Game Informer |
- How Iron Galaxy Studios Co-CEO Chelsea Blasko Is Setting A New Gold Standard For The Gaming Industry
- New Marvel’s Avengers Update Will Let Players Customize H.A.R.M. Rooms
- How To Get Astral Orbs In Loop Hero
- Xbox Celebrates Women In Gaming With Game Spotlights, New Minecraft Content, And More
- Dragon Age 2 Was A Phenomenal Game Buried Beneath Repetition And A Rushed Timeline
- Something Strange Is Happening In Overwatch Tomorrow
- V1 Interactive, Studio Founded By Halo Co-Creator, Announces Closure
- Genshin Impact Welcomes Venti and Rosaria With Windblume Festival
- Monster Hunter Stories 2 Confirmed For PC Release On Steam
- Dragon Ball Z: Kakarot DLC Features Future Trunks With New Trailer
- Capcom Unveils Three Monster Hunter Stories 2 Amiibo Figures
- Ghosts Can Now Open Doors In New Phasmophobia Update
- Cover Reveal – Deathloop
- Monster Hunter Stories 2 Launches July, Gets New Trailer And Deluxe Edition
- Super Nintendo World Grand Opening Set For March 18
- Microsoft ZeniMax, Bethesda Acquisition For $7.5 Billion Officially Approved By EU
- New Monster Hunter Rise Demo Announced Alongside New Gameplay Trailer
- Rust Comes To Consoles This Spring
How Iron Galaxy Studios Co-CEO Chelsea Blasko Is Setting A New Gold Standard For The Gaming Industry Posted: 08 Mar 2021 03:49 PM PST It's International Women's Day today, the gaming industry is celebrating the wonderful women that make up the community we love so much. From developers to writers — even talking about our favorite protagonists — there are so many incredible voices that help to make games phenomenal experiences. One of those women is Chelsea Blasko, co-CEO of Iron Galaxy Studios. Not only has Blasko's leadership been a positive force within Iron Galaxy itself, she also helped navigate the team through 2020, a year that was turned on its head by a global pandemic. While many companies, both in and out of gaming, were forced to downsize due to daily life as we know it shutting down, Blasko and her team helped facilitate yet another year of growth. Not only did the studio expand, it also expanded thoughtfully, with 59 new people hired during COVID-19, 30 percent of which were women. From her rise to her leadership role to how Iron Galaxy goes above and beyond to protect the well-being of every team member, we sat down with the co-CEO to learn more about her, her career, and ways that she is leading by example to make the gaming industry a better and more inclusive place for all. When Blasko first began her journey into professional life, gaming wasn't really the goal. Growing up, she tells us that she didn't really have too many role models for what she wanted in life, so she instead focused on getting good grades so that she could get a "good job." That being said, she said back then she wasn't really sure what a "good job" meant, so part of her journey was learning exactly that. Her adventure into realizing her dreams started with her joining the work force at the young age of 11. Since then, she tells us that she's always had a job, and it was that work ethic that eventually took her overseas on a scholarship. In her travels, she learned the various approaches to what a "good job" means while learning what she herself wanted out of life with this pursuit into professional belonging. When her schooling was done, it was then time to figure out what that next step was. The road to Iron Galaxy and learning to leadYou've had an incredible career so far. Can you tell us a little more about your background leading up to where you are now? Blasko: I took a chance and moved to the suburbs of Chicago. It was a place I didn't really fit in, but I was kind of used to not fitting in throughout my life. My college was super-conservative and I'm not, so I was pretty used to not fitting in by that point. So moving to this really affluent suburb, I then ran a little ladies boutique for a little over four years, and this is where I really learned about business. This job helped me get over being shy because I was a person that was nervous to even order pizza by myself. And then on the first day of that job, I had to call like 33 vendors and so I just kind of had to suck it up and learn how to talk to people. Then I went to work at H&M out of a mall, and that's when one of my colleagues actually said "Hey, there's this video game company, EA, and they're opening an office in Chicago. They're looking for producers!" They said I should go for an interview, and I did because I felt like I had nothing to lose. I never really imagined that there were video games being made in Chicago, like Mortal Kombat, but never put together that there were more. So I went in and interviewed with the GM, who was quite the character, and had a pretty bombastic first interview. Then I went in for a second interview with a panel of folks and took the job. I couldn't really believe it! I started out as an assistant to the General Manager and I think that was a good choice because I got to see a lot of the different aspects of the business. I did some Q&A, I worked with artists, project management. My first real project was Def Jam Icon, and I started out just by producing the training videos. Then I started working with the art team, and actually, all of the art producers were women at that time and it was this little pod of us. It was really cool, we were a really great team. I learned so much in the two years I was there, and then I went to Robomodo and I was one of the original crew there. I was even producing, at one point, Tony Hawk. This job helped me learn a lot about working with an external publisher, something I didn't have to worry about at EA. I learned a lot about marketing and sponsorships, but then I was laid off – like I was at EA when they shut down the Chicago office. At this point, I thought, "Should I even still be in games?" But then Dave Lang, the founder of Iron Galaxy, approached me and I thought, "What the heck?" What was that move like? You didn't start out as co-CEO. How was it moving into a new studio after previous uncertainty? When I first came onboard, honestly, I was a little intimidated. At first I came on to be the studio producer, because I never worked with just exclusively programmers and I was only the second non-programmer to join the team. There were two women hired the same day I was, and though I was a little intimidated, I really embraced what was happening and I just learned a lot and I wasn't afraid to make decisions. Dave and my personalities are pretty different, so he was really at the forefront of everything out there and I became this "back of the house," running the projects. We just had to keep things running. It was a good mix of our talent. We also did a mean "good cop, bad cop" bit when needed, and I always got to be the good cop. Any time I saw an opportunity to help the studio, I didn't ask for permission. I just did it. And the best part was that Dave always trusted me. There is one point in particular that I remember in the beginning when people were really used to him being the sole person to make decisions. But then he was gone and there was a project we were working on and we needed to make a decision quickly about a milestone. Some people thought that we needed to wait for Dave and I said, "No, we're not waiting, we need to move forward. This is the decision. If Dave doesn't like it, he can fire me when he gets back." Well, he didn't fire me, and I am still here. It was here that I made some of the evolutions that were just better changes for my role. What are some pivotal lessons that you've learned that are a cornerstone for your leadership style and philosophy? Really, the most important thing is that I've learned to be a better listener over time. Sometimes it can be hard to be a good listener, and so that was something that I learned. That, and I learned not to give into the temptation to just do everything myself, because sometimes that does feel like the easiest path, right? But if you do that, you're not giving the people around you the room to grow and flourish and become what they need to be. That, and you're just going to burn yourself out. There's also always more work to be done, more learning to do. Learning that, I feel, made me a more available leader and an even better listener. For