including the NVIDIA GeForce RTX 5090 GPU — provide next-level graphics and simulation capabilities.Co-packaged opticsswitches with integrated silicon photonics — built with light-speed fiber rather than copper wiring to send information quicker and using less power — enable efficient, high-performance, gigawatt-scale AI factories. The talk will also highlight NVIDIA Spectrum-XGS Ethernet, a new scale-across technology for unifying distributed data centers into AI super-factories.The NVIDIA GB10 Superchip serves as the engine within the NVIDIA DGX Spark desktop supercomputer.It’s all part of how NVIDIA’s latest technologies are accelerating inference to drive AI innovation everywhere, at every scale.
    NVIDIA Networking Fosters AI Innovation at Scale
    AI reasoning — when artificial intelligence systems can analyze and solve complex problems through multiple AI inference passes — requires rack-scale performance to deliver optimal user experiences efficiently.
    In data centers powering today’s AI workloads, networking acts as the central nervous system, connecting all the components — servers, storage devices and other hardware — into a single, cohesive, powerful computing unit.
    NVIDIA ConnectX-8 SuperNIC
    Burstein’s Hot Chips session will dive into how NVIDIA networking technologies — particularly NVIDIA ConnectX-8 SuperNICs — enable high-speed, low-latency, multi-GPU communication to deliver market-leading AI reasoning performance at scale.
    As part of the NVIDIA networking platform, NVIDIA NVLink, NVLink Switch and NVLink Fusion deliver scale-up connectivity — linking GPUs and compute elements within and across servers for ultra low-latency, high-bandwidth data exchange.
    NVIDIA Spectrum-X Ethernet provides the scale-out fabric to connect entire clusters, rapidly streaming massive datasets into AI models and orchestrating GPU-to-GPU communication across the data center. Spectrum-XGS Ethernet scale-across technology extends the extreme performance and scale of Spectrum-X Ethernet to interconnect multiple, distributed data centers to form AI super-factories capable of giga-scale intelligence.
    Connecting distributed AI data centers with NVIDIA Spectrum-XGS Ethernet.
    At the heart of Spectrum-X Ethernet, CPO switches push the limits of performance and efficiency for AI infrastructure at scale, and will be covered in detail by Shainer in his talk.
    NVIDIA GB200 NVL72 — an exascale computer in a single rack — features 36 NVIDIA GB200 Superchips, each containing two NVIDIA B200 GPUs and an NVIDIA Grace CPU, interconnected by the largest NVLink domain ever offered, with NVLink Switch providing 130 terabytes per second of low-latency GPU communications for AI and high-performance computing workloads.
    An NVIDIA rack-scale system.
    Built with the NVIDIA Blackwell architecture, GB200 NVL72 systems deliver massive leaps in reasoning inference performance.
    NVIDIA Blackwell and CUDA Bring AI to Millions of Developers
    The NVIDIA GeForce RTX 5090 GPU — also powered by Blackwell and to be covered in Blackstein’s talk — doubles performance in today’s games with NVIDIA DLSS 4 technology.
    NVIDIA GeForce RTX 5090 GPU
    It can also add neural rendering features for games to deliver up to 10x performance, 10x footprint amplification and a 10x reduction in design cycles,  helping enhance realism in computer graphics and simulation. This offers smooth, responsive visual experiences at low energy consumption and improves the lifelike simulation of characters and effects.
    NVIDIA CUDA, the world’s most widely available computing infrastructure, lets users deploy and run AI models using NVIDIA Blackwell anywhere.
    Hundreds of millions of GPUs run CUDA across the globe, from NVIDIA GB200 NVL72 rack-scale systems to GeForce RTX– and NVIDIA RTX PRO-powered PCs and workstations, with NVIDIA DGX Spark powered by NVIDIA GB10 — discussed in Skende’s session — coming soon.
    From Algorithms to AI Supercomputers — Optimized for LLMs
    NVIDIA DGX Spark
    Delivering powerful performance and capabilities in a compact package, DGX Spark lets developers, researchers, data scientists and students push the boundaries of generative AI right at their desktops, and accelerate workloads across industries.
    As part of the NVIDIA Blackwell platform, DGX Spark brings support for NVFP4, a low-precision numerical format to enable efficient agentic AI inference, particularly of large language models. Learn more about NVFP4 in this NVIDIA Technical Blog.
    Open-Source Collaborations Propel Inference Innovation
    NVIDIA accelerates several open-source libraries and frameworks to accelerate and optimize AI workloads for LLMs and distributed inference. These include NVIDIA TensorRT-LLM, NVIDIA Dynamo, TileIR, Cutlass, the NVIDIA Collective Communication Library and NIX — which are integrated into millions of workflows.
    Allowing developers to build with their framework of choice, NVIDIA has collaborated with top open framework providers to offer model optimizations for FlashInfer, PyTorch, SGLang, vLLM and others.
    Plus, NVIDIA NIM microservices are available for popular open models like OpenAI’s gpt-oss and Llama 4,  making it easy for developers to operate managed application programming interfaces with the flexibility and security of self-hosting models on their preferred infrastructure.
    Learn more about the latest advancements in inference and accelerated computing by joining NVIDIA at Hot Chips.
     
