There is only one season of Game of Thrones left, but fans might have to wait longer than expected to see it. It has been reported that filming on Season 8 will continue all the way to next summer, making it unlikely that the season will air before 2019.
According to Entertainment Weekly, Season 8 doesn't start shooting until this month, considerably later than previous seasons. Even if the show was to follow the six-month production schedule of earlier seasons, it still wouldn't finish until the spring. But as it stands, the scale of the production on these final episodes suggest that it may go beyond that into the summer. Even though this is the shortest season to date, it has been reported that each episode will be much longer than usual.
EW quotes actor Liam Cunningham (Davos Seaworth) who states, "[The episodes are] definitely going to be bigger and what I hear is longer. We're filming right up until the summer. When you think about it, up until last season we'd have six months to do ten episodes, so we're [doing] way more than that for six episodes. So that obviously will translate into longer episodes."
Another reason for the extended production was also provided by Iain Glen (Jorah Mormont). Glen suggested that the simultaneous shoots of previous seasons wouldn't be possible, as most of the key characters are required to be in the same place at the same time.
"I think this last season will take much longer to shoot because they can only use one unit because we're all in the same sort of scenes," he told the Independent. "We're all starting to occupy the same territory, we're all starting to be in the same storylines and so they can't [have two filming units] anymore."
If you've read our Divinity: Original Sin II review or heard the general buzz around the game, you likely already know that it's an outstanding experience. Some of its nagging issues and areas that players have hoped to see addressed have now been dealt with, as developer Larian Studios has released a big new update.
Patch 3, which brings Divinity: Original Sin II to version 3.0.146.559, improves the game's journal, adding or refining quest status updates that should help to keep you better informed about what's going on and what to do next. On a related subject, "several" unspecified quests should now close out as they should; previously, they could linger as if they hadn't already reached their conclusion. Additionally, Larian has added "several improvements and hints in Arx that tie people together, and that introduce places and characters." One example of this is a new "thief corpse/ghost in the death-fog storage room."
Other changes of note include Attacks of Opportunity no longer working inside of smoke; the difficulty of Persuasion has been lowered in Arx; and "spider legs now correctly prevent player from getting Webbed." You'll also have the choice of what waypoint to fast-travel to when fleeing combat, and clicking the right mouse button at any time will stop everyone's movement that is chained to the character you're controlling.
You can check out the full patch notes for yourself below; a wide variety of bug fixes are also included. The update is now live on Steam, but if you're looking for further assistance--whether you're a newcomer to the game or an expert--check out our roundup of Divinity: Original Sin II guides, tips, and walkthroughs.
Divinity: Original Sin Update 3 Patch Notes
Improvements and Changes
Improved and added several quest status updates in the Journal
Fixed several quests not closing properly or when expected
Spider legs now correctly prevent player from getting Webbed
Tweaked frequency of certain automated dialogs
Fleeing from combat now pops up the waypoint menu instead of moving you to nearest waypoint
Added several improvements and hints in Arx that tie people together, and that introduce places and characters (e.g. added a thief corpse/ghost in the death-fog storage room)
Save/load screen has been reskinned
Removed camera shake from poison damage over time
Smoke now blocks Attack Of Opportunity
Lowered Persuasion difficulty in Arx
Pressing the right mouse button now stops all characters' movement chained to the current character
Reskinned lobby and serverlist
Improved Taunting in favour of the Taunter
Optimised performance on certain AI actions
Filter states on inventory are now saved
Made the surfaces created by intersection temporary, but long-lived, instead of infinite (also fixes some surface puzzles)
Reactive Shot now uses equipped weapon stats to calculate damage
Reduced survivability and base damage of Bone Widow
Reduced Chicken form running distance to 6 meters
Small reduction in XP gain in Reaper's Coast and Council of Seven areas
Fixed melee and rogue archetypes ignoring characters with Stench talent
Fixed Windego's skills if you meet her in Council of Seven
Made several changes to Captive Deep-dweller in the third round of the Arena in Reaper's Coast
The puzzle to get to Reimond now has a perception check on the hidden wall, and the wall supports lockpicking
Voidwoken chicken should not be able to absorb source points
Updated stats, skills, loot and archetype of Zaleskar
Lobby browser now shows map names alphabetically
Controller UI shows button hint in dialog windows when you can scroll
Controller type can be auto detected and button hints are shown accordingly
There is now a button to immediately go to the Recipe window (H by default)
In the rune screen, you can now see all runes in all your party members' inventories
Bug Fixes
Fixed crash that could happen when putting parent containers into child containers
Fixed crash when you accept a party invitation from a client that has left the game
Fixed crash when attacking ground with a projectile strike type of skill (via script or modding)
Fixed a crash that could happen when loading game or returning to main menu (destroying AiGrid)
Fixed crash if you choose to sleep again with lizard after you put on all equipment and the thieves were already killed
Fixed a Story Patching issue. This prevented certain previous storyline fixes to not be applied correctly.
