Have you ever stopped to wonder how your perspective shapes your world? In Unwording, available now on Xbox, players will experience a deeply personal journey of healing and self-discovery as they guide Tom, a man battling negative thought patterns, through his day.
Tom’s world feels small and oppressive. Simple objects become overwhelming puzzles, reflecting his inner struggles. But through solving these puzzles, Tom begins to see the world differently, transforming his reality from a rigid, two-dimensional space into an open and hopeful 3D environment.
This heartfelt game, developed by Frostwood Interactive, takes inspiration from its creator, Armaan, and his own mental health journey. “I created Unwording during a time when I was burnt out and dealing with isolation,” Armaan shares. “I wanted to make something that reflected my experiences while offering players a way to explore their own thought patterns and how they shape the world around them.”
Healing Through Gameplay
Unwording combines thought-provoking word puzzles with a visual evolution of its world. As Tom grows emotionally, the game mirrors this with changes in gameplay and art style, transitioning from 2D to 2.5D and eventually to full 3D.
The journey is more than metaphorical. Before publishing Unwording, I had the opportunity to share it with friends. I was struck by one person’s reaction: they explained how the game helped them reflect on their own mindset and inspired positive change in their life. That kind of impact is a testament to the power of games like Unwording.
What to Expect in Unwording
A Perspective Shift: Tom’s world evolves visually and emotionally as players progress.
Engaging Word Puzzles: Reflecting Tom’s mindset, these puzzles transform from negative to positive messages.
Accessible Gameplay: An optional Easy Mode ensures everyone can enjoy the story.
Immersive Visual Storytelling: No dialogue needed—everything is conveyed through the game’s evolving art styles.
A Soothing Soundtrack: By Trevor Kowalski, the music changes along with Tom’s journey.
Unwording is available now on Xbox. Whether you’re here for the puzzles, the heartfelt story, or simply looking for a game that leaves a lasting impact, this journey is one to dive into today.
Embark on an uplifting journey through the mind of Tom in Unwording. Solve word puzzles, explore the neighborhood through multiple perspectives, and help Tom work towards experiencing a better day by overcoming his negative self-talk and thought patterns.
Tom sees the world through a lonely, glass-half-empty lens. To him, everyday objects morph into complex word puzzles, reminding him of all that he lacks. As he solves each puzzle, the solutions spell out messages that are irrational and defeating.
Until one day, he forgets to shut his window and lets a mischievous little yellow bird into his life, turning his life upside down.
The bird’s mischief causes chaos, and by solving word puzzles and exploring his neighborhood, Tom must begin to see things from a different perspective, changing his mindset and transforming his life and the world around him.
Since the launch of the original PlayStation console on December 3, 1994, PlayStation has redefined the gaming experience year after year, bringing three generations of lasting memories for players. To celebrate this milestone with our community, and look back at another momentous year for gaming, we’re launching PlayStation 2024 Wrap-Up today – featuring a retro PlayStation aesthetic and graphics that call back to PlayStation’s 30-year history.
From today through January 10, 2025, PS4 or PS5 players* can access their PlayStation 2024 Wrap-Up experience to view their gaming achievements, including most played games, a breakdown of monthly gaming stats, gaming style, and more.
New this year are personalized historical statistics, such as the total number of games a player has experienced since creating their account for PlayStation Network, as well as a look back at trophy milestones and personalized recommendations for games that are available on PlayStation Plus Game Catalog.
2024 Wrap-Up will continue to update through the end of 2024, so be sure to check back again before January 10 for your full-year summary. Players who complete the experience can redeem a unique 30th anniversary-inspired avatar and PlayStation Stars digital collectible, as well as a shareable Wrap-Up summary card. Check out my summary below:
Experience your PlayStation 2024 Wrap-Up today at wrapup.playstation.com and share your favorite PlayStation experiences in the comments section below.
*Users need to have an account for PlayStation Network in their region, be aged 18 years or over and, have played games on a PS4 or PS5 console for at least 10 hours between January 1, 2024 and December 31, 2024.
Users who have not consented to the collection of “Full Data” from their PlayStation 5 system settings in 2024, will be unable to participate in the Wrap-Up campaign.Users located in Europe, the Middle East, Africa, Australasia, India, and Russia, who have not consented to the collection of “Additional Data” from their PlayStation 4 system settings in 2024, will be unable to participate in the Wrap-Up campaign.
Marvel Rivals may have just launched, but it already boasts a deep roster of iconic Marvel heroes and villains (and a few oddball picks for good measure). The game also includes unlockable skins for every single character. Some of these skins are popular costumes from the MCU. Others are original designs created by NetEase. But many are skins directly inspired by the comic books themselves.
Let’s break down every comic-inspired skin in Marvel Rivals and see how they compare to the source material. Check out the slideshow gallery below or read on to learn more.