    #hot #topics #chips #inference #networking
    Hot Topics at Hot Chips: Inference, Networking, AI Innovation at Every Scale — All Built on NVIDIA
    AI reasoning, inference and networking will be top of mind for attendees of next week’s Hot Chips conference. A key forum for processor and system architects from industry and academia, Hot Chips — running Aug. 24-26 at Stanford University — showcases the latest innovations poised to advance AI factories and drive revenue for the trillion-dollar data center computing market. At the conference, NVIDIA will join industry leaders including Google and Microsoft in a “tutorial” session — taking place on Sunday, Aug. 24 — that discusses designing rack-scale architecture for data centers. In addition, NVIDIA experts will present at four sessions and one tutorial detailing how: NVIDIA networking, including the NVIDIA ConnectX-8 SuperNIC, delivers AI reasoning at rack- and data-center scale.Neural rendering advancements and massive leaps in inference — powered by the NVIDIA Blackwell architecture, including the NVIDIA GeForce RTX 5090 GPU — provide next-level graphics and simulation capabilities.Co-packaged opticsswitches with integrated silicon photonics — built with light-speed fiber rather than copper wiring to send information quicker and using less power — enable efficient, high-performance, gigawatt-scale AI factories. The talk will also highlight NVIDIA Spectrum-XGS Ethernet, a new scale-across technology for unifying distributed data centers into AI super-factories.The NVIDIA GB10 Superchip serves as the engine within the NVIDIA DGX Spark desktop supercomputer.It’s all part of how NVIDIA’s latest technologies are accelerating inference to drive AI innovation everywhere, at every scale. NVIDIA Networking Fosters AI Innovation at Scale AI reasoning — when artificial intelligence systems can analyze and solve complex problems through multiple AI inference passes — requires rack-scale performance to deliver optimal user experiences efficiently. In data centers powering today’s AI workloads, networking acts as the central nervous system, connecting all the components — servers, storage devices and other hardware — into a single, cohesive, powerful computing unit. NVIDIA ConnectX-8 SuperNIC Burstein’s Hot Chips session will dive into how NVIDIA networking technologies — particularly NVIDIA ConnectX-8 SuperNICs — enable high-speed, low-latency, multi-GPU communication to deliver market-leading AI reasoning performance at scale. As part of the NVIDIA networking platform, NVIDIA NVLink, NVLink Switch and NVLink Fusion deliver scale-up connectivity — linking GPUs and compute elements within and across servers for ultra low-latency, high-bandwidth data exchange. NVIDIA Spectrum-X Ethernet provides the scale-out fabric to connect entire clusters, rapidly streaming massive datasets into AI models and orchestrating GPU-to-GPU communication across the data center. Spectrum-XGS Ethernet scale-across technology extends the extreme performance and scale of Spectrum-X Ethernet to interconnect multiple, distributed data centers to form AI super-factories capable of giga-scale intelligence. Connecting distributed AI data centers with NVIDIA Spectrum-XGS Ethernet. At the heart of Spectrum-X Ethernet, CPO switches push the limits of performance and efficiency for AI infrastructure at scale, and will be covered in detail by Shainer in his talk. NVIDIA GB200 NVL72 — an exascale computer in a single rack — features 36 NVIDIA GB200 Superchips, each containing two NVIDIA B200 GPUs and an NVIDIA Grace CPU, interconnected by the largest NVLink domain ever offered, with NVLink Switch providing 130 terabytes per second of low-latency GPU communications for AI and high-performance computing workloads. An NVIDIA rack-scale system. Built with the NVIDIA Blackwell architecture, GB200 NVL72 systems deliver massive leaps in reasoning inference performance. NVIDIA Blackwell and CUDA Bring AI to Millions of Developers The NVIDIA GeForce RTX 5090 GPU — also powered by Blackwell and to be covered in Blackstein’s talk — doubles performance in today’s games with NVIDIA DLSS 4 technology. NVIDIA GeForce RTX 5090 GPU It can also add neural rendering features for games to deliver up to 10x performance, 10x footprint amplification and a 10x reduction in design cycles,  helping enhance realism in computer graphics and simulation. This offers smooth, responsive visual experiences at low energy consumption and improves the lifelike