Pixel Cyberpunk Sidescroller Replaced Delayed Again, This Time to 2025

Replaced, an Xbox console-exclusive cyberpunk sidescroller, has been delayed a second time. It’s now expected to come out in 2025, after previously being delayed to this year from 2022.

In a post on Twitter/X, developer Sad Cat Studios kept it short and sweet: “Our initial release date was optimistic, and we apologize for that. Developing Replaced is quite a unique challenge, and we’re proud to be creating something that special.

“We need more time to ensure we meet the high standards we’ve set for ourselves and to meet the expectations of our fans.”

In the meantime, Sad Cat has announced the game will be playable at Gamescom, and that “something special” will be coming later this week.

Replaced was first announced way back at E3 2021 as a 2.5D cyberpunk pixelated side-scroller published by Coatsink. Players control an AI trapped in a human body exploring a dark cyberpunk world, with fast-paced action combat and gorgeous pixel art.

Originally, Replaced was set to come out in 2022 on Xbox Game Pass and PC. It was later pushed out of 2022 and then into 2024 due to the “incredible high bar of community’s expectations” and the team feeling that “we can’t afofrd to release a sub-par game.” We did get a look at Replaced at IGN Live earlier this year, and felt optimistic about its direction.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

The Dead Rising remaster no longer gives you points for “Erotica” creepshots because it’s not “required” or “appropriate”

Aside from being a game where you run around a shopping mall murdering the living dead, the original Dead Rising from 2006 is a clownish satire of sleazy tabloid photojournalism. It expresses this by way of its scoring system, where you earn “Prestige points” for snapping pictures that fit one of five categories: “Brutal” scenes of characters being slain; moments of “Horror”, such as the spectacle of an approaching horde; comical “Outtakes”, like characters caught in bizarre poses; moments of “Drama”, such as people reacting to discoveries; and “Erotic” photos of women alive or undead, which range from snaps of exposed underwear to close-ups of cleavage.

The Erotica tag has, however, been chopped from the Dead Rising Deluxe Remaster, in what Capcom gingerly suggest isn’t “a response to a changing cultural climate”, but expressive of the view that earning points from such photos is not “an appropriate reward for survival and not a skill required of a journalist trying to stay alive”.

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Looks Like Classic Puzzler ‘Boulder Dash’ Is Getting A 40th Anniversary Re-Release

Crystal crashers.

The classic Atari and Commodore puzzle game Boulder Dash is 40 years old this year. The game has been re-released multiple times over the years, and it looks we’re getting another version sometime soon.

Spotted via GamePress by Landlock on Twitter, Boulder Dash 40th Anniversary has been developed by BBG Entertainment in collaboration with the game’s original creators and isn’t just a simple rerelease of a classic. There are 180 brand new levels to play through, including every single world from Boulder Dash I, II, and III. Five new worlds will play host to these new levels, and one of those worlds has been created by one of the original developers, Peter Liepa.

Read the full article on nintendolife.com

Play Madden NFL 25 Early with Xbox Game Pass Ultimate and EA Play

Play Madden NFL 25 Early with Xbox Game Pass Ultimate and EA Play

EA Play - August Asset

Dominate the field like a bona fide superstar early in EA Sports Madden NFL 25! Xbox Game Pass Ultimate and Xbox Game Pass PC members with EA Play can kick-off a 10-hour trial of the game today – ahead of the game’s launch – and get closer to NFL action than ever before (see Terms).

With early Madden NFL 25 access, members on Xbox Series X|S will experience the newest iteration of FieldSense and all-new Boom Tech – a dynamic physics-based tackling system that unlocks the reengineered Hit Stick and a new level of ball carrier control – allowing you to dominate on the field. The game’s completely revamped visuals and presentation on Xbox Series X|S, including two additional commentary teams, delivers new levels of NFL authenticity and immersion through every mode of play. Alongside new levels of controls, Madden NFL 25 on Xbox Series X|S also brings signature styles and new mechanics with ball carriers, catching and pre-play, and a focus on football fundamentals within blocking, playbooks and more.

EA Play members can also score monthly rewards on select titles, including monthly Ultimate Team Packs, 10% off  purchases of Electronic Arts digital content including game downloads, Season Passes, Madden Points and more.