Black Panther: Bast’s Chosen
As seen in: Marvel Legacy #1 (2017)
This version of Black Panther isn’t T’Challa, but rather his distant ancestor Bashenga. Bashenga served as one of the prehistoric Avengers of 1,000,000 BC, alongside the likes of Odin and the original Phoenix.
Black Panther: Orisha Blood
As seen in: Avengers #53 (2022)
When forced to defend Avengers Mountain from a powered-up Doctor Doom, T’Challa donned a unique blood-red armor with special mystical properties.
Bruce Banner: Green Scar
As seen in: The Incredible Hulk #92 (2006)
This skin is inspired by the Planet Hulk storyline, where Hulk was dragged away from Earth and forced to fight as a gladiator on the distant world of Sakaar. His strength and rage quickly earned him the nickname “Green Scar.”
Bruce Banner: Mighty G-Bomb
As seen in: The Incredible Hulk #1 (1962)
In Hulk’s earliest appearances, the character was depicted as having stone gray skin and blue pants. The more traditional green skin and purple pants came along a few months later, after Marvel realized that combination was easier for the printers to handle. Hulk still occasionally reverts to his original gray form in the comics.
Captain America: Captain Gladiator
As seen in: Planet Hulk #1 (2015)
2015’s Secret Wars crossover resulted in the creation of Battleworld, a patchwork planet composed of the fragments of many realities. In one of these fragments, Greenland, Steve Rogers is a gladiator fighting to survive in a realm overrun by Hulks.
Captain America: Captain A.I.M.erica
As seen in: Marvel Action – Avengers #10 (2020)
This costume pays tribute to an issue of Marvel Action: Avengers, where Cap and many of his allies are brainwashed into becoming servants of the science terrorists known as A.I.M.
Doctor Strange: Sorcerer Supreme of the Galaxy
As seen in: Doctor Strange #5 (2020)
This skin is based on a storyline where Doctor Strange ventures into space to deal with the sinister Roxnor corporation and forges new magical armor and weapons to up his game.
Doctor Strange: God of Magic
As seen in: Doctor Strange #384 (2018)
When Loki usurps the Sorcerer Supreme mantle, Doctor Strange counters by tapping into the power of the World Tree itself and becoming a god of magic. But as always, invoking great magic incurs a great cost.
Doctor Strange: Master of Black Magic
As seen in: Strange Tales #115 (1963)
Like Hulk, Doctor Strange looked a little different in his earliest appearances. This particular skin is based on Strange’s original appearance, when his Cloak of Levitation was colored blue rather than its customary red.
Hawkeye: Freefall
As seen in: Hawkeye – Freefall #1 (2020)
While the game credits Hawkeye: Freefall as the inspiration behind this skin, it’s basically the same costume Clint Barton has worn in the comics consistently since its 2012 debut – a sleek, tactical black outfit with a vibrant purple arrow on the chest.
Hela: Goddess of Death
As seen in: The Mighty Thor #354 (1985)
This skin is based on Hela’s more classic comic book appearance, before her massive, spiky headdress became the norm.
Hela: Ultimate
As seen in: Ultimatum #2 (2008)
This skin is based on the version of Hela from the Ultimate Universe. This Hela is distinguished by her crimson-colored and much more revealing armor.
Iron Fist: Sword Master
As seen in: Sword Master #1 (2019)
Marvel Rivals’ Iron Fist isn’t the traditional Danny Rand, but rather Lin Lie, a more recent heir to the mantle. Previously, Lin masqueraded as Sword Master, and that’s the look from which this skin draws its inspiration.
Iron Man: Superior Iron Man
As seen in: Superior Iron Man #1 (2014)
Due to the events of the AXIS crossover, Tony Stark had his personality inverted and became a vain, self-centered distortion of his normal self. Tony built a new suit of armor to match his personality change, one marked by a uniform silver color and decked out with the latest Extremis technology.
Jeff: Incognito Dolphin
As seen in: It’s Jeff Infinity Comic #3
A four-legged land shark is bound to attract a lot of unwanted attention, so Jeff did the only logical thing and disguised himself as a… land dolphin? At least the comic book incarnation of this costume was a normal silver color and not the bright, frilly pink seen in the game.
Magik: Eldritch Armor
As seen in: New Mutants #65 (1988)
One of Magik’s abilities allows her to summon the mystical Soulsword, but on occasions when she’s especially powered-up, she also conjures an entire suit of silver Eldritch Armor.
Magneto: Master of Magnetism
As seen in: The X-Men #1 (1963)
While this suit retains the various embellishments seen on the standard Marvel Rivals Magneto skin, the color scheme invokes Magneto’s classic red and purple costume from the comics. That look dates back all the way to his very first appearance in 1963.