Fixed a blocking issue in the Hall of Echoes: not having the cloud appear after completing the third part of the ritual and talking to a God
Fixed a blocking issue with characters playing dead during the Kraken combat
Fixed a blocking issue when selecting the option "pick up" when talking to the Parrot plant in Arx
Fixed a blocking issue when saving during Braccus' dialogue in the endgame scene
Fixed a blocking issue that could happen in a dialogue with Dallis in the endgame scene
Fixed a blocking issue where characters would still be considered in combat in the endgame scene, and nothing would be clickable
Fixed blocking issues caused by story scripting setting items offstage
Fixed a blocking issue with the Pilgrim Door not opening in Arx
Fixed a blocking issue with the crypt puzzle where blocks would rotate 45 degrees instead of 90 degrees in multiplayer or in savegames
Fixed a blocking issue that could happen when being teleported while in the middle of casting a skill
Fixed issue where Gwydian could end up being non-interactable (kill magisters without triggered Gwydian and voidwoken)
Fixed an issue where some companions would not be recruitable after the attack on the Lady Vengeance
Fixed magic mirror portrait rendering
Fixed magic mirror showing encumbered icon
Fixed scrolls not scaling with primary attribute
Fixed desync when using Enrage which could cause lack of crits
Fixed a bug where instakill surfaces would make it impossible to resurrect a character inside them
Fixed several instances where Reactive Shot would not trigger correctly
Fixed Reactive Shot being triggered by invisible characters
Fixed Dome of Protection ignoring vision blockers
Fixed melee attackers sometimes being able to still attack enemies on a higher ledge
Fixed issues with statuses not being set during dialogues which could cause other issues in turn
Fixed some quest markers not showing up for all party members
Fixed a bug with the cat following the last of the players, not the first one
Fixed an issue with Malady having the wrong alignment
Can no longer unassign all characters from a player
Fixed clicking through NPCs, picking up items (often by accident)
Fixed certain limbs not triggering the correct dialogs in Council of Seven
Fixed jump skill issue that allowed players to end up in unintended locations
Fixed combat turn order being broken after character could no longer get a turn
Fixed Magister Julian sending the player East instead of West
Fixed several minor dialog text issues
Fixed several dialog flag issues
Fixed certain waypoints not being activated correctly
Fixed several issues with nodes in dialogs not playing voice file
Fixed several issues with Lovrik encounter
Fixed issue with spirit vision sometimes not working after save/load
Fixed incorrect gender in certain cutscenes
Fixed being able to teleport into the Magic Mirror room
Fixed bartering screen where "Balance offer" would show incorrect gold amount after something was changed in offer
Controller mode: fixed summons not being able to delay their turn
Fixed not getting up after being knocked down or teleported after using Play Dead skill
Fixed issue where disarming a knocked down character would cause character to stand up straight
Fixed issue where certain origin moments were queued one after the other
Fixed issue with story call ItemTemplateRemoveFrom not searching recursively through all inventories inside of the parent inventory
Fixed wrong vision cones (shift) when player has points in Sneaking ability
Fixed issue with White Magister ship not always moving correctly
Fixed pipe exit to escape Fort Joy being easily destructible
Fixed a repeating issue in Beast's recruitment dialog
Fixed pathfinding issues on Lady Vengeance
Fixed issue with poison surface not spawning correctly under undead party members
Fixed evidence chest not having a tooltip
Fixed several issues related to stealing
Fixed previews of Attack Of Opportunity not always reflecting execution
Fixed AI endlessly complaining about doors being stuck (they will only nag once, e.g. in Arena's treasure room)
Fixed issue where character could be stuck in combat mode and could never sheathe their weapon (desync issue)
Fixed queueing actions not always picking up item by default
Fixed an issue with skills disappearing from Skillbars or being un-memorised when dragging them around in the skillbar
Fixed make war issues near Gods in Hall of Echoes
Fixed not having anymore source if you want to bless each God in the Hall of Echoes
Fixed notification being sent about un-memorising skills even if character was not under control of the player
Fixed issue when attacking Gareth as he is carrying Jonathan
Fixed possible endgame combat blocker (combat would not start automatically)
Fixed recipe categories
Fixed dead characters getting stuck in Arx Arena combat due to horror sleep status
Fixed turn order issue in the fight for the Lady Vengeance
Fixed a bug where mask of the shapeshifter could shift you back to original shape
Fixed Dream Undone and All-Father, Life-Shaper achievements triggering incorrectly
Fixed several issues with Lohse's shapeshifted form
Fixed volatile voidlings having incorrect level in Reaper's Coast
Fixed Arx Death room having puppets that endlessly spawn and die instantly during combat
In multiplayer, use client language setting for showing origin names
Fixed mirror image of a hero character sometimes being wrong
Disabled trading with Kemm when he arrives at Arhu's
Fixed being moved to a different region altogether after teleporting into Windego's cell
Fixed Tarquin not telling you about Godslayer and not showing up at the Graveyard
When Malady mentions Tarquin, now set map marker on Tarquin instead of Graveyard cause Tarquin could be at 3 spots
Fixed bug where clearing a keybinding would not be saved
Fixed "glass weapons" not breaking when using with a skill
Fixed issue with Arx pipes puzzle: blessed blood would not propagate correctly
Fixed resurrecting sometimes not adding you to combat
Fixed not being able to receive skill from an item if you already memorised it but don't meet requirements anymore
Fixed a bug where dismissing henchmen seemed to give them a free talent point after you spent it already
Fixed being able to use projectile strike skills on items or characters that were out of sight range
