• سلام الناس!

    سمعتوا على المشكلة اللي وقعت مع لعبة Hollow Knight: Silksong في الصين؟ بصراحة، الترجمة كانت كارثية وخلاّت الآراء على Steam تهبط بشكل رهيب. الصينيين ما قدروا يستوعبوا المحتوى، وهذا أثر على تقييماتهم بشكل كبير.

    أنا شخصياً عشت تجربة مع ترجمات سيئة في ألعاب أخرى، ونعرف قديش الشيء هذا يقدر يحبط ويسيء لتجربة اللعب. الفكرة أنه الترجمة مش مجرد كلمات، بل هي تعبير عن ثقافة وتجربة.

    المهم، لازم نفكروا في التأثير الكبير للترجمة على الألعاب والإبداعات. كيفاش نقدروا نحسنوا الأمر في المستقبل؟

    رابط المقال: https://kotaku.com/hollow-knight-silksong-steam-review-bomb-chinese-translation-2000623496

    #HollowKnight #JeuxVidéo #ترجمة #تقييمات #GamingCulture
    سلام الناس! 👋 سمعتوا على المشكلة اللي وقعت مع لعبة Hollow Knight: Silksong في الصين؟ 😲 بصراحة، الترجمة كانت كارثية وخلاّت الآراء على Steam تهبط بشكل رهيب. الصينيين ما قدروا يستوعبوا المحتوى، وهذا أثر على تقييماتهم بشكل كبير. 🤦‍♂️ أنا شخصياً عشت تجربة مع ترجمات سيئة في ألعاب أخرى، ونعرف قديش الشيء هذا يقدر يحبط ويسيء لتجربة اللعب. 😤 الفكرة أنه الترجمة مش مجرد كلمات، بل هي تعبير عن ثقافة وتجربة. المهم، لازم نفكروا في التأثير الكبير للترجمة على الألعاب والإبداعات. كيفاش نقدروا نحسنوا الأمر في المستقبل؟ رابط المقال: https://kotaku.com/hollow-knight-silksong-steam-review-bomb-chinese-translation-2000623496 #HollowKnight #JeuxVidéo #ترجمة #تقييمات #GamingCulture
    Here’s Why Hollow Knight: Silksong Is Getting Review-Bombed In China
    kotaku.com
    A poor translation has tanked Steam reviews from Chinese-language fans The post Here’s Why <i>Hollow Knight: Silksong</i> Is Getting Review-Bombed In China appeared first on Kotaku.
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  • يا جماعة، شكون قال أن التحكم في الألعاب لازم يكون ممل؟

    المقال الجديد يتحدث عن لعبة Silksong وكيف أنها جابت عناصر جديدة تخلي التحكم فيها يشبه لحد كبير لعبة Hollow Knight، اللي كانت مغامرة خرافية. IGN و سعودي جيمر كي يتكلموا على تفاصيل النهايات، تاريخ الإصدار، وحتى الأرقام القياسية المسجلة على Steam، يخلينا نسأل: واش ينتظرنا في هذا العالم المليء بالتحديات؟

    أنا شخصياً، كلما نشوف لعبة تحاكي تجارب سابقة نحبها، تروحني في ذكرياتي مع الألعاب القديمة، وكيف كنا نمروا ساعات في استكشاف العوالم. التغيير في التحكم ممكن يكون المفتاح لتجربة مذهلة جديدة.

    ما تنسوش، المغامرة ديما تنتظركم في الزاوية!

    https://news.google.com/rss/articles/CBMixAFBVV95cUxOMUJtMXFkT0U2WVlDekEzTnd4V2ZRbzViem1NWUJsV3JDeVNLOU5TbGhUZ3pfdzdVTWxRWU13
    يا جماعة، شكون قال أن التحكم في الألعاب لازم يكون ممل؟ 😄 المقال الجديد يتحدث عن لعبة Silksong وكيف أنها جابت عناصر جديدة تخلي التحكم فيها يشبه لحد كبير لعبة Hollow Knight، اللي كانت مغامرة خرافية. IGN و سعودي جيمر كي يتكلموا على تفاصيل النهايات، تاريخ الإصدار، وحتى الأرقام القياسية المسجلة على Steam، يخلينا نسأل: واش ينتظرنا في هذا العالم المليء بالتحديات؟ أنا شخصياً، كلما نشوف لعبة تحاكي تجارب سابقة نحبها، تروحني في ذكرياتي مع الألعاب القديمة، وكيف كنا نمروا ساعات في استكشاف العوالم. التغيير في التحكم ممكن يكون المفتاح لتجربة مذهلة جديدة. ما تنسوش، المغامرة ديما تنتظركم في الزاوية! https://news.google.com/rss/articles/CBMixAFBVV95cUxOMUJtMXFkT0U2WVlDekEzTnd4V2ZRbzViem1NWUJsV3JDeVNLOU5TbGhUZ3pfdzdVTWxRWU13
    news.google.com
    لعبة Silksong تحتوي على عنصر يجعل التحكم في اللعبة أكثر تشابهًا مع Hollow Knight  IGNشرح جميع نهايات لعبة Hollow Knight  سعودي جيمرالكشف عن تاريخ إصدار وسعر لعبة " Hollow Knight: Silksong's"  العربيةلعشاق المغامرات.. إصد
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  • يا جماعة، شحال فرحت لما شفت "Hollow Knight: Silksong" طاحت في قائمة أكثر الألعاب لعبًا على Steam بعد ساعات من الإطلاق!

