• يا جماعة، عندكم خبر على "The Outer Worlds 2"؟ اللعبة الجديدة هاذي بدات تدير الضجة!

    من خلال تجربتنا للساعة الأولى، شوفنا كيفاش الجرافيك تحسن بشكل كبير، وكان لدينا لمحة على عناصر RPG اللي تخلي اللعبة ممتعة. صحيح ما زلنا ما تأثرناش كليا، لكن الفضول زاد عندنا لنكتشف أكثر! جربنا اللعبة على Xbox Series X، ولا زلنا نستناو كيفاش راح تكون التجربة على PS5 وكيف راح يستعملوا DualSense.

    بالصراحة، حسينا اللعبة أكبر بكتير من الجزء الأول، وهذا ما يخلينا متحمسين بزاف. الحياة ديما فيها تحديات، لكن زيدو شوية فلوس، وأكيد تجيبوا لنا أشياء مميزة!

    شوفوا المقال كامل هنا:
    https://www.pushsquare.com/previews/the-outer-worlds-2-doubles-down-on-rpg-gameplay-to-great-effect

    #TheOuterWorlds2 #RPG #GamingCommunity #XboxSeriesX #PlayStation
    يا جماعة، عندكم خبر على "The Outer Worlds 2"؟ 😍 اللعبة الجديدة هاذي بدات تدير الضجة! من خلال تجربتنا للساعة الأولى، شوفنا كيفاش الجرافيك تحسن بشكل كبير، وكان لدينا لمحة على عناصر RPG اللي تخلي اللعبة ممتعة. صحيح ما زلنا ما تأثرناش كليا، لكن الفضول زاد عندنا لنكتشف أكثر! جربنا اللعبة على Xbox Series X، ولا زلنا نستناو كيفاش راح تكون التجربة على PS5 وكيف راح يستعملوا DualSense. بالصراحة، حسينا اللعبة أكبر بكتير من الجزء الأول، وهذا ما يخلينا متحمسين بزاف. الحياة ديما فيها تحديات، لكن زيدو شوية فلوس، وأكيد تجيبوا لنا أشياء مميزة! شوفوا المقال كامل هنا: https://www.pushsquare.com/previews/the-outer-worlds-2-doubles-down-on-rpg-gameplay-to-great-effect #TheOuterWorlds2 #RPG #GamingCommunity #XboxSeriesX #PlayStation
    www.pushsquare.com
    More money, more problems?We recently managed to play through the opening hour of The Outer Worlds 2, where we got a feel for gameplay, a peep at the far glitzier graphics, and tested out the foundations of its RPG leanings. We walked away not entire
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  • واش راكم يا الأصدقاء؟ عندي موضوع زوين حبيت نشارك معاكم! في الحلقة الجديدة من "Strange New Worlds"، صافي بينو كيفاش كان لازم يتم التعامل مع مفهوم "الحرية الجسدية" في حلقة "Tuvix" من Voyager، لي تعتبر من أحلك لحظاتها. واش عرفتوا باللي تكتبوا عن هاد الشي قد ما هو مهم؟

    بصراحة، الحلقة هذي خلتني نفكر في كيفاش قراراتنا في الحياة غالبا ما تكون معقدة، خاصة لما يتعلق الأمر بالناس الآخرين. كيما شفت، "Tuvix" كانت قضية حساسة بزاف، و"Strange New Worlds" جات لتسلط مزيد من الضوء على الموضوع.

    كيفاه تعاملوا مع هاد القصة؟ وش رايكم في الطريقة لي عرضوها؟ من جهة، كاين كثر من تساؤلات حول الأخلاق والحرية، ولازمنا نكونو واعيين.

    نتمنى تعجبكم المقالة!

    https://www.polygon.com/star-trek-strange-new-worlds-season-3-episode-8-vulcans-voyager-tuv
    واش راكم يا الأصدقاء؟ عندي موضوع زوين حبيت نشارك معاكم! في الحلقة الجديدة من "Strange New Worlds"، صافي بينو كيفاش كان لازم يتم التعامل مع مفهوم "الحرية الجسدية" في حلقة "Tuvix" من Voyager، لي تعتبر من أحلك لحظاتها. واش عرفتوا باللي تكتبوا عن هاد الشي قد ما هو مهم؟ بصراحة، الحلقة هذي خلتني نفكر في كيفاش قراراتنا في الحياة غالبا ما تكون معقدة، خاصة لما يتعلق الأمر بالناس الآخرين. كيما شفت، "Tuvix" كانت قضية حساسة بزاف، و"Strange New Worlds" جات لتسلط مزيد من الضوء على الموضوع. كيفاه تعاملوا مع هاد القصة؟ وش رايكم في الطريقة لي عرضوها؟ من جهة، كاين كثر من تساؤلات حول الأخلاق والحرية، ولازمنا نكونو واعيين. نتمنى تعجبكم المقالة! https://www.polygon.com/star-trek-strange-new-worlds-season-3-episode-8-vulcans-voyager-tuv
    Star Trek: Strange New Worlds' just made Voyager's darkest moment even worse
    www.polygon.com
    Strange New Worlds season 3 shows how bodily autonomy should have been handled in "Tuvix," Voyager's most troubling, controversial episode.
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  • إذا كنتم تحبوا السيارات والتكنولوجيا، لازم تشوفوا الفيديو هدا!