Fixed characters teleporting automatically
Fixed being able to cast Swap Ground out of sight
Fixed not being able to talk to Gwydian Rince under certain conditions
Fixed being able to use fast targeting to find invisible characters
Fixed leaking PPGammaCorrection shader
Prevented party management tutorials from playing inside split screen character creation
Prevent flee tutorial if no waypoints available
Fixed creating water on top of electrified cursed blood: now leaves electrified water
In controller mode, fixed talking to ghost when ghost was on top of his corpse
Fixed visual effects (e.g. camera shake) playing eternally for second player if he joins game in the middle of the effect
Fixed issue with the camera not going correctly to the origin presentation camera in controller mode
Fixed AI still using taunt when near death or when no allies left
Smoke cloud after using laser ray is now blocking vision
Fixed source lich alignment issues and repeating dialogs
Made Siwan bleed because dialog says Siwan is bleeding
Fixed Almira trade table sometimes generating items of wrong quality
Fixed a bug where Illusionist dungeon objects could become invisible after save-load
Fixed Qanna fighting and talking while petrified
When memorial dig sites are unlocked on map, difficulty check now turns to trivial so you can find them
UI Fixes
Fixed journal map camera clamping
Fixed controller journal marking read quests as new when changing tabs
Fix Take All button sometimes missing on containers
Fix context menu displacement in splitscreen controller UI when opening inventory
Fixed text cutoff issues in some UIs
Fixed AP bar sometimes disappearing in controller mode when switching characters
Controller mode: now show HP bars of characters while it's not your turn
Controller mode: "invite to party" no longer bypasses the diplomacy manager
Fixed bug where icon of dismissed character would still be shown in party manager
Scrolling through more than four characters in the character-sheet UI now looks good and understandable
Selecting a stack in the crafting UI now shows item splitter
In controller mode, the Skillbar can now be used in combat when it's not your turn (for browsing, previewing)
Fixed issue when in controller mode player would teleport character or use waypoint while in selector mode, camera would not follow character but would still be locked on selector
Fixed item tooltip still showing after opening a book, blocking the view of the book
Overhead damage numbers displays are now offset, reducing overlap
Fixed missing strings for loca in Roll UI
Fixed text cut offs and button positioning in Inventory and Character Sheet
Fixed scrollbar in inventory sometimes not showing
Fixed message boxes with really long text
Fixed adding to wares sometimes moving wrong item when shift clicking item in inventory
Fixed up/down key assignment confusion on keyboard hotbar UI
Fixed close buttons in controls options not showing warning if there are unsaved changes
Fixed width of statuses in examine UI
Made longer enemy names fit enemy health bars
Fixed max gold amount not fitting in icon slot
Fixed some cooldowns in skillbar showing zero when it should be one
Fixed how main menu and some UIs in GM would handle the Escape button
Fixed dialog cutoffs in split screen when players are in different dialogs
Can now copy paste in direct connect message box
Fixed magic mirror throwing an invalid error message about tags
Fixed "mute sound" option in controller mode menu
Voice label in character creation was sometimes showing wrong name when choosing origin character
Updated backgrounds in the credits screen
GM Mode
Fixed issue that dragging items to inventory went directly into equipment slot
Fixed issue with loading a savegame while having new active mods
Fixed a crash related to equipment
Fixed broken stats for spawned equipment
Fixed names and labels of several building blocks
Fixed crafting being interrupted by global pause
Fixed Music Assets in mood panel
Fixed several issues on level binding screen
Removed some items from GM menus that shouldn't have been available
Fixed an issue that could happen where a GM couldn't seem to place an item or character in a certain spot when not using drag and drop
Fixed issue with adding physical and magical armour to characters
Fixed roll dice UI not showing up on top of some other windows
Fixed copied GM Campaign not showing in the list of My Campaigns until player launches GM Campaign Manager screen
When GM possesses creature, fixed UI showing tags instead of custom stats
Fixed duplication and saving of a shapeshifted character
Fixed issue when GM possessed a creature and could use the party management screen (invite/make war)
Character sheet in GM now uses shortest possible names for stats
Fixed Vignette half showing after spamming show/hide
Fixed being unable to make choice on vignette screen if skill bar is active in controller mode
Fixed player slots drawn outside of the border in the connectivity UI
Fixed ambiance not being saved in GM level
"New vignette" string can now be localised
Fixed "delete" button of exported monsters and items
Fixed groups update after exporting any monster or item
Fixed dragging newly created monsters to encounter pane
Fixed magnifying glass not opening sticky UI when expected
Fixed MoodPanel sometimes breaking after loading
Sound
Closing inventory / stats now makes sound
Fixed some drop item sounds
Fixed drop sound when splitting items
Trying to equip item without meeting the requirements makes sound now
Fixed music changing to wrong state when switching party members
Fixed voice of black ring reaver ghost in RC
Modding
Fixed: not being able to publish campaign after user sets dependency add-on for GM
Added extra osiris call CharacterResurrectAndResetXPReward() which resets the resurrected flag of the resurrected character.
Fixed having to create stats twice before it would be committed
It may be some time before we see the Eshop as busy as it was last week, when a whopping 18 games were released for Nintendo Switch. But the latest Eshop update is no slouch, bringing seven new games to the platform, with three more to arrive in the coming days. [Update: The first of those, Oxenfree, is out now.]
