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Diablo 4 and Diablo 2 Introduce Warlock Class; Diablo 2: Resurrected Now Available on Steam

I hope you like warlocks. Well, if you’re someone who regularly delves into Diablo, I hope you at the very least don’t detest warlocks with all of your hellish heart. Because yesterday evening’s Diablo 30th anniversary shindig was rather heavy on warlocks, with the class coming to not just Diablo 4‘s next expansion, but also Diablo 2 and Diablo Immortal. Meanwhile, Diablo 2: Resurrected has moseyed on over to Steam.

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Ranking the Visual Appeal of Every Legend of Zelda Game from Least to Most Striking

# The Aesthetic Journey of The Legend of Zelda Series: 40 Years of Visual Creativity

Each title in *The Legend of Zelda* franchise is characterized, in part, by its visual style, where design choices merge every component into a unified vision. Even in the Hylian hero’s initial 8-bit adventure, bold art direction elevated basic sprites into vast dungeons, enchanting forests, and formidable adversaries within the imagination of players. While the essence of *Zelda*’s narrative and gameplay has largely stayed (until recently) consistent, the series artistically reinvents itself with almost every release.

Reflecting on the 40-year legacy of the franchise, one thing stands out: Link has undergone numerous transformations.

Cel-shaded seas, solitary farms, and apocalyptic lunar events contribute to the rich tapestry that is *The Legend of Zelda*, but which installments genuinely *appear* the finest? There’s no visually unappealing *Zelda* title—not from Nintendo, at least—but today we aim to rank the most aesthetically remarkable, from least to most inspired. We’ll be evaluating all the primary *Zelda* releases, and please remember that this is not a ranking of the greatest games in the franchise, but rather the most visually stunning.

Let’s step into the art exhibition that is *The Legend of Zelda* and explore the surroundings.

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An Analysis of Katsu Curry Recipes from “Romeo is a Dead Man” and Their Impact on Swordsmanship Skills

Like all white, middle-class Londoners, I subsist on a diet comprised mainly of salted caramel and katsu curry. It appears Grasshopper Manufacture, makers of maximalist action adventure Romeo is a Dead Man, appreciate that delightful marriage of rice, breadcrumbs, and carroty sauce as well. Our lad Romeo can gather up katsu ingredients before delivering them to his waiting mum, who’ll turn them into one of ten mouth-watering, buff-applying curries.

But can those recipes nourish us, fleshy humans of IRL make, with the same benefits? To find out, I prepped, cooked, and taste-tested all ten of Romeo’s mum’s katsu creations in my own kitchen.

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Elon Musk Postpones Grok Update Because of Erroneous Answers Regarding Baldur’s Gate 3

**Elon Musk’s Fascination with Video Games and AI: An In-Depth Exploration of Grok’s Evolution**

Elon Musk, the enterprising visionary recognized for his initiatives in electric mobility, space ventures, and currently AI, is seemingly captivated by the enhancement of Grok, his AI-driven chatbot designed by xAI. As he delves into the domain of artificial intelligence, Musk has garnered media attention not only for his exceptional business skills but also for his unique management style, especially in relation to Grok’s comprehension of video game dynamics.

A crucial development phase for Grok emerged when it faced challenges in accurately addressing questions about *Baldur’s Gate 3*, an innovative RPG created by Larian Studios, rooted in *Dungeons & Dragons*. The chatbot’s inadequate responses in this aspect led Musk to postpone a major model upgrade. This setback highlighted his keen desire to ensure that Grok could comprehend complex aspects of popular video games, mirroring his conviction that grasping gaming culture is vital for AI advancement.

As per a thorough analysis by *Business Insider*, Musk’s management approach at xAI has been characterized as erratic, with indications that he frequently engages in micromanagement. Following Grok’s unsatisfactory replies about *Baldur’s Gate 3*, Musk implemented significant changes by reallocating leading engineers from various projects to concentrate solely on enhancing the chatbot’s functionality in this area.

In another illustration of Musk’s dedication to gaming, he also initiated efforts to instruct Grok on how to engage with *League of Legends*, one of his favored games. Former employees described the company as functioning in a constant state of crisis management, with several “war rooms” purportedly established at xAI’s Palo Alto base, each aimed at resolving immediate issues—one being Grok’s struggle to attain Challenger rank in this celebrated MOBA.

The heightened emphasis on gaming and the AI’s evolution relates closely to Musk’s personal history with video games. Over the past year, he found himself embroiled in controversies regarding cheating in games like *Diablo 4* and *Path of Exile 2*. This background adds an ironic twist to his pursuits in crafting an AI capable of excelling at games, given his acknowledgment of unscrupulous strategies in competitive settings.