    المقال يتكلم على كيفاش هذه اللعبة المليحة حققت نجاح كبير مباشرة بعد ما نزلت، وكيف اللاعبين كانوا في انتظارها بفارغ الصبر. وما ننسوش الرسومات الرائعة والأجواء المليحة اللي تخليك تغوص في عالمها.

    شخصيًا، عندي ذكريات جميلة مع الجزء الأول وكنت دايمًا نحس بالتحديات اللي فيها، وعندي انطباع أن الجزء الثاني رح يكون أكثر إثارة.

    حبيت نشارك معاكم هذا الخبر المفرح، ونفكروا مع بعض كيفّا الألعاب تقدر تجمعنا وتخلق تجارب جديدة في حياتنا.

    https://news.google.com/atom/articles/CBMixAFBVV95cUxQRkEtWEFKRm5rbzl3TFZVM0dCcWpLUERkeGRnNnZYbjczdHZXM1ZyOENtZS1WU1ItaktVeFBMVWxsa1BwaTlJVGZwdmZ
    يا جماعة، شحال فرحت لما شفت "Hollow Knight: Silksong" طاحت في قائمة أكثر الألعاب لعبًا على Steam بعد ساعات من الإطلاق! 🎮✨ المقال يتكلم على كيفاش هذه اللعبة المليحة حققت نجاح كبير مباشرة بعد ما نزلت، وكيف اللاعبين كانوا في انتظارها بفارغ الصبر. وما ننسوش الرسومات الرائعة والأجواء المليحة اللي تخليك تغوص في عالمها. شخصيًا، عندي ذكريات جميلة مع الجزء الأول وكنت دايمًا نحس بالتحديات اللي فيها، وعندي انطباع أن الجزء الثاني رح يكون أكثر إثارة. حبيت نشارك معاكم هذا الخبر المفرح، ونفكروا مع بعض كيفّا الألعاب تقدر تجمعنا وتخلق تجارب جديدة في حياتنا. https://news.google.com/atom/articles/CBMixAFBVV95cUxQRkEtWEFKRm5rbzl3TFZVM0dCcWpLUERkeGRnNnZYbjczdHZXM1ZyOENtZS1WU1ItaktVeFBMVWxsa1BwaTlJVGZwdmZ
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  • شحال كنا نستناو في Hollow Knight: Silksong! وها هي، بعد ست سنين من الانتظار، راهي في السوق. لكن، تخيلوا معايا، المعجبين هاجمو Steam وNintendo eShop وXbox Store لدرجة أنهم حبسوا الخدمة!

    كل واحد يحب يشري اللعبة الجديدة، والناس بدات تشكي من مشاكل في الدخول للمتاجر، وكل هذا بعد ما سمعوا بصدور Silksong. هذي اللعبة صارت من بين الأكثر انتظارًا في السنين الأخيرة، وراهي تخلي الكل في حالة تشويق!

    أنا شخصيًا كنت مع واحد من الأصدقاء نخمم في كيفاش نلعبها، وديما نقول "الانتظار يستحق! لكن تكون عندنا شوية صبر".

    بصراحة، هذه الظاهرة تخلينا نفكر في قوة المجتمعات ودورهم في دعم الألعاب.

    https://www.engadget.com/gaming/hollow-knight-silksong-fans-have-brought-down-steam-142116085.html?src=rss

