Best Nintendo Switch Micro SD Card Deals: 512GB for Only $34.43

If you’ve started compiling a collection of digital games, you probably already know just how limited the Switch’s base storage capacity is. The Switch and Switch OLED have 32GB and 64GB of internal storage, respectively. Some of that is reserved for the OS. The Legend of Zelda: Tears of the Kingdom takes up over 18GB of storage all by itself. Other must-have titles like The Legend of Zelda: Breath of the Wild and Pokemon Sword or Shield tap out at 13.5GB each. There’s only one expansion slot in the Switch console so you want to make sure you get the biggest card you can afford. With Amazon Prime Day coming up on July 11 and 12 as well, we’ll keep this page updated with additional deals as they roll in.

TL;DR – Best Switch SD Card Deals

Samsung EVO Plus 512GB Micro SDXC Card for $34.43

Amazon has the Samsung EVO Plus 512GB Micro SDXC card for only $35.43, making it the lowest price currently for a Micro SDXC card of that size. It boasts a U3 A2 speed rating, which is faster than most Micro SDXC cards, including the official Nintendo Switch ones. It doesn’t make any difference for the Nintendo Switch itself, since it will throttle any Micro SDXC card down to U1 speeds). However, it will be useful if you ever want to swap it down the road to your smartphone, GoPro, camera, or any device that supports the faster speeds.

More Micro SDXC Card Deals

If you’re not married to a particular brand, then there are plenty of lesser known but still legitimate companies that offer some outstanding deals of memory cards. For example, TeamGroup is actually a well-known company, but people recognize them more for their T-Force branded lineup of RAM and SSDs.

Steam Deck Owners Can Use These Cards Too!

The Switch isn’t the only gaming system that accepts these cards. If you’re a Steam Deck or ROG Ally owner, you can also use this card, especially if you picked up the 64GB Deck storage option.

For even more Switch deals, check out our complete Nintendo deals round-up featuring discounts on games, accessories, Switch online memberships, and more. With how expensive gaming is getting in 2023, we’re trying to save you as much money as possible on the games and other tech you actually want to buy. We’ve got great deal roundups available for all major platforms such as PS5 and Xbox, and keep these updated daily with brand new offers. If you’re trying to keep costs down while maintaining your favorite hobby, stay tuned for more incredible discounts.

Great Deals Before Prime Day

Amazon Prime Day is coming up soon on July 11 and 12, so keep an eye on this page and the pages below for even more deals.

Feature: How Amateur Scholars Are Translating Zelda: Tears Of The Kingdom’s Secret Language

The quick brown deer jumped over the lazy owl.

Some people can’t help but translate things. We see languages, and we want to decipher them, like the people who climb Mount Everest just because it’s there. The languages in games like FEZ, Titan Souls, Heaven’s Vault, 7 Days To End With You, and Noita, invite the player to try to crack them to reveal more of the game’s lore, and players are often rewarded for doing so, even if it’s usually just extra story. Translating the Fez language was literally the first thing I did, and it basically revealed the whole plot of the game before I’d even started. Oops!

But those game examples are all made on indie budgets. What happens when a gigantic, multi-billion-dollar company like Nintendo makes its own language? The answer is that we get THREE languages. The Zelda series has Hylian, Sheikah, and as of Tears of the Kingdom, Zonai — three languages that look very different and were designed to represent the culture of each of their races.

Read the full article on nintendolife.com

Only Up, a 3D Getting Over It-a-like inspired by Jack and the Beanstalk, is the latest indie sensation to blow up on Twitch

Like Phasmophobia, Among Us and BattleBit Remastered before it, it’s time for a new indie game to blow up on Twitch and keep thousands enthralled for at least a day or two before something else comes along. This time around, it’s the turn of Only Up, a bizarre game about climbing your way into the sky.

