Where Winds Meet: Our Thoughts After 3 Hours in its Wuxia World

Last weekend, a global beta test began for Where Winds Meet, the open-world game published by NetEase that is already available in China. This free-to-play game takes place around the year 1000 between the great Tang and Song dynasties during what’s known as the Five Dynasties and Ten Kingdoms period. In it, players take the role of a lone wandering hero during this time of upheaval where one’s own strength matters more than the rules of society. IGN readers may not be too familiar with the Five Dynasties and Ten Kingdoms period, but don’t worry – the same even seems to apply to players in China.

We know that the game takes some influence from Ghost of Tsushima and The Legend of Zelda: Breath of the Wild thanks to a past interview with lead designer Chris Lyu, but it can be difficult to imagine exactly what the gameplay will be like. According to Lyu, it is “the world’s first wuxia-themed open-world” game. Once I got my hands on the game, I found Where Winds Meet was indeed a wuxia game through-and-through, with the strength of the concept bringing together a variety of elements seen in games today.

Once you’re finished with character creation and begin playing the game, you’re first met with a graceful man with flowing hair resting in a bamboo grove while holding a baby to his chest, almost like Zhao Yun from the Romance of the Three Kingdoms. Then, another handsome and long-haired man comes to talk to him, and it seems that this man with a baby has betrayed his school. He hops on a white horse then gallops through the bamboo while avoiding his pursuer’s weapons, at times in slow motion. All of these shots are reminiscent of famous scenes from various Chinese movies of the past, making it clear from the start that this game is closely linked to the wuxia tradition.

This game is closely linked to the wuxia tradition.

A sense of “wuxia-ness” oozes out of this game at every turn even after this opening scene ends and you take control of the character you’ve created – whether that’s through its gameplay in general, its systems and graphics, or its dialogue. A few minutes after I started walking freely through its world, I spoke to an old man on the side of the road who asked me to repel a bear who’s been after honey. It seems that the protagonist is able to learn techniques from the movements of the bear, as pressing buttons at the right time according to icons that pop up caused him to learn tai chi from the beast, incredibly enough.

All of this serves as a tutorial for the Mystic Arts that make up part of your arsenal, but more importantly, this process of observing familiar objects and nature to learn abilities and grow stronger gives the player a strong sense of the game’s wuxia flavor. It seems there are other abilities that come from nature, like Lion’s Roar and the venomous Toad Style, so I’m sure there will be many other techniques the protagonist learns from all the creatures of the game’s world. Just as you might expect to be able to use magic to create fire in a game with a fantasy setting, the player in this game’s wuxia world is able to master strange powers of their own. It’s also interesting to note that these abilities can be used outside of combat as well. For example, nearby fish are caught up in tai chi when it’s used by the water’s surface, making for efficient fishing.

One of the most notable things about this thoroughly wuxia game is its inclusion of many elements we’ve come to expect from combat systems and exploration in action games today. For example, pressing the correct button just before an enemy’s attack lands will parry it, creating a back-and-forth tempo during action segments.

While equivalent to the kinds of parry systems that have become a staple in recent action games, this game goes into slow motion when it’s time to parry an enemy attack and displays an icon telling you what button to press (though it is possible to turn this icon off in the options). While similar to Final Fantasy XVI’s Story-Focused mode, these icons deplete an Insight Points meter when they’re displayed and won’t show up if you run out, so you can’t recklessly fend off every single enemy attack.

There are currently seven weapon types that a player can use (with plans to add more). In addition to standard swords and spears, there are also more unusual weapons like umbrellas and folding fans. Each weapon provides for its own unique gameplay, such as the umbrella’s skill that temporarily stuns an enemy, or the fan’s ability to create a zone that heals the player and their allies.

Players can equip both a main weapon and a sub-weapon, each enabling a variety of martial techniques. What techniques are available to you will also change based on the school you study under, with a total of eleven available schools. The game’s combat style changes quite a bit depending on the combination of mystic and martial skills you use, allowing for a wide degree of customization. Between all of the different attacks, the balance between offense and defense enabled by parries, and the overall voracious approach to combat elements, it felt like the game had taken a menu of popular modern features and ordered one of everything.

The bow and arrow is treated differently whether it’s being used as a main or a sub-weapon, capable of attacking enemies from afar while also solving puzzles by burning through vines to open up pathways. The way it’s positioned shows the influence of another game that was previously mentioned, The Legend of Zelda: Breath of the Wild.

It sounds like upwards of a thousand NPCs have reputation levels, allowing you to befriend them on an individual basis.

The game’s core of open world exploration and progression has also been extravagantly created. During the preview, I was able to visit Kaifeng, one of China’s eight ancient capitals located in Heinan province that flourished at the time as one of the world’s largest cities. Despite the war-ravaged world, the city in the game was open and lively, with its residents chatting away like it was Cyberpunk 2077 after just a short walk through its streets. It sounds like upwards of a thousand NPCs have reputation levels, allowing you to befriend them on an individual basis.

