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https://nitter.cf/t.co/uIsdl3B4VZ https://nitter.cf/t.co/lIxE3KK9UC ADVANCEDgg Code "Ebontis" = 10% Haworth - https://nitter.cf/t.co/ohljHeh4TT E-mail: [email protected] USA

Dallas, TX
Joined March 2013
Photo by Ebontis (@Ebontis)Photo by Ebontis (@Ebontis)Photo by Ebontis (@Ebontis)Photo by Ebontis (@Ebontis)Photo by Ebontis (@Ebontis)Photo by Ebontis (@Ebontis)Photo by Ebontis (@Ebontis)Photo by Ebontis (@Ebontis)Photo by Ebontis (@Ebontis)
If you’ve gone this long and haven’t checked it out, it’s free and progress carries into the full game if you want
⚔️ Try #CrimsonDesert Enhanced for free! Dive into 5 hours of the base game, available right now for PlayStation Plus Premium/Deluxe members and XBOX players. Full details: pearlabyss.info/4zmlawO
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Man this one is a huge bummer. Such an icon for so long. RIP Captain and Professor. You will be missed.
Patrick Stewart has passed away at the age of 86.
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Counting down the hours for back to back releases is crazy.
Greymanes, are you ready for your next journey with #ChartingTheUnknown? Check the details on our official website: pearlabyss.info/4yQSviv
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Well this is just great.
Metroid Ravenous key art!
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Well if you somehow have missed this game, this is a great time to jump in.
Rotten Autumn is upon us. Today the free update goes live on Steam, PS5 and Xbox. Along with seasonal treats, the game gains a new Photo Mode, more Shell skins, more dungeons, and an alternative soundtrack by Rotting Christ’s Sakis Tolis. Play now: mortalshell.com/
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I haven’t got as much time in this yet to really get into the late game systems, but I can easily say #Enshrouded by @KeenGamesStudio is one of the best survival games out there. With 1.0 the world scale is MASSIVE, QOL from early access is abundant, Possibilities are ENDLESS is how it feels much of the time.
Enshrouded reviews are coming in now: metacritic.com/game/enshroud… "With its amazing game world and a building system on par with Minecraft, Enshrouded has joined the elite ranks of the survival genre. On top of that, it has plenty to offer fans of action RPGs." - 4P .de
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My little bit of hands on at SGF showed me the music will both have bangers, but also has a very unique sound. I really can't wait for @pbzero_official later this month. Going to be an epic game.
Phantom Blade Zero's composer created some boss fight music before the bosses themselves had even been designed. I've heard from a lot of people who've already spent several hours playing the game that the soundtrack is going to be an absolute banger. pcgamesn.com/phantom-blade-z…
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Seriously it’s been so many years and those songs come flying right back to the front of my memory. Can’t wait.
The new trailer for ‘THE LEGEND OF ZELDA: OCARINA OF TIME’ remake has been released. Releasing November 5 on Nintendo Switch 2.
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This is soooo exciting.
Introducing Wave Go. A wireless mic that switches from clip-on to handheld in seconds, with broadcast-quality audio and up to 48 hours of runtime. Available now: e.lga.to/s/Wave-Go
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Happy Launch day to the whole team. It's not easy to marry something like First-Person and a Soulslike, but @oml_games created @ValorMortis and it's off to a great start. Hope many check it out because it's a GREAT game.
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Valor Mortis pulls off the rare combination of first-person and soulslike in a way that is easy to recommend if the patches did their jobs, and very hopeful for the future of what this studio can create.