Magneto: Uncanny Blacksteel
As seen in: Magneto #1 (2014)
This skin draws its inspiration from Magneto’s 2014 solo series, where the Master of Magnetism was dealing with diminished powers and wearing a (relatively) more stealthy all-black costume.
Mantis: Knowhere Corp
As seen in: Guardians of the Galaxy #5 (2016)
Most of the Guardians received costume overhauls for Marvel’s 2015 relaunch of the Guardians of the Galaxy comic. That includes Mantis, who at the time was serving on a team called the Knowhere Corps.
Moon Knight: Mister Knight
As seen in: Secret Avengers #19 (2011)
Secret Avengers and the subsequent Moon Knight solo series cast Marc Spector as the protector of “those who travel by night.” When the situation calls for a dapper detective rather than an imposing vigilante, Marc dons a stark white business suit and mask and goes by the name “Mister Knight.”
Peni Parker: Ven#m
As seen in: Edge of Spider-Geddon #2 (2018)
Pretty much every universe that has a Spider-Man/Woman also has a Venom, and Peni Parker’s universe is no exception. Edge of Spider-Geddon #2 introduced Ven#m, a deadly mecha to rival Peni’s own Sp//dr suit.
Psylocke: Vengeance
As seen in: Uncanny X-Men #256 (1989)
The main Psylocke skin in Marvel Rivals is based on Peach Momoko’s Psylocke: Demon Days comic. For those that prefer the classic psychic ninja look established by artist Jim Lee, this skin is for you.
The Punisher: Punisher 2099
As seen in: Punisher 2099 #1 (1993)
This skin transforms Frank Castle into Jake Gallows, the man who takes up the Punisher mantle in the farflung, futuristic world of Marvel 2099.
The Punisher: Thunderbolts
As seen in: The Thunderbolts (2012) #1
When Red Hulk spearheads a new version of the Thunderbolts team, Frank Castle is one of the hardened killers he recruits. Like the rest of the team, Frank dons a modified red and black version of his traditional Punisher costume.
Rocket Raccoon: Rocky
As seen in: Rocket Raccoon #1 (1985)
This is another skin that hearkens back to a character’s earliest appearances. In this case, back when Rocket Raccoon wore a neon green costume and before he joined the Guardians of the Galaxy.
Spider-Man: Bag Man Beyond
As seen in: The Amazing Spider-Man #87 (2022)
It’s become something of a running joke for Peter Parker to be forced to resort to disguising his identity with a paper bag when his regular costume goes MIA. This skin takes its cues from the recent Spider-Man Beyond storyline, rather than the more iconic “Bombastic Bag-Man” that saw Peter combine a bag with a spare Fantastic Four costume.
Spider-Man: Chasm
As seen in: The Amazing Spider-Man #93 (2022)
This skin transforms Peter Parker into his clone, Ben Reilly. After failing once again to prove himself as a worthy Spider-Man replacement to Peter, Ben took to calling himself Chasm, reflecting the gaping void where his soul should be.
Squirrel Girl: Urban Hunter
As seen in: U.S. Avengers #1 (2017)
When Squirrel Girl joined the patriotically inspired U.S. Avengers team, she donned an appropriately red, white, and blue-colored variant of her traditional costume.
Star-Lord: Jovial Star
As seen in: The Legendary Star-Lord #1 (2014)
When Star-Lord branched out into his own solo series in 2014, he got a new look to match the occasion. This skin is marked by its long red trenchcoat and generally Wild West gunfighter aesthetic.
Storm: Mohawk Rock
As seen in: Uncanny X-Men #173 (1983)
Coinciding with a temporary loss of her powers, Storm donned a fresh new look, ditching the flowing black costume for a grungier punk rock look, complete with a mohawk.
Storm: Ivory Breeze
As seen in: X-Men #1 (1991)
This skin is loosely based on what is arguably Storm’s most iconic look – the all-white suit introduced in the best-selling X-Men #1 and further popularized by X-Men: The Animated Series.
Thor: Herald of Thunder
As seen in: Thor #1 (2020)
Thor received a big upgrade in his 2020 comic series, becoming the newest herald of Galactus and receiving a costume change in the process. The Thurisaz rune on his chest is meant to symbolize the World Tree.
Venom: Space Knight
As seen in: Venom – Space Knight #1 (2015)
This Venom skin transforms Eddie Brock into Flash Thompson, Peter Parker’s former high school bully. After joining the Guardians of the Galaxy and venturing into space, Flash becomes a Space Knight in the grand tradition of Rom.
Venom: Anti-Venom
As seen in: The Amazing Spider-Man #569 (2008)
Eddie Brock once auctioned off his symbiote after contracting terminal cancer. But in a bizarre twist of fate, exposure to Mister Negative’s powers causes the remnants of the symbiote to mutate and become Anti-Venom.