Most notably, as announced earlier this week, the Nintendo Switch version of Stardew Valley is finally available. Priced at $15/£11, the charming Harvest Moon-style game lets you create and tend to your own farm, get married, and generally relax. It seems like a perfect match with the portability of Switch, and it'll also be the first console version to receive Stardew Valley's upcoming multiplayer mode.
Those looking for something more action-oriented can pick up Axiom Verge, the acclaimed Metroidvania game, which costs $20/£15. Joining it is bloody 2D action game Volgarr the Viking ($10/£9), action-puzzle game Tumblestone ($15/£12), multiplayer beat-em-up Ninja Shodown ($15/£10), and the visually interesting side-scrolling shooter Earth Atlantis ($15/£13.49). There's also, of course, the obligatory ACA Neo Geo game; this time around, it's the delightful Metal Slug X ($8/£6.29).
Following all of this, the excellent adventure game Oxenfree ($20/£16) arrives on Friday, October 6. And you can look forward to at least two games during the early part of next week, with one-on-one shoot-em-up Touhou Kobuto V: Burst Battle ($30) and 2D action-platformer Tiny Barbarian DX ($30) releasing on October 10. The month's big release, Super Mario Odyssey, is coming up on October 27.
Grand Theft Auto V players are about to get a bunch of new content to play with in GTA Online. Rockstar has announced many new additions are on their way in "the coming months," including new modes, vehicles, and the much-anticipated Transform Races.
Transform Races are the next evolution of Stunt Racing. You race in land, sea, and air vehicles across Los Santos' streets, waters, and skies. The races will feature "new and unique stunt tracks [that] will allow for transitions that run the gamut of vehicle types," so players can expect to race in supers and off-roaders, boats, jet skies, plans, helicopters, and even do some skydiving, all in the same race.
Transform Races will launch later this month, with the Race Creator getting updates to accommodate these types of races later this year. There are also two new modes coming. Condemned mode makes one player a target until they kill an opponent, making them the target. Dogfight mode will take players to the skies in an aerial battle to the death.
Of course, it wouldn't be a GTA V update without some new vehicles. Some of the new ones coming this fall are the Hunter attack helicopter, the Coil Cyclone supercar, and the Vigilante. There will also be inventory updates at Legendary Motorsport and new properties at Maze Bank Foreclosures.
By Anonymous on Oct 06, 2017 10:57 pm Rob and Erick get back into Star Wars Battlefront 2 now that the open beta is available for everyone to download.
Valve recently released its Steam hardware and software survey for the month of September 2017. We thought we would do a new monthly feature where we break down and analyze the latest hardware trends among Steam users.
The most popular graphics card among Steam users is Nvidia's GeForce GTX 1060. It's a card that's great for maxing out most games at 1080p, which is also the most common gaming resolution. 7.7 percent of Steam users reported owning the card, and it actually gained 1.1 percent in popularity over the month of September.
While the GTX 1060 comes in either 3GB or 6GB variants, the most common amount of VRAM among Steam users is 2GB. This coincides with the RAM count of the GTX 960, which is the GTX 1060's predecessor and holds a second place 6.8 percent of the pie.
According to the survey results, most Steam users GeForce graphics cards. Nvidia's GPUs make up 70.3 percent of the graphics landscape, whereas AMD holds a much smaller 17.1 percent. Intel's integrated graphics solutions trail behind in third with 12.2 percent.
DirectX 12 GPUs increased in popularity by .9 percent over September. This isn't too surprising, however, considering both AMD and Nvidia's modern gaming GPUs support DX12.
CPUs
Intel currently owns the lion's share of the CPU market with 83.4 percent. AMD makes up the rest with 16.5 percent.
The most common Intel clock speeds fall between 3.3GHz to 3.69GHz, which are frequencies we typically see on moderately powerful quad-core desktop CPUs.
Despite AMD's recently-released Ryzen CPUs, the company's processors actually dipped 1.5 percent for the month.
According to the survey, 57.9 percent of Steam users own a four-core CPU, which is actually what we'd recommend for most gamers.
RAM
44.4 percent of Steam users reported having 8GB of RAM, which makes it the most common amount. 8GB happens to be the minimum we recommend for any respectable gaming PC.
The second most popular tier is users with over 12GB of RAM, which makes up 24.4 percent of the pie.
Resolution
At 56.7 percent, 1920x1080 is by far the most common gaming resolution. While it's been around for a long time, it actually still managed to grow by 2.5 percent last month.
Many users may be upgrading from 1366x768, which is in second place with 17.3 percent. 1366x768 is a common resolution among older laptops.
2560x1440 is a resolution that we recommend for many enthusiast PC gamers with high-end hardware, but it came in at distant third with only 2.6 percent.
Despite all the buzz around 4K, only .79 percent of Steam gamers use a 3840x2160p monitor. This does make sense considering it's a resolution that's extremely graphically taxing on even high-end GPUs like the GeForce GTX 1080 and AMD Radeon RX Vega 64.
Storage
At 44.8 percent, most users reported having at least 1TB of storage space. 25.2 percent of all users reported having somewhere between 100GB to 249GB of free space available.