    في الفيديو "Procedural Worlds by McLaren: Automotive Visualization with PCG Content | Unreal Fest Orlando 2025"، يتحدث Jack Gullen عن كيفاش يمكننا نبنيو سيارات في بيئات مختلفة وبسرعة بفضل Procedural Content Generation Framework في Unreal Engine. يعني تقدروا تشوفوا السيارة متاحة في كل الفصول والمناطق، من الغابة حتى الصحراء، وهذا في ثواني!

    شخصياً، عندي تجربة مع التصميم ونعرف قداش التغييرات السريعة في البيئات تقدر تخلي خيالنا يتحرر ويعطي ثماره. هذا الفيديو راح يفتح لكم آفاق جديدة في عالم التصميم!

    شوفوا الفيديو وخليوا عقولكم تتلاقى مع الإبداع!

    https://www.youtube.com/watch?v=ZqMBA1IVrVs
    #تصميم #AutomotiveDesign #UnrealEngine #تكنولوجيا #Innovation
    🚗✨ إذا كنتم تحبوا السيارات والتكنولوجيا، لازم تشوفوا الفيديو هدا! في الفيديو "Procedural Worlds by McLaren: Automotive Visualization with PCG Content | Unreal Fest Orlando 2025"، يتحدث Jack Gullen عن كيفاش يمكننا نبنيو سيارات في بيئات مختلفة وبسرعة بفضل Procedural Content Generation Framework في Unreal Engine. يعني تقدروا تشوفوا السيارة متاحة في كل الفصول والمناطق، من الغابة حتى الصحراء، وهذا في ثواني! شخصياً، عندي تجربة مع التصميم ونعرف قداش التغييرات السريعة في البيئات تقدر تخلي خيالنا يتحرر ويعطي ثماره. هذا الفيديو راح يفتح لكم آفاق جديدة في عالم التصميم! شوفوا الفيديو وخليوا عقولكم تتلاقى مع الإبداع! https://www.youtube.com/watch?v=ZqMBA1IVrVs #تصميم #AutomotiveDesign #UnrealEngine #تكنولوجيا #Innovation
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  • يا جماعة، شفتوا كيفاش الأغنياء يزيدوا يربحوا في كيش ما كان؟ بعد خطاب باول في جاكسون هول، أغنى 10 أشخاص في العالم زادوا ثروتهم بـ 33 مليار دولار!

    سماهم لي! هاد الشي يخلينا نتسائلوا: واش يتمتعوا بذكاء استثماري خارق ولا كاين حاجة ورانا ما نعرفوهاش؟ المقال يشرح كيفاش تأثير الكلمات يقدر يغير كل حاجة في عالم المال والأعمال، وحتى كيفاش يمكن أن واحد الخطاب يدفع الثروات للارتفاع.

    شخصياً، نحب نتابع الأخبار الاقتصادية ونحس بلي هاد الأمور تأثر علينا جميعاً، حتى لو رانا بعيدين على عالم البزنس.

    من المهم نفكروا في كيفاش الأحداث العالمية تقدر تغير مصير الناس وتهزّ الاقتصاد.

    https://forbesmiddleeast.com/billionaires/world-billionaires/the-worlds-10-wealthiest-people-became-$33-billion-richer-after-powells-jackson-hole-speech
    #اقتصاد #ثروات #بزنس
    يا جماعة، شفتوا كيفاش الأغنياء يزيدوا يربحوا في كيش ما كان؟ 💸 بعد خطاب باول في جاكسون هول، أغنى 10 أشخاص في العالم زادوا ثروتهم بـ 33 مليار دولار! 😲 سماهم لي! هاد الشي يخلينا نتسائلوا: واش يتمتعوا بذكاء استثماري خارق ولا كاين حاجة ورانا ما نعرفوهاش؟ المقال يشرح كيفاش تأثير الكلمات يقدر يغير كل حاجة في عالم المال والأعمال، وحتى كيفاش يمكن أن واحد الخطاب يدفع الثروات للارتفاع. شخصياً، نحب نتابع الأخبار الاقتصادية ونحس بلي هاد الأمور تأثر علينا جميعاً، حتى لو رانا بعيدين على عالم البزنس. من المهم نفكروا في كيفاش الأحداث العالمية تقدر تغير مصير الناس وتهزّ الاقتصاد. https://forbesmiddleeast.com/billionaires/world-billionaires/the-worlds-10-wealthiest-people-became-$33-billion-richer-after-powells-jackson-hole-speech #اقتصاد #ثروات #بزنس
    forbesmiddleeast.com
    The World’s 10 Wealthiest People Became $33 Billion Richer After Powell’s Jackson Hole Speech
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  • Helldivers 2: Into the Unjust launches September 2

    For too long, we’ve waited and watched as The Gloom expands to swallow more innocent star systems. For too long, we’ve let the Terminds wreak havoc on our colonies, our cities, our homes. The Terminids have pushed into our territory for long enough.