The Winter Soldier: Revolution
As seen in: Captain America – Sentinel of Liberty #6
Bucky Barnes took up a new mantle in Captain America: Sentinel of Liberty, becoming Revolution. Naturally, that name change also brought with it a new costume, in this case marked by a stylish cape thrown across one shoulder.
Which of the many comic book inspired Marvel Rivals skins is your favorite? What do you want to see added to the game next? Let us know your thoughts in the comments below.
Duck Detective’s first case was The Secret Salami, which paired its cosy mystery about stolen lunches with a protagonist whose divorce and destitution were played entirely straight despite his being a duck. The results were seemingly delightful, and here comes a sequel.
Duck Detective: The Ghost Of Glamping will offer a further 2-3 hours of mystery-solving and is aiming for release in 2025.
Treyarch and Raven Software have published patch notes for their December 10 Call of Duty: Black Ops 6 and Warzone update, revealing a list of changes that will impact the current weapon meta.
The team behind the latest Season 1 update unveiled all of the changes in two blog posts published on the Call of Duty website. The first covers core Black Ops 6 features, mentioning tweaks to weapon motion, aiming idle sway delay, maps, and modes. It’s an update that also comes with general adjustments to stability across the experience, including a handful of Zombies changes, too. However, the real focus of the December 10 Black Ops 6 update revolves around weapon balancing and headhsot damage.
Treyarch explained its goals in detail in a message baked directly into today’s patch notes. It says players can expect new adjustments to “increase the effectiveness of headshots on full-auto primary weapons.” That means most weapons will take less time to kill when executing headshots in Multiplayer, with the one weapon class exception being SMGs. The team says it’s “wary” of allowing SMG time to kill being too fast, so to account for the more general changes, SMG ranges are being increased “to help them keep that consistent edge at short ranges.”
It’s a shakeup that will no doubt alter how your average Multiplayer game plays out, and the team was quick to acknowledge this.
We expect this change to greatly impact the weapon meta…
“We expect this change to greatly impact the weapon meta, especially in conjunction with our weapon motion changes,” Treyarch said. “We will be monitoring closely as that new meta settles to make sure individual weapon and weapon class variety continues to be strong in Black Ops 6.”
Raven’s December 10 Warzone patch notes, meanwhile, detail its own changes to weapon motion and aiming idle sway. This includes reduced visual recoil on all weapons, with full-auto guns specifically mentioned as weapons impacted the most. Raven says its mission is to “improve the combat experience,” adding that players should notice more stability when moving, especially when aiming down sights. As for aiming idle sway, the team explains that individual values across every weapon class “are now improved and consistent.” Both the Call of Duty: Black Ops 6 and Warzone patch notes include fixes for bug fixes, too.
Major weapon changes like this are sure to leave the community divided, but tweaks such as this aren’t the only things that have fans talking. Activision was recently subjected to widespread criticism after players noticed that a Christmas-themed loading screen featured a Zombie Santa with a six-fingered hand, suggesting that it may have been created using generative AI. The company also moved to grant players access to their previously earned XP tokens after some took issue with the decision to remove them from Black Ops 6.
It’s not all doom and gloom for Black Ops 6, though, as players were recently treated to a brand-new Zombies map in the form of Citadelle des Morts. For more on Call of Duty: Black Ops 6, you can check out our 8/10 review of its Multiplayer mode. Finally, you can see the full list of the December 10 patch notes below. Individual Multiplayer weapon changes can be found here, and Warzone weapon changes can be found here.
Call of Duty: Black Ops 6 December 10 Update Patch Notes
GLOBAL
Weapons (MP/ZM/WZ)
We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.
Weapon Motion
Reduced visual recoil on all weapons, especially full-auto weapons.
Reduced turn sway on all weapons, especially on higher magnification optics.
Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
Reduced default idle sway on all weapons except Sniper Rifles.
Further reduced idle sway while firing on all weapons except Sniper Rifles.
Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.
Aiming Idle Sway Delay is a mechanic that scales a weapon’s idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.
Aiming Idle Sway Delay
Aiming Idle Sway Delay on all weapons is now 2.2s
Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons
MULTIPLAYER
Maps
Hacienda
Adjusted spawn logic
Modes
Face Off
Face Off Domination score limit increased from 100 to 150
Face Off Kill Order score limit increased from 150 to 200
Face Off Kill Confirmed score limit increased from 75 to 100
Face Off Team Deathmatch score limit increased from 125 to 150
10v10 Moshpit
10v10 Kill Confirmed score limit increased from 75 to 100
10v10 Team Deathmatch score limit increased from 100 to 150
Prop Hunt
Prop movement speed has been increased on all props except Extra Large props.
