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Resident Evil creator Shinji Mikami left Tango Gameworks to break free from survival horror

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Resident Evil creator Shinji Mikami left Tango Gameworks to break free from survival horror submitted by /u/YouthIsBlind
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Jagmas
36 minutes ago
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Round Rock, Texas
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17 Options, Settings, And Tricks To Get More Out Of Your Xbox Series X/S

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Don’t shoot the messenger, but even if you’ve played your Xbox consistently for the past four years and you think you know it inside and out, you may still be surprised by what your console is capable of. Just like the PlayStation 5 and Nintendo Switch, the Xbox Series X and Xbox Series S have a bevy of hidden…

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Jagmas
37 minutes ago
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Round Rock, Texas
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How to get Hellfire Power Armor from the Fallout 4 Pyromaniac quest

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Fallout 4 Hellfire Armor

The April 25, 2024 “Next Gen” update to Fallout 4 brought with it a number of Creation Club, er, creations that were integrated into the main game. One of these is the Hellfire Power Armor. If you’re like me, you love your collection of Power Armor, so let’s go get it.

The Hellfire Power Armor is gained by completing the quest “Pyromaniac, but I promise there isn’t much to it. First, we need to head toward Listening Post Bravo. If you haven’t been there yet, this means we need to go far East of Sanctuary and a little South. It’s South of Breakheart Banks and South East of Greentop Nursery settlements. This isn’t the location of the quest, just the nearest landmark.

You don’t have to go into Listening Point Bravo; we’re looking for a camp that is just a short way southeast of it. The camp has a campfire in the center of it, but more importantly, it’s inhabited by three members of the Forged. One of these members is named Pyro and is wearing our Hellfire Power Armor.

Note that when I went to visit this camp, the raiders were already roaming. They were at the location, but they were already prepared for a fight.

How to complete Pyromaniac in Fallout 4

Completing Pyromaniac in Fallout 4 is as easy as taking down Pyro. Okay, that’s not easy – he’s wearing Hellfire Power Armor – but the objective is at least quick and simple. Once the Next Gen patch has been installed, the Pyromaniac quest will automatically become active.

That’s entirely it. There are two other members of The Forged alongside Pyro, and while you’re probably going to want to eliminate them, as well, it isn’t required to complete the quest. You might even accidentally complete this quest if you just choose to snipe the raiders from a distance.

Nonetheless, your reward for completing the objective is 150XP. You can then strip the armor off of Pyro. You will, of course, need a frame to mount it on.

What is the Hellfire Power Armor

The Hellfire Power Armor in Fallout 4 is mostly a different aesthetic. In stats, it’s similar, but slightly worse than the X-01 Power Armor. Its defense and elemental resistances are roughly the same, but its HP lags behind. It does have slightly better electrical resistance, but it's not significant.

However, the differences in stats here aren’t terribly significant. You may need to make more repairs to your Hellfire Power Armor, but it will keep you safe and snug during combat just as well as the X-01. Personally, I like the X-01 because of its slightly insidious look. In particular, I like the Quantum X-01 Power Armor from the Nuka-World expansion, because it comes in my favorite color.

The post How to get Hellfire Power Armor from the Fallout 4 Pyromaniac quest appeared first on Destructoid.

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Jagmas
37 minutes ago
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Round Rock, Texas
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Solo developer behind Steam's hit new city-builder Manor Lords says he got his studio name from a Witcher 3 vs Mass Effect meme

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Manor Lords, the medieval city-builder that's run rampant over Steam's wishlist charts in recent weeks, was made by a single developer who named their studio after a Witcher 3 meme.

In an interview with Unreal, Manor Lords' single developer, Greg Styczeń, was asked the story behind their studio name, Slavic Magic. It's a pretty simple tale - Styczeń says he was inspired by a Witcher 3 meme that suggested that the game was built off the back of "vodka and slavic magic." According to Styczeń, "it really resonated with me as an indie dev from Poland with a small budget but huge passion."

The earliest example of that meme that I can find is from a 2017 9Gag post, which compared Mass Effect Andromeda's awkward facial animations to a picture of Geralt of Rivia, suggesting that the former game was made with a  $40-50 million budget, and the latter was the result of "vodka and Slavic magic." There are several things worth unpicking from that meme, not least that The Witcher 3 struggled with several performance issues at launch, and had a total reported budget of $80 million. Accounting for marketing budgets, in fact, Andromeda and Wild Hunt cost comparative amounts to make, but don't let facts get in the way of a good joke.

