Grab an RTX 4070 Ti gaming PC for £1260 with Diablo 4 and a free headset

Right now you can pick up a great deal on a powerful RTX 4070 Ti gaming PC over at CCL, equipped with a Core i5 12400F processor, 16GB DDR4-3200 RAM, an MSI Pro B660M-E motherboard and 1TB Kingston NV2 NVMe SSD – all for £1260. That’s an awesome spec for gaming at 1080p, 1440p and even 4K – such is the power of this mighty GPU!

To get this price, plus two freebies – a copy of Diablo 4 (£60) and a gaming headset (£30) – select the “No OS” option and use code GAMER40 at the checkout.

You can of course opt to get Windows preinstalled if you prefer, but you can also use a USB stick and any unused Windows keys you’ve already got, including those from previous versions of Windows, to install the OS yourself. And, as the Steam Deck proves, gaming on Linux is getting pretty damn good – and of course, Linux is completely free (as in beer and as in speech).

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Random: Zelda Devs Reveal Which Link They Think Is The Stinkiest

Pooey!

We’ve often found ourselves wondering a lot of things about the Legend of Zelda franchise and, more specifically, its main protagonist, Link. Which Link is the strongest? What does he do in his spare time? Just how long does he really sleep?

What we’ve never really considered, however, is which Link is perhaps the stinkiest. We’re almost certain that no version of Link smells absolutely perfect – consider the strenuous exercise he puts himself through in each game, for one – but as for which is the absolute stinkiest? That’s frankly lost on us.

Read the full article on nintendolife.com

From MOBA to Action-Platformer – How Convergence: A League of Legends Adapted Zaun’s Champions

My name is Eric Angelillo, I’m the Creative Director and Co-Art Director for Convergence: A League of Legends Story. I also co-founded Double Stallion games 10 years ago with a mission to create vibrant & transcendent experiences with players all around the world. I love making bold action games with vibrant stylized visuals inspired by the very best of animation and comics.

Convergence: A League of Legends Story, is our new, story-driven, single-player 2D action platformer featuring dynamic combat and unique exploration, and it gave us an incredible opportunity to use our strengths as a studio adapt a myriad of Zaun and Piltover Champions from the original League of Legends MOBA. With Ekko as our lead, it was difficult to narrow down the list of other Champs we wanted to include in the cast, but we settled on Warwick, Camille and of course, Jinx the Loose Cannon!

For Ekko, development really started with one key drawing I made of him grinding on a rail. I knew that a game about Ekko had to double down on not only his time rewind abilities and boy genius aspects, but also on his punk-inspired fashion sense. The concept in question had a strong graffiti aesthetic and pushed Ekko into a neon soaked post-punk skater vibe. This became the basis for which we built the whole game’s art direction.

Convergence Image

We opted to stick close to Ekko’s classic design from League, but adapted his design shape language to include a lot of triangles and sharp angles. Astute observers will even notice that his silhouette is based on an hourglass shape. His shoes were slightly modified to allow for strong arches allowing him to grind. Mechanics-wise, we adapted Ekko’s entire kit of abilities and then some!

Building a single-player game free of PVP balancing allowed us to really leverage Ekko’s ability to rewind time, so this naturally became our core mechanic. But players will be thrilled to see his MOBA abilities – the Timewinder, Parallel Convergence, Phase Dive and Chronobreak – are also integral parts of the game. In addition to faithfully adapting these moves, we also expanded on them by making them useful outside of combat as well. The Timewinder can be used to power electrical sockets, Parallel Convergence can time-freeze collapsing platforms and Phase Dive can be used to teleport through walls!

Convergence Image

A story about Zaun wouldn’t be the same without a visit to the Sump… and a visit to the Sump wouldn’t be complete without its resident Uncaged Wrath; Warwick. Warwick was one of the first Champions we explored through concept art as his biomechanical wolf profile is just so fun to draw. His sheer sprite size and complexity made him one of the most intensive characters to animate in the game, but we knew it would be worth the extra effort.