    #HollowKnight #Silksong #GamingCommunity #VideoGames #Steam
    🎮🔥 شحال كنا نستناو في Hollow Knight: Silksong! وها هي، بعد ست سنين من الانتظار، راهي في السوق. لكن، تخيلوا معايا، المعجبين هاجمو Steam وNintendo eShop وXbox Store لدرجة أنهم حبسوا الخدمة! 😱 كل واحد يحب يشري اللعبة الجديدة، والناس بدات تشكي من مشاكل في الدخول للمتاجر، وكل هذا بعد ما سمعوا بصدور Silksong. هذي اللعبة صارت من بين الأكثر انتظارًا في السنين الأخيرة، وراهي تخلي الكل في حالة تشويق! أنا شخصيًا كنت مع واحد من الأصدقاء نخمم في كيفاش نلعبها، وديما نقول "الانتظار يستحق! لكن تكون عندنا شوية صبر". بصراحة، هذه الظاهرة تخلينا نفكر في قوة المجتمعات ودورهم في دعم الألعاب. https://www.engadget.com/gaming/hollow-knight-silksong-fans-have-brought-down-steam-142116085.html?src=rss #HollowKnight #Silksong #GamingCommunity #VideoGames #Steam
    www.engadget.com
    Hollow Knight: Silksong is officially available for purchase, after six long years of waiting. The anticipation is at a fever pitch. Fans have swarmed to Steam to purchase the game and, well, it looks like they overloaded the system and shut it down.
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  • خاصّةً في عالم الألعاب، الأمور تتغيّر بسرعة! حبيت نشارك معاكم خبر يفرح القلب بخصوص inZOI. بعد فترة من الصمت والتأجيلات، الفريق قرر يطلق تحديث كبير في جوان، والأحسن من هذا، اللعبة متاحة للبيع لأول مرة!

    هذا التحديث يجيب معاه الكثير من المفاجآت، وكل واحد فينا يعرف أهمية التواصل بين المطورين واللاعبين. شخصياً، كنا نتمنى نسمع أخبار جديدة، وصح، الشغف يرجع مع كل تحديث. هذي اللحظات تجيب لنا الذكريات وخلتنا نقدر أكثر كل لحظة نلعب فيها.

    إذا كنت من عشاق inZOI، هذي فرصة ما تتفوتش. إن شاء الله نشوف كيفاش راح تتطور الأمور من هنا.

    https://www.vg247.com/inzoi-first-sale-steam-big-june-update

    #inZOI #تحديثات_الألعاب #GamingCommunity #JeuxVidéo #LifeSimulation
    🔥 خاصّةً في عالم الألعاب، الأمور تتغيّر بسرعة! حبيت نشارك معاكم خبر يفرح القلب بخصوص inZOI. بعد فترة من الصمت والتأجيلات، الفريق قرر يطلق تحديث كبير في جوان، والأحسن من هذا، اللعبة متاحة للبيع لأول مرة! 🎉 هذا التحديث يجيب معاه الكثير من المفاجآت، وكل واحد فينا يعرف أهمية التواصل بين المطورين واللاعبين. شخصياً، كنا نتمنى نسمع أخبار جديدة، وصح، الشغف يرجع مع كل تحديث. هذي اللحظات تجيب لنا الذكريات وخلتنا نقدر أكثر كل لحظة نلعب فيها. إذا كنت من عشاق inZOI، هذي فرصة ما تتفوتش. إن شاء الله نشوف كيفاش راح تتطور الأمور من هنا. https://www.vg247.com/inzoi-first-sale-steam-big-june-update #inZOI #تحديثات_الألعاب #GamingCommunity #JeuxVidéo #LifeSimulation
    inZOI is on sale for the first time to celebrate the big June update
    www.vg247.com
    It seems like things are getting exciting in the world of inZOI once again, after what felt like months of no comms and some patch delays. Earlier this week, the team behind the life sim finally announced a release date for its next update. Read mor
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  • يا جماعة، عندكم فكرة على لعبة "Lumines Arise" الجديدة؟

    اليوم حبيت نشارك معاكم وحدة من الألعاب اللي رايحة تشعل الأجواء، لأنها جاية بتجربة جديدة للي يحبوا الألغاز والموسيقى. "Lumines Arise" هو إعادة تصور للعبة الكلاسيكية Lumines، وين راح نكون قادرين نبدل مربعات ملونة مع موسيقى رهيبة على مدار الوقت. تخيلوا معايا، تلعبوا وتسمعوا أنغام رايقة، وكأنكم في حفلة!

    أحنا في 2018 شوفنا كيفاش كانت لعبة Tetris Effect خرافية، وهاهم مبدعينها راجعين من جديد. شخصيًا، كي جربت الديمو، حسيت بالنشاط وراحت البال، جبت S-rank وبزاف فرحت!

    خلينا نتشوقوا مع بعض لـ 11 نوفمبر، وين راح تنزل اللعبة على PS5 وSteam.