my job, it was a lot of emotional work and because of that, it's sometimes intangible and it's hard to give yourself credit for what you're doing. Because you're looking at the code going into a project all of the time, there's not something tangible you can just point to at the end of your day and say, "I did that!" Instead, being a leader is a lot of emotional work, you need to know how to care for others. Just keep learning, all of the time, just keep learning. Leading by example in terms of diversity and inclusion![]() What is at the core of your philosophy regarding being more inclusive with your decisions at Iron Galaxy? At previous studios, I didn't see a lot of other diverse folks, so I didn't really expect much. But then when I realized that doesn't have to be the norm, i realized that I have some responsibility to help and that I could make a difference. That's when I really embraced it. I do this because I hope that it helps other people see some representation and see that some can do it. And that I helped someone along the way. That's really the most inspiring part to me, and hopefully I'm helping someone else see a path they didn't know they could have. What do you think are some of the biggest roadblocks companies have when wanting to be more diverse and inclusive? Honestly, it's really tricky, right? I think that Iron Galaxy has always been really inclusive, and people have reported on that in the past. So for us, it's about keeping that alive. That being said, we are always looking at ways to be even more diverse. What are we doing to not lose the inclusivity and equal treatment as we become more diverse? I think that companies are in a hard spot of trying to overcome the inequities of a failing education system, and just general societal inequalities overall, and so in that way, we're fighting a hard battle. In a lot of ways, I think diverse candidates often haven't been afforded the same opportunity that a lot of affluent white people have, like myself, even. Because of that, companies are having to think about ways to redefine educational experiences, and ways to create outreach to youth. Because I really think giving feedback and outreach to youth is really where the whole talk of diversity and inclusion begins. Companies need to think bigger than themselves, they have to think about society at large and how to reach into every corner of that society. And we did! Iron Galaxy has created two scholarships, one with UCF and one with DuPaul for more diverse studios this past year. That is just one way that we can have a pipeline of diverse candidates. We've become a lot more intentional with our internship program, trying to reach a wider variety of colleges, so we can widen that candidate pool. I think humility is important too, meaning recognizing that you're not going to get it all right all of the time and to recognize that we are all learning. The industry has changed a lot over the years, do you feel like there is still a stigma regarding women in the industry? I think women are still struggling to be accepted in a few different careers. And we've had women now leaving the workforce over the last year due to the pandemic, which will set us back being recognized as equals. Still, we just saw our first woman Vice President, right? So I think we're still just getting over a lot of long-held perceptions and I think we just need to support other women to make sure that we all can succeed. There's room for all of us. What will also help is to try and create more inclusive policies and re-evaluate them to make sure that we're offering women a good environment to work in. For us, we have recovery and bonding leave; we try to be inclusive with that policy to recognize different people's circumstances. We also have benefits to include transition therapy for those that are transitioning. We are always evaluating how we are being inclusive and how we can be better. Speaking of safer working environments for women, we've seen an influx of "Me Too" stories through the years, especially last year. Why do you think this keeps happening, what aren't companies doing "right" to help prevent a culture that maintains this level of abuse? For us at Iron Galaxy, we foster an environment of respect and communication. We make it very clear that we do not tolerate anything like that. That being said, I feel like we're at the tip of the iceberg with this because I know for me, as a young woman, I always kind of felt like I was taught to hold my abuser's shape. If I was called out or yelled at, or touched by some guy on the bus, that I would be perceived to be dirty, that I would somehow be perceived to be the bad person. It was that teaching that made me adopt this super tough punk rock exterior to let the world know not to mess with me. Hopefully if I look scary (for a person that is five foot four), then I'm safe. But as I've gotten older, I feel like I don't need that armor as much anymore because I have confidence in myself to just elbow that idiot on the bus. I know, now, that it's not my fault, I'm not going to hold this person's shame for them. We just have to have real conversations, we – as women – have to realize that it's not our fault, but we have to also try to be wiling to come forward and speak about it, even if it's uncomfortable. How we stop it is by bringing more awareness and fostering respect for all and intolerance of these behaviors. ![]() Shifting gears a little bit, but with so much mindfulness about the team, I'm curious about when you noticed everything changed with the pandemic and how Iron Galaxy prioritized mental health? March 11. That's my pandemic anniversary. I remember that because I'm pretty sure it was a Wednesday and that was the first time the government and the media really acknowledged that this was real. Before that, I feel like it was still being played down quite a bit and we've never really experienced anything like this before. But yeah, March 11. That was when I was like, "Okay, this is real." Dave and Adam [Boyes, co-CEO] were doing their last business trip, but by then I had already sensed that things were about to get a lot more serious. So instead of going with them, I stayed back at Iron Galaxy and it was on the 11th where I knew we needed to have plan and get everyone back home right now. I knew we needed to move quickly, so the very next morning, I gathered all of the department heads and IT and told them my goal: We have eight days to get everyone working from home. From there, it became a "how do we do this?" problem, one that we did really well, I think. We didn't even need the full eight days, we had everyone home in four. Since we have so many partners with game development, communication was key. Security concerns were there; we hold a lot of people's secrets, a lot of people's digital babies, we couldn't just mess around with those. Then, it became logistical: How do we ship computers and other tech equipment? A lot of locals don't have cars because of Chicago's transportation, how do we get people what they need safely? By end-of-day on the 15th, almost every single person was working from home. At the end of the 16th, I was one of the only ones still left at the office, and one of the last to leave. That made me really proud. Proud of production, proud of our leadership, and proud of our team for taking it seriously. After that, we took an entire day off company-wide. No meetings, no stress, just breathe and set your home up the way that feels most comfortable. Blasko tells us that the team has been in constant contact with each other throughout the year. They've had virtual meetups for "catching up" dates, even a program in place for those vaccinated where a small group of people can go into the office for those truly lonely during a year-long isolation period. Childcare options, understanding leadership, communication about needs needing to be met; all of this and more helped to make Iron Galaxy one of many safe havens during a tumultuous year. It sounds like the entire leadership team there has been incredible, but my conversation with Blasko made it easy to see what her team sees in her. She is easy to talk to – receptive to other people in a way that makes you feel welcome. She's not afraid to be right, but she's just as unafraid to be wrong.