It’s not hard to imagine how people live in the game’s detailed streets of Kaifeng, apparently recreated by referring to historical remains that still exist today. Walk down the big street that cuts through it all and eventually you’ll find a large arching bridge. A beautiful palace with towering defenses awaits you on the other side, making it clear just how prosperous this Chinese capital was at the time. From there the player will be able to dig into the secrets around their own birth as a wandering hero.

After only about three hours of gameplay, I could tell that Where Winds Meet is packed full of elements that players have experienced before in open-world games. But what shocked me most of all is that while you could call this a mishmash of features, the key concept of wuxia along with the way those elements are presented worked to bring all of them together in a natural way. Perhaps you could say that what best defines Where Winds Meet is this coexistence of the past decade of what has made open-world and action games fun alongside its Chinese creators’ love for the genre of wuxia.

Animal Well Is Getting A Gorgeous New Physical From Lost In Cult

Well, well, well.

2024’s hit puzzle platformer Animal Well is getting a second physical edition, this time from Lost In Cult, and it’s absolutely gorgeous.

After announcing an artbook earlier this year, Lost In Cult has lifted the lid on two lovely little physicals on social media — one standard edition, and one exclusive edition designed by UFO 50 and Spelunky creator Derek Yu. Both versions cost £29.99 and will be shipping in Q4 2025.

Read the full article on nintendolife.com

Call of Duty: Black Ops 6 and Warzone Season 05: Hold the Line

CoD Season 5 Hero Image

Call of Duty: Black Ops 6 and Warzone Season 05: Hold the Line

The post Call of Duty: Black Ops 6 and Warzone Season 05: Hold the Line appeared first on Xbox Wire.

Call of Duty: Black Ops 6 and Warzone Season 5 launches August 7

In Season 5, the Rogue Black Ops team tracks down the final Pantheon moles to finish what they’ve started. Battle across new Multiplayer maps plus check out the thrilling conclusion of the Black Ops 6 Zombies storyline. In Verdansk, the Stadium is blown wide open, with high-tech secrets hiding within. The new content goes live in Black Ops 6 and Warzone starting August 7.

Multiplayer Overview

New Maps

Runway (Launch): Following a destructive pursuit in the Arzak Provincial Airport, wreckage and chaos have engulfed the terminal and the surrounding area.

Exchange (Launch): Set in a vibrant Avalon marketplace, crash the party and unleash havoc on this small-sized three-lane map centered around the Deli.

World Motor Dynasty (W.M.D.) (Launch), Remaster: First introduced in the original Call of Duty: Black Ops, W.M.D. is back as the reimagined World Motor Dynasty luxury Italian car manufacturer in Avalon.

Jackpot (Mid-Season), Inspired by Black Ops 4: Using elements from the original Casino map from Black Ops 4 and partially inspired by the Heist mission from the Black Ops 6 campaign, this extensively reworked map takes place on the Casino Luttazzi floor.

New and Returning Multiplayer Modes

Aim High (New, Launch): Across a variety of game modes headshots land instant eliminations while full body armor minimizes damage dealt anywhere below the neck. Eliminate enemies and receive brief speed and health regeneration boosts.

Snipers Only (Returning, In-Season):  Operators spawn with only a Sniper Rifle in hand – Equipment, Secondary Weapons, and your Dedicated Melee Weapon are restricted.

Cranked Moshpit (Returning, In-Season): Eliminations give you speed Perks and activate a bomb countdown on your Operator. Refresh the bomb timer with chain eliminations and earn twice the score for your team.


Call of Duty: Black Ops 6 and Warzone Season 5 launches August 7

Zombies Overview

New Round-Based Zombies Map: Reckoning (Launch)

The massive Janus Towers that dominate the Project Janus Headquarters are teetering on the verge of collapse. Face the final chapter of the Black Ops 6 Zombies story as the crew and Richtofen face off against S.A.M. in a race against time.

New Elite Enemy and Other Entities

The greatest new Project Janus threat is the Uber Klaus – a hulking robot encased in a tough, bulky exoskeleton, packed with lethal efficiency and super strength. Once the outer protection is shattered, a second form known as Uber Klaus Core appears.

Keep an eye out for waves of daunting Kommando Klaus units, robot enforcers heralded by a mysterious red mist. These machines are programmed to seek and destroy, self-destructing upon contact.

New Wonder Weapon: Gorgofex

Buried deep within the Janus Towers is the Gorgofex, a grotesque new Wonder Weapon. This bio-aetheric weapon pulses with fungal, insectile, and floral traits and supports multiple variants for those willing to discover them.