Round Time Limit reduced to 3 minutes from 4 minutes
Prop Hunt enabled in Private Match
LTM Updates
Nuketown Holiday
Addressed an issue where players could have green visual FX attached to them during the match..
Weapons
Headshot damage has been a big source of discussion in the community, and we are making adjustments that will increase the effectiveness of headshots on full-auto primary weapons. Our philosophy on hit location modifiers in Black Ops 6 has been to limit sources of inconsistency, especially when players are engaging in so many forms of movement. That said, we understand that players have muscle memory and expectations built around headshots, and we want our gunplay to support that.
In most cases, weapons will require one fewer headshot at all ranges to improve time to kill. The major exception is SMGs in the Max Damage Range, as we are wary of letting these TTKs get too fast. To compensate we are increasing SMG ranges to help them keep that consistent edge at short ranges. The CHF Barrel attachments have also been adjusted on all updated weapons to maintain a step up on the new default values.
We expect this change to greatly impact the weapon meta, especially in conjunction with our weapon motion changes. We will be monitoring closely as that new meta settles to make sure individual weapon and weapon class variety continues to be strong in Black Ops 6.
Melee
We are improving melee weapon attack speeds, especially on the two-hit kill weapons. Our goal is for all melee weapons to feel unique and satisfying to run, and we will continue to find ways to hit that target while ensuring that melee is not frustrating to play against.
Knife
Time between melee swings improved by 7.5%
Baseball Bat
Time between melee swings improved by 14%
Power Drill
Time between melee swings improved by 9.5%
Equipment
Reduced Frag Grenade inner radius damage to allow survival with Flak Jacket equipped.
UI
Addressed an issue that prevented teammates outside of a maximum range from displaying on the perimeter of the minimap.
Addressed an issue where previewing the “Gentleman’s Handshake” Finishing Move in the Bad Manners store bundle would show the wrong animation.
Graphics
Addressed an issue where the player’s weapon is missing during a benchmark test.
Stability
Various stability improvements.
ZOMBIES
Maps
Citadelle des Morts
Addressed an issue where players could get an AFK warning while actively running around the map.
Addressed an issue where loading a save after obtaining the four incantations would prevent players from entering the Final Encounter.
Addressed an issue where the light beams for obtaining the amulet would not be visible if a player disconnected and rejoined a match while in a squad.
Weapons
Addressed an issue where changing default attachments on a Blueprint Weapon would not apply in a match.
Stability
Various stability improvements.
Call of Duty: Warzone December 10 Update Patch Notes
RANKED PLAY
Adjustments
Buy Stations
Buy Stations in Warzone Ranked Play will now spawn at the same, fixed locations each match – identical to those found in our unranked modes.
Ranked Play is designed to minimize randomness wherever possible. By making buy stations static, we promote predictable rotations and reward players for their map knowledge. In addition to today’s change, an upcoming update will improve the buy station layout to address potential dead zones, ensuring a more balanced experience.
FIELD UPGRADES
Adjustments
Munitions & Utility Box
Both boxes have been adjusted to provide the maximum possible amount of ammunition for the primary and secondary weapons a player is carrying.
It will no longer provide ammunition for each other ammunition type.
WEAPONS
Adjustments
The following changes to Weapon Motion and Aiming Idle Sway only apply to Black Ops 6 weapons.
» Weapon Motion «
Reduced visual recoil on all weapons, especially full-auto weapons.
Reduced turn sway on all weapons, especially on higher magnification optics.
Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
Reduced default idle sway on all weapons except Sniper Rifles.
Further reduced idle sway while firing on all weapons except Sniper Rifles.
Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.
We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.
» Aiming Idle Sway «
Aiming Idle Sway Delay on all weapons is now 2.2s
Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons
Aiming Idle Sway Delay is a mechanic that scales a weapon’s idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.
BUG FIXES
Fixed an issue preventing the Battle Royale Top 250 leaderboard from populating correctly.
Fixed an issue preventing the Grenadier Perk from slowing enemies hit by explosive damage.
Fixed an issue causing players to get stuck in a “Loading player stats” loop when launching Warzone.
Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.
Be sure to give him a follow on Twitter @MikeCripe.
Ubisoft has shared a deep dive into combat in the Feudal Japan-set Assassin’s Creed Shadows, detailing enemies such as wandering ronin and weapons such as katanas and the iconic hidden blade.
A blog post from Ubisoft promised a huge amount of variety in Assassin’s Creed Shadows, which was originally due out in November before being delayed to February 14. “The protagonist you’re playing as and the weapon you’re using dramatically alters combat,” the developer said.
Ubisoft has already outlined the two different characters playable in Assassin’s Creed Shadows, including the stealthy assassin Naoe and savage samurai Yasuke. Putting different weapons in their hands will change the playstyle, though Naoe only has three options while Yasuke has five.