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Trepang2 Review

Some of the most memorable action games I’ve played are 2012’s Max Payne 3 and 2005’s F.E.A.R., and Trepang2 cashes in hard on those memories of slow-motion action and strong enemy AI and variety. Yes, it’s really called Trepang2. No, it has nothing to do with the sea cucumbers of the same name. Instead, this is a first-person, stealth-action shooter that’s tilted decidedly toward action. It’s got plenty of excellent running and gunning, and while its story isn’t all that frightening there are occasional successful jumpscares that mix up the near-constant mayhem of battling its surprisingly smart commandos and corporate cultists. Granted, it’s also a bit short if you’re focused on its main objectives, but that just means it never outstays its welcome.

Trepang2’s brisk six to 12-hour campaign puts you into the boots of Subject 106, a generic super soldier type working for the equally unimaginative secret Task Force 27. After escaping a chilly underground Alaskan prison, you spend the next 10 or so hours in pursuit of the evil overlords of the Horizon Corporation – a Dr. Evil-like entity that is notorious for its failed attempts at creating its own super soldiers, among other evil schemes. What ensued was a series of video game and action movie cliches executed with such over-the-top violence that I had no problem suspending my disbelief – often in unimpeded bliss.

That is, except for when Trepang2’s gimmicky and cheap monsters popped on-screen in classic jumpscare fashion, before the story just sort of… forgot about their existence entirely, thrusting me right back into its gory military shooter-inspired action without more than a shrug and an occasional intel entry with a grotesque drawing on it. Let’s be clear: these monster encounters are perfectly fun, I’m just disappointed that Trepang2 doesn’t lean into them even more. Some excellent setups like a creepy homage to The Backrooms meme create a dark atmosphere to set some fights in, but don’t keep the story’s attention more than one segment of one level at one time apiece. There’s no character like F.E.A.R.’s Alma Wade keeping the steady tension of a more personal horror story rolling under the waves of Trepang2’s action, and as a result, the Horizon Corporation and all of its monsters come across as satirical rather than spooky. But there’s little indication that’s done on purpose.

Horizon Corporation and all of its monsters come across as satirical rather than spooky.

At its best, Trepang2 is a clear tribute to the dreary, blood-drenched shooters of the mid-to-late 2000s, but without all the added melodrama to slow down its pacing between battles, a la F.E.A.R. 2 or DOOM 3. Most of the time it deftly connects the corridors of its various military compounds and corporate strongholds with a steady supply of boss fights that are often fun but simple, in that they rely on a single gimmick. The Mothman, for instance, chases you around a maze-like structure and can only take damage on specific parts of his body that are easiest to hit while he’s spitting acid. Meanwhile, each level’s nooks and crannies are littered with weapon customization parts and bits of intel to gradually explain what’s going on, which turns out to not be that interesting.

That said, it’s nice that you can comfortably ignore the story; much like the Doom Slayer, protagonist Subject 106 callously rips and tears his way through the corporate underbelly that serves as the main enemy of Trepang2’s campaign. He does so with enough gusto to make short work of everyone he runs into, to the point where other members of Task Force 27 will often comment on just how superhumanly powerful he is. This is played unironically, but it works for a few chuckles, not unlike off-the-cuff commentary given to the Master Chief by UNSC soldiers in Halo. It takes itself a bit more seriously than that, but it still adds to the over-the-top spectacles of B-movie violence throughout.

Great level design is far more important to stealth than a lazy invisibility button.

Halfway through the first level you’re already introduced to Subject 106’s nifty Cloak and time-slowing Focus abilities. Mixed with a button that lets you dive into a crouching position whenever you want, these abilities give you superhuman prowess in most situations, but not so much that Trepang2 ever made me feel overpowered – at least once I turned the difficulty up a notch or two.

It’s especially important to remain versatile since there are often so many enemies on screen at once – maybe as many as 20 or 30 – and they will relentlessly group up on you, flank you, and appear to communicate your position to one another, making cover basically useless in the heat of battle unless you’re able to stay hidden. I’m not much of a stealth player, and it always seemed like the cooldown timer for my Cloak ability was a bit too long for my tastes anyway, so I generally forgot about it. And I didn’t miss it, because great level design is far more important to stealth than a lazy invisibility button. Trepang2 often lets you shoot out lights to pass under the cover of darkness or set traps for a good old ghillied-up time. This all speaks to its excellent open-ended combat across its six primary and six side missions, wherein its eight highly customizable weapons gave me just as much leeway to simply dive into the action and kill everyone in sight on my own terms.