Nevertheless, Styczeń's Witcher-fueled inspiration is far more wholesome than its source might suggest, and points to Poland's growing impact on the global games industry; CD Projekt is certainly the headliner, but studios like Dying Light developer Techland also punch above their weight. As just one developer, Styczeń might not have quite the same reach as those games, but he's evidence of the amazing grassroots and indie scenes that can spring up around major developers.

As as the hotly-anticipated city-builder hits Steam, check out our Manor Lords review.



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Jagmas
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Animal Crossing-like Tales of the Shire trailer skips the epic journey and stays home where it’s nice and warm

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tales of the shire

If you ever wanted a The Lord of the Rings game without all that pesky adventure, Tales of the Shire looks like it's tailor-made for those sensibilities. The first trailer was revealed along with confirmation of specific platforms, showing a Shire full of Hobbits without a care in Middle-earth. 

Tales of the Shire comes from publisher Private Division and developer Weta Workshop. When it was first announced it was only listed for consoles and PC, but now we know it'll be taking its cozy vibes to PlayStation 5, Xbox Series X|S, Nintendo Switch, and Steam. From what we can see so far, it looks like The Hobbit by way of Harvest Moon or Stardew Valley, and that's definitely going to be someone's very specific jam. 

https://www.youtube.com/watch?v=NAQQVGwzrj0

As the narrator explains, there are plenty of Middle-earth tales full of adventure or bravery, but this isn't one of them. Instead, Tales of the Shire promises a story of "new beginnings," which involves everything from exploring the Shire and its lush surroundings to catching fish, strengthening bonds with others, and customizing your own special little Hobbit hole called home. Seasons change, visitors arrive, and parties are thrown, with nary an ounce of peril in the air. 

If you're going to make a game about the Shire, this is pretty much the only way to do it, right? While I'll have to wait to play it for myself to see if it's actually any fun, draping The Lord of the Rings lore and locales over a familiar skeleton is a quaint and charming concept. As it stands, it looks like a relaxing outing with a mix of visuals that are colorful and pleasant, and some — particularly the character models — that don't quite look up to snuff. There's currently no concrete release date, so this Shire respite is still penciled in for sometime in 2024. 

The post Animal Crossing-like Tales of the Shire trailer skips the epic journey and stays home where it’s nice and warm appeared first on Destructoid.

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Jagmas
2 hours ago
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MultiVersus fans, you were right: The character models are actually bigger in the upcoming re-release

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You might recall a couple of weeks ago that MultiVersus fans meticulously had picked apart a new gameplay video for its upcoming re-release, and came to two major conclusions: The game looked an awful lot slower, and the character models an awful lot bigger.

While the jury's still out on the first deduction, the second one has recently been confirmed by the developer itself. Player First Games took to Twitter to share a comparison between the old and new character sizes, as well as a little explanation behind the change.

"You all noticed right away, characters seem to be bigger," the tweet read. "Numerous players had difficulty tracking characters both in play and while watching. We wanted to improve overall clarity of battle while keeping the same fundamentals."

Taking a peep at the comparison pics, you really can see just how miniature the models were. Shaggy's head is nowhere near the bottom of the platform in the beta version of MultiVersus, whereas he looks far more in proportion with the stage in the full release. The one thing I am curious about is how it will affect larger characters like Iron Giant, who already took up a significant amount of screen space, especially on smaller stages.

Image 1 of 2

A comparison of Shaggy and Black Adam model sizes.

(Image credit: Player First Games)
Image 2 of 2

A comparison of Shaggy and Black Adam model sizes.

(Image credit: Player First Games)

It's not just the models that have changed, though. "Our in-game camera is now more dynamic and will pan and zoom to provide improved readability, allow quicker reactions, and keep things snappy and fast," the tweet continued. According to a more in-depth explanation in a blog post, it means that the camera will be closer in 1v1 combat, while zooming out to accommodate more folk when there are three or four players throwing hands all at once.

It's all in the name of improved readability, which is much appreciated, especially in a game where there can be an awful lot going on. It can make it hard to keep on top of where you're even located on the map, let alone what your opponents are getting up to. There's even a third change to try and make the whole thing easier to parse on a blow-by-blow basis. 

"You'll now be able to see unique animations that showcase which state both your character and your opponent are in," the blog post states. "Many of our updated animations not only help players read gameplay tactically, but also improve how visceral it feels."

All of this, on top of "the game's new netcode," should "improve both the clarity and accuracy of combat, leading to a much more consistent and reliable experience for you and your friends, even across the country."

It'll be interesting to dive back in and see how these changes look and feel in practice. I'm not a huge platform fighter traditionally, but I did have a good time with MultiVersus while it was in open beta. Hopefully the year away has given the game a decent enough glowup and fixed some of its more frustrating issues. 



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Jagmas
2 hours ago
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