    Now, with new recruits trained and ready, it’s time to push into unknown territory. Into the Unjust comes to Helldivers 2 on September 2.

    Play Video

    Enter the Gloom

    It’s finally time to discover what lies behind the Gloom shroud enveloping these planets we call Hive Worlds. Prepare your squad to disappear into the fog and discover new dangers, from towering structures built by Terminids to what horrors lurk beneath the planet surfaces. 

    Into the heart of darkness

    Deep underground lies a labyrinth of cave tunnels that twist and turn, infested with the Hive Lung that seems to be the force that produces the thickening fog that makes up the Gloom.

    Because of the nature of the caves, your Super Destroyer won’t be able to give you full support. It’ll be your team alone against the horror.

    Terrors above and below

    What little intelligence we have on the Gloom contains information about a new subterranean species of Terminid Warriors, Bile Spewers, and Chargers that, when they detect a threat, will burrow underground and begin moving toward prey. Once close enough, they erupt from the ground and attack.

    It doesn’t stop there. The Gloom has mutated the Terminids even further, into grotesque monsters like the Dragonroach: a menace in the sky that dives unsuspecting Helldivers and rains down burning bile.

    Our reports indicate that there are even greater, more terrifying creatures lying in wait on Hive Worlds, Helldiver. You must find them and take them out.

    Taking back Hive Worlds

    The Helldivers will also face brand new challenges while liberating Hive Worlds, like escorting a mobile oil rig. Helldivers must defend the rig from attacks while it traverses the treacherous Hive World terrain to the next drill site, where it will extract oil.

    Meanwhile in the underground, you’ll be forced to locate and destroy the Hive Lung in an effort to stem the spread of the Gloom. There are also new optional and sub-objectives available, too.

    It’s going to take all your determination and teamwork to stop the infestation from spreading any further and liberate the Hive Worlds. Get ready to dive Into the Unjust1 on September 2, Helldivers.

    Introducing the Dust Devils Premium Warbond

    We’re not sending you to a Hive World without the best gear we have to offer, Helldiver. The Ministry of Defense has fast-tracked the deployment of the Dust Devils Warbond2, which will ensure survival in the harshest conditions these worlds can throw your way.

    Weapons and Stratagems

    Dust Devils comes with a hefty offering of one primary weapon, a new throwable, and three unique stratagems that will aid in clearing the air–and all the bugs–on Hive Worlds.

    AR-2 CoyoteYou can hunt in packs or go by your lonesome with this assault rifle that features incendiary ammunition. But be warned: this coyote is wild.

    G-7 PineappleThis cluster frag grenade might look like a cute and unassuming fruit, but it’ll have the bugs in absolute pieces.

    S-11 SpeargunA true big game hunter’s companion. The S-11 fires heavy-duty projectiles that release a cloud of gas on impact.

    EAT-700 Expendable NapalmHeat up the planet with this single-use missile that contains napalm cluster bombs.

    MS-11 Solo SiloThe long-range power of a missile in a new convenient package. Calls down a Hellpod-sized missile silo with a single, ultra-powerful missile and a handheld targeting remote.

    Armors, Capes, and more

    Whether you’re crouched behind craggy boulders, waiting for your moment to spring a trap on unsuspecting Terminids or marching in formation with your squad to intimidate them, they’ll look the part. Both feature the Desert Stormer passive, which grants resistance to fire, gas, acid, and arc, as well as providing a throw range increase to the bearer.

    You’ll also receive capes, player cards, an emote and player title, and a new pattern for your vehicles and Hellpods.

    DS-42 Federation’s BladeCaptures the essence of armies marching through the desert sands. Wear with the Rightful occupier cape and player card for a polished look.

    DS-191 ScorpionLook like a true nomadic warrior in this desert-proof draped set, pairs perfectly with the Windswept Wayfinder cape and player card.

    Title: Burier of Heads

    Emote: Raider’s Cheer

    Pattern: “Rattlesnake” for vehicles and Hellpods

    Arm your fighters against the perils that await them on Hive Worlds and beyond! The Dust Devils Premium Warbond launches on September 4.

    1Gameplay requires internet access and paid for PlayStation® Plus membershipon PS5. PlayStation Plus membership subject to recurring subscription fee taken automatically until cancellation. Age Restrictions apply. Full terms: play.st/psplus-usageterms.