Moveset-wise; our animators referenced the look of his abilities like Jaws of the Beast and Primal Howl. We even adapted his leaping Ultimate; Infinite Duress, but instead of slashes, we had him grab Ekko and throw him against a wall! Of course, Ekko can just rewind it every time… provided he has enough Rewind Charges in his Zero Drive left.

Convergence Image

Camille the Steel Shadow is an integral part of Convergence. She represents Piltover in the game, and acts as an unlikely ally to Ekko as they are both seeking to take down the malicious Chembaron family known as the Poingdestres. Although Camille eventually becomes an ally, things initially start on the wrong foot between her and Ekko… Fans will be thrilled to know they will have to face Camille in hand-to-hand combat.

Part of why we chose to adapt Camille is that her moveset from League of Legends had so much potential in a side-scrolling game. Camille’s signature hookshots are used in League to quickly move laterally, however, in an action-platformer like Convergence, we were able to use the hookshots to allow Camille to have incredible aerial abilities. As a result, her battle encounter requires Ekko to really dodge deftly, as Camille dominates the arena with both horizontal and vertical high mobility.

In addition to the speed and agility afforded by her hookshots, League players will notice we also adapted Camille’s Precision Protocol roundhouse kick. And of course, who could forget Camille’s Ultimate attack; The Hextech Ultimatum. While we had to adapt the Ultimatum’s barriers to function vertically, the essence of capturing her opponents in a Hextech matrix remains the same. For Camille’s art, we really pushed her key features; deadly, tall, bladed legs and refined Piltovan elegance. As previously mentioned, we used triangular shapes as a motif for our character designs, and this is especially evident with Camille’s sharp figure.

Convergence Image

Jinx’s role in Convergence is unique in that she essentially plays a distraction role in Ekko’s quest to save Zaun. As an agent of chaos, she doesn’t help nor directly impede Ekko, but her manic hijinks force Ekko to have to stop her before he can continue on his adventure. Jinx has so many fans in the real world, so we felt that even within Runeterra, she would probably have a lot of fans as well. In Convergence, Ekko discovers there’s a new chempunk gang in town; the Inx. The Inx are like an unofficial fanclub for Jinx, only as Ekko finds out, Jinx isn’t too happy about the idea of a bunch of chempunks ripping off her style… As an agent of good, Ekko is forced to step in to stop Jinx from wreaking havoc on the Inx and in so doing blowing up Zaun and Piltover!

With all the bosses in Convergence, we put a lot of thought into making them distinctive, and part of that was focusing each one on either melee or bullet-based ranged attacks. Jinx naturally fell into the latter camp. All of her weapons from League make an appearance; Zapper, Chompers, Fishbones, Pow-pow and of course the Super Mega Death Rocket! We also added a few extra surprises like a full-screen missile shower! For Jinx’s character design, we based it on her Wild Rift design, but then added on our signature cell-shading and sharp lines.

Convergence Image

While it wasn’t feasible to include all the Zaun champs, we did include easter eggs for each one of them. Players may even spot references to other Champions from outside Zaun as well. We’re incredibly proud of Convergence and can’t wait for players to experience it firsthand.

Convergence: A League Of Legends Story will be released on May 23, 2023. for Xbox Series X|S and Xbox One Game Pass members: Receive the Convergence Jinx emote in League of Legends. If you haven’t already, simply link your Riot Games account to your Game Pass subscription and play League of Legends by 11:59 PM PST on June 2nd to receive it.

Xbox Live

CONVERGENCE: A League of Legends Story™ Deluxe Edition

Riot Forge

$39.99

Pre-order the Deluxe Edition of CONVERGENCE: A League of Legends Story™ to receive the Pre-Order Bonus Golden Ekko skin

The Deluxe Edition of CONVERGENCE: A League of Legends Story™ includes:

– Star Guardian Ekko Skin
– Ruined Ekko Skin
– CONVERGENCE Digital Comic and Art Book

Rewind the Past, Control the Future

Traverse the sprawling city of Zaun as Ekko, a young inventor with a device to rewind time. He and his friends must work together to keep their city safe, but as danger looms and secrets come to light, Ekko realizes he can’t trust anyone—not even himself.