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Valor Mortis – REVIEW First-Person Soulslike, and it’s GREAT When the voice in your head is the general Napoleon himself, acted by none other than Vincent Cassel, it’s hard not to lean forward in your chair a bit. When you have these disturbing monstrosities swinging grotesque limbs and massive weapons directly at your face in first person, the ting of the perfectly timed parry rings that much louder and feels more rewarding every time. As of this review, they have put out the day one patch but I have not been able to experience a full replay; therefore, some of the issues I mention may have been fixed, but I figured I’d mention them anyway so you understand my odd scoring at the end. I think this first-person Soulslike brings a lot to the table, especially when you realize it’s only $40 and with a bit of polish that I know will continue until it's all iron out, I can happily recommend that Action gamers should check out Valor Mortis when it launches tomorrow, Oct 13th. Starting out as a soldier pulling himself up from the mud-covered battlefield and the voice of Napoleon urging you forward, it doesn’t take long to realize this team really wanted to do something different with this new IP. The first-person perspective is not new to @oml_games with their previous work on Ghost Runner 1 & 2, but to go from quick, almost speed-runner style action to a much slower, deliberate movement souls-like was quite a change of pace, to say the least. The studio is based in Poland, and the history of the Napoleonic Wars in and around their home country was something that just made sense for them to build a game around. Drawing on that deep history allowed them to craft a game world which shows both the toll the wars have put this countryside through in the game, as well as the twisted nature of the events that have led to the supernatural disturbances inhabiting every town and destination. Abandoned cities, ships floating on otherworldly growths, and poison seeping over the lands paint a drab and dreary picture that slowly begins to make sense as you learn about events that have transpired in the recent past. The world does nudge you to do a bit of exploring because you realize quickly that either you may not have the tool to explore this area yet, or a hidden treasure, big or small, may indeed be hiding just off the beaten path. Sound was often well tuned. The weapon sounds like a clash of two swords or the revolver letting out another explosive round, were dialed in. The voice work truly was such a pleasant surprise. These characters were brought to life by some high-quality work by the cast, and a couple of NPCs had some standout moments that gave this soulslike a bit more life and character than I would have expected at the start. When you break the posture of an enemy, you are able to go for a critical strike, which often will finish them completely, and some of these were pretty visceral up close. Unfortunately, during my playthrough, I think a patch addressed this: an odd sound effect, like waving a stick in the air rapidly, almost sounded like it was set at a volume like 10dB higher than other things happening. Since I did a lot of posture breaks, I heard it more than I’d have liked, but outside of that one audio issue, I think the overall audio experience is in a great spot. The Big topic of discussion, I think, for this game will be combat. Ranged weapons, swords, and magical abilities give you a decent variety of ways to handle the 20 hours of combat that lies ahead of you. Prefer the risk of a parry-only weapon? Use the Rapier for greater posture damage and more frequent critical strikes. Prefer the guarding and follow-up method, the Saber will likely be your tool of choice. As for guns, the Musket and Pistol both got a lot of use, while the Blunderbuss only came out when I’d rather use some ammo on something annoying, especially if it had killed me before and caused a painful run back. The magic options are as follows. A flamethrower from your hand, which is also used to clear growths that block hidden paths. Stasis can slow or even halt enemies in place, but will frequently be used to freeze moving objects in a platforming puzzle-type area. Finally, a shield can be used to absorb attacks and return that damage to the enemy or to pass through toxic areas unscathed and explore a different route. The two-handed options like the musket and a late sword do pack a punch; you just had to pick the proper time to use these hefty weapons because you could be left exposed if you don't plan ahead . Overall, the combat worked quite well if it was 1-2 enemies, or you could handle one before another got close enough. I’d try to pull most to me with the pistol from far away so I could thin a pack to something manageable. I’d use the musket to pick off a sniper from far away or just delete a gunner who was bugging me. The pistol was often used to shoot weak spots on a wide variety of targets, so that could help with groups if you could hit multiple crits in a row. The times when the combat did struggle to seemingly work as intended were the groups of enemies. The flamethrower hand can help a bit in these situations early on, but one of the first instances of this was before I had increased the potency of my fire abilities and still was rather precarious. You CAN do a lot of kiting, trying to pull one or two away from the pack if you are low on ammo, but results can vary. There was one room that was just chaos in a bad way, and I rarely say this about a certain section in most action games, even the poison swamps we all love to hate, but this one room just was a prime example of how too many enemies, especially of a certain type in a small space, did NOT work with this combat system. The enemy type here didn’t help the situation, so thankfully, even though