simulation of characters and effects. NVIDIA CUDA, the world’s most widely available computing infrastructure, lets users deploy and run AI models using NVIDIA Blackwell anywhere. Hundreds of millions of GPUs run CUDA across the globe, from NVIDIA GB200 NVL72 rack-scale systems to GeForce RTX– and NVIDIA RTX PRO-powered PCs and workstations, with NVIDIA DGX Spark powered by NVIDIA GB10 — discussed in Skende’s session — coming soon. From Algorithms to AI Supercomputers — Optimized for LLMs NVIDIA DGX Spark Delivering powerful performance and capabilities in a compact package, DGX Spark lets developers, researchers, data scientists and students push the boundaries of generative AI right at their desktops, and accelerate workloads across industries. As part of the NVIDIA Blackwell platform, DGX Spark brings support for NVFP4, a low-precision numerical format to enable efficient agentic AI inference, particularly of large language models. Learn more about NVFP4 in this NVIDIA Technical Blog. Open-Source Collaborations Propel Inference Innovation NVIDIA accelerates several open-source libraries and frameworks to accelerate and optimize AI workloads for LLMs and distributed inference. These include NVIDIA TensorRT-LLM, NVIDIA Dynamo, TileIR, Cutlass, the NVIDIA Collective Communication Library and NIX — which are integrated into millions of workflows. Allowing developers to build with their framework of choice, NVIDIA has collaborated with top open framework providers to offer model optimizations for FlashInfer, PyTorch, SGLang, vLLM and others. Plus, NVIDIA NIM microservices are available for popular open models like OpenAI’s gpt-oss and Llama 4,  making it easy for developers to operate managed application programming interfaces with the flexibility and security of self-hosting models on their preferred infrastructure. Learn more about the latest advancements in inference and accelerated computing by joining NVIDIA at Hot Chips.   #hot #topics #chips #inference #networking
    Hot Topics at Hot Chips: Inference, Networking, AI Innovation at Every Scale — All Built on NVIDIA
    blogs.nvidia.com
    AI reasoning, inference and networking will be top of mind for attendees of next week’s Hot Chips conference. A key forum for processor and system architects from industry and academia, Hot Chips — running Aug. 24-26 at Stanford University — showcases the latest innovations poised to advance AI factories and drive revenue for the trillion-dollar data center computing market. At the conference, NVIDIA will join industry leaders including Google and Microsoft in a “tutorial” session — taking place on Sunday, Aug. 24 — that discusses designing rack-scale architecture for data centers. In addition, NVIDIA experts will present at four sessions and one tutorial detailing how: NVIDIA networking, including the NVIDIA ConnectX-8 SuperNIC, delivers AI reasoning at rack- and data-center scale. (Featuring Idan Burstein, principal architect of network adapters and systems-on-a-chip at NVIDIA) Neural rendering advancements and massive leaps in inference — powered by the NVIDIA Blackwell architecture, including the NVIDIA GeForce RTX 5090 GPU — provide next-level graphics and simulation capabilities. (Featuring Marc Blackstein, senior director of architecture at NVIDIA) Co-packaged optics (CPO) switches with integrated silicon photonics — built with light-speed fiber rather than copper wiring to send information quicker and using less power — enable efficient, high-performance, gigawatt-scale AI factories. The talk will also highlight NVIDIA Spectrum-XGS Ethernet, a new scale-across technology for unifying distributed data centers into AI super-factories. (Featuring Gilad Shainer, senior vice president of networking at NVIDIA) The NVIDIA GB10 Superchip serves as the engine within the NVIDIA DGX Spark desktop supercomputer. (Featuring Andi Skende, senior distinguished engineer at NVIDIA) It’s all part of how NVIDIA’s latest technologies are accelerating inference to drive AI innovation everywhere, at every scale. NVIDIA Networking Fosters AI Innovation at Scale AI reasoning — when artificial intelligence systems can analyze and solve complex problems through multiple AI inference passes — requires rack-scale performance to deliver optimal user experiences efficiently. In data centers powering today’s AI workloads, networking acts as the central nervous system, connecting all the components — servers, storage devices and other hardware — into a single, cohesive, powerful