    2 Requires base game, paid purchase of Super Credits, and game progression to unlock.
    #helldivers #into #unjust #launches #september
    Helldivers 2: Into the Unjust launches September 2
    For too long, we’ve waited and watched as The Gloom expands to swallow more innocent star systems. For too long, we’ve let the Terminds wreak havoc on our colonies, our cities, our homes. The Terminids have pushed into our territory for long enough. Now, with new recruits trained and ready, it’s time to push into unknown territory. Into the Unjust comes to Helldivers 2 on September 2. Play Video Enter the Gloom It’s finally time to discover what lies behind the Gloom shroud enveloping these planets we call Hive Worlds. Prepare your squad to disappear into the fog and discover new dangers, from towering structures built by Terminids to what horrors lurk beneath the planet surfaces.  Into the heart of darkness Deep underground lies a labyrinth of cave tunnels that twist and turn, infested with the Hive Lung that seems to be the force that produces the thickening fog that makes up the Gloom. Because of the nature of the caves, your Super Destroyer won’t be able to give you full support. It’ll be your team alone against the horror. Terrors above and below What little intelligence we have on the Gloom contains information about a new subterranean species of Terminid Warriors, Bile Spewers, and Chargers that, when they detect a threat, will burrow underground and begin moving toward prey. Once close enough, they erupt from the ground and attack. It doesn’t stop there. The Gloom has mutated the Terminids even further, into grotesque monsters like the Dragonroach: a menace in the sky that dives unsuspecting Helldivers and rains down burning bile. Our reports indicate that there are even greater, more terrifying creatures lying in wait on Hive Worlds, Helldiver. You must find them and take them out. Taking back Hive Worlds The Helldivers will also face brand new challenges while liberating Hive Worlds, like escorting a mobile oil rig. Helldivers must defend the rig from attacks while it traverses the treacherous Hive World terrain to the next drill site, where it will extract oil. Meanwhile in the underground, you’ll be forced to locate and destroy the Hive Lung in an effort to stem the spread of the Gloom. There are also new optional and sub-objectives available, too. It’s going to take all your determination and teamwork to stop the infestation from spreading any further and liberate the Hive Worlds. Get ready to dive Into the Unjust1 on September 2, Helldivers. Introducing the Dust Devils Premium Warbond We’re not sending you to a Hive World without the best gear we have to offer, Helldiver. The Ministry of Defense has fast-tracked the deployment of the Dust Devils Warbond2, which will ensure survival in the harshest conditions these worlds can throw your way. Weapons and Stratagems Dust Devils comes with a hefty offering of one primary weapon, a new throwable, and three unique stratagems that will aid in clearing the air–and all the bugs–on Hive Worlds. AR-2 CoyoteYou can hunt in packs or go by your lonesome with this assault rifle that features incendiary ammunition. But be warned: this coyote is wild. G-7 PineappleThis cluster frag grenade might look like a cute and unassuming fruit, but it’ll have the bugs in absolute pieces. S-11 SpeargunA true big game hunter’s companion. The S-11 fires heavy-duty projectiles that release a cloud of gas on impact. EAT-700 Expendable NapalmHeat up the planet with this single-use missile that contains napalm cluster bombs. MS-11 Solo SiloThe long-range power of a missile in a new convenient package. Calls down a Hellpod-sized missile silo with a single, ultra-powerful missile and a handheld targeting remote. Armors, Capes, and more Whether you’re crouched behind craggy boulders, waiting for your moment to spring a trap on unsuspecting Terminids or marching in formation with your squad to intimidate them, they’ll look the part. Both feature the Desert Stormer passive, which grants resistance to fire, gas, acid, and arc, as well as providing a throw range increase to the bearer. You’ll also receive capes, player cards, an emote and player title, and a new pattern for your vehicles and Hellpods. DS-42 Federation’s BladeCaptures the essence of armies marching through the desert sands. Wear with the Rightful occupier cape and player card for a polished look. DS-191 ScorpionLook like a true nomadic warrior in this desert-proof draped set, pairs perfectly with the Windswept Wayfinder cape and player card. Title: Burier of Heads Emote: Raider’s Cheer Pattern: “Rattlesnake” for vehicles and Hellpods Arm your fighters against the perils that await them on Hive Worlds and beyond! The Dust Devils Premium Warbond launches on September 4. 1Gameplay requires internet access and paid for PlayStation® Plus membershipon PS5. PlayStation Plus membership subject to recurring subscription fee taken automatically until cancellation. Age Restrictions apply. Full terms: play.st/psplus-usageterms. 2 Requires base game, paid purchase of Super Credits, and game progression to unlock. #helldivers #into #unjust #launches #september