VR Headset
With a current 50.1 percent grasp on the market, the HTC Vive holds a small lead over the Oculus Rift, which currently sits at 46.8 percent. This gap has been shrinking significantly with the recent Rift price drop in July, however.
With Vive and Rift ownership marking a respective .19 and .18 percent of Steam's overall hardware survey, however, both headsets still only represent a small percentage of Steam users.
Operating System
At 45.3 percent, the 64-bit version of Windows 10 is the most common operating system among Steam users. Windows 7 64-bit isn't far behind at 41 percent, though.
OSX makes up 2.7 percent of Steam users. The most popular Apple computer is the Macbook Pro, which takes up 51.3 percent of that ecosystem.
Despite Valve's push for SteamOS in recent years, Linux represents just .6 percent of operating systems, and fell behind .03 percent over the month.
Conclusion
When you take into consideration the most common Steam hardware across all categories, you actually get a decent 1080p gaming system. Let's take a look:
GPU: GTX 1060 CPU: 4-core Intel processor clocked between 3.3GHz and 3.69GHz System RAM: 8GB HDD: 1TB+ OS: Windows 10 64-bit
What adjustments would we make here? While 8GB of RAM is fine for gaming, upgrading to 16GB of RAM across two sticks would increase memory bandwidth and allow you to open up more tabs in Google's Chrome browser, and will help you with other productivity tasks.
Steam's hardware survey doesn't get very granular with its storage information. This means it doesn't parse how many users use solid-state drives vs hard drives vs combo configurations, but we recommend most users get a hard drive coupled with an SSD. We suggest you have at least a 120GB SSD for your operating system and favorite games/programs.
EA has expanded Star Wars: Battlefront II's ongoing beta to include all players on PlayStation 4, Xbox One, and PC. Following a two-day early access period for those who pre-ordered the upcoming shooter, everyone can now give it a try for themselves.
Four different modes are available to try out in the beta: Galactic Assault, Starfighter Assault, Strike, and Arcade. The latter is an offline, 1-2 player mode with split-screen support, while the others are online multiplayer modes ranging up to a maximum player count of 40. You can check out our previous coverage for more details on exactly what's in the Battlefront II beta.
Barring any extensions, the beta runs from now until October 9 at 9 AM PT / 12 PM ET / 5 PM BST (3 AM AEDT on October 10). Those playing the PC version can check out our previous story for the Battlefront II beta minimum and recommended specs. Keep in mind these could be adjusted for the official launch, though dramatic changes seem unlikely. You can grab the beta through the links below.
Like some sort of intergalactic, otherworldly ice cream truck, Xur has rolled back into town and he's got some nice treats for you Guardians out there. This week Destiny 2's mysterious merchant has pitched up on Earth, close to the Winding Cove.
Fast travel to the Winding Cove, bring up the map, and you'll see the icon for Xur on the bottom left(ish) side. Again, it's pretty easy to get to his general location, but you'll need to do a bit of jumping to get up to him. Look for the crashed ship and you'll spot him. If you're having trouble locating him, watch the video above to see his exact position. And if you're wondering if it's even worth the effort, you can find images and details on what he's selling below.
Foetracer (Hunter Class Helmet) -- 23 Legendary Shards
An Insurmountable Skullfort (Helmet) -- 23 Legendary Shards
Nezarec's Sin (Warlock Class Helmet) -- 23 Legendary Shards.
Destiny 2 director Christopher Barrett recently took to Twitter and asked fans to give feedback on what they would like to see in Destiny 2's first DLC expansion. Some of the most popular ideas so far include custom games, more loot, and a greater focus on endgame content.
Before Destiny 2 was released, reports suggested that the first DLC pack will focus on Osiris and will take players to Mercury. Later, Bungie confirmed that Curse of Osiris is real. However, since Barrett is still taking suggestions, it appears that Bungie hasn't finished all the content yet.
The first trailer for Pacific Rim Uprising is here. The sequel to Guillermo Del Toro's 2014 sci-fi action hit stars John Boyega and arrives in theaters on March 23, 2018. This first trailer introduces the new cast and delivers some inspirational speeches and some epic confrontations between monstrous Kaiju and giant mecha Jaegers. Check it out above.
Pacific Rim Uprising is directed by former Daredevil showrunner Steven S. DeKnight and also stars Scott Eastwood, Zhang Jin, Cailee Spaeny, and Jing Tian. The filmhas had a troubled development over the years, with Del Toro ultimately handing the directorial reins over to DeKnight, but remaining on board as a producer. In April, Del Toro spoke about working with DeKnight, and explained that he was a hands-off producer.
"It was such a great choice. I mean, I love [DeKnight], love what he does. I think he's really brilliant," Del Toro told Indiewire. "He's making it his own. I'm not breathing over his shoulder saying, 'What are you doing? What are you doing?' He's doing things differently and I like that.
"When I produce I try to produce the way I would like to be produced. I say to everyone I produce, 'If you need me I will be there 100% all the time. If you don't need me, I'm not there. You show me the cut then we'll start interacting.'"
Divinity: Original Sin II is complex and dense, with much of its gameplay pillars requiring some trial and error to figure out. Crafting, for example, is tricky to get to grips with, so much so that it can become an underused tool. However, crafting also happens to be incredibly useful, so to help you get comfortable with making cool things we've put together a list of interesting and eclectic recipes for you to use.