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New Marvel’s Avengers Update Will Let Players Customize H.A.R.M. Rooms Posted: 08 Mar 2021 03:10 PM PST Marvel's Avengers has a new update coming that will let players customize its H.A.R.M. Rooms. These special training arenas and serve as the game's equivalent to the X-Men's Danger Room (H.A.R.M. stands for "Holographic Augmented Reality Machine"), allow players to practice using characters against a variety of A.I. opponents. The update is coming to all platforms on March 18, though the trailer shared by the game's Twitter account dubs it as "H.A.R.M. Room for PC" and evidently shows off gameplay from that version. It's also sponsored by Intel because...sure? Click here to watch embedded mediaBasically, it allows players to customize the parameters for the H.A.R.M. Room. Options include choosing which enemy types to use as punching bags as well as how big they are and how many. The trailer shows that players can flood the entire room with opponents as large as those walking AIM mechs. Players can up the difficulty further by adding hazards and give themselves an edge with a variety of buffs. The trailer promises silky smooth performance on PCs, namely of the "high-powered Intel" variety. The video certainly seems to prove that much, but it'll be interesting to see how, say, base Xbox and PlayStation 4 versions handle rendering many enemies and effects in a relatively small space. It's an odd update that looks like it'll be fine for having some dumb fun but it's not exactly the big splash that Marvel's Avengers sorely needs at the moment. It's no secret that the game has struggled to retain players and relevance since launching in August to middling reviews. Avengers is trying to make a comeback of sorts with the impending launch of the PlayStation 5 and Xbox Series X versions as well as the Operation: Hawkeye DLC on the same day. On the flip side, there are the recent reports that Crystal Dynamics is reworking the game's progression to effectively make it more of a grind. Seems like one step forward and one or two steps back, but we'll see how all of that pans out I suppose. For an idea of how Marvel's Avengers can turn itself around, check out this opinion piece on the matter.
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How To Get Astral Orbs In Loop Hero Posted: 08 Mar 2021 02:36 PM PST Loop Hero tasks the player with going round and round the loop until they're ready to battle big bosses. Astral Orbs are one of the highest-tier crafting materials that you're going to want to hunt down in order to handle some of the best upgrades in the game that give you powerful bonuses and options. What is Loop Hero? Check this article out for a look at why you should check out this indie roguelite. If you want a much better chance at taking on some of Loop Hero's harder bosses and bigger chapters, gathering up some Astral Orbs is a must. So, how do you get them? The easiest way I've found involves utilizing your archer towers (permanent upgrades built in town with easy to acquire resources) to make this strategy simple. This technique also gives you tons of other valuable materials and loot, often making your character strong enough to push past a chapter boss, but I would advise against that just to make sure you get out with all the shards and orbs that you need. You can come back and kill the bosses later and have a much easier go of it, once you have some of these bigger camp upgrades. So what do you need to make this happen? Get yourself the Vampire Mansion, Village, Field, Bookery, and Spider Cocoon cards. Of course, you're going to want to take Oblivion with you too, as these are essential and powerful on almost any run. So, you have a few watchtowers built in town to provide fire support around the campfire. That's exactly where we're going to build our farm zone. You can check out the video below if you want a hands-on look at exactly how to set it up! Click here to watch embedded mediaAstral Orbs (and their shards) can only drop off special magic creatures. Perhaps the easiest way to do this is to exhaust a Bookery, which will spawn little flying magical tomes on nearby tiles. These tomes unfortunately do not drop orbs, but they are critical with our combination. When in range of a Vampire Mansion, powerful Vampire Mages spawn instead of the books. Look to get your books spawning on an adjacent field tile that you fill up with spiders, and every loop you go through will provide you with a glut of loot, experience, and hopefully even some shards to work up to an Astral Orb. You won't need too many Astral Orbs, but they can be a time consuming farm. In addition to your super Vampire/Spider/Scarecrow tile that you place adjacent to the village near your campfire, you should place the Vampire Mansion next to the Village, which will spawn a ton of dangerous ghouls to handle. ![]() Again, your Watchtowers should make short work of them. These damned Vampire villages upgrade after you've done three loops, with upgraded quests and healing. With these tiles working together, you create a potent vacuum of resources that has full support from your campfire archers, so you can do it with pretty much any class and build you want to mess around with. After you have the Suburb/Town tiles to increase your experience gain, the spider-loaded tiles can be farmed for massive amounts of quick and dirty experience so you can go into boss fights with a huge pile of traits (Talents/special abilities). Want more Loop Hero? Check out our New Gameplay Today here! Loop Hero is currently available on PC, but we're hoping it makes the jump to other platforms.