The rhythm of Trepang2’s combat is less about choosing the right gun; every weapon is viable in every battle, whether you’re dual-wielding assault rifles or finessing your way through enemy squads with a single handgun. Instead, it’s all about carving out the right approach: aside from the rank-and-file enemy soldiers armed with SMGs and pistols, many of Trepang’s enemy types are shielded or armored and only vulnerable to headshots. Some come equipped with long-range firearms and will scurry around the outskirts of a battle to pick you off when you stray out of cover, and some even chase you around with explosives in hand. Each enemy demands a different approach, and my favorite moments were when I was surrounded on all sides by a vast array of different variants, forcing me to improvise rather than stick to any specific weapon or tactic.

It pays off with a gratifying spectacle when you decimate a crowd of armored bad guys in slow motion.

Its run-of-the-mill arsenal of weapons may bore at first glance, but they handle well with a mouse and keyboard, and I enjoyed using them just as much with my handy Xbox One controller. Pistols, SMGs, shotguns, and assault rifles can be dual-wielded once you find the hilariously titled “Dual-Wield Serum”, and that’s fortunately unlocked about halfway through the campaign. Dual-wielding adds an extra dimension to gunplay in that you can become lethal at close range when dual-wielding any weapon, though you’ll struggle to pick off enemies from afar. Likewise, it’s slightly disappointing you can only dual-wield identical weapons, so there’s no mixing and matching a shotgun with an SMG.

But it pays off with a gratifying spectacle when you decimate a crowd of armored bad guys in slow motion, brandishing two shotguns or assault rifles like toys. The reload animation when dual-wielding two unfolded shotguns will never cease to make me laugh, and running into the fray with two weapons of any variety feels badass no matter how successful you are at landing kill shots. Adding to the frenzy of Trepang2’s combat is a melee button that feels great to use, and it lets you beat your enemies down or unleash a Spartan Kick once you’ve closed the gap, making it easy and often hilariously fun to direct the flow of the carnage in slow-mo.

Dipping into that slow-mo Focus ability almost always let me pick off a few pesky foes before my meter ran out, and since diving around cost nothing, Trepang2 is at its best when you stay on the move while your Focus meter recovers in the background. Powersliding through ammo, health, and armor pickups and occasionally popping up to wreak carnage on the next group of enemies I encounter feels great.

I’m ambivalent about Trepang2’s lack of a default aim down sights feature for weapons with iron sights, veering toward Counter-Strike rather than Call of Duty in its military shooting inspirations, but it still works just fine without it. While ADS for non-scoped weapons is accessible to a limited extent via a cheat code that can only be unlocked later in the campaign, Trepang’s slick movement and slow-mo features make it easy to close the gap between opponents, effectively balancing combat around the use of crosshairs for aim akin to old-school shooters like DOOM and Halo. I’m used to it, coming straight off of DOOM Eternal which uses that style of shooting, but it’s still potentially disorienting for those transitioning from modern military shooters like COD.

Trepang2 is at its best when you stay on the move while your Focus meter recovers in the background.

It’s great that you can pick up different parts as collectible items in each mission, but it’s a slight disappointment that you can’t alter your loadout just anywhere. Ever so often, you’ll run into a weapon customization crate where you get a Crysis-style weapon customization menu, where you can individually customize different parts on your current weapon. For instance, the Pistol can be equipped with Silencers and Laser Sights, meanwhile, the Shotgun can be equipped with Incendiary ammunition and its stock can be folded. Every addon comes with a drawback that’s described in text, such as the Laser Sight making you more visible to enemies or the Unfolded Stock making reload times slower in exchange for better recoil, so it all feels balanced and often broadens the number of viable playstyles available.

There are also a variety of throwables like frag grenades, flash grenades, incendiary bombs, throwing knives, mines, and even “rat bombs”. All of these feel good to use, but you can only carry up to five at one time, and only of one type. It’s great that each level is generous with these, encouraging you to use up your stock in the bigger battles.