In the video above you'll see how to use spell scrolls to create spell books and learn skills permanently. Before long you'll be making enemy grenades explode in their pockets, automatically resurrecting, giving your party stable footing on ice, and much more.
Divinity: Original Sin 2 is incredibly deep, and we've dived deep into it to explore. If you're looking for more videos to help you understand the game, take a look below for a handy list.
7 Things You Need To Do In Fort Joy: You could potentially spend hours and hours in a single area in Divinity: Original Sin II, and still miss a ton of cool stuff. So we've come up with 7 things you might've missed from the game's starting zone, Fort Joy.
In GameSpot's Divinity: Original Sin II review, critic Brett Todd awarded it a 10/10, saying it "is one of the most captivating role-playing games ever made."
He continued: "Its immaculately conceived and emotion-wrought fantasy world, topped by brilliant tactical combat, make it one of the finest games of the year thus far, and it has to be regarded as an instant classic in the pantheon of RPG greats."
Jackie Chan has indicated that Rush Hour 4 could happen, but it depends on whether Chris Tucker agrees to join the project. During Power 106's The Cruz Show, Chan was asked if he intends to make the fourth film.
"Next year," he replied. "For the last seven years we've been turning down the script, turning down the script, [and] yesterday we just agreed [on the script]. Probably end of this month they'll have a second draft. Next year they'll probably start, I hope--if Chris Tucker agrees."
Chan noted that it wasn't a matter of money, but time. "It's about [having the] time to make [Rush Hour 4]. Otherwise, Rush Hour 4 [we'll be] all old men. I told Chris Tucker, 'Before we get old, please do Rush Hour 4.'"
The original Rush Hour was released in 1998, starring Jackie Chan and Chris Tucker as mismatched police officers. Despite their cultural differences and language barrier, the two team up to rescue the Chinese consul's daughter, who has been kidnapped.
Both Chan and Tucker reprised there roles for two further entries in the series, with Rush Hour 3 being released in 2007. As of yet, it hasn't been revealed whether series director, Brett Ratner, will be involved in the fourth entry, should it materialize.
Like so many great and terrible ideas, The Robot Chicken Walking Dead Special: Look Who's Walking was born at San Diego Comic-Con. Robot Chicken Executive Producer and co-writer Matthew Senreich was having dinner with Walking Dead creator Robert Kirkman--an annual tradition among a close group of friends who got their starts together in comics--when, according to Senreich, Kirkman leaned over for a bit of gentle ribbing.
"Why'd you do [a DC special] and not Walking Dead?" Kirkman asked him.
"And I was just like, 'I dunno!' And that's how fast the special happened," Senreich told GameSpot during a group interview in LA. "It was just us kind of joking around at this dinner, and we called up immediately after and made this thing happen."
Robot Chicken's half-hour specials have become a semi-regular television event for Adult Swim, focusing on various holidays, Star Wars, DC universe characters, and more. The Walking Dead Special, which airs this weekend, is the tenth. It's set long after the events of the Walking Dead comics and show, where everyday citizens of a rebuilt civilization visit a Walking Dead museum to absorb history lessons about Rick, Carl, and the rest of the characters' exploits.
"Most of our specials really just start with us kind of joking around with these people, big smiles on our faces, saying 'Let's make something funny,'" Senreich said.
The really amazing thing about the Walking DeadSpecial is that most of the actors from the show actually showed up to record ridiculous new lines--and songs!--with the Robot Chicken crew. That includes Andrew Lincoln (Rick Grimes), Norman Reedus (Daryl), Jeffrey Dean Morgan (Negan), Danai Gurira (Michonne), Melissa McBride (Carol), Lauren Cohan (Maggie), Steven Yeun (Glenn), Sarah Wayne Callies (Lori), Michael Rooker (Merle), and more.
"I don't know that this has ever been done--having a parody version of a show performed by all of the actual cast while the regular show is still on the air. I've never seen anything like it," said Robot Chicken creator Seth Green. "The show itself is so indelible, the performances are so impressive, and the characters are so well-drawn, that it doesn't detract anything from the gravity of the real show to make this kind of parody. We were just excited that everybody came to play with us."
"Both AMC and Adult Swim were really cool at playing together, and that's why this exists," he said.
Jeffrey Dean Morgan has a song and dance number highlighting one of his character Negan's most memorable quirks--the little "dip" he does when he's threatening people, bending at the knees and tilting his torso backward slightly, with his razor-wrapped bat Lucille usually resting on one shoulder. That's the kind of humor the special captures.
"Being able to find the completely nonchalant, mundane, human moments within this outrageousness, that's where we think the best jokes are," Green explained.
Robot Chicken's writers didn't only pull from The Walking Dead's most recent episodes, though. They went as far back as the show's 2010 pilot, where Rick wakes up alone in a post-apocalyptic hospital.
"Rick finds that horse, and then rides that horse into town like a proud sheriff, and then that horse is literally torn apart in a crane shot," Green recalled, laughing. "We were like, 'Oh, we're for sure doing that with our unicorn.'"