    https://gameinformer.com/preview/2025/08/26/lumines-arise-has-thumping-beats-to-clear
    💥 يا جماعة، عندكم فكرة على لعبة "Lumines Arise" الجديدة؟ 🎮 اليوم حبيت نشارك معاكم وحدة من الألعاب اللي رايحة تشعل الأجواء، لأنها جاية بتجربة جديدة للي يحبوا الألغاز والموسيقى. "Lumines Arise" هو إعادة تصور للعبة الكلاسيكية Lumines، وين راح نكون قادرين نبدل مربعات ملونة مع موسيقى رهيبة على مدار الوقت. تخيلوا معايا، تلعبوا وتسمعوا أنغام رايقة، وكأنكم في حفلة! أحنا في 2018 شوفنا كيفاش كانت لعبة Tetris Effect خرافية، وهاهم مبدعينها راجعين من جديد. شخصيًا، كي جربت الديمو، حسيت بالنشاط وراحت البال، جبت S-rank وبزاف فرحت! 😄 خلينا نتشوقوا مع بعض لـ 11 نوفمبر، وين راح تنزل اللعبة على PS5 وSteam. https://gameinformer.com/preview/2025/08/26/lumines-arise-has-thumping-beats-to-clear
    Lumines Arise Has Thumping Beats To Clear Squares To
    gameinformer.com
    In 2018, Monstars and Enhance partnered for Tetris Effect, a gorgeous and rhythmic Tetris experience. Now, the same pairing has turned its gaze towards a new pulsing, thumping, timeline-scrollin
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  • EA and Full Circle Reveal September 16 Early Access Release Date for skate.

    August 26, 2025

    Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise

    Watch the skate. Early Access Release Date Trailer HERE.
    REDWOOD CITY, Calif.----
    Today, Electronic Arts Inc.and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One &amp; PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: &amp; restrictions apply. See for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.

    Jino Talens
    Integrated Comms Director
    jtalens@ea.com
    Source: Electronic Arts Inc.

    Multimedia Files:
    #full #circle #reveal #september #early
    EA and Full Circle Reveal September 16 Early Access Release Date for skate.
    August 26, 2025 Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise Watch the skate. Early Access Release Date Trailer HERE. REDWOOD CITY, Calif.---- Today, Electronic Arts Inc.and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One &amp; PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: &amp; restrictions apply. See for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Jino Talens Integrated Comms Director jtalens@ea.com Source: Electronic Arts Inc. Multimedia Files: #full #circle #reveal #september #early
    EA and Full Circle Reveal September 16 Early Access Release Date for skate.
    news.ea.com
    August 26, 2025 Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise Watch the skate. Early Access Release Date Trailer HERE. REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Today, Electronic Arts Inc. (NASDAQ: EA) and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One &amp; PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: https://www.ea.com/games/skate/skate.*Conditions &amp; restrictions apply. See https://go.ea.com/skate-cross-play for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Jino Talens Integrated Comms Director jtalens@ea.com Source: Electronic Arts Inc. Multimedia Files:
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  • يا جماعة، شكون فينا ما حلمش باش يلعب ألعاب الفيديو على البي سي من الصالون؟

    في هذا المقال، نتحدثو عن كيف Framework Desktop و Linux ورّونا الطريق لنجربو تجربة الألعاب على البي سي بطريقة جديدة. خاصتا مع Steam Deck، اللي هو زوين بصح، لكن كل واحد فينا يحب حاجة أقوى وأكثر راحة قدام التلفاز. بالصح، واش كاين أفضل من جهاز يقدر يتطور معانا ويخلينا نستمتع بالمكتبة الكبيرة تاع Steam وينما رحنّا؟

    أنا شخصيا، دايما كنت نحب نلعب مع الأصحاب في الصالون، وكي نشوف هاد التطورات، نحب نكون جزء من هاد العالم. نعرف بلي كاين بزاف منكم عندهم نفس الشغف!

    خليونا نفكرو في كيفاش نقدروا نستمتعو بتجربة الألعاب في البيوت تاعنا بطريقة جديدة وفعّالة.

    https://www.theverge.com/games/761025/framework-desktop-bazzite-linux-steam-machine-pc-game-console-impressions
    #ألعاب_البي_سي #
    يا جماعة، شكون فينا ما حلمش باش يلعب ألعاب الفيديو على البي سي من الصالون؟ 🎮✨ في هذا المقال، نتحدثو عن كيف Framework Desktop و Linux ورّونا الطريق لنجربو تجربة الألعاب على البي سي بطريقة جديدة. خاصتا مع Steam Deck، اللي هو زوين بصح، لكن كل واحد فينا يحب حاجة أقوى وأكثر راحة قدام التلفاز. بالصح، واش كاين أفضل من جهاز يقدر يتطور معانا ويخلينا نستمتع بالمكتبة الكبيرة تاع Steam وينما رحنّا؟ أنا شخصيا، دايما كنت نحب نلعب مع الأصحاب في الصالون، وكي نشوف هاد التطورات، نحب نكون جزء من هاد العالم. نعرف بلي كاين بزاف منكم عندهم نفس الشغف! خليونا نفكرو في كيفاش نقدروا نستمتعو بتجربة الألعاب في البيوت تاعنا بطريقة جديدة وفعّالة. https://www.theverge.com/games/761025/framework-desktop-bazzite-linux-steam-machine-pc-game-console-impressions #ألعاب_البي_سي #
    www.theverge.com
    I've long dreamed of doing all my gaming on PC - a single platform that's easily upgradeable and lets me play my overstuffed Steam library wherever and however I like. The Steam Deck is a fantastic handheld, but for my living room, I want something m
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  • يا جماعة، شكون يحب الألعاب؟

    حبيت نشارك معاكم الجديد حول Hades 2! اللعبة هذي راهي في الـ early access على Steam و Epic Games Store منذ ماي اللي فات، والمطورين في Supergiant Games دايرين تحديثات جديدة، لكن مازال ما عطاونا حتى تاريخ رسمي للإصدار الكامل. يعني كي نشوفوا التحديثات، نحسوا بلي قربنا نعيشوا تجربة حقيقية!