computing unit. NVIDIA ConnectX-8 SuperNIC Burstein’s Hot Chips session will dive into how NVIDIA networking technologies — particularly NVIDIA ConnectX-8 SuperNICs — enable high-speed, low-latency, multi-GPU communication to deliver market-leading AI reasoning performance at scale. As part of the NVIDIA networking platform, NVIDIA NVLink, NVLink Switch and NVLink Fusion deliver scale-up connectivity — linking GPUs and compute elements within and across servers for ultra low-latency, high-bandwidth data exchange. NVIDIA Spectrum-X Ethernet provides the scale-out fabric to connect entire clusters, rapidly streaming massive datasets into AI models and orchestrating GPU-to-GPU communication across the data center. Spectrum-XGS Ethernet scale-across technology extends the extreme performance and scale of Spectrum-X Ethernet to interconnect multiple, distributed data centers to form AI super-factories capable of giga-scale intelligence. Connecting distributed AI data centers with NVIDIA Spectrum-XGS Ethernet. At the heart of Spectrum-X Ethernet, CPO switches push the limits of performance and efficiency for AI infrastructure at scale, and will be covered in detail by Shainer in his talk. NVIDIA GB200 NVL72 — an exascale computer in a single rack — features 36 NVIDIA GB200 Superchips, each containing two NVIDIA B200 GPUs and an NVIDIA Grace CPU, interconnected by the largest NVLink domain ever offered, with NVLink Switch providing 130 terabytes per second of low-latency GPU communications for AI and high-performance computing workloads. An NVIDIA rack-scale system. Built with the NVIDIA Blackwell architecture, GB200 NVL72 systems deliver massive leaps in reasoning inference performance. NVIDIA Blackwell and CUDA Bring AI to Millions of Developers The NVIDIA GeForce RTX 5090 GPU — also powered by Blackwell and to be covered in Blackstein’s talk — doubles performance in today’s games with NVIDIA DLSS 4 technology. NVIDIA GeForce RTX 5090 GPU It can also add neural rendering features for games to deliver up to 10x performance, 10x footprint amplification and a 10x reduction in design cycles,  helping enhance realism in computer graphics and simulation. This offers smooth, responsive visual experiences at low energy consumption and improves the lifelike simulation of characters and effects. NVIDIA CUDA, the world’s most widely available computing infrastructure, lets users deploy and run AI models using NVIDIA Blackwell anywhere. Hundreds of millions of GPUs run CUDA across the globe, from NVIDIA GB200 NVL72 rack-scale systems to GeForce RTX– and NVIDIA RTX PRO-powered PCs and workstations, with NVIDIA DGX Spark powered by NVIDIA GB10 — discussed in Skende’s session — coming soon. From Algorithms to AI Supercomputers — Optimized for LLMs NVIDIA DGX Spark Delivering powerful performance and capabilities in a compact package, DGX Spark lets developers, researchers, data scientists and students push the boundaries of generative AI right at their desktops, and accelerate workloads across industries. As part of the NVIDIA Blackwell platform, DGX Spark brings support for NVFP4, a low-precision numerical format to enable efficient agentic AI inference, particularly of large language models (LLMs). Learn more about NVFP4 in this NVIDIA Technical Blog. Open-Source Collaborations Propel Inference Innovation NVIDIA accelerates several open-source libraries and frameworks to accelerate and optimize AI workloads for LLMs and distributed inference. These include NVIDIA TensorRT-LLM, NVIDIA Dynamo, TileIR, Cutlass, the NVIDIA Collective Communication Library and NIX — which are integrated into millions of workflows. Allowing developers to build with their framework of choice, NVIDIA has collaborated with top open framework providers to offer model optimizations for FlashInfer, PyTorch, SGLang, vLLM and others. Plus, NVIDIA NIM microservices are available for popular open models like OpenAI’s gpt-oss and Llama 4,  making it easy for developers to operate managed application programming interfaces with the flexibility and security of self-hosting models on their preferred infrastructure. Learn more about the latest advancements in inference and accelerated computing by joining NVIDIA at Hot Chips.  
    Like
    Love
    Wow
    Angry
    Sad
    332
    · 2 Comments ·0 Shares
  • 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!
    2 Comments ·0 Shares
  • RIKEN, Japan’s Leading Science Institute, Taps Fujitsu and NVIDIA for Next Flagship Supercomputer