this instance is hard to forget, it was a rare occurrence. The world was actually fun to explore. Cool connection reveals made shortcuts feel very satisfying when you had that “aha” moment of how far you had actually circled around and connected back to where you were. I also feel the levels generally had a good variety of biomes. Muddy trenches in the opening levels, tunnels and caves, city streets, sewers, and more had the game feeling grounded but just supernatural enough at times to know things are far from normal in these parts of the world. I am an explorer in these games and thankful you couldn't wander too far off, but you were usually rewarded on some level by taking the road less traveled. I got lost a few times actually getting between levels/zones because the quests aren’t giving you screen markers or anything. And while I appreciate the lack of "yellow paint" per se, when an NPC says something about where to go next, and I might have clicked too quickly or missed the line, you might be twiddling your thumbs as to which direction your next quest is. I had one moment where I just needed to check on another NPC after a discussion with the first to unlock a whole new zone, but there was no quest marker or exclamation point telling me to do so, and I felt a nudge or quest log next step could have helped just a couple times. Overall I appreciated the freedom to figure it out without any guidance, but I do always wonder how the wide range of gamers will feel about this one. The direct story itself is a bit vague at times, with characters only giving some of the information you might be seeking, and I feel DLC might dive into a character's story that felt somewhat unresolved, but there were a LOT of lore pickups that I didn’t dive into in my first playthrough as I was against the review clock. I gotta say though, the world itself is what told the story that kept me interested. The environments paint a picture worth much more than 1000 words. What happened here? How was this place allowed to fall into such dire straights? Where did all the people go? Did a wedding just happen here right before a toxic mudslide? I’m not one to spoil the story stuff in these reviews but it left me with some more questions in the end I hope get resolved later. As the player progresses through the chapters, the word “bleak” comes to mind often, as the sense of any hope left in this world is fleeting at best and hard to find near the end. First Person isn’t easy in gaming, just ask someone who has played a lot of Destiny how other shooters feel, and it’s usually that Bungie made some of the best “feeling” shooters ever and it’s rare things come close. And it’s hard to define that X factor of greatness for any game, but you know if something feels right especially in Action games. Thankfully, I'm happy to say Valor Mortis more often than not nails the first-person combat, and even platforming kept me on my toes without being punishing. Sights and sounds of each parry are perfectly timed with each button press had me knowing the reason I died was nearly always my own fault and I appreciate combat that is fair, minus that one terrible room. A first-person dodge into a time-slow moment for a counterattack isn’t something many studios could get right, but I think they pulled it off here. My technical issues did pop up consistently enough, but were all before things have been patched. Between a full crash in a boss fight, falling through the world indefinitely like Loki on two occasions were bummer moments, and getting stuck once in an object after a quick grappling hook pull and bring unable to do anything to get out showed me the version i review still had some rough edges. I think some polish will be needed, hopefully much less now that the version at launch should be improved. I think what is here is 20+ hours of one heck of a game for $40. I had a great time even with the issues I ran into so to me that's a pretty compelling argument that Valor Mortis is worth your time. I’d give this a Good ++ or Great – depending on the moment you ask me, but I can easily recommend it for those looking for some solid Action. When I finished my playthrough, it felt like a 7/10 with the issues and bugs. But if that stuff is mostly fixed at launch, I really feel like this is an 8/10, and I hope many of you take the plunge to check this one out. Thank you @oml_games @ValorMortis @LyricalGamesCo for the early code to review this one.
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Great thread about how @ValorMortis is crossing the release finish line.
The @ValorMortis launch is just around the corner, and to mark the occasion, I’d like to briefly share the history of Valor Mortis and @oml_games [1/10]
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Just saw 70mm again long after initial release, but for haven’t seen it yet don’t miss out.
Christopher Nolan’s The Odyssey is returning to IMAX. Experience it in select IMAX theaters beginning October 9. Get tickets now!
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Well they are just gonna run this all the way until Dune part 3
‘THE ODYSSEY’ is returning to IMAX theaters again on October 9.
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Another great game for the year. Legendary run overall this is crazy.
🌲 Silver Pines Press Review Thread 🌲 @GamesRadar 4.5/5 stars "Compelling, atmospheric, and brilliant, Silver Pines is a dive into mystery that's hard to put down and even harder to let go." gamesradar.com/games/surviva… Read more 👇
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Another iconic voice to join this games great cast.
Jennifer English is The Shrike in Valor Mortis Will you stay loyal to Napoleon or will her rebels win your sympathy? We profile The Shrike's brutal yet tempting character with Jennifer English in the full Behind-the-Scenes video!