Trepang2’s wild action also consistently looks awesome. Sparks and blood fly in all directions at gloriously high framerates in 2K resolution at max settings on PC, even when the action seems like it should be too much to handle for my now-aging GeForce RTX 2080 Super. Some of Trepang’s levels are drab and colorless like a typical shooter from the Xbox 360 era, but its action truly comes together in some of its more detailed environments. In the Horizon HQ, the festival of carnage is contrasted against arrays of LED panels refracting colorful waves of light across the tower’s glimmering marble floors.

I’ve seen better, of course; enemies can glitch out sometimes, and it can be somewhat irritating to walk through a pile of corpses and then hear them all shuffle around behind me like a monster sneaking up on me, only to realize it’s their ragdoll physics glitching. But these are minor complaints in comparison to how well my system held up, both in ultrawide (with an expanded field of vision, demanding more processing power in exchange for a broader view of the action) as well as in plain 16:9 widescreen mode. It rarely stuttered or lurched to a halt when tens of things were happening at once, giving an almost consistently smooth shoot-’em-up experience from start to finish.

A decently-sized hub area ties everything together between missions, and this is where you can customize your loadout and restock your armor and equipment, or train in the infinitely replayable combat sim which gives a broad number of environments to play around with and learn various weapon configurations in a controlled environment. There’s also some extra replayability here if you’re willing to stretch out Trepang2’s slim campaign with increasingly difficult challenges, though those just involve beating the same missions over again at higher difficulty levels. This puts you in front of tougher boss fights, including some that only appear at higher levels, in exchange for unlockable cheat codes and secret gags. They’re delightfully old-school, and range from Infinite Ammo to a Big Head mode that makes shooting bad guys in their faces that much sillier. It’s a chaotic joy to go back through the campaign with different configurations of cheats.

Payday 3 Hands-On Preview: Steal Quietly…if You Can

The gang is back and this time they’re in New York City pulling off the most daring heists. The setting change up from Washington DC from Payday 2 is supposed to be an “enormous living breathing world” that aims to add new layers to the gameplay experience. Dallas, Hoxton, Wolf, and Chains are on the returning cast roster and the story is picking up where it left off. Our favorite heisters are coming back from retirement.

Payday 3 sticks to the classic formula of being a four player co-op shooter. You create your ideal team loadout with your friends and you can bring various weapons and gadgets into the heist with you. You can play solo and with AI teammates if you’re really a solo player but I can’t speak to how that feels since the hour I played was in a full group.

You can approach each heist with various different paths. You can choose to go quietly and stealth around and try not to get caught through the entire mission, or you can go loud and just go guns blazing from the get-go. Starbreeze promises lots of different ways around accessing locked doors and stealthing through the various new tools added to Payday 3.

There are now new heist phases: Search to go looking for you, Negotiation phase to give yourself more time, and Assault.

In fact, there are now new heist phases: Search to go looking for you, Negotiation phase to give yourself more time, and Assault. The gameplay loop has you equipping your preferred loadouts, selecting new skills that you want to use, then entering the heist, assessing the map layout, initiating the heist however you want (stealth or loud), the getaway, then payout.

But of course, before you load into a heist, you have to perfect your gun loadout, along with the specific items and skills you want equipped. There are new skill trees for you to unlock different perks and bonuses. You have to level up to unlock some skills and clicking on a skill before entering a heist lets you “research” that particular skill and unlocks it for you once you’ve leveled. You can also equip your loadout with deployable items that will benefit your team like a Medkit, Ammo Bag, an Armor Bag, and a Zipline Bag (a new device that lets you link cash bags to a zipline to get it quickly to a new location.

I got to play two heists during the preview: Capital Bank and Surphase Art Gallery. Capital Bank was your pretty standard heist where you go in and try to grab all the cash you can while also reaching your goal of infiltrating the larger vault and getting a bigger cashout. Surphase Art Gallery, on the other hand, was an interesting twist on the heist system with the goal being to steal some of the displayed art in the museum, Mission Impossible style.