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Xbox Celebrates Women In Gaming With Game Spotlights, New Minecraft Content, And More Posted: 08 Mar 2021 12:22 PM PST Xbox is celebrating International Women's Day with a new official blog post from Xbox Women in Gaming co-lead and design director Jennifer Lane. In her post, she reflects back on almost 20 years of game development, including her current work on Forza Motorsport. To celebrate this day (and month) meant for recognition, she shares some of the ways that Xbox is celebrating beyond just a tweet. With a special addition in Minecraft to highlighting some seriously powerful protagonists, here is how Xbox is celebrating women. As part of a month-long celebration to celebrate women's history, Xbox is first dedicating livestreaming space to highlight some amazing content creators, developers, and even game characters themselves. First up, we have the Gears 5 Women's History Month Tournament, which will be taking place on March 13 at 10:30 a.m. Pacific. This will be a collaboration between Smash.gg, The Coalition, and Xbox, and can be seen here on the official Xbox Twitch channel. Minecraft is also joining in on the celebration with a Women's Equality lesson on education and our right to vote. "Minecraft: Education Edition has released two new lessons on International Women's Day, exploring the work of Malala Yousafzai advocating for girls' education and Emmeline Pankhurst in the quest for women's right to vote in Victorian Britain," reads the blog. ![]() World's Edge – Age of Empires is also celebrating with the Queen's Clash tournament on March 13 and 14. This tourney will be run by Age of Queens, a group of women in the Age of Empires community, as they battle it out in the name of victory. In addition to the tournament, numerous women throughout history will have their stories told on the official game's website! You can learn more right here. Microsoft is also looking at further amplifying reach for two beneficial programs: Girls Who Code and Black Girls Rock. According to the most recent Xbox post:
For this month, Microsoft Rewards members can both earn and donate points to the above organizations to support women in gaming. It's easy to earn these points too. Some of the ways include simply playing a game using the Microsoft Rewards app on Xbox, downloading games, and more. For those that may not be members yet, you can learn more about how to join in on the fun here. The month of March will also offer curated content that was created by women, have leading women as protagonists, and more. Just a few of the games mentioned throughout the entire month include Control with Jesse Faden, Dishonored: Death of the Outsider with Billie Lurk, Never Alone with Nuna, and Beyond Eyes that follows a 10-year-old Rae's journey. It's not just games either! Content curated to celebrate this month also includes movies and TV, which you can see here. Also announced today is a new Women of Xbox UK podcast series that will highlight various women from Xbox Game Studios to share advice, experiences, and passion for an industry that continues to evolve from year to year. To learn even more ways about how Xbox is celebrating International Women's History Month, be sure to check out the full blog post. Feel free to also shout out some of your favorite women gamers, streamers, developers, and characters in the comment section below!
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Dragon Age 2 Was A Phenomenal Game Buried Beneath Repetition And A Rushed Timeline Posted: 08 Mar 2021 12:14 PM PST Dragon Age 2 was released ten years ago today, and even now, you can't even bring up the name of the game without someone saying this was the "death of BioWare" or that the sequel "sucked." Due to a rushed development timeline and a lack of resources, Dragon Age 2 was a hodgepodge of glitches, a short narrative, and repetitive environments. But even with those factors working against it, Dragon Age 2 managed to tell an incredible tale in a short amount of time, and that's largely because this game has some of the best characters and character development in gaming history. Still with me? Let me explain. RPG fans fell in love with everything BioWare had to offer with Dragon Age Origins. The world, the intriguing characters, the plot twists? It was an incredible experience still very much celebrated to this day. When its sequel, Dragon Age 2, came out, it was almost like a completely different game, and that jarring comparison initially made it confusing to weigh in on the experience. When I first played Dragon Age 2, I was so conflicted. I beat it, and like many others, I was shocked at the ending. Not just because of that "Dammit, Anders" moment that we all love to talk about so much, but by how quickly it was over and how differently paced the third chapter felt. The progression felt like a mudslide: In the first chapter, everything was paced beautifully; everything seemed fine. The second chapter is where, as a player, I began to feel the foundation slide. The third chapter is where the house slipped away entirely into a pit of "what the hell?" and where I really started to notice the launch deadline's influence. For reference, Dragon Age 2 released on March 8, 2011 – only about 16 months after the November 3, 2009 release of Dragon Age: Origins (which BioWare spent over five years developing). While expansions helped elongate the experience, there is no denying that Dragon Age 2 was unnervingly short, especially when compared to Origins and Inquisition. But that's also what plays a role in why it's so impressive: Even with the cut resources and the rushed timetable, BioWare somehow still managed to not only give us characters we cared about immensely, but gave each of them their own arcs that allowed us to grow with them. ![]() Depending on what in-game dialogue options you choose, you can see Isabella learn about her capacity for love beyond its physical expression. You watch Merrill learn heartbreaking lesson after lesson, only to grow into her own despite many in Hawke's little group disapproving of every step she took. You see Aveline's surety as a leader in a city that needed a clear head. You also witness a critical moment with two key characters: Fenris and Anders. Two sides of the same coin, Anders is an escaped mage trying to live in a world that wants him dead. Fenris is an escaped slave from Tevinter trying to learn what freedom even means. In critical moment during Act 3, the pair meets at the same fork in their lives' paths: Do we let our trauma destroy us, or do we accept its role and grow from it? In an argument between the two (something that is not uncommon throughout the game), there is a definitive moment where Anders takes on a more aggressive tone. Fenris matches that tone not with anger of his own, but with a surety when he tells Anders that he misunderstood where he was coming from and that he recognized the dangerous position Anders finds himself in morally because Fenris has faced a similar crossroad. It's here that we see Fenris make his ascension into freedom, and Anders descends into further losing himself in his anger, his perceived role in society, and the influence of Justice (a spirit of Justice that inhabits Anders' body after Dragon Age: Awakening). BioWare also did an incredible job at offering characters that balance each other out. The evolving bickering between Aveline and Isabella and Sebastian and Anders were among some of my favorite party banters in the game. Whether Hawke is there or not, these characters had lives of their own, loves of their own, and their own journeys of self-discovery to undergo while the city around them slowly devolved into chaos. These relationships paint a vivid picture of life and love, and that interconnection is experienced heavily during banter while on missions or during critical loyalty quests. Seeing the pirate queen's hidden heart of gold and Varric's battle against the norms of what it means to be a dwarf are experiences that I treasure, and they are what made Dragon Age 2 a hidden gem for many others as well. As with any RPG, that allows me the chance to romance different people or to choose different paths, I dove in for a second playthrough of Dragon Age 2 to see what I may have missed and to see if a different romance option would allow me to feel differently. After romancing Merrill as a female rogue Hawke that chose the diplomatic options (blue), playing as a female mage Hawke that romanced Isabella with the choice of the more comedic purple options made this game feel like an entirely different adventure. From dialogue options to how the companions treated me through each chapter, the magic of Dragon Age 2 is its characters, and that magic makes each playthrough wildly different from any other. Now, after 19 playthroughs as various Hawkes, I can honestly say there is a magic to Dragon Age 2 that is so unfairly buried due to circumstance. This is also why when the topic of "what do you want to see get a remaster next," Dragon Age 2 is often my go-to answer; it deserves a second chance. This story was incredible. The loss that Hawke felt, repeatedly, is in a league all of its own. Hawke was never meant to be a hero, and that's that true tragedy of it all. But that nuance and that careful attention to detail with the narrative as a whole is bogged down by the more glaring issues and the absurd amount of spiders. ![]() If you've followed my work at all, you know this is a hill I'm likely going to die on, but as we celebrate 10 years of the game that gave me Fenris, I will never stop championing what a remarkable journey this game was despite its shortcomings. And as for all the repeating cave environments, I have a head-canon theory that helped make those similar delves more bearable. Dragon Age 2 is a story told via a narration of Varric Tethras: rogue storyteller and "occasional unwelcome tagalong." I don't know about you, but when I retell stories, I tend to forget small details or pull away certain aspects of the story to focus on what the entire tale is about in the first place. Something that helps me put the entire game's pacing a little more into perspective from a fantasy point of view, not a development one, it's easier when thinking that the repeating areas are due to one simple fact: Varric hates caves. He is the least dwarfy dwarf to have ever dwarfed, and he says this numerous times throughout the entire franchise. He hates anything where he can't see the sky, so in my head? All of these areas bleed together because he'd rather them not exist in the first place. Is that the real reason? Nah, but it's fun to think so. What do you think about Dragon Age 2? Do you agree that, despite its flaws, the sequel offers something truly unique or do you think this is one fan's mad ravings meant to justify liking a controversial game? Sound off with your thoughts in the comment section below; Flemeth would want you to.