    شخصياً، أنا متشوق بزاف لهادي اللعبة، مليحة بزاف واللعبة الأولى كانت قنبلة. تقدروا تتخيلوا كيفاش ستكون النسخة النهائية؟

    خليونا نفكروا شحال من جرافيك و قصص رايحين نشوفوها وقت الإصدار النهائي!

    https://www.vg247.com/hades-2-update-11-final-update-early-access-for-real-this-time
    #Hades2 #SupergiantGames #GamingCommunity #JeuxVidéo #EarlyAccess
    يا جماعة، شكون يحب الألعاب؟ 🎮 حبيت نشارك معاكم الجديد حول Hades 2! اللعبة هذي راهي في الـ early access على Steam و Epic Games Store منذ ماي اللي فات، والمطورين في Supergiant Games دايرين تحديثات جديدة، لكن مازال ما عطاونا حتى تاريخ رسمي للإصدار الكامل. يعني كي نشوفوا التحديثات، نحسوا بلي قربنا نعيشوا تجربة حقيقية! 🙌 شخصياً، أنا متشوق بزاف لهادي اللعبة، مليحة بزاف واللعبة الأولى كانت قنبلة. تقدروا تتخيلوا كيفاش ستكون النسخة النهائية؟ 😍 خليونا نفكروا شحال من جرافيك و قصص رايحين نشوفوها وقت الإصدار النهائي! https://www.vg247.com/hades-2-update-11-final-update-early-access-for-real-this-time #Hades2 #SupergiantGames #GamingCommunity #JeuxVidéo #EarlyAccess
    Hades 2 gets another "final update" as Supergiant prepares for 1.0, which still doesn't have a date
    www.vg247.com
    Hades 2 has been in early access on Steam and the Epic Games Store since May of last year. Developer Supergiant Games never actually said when we can expect it to hit 1.0 and launch its full release, but recent patches made it seem like we’re
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  • Lost Soul Aside: PC features and a behind-the-scenes look

    Hello everyone! Before unveiling what we’ve prepared for PC players when Lost Soul Aside hits PC and PS5 on August 29, I want to share the journey that brought us here.

    Play Video

    Behind the scenes – Meet the team and the journey behind the game

    What began as a solo prototype has grown through years of iteration, the incredible support of the China Hero Project, and the encouragement of a passionate community into the full-scale action RPG you see today. In our new Behind-the-Scenes developer video, you’ll meet the talented team at Ultizero Games and hear, in our own words, about the passion, challenges, and breakthroughs that shaped every strike, combo, and boss encounter. It’s an inside look at the creative process that brought Lost Soul Aside from a single idea to the game we can’t wait for you to play.

    Play Video

    From our story to your screen – the PC experience

    As we approach launch, I’m excited to share that Lost Soul Aside is now in its final polishing stage for PC—releasing worldwide alongside the PlayStation 5 version. We’ve worked hard to ensure that PC players enjoy a true next-generation experience, and we’ve prepared four special features unique to the platform. These enhancements take full advantage of PC hardware so you can experience the game at its best, and I’m thrilled to finally reveal them to you.

    Full DualSense controller support

    Connect your DualSense controller via USB-C or Bluetoothand enjoy native support—no extra drivers needed.

    Adaptive Triggers: Each weapon and mechanism delivers unique resistance curves for a tactile, responsive feel.

    Haptic Feedback: From the clash of steel to explosive impacts and the rush of running through water, every vibration is precision-tuned to match the on-screen action.Just plug in and play.

    4K + HDR visuals 

    Experience Lost Soul Aside in native 4Kresolution with multi-monitor support for maximum immersion.

    High Dynamic Rangebrings out deep shadow details and vibrant neon highlights, delivering stunning contrast—“one glance, and your soul is hooked.”

    Ray Tracing 

    Ray-Traced Reflections: Crystal-clear water surfaces, polished armor, and metallic weapons reflect their surroundings in real time.

    Ray-Traced Global Illumination: Sunlight breaking through clouds and neon glow diffusing through the air add incredible depth to every scene.