Capital Bank felt like a familiar return to the Payday 2 days. During the preview play period, I was teamed up with two devs and one other journalist. Dropping us into the game immediately was a bit overwhelming. For context, we were dropped into matches without playing the tutorial mode so I’m sure this won’t be as overwhelming to day one players but there are definitely way more elements to Payday 3 that can get to be a lot to remember – especially if you’re just going off what Payday 2 felt like. We attempted to try the quieter method of stealthing but because of the confusion of what the new first heist phase was, we ended up triggering security and just going guns blazing.

That was kind of the theme of the entire play session. Even though we did get a grasp of the new concepts and mechanics, the actual stealth play is extremely difficult and really punishing if you make the slightest mistake. I’m all for a challenge, but it was unfortunate that we didn’t really get to experience a proper stealth playthrough during my hour of hands-on time. The few times we got the furthest in stealth gameplay, it was really cool to find different keycards through pickpocketing guards or unlocking rooms to access safes that have documents containing info on where security breaches would be the safest.

The actual stealth play is extremely difficult and really punishing if you make the slightest mistake.

The concepts of stealthing in this heist game that’s all about high-octane action are really cool, but I worry that most people won’t really experience that very much, since most people are used to just going guns blazing from the jump. Most players won’thave the patience to move really slowly and deliberately to set up a stealth intro when it feels like you’ll just have to eventually go loud once the heist really swings into gear because a single mistake from anyone will guarantee an immediate alert.

Speaking of going loud, the Capital Bank heist has you throwing thermite to breach the vault walls while fighting off waves of law enforcement who get increasingly beefier as time goes on. You start with fighting standard cops, then SWAT-like members who have heavier armor and riot shields, and then you’ll battle a terrifying division of special ops returning from Payday 2 called the Cloakers. These guys got an upgrade in Payday 3 and they can mask themselves and go invisible and reappear wielding blades that can knock you on your ass with one hit.

Once you do make your way into the vault, you actually have to take even more time to make sure you deactivate the security ink pods that will explode if you try to steal the cash under it without successfully deactivating them, rendering the money useless and uncollectible. Once your team has all the cash loaded up in their bags, you can make your way out to the streets and start your escape.

The art gallery heist, meanwhile, was a lot of fun since it was a new environment and gave off an Ocean’s 11 vibe. Stealthing here was pretty difficult, too, since this map requires you to climb around if you want to find a quiet way into the art museum. The gameplay loop was similar to Capital Bank, but instead of cash you steal paintings or small statues and you have to verify which piece of art is the one you’re looking for.

For instance, one of the objectives was to validate the real painting from fake copies by getting a blue light tool to check for blood that was only on the real paintings. Once validated, you cut through the glass on the displays like a true art thief and make away with the treasure. I enjoyed the gameplay and environment way more in the art gallery and the actual museum has a few levels and exhibits you have to navigate through. Hilariously, you’ll actually end up using the “you are here” maps in the levels a lot to figure out where to go, as if you’re actually visiting a real museum.

Payday 3 was developed on Unreal Engine 4 which is a swap from Payday 2’s Diesel Engine. While there is definitely a visual upgrade from Payday 2, Payday 3’s graphics weren’t so incredible that I was blown away by this modern update to the series. Graphically, Payday 3 looked like Payday 2 but with more shading and lighting upgrades. But Payday 3 being built off Unreal 4 lets them do more consistent updates and have more support so I’m not too concerned with how Payday 3 looks visually. I was just surprised to see there wasn’t a real visually upgraded feel to the latest entry.

Payday 3 gives you way more time with mask off gameplay as opposed to Payday 2 where you just walk into the targeted building and strike into action. With Payday 3, you’re able to look around for safety faults, maybe a take a lap around the block to see what’s up and what some potential escape routes can be, and also examine the building from both the inside and outside to assess what your options are to either sneak or bust into the high security rooms.