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Something Strange Is Happening In Overwatch Tomorrow Posted: 08 Mar 2021 11:55 AM PST Overwatch's beloved smiling onion character, Pachimari, will be featured in a new challenge that kicks off on March 9 and runs until March 22. Dubbed the Pachimarchi, players will be invited to...well...we have no idea. All we know is there's a chance for Pachimari rain. A short teaser video that Blizzard released on social media (which you can see below) shows plush Pachimari falling by the dozens on the Hanamura map. They squeak adorably when they hit the ground, and are joined by an upbeat song that will likely grow annoying within a minute if it plays during battle.
In years past, Blizzard has celebrated Pachimarchi on social media with NCAA-styled brackets, and fans sending in their Pachimari art. What happens tomorrow will be the first in-game event created around this adorable (and slightly Cthulhu-like) critter.
With Overwatch 2 sliding further away into 2022, Blizzard needs to find ways to keep the loyal community playing and has struggled to do so over the last year. Not releasing new heroes has hurt the game, and repeating the same events is also creating fatigue (although we all love the creativity of the skins). Here's hoping the Pachimarchi event creates a few weeks of fun. If it's structured like other challenges, players will need to net nine wins to get a new skin. At every three wins, a new icon or spray is unlocked. We'll have to wait to see what Blizzard has planned, but using the "challenge" naming convention makes it seem like that's the format for this event. For more on Overwatch 2, check out our latest report, which details new maps, talents, missions, and more.
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V1 Interactive, Studio Founded By Halo Co-Creator, Announces Closure Posted: 08 Mar 2021 11:09 AM PST V1 Interactive has announced it is closing. The studio was founded by Halo co-creator Marcus Lehto and SOCOM co-creator Michael Gutmann in 2016. In June 2020, the team released its first project, Disintegration. While the game showed promise in early previews, the finished project was not received as well as the team likely hoped, and the developer closed down the multiplayer servers mere months following release. The news today comes via the studio's Twitter account. "We are sad to inform you that V1 Interactive is officially closing," the tweet said. "We want to thank all the talented people at V1, both past and present, who helped make the last 5 years wonderful. And a heartfelt thanks to the amazing community that supported us."
In a follow-up tweet from Lehto (the company's president and Disintegration's game director), he gave an update on the situation the employees face following this announcement. "At V1, our priority has been to the wellbeing of our employees," Lehto said in the tweet. "We've been transparent with them about the state of things for months and are making this decision now so they still have ample time to search for new jobs while being supported by our studio."
Studio closures are always sad to see, particularly when one had as much promise as V1 Interactive, but it's good to know that the leadership team has been open with its employees about the state of the studio in order to give them as much time as possible to find new roles while still receiving paychecks from V1. Our thoughts and well-wishes go out to all of the employees of V1 Interactive during this difficult time. For more on Disintegration, the studio's sole release, check out our review. [Source: V1 Interactive on Twitter, Marcus Lehto on Twitter]
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Genshin Impact Welcomes Venti and Rosaria With Windblume Festival Posted: 08 Mar 2021 11:06 AM PST Next week (on March 17), Genshin Impact gets the 1.4 update, Invitation of Windblume. While we still haven't fully recovered from all the festivities that recently took place in Liyue and Hu Tao's fiery, ghostly presence, Genshin Impact continues to push out significant content chunks as we continue to wait in extreme anticipation for the Inazuma region. What's in Windblume? Well, first and foremost, everyone's favorite Anemo character, Venti, appears to be back! While the sparkly new trailer (see below) doesn't explicitly say the 5-star bow champion is returning to the mix, Venti appears prominently in the key art and video for this patch, indicating that he'll be back on a banner for players to pick up. If you missed Venti the first time around and you're desperate to have him on your team, this might be your chance. I hope you've been saving those primogems up. If you're like me, you probably spent them all on Hu Tao. Oh well. I've already got Venti anyway! Click here to watch embedded mediaHowever, new characters are even more exciting than old characters returning. While Rosaria has already made an appearance in the game, now she's going to be a playable 4-star character available with this update. As if we didn't have enough polearm users coming to the game in droves with Xiao and Hu Tao in recent patches, Rosaria also uses the polearm weapon. However, Rosaria is Cryo (ice) element, so I'm sure folks out there are assembling a full team of varied elements to play with all focused on polearms. Why not. Anyway, you can get a glimpse of her gameplay in the trailer – it's stylish and cold as you would expect. Rosaria focuses on burst damage, damage over time, and exploiting enemy weaknesses from behind. ![]() Picking up new characters is always a highlight of Genshin Impact as players add them to their rosters, but the Windblume Festival has a lot of other things to offer. Some of that includes new activities where players can go on social outings with some of their favorite characters. Yeah, it's not all about hunting down treasure and taking on the Abyss; sometimes you just want to go get some ice cream. It looks like you can even get keepsake selfies/photos with your friends to remember your little jaunts, but that might just be part of the experience. In this update, you can build your relationships with Barbara, Noelle, Bennett, and Chongyun. ![]() What's a festival without mini-games? After Liyue's tower defense, Mondstadt is not to be outdone for Windblume. We know there's going to be some serious balloon popping and bow-shooting, alongside some other challenges and events. Special event-themed items are available to collect by participating, as has become the norm with each of these special city fests. In addition to all the festival fun, update 1.4 also moves the story involving the Abyss Order and your mysterious sibling that's been the focus of the main questline since opening day. Are you excited for a chance to play with the new characters? Interested in more mini-game fare? Or are you just waiting for the next giant region? Let us know in the comments below