Assassin’s Creed Shadows Weapons
Naoe’s standard weapon is a katana, a slim sword with a good balance of speed, damage output, and defense. Correctly timed attacks stagger enemies and the katana also allows a nasty takedown through folding doors.
When stealth goes wrong and full combat is required, Naoe may prefer to use the Kusarigama, an extendable ball and chain attached to a scythe which can reach enemies a a distance and push back multiple at once. Once some distance is created, players can use the Rush Assassinate attack to close the distance and take down an enemy up to ten metres away.
Finally, for pure stealth approaches, the Tanto and Hidden Blade combo allows for lightning fast stabs, dubbed “the ideal weapon for that strike-and-retreat, death-by-a-thousand-cuts playstyle.” This option unlocks Double Assassinations, the iconic takedown method finally returning in Assassin’s Creed Shadows.
Yasuke’s weapons are fully catered to cutting down enemies in open combat, as his basic weapon is a long katana equally efficient in attack and defense. Also capable of fighting multiple enemies at once is the Naginata, a two metre long pole with blade on the end.
Ubisoft deems the Kanabo the deadliest weapon possessed by Yasuke, however, as this long wooden mace of sorts can break through enemies’ defenses with ease, at the cost of speed and mobility, of course. Yasuke also has two ranged weapons, the long range yumi bow and destructive teppo rifle.
Assassin’s Creed Shadows Enemies
Players will have plenty of opportunities to use these weapons as Assassin’s Creed Shadows features “numerous and varied” enemies. These include outlaws, ashigaru soldiers, ronin, samurai, samurai daisho, and guardians.
Outlaws and ashigaru soldiers are the meekest among them, the former being regular bandits roaming Japan and the latter being standard foot soldiers who are trained in the basics but no more.
Samurai are a harder chalenge. “Superb warriors, well-trained and fierce in combat, samurai can carry a wide variety of weapons, from their trusty katana to the mighty kanabo; they can also wear an impressive selection of armor sets, including some very high level end game ame sets, and employ a surprising number of attacks and counterattacks in a fight,” Ubisoft said.
These offshoot in three different ways too. Ronin are paradoxically described as “masterless samurai” but “in the employ of Naoe and Yasuke’s enemies,” so will wander the land and attack the player on sight. Samurai daisho go the other way, as these enemies are only found in military castles and usually defend some serious loot.
Finally, guardians are an elite group of samurai used as reinforcements when the alarm is raised in any given province. “With their unmistakable white manes and facemasks, Guardians aim to strike fear in their opponents, and offer some of the most difficult combat you’ll find in Assassin’s Creed Shadows,” Ubisoft said.
Assassin’s Creed Shadows Combat
Fans of more modern Assassin’s Creed games will be familiar with the Dark Souls-esque combat returning in Assassin’s Creed Shadows. Players can once again deploy simple light attacks and heavy attacks alongside what’s called a posture attack: essentially a charged version of either basic move.
“Mixing light, heavy and posture attacks is the best way to build up different types of complex combos,” Ubisoft said, and players should look to put enemies in a vulnerable state. This is a short window where devastating damage can be dealt.
Players can once again dodge to avoid incoming attacks, plus deflect and parry with their own weapons. Blocking is a mechanic unique to Yasuke, allowing him “to turtle up behind his weapon and withstand attacks including incoming arrows or kunai.”
Familiar combat actions including flurry attacks, unstoppable actions, and defensive actions are also making a return, alongside typical skills and ability mechanics.
Ubisoft is changing up a handful of practices behind the scenes of Assassin’s Creed Shadows despite bringing back old mechanics. It’s ditching its main paid content model of releasing a Season Pass with two main, paid expansion drops in the year after launch, for example. The faux “early access” period that sees publishers charge players more to play on the actual release date instead of three days later has also been scrapped.
Releasing myriad pieces of downloadable content for free will perhaps bring some Assassin’s Creed fans back on-side in what’s otherwise been a particularly rough pre-launch campaign for Ubisoft.
Concern was also raised when the developer used a flag from a Japanese historical re-enactment group in artwork for Assassin’s Creed Shadows without permission. Ubisoft apologized for doing so but refused to remove the artwork from the aforementioned and presumably already printed artbook available in the Collector’s Edition. The historical re-enactment group said this was not good enough, but Ubisoft hasn’t publicly acknowledged it since.
All this comes as fans are already frustrated by the delay to the game, which puts Assassin’s Creed Shadows in more direct competition with PlayStation’s Ghost of Tsushima sequel, Ghost of Yotei. This is also expected in 2025 and is another open-world action adventure game set in Feudal Japan.