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The nominees for Best Indie Game - Self-Published are... 🧗🏻 Cairn 🧑🏻‍🌾 Fields of Mistria 🎨 MECCHA CHAMELEON 😺 Mewgenics 🐭 Mina the Hollower 🏙️ Perfect Tides: Station to Station 📣 Phonopolis 🩺 Rhythm Doctor 🏚️ The Incident at Galley House 🧛🏻 Vampire Crawlers: The Turbo Wildcard from Vampire Survivors Cast your vote at goldenjoysticks.com?utm_sour… Voting closes on Friday 23 October
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Star Wars Galactic Racer – REVIEW Fuse Games has managed to bring the crashes from Burnout, the feeling of speed from the over-the-top NOS-infused Need for Speed games of old, and merged it with the Star Wars universe of vehicles that hover just about a foot off the ground and jet around at unfathomable speeds for mere earthlings. The visual details of each planet and care poured into every corner of these courses will keep your eyes glued to the screen and your finger locked onto the accelerator. The unique system of a run-based campaign adds an intensity and risk to every twist and turn. Sights and sounds that feel pulled from the movies and a progression system full of careful part and upgrade choices to craft the speeder that fits your playstyle and allows the last few races in a tour run to feel wildly different than the first. Add in plenty of challenges, arcade races, and multiplayer tours, and you have a Star Wars racer that will keep you honing your skills for a long time ahead in a galaxy far, far away. Starting off straight away with how the game looks, nothing short of stunning every time I’d head off to a new destination or load into a race. Each environment is about as distinct as you could dream up, which does wonders to keep up the feeling of traveling to different planets in the galaxy. The creators of Burnout are somewhere baked into the code as well because these crashes are as over the top as ever at these sci-fi speeds. Photo mode will get used a lot, and I can’t wait to see the clips of crashes and close finishes that come out after launch. I was lucky enough to play at 4k/60 on my PC, and I can confirm it ran a locked 60 the whole time with my settings pushed rather high. I mean I don’t know if I can recall even a stutter, just fast-paced racing action. I’m never a good barometer of all systems since mine is rather powerful, but if you can find the right settings for your platform, I think it’s going to be very smooth. The ears are honored as well in Galactic Racer with audio that could have been pulled straight out of the movies. There is a very iconic racer who brings a very distinct sound to the podracing section of this game, and I had to go rewatch a quick bit of episode 1 to compare… no surprise, they nailed it. The sound of each vehicle, the ambiance of the world around you, and voice chatter while you are racing bring this whole game to life in a way I didn’t expect but happily enjoyed. I’ll talk a bit about the story in a spoiler-free way later, but the voice work is excellent and just about the right amount to feel complementary to the experience but not overly forced. So the senses are in for a treat, but how about the gameplay…. The Campaign is the BIG focus. You start picking how your character looks with some basic choices for your driver, and then after your first run you’ll have a choice of pilot style perks, favors for passive benefits, and vehicle type. The Speeder, Bike, or Skimmer are your options, and each will suit different players. I locked in on the Speeder, but I saw plenty of bikes in Multiplayer, so I think it’s going to be all about feel. Once you have all that locked in, you’ll travel to the first planet of that run. The way it works is you will have a sponsor for each run. Early on, Darius will get you the initial token, but as things progress, you’ll actually get what you’d see as corporate backers with certain mini driving maneuvers or tasks they want you to focus on for each planet. Then, with the money you have from the sponsor or after each planet’s events, you’ll land on a new planet and talk to your mechanic to check on upgrades you can purchase. You also may need to repair some parts to avoid faults on your Speeder. Parts, abilities, or random stat packs where you pick one of a few stats to put some points into. After a race, you also have a chance to get parts or stat upgrades, so while each planet initially has an upgrade, every race or activity brings the possibility of improvements to your racer. The most important currency is your league race token. You’ll typically just have 1, but there are ways to have more than one depending on favors and some other situational moments; more often than not, it’s just 1. In a normal Race, if you wreck the max number of times, you will lose your token. In an Elimination, if you don’t finish in the top 3 and get eliminated mid-race, you lose your token, and there are even other ways you’ll risk your token later on in the story, but that Token is always your key to entry. If you have crashed, say 2 out of your 3 lives, then you may race slower just to try and cross the finish line for that one event, even if it means a lower place, fewer rewards, and even losing a sidebet. Continuing is more important than winning a little cash in the overall tour run. I wonder how this whole “run” based system will land with everyone, but I can tell you it cranks the feeling of having to lock in for some of those later racers to 11 and then some. Types of racing are decently varied. You have scenarios with certain characters of the league, Arcade racing where you’ll find the podracing, and Multiplayer, which got intense quickly once some of us early reviewers got comfortable with their preferred