Developed by Double Stallion Games, CONVERGENCE: A League Of Legends Story is a story-driven, single-player 2D action platformer featuring dynamic combat and unique exploration opportunities thanks to Ekko’s ability to travel through space and time. Rewind your actions to learn from your mistakes and outsmart each new enemy. Will it be enough to save Zaun’s future?

CONTROL TIME
Activate Ekko’s Zero Drive to turn back time. Then, use your knowledge of the future to adapt your approach to any challenge and get the jump on your enemies. Fluid, dynamic combat rewards precise timing and positioning.

DISCOVER ZAUN
Run, leap, and slide your way through the streets of Zaun. Meet champions, face down enemies, and locate never-before-seen sides of the Undercity.

BATTLE CHAMPIONS
Encounter League of Legends champions like you’ve never seen them before. Unlock new abilities and face rivals in a series of explosive battles to learn who’s with you, and who’s against you.

Seize every moment in CONVERGENCE: A League of Legends Story.

Xbox Live

CONVERGENCE: A League of Legends Story™

Riot Forge

$29.99

Pre-order CONVERGENCE: A League of Legends Story™ to receive the Pre-Order Bonus Golden Ekko skin

Rewind the Past, Control the Future

Traverse the sprawling city of Zaun as Ekko, a young inventor with a device to rewind time. He and his friends must work together to keep their city safe, but as danger looms and secrets come to light, Ekko realizes he can’t trust anyone—not even himself.

Developed by Double Stallion Games, CONVERGENCE: A League Of Legends Story is a story-driven, single-player 2D action platformer featuring dynamic combat and unique exploration opportunities thanks to Ekko’s ability to travel through space and time. Rewind your actions to learn from your mistakes and outsmart each new enemy. Will it be enough to save Zaun’s future?

CONTROL TIME
Activate Ekko’s Zero Drive to turn back time. Then, use your knowledge of the future to adapt your approach to any challenge and get the jump on your enemies. Fluid, dynamic combat rewards precise timing and positioning.

DISCOVER ZAUN
Run, leap, and slide your way through the streets of Zaun. Meet champions, face down enemies, and locate never-before-seen sides of the Undercity.

BATTLE CHAMPIONS
Encounter League of Legends champions like you’ve never seen them before. Unlock new abilities and face rivals in a series of explosive battles to learn who’s with you, and who’s against you.

Seize every moment in CONVERGENCE: A League of Legends Story.

Related:
Find Your Niche: Three Extremely Unexpected New Game Collections Arrive in Xbox Game Pass
‘Conceptual Opera’ After Us Breaks Game Design Rules By Introducing Emotions
Start A Riot With The Callisto Protocol’s New DLC

Halo Infinite Is Finally Getting Infection Mode Next Month

Fan-favorite Halo multiplayer mode Infection is coming to Season 4 of Halo Infinite. The mode will drop the same day the next season kicks off on June 20, developer 343 Industries has announced.

Infection is the Halo series’ take on a zombie mode, which first debuted in Halo 3. Since then, the mode has returned in Halo Reach, Halo 2 Anniversary, and Halo 5: Guardians, with an altered version of the mode titled Flood taking Infection’s place in Halo 4. 343 shared a piece of new concept art for Halo Infinite’s Infection mode alongside the announcement.

Traditionally, Infection pits two teams against each other: A team of Survivors equipped with shotguns, and a team of Infected wielding Energy Swords. When a zombie eliminates a survivor, the survivor is converted to a member of the infected team.

Career Rank is also coming to Halo Infinite Season 4, which will give players a new progression style with military-style ranks. Plus, players can expect an official Forge remake of Halo 5’s Plaza map sometime early in Season 4. To wrap up Season 3, Halo Infinite is hosting its first Bonus XP Weekend from June 2 to June 4.