Additional Field Upgrade: Mister Peeks

Summon the deadly and distracting bunny to bust out the moves and bash undead brains to a disco beat.

Call of Duty: Warzone Overview

Abyss Protocol Activated: Stadium Compromised

Recon teams have uncovered the existence of a covert military base hidden inside the National Acropolis Arena, tied to the highly secretive Abyss Protocol. A looming threat may be buried within – Operators are advised to prepare for an imminent Stadium breach.

New Contract: Satellite Hijack (Launch Window, Week One)

Explode your way into the stadium with the multi-step Satellite Hijack Contract, available only during the first full week of the season.

New LTMs

Stadium Resurgence LTM (In-Season, Week Two): Operators will be able to access the Stadium via new rooftop entry points and participate in a fast-paced Resurgence mode with a seven-circle collapse

General Overview

New Weapons: In the Battle Pass, unlock two new free base weapons: the PML 5.56 LMG and ABR A1 Assault Rifle. Plus, earn additional new weapons via seasonal events.

New Attachments: Bring the power to your favorite pistol with the 9mm PM Skull Splitter attachment available in the Battle Pass. And unlock an additional attachment at mid-season.

Season 5 Battle Pass, Store Content

Purchase the Battle Pass to immediately unlock rewards including a seasonal 10% Battle Pass XP Boost, the Stogie Sims Operator, the Infernous Legendary Blueprint for the Kilo 141 Assault Rifle, and more, providing access to over 110 pieces of unlockable content. Plus, Purchase BlackCell for the premiere Battle Pass Upgrade.

Season 5 Launches August 7

Black Ops 6 is available now on PlayStation 5 and PlayStation 4. Experience the spy action thriller Campaign, the in-depth tactical chaos of Multiplayer, and soak in the gory glory of round-based Zombies!

Parrying has never seemed more whimsical than in dollhouse soulslike Memoria Wake

There are at least two ways to write about parrying mechanics. On the one hand, you have people like me who compose farking ridiculous intros such as “a good parry mechanic is a kind of redemption”, then spend hundreds of words overegging the pudding. On the other, you have Nic, who sums parrying up far more elegantly as “a pleasingly low-effort method to make your opponent look very silly”. I hope that both Nic and I will be at home in Memoria Wake, a new isometric action-RPG in which you can parry giant black cats with an umbrella. There’s now a demo on Steam.

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Itch.io are seeking out new payment processors who are more comfortable with adult material

Itch.io have announced that they are seeking out new payment processing partners who are more willing to handle the purchase of NSFW games, after delisting or removing a vast swathe of games in accordance with the content restrictions of companies such as Paypal and Stripe. They’ve also offered an explanation for why they’ve recently delisted so many more “infringing” games than Steam, which has carried out its own cull of sexually explicit games under pressure from finance firms. Finally, Itch have acknowledged that their recently posted list of newly prohibited adult material is far too vague to be useful.

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DSiWare Game ‘Handy Hockey’ Makes A Return On Switch 2

With mouse controls and 120fps, too!

Japanese developer ITL is returning to one of its DSiWare titles, Handy Hockey, and bringing it to the Switch 2 in just two days — on 31st July 2025 — for the bargain price of £5.00 / $7.00.

The original game launched as a DSiWare title back in 2010 and is a simple, neon-coloured air hockey game. However, it was exclusive to Japan. This version looks to be a polished-up version of the original, making it the first time it’s available in the West.

Read the full article on nintendolife.com

How sound can save or doom you in I Hate This Place

Hi there, I’m Miki Majka, Game Producer at Rock Square Thunder. Today, I want to give you a first look at the official gameplay trailer for our upcoming game, I Hate This Place, which is coming to PlayStation 5 later this year. It’s a craft-based, isometric survival horror experience all wrapped in bold comic-style visuals and soaked in a gritty 1980s horror atmosphere.

I also want to take you a little deeper into how we’re using sound as more than just atmosphere. In I Hate This Place, silence isn’t simply golden — it can mean the difference between life and death.

But first, let’s take a look at the gameplay trailer:


How sound can save or doom you in I Hate This Place

These creatures hunt by sound

As you probably noticed in the video, the world of I Hate This Place is filled with a lot of nightmarish, otherworldly creatures from a rather eerie and distorted world. But what might not be so clear is that many of these hulking monstrosities can barely see. Instead, they stalk their prey (you) by sound, so all your actions and movements need to be thought out. Every footstep, every gunshot, every clang of metal can give off your location.

So whether you’re creeping through overgrown woods or navigating decrepit facilities, the surface beneath your sneakers matters. A slow, crouched shuffle across grass will likely be ignored. A careless stomp on broken glass, not so much.