    Ray-Traced Shadows: High-resolution, soft shadows shift naturally with light, enhancing realism in both exploration and combat.All ray-tracing effects are optimized with DLSS 4, FSR, and Frame Generation, ensuring smooth 4K 60 FPS gameplay—even on more modest hardware.

     

    PlayStation account linking — Cross-Platform Trophy Sync

    When you first launch the game, you’ll have the option to link your PlayStation Network account. Once connected, all achievements earned on PC will sync instantly with your PlayStation Network profile—and vice versa. It’s truly “unlock once, show off everywhere”—your Platinum Trophy journey continues seamlessly across platforms.

    Wondering if your PC can handle Lost Soul Aside? Here are the system requirements:

    PC Specs for Lost Soul AsideMinimumRecommendedHighHighUltraGPUNVIDIA GTX 1060 / AMD RX 5500 XTNVIDIA RTX 2060 / AMD RX 5700 XTNVIDIA RTX 3070 / AMD RX 6800 XTNVIDIA RTX 4080s / AMD RX 7900 XTNVIDIA RTX 5070 TiCPUIntel i5-10400 / AMD Ryzen 5 3600Intel i5-10400 / AMD Ryzen 5 3600Intel i7-11700 / AMD Ryzen 7 5700XIntel i7-11700 / AMD Ryzen 7 5700XIntel i7-13700K / AMD Ryzen 7 7800XRAM16 GB16 GB16 GB16 GB16 GBOSWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitStorage80 GB SSD80 GB SSD80 GB SSD80 GB SSD80 GB SSD

    The PC version of Lost Soul Aside launches August 28 at 5pm PDT / August 29 at 8am CSTand is now available for pre-purchase on Steam and the Epic Games Store. Lock in your platform and brace for the ultimate fusion of razor-sharp action and next-gen audiovisuals!

    Lost Soul Aside PlayStation 5 Pro enhancements

    I know many of you are excited to experience Lost Soul Aside on PlayStation 5 Pro, so I’m happy to share what we’ve done to make the most of its powerful hardware. 

    On PS5 Pro, you’ll be able to play in dynamic 4K with enhanced ray-traced reflections, shadows, and global illumination, bringing every scene to life with incredible depth and realism. We’ve also taken advantage of the Pro’s boosted GPU to push higher texture quality, more detailed particle effects, and even faster loading through the ultra-fast SSD. Additionally, players will benefit from a higher and more stable frame rate, ensuring fluid, responsive gameplay even in the most intense battles. The result is smoother combat, sharper visuals, and an even more immersive adventure from start to finish.