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Monster Hunter Stories 2 Confirmed For PC Release On Steam Posted: 08 Mar 2021 10:36 AM PST After the success of Monster Hunter: World, two new installments in the famed Japanese action franchise were announced: Monster Hunter Rise and Monster Hunter Stories 2: Wings of Ruin. The former is slated to come out later this month, but the latter title is releasing over the summer. Today, during the brief March Digital Event, Capcom announced that Monster Hunter Stories 2 will also be available on PC via Steam. Monster Hunter Stories 2 is an RPG-spinoff title that looks to be a more narrative-focused turn for the series. A new trailer for the highly-anticipated game chronicles the journey of a young hero and his band of close companions as they discover the legendary Rathalos - a creature well-known for its destructive power. Players will be able to ride some of the franchise's most popular monsters and might even get a chance to forge a bond with the Rathalos so that they can mount it too. As of right now, Monster Hunter: World stands as the only game in the series to be available on PC. The fan-favorite title continues to be a Steam bestseller. In our positive PC review, Suriel Vazquez said "Monster Hunter: World's PC version provides the same great hunting and gathering loops console players dove into earlier this year, and after having not played the series until now I'm absolutely hooked, both on the series and how the PC version enhances the experience. Adapting World's console control scheme to keyboard-and-mouse comes with some minor nitpicks, but I've found the tradeoffs are worth it." Monster Hunter Stories 2: Wings of Ruin's arrival will likely excite fans who have been looking forward to diving into a new monster-hunting story and taking down the franchises' most dangerous monsters on PC. The game launches on July 9. In the meantime, check out these awesome Monster Hunter Stories 2 Amiibos. Additionally, Last December, Monster Hunter: World got its last content update, read about My Fond Farewell to the game as you wait for the upcoming releases of Monster Hunter Rise and Monster Hunter Stories 2.
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Dragon Ball Z: Kakarot DLC Features Future Trunks With New Trailer Posted: 08 Mar 2021 10:34 AM PST The third Dragon Ball Z: Kakarot DLC has been revealed with Trunks: The Warrior of Hope. The latest DLC will arrive early Summer 2021 and brings with it a new story for players to dive into and will even feature Trunks from his alternate apocalyptic future. While we don't have a release date, we do have our first look at what the new DLC will have to offer. Since Kakarot follows the events following Goku's death, the upcoming DLC will bring Trunks back from the future to try to pave the way for a new world after Android 17 and 18 obliterated the mass majority of Z-Fighters. Click here to watch embedded mediaKakarot does a solid job at mostly staying within canon, with a few creative liberties here and there, so to see what Bandai Namco has in store following the death of Goku is more than just a little interesting. "Dragon Ball Z: Kakarot frequently powers up to Super Saiyan levels to deliver awe-inspiring battles between godly beings who can topple mountains with atomic blasts and swing fiery fists to knock each other into the stratosphere," said our own Andrew Reiner in his full review of the anime-inspired game. "However, when the fight is over and one of the warriors is sent to the afterlife, Kakarot struggles to find a pulse within its sprawling open worlds." Since Kakarot dropped its first DLC back in April of 2021, we've seen several different story arcs make their way into the game. Golden Frieza even made his triumphant return, as well, alongside Super Saiyan Blue Vegeta and more Goku forms. The third installment aims to take the story even further, as seen in the announcement DLC trailer above. Bandai Namco does confirm that more information will be arriving soon, including special attacks and a few more familiar faces. What do you think about how Dragon Ball Z: Kakarot has evolved since launch? Anything you wish Bandai would have done differently? Sound off with your thoughts in the comment section below!
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Capcom Unveils Three Monster Hunter Stories 2 Amiibo Figures Posted: 08 Mar 2021 09:53 AM PST ![]() Monster Hunter Stories 2: Wings of Ruin already has a new trailer and deluxe edition (read about it here), but Amiibo collectors will be happy to know that new figures based on the game are on the way as well. The figures are based on characters Ena, Razewing Ratha, and Tsukino and should look good on a shelf while also providing some in-game perks too. ![]() In addition to looking spiffy, scanning the Amiibo in-game unlocks three different sets of layered armor plus unspecified daily challenges. The figures will be available when the game launches on July 9 exclusively through GameStop in the US and EB Games in Canada (disclaimer: GameStop is the parent company of Game Informer). Information on when and how to pre-order the figures will come at a later date. The previous Monster Hunter Stories game had Amiibo support, plus Nintendo announced last September that Monster Hunter Rise would have its own Amiibo figures as well, so perhaps this news isn't the most surprising in the world. Still, if you're a fan of the series looking for more physical representations of that passion, your wish has been granted. If you need to express that love outside of the main games, Super Smash Bros. Ultimate has new Monster Hunter Mii fighter skins. If you missed this morning's Monster Hunter Twitch showcase, Capcom also dropped new details on Monster Hunter Rise such as a new exclusive demo ahead of its March 26 launch. You can read all about it here. Fans also learned that Monster Hunter Stories 2 will be launching on Steam in addition to Switch. What do you think of the new Amiibo figures? Are you still collecting Amiibos in general, and will you go out of your way to scoop these up? Let us know in the comments!