In addition to Madden NFL 25, here are even more member benefits available now with EA Play:

EA Play - August Asset
  • Apex Legends Comedy Gold Weapon Charm – Now to September 2
  • Battlefield 2042 KA-520 Super Hokum Skin: Palatine – Now to August 20
  • EA Sports FC 24 Clubs We are FC Right Hand Tattoo – Now to Aug 29
  • EA Sports FC 24 Volta “We are FC” White Square Glasses and Coins – Now to Aug 29
  • EA Sports FC 24 Ultimate Team Draft Token – Now to September 14
  • NHL 24 Steampunk Set – Now to September 12
  • NHL 24 WoC Coins – Now to September 12
  • NHL 24 WoC Battle Pass XP Modifier – Now to September 12
  • EA Sports F1 24 5000 XP Boost – Now to August 31
  • EA Sports College Football 25 Loyalist Ultimate Team August Pack – Now to August 31
  • Madden NFL 24 MUT August Pack – Now to August 31

Xbox Game Pass Ultimate and Xbox Game Pass PC members receive EA Play with their Game Pass membership where they can enjoy great player benefits like in-game challenges and rewards, special member-only content, trials of EA’s latest games such as EA Sports Madden NFL 25, EA Sports College Football 25, F1 24, and EA Sports WRC. In addition, members get access to a wide collection of EA’s best-loved series and top titles, including Madden NFL 24, EA Sports FC 24, and Star Wars Jedi: Survivor.

Visit the EA Play page for more details, and to stay up to date on the latest from EA Play, follow EA Play on, Instagram, or X. Please visit here for complete terms and conditions.

Xbox Live

Madden NFL 25 Xbox Series X|S

Electronic Arts


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Free Trial

Hit like you mean it with FieldSENSE™ powered by BOOM Tech on Xbox Series X|S. Experience how the new physics-informed dynamic tackling system unlocks realistic collisions & new gameplay animations on both sides of the ball. With a reengineered Hit Stick, perfect hit indicator, a new Ball Carrier Balance System, and physics-driven dives, trucks and stiff arms, timing has never been more important as each interaction reflects true-to-life motion and physical outcomes. (BOOM Tech, FieldSENSE™, and features described here only available on Xbox Series X|S.)

FRANCHISE IMMERSION
Recharged Franchise mode provides a rebuilt NFL Draft experience featuring Roger Goodell, team and rookie records, new environments, personalized storylines, more ways to customize your NFL team and season, a fresh Super Bowl celebration experience, and Franchise Central with simplified league creation tools and more information at your fingertips so you can drive your Franchise to victory. (Franchise updates on Xbox Series X|S only)

LIVE UPDATES IN ULTIMATE TEAM & SUPERSTAR
New rewards, feature releases, themed programs, and the ability to customize your style and skills in Superstar bring refreshed experiences across Ultimate Team™ and live game modes. (Superstar and certain content described here on Xbox Series X|S only)

PLAYBOOK EXPANSION
Evolve your strategy with a brand new set of featured plays, from some of the game’s most inventive team playbooks. (Updated playbooks on Xbox Series X|S only)

TEAM BUILDER
Create your own NFL franchise using Team Builder, a web-based customization tool that allows you to design a team that perfectly matches your style. (Content usable in-game on Xbox Series X|S only)

PLAY LIKE A PRO
Live out your dreams of NFL stardom in Franchise Mode, Ultimate Team™ and more.

Team Builder content can be used in Franchise mode on Xbox Series X|S. Internet connection & EA account required. Applicable platform account may be required. Age restrictions may apply.

Boom Tech, FieldSENSE™, Superstar mode, and certain updated features described here only available on Xbox Series X|S.

This game includes optional in-game purchases of virtual currency that can be used to acquire virtual in-game items, including a random selection of virtual in-game items.

Conditions & restrictions apply. See www.ea.com/legal for details.

The post Play Madden NFL 25 Early with Xbox Game Pass Ultimate and EA Play appeared first on Xbox Wire.

Concord: Launch and the adventure ahead

With Concord’s launch next week on August 23, we wanted to take a moment to talk about the adventure that lies ahead. We see launch as just the beginning. The beginning of not only the vision we’ve set out for Concord, but also the beginning of how we support and grow the game with our players.

