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4 Spoiler-Free Tips for Elden Ring Newcomers, from a Souls Veteran

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After a wait that totals nearly a thousand days, the release of Elden Ring is almost upon us. To those who have been paying close attention to FromSoftware and the Souls series ( Demon's Souls , Dark Souls and its sequels, Bloodborne , Sekiro and Elden Ring ) for a while now, Elden Ring is shaping up to be director Hidetaka Miyazaki's biggest game yet. Trailers released by publisher BANDAI NAMCO as well as footage from the Closed Network Test hosted early last month suggest that Elden Ring may be in fact Miyazaki's magnum opus. Elements from all previous games in the FromSoftware Souls library have seemingly been fused . The sky-high expectations of many veterans, for the time being, look likely to be met. In addition to those who have been waiting for this game long before its announcement, Elden Ring has brought newcomers to the series in droves. According to Steam's popular wishlist chart , Elden Ring is the most-wished-for game currently and outlets have re

What Ability Draft Taught me About Dota's Design

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First, a preamble -- I have been playing Dota 2 on and off since I was twelve. I don't think I'm very good at it, but I'm addicted to it nonetheless. I'm fascinated by what I think Dota's design represents: choice. Dota is a complex game. A hard game. You're expected to know and understand hundreds of items, heroes and abilities, when and how to utilize each of them, and esoteric mechanics that often resemble programming bugs. Then, you're expected to make some choices: your lane, your role, your hero, your build, your items, your strategy. The list goes on. The already steep learning curve steepens when you consider that nine other humans are thrown in to the tug of war, each of which are making their own choices to help or to hinder your struggle. Actions, interactions, reactions. Ten people, making choices to win. The deep complexity that Dota famously possesses that scares off many, however, is the source of its exclusive status in the world of action-st

Don't own VR? Despite the caveats -- you should still buy a Quest 2

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If you don't own VR and are itching to jump in, the Quest 2 should be your headset of choice, despite the caveats. (Image courtesy of Oculus) DISCLAIMER: This article is a follow-up to the guide I published on starting your VR journey using my candid experiences as a baseline. This article is intended to explain to the dissent why despite the caveats and concerns, VR is currently and wholeheartedly an experience you should be dying to have. This article reflects my experience and opinions at the time of writing and I reserve the option to change my opinions at any time. This article is not sponsored or endorsed by Facebook, Oculus, Valve, HP or any other third-party.

I fell in love with VR. It's time you do too -- here's how

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After years of waiting, it's finally time for dedicated gamers to start adopting VR. Here's a guide on how to best experience it. A lovely photograph taken by my lovely wife. VR has been in mainstream consumer development for the better of a decade. Rumors and concerns about VR have been around for just as long -- but as a core gamer who has had the past few months to experience VR in my own home, I firmly believe that is time that those able to get into VR. How is VR any different from normal gaming? Is it worth it? VR is an experience like no other I've had with traditional video games. Every sight is more grand and every action more meaningful. If one allows themselves to be immersed into VR, hours can fade away into a new worlds. My first reaction was of pure awe that melted into giddy joy. I couldn't believe what I was seeing -- and after months of enjoying the best VR titles on offer, I can confidently say that the feeling you get from VR is not a symptom of novel

Cyberpunk 2077: A Victim of Expectation

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How gaming’s newest big release has garnered disappointment beyond its bugs In the year 2005, Will Wright (of The Sims fame) stepped onto the stage at GDC and proceeded to give a thirty-five-minute presentation that would change games and games marketing forever . Wright’s legendary presentation and the one he gave at the following GDC (the one where Robin Williams made a Spore creature) promised a realistic but enjoyable evolution and sci-fi simulation game. Players would begin unicellular and climb the evolutionary ladder from water-dwelling to land-dwelling to tribal and so on up to space-faring.  A frame from  Spore 's 2005 GDC presentation shows the cut ocean-dwelling stage In these presentations, Spore was claimed to have a Maya-like creature editor, procedural animations, randomly generated planets and ecosystems, advanced game systems, a massive galaxy and more. Wright even touted the game’s potential use as an educational tool in the classroom. He also claimed it was t