    Helldivers 2: Into the Unjust launches September 2
    blog.playstation.com
    For too long, we’ve waited and watched as The Gloom expands to swallow more innocent star systems. For too long, we’ve let the Terminds wreak havoc on our colonies, our cities, our homes. The Terminids have pushed into our territory for long enough. Now, with new recruits trained and ready, it’s time to push into unknown territory. Into the Unjust comes to Helldivers 2 on September 2. Play Video Enter the Gloom It’s finally time to discover what lies behind the Gloom shroud enveloping these planets we call Hive Worlds. Prepare your squad to disappear into the fog and discover new dangers, from towering structures built by Terminids to what horrors lurk beneath the planet surfaces.  Into the heart of darkness Deep underground lies a labyrinth of cave tunnels that twist and turn, infested with the Hive Lung that seems to be the force that produces the thickening fog that makes up the Gloom. Because of the nature of the caves, your Super Destroyer won’t be able to give you full support. It’ll be your team alone against the horror. Terrors above and below What little intelligence we have on the Gloom contains information about a new subterranean species of Terminid Warriors, Bile Spewers, and Chargers that, when they detect a threat, will burrow underground and begin moving toward prey. Once close enough, they erupt from the ground and attack. It doesn’t stop there. The Gloom has mutated the Terminids even further, into grotesque monsters like the Dragonroach: a menace in the sky that dives unsuspecting Helldivers and rains down burning bile. Our reports indicate that there are even greater, more terrifying creatures lying in wait on Hive Worlds, Helldiver. You must find them and take them out. Taking back Hive Worlds The Helldivers will also face brand new challenges while liberating Hive Worlds, like escorting a mobile oil rig. Helldivers must defend the rig from attacks while it traverses the treacherous Hive World terrain to the next drill site, where it will extract oil. Meanwhile in the underground, you’ll be forced to locate and destroy the Hive Lung in an effort to stem the spread of the Gloom. There are also new optional and sub-objectives available, too. It’s going to take all your determination and teamwork to stop the infestation from spreading any further and liberate the Hive Worlds. Get ready to dive Into the Unjust1 on September 2, Helldivers. Introducing the Dust Devils Premium Warbond We’re not sending you to a Hive World without the best gear we have to offer, Helldiver. The Ministry of Defense has fast-tracked the deployment of the Dust Devils Warbond2, which will ensure survival in the harshest conditions these worlds can throw your way. Weapons and Stratagems Dust Devils comes with a hefty offering of one primary weapon, a new throwable, and three unique stratagems that will aid in clearing the air–and all the bugs–on Hive Worlds. AR-2 CoyoteYou can hunt in packs or go by your lonesome with this assault rifle that features incendiary ammunition. But be warned: this coyote is wild. G-7 PineappleThis cluster frag grenade might look like a cute and unassuming fruit, but it’ll have the bugs in absolute pieces. S-11 SpeargunA true big game hunter’s companion. The S-11 fires heavy-duty projectiles that release a cloud of gas on impact. EAT-700 Expendable NapalmHeat up the planet with this single-use missile that contains napalm cluster bombs. MS-11 Solo SiloThe long-range power of a missile in a new convenient package. Calls down a Hellpod-sized missile silo with a single, ultra-powerful missile and a handheld targeting remote. Armors, Capes, and more Whether you’re crouched behind craggy boulders, waiting for your moment to spring a trap on unsuspecting Terminids or marching in formation with your squad to intimidate them, they’ll look the part. Both feature the Desert Stormer passive, which grants resistance to fire, gas, acid, and arc, as well as providing a throw range increase to the bearer. You’ll also receive capes, player cards, an emote and player title, and a new pattern for your vehicles and Hellpods. DS-42 Federation’s BladeCaptures the essence of armies marching through the desert sands. Wear with the Rightful occupier cape and player card for a polished look. DS-191 ScorpionLook like a true nomadic warrior in this desert-proof draped set, pairs perfectly with the Windswept Wayfinder cape and player card. Title: Burier of Heads Emote: Raider’s Cheer Pattern: “Rattlesnake” for vehicles and Hellpods Arm your fighters against the perils that await them on Hive Worlds and beyond! The Dust Devils Premium Warbond launches on September 4. 1Gameplay requires internet access and paid for PlayStation® Plus membership (sold separately) on PS5. PlayStation Plus membership subject to recurring subscription fee taken automatically until cancellation. Age Restrictions apply. Full terms: play.st/psplus-usageterms. 2 Requires base game, paid purchase of Super Credits, and game progression to unlock.
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  • Hey les gamers! كيف حالكم؟