Ubisoft CEO Yves Guillemot maintained confidence, however. “There’s a lot of space for very high-quality games, and those two games can sell very well,” he said in the company’s latest earnings call. “The focus is to really make sure that we deliver a fantastic experience with this dual protagonist approach and two different and complimentary gameplays.”
Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.
Marvel Rivals, the free-to-play hero shooter from NetEase, launched late last week and is exceedingly popular. It’s currently fourth on the Steam daily most played, right between Path Of Exile 2 and the evergreen Grand Theft Auto 5. I think there are three reasons for this enthusiasm: 1) it’s free-to-play with the usual comet’s trail of microtransactables 2) it’s third-person Overwatch with Marvel characters, a straightforwardly enticing licensing sandwich, and 3) people want to have sex with a larger-than-usual proportion of the cast and especially awful tongue-monster Venom, who has a good butt in this one. No, I’m not going to share pictures. You’ll have to google that filth yourself.
But perhaps you are a sophisticated soul who has no time for such salacious nonsense. You’re more interested in hearing how they’re patching the thing. Enough with the butts already, dang it – this is a new multiplayer game so there must, of course, be patches! Fair enough: here’s what NetEase are changing or fixing in the first major update, out now.
Uncle Chop’s Rocket Shop is a roguelite fix-’em-up that combines the frantic buttons-and-levers work of Space Team and the chaotic manual-flipping of Keep Talking And Nobody Explodes with the repetitive, greasy work of car mechanics. You are the sole useful employee of the titular Rocket Shop, a podunk space garage that looks like it would serve roaches in the instant coffee and use spit to polish headlights, and it is your job to fix the spaceships that come into the shop each day.
Every ship has a bunch of broken modules. Some are easy to understand, like Fuel, Oil, Headlights, and Star Maps, and some take a turn into absurdity, like Tomfoolery, VR, and the Rebreather, which sounds like it might be straightforward but is actually full of snails and pancakes.
Get ready to step onto the field and experience a football universe unlike any before with the launch of Maximum Football today into Xbox Game Preview! Available for free, Maximum Football delivers a thrilling college football simulation experience where you can enjoy fast-paced gameplay with 130 teams.
You can customize these teams or create your own with Maximum Football’s robust customization mechanic, which allows you to alter every detail of your team, from logos and uniforms to player attributes. Build and upgrade your dream roster to then step into the stadium, whether you’re playing online or in singleplayer mode, and carve out your legacy.
Maximum Football offers the thrill of the gridiron in a variety of modes, including:
Dynasty Mode – A college football mode where you take the reins as head coach, building and sustaining championship teams by drafting, recruiting, and managing both team and stadium personnel year after year.
Quick Play Exhibition – Jump straight into the action with a quick match against Maximum Football’s battle tested AI.
Maximum Pro League – Maximum Football’s competitive mode, where you can play against others online in ranked matches. Gather player cards and build a superstar roster.
To help you gain a competitive edge over your opponents, here are three tips to dominate in Maximum Football.
Tip 1 – Upgrade Facilities to Improve Recruiting in Dynasty Mode
Recruiting is the lifeblood of college football, and in Maximum Football’s Dynasty Mode, you will have a myriad of tools at your disposal to try and land the nation’s top recruits to make a highly rated team.
One of the hidden ways to improve your recruiting chances lies in a unique feature of Maximum Football’s Dynasty Mode. In Dynasty Mode, you act as both your school’s athletic director and coach. This means that you have control over ticket and merch prices, stadium updates, and most importantly the construction of your program’s facilities.
Facilities are an important factor in building a powerhouse program because they give you a couple of advantages.
One – facility upgrades lower the cost of XP needed to improve player ratings, allowing you to upgrade players faster.
Two – upgrading your facilities makes your program more attractive to prospects.
For example, if you upgrade your blocking and receiving facilities, tight ends will have more interest in attending your school. So, you’ll want to focus your early budget on upgrading the facilities that are most important to your play style. You can make the next Tight End U or have a school known for pumping out high caliber receivers.
Tip 2 – Match Your Defense to the Offense’s Personnel
Regardless of the defensive playbook you are using, you will have a variety of personnel packages available to choose from. In the right-hand corner of the play calling menu you can see how many wide receivers, running backs, and tight ends the opposing team has on the field. Use this information to match personnel.
The most important piece of information is the number of wide receivers because you will generally want to call a play from a formation with the same number of cornerbacks. Here’s the breakdown.
● 2 WRs: 4-3 or 3-4 defense (depending on your playbook)
● 3 WRs: Nickel
● 4 or 5 WRs: Dime or Quarters
This isn’t a hard and fast rule, as you will want to keep the game situation in mind. For obvious running downs, you might want to have less corners on the field regardless of the other team’s play call.