Eat Your Heart Out
Michael Rooker's big cameo comes when he sings a heart-rending melody about how his character Merle, a fan favorite who died in an earlier season, will always be alone because of how racist and sexist he is. It's surprisingly emotional. Rooker, who had been one of the last actors to confirm he'd reprise his role for the special, had told Green and the show's other producers that he can't sing. They were prepared to do multiple takes and even record the song one line at a time to make it easier on the actor.
"I was really expecting this to be terrible," Green said. "The very first take, he sings the whole song all the way through, pitch f***ing perfect, and we were just like, 'You're playing with us! This is a joke that you're playing with us!"
"He has the voice of a goddamn angel," added Robot Chicken Director Tom Sheppard.
"And of course, I'm thinking, they're joking with me," Rooker, who had also joined the group interview last minute, humbly explained. "They're really being kind to me, and there's no way! I thought you were all joking. Even to this moment, I thought you were just goofing with me."
"You don't know at this point how deeply I love you?" Green teased him.
AMC gave the Robot Chicken crew a lot of freedom for the special, but they didn't create it unsupervised. Robert Kirkman and The Walking Dead showrunner Scott Gimple even joined them in the writers room. "They would come in and goof around with us, and like or s*** on our jokes," Senreich said.
Kirkman and Gimple had some guidelines, like not allowing Carl to curse, even when the special portrays him as an adult. For one scene in the special that pokes fun at an event from the most recent Walking Dead season--when a baseball bat stops a bullet--the Robot Chicken writers felt they had gone slightly too far.
"We got into a long conversation with Scott Gimple about it," Senreich said. "We don't understand how a bullet would be stopped by a baseball bat."
"We tested it in the writers room with a Nerf gun, and it's bulls***," Breckin Meyer, a writer and actor on the show, added. "Every now and then we get so giddy, and you make fun of stuff, you forget that the showrunner of the damn show you're lampooning is right there. You go, 'Maybe we should stop. He doesn't seem to be laughing anymore.'"
A large percentage of the special's jokes center on Carl's full head of shiny, shoulder-length hair, which Breckin seems slightly obsessed with. "The fact that he grows his hair long in this rebellious way is great, but it's tough for a post-apocalyptic world," the writer and actor said. "He manages to keep it bouncy and full-bodied."
Another gag swings for the question of Lucille's origin story, landing on a Superman-style tale in which the baseball bat arrives on earth after fleeing from its home planet. It's taken in by a fatherly figure also voiced by Rooker, making for yet more heartfelt scenes--which Rooker didn't remember performing.
"This is my favorite part about anybody coming in for voiceover--is inevitably, a month later, they have zero recollection of what they said because we record people line-by-line. It's usually three takes of each line, and that's usually it. So if they get it fast, there's not a lot of reason to retain it," Green explained.
"When I told carrie Fisher that I had a great time working with her on Robot Chicken she was like, 'What are you talking about?'" He continued.
What Might Have Been
In addition to The Walking Dead Special, Robot Chicken returns soon for Season 9. As always, the jokes will be the timeliest on TV, outside of South Park episodes referencing yesterday's headlines. When something exits the wider cultural consciousness, Green and crew generally leave it where it lies, they said.
Green shared an example of one that got left on the cutting room floor thanks simply to timing: a sketch involving everyone's favorite teenaged would-be Sith Lord, Emo Kylo Ren.
"The pitch was Kylo Ren, like, typing on his computer, and saying like, 'Parents are fighting again!' And the other person's like, 'That sucks, it's so hard to be a kid,' and he's like, 'I hate being a kid!' And then the other guy's like, 'You ever heard of the Sith?' And he's like 'I guess. My granddad was into it.' And they're like 'Sith is where it's at!'" Green described. "And in the background the entire time, you can just hear Han Solo and Princess Leia fighting. I thought that would be hilarious. And he's just like, cutting himself with a lightsaber."
"In the background, you just hear Princess Leia go, 'I hate you!'" Breckin added, laughing. "[Han Solo]'s like, 'I know.'"
You never know--if Adam Driver is half as game to guest star as the cast of The Walking Dead was, that could turn out pretty special too.
The Robot Chicken Walking Dead Special: Look Who's Walking airs Oct. 8 on Adult Swim.
By Anonymous on Oct 06, 2017 08:30 pm The newly released i7-8700K brings more cores and threads to Intel's flagship processor and proves it's worth in our tests.
As detailed in the update 1.38 patch notes, which you can see in full below, Hello's goal for this new system was to make "managing saves between game modes much easier." Players now have five slots for saves, which your existing files will be moved into. These can be used for any game mode; picking an empty one allows you to select which mode you want to play.
To further manage things, each slot has a pair of sub-slots: one for manual saves and one for auto saves. Manual saves are triggered at save points you build or by interacting with beacons. Automatic saves happen whenever you exit your ship, die, claim a base, or purchase a freighter.
Elsewhere in the patch, you'll now find a wider range of temperatures on dead planets, while weather effects during flight now vary in intensity depending on how high up you are. The Analysis Visor gains some new features, including the ability to see how much longer plants need to finish growing; scan ships to find their class, type, and value from afar; and determine how far away resources are that the Scanner discovers. Additionally, pirates can now show up sooner after entering some systems, and hazard protection is provided when near trade outposts.