The mask off gameplay is a bit restricted to what you can do movement-wise, however. For example, it took me a few matches to understand that you need your mask on to be able to climb things around the environment. I understand why that’s a mechanic tied to the mask, since you are most likely trying to climb and break into a locked building, but it was a bit frustrating and not entirely clear. Having to put the mask on for basic movements like climbing also puts you at risk of getting noticed before the heist even gets started so it forces you to really calculate the best moments to utilize the mask and stay alert.

The NPCs are more dynamic as well and you can destroy more things in the environment. There are now new heist phases: Search to go looking for you, Assault (when you’re initiating the heist), and a new negotiation phase that lets you coordinate a plan to give yourself more time in the heist.

When things inevitably go sideways, negotiation is by far the most interesting part of Payday 3. You’re able to actually negotiate with the police using your hostages trapped in that building with you. So you have to manage the hostages while also raiding the bank or museum you’re stealing from. You can use hostages as body shields since the security won’t shoot you if you’re holding an innocent person, or you can choose to release a few hostages to buy you some time for the heist.

The gunplay in Payday 3 feels really good. The transition between hipfire and aiming down your sights is pretty quick and the guns feel heavy and realistic. The different sights you can use for your weapons are varied so you can definitely find one that works for your preference. The movement in Payday 3 also feels pretty fluid. There is a new slide mechanic but I really didn’t find myself using it too much since it doesn’t work to increase your movement speed or hold too much momentum. Your armor segments regenerate over time if it’s not completely gone which lets you get back into the fight pretty quickly.

The initial fighting feels pretty easy, the waves of basic security feels almost like playing a normal horde mode since they never seem to really pose a real threat of gunning you down. It’s only after about ten to fifteen minutes into the heist that enemies seem to really crowd you and your team and the more armored and tankier enemies come out making it a real challenge. It may have also helped that I did have teammates who were good at communicating and supporting each other during matches, but the combat felt very easy until the escape portion of the heist.

One of the most fun parts of Payday 2 was customization. You’re still able to customize your characters in Payday 3 by unlocking different masks, outfits, and various other cosmetic items. You get access to more as you level up and get more money and you use the cash earned in game from heists to unlock them. There was a currency system set up in the shop when I looked during the preview, but we haven’t been given a real idea of what the real money bundles will consist of other than they will only be for cosmetic items.

Overall, I’m pretty excited to play Payday 3 again, especially with the same friends I played Payday 2 with and relive those old memories in a modern setting. Payday 3 is also going to be cross platform and cross progression so you can play anywhere and with anyone you want. It’s set to have quite a bit of post-launch content updates as well – like new characters, heists, weapons, and updated skills and challenges – so hopefully there’s a good flow of new stuff to keep players invested. Payday 2 had 20 DLC packs after launch so it’s not a huge worry of mine.

Review: Mario + Rabbids Sparks Of Hope: The Last Spark Hunter – Fun But Safe DLC Lacks Spark

Not enough reason to spend more time with Rabbids.

To the surprise of pretty much everyone, the original Mario + Rabbids Kingdom Battle became one of the best tactics games on the Nintendo Switch. We loved its tight, puzzle-like missions and vibrant world that somehow presented Ubisoft’s Rabbids as less-than-annoying – even, dare we say, sometimes endearing. The sequel followed suit, impressing critics and fans alike with a handful of great planets to explore, though we preferred the tight gameplay of the first over the creative freedom of Mario + Rabbids Sparks of Hope.

One area where Kingdom Battle excelled was its Donkey Kong Adventure DLC. Completely separate from the campaign, it saw Rabbid Peach teaming up with Donkey and Cranky Kong to take on a Rabbid threat, resplendent with an overwhelming amount of nostalgic Donkey Kong Country references. To say we have high hopes for Sparks of Hope’s DLC is an understatement, and unfortunately, the first major DLC – following the season pass-exclusive update The Tower of Doooom – fails to reach the same heights despite being a fun little addition to the base game.

Read the full article on nintendolife.com

Skautfold: Usurper Mixes Metroidvania with Lovecraftian Horror

Summary

  • Learn more about Skautfold: Usurper from the game’s solo developer, Steve Gal.
  • Skautfold: Usurper’s creator tells us how his game differs from other Metroidvanias.
  • The Skautfold series creator talks to us about Skautfold: Usurper, the second game in the horror series.