Musk’s ambitious aspirations also encompass the sphere of AI-generated video games, sparking skepticism among industry leaders, including the publishing head at Larian Studios, who deemed his remarks to be overlooking the core essence of game development. Such commentary reveals a rising apprehension within the gaming community concerning the role of AI in creative industries.

As Musk continues on his path towards potentially becoming the first trillionaire, it is evident that his obsession with video games is closely intertwined with his overarching objectives in AI progress. Whether this intrigue will culminate in substantial technological advancements or merely serve as an eccentric episode in his diverse career is yet to be determined.

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Yakuza Kiwami 3 and Dark Ties Create an Intriguing Narrative, but RGG Must Demonstrate Its Value for Players

WARNING: Major story spoliers for Yakuza Kiwami 3 & Dark Ties, as well as the original Yakuza 3, lie ahead.

It’s natural to spend a lot of time thinking about what games could have been, had different decisions been made. Whether the change is preferable to the reality often doesn’t come into it, the fantasy of another possible world is the draw.

Despite that, few studios choose to make major shifts – at least as far as the main stories of those games go – when they remake their previous games. This won’t necessarily be a philosophical decision: the remaster or remake has to sell. Games which get revisited are ones players deeply love, and the suits will inevitably see tweaks to their fundamentals as an unnecessary risk. Old Oblivion is loved, so Bethesda adopted a rubber glove approach to the Oblivion remaster. They limited changes to modernising visuals and snipping away some annoying features. It’s akin to polishing up a holy relic, rather than replacing the gemstones or changing the engravings.

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Review of the Epomaker G84 HE Gaming Keyboard: Affordable Magnetic Switches Explained

I’m planning to better balance the recent glut of high-end hardware reviews with some genuinely affordable stuff, but in the meantime, here’s something that’s a little of both. The Epomaker G84 HE is another Hall effect keyboard, meaning its magnetically operated switches can be adjusted for actuation height, and/or set up for strafey-strafey, shooty-shooty rapid trigger/Snap Tap shenanigans in compatible games. Both are features you’d normally expect to run pricing up into the triple figures, and yet at £80/$85, the G84 HE costs more like a lower-mid-range, traditionally mechanical ‘board.

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ShipShaper: A User-Friendly Boat Building Tool for Creating Sleek Sloops and Sturdy Barges

The fine frigate which serves as the featured image for this article is called the Stately Gunwale. That’s not a name I, the boat’s creator, gave it. It’s a name ShipShaper’s demo automatically assigned my vessel when I picked the set of colours I wished it to be painted. Quite frankly, I doubt I could have dreamed up a more fitting moniker for my deliberate attempt to fling something funky onto the high seas.

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Exploring S.T.A.L.K.E.R.: Insights from GSC Game World’s Mariia Grygorovych on Game Development and Storytelling

Hello reader who is also a reader! It’s time for another instalment of our winningly impromptu article series in which game developers discuss and marvel over books. Let us make the customary ritual sacrifice to Saint Nic Reuben, baron of words and founder of this column. Excelsior! And now, I turn the lecturn over to Mariia Grygorovych, executive producer at GSC Game World, developers of S.T.A.L.K.E.R.: Shadow of Chornobyl and S.T.A.L.K.E.R. 2: Heart of Chornobyl. Cheers, Mariia! Mind if we have a nose at your bookshelf?

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Sunday News Roundup

Sundays are for finally biting the bullet and spending some of your Christmas money on a boxset of 2000s British Touring Car Championship season reviews. You stick the first DVD in, a three hour trip back through the 2000 season of car touring around the finest tarmac-filled fields Britain has to offer. You think of the American readers, and make a mental note to explain to them that the action you’re watching is a bit like NASCAR, except with no oval tracks, smaller engines, and a lot more exchanges between drivers you can accurately describe as ‘politely grumpy tantrum throwing’.

Nyooommmm. A Ford Mondeo flies by, Swiss ace Alain Menu at the wheel. Smash. James Thompson and Jason Plato have attempted to meld a Honda Accord and a Vauxhall Vectra together to form the world’s first Honhall Veccord. Screech. Another Mondeo slides around a bend. You can’t make out the number on the door. Is it Rickard Rydell or Anthony Reid at the controls? Oh smeg. It’s neither. Adrian Edmondson somehow flashes a cheeky grin through a full face helmet as he dips the machine down through Paddock Hill bend.

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