Halo Infinite’s fourth season is coming just three-and-a-half months after Season 3’s launch, marking a much faster turnaround than the 10 months in between Season 2 and 3. The faster launch of Season 4 makes good on 343’s promise to avoid the long seasons of the past and end Infinite’s content drought.

The Halo franchise made a lot of headlines earlier this year, as rumors swirled that Microsoft was considering moving the franchise away from 343. However, Xbox’s Phil Spencer reiterated that the “heart and soul” of Halo is with 343. The studio will continue to develop Halo, even if they’ll do it without longtime series contributor Joseph Staten, who recently left Microsoft to join Netflix Games.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over seven years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

If Elders Scrolls 6 steals one thing from Zelda: Tears Of The Kingdom, it should be Link’s best cheat power

For the last six years, my Skyrim wood elf has been stuck in some godforsaken cave in goodness knows what corner of Tamriel. I don’t remember why they were there, or what goal they were trying to achieve. It was just ‘one of those caves’ that looked cool and interesting when I came across it and I thought, ‘Yeah, all right, let’s have a go then, shall we?’ But while other Skyrim caves I’d come across could be easily polished off in an office lunch-time – as that was often how I played Skyrim back then – this one was different somehow. It was so large and twisty, so infinitely befuddling, that I seemed to be trapped down there forever. Sure, I could have probably turned back, but I’d been down there for ages, and felt like I’d come too far to simply not see it all through to the bitter end. But the end never came, and I eventually abandoned my save as a result, whisked off by the prospect of newer, more exciting games that didn’t involve trying to figure out how to escape its narrow, bioluminescent hellscape.

Worse still, this disastrous feat of orienteering has now become my overriding memory of Skyrim. For all its great sidequests and its ever-increasing number of excellent mods, all I ever think about are its damn caves. Just the thought of loading up that save file again makes me grimace, and I’m starting to dread the thought of getting stuck in another one whenever the heck The Elder Scrolls 6 comes out. But I’ve been playing a lot of The Legend Of Zelda: Tears Of The Kingdom this past week, and cor, I’m immediately jealous of Link’s Ascend ability. As part of his new slate of powers, Ascend lets him instantly woosh through almost any ceiling as long as there’s a traversable bit of terrain above it. That kind of power wouldn’t have been half handy for my poor old wood elf, and it’s precisely what makes exploring Tears Of The Kingdom’s caves so enjoyable. So if there’s one thing The Elder Scrolls 6 should steal take note of, please let it be this.

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Experts Explain Why So Many Games Are Launching Broken on PC

PC releases are under scrutiny as of late. When compared to their console counterparts, PC games more frequently experience anything from immense graphical glitches to game breaking bugs regardless of an individual’s specific build. And since many high-end rigs cost upwards of thousands of dollars, questions often arise as to why so many titles launch in unplayable states.

Games like The Last of Us Part 1 Remake, Star Wars Jedi: Survivor, Redfall, and even Final Fantasy 7 Remake recently suffered from ports that required extensive post-launch patches to fix. Speaking with IGN, three experts familiar with porting games to PC discuss the challenges of porting, the complexities behind changing control methods, and how studios can work to potentially eliminate rough launches.

Challenging PC Ports

To the average player, it may be confusing when a PC game with a simultaneous release on consoles fails to function. If the price is the same and the overall content of the game is identical, regardless of platform, why are there such stark differences with performance? Senior staff writer and video producer for Digital Foundry John Linneman says that one of the primary problems with bugs may be PC gaming’s biggest selling point – customizable systems.

“One of the biggest hurdles is the variety of hardware configurations available – consoles are fixed platforms, but PCs are wide open,” Linneman said. “Any user can have a PC built from a variety of parts running a different operating system with different drivers. For games that push the visual envelope, this can put a lot of stress on the hardware, resulting in sub-par performance for some users. There are only so many permutations a developer can test while building their game, so it’s very likely that upon release, day-one buyers will immediately uncover issues that require patching.”