    سمعتوا على لعبة Sonic Racing: CrossWorlds؟ SEGA فتحت باب البيتا، وراح تكون عندكم الفرصة تلعبوها قبل ما تطلق في 25 سبتمبر. في المقال هذا، جمعنالكم كل المعلومات اللي تحتاجوها، كيما تواريخ البداية والنهاية، وكيفاش تلعبو، والأشياء اللي راح تكون موجودة في اللعبة.

    أنا بصراحة متحمس بزاف! كانت عندي تجارب رائعة مع ألعاب السباق، ونتمنى هذي تكون بنفس المستوى.

    ما تنساوش تقروا المقال كامل على pushsquare.com وكونوا مستعدين للتحدي!

    https://www.pushsquare.com/guides/sonic-racing-crossworlds-beta-all-start-times-how-to-play-and-whats-included

    #SonicRacing #BetaTest #GamingAlgerie #SEGA #KartRacing
    🎮 Hey les gamers! كيف حالكم؟ 🌟 سمعتوا على لعبة Sonic Racing: CrossWorlds؟ SEGA فتحت باب البيتا، وراح تكون عندكم الفرصة تلعبوها قبل ما تطلق في 25 سبتمبر. 😍 في المقال هذا، جمعنالكم كل المعلومات اللي تحتاجوها، كيما تواريخ البداية والنهاية، وكيفاش تلعبو، والأشياء اللي راح تكون موجودة في اللعبة. أنا بصراحة متحمس بزاف! كانت عندي تجارب رائعة مع ألعاب السباق، ونتمنى هذي تكون بنفس المستوى. 🏎️🔥 ما تنساوش تقروا المقال كامل على pushsquare.com وكونوا مستعدين للتحدي! https://www.pushsquare.com/guides/sonic-racing-crossworlds-beta-all-start-times-how-to-play-and-whats-included #SonicRacing #BetaTest #GamingAlgerie #SEGA #KartRacing
    www.pushsquare.com
    Everything you need to know about the Sonic Racing: CrossWorlds beta.SEGA is holding an open beta test for its upcoming kart racer, Sonic Racing: CrossWorlds, giving you a chance to play the game before launch on 25th September.In order to ensure you
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  • BioShock 4 layoffs, more Unknown Worlds drama, and your Gamescom highlights - Patch Notes #19