The Skautfold series is pretty unique in that every iteration is linked to a different genre. While Skautfold: Shrouded in Sanity offered a Souls-like experience, its sequel is a true metroidvania. Now Xbox users will be able to dive back in the series’ gothic and tortured universe with Skautfold: Usurper.

Skautfold screenshot

I had always dreamed of making games of my own, and had nurtured a big complicated project. I quickly realized that I would have to first create smaller more diverse experiences to learn more about game design and all aspects of creating games though. That’s how I began working on Skautfold, a series where the focus would be on different characters while using multiple genres.

Skautfold: Usurper takes place in an alternate history setting where most of the world is rules by two major empires, the British and the Dawn empire. The setting is haunted by the fact that Lovecraftian forces are real and have been actively altering historical events since around 1000 AD. At the start of the game a giant alien structure suddenly lands in the centre of London and Lovecraftian beasts begin pouring out. After a short clash, things calm down and this is where the story starts.

Skautfold characters

In order for Skautfold: Usurper to stand out gameplay wise, I created its very own guard system. It combines both a shield and stamina which gives a very different rhythm to combat and increases focus on risk and reward. It wants you to get in the enemy’s face and take risks and circumvent relying on heals as many games do. It regenerates passively so it’s all about learning a nice rhythm to being offensive and defensive.

Skautfold screenshot

Gamers should really that the time to understand how the guard system works and see how forgiving it actually is. It will save their lives many a time and let them have a lot more fun more quickly. That being said, the atmosphere and creature design are also worth noting as they can be surprising at times.

Skautfold screenshot

Players shouldn’t worry about not having played Skautfold: Shrouded in Sanity before jumping into Usurper. While several characters from the first game appear in the game, it tells its own story. Usurper‘s plot contains several important setups and hints at things to come not just for the rest of Skautfold, but its sequel series Granser as well. Besides the story and hinted details, users will find some of those hints by just exploring the map thoroughly.

Before I let you all go, I wanted to thank you all very, very much for your support. I am very happy to see people enjoy my weird games and hope they will enjoy this one too as there was a lot of love poured into it. See you in London!

Ported to consoles by Red Art Studios, Skautfold: Usurper is available now on Xbox Series X|S and Xbox One.

Xbox Live

Skautfold: Usurper

Red Art Games


4

$14.99

Usurper is a Metroidvania Action-RPG. With Eldritch horrors having been unleashed by the outer-worldly Citadel, your job is to rid London of its terrors and defeat the Navigator! Use the new “”””Guard”””” system that rewards skillful play and accuracy to uncover the massive structure and defeat the nightmares lurking within.

This sequel to Skautfold: Shrouded in Sanity does not require knowledge of the previous game. Recently re-crowned Empress Eleanor has assembled the royal forces and her four most loyal Knights to enter the Citadel in hopes of learning more, and hopefully finding a way to rid London of its terrors. Meanwhile, Waltham, leader of the Weimar, uses his own forces to ascend the Citadel and challenge its leader, the Navigator, for his own… purposes…

Features:

– A compelling story built around the unlikely alliance between a no-nonsense knight and the shadowy being that resurrected him;

– An original battle system built around “”Guard””, a skill that allows the player to charge through attacks and take risks, rewarding accurate timing and risk assessment;

– A massive and versatile interconnected world with countless shortcuts and a variety of diverse areas, from human towns to alien landscapes, grand libraries, ethereal gardens, an Eldritch engine, and a crashed spaceship;

– 8 different stats to spec into (along with stat reallocation) and over 90 different weapons and spells to create countless varieties of character builds;

– Special game modes such as no-guard, 1 HP, permanent-death, and built-in speedrunning.

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Meet Your Maker’s Sector 1: Dreadshore DLC launches tomorrow

The world of Meet Your Maker is expanding with the arrival of Sector 1: Dreadshore.