There are only so many permutations a developer can test while building their game.

Beyond a PC build, the overall design of games and their specific engines may initially be incompatible with PCs. The process of porting is not the result of a direct transfer of files or an action as simple as copying and pasting programs. Linneman notes that the engines for Jedi: Survivor and TLOU Part 1 Remake notoriously suffer from PC-related issues that require additional time and resources to fix. And when people continue to build vastly different rigs, developers need to account for each new scenario accompanied with pieces of hardware and software.

“[Star Wars] Jedi: Survivor, for example, is an Unreal Engine 4 title that exhibits some of the pitfalls we commonly see in games built with Unreal. Just-in-time PSO stuttering, poor CPU threading, and traversal stuttering are just three of the problems found in this game. The Last of Us Part 1 has similar issues, but the cause of these issues is different. I imagine it’s due to the very different underlying technology – it doesn’t use the Unreal Engine, and the original version was made specifically for one console. Unreal is purpose-built for multiplatform development, but until last year Naughty Dog had yet to release any of its modern games on the PC.”

Regardless of the issue, each PC port requires careful and explicit attention. Simultaneous launches are possible, but as Linneman explains, studios need to be aware of potential bugs and glitches by regularly testing games. Without dedicated resources, PC ports will continue to struggle with releases.

Redstart Interactive’s head of design and engineering Jon Lawitts notes that smaller studios may only support development for a single platform due to time and resources. While larger studios generally have more people on their teams, as well as a familiarity with multiple simultaneous platform launches, issues like budget and deadlines can affect any game.

“Small studios – and sometimes large ones as well – will launch their game on a single platform that they have tested well in order to start generating some revenue,” Lawitts says. “Then later down the road launch on additional platforms once they see some traction with their initial launch.”

Customizing Controls

While most PC launchers and systems include controller functionality, ports can occasionally suffer from poor control schemes and improper mouse support. Lawitts explores the causes of this issue, noting that it’s far more complex than assumed.

“The ergonomics of using mouse and keyboard feels significantly different from a controller, and often means a significant redesign of all the games’ controls,” Lawitts said. “On controllers players can move the joysticks a variable amount, changing the speed or movement. On the keyboard this isn’t possible. Similarly with a mouse or touch screen you can point to an exact position, whereas with a controller any position is relative.”

These variances between inputs impact all aspects of a game. From combat to traversal, mechanics are drastically altered on different controller types. Even actions as crucial as accessing menus can feel bogged down or even fail to work without proper support. For example, the PC port of Gotham Knights prohibited mouse movements and key customizations in certain scenarios, like examining the investigation board or driving the Batcycle during its launch.

While patches were eventually added to rectify these issues in Gotham Knights, initial gameplay experiences negatively impacted numerous players, and especially disabled individuals. And it’s far from the only game with this issue. Lawitts explains that seamless mouse and keyboard experiences are crucial to a successful port.

Sequences and move combinations that felt seamless on controllers can feel dramatically different on keyboard and mouse.

“Any differences in the input design also means changes to tutorials, menus, and other UI elements to accommodate the PC player” Lawitts said. “Sequences and move combinations that felt seamless and accessible to the player on controllers can feel dramatically different on keyboard and mouse and we need to find a way on the keyboard to bring that satisfying feeling back to the player.”

For disabled players who are unable to use different methods, PC ports with ineffective mouse and keyboard implementations add unnecessary barriers on top of bugs and glitches. While this is primarily an accessibility issue that affects physically disabled individuals, unusable mouse and keyboard controls are problematic for everyone. From able-bodied people to those with temporary disabilities like broken arms or fingers, poor controls can ruin an experience.

It’s one thing when PC ports experience immense bugs and glitches. But when combined with game-breaking occurrences and unusable control schemes, players are left unable to play the newest releases. And it’s ultimately up to developers to ensure that their launches are as smooth and accessible as possible.