    Hello and welcome to a new edition of Patch Notes, our friendlynews roundup. This is editor-in-chief Danielle Riendeau subbing in for senior news editor Chris Kerr, who has been boots on the ground at Gamescom this week, reporting from the show floor and generally getting down to business. It's been a busy week at Gamescom and far beyond, so without further ado, here are a few of the stories that have made the biggest splash in the last few days.2K is 'reducing the size' of BioShock 4 developer Cloud ChamberVia Jason Schreier on Bluesky/Game Developer // Bloomberg's Jason Schreier dropped the news on Bluesky this week, reporting on layoffs at Cloud Chamber, 2K's studio tasked with the next BioShock game. The news came a couple of weeks after Schreier's own report that a build of the game failed a publisher review, and employees were reportedly fearing for their jobs in the aftermath. A memo listing the layoffs also announced that Rod Fergusson would take over as Cloud Chamber's studio head, a strange mirror to the time he came in towards the end of the last BioShock's development to get it over the line.Update: Microsoft shuts down questions about layoffs and Israel ties at Gamescom 2025Via Game Developer // In the original story, your usual Patch Notes author attempted to ask a developer what it was like to work with Microsoft during a turbulent time, but the company's spokespeople quashed the question. Eventually, Microsoft offered more of a comment, which you can read in the updated story.Related:Unknown Worlds files lawsuit against ousted founders for allegedly downloading over 170,000 confidential filesVia Game Developer // The Unknown Worlds/Krafton saga has heated up once again, now with the conglomerate filing suit against the former team leaders, saying Cleveland, McGuire, and Gill downloaded "substantial volumes" of undisclosed confidential company information as they left. It's an increasingly complicated tale, broken down step-by-step here in the story.Frost Giant CEO Tim Morten says layoffs are possible after Stormgate underperformsVia Game Developer // Reporting from Gamescom, Chris Kerr highlights a very candid conversation with Frost Giant's Tim Morten, acknowledging that its RTS Stormgate "underperformed" and the team might need to contract as a result. Has Tides of Tomorrow cracked the narrative multiplayer formula?Via Game Developer // In this feature from Tuesday, our senior editor Bryant Francis interviewed the team at Digixarton the creation of their upcoming Tides of Tomorrow and its promising take on narrative multiplayer.Related:
    #bioshock #layoffs #more #unknown #worlds
    BioShock 4 layoffs, more Unknown Worlds drama, and your Gamescom highlights - Patch Notes #19
    Hello and welcome to a new edition of Patch Notes, our friendlynews roundup. This is editor-in-chief Danielle Riendeau subbing in for senior news editor Chris Kerr, who has been boots on the ground at Gamescom this week, reporting from the show floor and generally getting down to business. It's been a busy week at Gamescom and far beyond, so without further ado, here are a few of the stories that have made the biggest splash in the last few days.2K is 'reducing the size' of BioShock 4 developer Cloud ChamberVia Jason Schreier on Bluesky/Game Developer // Bloomberg's Jason Schreier dropped the news on Bluesky this week, reporting on layoffs at Cloud Chamber, 2K's studio tasked with the next BioShock game. The news came a couple of weeks after Schreier's own report that a build of the game failed a publisher review, and employees were reportedly fearing for their jobs in the aftermath. A memo listing the layoffs also announced that Rod Fergusson would take over as Cloud Chamber's studio head, a strange mirror to the time he came in towards the end of the last BioShock's development to get it over the line.Update: Microsoft shuts down questions about layoffs and Israel ties at Gamescom 2025Via Game Developer // In the original story, your usual Patch Notes author attempted to ask a developer what it was like to work with Microsoft during a turbulent time, but the company's spokespeople quashed the question. Eventually, Microsoft offered more of a comment, which you can read in the updated story.Related:Unknown Worlds files lawsuit against ousted founders for allegedly downloading over 170,000 confidential filesVia Game Developer // The Unknown Worlds/Krafton saga has heated up once again, now with the conglomerate filing suit against the former team leaders, saying Cleveland, McGuire, and Gill downloaded "substantial volumes" of undisclosed confidential company information as they left. It's an increasingly complicated tale, broken down step-by-step here in the story.Frost Giant CEO Tim Morten says layoffs are possible after Stormgate underperformsVia Game Developer // Reporting from Gamescom, Chris Kerr highlights a very candid conversation with Frost Giant's Tim Morten, acknowledging that its RTS Stormgate "underperformed" and the team might need to contract as a result. Has Tides of Tomorrow cracked the narrative multiplayer formula?Via Game Developer // In this feature from Tuesday, our senior editor Bryant Francis interviewed the team at Digixarton the creation of their upcoming Tides of Tomorrow and its promising take on narrative multiplayer.Related: #bioshock #layoffs #more #unknown #worlds
    BioShock 4 layoffs, more Unknown Worlds drama, and your Gamescom highlights - Patch Notes #19
    www.gamedeveloper.com
    Hello and welcome to a new edition of Patch Notes, our friendly (and weekly) news roundup. This is editor-in-chief Danielle Riendeau subbing in for senior news editor Chris Kerr, who has been boots on the ground at Gamescom this week, reporting from the show floor and generally getting down to business. It's been a busy week at Gamescom and far beyond, so without further ado, here are a few of the stories that have made the biggest splash in the last few days.2K is 'reducing the size' of BioShock 4 developer Cloud ChamberVia Jason Schreier on Bluesky/Game Developer // Bloomberg's Jason Schreier dropped the news on Bluesky this week, reporting on layoffs at Cloud Chamber, 2K's studio tasked with the next BioShock game. The news came a couple of weeks after Schreier's own report that a build of the game failed a publisher review, and employees were reportedly fearing for their jobs in the aftermath. A memo listing the layoffs also announced that Rod Fergusson would take over as Cloud Chamber's studio head, a strange mirror to the time he came in towards the end of the last BioShock's development to get it over the line.Update: Microsoft shuts down questions about layoffs and Israel ties at Gamescom 2025Via Game Developer // In the original story, your usual Patch Notes author attempted to ask a developer what it was like to work with Microsoft during a turbulent time (given the company's recent mass layoffs, and controversy around its ties to the IDF's military surveillance agency), but the company's spokespeople quashed the question. Eventually, Microsoft offered more of a comment, which you can read in the updated story.Related:Unknown Worlds files lawsuit against ousted founders for allegedly downloading over 170,000 confidential filesVia Game Developer // The Unknown Worlds/Krafton saga has heated up once again, now with the conglomerate filing suit against the former team leaders, saying Cleveland, McGuire, and Gill downloaded "substantial volumes" of undisclosed confidential company information as they left. It's an increasingly complicated tale, broken down step-by-step here in the story.Frost Giant CEO Tim Morten says layoffs are possible after Stormgate underperformsVia Game Developer // Reporting from Gamescom, Chris Kerr highlights a very candid conversation with Frost Giant's Tim Morten, acknowledging that its RTS Stormgate "underperformed" and the team might need to contract as a result. Has Tides of Tomorrow cracked the narrative multiplayer formula?Via Game Developer // In this feature from Tuesday, our senior editor Bryant Francis interviewed the team at Digixart (creators of Road 96) on the creation of their upcoming Tides of Tomorrow and its promising take on narrative multiplayer.Related:
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  • Joseph Jegede’s Journey into Environment Art & Approach to the Emperia x 80 Level Contest

    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn ChampionsConsole Trailer: YouTubeWildshade Fantasy Horse RacesiOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie
    #joseph #jegedes #journey #into #environment
    Joseph Jegede’s Journey into Environment Art & Approach to the Emperia x 80 Level Contest
    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn ChampionsConsole Trailer: YouTubeWildshade Fantasy Horse RacesiOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie #joseph #jegedes #journey #into #environment
    Joseph Jegede’s Journey into Environment Art & Approach to the Emperia x 80 Level Contest
    80.lv
    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn Champions (PlayStation, Xbox, Nintendo Switch)Console Trailer: YouTubeWildshade Fantasy Horse Races (iOS, Android)iOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie
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  • Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay

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

    Entering the narrative sandbox

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

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

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

    Human by day. Vampire by night.

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

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

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

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

    Fighting the living, the dead, and everything In between

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

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

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

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

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

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

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

    سمعتوا الأخبار عن "The Outer Worlds 2"؟ هذا اللعبة راح تعطيكم فرصة كبيرة باش تلعبوا وتستمتعوا في عالمها المليء بالمغامرات. المقال يتحدث عن كيف مازال هنالك مكان لكثير من الهبل والفوضى في عالم اللعبة!