    Japan is once again building a landmark high-performance computing system — not simply by chasing speed, but by rethinking how technology can best serve the nation’s most urgent scientific needs.
    At the FugakuNEXT International Initiative Launch Ceremony held in Tokyo on Aug. 22, leaders from RIKEN, Japan’s top research institute, announced the start of an international collaboration with Fujitsu and NVIDIA to co-design FugakuNEXT, the successor to the world-renowned supercomputer, Fugaku.
    Awarded early in the process, the contract enables the partners to work side by side in shaping the system’s architecture to address Japan’s most critical research priorities — from earth systems modeling and disaster resilience to drug discovery and advanced manufacturing.
    More than an upgrade, the effort will highlight Japan’s embrace of modern AI and showcase Japanese innovations that can be harnessed by researchers and enterprises across the globe.
    The ceremony featured remarks from the initiative’s leaders, RIKEN President Makoto Gonokami and Satoshi Matsuoka, director of the RIKEN Center for Computational Science and one of Japan’s most respected high-performance computing architects.
    Fujitsu Chief Technology Officer Vivek Mahajan attended, emphasizing the company’s role in advancing Japan’s computing capabilities.
    Ian Buck, vice president of hyperscale and high-performance computing at NVIDIA, attended in person as well to discuss the collaborative design approach and how the resulting platform will serve as a foundation for innovation well into the next decade.
    Momentum has been building. When NVIDIA founder and CEO Jensen Huang touched down in Tokyo last year, he called on Japan to seize the moment — to put NVIDIA’s latest technologies to work building its own AI, on its own soil, with its own infrastructure.
    FugakuNEXT answers that call, drawing on NVIDIA’s whole software stack —  from NVIDIA CUDA-X libraries such as NVIDIA cuQuantum for quantum simulation, RAPIDS for data science, NVIDIA TensorRT for high-performance inference and NVIDIA NeMo for large language model development, to other domain-specific software development kits tailored for science and industry.
    Innovations pioneered on FugakuNEXT could become blueprints for the world.
    What’s Inside
    FugakuNEXT will be a hybrid AI-HPC system, combining simulation and AI workloads.
    It will feature FUJITSU-MONAKA-X CPUs, which can be paired with NVIDIA technologies using NVLink Fusion, new silicon enabling high-bandwidth connections between Fujitsu’s CPUs and NVIDIA’s architecture.
    The system will be built for speed, scale and efficiency.
    What It Will Do
    FugakuNEXT will support a wide range of applications — such as automating hypothesis generation, code creation and experiment simulation.