Developer Support

No studio or developer wants to release an unfinished or broken game. Countless hours and resources are reflected in the final product and when PC ports arrive in incomplete states, both developers and consumers feel the impact. This doesn’t mean that polished PC ports aren’t possible, but rather require specific attention to deliver entertaining experiences. Modder, creator of DSfix, and co-founder of PH3 games Peter Thoman encourages studios to actively invest in proper PC port support. As hardware and software continues to advance, studios need to account for as many PC build scenarios as possible.

“Test on a variety of hardware and software configurations, and with a variety of settings, as early as possible,” Thoman said. “If you are a large publisher and can therefore easily afford to do this in-house, then do it. But if you are not, then you can still do things like closed external beta tests. You really shouldn’t need to rely on bug reports from your customers to get your first test results on relatively common OS, GPU or CPU architectures.”

Within the testing, Thoman emphasizes the importance of software design. Issues like the “framerate your game is running at, the resolution, its aspect ratio, the specific inputs and so on” are relatively easy when explored from the beginning. Thoman notes that the longer studios wait to address these issues, the more costly they become. But more importantly, he wants developers to stop limiting players to specific hardware and software scenarios. With the customizability of PCs, studios cannot focus on a small number of build potentials.

People appreciate having flexibility, even if not every single combination of all options is rigorously tested throughout the entire game.

“Provide as many options as you can, in all of gameplay, input, output, and graphics and performance scaling,” Thoman said. “You never know exactly what devices people will want or have to use with your game, or what scenarios they are going to play in. People appreciate having flexibility, even if not every single combination of all options is rigorously tested throughout the entire game – if you fix an obscure issue with one particular combination of options after launch, no one is going to be all too upset.”

Beyond accounting for the unique and individualistic natures of PCs, Thoman also advises developers to shy away from utilizing APIs and libraries that are uncommon. By choosing these tools, it places more emphasis on players’ systems, resulting in more frequent bugs and glitches. In other words, mainstream is the way to go.

“Minimize your reliance on more obscure Windows APIs and non-standard libraries,” Thoman said. “One particular example of this is using the Windows Media Foundation to access audio/video codecs for playback. Not only will that likely be annoying for Steam Deck and Linux users, relying on external components on the users’ system also means you open yourself up to bugs in those. With great patent-free open-source options available these days it’s much better to ship your own codecs.”

When examining the topic of optimizing ports, Thoman acknowledges that certain APIs are actually detrimental to quality. Since PCs are generally becoming more powerful, APIs not designed for better graphics can cause many of the issues as seen in games like The Last of Us Part 1 Remake.

“However, when it comes to optimizing that port, and providing a high-quality experience tailored to the PC use case, I don’t think things have gotten much easier,” Thoman said. “In fact, one might argue that lower-level APIs in graphics put more of a burden on game developers to ensure good performance, and complex middleware layers might make it more difficult to diagnose and fix fundamental engine performance issues. Just look at the large number of AAA Unreal Engine games which ship with similar stutter issues.”

PC ports are a strange topic. From graphical to game breaking glitches to controls that create unintentional barriers, it’s frustrating when AAA games are severely hindered on PC. But as technology progresses, developers and studios can devote resources to creating ports that are just as smooth as their console counterparts. Deadlines and budgets can affect development across all platforms and studio sizes, ultimately impacting the quality of ports. And with each troublesome release, Thoman hopes studios are open with their struggles. Not only does transparency benefit everyone, but he also believes the PC community can help developers if needed. And with the complexity of ports, more help is always welcome.

“Keep everything as open as possible and communicate with your audience,” Thoman said. “There are a lot of savvy people in the PC audience. If you try to hide things from them or try to spin some elaborate tale rather than admitting an error, that probably won’t work out. On the other hand, if you openly communicate – and ideally, are also open in your software to the maximum extent feasible, regarding e.g., file formats or encryption – then the community can actually be a huge asset.”

Get Logitech’s perfect starter racing wheel and pedals for 50% off in the UK

Logitech’s G920 and G29 wheel and pedals sets are my go-to recommendations for aspiring racing fans, offering a noticeable improvement in control and feedback over a gamepad while costing far less than more advanced direct drive alternatives from the likes of Fanatec. Today both models are discounted to £170, a healthy discount from their usual £240 price point and more than 50% off their UK RRP – nice.