Making visual noise

To take this system further and make it more clever to players, we also made sound into a visual language, where noise is color-coded. It’s a unique visual system inspired to tie in with the game’s comic book art style. For example:

Green footsteps mean you’re quiet, crouched, moving slowly, minimizing risk
Yellow signals you’re walking at a normal pace and making moderate noise
Red means you’re running or being loud, and you’re a beacon for danger

This color-coded feedback system doesn’t just apply to footsteps, though. Gunfire, thrown objects, even the howls and attacks of enemies all follow the same noise-visibility rules, helping you judge just how much noise all of your actions are creating.

Sound as a weapon

Just as sound can get you killed, it can also be used to your advantage and become your most useful weapon.

With a bit of strategy and planning, you can lure monsters away from key areas or into your cleverly laid traps. Tossing an empty can down a hallway or into the underbrush might attract a nearby creature, giving you the opening you need to escape.

With a bit more planning and thought, you can try to herd enemies together into the perfect spot to then toss that grenade or molatov cocktail you happened to scrounge.

Stealth is your friend

Combat in I Hate This Place is about choosing your battles wisely. Many of the creatures you’ll encounter are brutal, and even more so when night falls. Going in guns blazing is doable, but maybe not always the right move. Ammo is scarce, noise is dangerous, and enemies are unforgiving.

So the next time you feel tempted to sprint across an open field or you think firing off a shotgun blast in a tight corridor is a good idea, think twice. In I Hate This Place, it is not just what you do, it is how loud you are when you do it. Instead, you can rely on stealth, movement, and manipulation. Using the terrain, sound cues, and enemy behavior against them becomes second nature as you learn to navigate the environment and survive it.

That’s it for today’s deep dive about our combat and potentially sound-induced paranoia!

Thank you so much for reading.

The Biggest Magic: The Gathering Crashers and Climbers This Week – July 29

The Magic: The Gathering Final Fantasy Universes Beyond set is drawing to a close (at least until Spider-Man’s arrival), with Edge of Eternities debuting in just a few days.

The new sci-fi set will take us to space, and there are new synergies emerging already. This week’s movers and shakers include cards with spaceships and aliens in mind, thanks to data from TCGPlayer.

Climbers: Return of The Gaffer

Players have already spotted a lot of potential in The Gaffer, a three-cost white card who turns lifegain into card advantage.

This card from The Lord of the Rings is seeing a climb ahead of Edge of Eternities, reaching $9 and up, thanks to synergies with Ragost, Deft Gastronaut. It was just $2 not long ago.

Next up, we mentioned Thrumming Hivepool last week, and Hatchery Sliver is another shoo-in for Sliver decks with Edge of Eternities. It’s slithered its way to over $10 pretty quickly.

Sticking with Slivers, The First Sliver from Modern Horizons saw a steep drop but has now started to pick up. Giving your Sliver spells Cascade, and offering a 7/7 body in its own right, it’s likely to be a nuisance to play against, and it’s now $30.

The last Edge of Eternities synergy this week is Sylvan Safekeeper, which plays on the land sacrificing theme of the World Shaper Commander precon. It’s up to $8 and climbing.

Finally, it wouldn’t be a Crashers and Climbers without something to do with the Tidus deck, and this week it’s Wave Goodbye, which sends a board’s worth of cards back to an owner’s hand if their cards don’t have a counter on them.

Crashers: Big Beasts and Baddies

This week’s crashers are well worth a look for just about anyone. First up, Summon: Primal Odin from Final Fantasy is now under $2. Given you can manipulate his lore counters with the right setup, you can keep Zantetsuken primed to deal game-ending damage to players.

One more Final Fantasy one, and it’s Ultima, Origin of Oblivion. This 4/4 could be an ideal inclusion in colorless decks since it gets you double colorless mana, but it also ‘blights’ an opponent’s land. It’s just a dollar.

Next up, we switch our focus to Dragons. Tarkir: Dragonstorm remains one of my favorite sets of this year, and Betor, Kin to All was arguably a better inclusion in the Abzan Armor deck than Betor, Ancestor’s Voice. Now you can right that wrong for under $4.

Sticking with alternative versions of Commanders from the set’s precons, Ureni, the Song Unending is down to under $3 and could be devastating if you can pull enough lands before introducing it.

Finally, Craterhoof Behemoth’s Showcase Halo Foil version is one of the priciest cards in the set, but you can get this big bad beast for around $12-$15 in its standard printing.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Monster Hunter Wilds is getting an endgame expansion “ahead of schedule”, as Capcom keep hunting player approval

Monster Hunter Wilds is now set to get an endgame revamp earlier than originally advertised, with Capcom having opted to chuck their established update plans for the next few months out of a window. Well, I say that, all they’ve really done is move around some bits.

While performance issues have proven to be the main achilles heel of the action game about hunning mons, the stuff you’re left to do once you’ve slapped up Arkveld has been another source of player ire.

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