The base game is a foundation for us to build upon over time, through systems that will expand the universe, introduce new ways to play and master each character, give you hundreds of unique rewards to earn and unlock, and narratives to unfold week after week, alongside seasonal updates that will introduce new characters, new maps and worlds, new modes, new stories, new features, and more.*

As we look ahead to launch, here’s a glimpse of what’s to come in Concord:

Concord Season 1 launching this October

From the very beginning, we wanted Concord to be a complete experience, where all core content is available to you on day-one and moving forward—not gated behind paid expansions or a Battle Pass. We take your investment in the game seriously and want to ensure that we bring all players along for the journey.

Our first major content drop will arrive in October with the launch of Concord Season 1: The Tempest. Season 1 will mark the introduction of a brand new playable Freegunner, as well as a brand-new map, new Freegunner Variants, more earnable cosmetics and rewards, and a new season of weekly Cinematic Vignettes that will continue the story of the Northstar crew.

This image shows the season roadmap for Concord. On Aug 23, the game will launch with 6 modes and 12 maps, 16 Freegunners and 8 Variants. There will be hundreds of rewards to unlock and customise your Freegunners with and the ability to unlock Variants to expand your playstyle. Alongside this, there will be Solo Training and Time Trial modes. Build crews for every mode and mood, and stack crew bonuses round over round.Season 1 drops in October, Season 2 January 2025. Both will see a new Freegunner, new map, new Variants, QoL updates, new cosmetics and rewards, and new vignettes.

With season 1, we’ll also be introducing an in-game store for those looking to personalize their Freegunners further with additional customization items and to continue to support the game. These will supplement the hundreds of rewards earnable through progression and will be solely cosmetic, optional, and have no gameplay impact.

Now showing slide 1 of 9

We’re also hard at work on future seasons, beginning with Season 2 launching in January 2025 and more seasonal drops throughout year one of Concord. We can’t wait to fully unpack what we have in store for Season 1 ahead of its launch in October.

The continuous evolution of your crew

When we first formed Firewalk, we thought a lot about the type of game that we wanted to make and what we could add to the multiplayer FPS genre. We knew we had to focus on the fundamentals that can make an FPS game great: precise, responsive gunplay and fast, fluid mobility. Those qualities had to be the bedrock of everything.

However, we also wanted that special spice provided by character abilities. Beyond the impact their abilities, roles, and kits could have in moment-to-moment combat, we saw exciting opportunities to add strategic layers to how and when you choose to deploy them throughout a match. In effect, we wanted to infuse the theorycrafting of a deck builder with a PVP first-person shooter. This became the root of our Crew Builder system.

Crew Builder allows you to create Custom Crews of Freegunners that you bring into a match. Every Custom Crew offers 12 configurable slots, which you can fill with characters from what will become a growing roster of Freegunners and their Variants. Each Freegunner will have multiple Variants, which are unique versions of each character that have special modifiers to their base abilities and can be unlocked by completing various in-game challenges.

This image shows the Freegunner selection screen, with the list of Crew Bonuses that are now applied to your Freegunner running down the left of the screen.

Each Custom Crew must have five unique Freegunners, but you can stack up to three copies of any given Freegunner’s Variants, empowering you to really focus on specific characters that you like to play as and that align best with the broader makeup of your team, the modes you’re playing, or your general playstyle.

However, while Crew Builder enables you to hone your own unique approach to combat strategy, it’s also meant to inspire experimentation with different characters as well. Each Custom Crew comes with four Back Up slots, which are randomly populated with Freegunners not otherwise in your Custom Crew.

Crew Builder also incentivizes you to populate your Custom Crews with characters of different roles. Unlike traditional archetypes, like Tank or Support, each Freegunner in Concord is meant to deliver high-DPS and be effective in a gunfight. Instead, our characters are defined by one of six distinct roles and the impact they can have in combat—whether that’s locking down an area, dominating long sightlines, or flanking enemies.

This image the symbols and descriptions of the six distinct roles Freegunners fall into: Anchor, Breacher, Haunt, Ranger, Tactician and Warden. Each offers a unique bonus, which stack as you play different Freegunners during matches.

Balancing your crew with Freegunners of different roles can give you an edge through special in-match benefits called Crew Bonuses. When you deploy Freegunners of different roles for the first time during a match, you’re granted special bonuses that can increase mobility, improve weapon recoil, reduce cooldown times, and more that apply to any character you deploy from that point on.

When you combine all of these systems—Crew Builder, Back-Up Slots, Freegunner Variants, and Crew Bonuses—there’s so much depth to how you can craft, refine, and master your builds in Concord as your experience grows. It also allows the meta to evolve continuously in exciting new ways, as you unlock new Freegunner Variants and new Freegunners and Variants are introduced over time with each season.