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Ghosts Can Now Open Doors In New Phasmophobia Update Posted: 08 Mar 2021 09:33 AM PST Do you know a game that we play a lot, but haven't talked about for a bit? Phasmophobia. Since this scary title first launched on Steam as an Early Access adventure, it has evolved immensely to be even more terrifying. The latest Phasmophobia update brings in new accessibility adjustments, changes to the Sanity monitor, and...oh, yeah...ghosts can now open doors. Some changes are bigger than others, but many of the quality-of-life improvements tackle the game on a larger scale. But first, let's talk about accessibility tweaks. AccessibilityPhasmophobia now has an added accessibility page where players can swap their sounds to mono. Also added is the ability to select the contract difficulty (versus it being randomized), a new button to change the ports for the game (which will help with disconnection issues), and new text on the sanity monitor to show the team's average. Quality of LifeWith the latest update, it's easier to stay connected to the server and easier to select contracts via a gamepad. Invite codes can also be added with the keyboard number pad in addition to a new button that allows players to easy-add the max number of items desired before taking each contract. In an effort to prevent trolling, there is now a delay for closing the truck door once it's been opened. Players will also find changes have been made to swapping characters. This action will no longer "Unready" everyone in queue. An "Are you sure" prompt has also been added after clicking the training button in the game's main menu. Ghost changesGhosts are terrifying in this game. That's not just me being a wimp, either: The slow crawl and the "will they, won't they" regarding the hunt honestly curls my toes every time I play. But, eventually, even the scariest of experiences can lose their edge after a time, which is why the team has implemented the following changes:
![]() Other tweaksFrom temp checks to equipment tweaks, below are the additional changes that Phasmophobia players can look forward to with the latest update on Steam: Gameplay Changes
Temperature Mechanic Changes
Parabolic Microphone Changes
Non-VR Changes
VR Bug Fixes
Prison
Asylum
![]() General Bug Fixes
Phasmophobia is available now on Steam. Happy hunting! You can learn more about the ghost hunter simulator by watching our Gameplay LiVe right here.
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Posted: 08 Mar 2021 09:00 AM PST Arkane Studios is well-known for its love of systemic game design, which allows players to approach combat encounters and puzzles in myriad ways. Titles like Arx Fatalis, Dark Messiah of Might and Magic, and Dishonored helped the studio build a sizable cult following, and now the team is taking its artistic approach to game design and building something new: Deathloop. Set on the chilly island of Blackreef, Deathloop is a story about a secret society that invents an eternal timeloop. There is just one catch: Most of the people caught in the cycle don't have any memory of previous loops. Colt Vahn is the hapless hero who actually remembers everything that happens from one day to the next, and if he wants to escape this torment, he must assassinate the eight leaders of the program. Unfortunately, everyone on the island is also out to kill him. Click here to watch embedded mediaFor this month's cover story, we take a deep dive into the creation of Deathloop. We spent several hours with the designers and artists working on the game and walked away with a better understanding of Deathloop's gameplay hooks. Across 14 pages, we break down our exclusive demo in detail, highlight many of Colt's phenomenal powers, and explain some of the many approaches that players can take through Deathloop's open-ended environments. ![]() But Deathloop isn't the only reason to dive into this issue. We also run down all of the big announcements coming out of BlizzCon 2021, explore the Blaseball phenomenon, and fill six pages with some rad gadgets in our Spring Buying Guide. Kimberley Wallace talks with developers from CD Projekt Red, Insomniac, and Ubisoft about how they approach open-world map design. Jeff Cork looks at how Team 17 is working with multiple museums to aid in the arcade game preservation efforts. And, Joe Juba goes hands-on with Axiom Verge 2 before sharing his impressions. Spoiler: the game sounds great. Print subscribers can expect their issues to begin arriving in the coming days/weeks. The digital edition of this issue launches tomorrow afternoon, March 9, for PC/Mac, iOS, and Google Play. You can also get the latest issue through third-party apps on Nook and Kindle. To subscribe to either the digital or print version, click here.
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Monster Hunter Stories 2 Launches July, Gets New Trailer And Deluxe Edition Posted: 08 Mar 2021 08:46 AM PST During this morning's Monster Hunter Twitch showcase, Capcom announced that Monster Hunter Stories 2: Wings of Ruin is launching worldwide on July 9 to Switch and, surprisingly, PC via Steam. A new trailer gives us another look at the story-focused game' narrative as well as teases of the game's new features. Players control a custom Monster Rider, child of the legendary Rider Red. After Rathalos disappears from the world, players must uncover the truth behind a mysterious prophecy centering on the Wings of Ruin. They'll be joined by Wyverian Ena and the returning Felyne hero Navirou. Click here to watch embedded mediaGameplay consists of traveling to various destinations to hatch, train, and raise your own party of monsters. You'll need the abilities of your beastie buddies to help you reach out-of-reach areas, traverse environments quicker, and locate treasure. Combat is turn-based unlike traditional Monster Hunter titles, offering a new slant to the classic gameplay as players use their weapons to target monster weak points. You can also partner with your Monster friends to unleash Kinship attacks. The trailer also teased cooperative multiplayer quests, which Capcom say it will elaborate on at a later date. Capcom also unveiled a fancy Deluxe Edition for the game. There's no word on price yet, but it includes the following:
![]() Additionally, those who pre-order the game on either platform receive the Kamura maiden outfit for Ena. Switch players also get the added bonus of using the new amiibo figures (Ena, Razewing Ratha, and Tsukino) to unlock three different sets of layered armor and daily bonuses. That's not all, though. Players with Monster Hunter Rise save data can unlock the Kamura Garb layered armor for their character. What do you guys think of this new look at Monster Hunter Stories 2: Wings of Ruin and its various goodies? Let us know in the comments. You can read about the new updates regarding Monster Hunter Rise here.