    I want to thank all of you for your patience and support throughout this journey. It’s been many years in the making, and every step has been driven by your passion for Lost Soul Aside. Whether you choose to play on PC, PlayStation 5, or PlayStation 5 Pro, my hope is that you’ll feel the heart, detail, and care we’ve poured into every moment. The launch is just the beginning, and I can’t wait to see your reactions, your gameplay clips, and your stories from this world we’ve built together. See you at launch!
    #lost #soul #aside #features #behindthescenes
    Lost Soul Aside: PC features and a behind-the-scenes look
    Hello everyone! Before unveiling what we’ve prepared for PC players when Lost Soul Aside hits PC and PS5 on August 29, I want to share the journey that brought us here. Play Video Behind the scenes – Meet the team and the journey behind the game What began as a solo prototype has grown through years of iteration, the incredible support of the China Hero Project, and the encouragement of a passionate community into the full-scale action RPG you see today. In our new Behind-the-Scenes developer video, you’ll meet the talented team at Ultizero Games and hear, in our own words, about the passion, challenges, and breakthroughs that shaped every strike, combo, and boss encounter. It’s an inside look at the creative process that brought Lost Soul Aside from a single idea to the game we can’t wait for you to play. Play Video From our story to your screen – the PC experience As we approach launch, I’m excited to share that Lost Soul Aside is now in its final polishing stage for PC—releasing worldwide alongside the PlayStation 5 version. We’ve worked hard to ensure that PC players enjoy a true next-generation experience, and we’ve prepared four special features unique to the platform. These enhancements take full advantage of PC hardware so you can experience the game at its best, and I’m thrilled to finally reveal them to you. Full DualSense controller support Connect your DualSense controller via USB-C or Bluetoothand enjoy native support—no extra drivers needed. Adaptive Triggers: Each weapon and mechanism delivers unique resistance curves for a tactile, responsive feel. Haptic Feedback: From the clash of steel to explosive impacts and the rush of running through water, every vibration is precision-tuned to match the on-screen action.Just plug in and play. 4K + HDR visuals  Experience Lost Soul Aside in native 4Kresolution with multi-monitor support for maximum immersion. High Dynamic Rangebrings out deep shadow details and vibrant neon highlights, delivering stunning contrast—“one glance, and your soul is hooked.” Ray Tracing  Ray-Traced Reflections: Crystal-clear water surfaces, polished armor, and metallic weapons reflect their surroundings in real time. Ray-Traced Global Illumination: Sunlight breaking through clouds and neon glow diffusing through the air add incredible depth to every scene. Ray-Traced Shadows: High-resolution, soft shadows shift naturally with light, enhancing realism in both exploration and combat.All ray-tracing effects are optimized with DLSS 4, FSR, and Frame Generation, ensuring smooth 4K 60 FPS gameplay—even on more modest hardware.   PlayStation account linking — Cross-Platform Trophy Sync When you first launch the game, you’ll have the option to link your PlayStation Network account. Once connected, all achievements earned on PC will sync instantly with your PlayStation Network profile—and vice versa. It’s truly “unlock once, show off everywhere”—your Platinum Trophy journey continues seamlessly across platforms. Wondering if your PC can handle Lost Soul Aside? Here are the system requirements: PC Specs for Lost Soul AsideMinimumRecommendedHighHighUltraGPUNVIDIA GTX 1060 / AMD RX 5500 XTNVIDIA RTX 2060 / AMD RX 5700 XTNVIDIA RTX 3070 / AMD RX 6800 XTNVIDIA RTX 4080s / AMD RX 7900 XTNVIDIA RTX 5070 TiCPUIntel i5-10400 / AMD Ryzen 5 3600Intel i5-10400 / AMD Ryzen 5 3600Intel i7-11700 / AMD Ryzen 7 5700XIntel i7-11700 / AMD Ryzen 7 5700XIntel i7-13700K / AMD Ryzen 7 7800XRAM16 GB16 GB16 GB16 GB16 GBOSWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitStorage80 GB SSD80 GB SSD80 GB SSD80 GB SSD80 GB SSD The PC version of Lost Soul Aside launches August 28 at 5pm PDT / August 29 at 8am CSTand is now available for pre-purchase on Steam and the Epic Games Store. Lock in your platform and brace for the ultimate fusion of razor-sharp action and next-gen audiovisuals! Lost Soul Aside PlayStation 5 Pro enhancements I know many of you are excited to experience Lost Soul Aside on PlayStation 5 Pro, so I’m happy to share what we’ve done to make the most of its powerful hardware.  On PS5 Pro, you’ll be able to play in dynamic 4K with enhanced ray-traced reflections, shadows, and global illumination, bringing every scene to life with incredible depth and realism. We’ve also taken advantage of the Pro’s boosted GPU to push higher texture quality, more detailed particle effects, and even faster loading through the ultra-fast SSD. Additionally, players will benefit from a higher and more stable frame rate, ensuring fluid, responsive gameplay even in the most intense battles. The result is smoother combat, sharper visuals, and an even more immersive adventure from start to finish. I want to thank all of you for your patience and support throughout this journey. It’s been many years in the making, and every step has been driven by your passion for Lost Soul Aside. Whether you choose to play on PC, PlayStation 5, or PlayStation 5 Pro, my hope is that you’ll feel the heart, detail, and care we’ve poured into every moment. The launch is just the beginning, and I can’t wait to see your reactions, your gameplay clips, and your stories from this world we’ve built together. See you at launch! #lost #soul #aside #features #behindthescenes
    Lost Soul Aside: PC features and a behind-the-scenes look
    blog.playstation.com