Ultimately, when we step back and think about what drew us to make Concord and what we love most about multiplayer games, it’s exactly that: the potential for continuous evolution. It’s the thrill of the potential possibilities of where we can take the experience moving forward. And it’s the sense of adventure of finding out, together.

Prepare for launch

We can’t wait to welcome you to the Concord galaxy and see how you learn and master each Freegunner and all of our systems in new and exciting ways, beginning with Concord’s Early Access launch for Digital Deluxe Edition owners on Tuesday, August 20 and followed by our global launch on Friday, August 23. Pre-load for all editions on PS5 will begin today, Tuesday, August 13.

This image shows the launch times for the Early Access version of the game on Aug 20 on PS5 and PC10am PT, 1pm EDT, 2pm BRT, 6pm BST, 7pm CEST, 2am JST, 2am KST, 3am AEST.

This image shows the launch times for the standard edition of the game on Aug 23 on PS5 and PC:10am PT, 1pm EDT, 2pm BRT, 6pm BST, 7pm CEST, 2am JST, 2am KST, 3am AEST.

Servers for Concord’s Early Access launch on August 20 will go live at 10:00am PDT | 7:00pm CEST | 2:00am (August 21) JST.

For all the latest on Concord, be sure to follow us on Twitter/X, Instagram, and TikTok, as well as by joining the community in the Official Concord Discord.

*Account for PlayStation Network and internet connection required. Paid for PlayStation Plus membership (sold separately) required on PS5.

Dead Rising Deluxe Remaster’s ‘Classic Controls’ Let’s You Play the Game on the Original Control Scheme

If you are looking forward to playing Dead Rising Deluxe Remaster but wish to use the original control mechanics, you’re in luck. The upcoming remaster includes a feature that lets players choose whether to use the control layout from the original game.

In the settings for Dead Rising Deluxe Remaster, players will have two options: “Standard” and “Classic,” as shown in the image below. The former is the new control scheme, which includes quality-of-life improvements to Dead Rising’s gameplay, such as the ability to move while aiming. The latter is a control scheme similar to the one used in Dead Rising’s original Xbox 360 version and the 2016 HD re-release.

Of course, switching to the Classic Controls comes with its drawbacks. Most notably, you cannot move while aiming (just as it was in the original game). Additionally, the classic control scheme will not allow players to tweak the button assignments as the Standard control type offers.

This is not the first time Capcom has decided to keep a smidge of the original Dead Rising in the game beyond keeping the story intact. Last month, Capcom confirmed that players who pre-order either the Standard or Deluxe version of Dead Rising Deluxe Remaster will obtain a costume that lets players use the classic Frank West skin from the original game.

I recently had the opportunity to play an early build of Dead Rising Deluxe Remaster hands-on. While I enjoyed the game, including the new control scheme, I did find myself at times pressing the button from the old controls when doing specific actions such as picking up an item or switching up which item I have in my inventory to equip.

Dead Rising Deluxe Remaster will be released on September 19 for digital storefronts, while the physical copy will be released on November 8.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Even with some annoyances, game streaming can feel like a Steam Deck cheat code

The Steam Deck’s competitors, whether they’re the old guard Ayaneo family, the luxe Asus ROG Ally X, or the shapeshifting Lenovo Legion Go, usually share the same attack line: they can play more of your games. The Deck’s compatibility issues aren’t nearly as issue-some as they were at launch, but between its Linux-based SteamOS and its relatively mild processing power, but it is true that beefier Windows handhelds will more likely cater to your entire cross-launcher library.

Unless, that is, you get something else to run them for you. Streaming games on the Steam Deck has emerged as a nifty workaround for the portable PC’s lingering compatibility woes, making even officially unsupported games playable. Usually with much better performance, too, as the actual rendering work is done remotely – what you see on the Deck’s screen is basically a video feed of that remote device’s display output, with your control input beamed the other way via a low-latency connection. And because you’re not using SteamOS or the internal hardware to actually run the game, it’s not bound by their limits.