    Scientific research: Accelerating simulations with surrogate models and physics-informed neural networks.
    Manufacturing: Using AI to learn from simulations to generate efficient and aesthetically pleasing designs faster than ever before.
    Earth systems modeling: aiding disaster preparedness and prediction for earthquakes and severe weather, and more.

    RIKEN, Fujitsu and NVIDIA will collaborate on software developments, including tools for mixed-precision computing, continuous benchmarking, and performance optimization.
    FugakuNEXT isn’t just a technical upgrade — it’s a strategic investment in Japan’s future.
    Backed by Japan’s MEXT, it will serve universities, government agencies, and industry partners nationwide.
    It marks the start of a new era in Japanese supercomputing — one built on sovereign infrastructure, global collaboration, and a commitment to scientific leadership.
    Image courtesy of RIKEN
    #riken #japans #leading #science #institute
    RIKEN, Japan’s Leading Science Institute, Taps Fujitsu and NVIDIA for Next Flagship Supercomputer
    Japan is once again building a landmark high-performance computing system — not simply by chasing speed, but by rethinking how technology can best serve the nation’s most urgent scientific needs. At the FugakuNEXT International Initiative Launch Ceremony held in Tokyo on Aug. 22, leaders from RIKEN, Japan’s top research institute, announced the start of an international collaboration with Fujitsu and NVIDIA to co-design FugakuNEXT, the successor to the world-renowned supercomputer, Fugaku. Awarded early in the process, the contract enables the partners to work side by side in shaping the system’s architecture to address Japan’s most critical research priorities — from earth systems modeling and disaster resilience to drug discovery and advanced manufacturing. More than an upgrade, the effort will highlight Japan’s embrace of modern AI and showcase Japanese innovations that can be harnessed by researchers and enterprises across the globe. The ceremony featured remarks from the initiative’s leaders, RIKEN President Makoto Gonokami and Satoshi Matsuoka, director of the RIKEN Center for Computational Science and one of Japan’s most respected high-performance computing architects. Fujitsu Chief Technology Officer Vivek Mahajan attended, emphasizing the company’s role in advancing Japan’s computing capabilities. Ian Buck, vice president of hyperscale and high-performance computing at NVIDIA, attended in person as well to discuss the collaborative design approach and how the resulting platform will serve as a foundation for innovation well into the next decade. Momentum has been building. When NVIDIA founder and CEO Jensen Huang touched down in Tokyo last year, he called on Japan to seize the moment — to put NVIDIA’s latest technologies to work building its own AI, on its own soil, with its own infrastructure. FugakuNEXT answers that call, drawing on NVIDIA’s whole software stack —  from NVIDIA CUDA-X libraries such as NVIDIA cuQuantum for quantum simulation, RAPIDS for data science, NVIDIA TensorRT for high-performance inference and NVIDIA NeMo for large language model development, to other domain-specific software development kits tailored for science and industry. Innovations pioneered on FugakuNEXT could become blueprints for the world. What’s Inside FugakuNEXT will be a hybrid AI-HPC system, combining simulation and AI workloads. It will feature FUJITSU-MONAKA-X CPUs, which can be paired with NVIDIA technologies using NVLink Fusion, new silicon enabling high-bandwidth connections between Fujitsu’s CPUs and NVIDIA’s architecture. The system will be built for speed, scale and efficiency. What It Will Do FugakuNEXT will support a wide range of applications — such as automating hypothesis generation, code creation and experiment simulation. Scientific research: Accelerating simulations with surrogate models and physics-informed neural networks. Manufacturing: Using AI to learn from simulations to generate efficient and aesthetically pleasing designs faster than ever before. Earth systems modeling: aiding disaster preparedness and prediction for earthquakes and severe weather, and more. RIKEN, Fujitsu and NVIDIA will collaborate on software developments, including tools for mixed-precision computing, continuous benchmarking, and performance optimization. FugakuNEXT isn’t just a technical upgrade — it’s a strategic investment in Japan’s future. Backed by Japan’s MEXT, it will serve universities, government agencies, and industry partners nationwide. It marks the start of a new era in Japanese supercomputing — one built on sovereign infrastructure, global collaboration, and a commitment to scientific leadership. Image courtesy of RIKEN #riken #japans #leading #science #institute
    RIKEN, Japan’s Leading Science Institute, Taps Fujitsu and NVIDIA for Next Flagship Supercomputer
    blogs.nvidia.com
    Japan is once again building a landmark high-performance computing system — not simply by chasing speed, but by rethinking how technology can best serve the nation’s most urgent scientific needs. At the FugakuNEXT International Initiative Launch Ceremony held in Tokyo on Aug. 22, leaders from RIKEN, Japan’s top research institute, announced the start of an international collaboration with Fujitsu and NVIDIA to co-design FugakuNEXT, the successor to the world-renowned supercomputer, Fugaku. Awarded early in the process, the contract enables the partners to work side by side in shaping the system’s architecture to address Japan’s most critical research priorities — from earth systems modeling and disaster resilience to drug discovery and advanced manufacturing. More than an upgrade, the effort will highlight Japan’s embrace of modern AI and showcase Japanese innovations that can be harnessed by researchers and enterprises across the globe. The ceremony featured remarks from the initiative’s leaders, RIKEN President Makoto Gonokami and Satoshi Matsuoka, director of the RIKEN Center for Computational Science and one of Japan’s most respected high-performance computing architects. Fujitsu Chief Technology Officer Vivek Mahajan attended, emphasizing the company’s role in advancing Japan’s computing capabilities. Ian Buck, vice president of hyperscale and high-performance computing at NVIDIA, attended in person as well to discuss the collaborative design approach and how the resulting platform will serve as a foundation for innovation well into the next decade. Momentum has been building. When NVIDIA founder and CEO Jensen Huang touched down in Tokyo last year, he called on Japan to seize the moment — to put NVIDIA’s latest technologies to work building its own AI, on its own soil, with its own infrastructure. FugakuNEXT answers that call, drawing on NVIDIA’s whole software stack —  from NVIDIA CUDA-X libraries such as NVIDIA cuQuantum for quantum simulation, RAPIDS for data science, NVIDIA TensorRT for high-performance inference and NVIDIA NeMo for large language model development, to other domain-specific software development kits tailored for science and industry. Innovations pioneered on FugakuNEXT could become blueprints for the world. What’s Inside FugakuNEXT will be a hybrid AI-HPC system, combining simulation and AI workloads. It will feature FUJITSU-MONAKA-X CPUs, which can be paired with NVIDIA technologies using NVLink Fusion, new silicon enabling high-bandwidth connections between Fujitsu’s CPUs and NVIDIA’s architecture. The system will be built for speed, scale and efficiency. What It Will Do FugakuNEXT will support a wide range of applications — such as automating hypothesis generation, code creation and experiment simulation. Scientific research: Accelerating simulations with surrogate models and physics-informed neural networks. Manufacturing: Using AI to learn from simulations to generate efficient and aesthetically pleasing designs faster than ever before. Earth systems modeling: aiding disaster preparedness and prediction for earthquakes and severe weather, and more. RIKEN, Fujitsu and NVIDIA will collaborate on software developments, including tools for mixed-precision computing, continuous benchmarking, and performance optimization. FugakuNEXT isn’t just a technical upgrade — it’s a strategic investment in Japan’s future. Backed by Japan’s MEXT (Ministry of Education, Culture, Sports, Science and Technology), it will serve universities, government agencies, and industry partners nationwide. It marks the start of a new era in Japanese supercomputing — one built on sovereign infrastructure, global collaboration, and a commitment to scientific leadership. Image courtesy of RIKEN
    2 Comments ·0 Shares
  • 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.
    2 Comments ·0 Shares
  • Sonic Racing: CrossWorlds – Pac-Man crossover and Open Network Test details