We’re packing a lot into this release, and since Dreadshore marks our first major content update, we’re celebrating by letting you claim the Sector 1 Arsenal Pack for free beginning tomorrow until July 10.

With Meet Your Maker launched and officially out in the wild, it’s been a pleasure watching millions of Outposts spring up around the world, all thanks to our engaged, incredibly creative community. You’ve made some truly twisted stuff, and we love you for it.

It’s our job to keep fueling that creativity, and Sector 1: Dreadshore with its new lore, environment, arsenal additions, and cosmetics, is an important step in that direction.

Let’s start with the obvious: What exactly is Sector 1: Dreadshore, and what does it include?

“We’re using the Sectors to deliver large gameplay updates though a narrative,” explains Ash Pannell, Meet Your Maker’s Creative Director. “The Dreadshore is a place in our world and the items that you get from that Sector are all tied to its story. It helps expand the lore of Meet Your Maker alongside the actual gameplay.”

Welcome to Dreadshore

Each Sector in Meet Your Maker explores a new location on Earth, devastated in its own specific way.

The Dreadshore, situated on the remains of the New England coastline, is the location of an abandoned Sanctuary housed beneath a lighthouse. Within this facility, clones were subject to a host of cruel, disturbing experiments until one escaped, killing the out-of-control Custodian and Chimera on their way out.

Sector 1: Dreadshore will include a new environment and themed Deco Pack – both free and instantly accessible to all players.

“Environments and Deco Packs give tools to the builders to create stories out of their Outposts,” shares Ash. “Completely different from the Red Sands, Dreadshore is all about being dark, moody and playing with light. As such, it’s the perfect place to construct dark and scary Outposts. The Deco Pack’s rusty metal and worn wooden blocks allow players to imagine a lot of old buildings and structures.”

New tools of destruction

Undoubtedly the most exciting Dreadshore additions come in the form of the Sector 1 Arsenal Pack.

The four new gameplay elements not only deliver new ways for builders to strategize and concoct unexpected kills, but also give raiders some new tricks of their own to survive them.

 “Being a systemic game, every single new item has massive gameplay repercussions,” says Ash. “Just playtesting this sector has been amazing, and knowing what it’s going to do to change the meta in the game is indeed exciting – and that’s before players start getting hold of it and really showing us how to use these new items.”

New Custodian: Nautilus

The Nautilus represents the lone survivor of the Dreadshore Sanctuary. This mysterious figure was one of the clones being held captive and experimented upon. He built a suit in secret that could bolster his defensive abilities and help him escape.

While the two other suits currently available are geared towards ranged and melee perks, Nautilus is all about defensive weapon capabilities with all three of its perks greatly buffing the Arc Barrier’s effectiveness.

 New trap: Sentry Beam

The Sentry Beam was designed by the lighthouse Sanctuary to keep its population of prisoners in check. It uses motion tracking to fire a laser beam of super-heated amplified light at raiders that can ricochet multiple times before dissipating, adding an element of chaos to its attack.

“This trap is great. It’s an area denial trap designed to pin unsuspecting players down,” explains Ash. “As it bounces off walls it brings a nice new sense of randomness that helps break repetitive patterns of play.” 

New guard: Ravager

The Ravager is the unintended result of a Dreadshore experiment gone wrong. The guard sees multiple targets where there’s only one, and simultaneously shoots a bolt at each, creating a deadly scattershot effect.

“Think of this one as a different kind of pattern breaker,” points out Ash. “The Ravager has a horizontal field of fire making it very tough to strafe to avoid. Strafing has previously been the way to defeat these enemies, so when combined with other guards and traps, players will again have to adjust their playstyles.”

New weapon: Demolition Cannon

The Demolition Cannon was developed for war, but as global unrest occurred, it was used more as a lethal crowd control weapon. Essentially a grenade launcher with recoverable ammo, the lighthouse Sanctuary stocked this weapon as a last resort should the prisoners revolt. Nautilus discovered and used one during his blood-soaked escape.

Don’t forget to visit PlayStation Store to claim the full Sector 1 Arsenal Pack for free starting tomorrow, until July 10. We hope you have a blast with this new content!