A variety of other improvements and bug fixes are also implemented in this update. You can check out the full patch notes below to see everything that's changed. This update is out now for free on PS4 and PC. If you haven't played in recent months, you can check out our rundown of exactly how the Atlas Rises update changed No Man's Sky.
No Man's Sky Update 1.38 Patch Notes
New save system
You will now be presented with 5 save-game slots (each of which can be used for any game mode). Your existing saves will be mapped into these slots
Selecting an empty slot will start a new game, allowing you to then pick which game mode to play from the mode select menu
There are now two sub-slots for each save-game--one for automatic saves and one for manual saves.
Automatic saves occur when exiting your ship, dying, purchasing a Freighter or claiming a base
Manual saves occur when interacting with a save point (these can be built from the build menu), or a beacon found on planet surfaces
Starting a new game with no existing saves will take you directly to mode select
Hello Games says, "If you experience any problems with the new save system, be sure to let us know!"
Improvements & changes
Made the temperature range of dead planets more varied
In-flight weather effects now vary in strength based on height
The Analysis Visor can now be used to scan farm plants and see the remaining growth time
Analysis Visor can scan ships to determine their class, type and value at a distance
The Analysis Visor can be used to see the approximate distance of resources discovered with the Scanner
Added error message when no outpost is found by the economy scanner
Added the ability to skip black bars when discovering a planet or solar system
Prevented the cursor being reset to the center of the page as you switch between pause menus
Trade outposts now provide hazard protection
Added a chance for pirates to spawn earlier than usual when a player warps into a certain systems, to add more variety to exploration and trading
Galactic map now respects user mouse sensitivity settings
Galactic map now respects user control inversion settings
Prevented trade terminals having a negative quantity of stock
Made trading terminal stock values replenish over time
Separated stock levels for trading posts and space stations in the same system
Lush biomes in survival mode now occasionally exist without an aggressive sentinel presence
Reduced cursor UI slowdown when using a pad
Improved NPC ship target selection in space battles, prevented them reacting to accidental player fire
Added exotic ship audio for AI and NPC ships
Added ability to transfer items to and from containers in your base or freighter
Added tooltip text to explain the planet icons on the discovery page
Added ability to sell items from ship cargo slots at terminals
Storms on humid/lush planets are no longer toxic; humid/lush planets now have a chance of their rain being very hot. Note: no new storms have been added, and the frequency of storms has not been adjusted. Humid planets that previously had freezing rain storms in 1.3 have had that storm type changes to heated rain.
Added ability to transfer items from cargo slots during maintenance interactions
Improved trading by giving NPCs independent stock levels
Made NPCs who give directions refer to a wider spread of locations
Added ability to rebind the discard key
Bug fixes
Fixed an issue where some delivery missions would continuously tell players to visit other systems
Fixed an issue where the requirements to complete some missions could change as you spoke to NPCs
Fixed scaling issues with creature feeding icons
Fixed an issue where mining units would occasionally incorrectly produce Heridium
Prevented mining units being placed inside each other
Fixed an issue where base parts, including storage containers, built outside the base building radius in unlimited building mode would not be transferred when the player moved to a new base
Fixed an issue where storm-prone planets could be labelled as 'Mild.' Storm frequency has not been adjusted--the text should now more accurately describe weather conditions.
Fixed an issue where the terrain manipulator audio would occasionally continue after terrain editing completed
Fixed an issue where the terrain manipulator hologram would remain in one location after subtracting from the terrain
Fixed an issue where the terrain manipulator would occasionally create longer lines than intended
Fixed an issue where the ship crosshair would appear at incorrect times
Fixed the Upload All button on the discovery page not deactivating after being used
Corrected button prompts in the ship combat wiki
Restored Spectral Class to the galaxy map text
Prevented users occasionally falling outside the trading post platform when exiting their ship
Prevented traders from attacking pirates which are far out of their range
Fixed an issue where NPC ships would stop outside the entrance of freighters and space stations in systems with no trade routes
Fixed an issue where smaller freighters and containers could not be destroyed Corrected Roamer and Rover inventories appearing incorrectly in the transfer window
Added protection to allow the Mind Arc step of the Artemis story to be completed even if a player deletes their base
Fixed issue where a blue eye icon would occasionally appear over the crosshair
Fixed an issue where the Space Anomaly could remain in the player's home system indefinitely
Fixed an issue with dismantling tech on ship compare screens not correctly destroying the tech
Fixed an issue where unbinding a key would exit the control menu
Fixed an issue where selecting a new key binding could accidentally result in it being set to a mouse button
Fixed an issue where the Space Anomaly mission had no objective text in the log.
Fixed an issue where some players who should have been able to restart distant missions were unable to do so
Fixed an issue which could cause excess stacked inventory items to be lost
We're giving away fifty (50) codes for Axiom Verge on Nintendo Switch. Fifty (50) winners will be contacted via email after the competition ends on Friday, October 6th at 5:00 PM PT. Entry is open to North America and Europe.
Enter below (the additional entries are optional to increase your chances of winning):
Axiom Verge is an action-platform-exploration game that's not only created in intricate detail in the style of classics such as Metroid, Contra, Bionic Commando, and Blaster Master, but also uses those old-school "glitches" that we know and love as a gameplay feature. You'll use them to scramble enemies, corrupt environments, and pass through walls into hidden areas in a massive alien world.
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