    Rev your engines, racers, there’s new Sonic Racing: CrossWorlds news that just dropped at Gamescom. Over the past few days, Sonic has dominated the newsfeeds with not one, but two trailer drops, featuring huge reveals. 

    Play Video

    The first was a crossover no one saw coming – two iconic retro gaming heroes coming together in a universe-shattering collaboration: Sonic the Hedgehog and Pac-Man playable in each other’s upcoming games. Sonic joins Pac-Man in Pac-Man World 2 Re-Pac for an explosive birthday celebration, featuring Sonic-inspired levels, costumes, and more. 

    Then, Pac-Man and Team Ghost put their racing skills to the test in Sonic Racing: CrossWorlds as part of the growing roster of guest characters included in the Season Pass.  Players can venture through Pac-Village, eat up Pac-Dots, & escape the iconic Maze in the Pac-Man Mobile.

    Play Video

    The all-new Competition Trailer showcased even more Sonic Racing action and detailed the various game modes players can look forward to experiencing once the game is released. In Sonic Racing: CrossWorlds, there are tons of ways to compete:

    Grand Prix – Compete solo or with friends in local splitscreen co-op for first place in one of 7 cups. Racers are awarded points based on their placements at the end of races, and the racer with the most points at the end wins.

    World Match – Test your skills and compete online against 11 other players. Earn Rank Points, increase your World Rank, and aim for the top.

    Friend Match – Play with up to 11 other players online in custom lobbies where you can control all aspects of a race such as Speed, Team Size, Course/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets.

    Race Park – Change up the rules and teams online and offline in this party mode that features six unique race formats.

    Time Trial – Compete for the best time on individual courses and aim for the top of the Leaderboard Rankings.

    Custom Match – Play with up to 4 players offline split-screen where you can control all aspects of a race such as Speed, Team Size, Courses/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets.

    Eagle-eyed fans will also notice that the trailer revealed a few new tracks based on Sonic’s most recent adventures. Kronos Island from Sonic Frontiers makes its debut, featuring iconic ancient architecture strewn across the open fields. Northstar Island from Sonic Superstars arrives colorfully on the scene, with many nods to stage obstacles, local fauna, and even a… giant mechanical dinosaur whale? And Shadow fans, rejoice. The White Space from Shadow Generations has been recreated in glorious detail, down to the Doom’s Eye looming menacingly overhead. 

    On the racetrack, there’s no shortage of competitive trash talk. Just as Sonic, Shadow, Espio and Jet are shown jockeying for first place and taking their rivalries to the next level, players can look forward to over a thousand voice lines and interactions between their favorite Sonic characters. Ever wonder what a race between Amy and Big the Cat would sound like? You may find out. 

    On top of all that, it was announced that fans can get their hands on Sonic Racing: CrossWorlds a little sooner than expected during the Open Network Test. This free, limited-time event will take place from August 29 to September 1. Players on PS5 will be able to race online with 12 iconic Sonic characters, compete on 16 courses, and mix and match 42 gadgets to create the ultimate racing machine. Put your driving skills to the test against players worldwide. There might even be a couple of surprises in store… 