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Super Nintendo World Grand Opening Set For March 18 Posted: 08 Mar 2021 08:37 AM PST Super Nintendo World officially has a grand opening date in Japan for March 18, 2021. The opening has been up in the air regarding when was safe to do so given the issues due to the ongoing pandemic with COVID-19. While the other locations, including Florida's opening in the United States, are still under review regarding any opening dates, folks in Japan can dive into the fun later this month. The grand opening was originally slated to happen during Summer 2020, but COVID-19 had other plans. The date then moved to February 4, but another delay was unavoidable for similar reasons. Now, it looks like everything is finally set in stone. While this is exciting, I am a little sad that the marketing team missed the opportunity to have fun with "Mario Day" references that would have been allowed with a March 10 (MAR10) opening. Ah, what could have been. Click here to watch embedded mediaNintendo fans can also go to the website to learn more about the gaming-driven theme park, which offers a virtual tour of the park in both Japanese and English. You can go on that digital ride right here. Not in Japan? Don't worry! More locations will also be opening up in the coming years, including the United States and Singapore parks for Nintendo lovers to enjoy. It's exciting to see Japan's doors opening soon, despite travel bans still in place for many areas in the world. While some areas are still experiencing spikes, other places in the world have the pandemic largely in the rearview mirror. Hopefully, the rest of the world will follow. If anything is going to get people moving to do their part, it's the possibility of a Super Nintendo World trip. Are you excited to one day experience Super Nintendo World yourself? What about the theme park has you the most amped up? Sound off with your Nintendo-inspired hopes and dreams in the comment section below! [Source: Twitter]
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Microsoft ZeniMax, Bethesda Acquisition For $7.5 Billion Officially Approved By EU Posted: 08 Mar 2021 08:13 AM PST Back in September of 2020, Microsoft revealed it was in the process of acquiring ZeniMax Media and all of the studios under that umbrella. With this acquisition comes many beloved franchises such as Doom, Fallout, The Elder Scrolls, Wolfenstein, and more. While what that means for all future games on the horizon (as we're still seeing PlayStation announcements for games under ZeniMax) remains to be seen, the European Commission (EU) has officially approved the $7.5 billion deal. The approval comes with the added notation that there are no "serious doubts as to its compatibility with the common market," meaning that the acquisition has no added conditions for this process. "The Commission concluded that the proposed acquisition would raise no competition concerns, given the combined entity's limited market position upstream and the presence of strong downstream competitors in the distribution of video games," reads the European Commission statement regarding the approval. "The transaction was examined under the normal merger review procedure." Click here to watch embedded mediaMicrosoft has already stated that it has no plans to hinder any pre-agreed arrangements with other platforms for titles like GhostWire: Toyko and Deathloop, but what about The Elder Scrolls VI and Fallout 5? If you're interested in learning the likelihood of exclusivity probability outside of the "case by case" basis Bethesda leadership previously opened up about, I combined my Master's Degree in business with my 18 years in this industry to offer a more detailed analysis of what this acquisition means for the more notable franchises under Bethesda's wing. You can read more about that right here. There has been a few rumors circulating that Xbox will be hosting a new event during the second half of March and it is expected for the company to share more about their plans following this acquisition. While Microsoft itself has not confirmed these rumors, it seems likely that we will be learning more about what Xbox has in store in the coming months here soon. To learn more about the acquisition, including the newly revealed subsidiary to help with the merge, you can check out our previous coverage right here. [Source: ec.europa.eu]
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New Monster Hunter Rise Demo Announced Alongside New Gameplay Trailer Posted: 08 Mar 2021 07:40 AM PST Monster Hunter Rise is on the way and to celebrate, Capcom just revealed a brand new trailer for fans of the series to enjoy, including new monsters on the way. In addition to the Monster Hunter Rise gameplay trailer, we've also got confirmation about the next demo for the upcoming game. But first, the trailer. New Monster Hunter Rise gameplay trailer and featuresIn our latest look at Monster Hunter Rise, Capcom showed off a new Rampage quest type as Hunters work alongside the citizens of Kamura Village to prepare them for survival against hordes of hungry monsters. With the new trailer also comes a first look at some new gameplay features, including the Silkbind Attacks that all four weapon types will be able to utilize and the Switch Skills for each weapon's progression. Monster Hunter Rise will also include dynamic difficulty scaling for multiplayer that will automatically adjust for new players as they come and go out of the online experience. Click here to watch embedded mediaAlso revealed is the new Hunter Connect feature. This feature will allow players to create unique tags that suit their playstyle. This allows them to be more visible in the community and allows for similarly styled players to find and matchmaker with them. Between returning favorites regarding monsters like Zinogre and Nargacugo, there are also some new ones on the horizon as well for our quest to protect Kamura Village. From the mysterious Elder Dragon Chameleos to a few others spotted in the gameplay video above, Monster Hunter Rise aims to continue delivering a fantastic exploratory experience for fans of this beloved franchise. When is the Monster Hunter Rise demo?The second limited-time demo will begin on March 11 and will ramp up the difficulty when hunting in-game against Magnamalo. For those that participated in the first demo back in January, their quest counter will reset and they'll be able to dive back in with the fight against the Wyvern of Malice. Monster Hunter Rise arrives on Nintendo Switch on March 26, 2021.
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Rust Comes To Consoles This Spring Posted: 08 Mar 2021 07:00 AM PST Popular survival game Rust is coming to consoles this spring. The game has long been one of the most played games on Steam since it first launched in Early Access in 2013 (and hit 1.0 in 2018) and now PlayStation 4 and Xbox One players will finally have a chance to see what the fuss is all about. Before Rust officially launches, a closed beta is currently taking place and will last for the next few weeks. If you're a console player who always wondered what exactly Rust is, it tasks players with surviving an unforgiving world inhabited by other players where rules are more or less non-existent. While you still need to combat thirst, hunger, and weather by crafting tools, weapons, and shelters, the game's core appeal comes from encountering other players (up to 100) and the emergent stories that come out of these interactions. Click here to watch embedded mediaThey can range from something as cool as working alongside strangers to share resources, build elaborate shelters, or even form your own society. Other times, well, I think former Game Informer editor Javy Gwaltney put it best in his 2018 review of the game: "The amount of toxicity I came across was also off-putting. I encountered constant disturbing and bigoted behavior, from players screaming racial slurs to mimicking sexual assault over other corpses. As the distasteful interactions and glitches mounted, my enjoyment of Rust's better qualities waned. You can turn down the volume to mute voice chat, but that's basically closing yourself off to Rust's emergent stories." So yeah, Rust on PC can be a bit of a wild west. It'll be interesting to see if the less-savory aspects of the community carry over to consoles and if it'll be addressed any differently than on PC. It's worth noting that the console port is being handled by Double Eleven instead of Rust's original PC developer, Facepunch. Although Rust has changed over the years, you can read our full review of Rust's launch state here for a more complete idea of what to expect before it comes to consoles. Will you be jumping into Rust for the first time on consoles? Let us know in the comments!
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