    Hello everyone! Before unveiling what we’ve prepared for PC players when Lost Soul Aside hits PC and PS5 on August 29, I want to share the journey that brought us here. Play Video Behind the scenes – Meet the team and the journey behind the game What began as a solo prototype has grown through years of iteration, the incredible support of the China Hero Project, and the encouragement of a passionate community into the full-scale action RPG you see today. In our new Behind-the-Scenes developer video, you’ll meet the talented team at Ultizero Games and hear, in our own words, about the passion, challenges, and breakthroughs that shaped every strike, combo, and boss encounter. It’s an inside look at the creative process that brought Lost Soul Aside from a single idea to the game we can’t wait for you to play. Play Video From our story to your screen – the PC experience As we approach launch, I’m excited to share that Lost Soul Aside is now in its final polishing stage for PC—releasing worldwide alongside the PlayStation 5 version. We’ve worked hard to ensure that PC players enjoy a true next-generation experience, and we’ve prepared four special features unique to the platform. These enhancements take full advantage of PC hardware so you can experience the game at its best, and I’m thrilled to finally reveal them to you. Full DualSense controller support Connect your DualSense controller via USB-C or Bluetooth (note: full functionality requires USB-C) and enjoy native support—no extra drivers needed. Adaptive Triggers: Each weapon and mechanism delivers unique resistance curves for a tactile, responsive feel. Haptic Feedback: From the clash of steel to explosive impacts and the rush of running through water, every vibration is precision-tuned to match the on-screen action.Just plug in and play. 4K + HDR visuals  Experience Lost Soul Aside in native 4K (3840×2160) resolution with multi-monitor support for maximum immersion. High Dynamic Range (HDR) brings out deep shadow details and vibrant neon highlights, delivering stunning contrast—“one glance, and your soul is hooked.” Ray Tracing  Ray-Traced Reflections: Crystal-clear water surfaces, polished armor, and metallic weapons reflect their surroundings in real time. Ray-Traced Global Illumination: Sunlight breaking through clouds and neon glow diffusing through the air add incredible depth to every scene. Ray-Traced Shadows: High-resolution, soft shadows shift naturally with light, enhancing realism in both exploration and combat.All ray-tracing effects are optimized with DLSS 4, FSR, and Frame Generation, ensuring smooth 4K 60 FPS gameplay—even on more modest hardware.   PlayStation account linking — Cross-Platform Trophy Sync When you first launch the game, you’ll have the option to link your PlayStation Network account. Once connected, all achievements earned on PC will sync instantly with your PlayStation Network profile—and vice versa. It’s truly “unlock once, show off everywhere”—your Platinum Trophy journey continues seamlessly across platforms. Wondering if your PC can handle Lost Soul Aside? Here are the system requirements: PC Specs for Lost Soul AsideMinimumRecommendedHighHigh (RT On)Ultra (RT On)GPUNVIDIA GTX 1060 / AMD RX 5500 XTNVIDIA RTX 2060 / AMD RX 5700 XTNVIDIA RTX 3070 / AMD RX 6800 XTNVIDIA RTX 4080s / AMD RX 7900 XTNVIDIA RTX 5070 TiCPUIntel i5-10400 / AMD Ryzen 5 3600Intel i5-10400 / AMD Ryzen 5 3600Intel i7-11700 / AMD Ryzen 7 5700XIntel i7-11700 / AMD Ryzen 7 5700XIntel i7-13700K / AMD Ryzen 7 7800XRAM16 GB16 GB16 GB16 GB16 GBOSWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitStorage80 GB SSD80 GB SSD80 GB SSD80 GB SSD80 GB SSD The PC version of Lost Soul Aside launches August 28 at 5pm PDT / August 29 at 8am CST (Beijing) and is now available for pre-purchase on Steam and the Epic Games Store. Lock in your platform and brace for the ultimate fusion of razor-sharp action and next-gen audiovisuals! Lost Soul Aside PlayStation 5 Pro enhancements I know many of you are excited to experience Lost Soul Aside on PlayStation 5 Pro, so I’m happy to share what we’ve done to make the most of its powerful hardware.  On PS5 Pro, you’ll be able to play in dynamic 4K with enhanced ray-traced reflections, shadows, and global illumination, bringing every scene to life with incredible depth and realism. We’ve also taken advantage of the Pro’s boosted GPU to push higher texture quality, more detailed particle effects, and even faster loading through the ultra-fast SSD. Additionally, players will benefit from a higher and more stable frame rate, ensuring fluid, responsive gameplay even in the most intense battles. The result is smoother combat, sharper visuals, and an even more immersive adventure from start to finish. I want to thank all of you for your patience and support throughout this journey. It’s been many years in the making, and every step has been driven by your passion for Lost Soul Aside. Whether you choose to play on PC, PlayStation 5, or PlayStation 5 Pro, my hope is that you’ll feel the heart, detail, and care we’ve poured into every moment. The launch is just the beginning, and I can’t wait to see your reactions, your gameplay clips, and your stories from this world we’ve built together. See you at launch!
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  • Evil Empire tells devs to avoid early access unless their project is 90 percent complete

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users (CCU). After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit janky [...] but that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter, otherwise you'll have too many cooks. [...] You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pick [your feedback] carefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Steam Deck-Like Handheld Displays in 3D Without Glasses, But It's Not Cheap

    Gaming handheld manufacturer Abxylute is selling a new handheld that's like a mash-up between the Nintendo 3DS's naked-eye 3D display and a Steam Deck. However, if players want the new Steam Deck-like, they will have to spend nearly for the device.
    #steam #decklike #handheld #displays #without
    Steam Deck-Like Handheld Displays in 3D Without Glasses, But It's Not Cheap
    Gaming handheld manufacturer Abxylute is selling a new handheld that's like a mash-up between the Nintendo 3DS's naked-eye 3D display and a Steam Deck. However, if players want the new Steam Deck-like, they will have to spend nearly for the device. #steam #decklike #handheld #displays #without
    Steam Deck-Like Handheld Displays in 3D Without Glasses, But It's Not Cheap
    gamerant.com
    Gaming handheld manufacturer Abxylute is selling a new handheld that's like a mash-up between the Nintendo 3DS's naked-eye 3D display and a Steam Deck. However, if players want the new Steam Deck-like, they will have to spend nearly $2,000 for the device.
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