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The Curious Expedition studio’s next game Mother Machine lets you co-op as emotional support chaos gremlins created by a lonely supercomputer

As long-time readers will know, I’m a piteous mark for weird little game guys. I’m currently trying to puzzle out what the titular Mother Machine in The Curious Expedition studio Maschinen-Mensch’s upcoming co-op platformer refers to. But, if it’s a reference to forming a parental bond with what the game has saw-me-comingishly named “chaos gremlins”, I’m way ahead of you.

Ah, the press release speaketh! Probably should have read some more before I began exclaiming “Chaos Gremlins!” over and over. Have an announcement trailer.

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Stormgate Early Access Review

There’s a moment right before the start of a ranked RTS match that’s like nothing else I’ve felt in games, and even in Early Access, Stormgate delivers it. I see my name. I see my opponent’s name. I can feel my own heartbeat, and I take a deep breath. Then I’m looking at a colorful command center and a gaggle of workers, and it’s just me and some random stranger fighting it out for glory or ruin. Though it’s visibly lower budget than its Blizzard-made predecessors, Stormgate is moving the basecraft formula forward on a design level in some subtle and not-so-subtle ways.

Unsurprisingly, since it’s made by a bunch of former Blizzard RTS devs, Stormgate has the feel and overall rhythm of a classic Blizzard RTS. At its best, it’s like home cooking for someone who was raised on Brood War and Warcraft 3. I order around my scrappy human Vanguard recruits while zipping back to my base to click an upgrade just at the optimal moment, and I imagine myself like the food critic in Ratatouille being transported back to his childhood. There is something that just works about the mental coordination and almost musical hotkey strokes in this type of game – even all these years later – and developer Frost Giant gets that.

They’ve also clearly put a lot of thought into what could be improved about that experience. And it’s here that I feel like the conversations I’ve had with people glibly calling it “StarCraft 1.5” are not seeing the big picture. On an underlying design level, it’s a thoughtful progression even from the flash and polish of StarCraft 2. And that’s the most important part.

Stormgate sits fairly comfortably somewhere between StarCraft 2 and Warcraft 3 in terms of the moment-to-moment gameplay, though it feels a bit more like the former in skirmish and PvP due to the fact that those modes don’t use heroes. However, like Warcraft 3, both modes feature creep camps – neutral creatures clustered at specific locations – that can be slain for a number of useful buffs from a temporary increase in movement speed to an ongoing trickle of resources. And this ends up creating a lot more interesting decisions in terms of positioning and map control.

Stormgate sits fairly comfortably between StarCraft 2 and Warcraft 3.

StarCraft can, at times, feel like fighting with knives taped to a comically long pole, where the main goal is to cut your opponent’s jugular from severa l paces away before they get yours. Camps give you a reason to care about and fight over more places on the map than just yours and your opponent’s expansion bases, which meant I found myself fighting a lot more mid-map engagements of varying sizes. It also allows for more ways to stage an army for a big push, or hold a key junction. Drops and base harassment still happen, but I didn’t feel like they were so ubiquitous. And that’s nice.

That said, PvP balance is definitely still a work-in-progress. We got a patch just last week as I’m writing this addressing some problem match-ups, and it’s a lot of huge, haymaker nerfs and buffs. But I would expect that from a competitive RTS at the beginning of its Early Access journey. Be prepared to face some weird and aggravating nonsense in ranked games while they get that ironed out.

As a Terran and Human main in StarCraft and Warcraft respectively, it’s no surprise that the faction that spoke to me the most in Stormgate was the Human Vanguard. I know, I’m really fun at parties. They play very similarly to a standard RTS faction, making them a great point of entry. But like almost everything in Stormgate, there are little things here and there that raise the skill ceiling a lot.

Vanguard units gain veterancy from fighting, for instance, which increases their stats substantially. This means, to play them at a high level, you want to minimize casualties as much as possible in every engagement. And you especially don’t want to lose your fully-promoted units. This might, unexpectedly, make them one of the most micro-heavy factions if you want to truly master their advantages. And it presents an opportunity for their opponents to focus-fire down veteran units as well. This sort of, “Easy to learn, difficult to master” philosophy is all over Stormgate, and I love to see it.

The Vanguard’s exact opposites are the edgelord Infernal Host, a demonic army from space that can store up summoning charges at their production buildings and amasses energy for their top bar abilities when units die – including their own. They encourage a gleefully swarmy, high-pressure playstyle where you don’t necessarily want to simply throw the lives of your legions away, but you’re not going to sweat the losses as long as you win the battle.

The “Easy to learn, difficult to master” philosophy is all over Stormgate.