    Come Race on our level when Sonic Racing CrossWorlds zooms onto PS5 and PS4 on September 25!
    #sonic #racing #crossworlds #pacman #crossover
    Sonic Racing: CrossWorlds – Pac-Man crossover and Open Network Test details
    Rev your engines, racers, there’s new Sonic Racing: CrossWorlds news that just dropped at Gamescom. Over the past few days, Sonic has dominated the newsfeeds with not one, but two trailer drops, featuring huge reveals.  Play Video The first was a crossover no one saw coming – two iconic retro gaming heroes coming together in a universe-shattering collaboration: Sonic the Hedgehog and Pac-Man playable in each other’s upcoming games. Sonic joins Pac-Man in Pac-Man World 2 Re-Pac for an explosive birthday celebration, featuring Sonic-inspired levels, costumes, and more.  Then, Pac-Man and Team Ghost put their racing skills to the test in Sonic Racing: CrossWorlds as part of the growing roster of guest characters included in the Season Pass.  Players can venture through Pac-Village, eat up Pac-Dots, & escape the iconic Maze in the Pac-Man Mobile. Play Video The all-new Competition Trailer showcased even more Sonic Racing action and detailed the various game modes players can look forward to experiencing once the game is released. In Sonic Racing: CrossWorlds, there are tons of ways to compete: Grand Prix – Compete solo or with friends in local splitscreen co-op for first place in one of 7 cups. Racers are awarded points based on their placements at the end of races, and the racer with the most points at the end wins. World Match – Test your skills and compete online against 11 other players. Earn Rank Points, increase your World Rank, and aim for the top. Friend Match – Play with up to 11 other players online in custom lobbies where you can control all aspects of a race such as Speed, Team Size, Course/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets. Race Park – Change up the rules and teams online and offline in this party mode that features six unique race formats. Time Trial – Compete for the best time on individual courses and aim for the top of the Leaderboard Rankings. Custom Match – Play with up to 4 players offline split-screen where you can control all aspects of a race such as Speed, Team Size, Courses/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets. Eagle-eyed fans will also notice that the trailer revealed a few new tracks based on Sonic’s most recent adventures. Kronos Island from Sonic Frontiers makes its debut, featuring iconic ancient architecture strewn across the open fields. Northstar Island from Sonic Superstars arrives colorfully on the scene, with many nods to stage obstacles, local fauna, and even a… giant mechanical dinosaur whale? And Shadow fans, rejoice. The White Space from Shadow Generations has been recreated in glorious detail, down to the Doom’s Eye looming menacingly overhead.  On the racetrack, there’s no shortage of competitive trash talk. Just as Sonic, Shadow, Espio and Jet are shown jockeying for first place and taking their rivalries to the next level, players can look forward to over a thousand voice lines and interactions between their favorite Sonic characters. Ever wonder what a race between Amy and Big the Cat would sound like? You may find out.  On top of all that, it was announced that fans can get their hands on Sonic Racing: CrossWorlds a little sooner than expected during the Open Network Test. This free, limited-time event will take place from August 29 to September 1. Players on PS5 will be able to race online with 12 iconic Sonic characters, compete on 16 courses, and mix and match 42 gadgets to create the ultimate racing machine. Put your driving skills to the test against players worldwide. There might even be a couple of surprises in store…  Come Race on our level when Sonic Racing CrossWorlds zooms onto PS5 and PS4 on September 25! #sonic #racing #crossworlds #pacman #crossover
    Sonic Racing: CrossWorlds – Pac-Man crossover and Open Network Test details
    blog.playstation.com
    Rev your engines, racers, there’s new Sonic Racing: CrossWorlds news that just dropped at Gamescom. Over the past few days, Sonic has dominated the newsfeeds with not one, but two trailer drops, featuring huge reveals.  Play Video The first was a crossover no one saw coming – two iconic retro gaming heroes coming together in a universe-shattering collaboration: Sonic the Hedgehog and Pac-Man playable in each other’s upcoming games. Sonic joins Pac-Man in Pac-Man World 2 Re-Pac for an explosive birthday celebration, featuring Sonic-inspired levels, costumes, and more.  Then, Pac-Man and Team Ghost put their racing skills to the test in Sonic Racing: CrossWorlds as part of the growing roster of guest characters included in the Season Pass.  Players can venture through Pac-Village, eat up Pac-Dots, & escape the iconic Maze in the Pac-Man Mobile. Play Video The all-new Competition Trailer showcased even more Sonic Racing action and detailed the various game modes players can look forward to experiencing once the game is released. In Sonic Racing: CrossWorlds, there are tons of ways to compete: Grand Prix – Compete solo or with friends in local splitscreen co-op for first place in one of 7 cups (comprised of 4 races each). Racers are awarded points based on their placements at the end of races, and the racer with the most points at the end wins. World Match – Test your skills and compete online against 11 other players. Earn Rank Points, increase your World Rank, and aim for the top. Friend Match – Play with up to 11 other players online in custom lobbies where you can control all aspects of a race such as Speed, Team Size, Course/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets. Race Park – Change up the rules and teams online and offline in this party mode that features six unique race formats. Time Trial – Compete for the best time on individual courses and aim for the top of the Leaderboard Rankings. Custom Match – Play with up to 4 players offline split-screen where you can control all aspects of a race such as Speed, Team Size, Courses/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets. Eagle-eyed fans will also notice that the trailer revealed a few new tracks based on Sonic’s most recent adventures. Kronos Island from Sonic Frontiers makes its debut, featuring iconic ancient architecture strewn across the open fields. Northstar Island from Sonic Superstars arrives colorfully on the scene, with many nods to stage obstacles, local fauna, and even a… giant mechanical dinosaur whale? And Shadow fans, rejoice. The White Space from Shadow Generations has been recreated in glorious detail, down to the Doom’s Eye looming menacingly overhead.  On the racetrack, there’s no shortage of competitive trash talk. Just as Sonic, Shadow, Espio and Jet are shown jockeying for first place and taking their rivalries to the next level, players can look forward to over a thousand voice lines and interactions between their favorite Sonic characters. Ever wonder what a race between Amy and Big the Cat would sound like? You may find out.  On top of all that, it was announced that fans can get their hands on Sonic Racing: CrossWorlds a little sooner than expected during the Open Network Test. This free, limited-time event will take place from August 29 to September 1. Players on PS5 will be able to race online with 12 iconic Sonic characters, compete on 16 courses (9 main courses & 7 CrossWorlds), and mix and match 42 gadgets to create the ultimate racing machine. Put your driving skills to the test against players worldwide. There might even be a couple of surprises in store…  Come Race on our level when Sonic Racing CrossWorlds zooms onto PS5 and PS4 on September 25!
    2 Comments ·0 Shares
More Results
ollo https://www.ollo.ws