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Former Halo Devs React To Mass Layoffs And The Activision Takeover: ‘Absolutely Brutal To See That Studio Reduced To A Shell’

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Bonnie Ross, Kiki Wolfkill, and Halo co-creator Marcus Lehto were among the many former Halo devs reacting to the news

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Jagmas
55 minutes ago
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Round Rock, Texas
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I put UFO sightings in Grand Theft Auto 5, though it didn't quite go to plan

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Los Santos Customs

I'm modding GTA 5 every day in a quest to either transform it into a PC version of GTA 6 or break it entirely. Come back tomorrow to find out what new horrible thing I've done to Rockstar's baby, or check out what I got up to earlier.

Every nation has its kooks—excepting of course the Swiss—but there's something utterly American to me about the UFO sighting. It's probably something to do with the sheer size of the place. A tired, potentially hopped-up trucker, trundling across the endless plains of… whatever state has endless plains in it, spying something mysterious and illuminated in the canopy above? That's America to me.

Also America to me: the Grand Theft Auto videogame series, so it was only natural that I bring real UFO visits to Rockstar's fake LA. I installed UFO Sightings, "a simple script that spawns a UFO at random locations throughout the map."

Its aim is to be eerie and mysterious, which is probably why it limits UFOs to appearing at night. I didn't know that at first, though, so I spent quite a lot of time flying around Mount Chiliad at high noon, trying and failing to find visitors from other worlds. I did find the now-ever-present swarms of hitmen trying to kill me, though, so I had fun.

Once I realised my error, I nudged the game clock forward. Voila! All of a sudden, a distant part of the map glowed red. "UFO sighting reported" declared a pop-up. My reaction was swift—I immediately took flight (I have Superman powers; don't worry about it) and headed towards the marked zone.

Now, look, here's where things didn't quite go as I planned. In my idyllic visions, the American spaceman-spotter sees a hazy disc in the middle distance. He squints, he rubs his eyes, he thinks but is never sure that the object he's looking at is aliens, and there is no one in a 10-mile radius to back him up when he talks about it later. His defining trait is uncertainty. If he speaks, he becomes a disbelieved outcast. If he keeps quiet, the questions haunt him to his grave.

I'm sorry this isn't a gif but I'm genuinely worried the strobing would put a reader in hospital. (Image credit: Rockstar)

The truth wasn't quite so romantic or secretive: My UFO appeared about 30 feet in the air over an intersection in downtown Los Santos, flashing with enough enthusiasm to immediately kill anyone who's even familiar with epilepsy.

I guess it worked out. At some point, possibly in response to me shooting it with my laser eyes, it stopped flashing and began to ascend, eventually vanishing completely. Maybe I never saw it. Perhaps it was never there at all.

Grand Theft Auto 6

GTA 6 guide: Everything we know
GTA 6 cars: The garage lineup
GTA 6 characters: Your anti-hero cast
GTA 6 map: Confirmed Vice City locales
GTA 6 PC release: When's it going to happen?



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Jagmas
55 minutes ago
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Round Rock, Texas
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Xbox’s New ‘Mythic’ Achievement Features An Unlock Noise That Goes On For 15 Seconds

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Mythic achievements will serve as Xbox's take on PlayStation's platinum trophies

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Jagmas
57 minutes ago
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Round Rock, Texas
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Dressmaker Is The Dream Indie For People (Me) Who Spend Hours On Outfits In The Character Creator

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Seamless

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Jagmas
58 minutes ago
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Round Rock, Texas
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World of Warcraft Forever continues to delve into character creation while players discover crazy items in the beta

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It’s a good week to drink deep and full of World of Warcraft Forever developer diaries, as Blizzard released yet another pair of them yesterday. Both of these continue to plumb the depths of new character creation options, including the additional class/race combos and the new Skyborne race. “World of Warcraft Forever opens new ways […]
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Jagmas
1 hour ago
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Round Rock, Texas
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Sometimes it's fun to hit a scorpion with a club for 38 seconds

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Like many others who carry the spiritual stain of prior MMO contact, I've been spending some time in the WoW: Forever beta. After piloting a freshly-minted orc through the introductory quests in the Valley of Trials, I emerged into the wider Durotar scrubland where I soon entered into combat with a hostile scorpion that had strayed too close to the road I was following to Razor Hill.

For the next 38 consecutive seconds, I did nothing but watch my orc slowly bludgeon that scorpion to death with a wooden club. And reader, I say this with full sincerity: Those were 38 seconds of peak gaming.

A distant shot of an orc fighting a scorpion in World of Warcraft: Forever.

(Image credit: Blizzard)

I haven't just been playing Forever to sample Blizzard's distillation of year one WoW nostalgia. I've been testing a conviction that I recently forwarded after a week with Star Wars Galaxies: a belief that MMOs would be better off if they rediscovered their lost willingness to burn more of our time.

An overhead view of an orc fighting a scorpion in World of Warcraft: Forever.

(Image credit: Blizzard)

My half-minute and change of scorpid combat has left me feeling pretty confident in the hypothesis.

The notion that slower could be better might feel antithetical to current trends in game design, particularly in MMOs. Games have given themselves over to the pursuit of acceleration: the drive to win faster, kill more, and make the numbers bigger as soon as possible—to achieve the most gaming in the least amount of time.

Judging from the ecosystems of optimization guides and meta build videos, players seem very eager to indulge. But when the rhythm of retail WoW is tuned with the assumption that even low level characters should enjoy a frenzy of special attack animations, button presses, and near-instant kill times, a meditative arachnid clubbing is a reminder of what's been lost in the exchange.

Namely, a chance to appreciate the rest of the videogame.

When I've been acclimated to years of high-speed flying mounts and an abundance of off-cooldown abilities, the contemplative pace of my orc's club-swinging opened up so much room for admiring the surrounding space—room I hadn't realized I'd been missing so badly. I could savor the way the in-game sunrise spilled over the Horde heartland's redstone crags, or the interplay of ambient wind samples and the soundtrack's intermittent war drumming.

A behind-the-back view of an orc fighting a scorpid in World of Warcraft: Forever, split into three sections.

(Image credit: Blizzard)

And crucially, unlike when an MMO is doing everything in its power to propel me along a highway of reptilian brain chemicals, those 38 seconds give me time to think: about what spells I might unlock over my next few levels, which zone I might want to quest in next, or what business that troll warlock is running towards in the distance. It's time to wonder, weigh options, and linger in the concepts and possibility spaces that WoW proposes.

Knowing how WoW—and games like it—have gradually become a blur of constant doing, Forever's massive popularity is validating how much satisfaction there can be in slowing MMOs down. Maybe this time it'll stick.



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Jagmas
1 hour ago
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Round Rock, Texas
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