The G920 is the Xbox-oriented model, meaning it works on PC plus Xbox Series and One consoles, while the G29 is for PC plus PS4 and PS5 – so choose what’s most useful to you!

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Valhalla Is Calling in IGG’s New Viking Simulation Viking Rise!

On April 14th, developer I Got Games launched their first-ever Viking-themed simulation game, Viking Rise. With this title, studio IGG seeks to fill a unique gap they believe is missing in the mobile simulation gaming market. They’ve secured Korean star Ma Dong-seok as their official spokesman in Korea. They’ve also teamed up with two-time Emmy Award-winning composer Trevor Morris, who fans may recognize for his work on the hit TV series Vikings.

Viking Rise is an online multiplayer, real-time strategy game with free construction elements inspired by Viking culture and Norse mythology. The game utilizes 3D modeling and new graphic rendering techniques to combine lifelike characters with more stylized backdrops, creating a contrasting aesthetic that adds to the game’s visual style. Fans of shows like Vikings, movies like The Northman, and real-time strategy simulation games like the Civilization series will feel right at home as they fulfill their Nordic fantasy.

A Life Worthy of a Viking

Players will take on the role of a Jarl, a Viking leader in command of a tribe trying to find their place in the new world of Midgard. With the help of advisers, players can explore, hunt, loot, and fight to achieve success. The new world of Midgard offers the opportunity for fame, power, and riches, along with danger and threats from both the physical and mystic worlds. Players must conquer land and sea, with Naval Combat significantly impacting how your Viking can approach and overtake competitors. Players will helm a “Drakkar Ship” that facilitates travel across the circular, winding water routes.

In Viking Rise, players can summon heroes from Norse mythology and Viking history to join their fight. As Jarl, you must decide what kind of tribe you will lead. Will you develop your people into a commercial trade center bustling with bartering and resources? Or will you build a mighty military fortress unlike anything the world has ever seen and rule by force? Players must stay vigilant for day cycles and changing seasons as they manage their growing tribe in traditional city-management-style gameplay. Different seasons and weather changes will bring their unique challenges to overcome. This will help keep the game interesting as players navigate these changes.

A Joint Effort

Viking Rise is a Nordic-themed online multiplayer game, meaning that it has to play into the strategy of anyone hoping to thrive in Midgard. Forming the right alliances may prove crucial when assistance is needed to protect one’s tribe from invasion by other players. Viking Rise offers plenty to get lost in, with opportunity and danger around every corner. Multiplayer boss dungeons and a game mode that developer I Got Games has coined Divine Realms add another layer to the experience. In this mode, players must strategize with allies to control the battlefield, defend against hostile rival alliances, and win the day.

Trevor Morris brings his expertise and knowledge of traditional Nordic instruments to help create the official theme song for Viking Rise. Fans of Nordic music & grand Norwegian scores can find the track on major music streaming platforms such as Spotify, Apple, and Amazon Music.

Viking Rise is available now for download in the Apple App Store and Google Play Store.

Jarls looking for other Viking lords to connect with can do so on the game’s official Discord or Facebook page. For those who choose to answer the call, may your reign be glorious; Valhalla is Calling!

Alan Wake 2 is “supposed to come out in October” apparently

Alan Wake 2 has yet to receive an official release date from developers Remedy Entertainment, but according to the voice actor playing its titular, torch-bearing thriller writer, we can apparently expect it to arrive sometime this October. So far, Remedy have only committed to a general 2023 release for Alan Wake 2, but voice actor Matthew Porretta told the Monsters, Madness And Magic podcast that it’s “supposed to come out in October”. That means it should be well clear of ye olde Starfield, but that “supposed to” also suggests the date isn’t set in stone yet. Here’s hoping we get a more formal date at this year’s Summer Games Fest, perhaps.

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