play style. And then the Galactic League tour, where the campaign takes place, is the big spectacle. I beat the campaign on Pilot, which is recommended, but there is a difficulty above that, and then one more you must unlock by completing the campaign. After you finish a full campaign run, whether you get to the end or not, you will earn upgrade points for basic stat upgrades to your vehicle, which will allow you to start each new tour stronger than before, up to the MAX starting level for each vehicle type. Each tour is a fresh starting point outside of those basic stat improvements, so most of your progress and speeder build will be comprised of upgrades, parts and abilities you acquire during your league run from races, eliminations and other activities. How you feel at the start of the game to even how a fresh run will feel in a max BASE level speeder, is noticeably different, but how you can feel at the end of a full run is truly pushing ground-based speed racing to its limit. The sense of speed you can feel when your RamJet is pushing into the redline, and every turn and adjustment feels like you are dancing on a knife's edge, really requires full attention, to say the least. When you get into podracing mode, you take that dance and try and do it with something that feels like a jet engine attached to toothpicks and tissue paper; one wrong move will lead to a very quick loss of place and many times an entertaining crash animation of your parts spinning wildly out of control. The way the courses work is that you’ll have a planet with usually about 4 races or mixed activities. Each planet will present environmental issues to contend with, like dust choking out your engine on Crait or Corrosive Pools on Sentinel One that will cut off your Boosts or wreck your Speeder in no time flat. Shields can help with the corrosion, and being in the lead keeps others from choking out your vents, but outside of Jakku and Lantaana, these races have their obstacles built right into the track. Ando Prime risks freezing your speeder, but warming tunnels help clear the buildup of ice, so careful maneuvers at breakneck speed can thaw your vehicle; but sometimes the angle isn’t worth the crash risk, so you turn into a bald tire on a patch of black ice and hope to slide your way to safety eventually. So the balancing act of survival is just in reach, but you will have to be both offensive and defensive with your piloting around every corner to cross the finish line. I couldn’t ask for much more, but I think the one thing that is missing for me personally is just a practice mode. Especially once I’ve unlocked a track orientation on a specific planet, if I’m struggling with a certain area, it would be great to be able to put in some clean laps and look for shortcuts or compare time trials or something. Hopefully it’s a future addition or something they can add from feedback; who knows. Time Trials and racing against your friends list would be cool, but honestly it’s trying to decipher what is coming up on the course between everything going on that can be the real challenge at times. I beat the campaign on Normal/Pilot, but you’d need some mastery to push for that highest difficulty for sure, and practice modes of some kind would help that a ton. It’s the little things though that keep it interesting – Activating your abilities with the button combinations before each race to get the initial activation at the start. Side betting in podracing because of course there would be. Back channel talk between the racers about Kester Bool and. Photo mode is beautiful at most times so make sure you spend a little time putting a couple good screenshots together. The small stuff around the edges is complemented by the campaign story and surrounding cast. While the racing is, of course, the central focus, especially with other modes than just the campaign, the characters like your mechanic alone fill out the game's world to be more than just a few laps around a circuit. Whether it’s the pompous, spoiled-rotten, high-and-mighty rich kid of Kester Bool, your loyal supporter Darius Pax, or a very cool surprise character making a return to Star Wars racing, all the pilot and NPC interactions were a pleasant surprise. The sponsors have to be a bit repetitive due to your continued interaction with them every run, but even the robot, for example, was about as dry as you’d hope a robot would be so they didn’t shortchange any of the voice work from what I could tell. By the time I saw the credits roll on just the campaign alone, I knew this was a special experience. The intensity of the run-based campaign and the balance of keeping you pushing to go as fast as you can while keeping that risk of too many crashes or crucial podium placements is engineered to near perfection. The incentive to venture outside of comfortable and into that redline territory is always there, just testing if you will take that next turn a bit faster or craft a speeder build that could be unconventional until it works. Some of the course paths are hard to discern at first and I’d love a practice mode to get a better feel for shortcuts and handling secrets to some of these vehicles, this is a pretty amazing package of lean forward in your seat racing as only an arcade-style Star Wars racer could do. Amazing - 9/10 Thank you @Fuse_Games, @YRSTRULYUK and @WeAreSecretMode for the early access to create this review.
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If you want to check out my video review you’ll find it on my YouTube channel. Video review Star Wars: Galactic Racer - Now THIS is Podracing! youtu.be/AMZe8bosGfw @SWGalacticRacer #StarWarsGalacticRacer #ad
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