More killing leads to more demonic power, which can let you drop temporary shroud totems – think of this as their versi on of Zerg creep – and then give a temporary buff to everyone standing around it. If you know how to capitalize on momentum, you can turn one mildly successful push into a runaway victory before the opponent can catch their breath, which is always satisfying.

The Celestial Armada is the faction I’ve spent the least time with overall, and they also seem like the hardest to get into. While the Vanguard accumulates energy over time and the Infernals get it from units dying, the Celestials require a special base structure to generate Power, which is used for global abilities and required to run all of their buildings. I frankly never got the hang of this, but I wasn’t able to spend dozens of hours with every single faction for this Early Access review, so we can put a pin in it. Their units are very slick, and considering how many times I got my ass handed to me by a Celestial player, it seems like they do pretty well at the direction of a seasoned commander.

Up until now, I’ve been mostly talking about the competitive PvP mode, which is where Stormgate currently shines the brightest. So that would make the campaign – which is currently only six, 15- to 20-minute missions, with more to come in the future – sort of the grimy underside. Everything about it feels kind of low budget, though the mission design is reasonably varied and I did enjoy Warcraft loremaster Chris Metzen dealing AOE damage to the scenery as Maloc, a demonic lieutenant straight out of the Saturday morning cartoon realm.

The story is… well, I don’t want to just come right out and spoil it. But there have been many jokes made in the past about how Blizzard knows how to tell exactly one story. And this is that story again, just with different characters. Or at least, it seems to be. Maybe they’ll surprise us in future episodes. Wait, wait, hear me out… what if there were five Frostmournes?

My biggest let-down with the campaign, though, in addition to the fact that you can finish it in an afternoon, is that it only features the Vanguard as playable so far. I’m sure there are Infernal and Celestial chapters planned. But compared to even StarCraft 1, in which we spent multiple hours with each faction, I think this really hurts the onboarding. You get a decent idea of what the humans are about by playing as them, and a fair bit of info on the Infernals by fighting against them. But the Celestials haven’t even shown up yet.

The currently brief, Vanguard-only campaign really hurts onboarding.

That means one of the game’s three playable factions has barely any lore context at the moment, which makes it hard for me to get excited about them. What are they even doing here? What are their ideals? What is their society about? Almost everything we know comes from an announcement trailer and unit descriptions.

Similarly, I’ve always learned how to play each faction in most prior RTSes from their campaign missions first. Different missions can highlight different units or faction mechanics, and ease you into thinking about how to use them. It can be very intimidating to simply jump into PvP and sink or swim. Stormgate currently doesn’t feature much help for new players in terms of how to think about Infernal shroud, or the neat things you can do with Celestial Arcships. There’s a “Learn to Play” link on the main menu, but it just sends you to a web page with some short YouTube videos. I don’t know… does that even count?

Novice players can enable a feature called BuddyBot in non-ranked matches that helps you out with some busywork like base management, but I honestly find this to be the worst kind of assistance. It doesn’t actually teach you how to play. It just does things for you. I’d much prefer a “buddy” that notices when I’m doing things like banking too many resources and pops up with some tips on what I could improve.

The saving grace here might be the 3vAI co-op mode, which lets you pick heroes from each of the three factions and fight for objectives like shutting down enemy spawn points or intercepting convoys. The lower difficulties are very forgiving, and probably the closest thing Stormgate has to a shallow end of the pool where you can start to familiarize yourself with its mechanics. The Warcraft 3-style heroes with hotbar abilities also bring a bit more variety and micro to the formula. And they have some pretty cool meta-progression, including new units that replace some of the base faction ones, like Blockade’s tanky Crusader.

There are only five heroes so far – and one of them is a $10 DLC purchase, which seems a bit steep to me. Also, who is this guy? He looks like a fallen Celestial? What’s the story here? We need more lore!

Random: Bull-Airs Range Of Nintendo-Inspired Sneakers Is Extremely cool

Power dressing.

New York City-based clothing and sneaker company Bull-Airs has recently released a retro-inspired collection heavily referencing Nintendo’s classic consoles, and a new set of pre-orders will be going live this Friday (thanks, GoNintendo!).

The sneakers come in four different varieties, each one inspired by the colour scheme and typeface used on each console. Most of these have been available before — as recently as July, even! — but this rereleased line includes a brand new colour design.

Read the full article on nintendolife.com