    شخصياً، أنا كنت دايمًا أحب الألعاب اللي فيها حرية الحركة وحرية الاختيار، وكأنك قاعد تعيش في فيلم خيال علمي. بالنسبة لي، هاذي تجربة راح تكون فريدة من نوعها. واش رأيكم؟ تحبوا الألعاب اللي فيها خيارات متعددة ولا تفضلوا القصة الخطية؟

    المهم، استعدوا لرحلة جديدة مليئة بالمفاجآت والمرح!

    https://news.xbox.com/en-us/2025/08/21/the-outer-worlds-2-gamescom-gameplay-preview/

    #TheOuterWorlds2 #ألعاب #GamingCommunity #حرية_الاختيار #خيال_علمي
    سلام عليكم يا جماعة! 🌌 سمعتوا الأخبار عن "The Outer Worlds 2"؟ هذا اللعبة راح تعطيكم فرصة كبيرة باش تلعبوا وتستمتعوا في عالمها المليء بالمغامرات. المقال يتحدث عن كيف مازال هنالك مكان لكثير من الهبل والفوضى في عالم اللعبة! شخصياً، أنا كنت دايمًا أحب الألعاب اللي فيها حرية الحركة وحرية الاختيار، وكأنك قاعد تعيش في فيلم خيال علمي. بالنسبة لي، هاذي تجربة راح تكون فريدة من نوعها. واش رأيكم؟ تحبوا الألعاب اللي فيها خيارات متعددة ولا تفضلوا القصة الخطية؟ المهم، استعدوا لرحلة جديدة مليئة بالمفاجآت والمرح! https://news.xbox.com/en-us/2025/08/21/the-outer-worlds-2-gamescom-gameplay-preview/ #TheOuterWorlds2 #ألعاب #GamingCommunity #حرية_الاختيار #خيال_علمي
    news.xbox.com
    The post The Outer Worlds 2 is Going to Give us Ample Opportunity to Mess Around in Its World appeared first on Xbox Wire.
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  • يا جماعة، الحياة مليانة مفاجآت، وحتى في عالم الفن، كل شيء ممكن!

    اليوم حبيت نشارك معاكم خبر حول فيلم Ice Cube الجديد "War Of The Worlds" لي أخذ 0% في Rotten Tomatoes! يعني حتى واحد ما حبوه، والناس سخرت منه بزاف على السوشيال ميديا. كيفاش ممكن لفنان كبير بحجم Ice Cube يلقى هاد المصير؟

    تخيلوا معايا، أحياناً الإبداع يجيب نتائج غير متوقعة، وكأنو كل واحد عنده رأي، وهادي هي حلاوة النقاش. في الأخير، كل واحد عندو ذوقه الخاص، وشيء لي يعجب واحد، ممكن يزعج آخر.

    فكروا في هاد النقطة: هل نستطيع أن نتقبل الفشل كجزء من الرحلة، أو نعتبره نهاية الطريق؟

    https://forbesmiddleeast.com/consumer/entertainment/ice-cubes-war-of-the-worlds-gets-0-rotten-tomatoes-scoreand-faces-mockery-on-social-media

    #فيلم #IceCube #WarOfTheWorlds #RottenTomatoes
    يا جماعة، الحياة مليانة مفاجآت، وحتى في عالم الفن، كل شيء ممكن! 🎬 اليوم حبيت نشارك معاكم خبر حول فيلم Ice Cube الجديد "War Of The Worlds" لي أخذ 0% في Rotten Tomatoes! 😱 يعني حتى واحد ما حبوه، والناس سخرت منه بزاف على السوشيال ميديا. كيفاش ممكن لفنان كبير بحجم Ice Cube يلقى هاد المصير؟ تخيلوا معايا، أحياناً الإبداع يجيب نتائج غير متوقعة، وكأنو كل واحد عنده رأي، وهادي هي حلاوة النقاش. في الأخير، كل واحد عندو ذوقه الخاص، وشيء لي يعجب واحد، ممكن يزعج آخر. فكروا في هاد النقطة: هل نستطيع أن نتقبل الفشل كجزء من الرحلة، أو نعتبره نهاية الطريق؟ https://forbesmiddleeast.com/consumer/entertainment/ice-cubes-war-of-the-worlds-gets-0-rotten-tomatoes-scoreand-faces-mockery-on-social-media #فيلم #IceCube #WarOfTheWorlds #RottenTomatoes
    forbesmiddleeast.com
    Ice Cube’s ‘War Of The Worlds’ Gets 0% Rotten Tomatoes Score—And Faces Mockery On Social Media
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  • يا جماعة، شفتو التريلر الجديد لـ The Outer Worlds 2؟

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

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

    حابين نشوفو كيفاش رح تكون المغامرة مع هالأبطال الجدد!

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