Tip 3 – Merge Unwanted Cards to Upgrade Your Team in Maximum Pro League
In Maximum Pro League you start with a base team where each card has a card level from 1 to 10 and a rarity level from Common to Legendary. The higher both are, the higher your player’s overall rating will be. As you play, you will earn more cards that can be used to upgrade your team with better players.
But if you truly want to compete for a place at the top of the global leaderboard, you will need to merge unwanted cards to maximum your player stats. Merging unwanted cards allows you to create XP that you can then redistribute to other cards to raise their stats. For instance, merging two cards will give you XP that you can then use to level up your receiver’s catching ability. Each bump to the card level grants a boost to the card’s primary, secondary, and tertiary abilities.
Merging higher level and higher rarity cards or cards of the same position as the card you are upgrading will grant bonus XP, so manage your collection wisely. Once a card reaches level 10, it will be the highest overall that it can be and will also grant a second personality trait (seen on the top right of the card). These personality traits are used to create synergies in your starting lineup that give you even more of a competitive advantage!
With these tips you can dominate the gridiron! So, play Maximum Football today for free in Xbox Game Preview.
This game is a work in progress. It may or may not change over time or release as a final product. Purchase only if you are comfortable with the current state of the unfinished game.
Lead your team to victory in Maximum Football, the fully customizable, free-to-play football simulation game. As head coach, make all the key decisions—from designing your team’s look, to recruiting your roster, and calling the plays on the field. With precise, realistic gameplay, you’ll feel the thrill of the gridiron like never before.
Customize every detail of your team, from logos and uniforms to player attributes. Build your dream roster and step into the stadium, whether you’re playing locally or online, to carve out your legacy. With smooth, responsive controls, every play is executed exactly as you plan it.
Maximum Football launches into Xbox Game Preview with College Dynasty mode and will continue to grow with regular updates, including Pro Franchise mode, new rule sets, features, and additional customizations, all shaped by community feedback.
KEY FEATURES:
FOOTBALL GAMEPLAY HOW IT SHOULD BE
With stunning graphics, realistic gameplay, and physics-based tackling powered by Unreal Engine 5, experience the intensity of every play and the energy of the crowd as you take control of the field.
COLLEGE DYNASTY MODE
Take the reins as head coach, building and sustaining championship teams by drafting, recruiting, and managing both team and stadium personnel year after year.
ENDLESS CUSTOMIZATION
Build your football team your way! Personalize logos, jerseys, and helmets, and share your creations with the community to showcase your unique style.
ONLINE MULTIPLAYER
Challenge friends and rivals in head-to-head online matches (Local Multiplayer Coming Soon).
ONGOING CONTENT
Maximum Football is an evolving football universe, with ongoing content updates based on player feedback. Expect new features, rule sets, modes, and customizations regularly to keep the experience fresh and exciting.
Full details on the latest status of the game, how you can give feedback and report issues can be found at www.maxfootballgame.com.
The year is ending on a high note with Beat Saber! The Metallica Music Pack is out now, and it’s our biggest and most challenging music pack to date, featuring 17 of the band’s biggest hits. This iconic metal band has been one of the most anticipated artists among our community, and we’re beyond excited for you to finally experience it. For the very first time, we’re launching a full music pack dedicated to the metal genre.
We’ve got all the great hits – check out the full track list below:
Atlas, Rise!
Battery
Blackened
Creeping Death
Enter Sandman
Fade to Black
For Whom the Bell Tolls
Fuel
Hit the Lights
King Nothing
Lux Æterna
Master of Puppets
Nothing Else Matters
One
Sad But True
Seek & Destroy
The Unforgiven
Which one will you try first?
The Beat Games team has outdone themselves again with this music pack. It’s a real challenge, bringing over an hour and 41 minutes of playtime across 17 songs that will keep you on your toes. The environment created for this music pack features new technology, where nearly every component can be moved and rotated to give mappers maximum control when creating unique light shows.
Each pillar in the environment is made of a bent metal structure with supporting scaffoldings, and lasers and tiny light bulbs add more depth to the designs. Fire and lighting effects further elevate the visuals of the environment.
As usual, the challenging levels feature Arc and Chain notes and are available in multiplayer, so you can compete with your family, friends, or random opponents.
The Metallica Music Pack introduces a new gameplay feature: Variable Note Jump Speed. This means the speed of individual cubes coming at you in the beatmap will change depending on the intensity of the song. Going forward, we’ll be using Variable Note Jump Speed in our future beatmaps too.
In addition to this, we’re introducing a color override that lets you change the color of the cubes. This will be particularly useful for those who want to stick with their preferred colors or for players who might be colorblind.
Ready to shred? If so, you can get the full music pack now or grab the game + music pack bundle, discounted to $39.99 until January 31, 2025.