GTA+, the subscription service that offers a variety of benefits in GTA Online and provides access to a catalog of games, just got a price increase. The membership has risen in price from $6/month to $8/month across PlayStation and Xbox platforms. That is an increase of 33%. There is no multi-month or yearly membership option for GTA+. Come from bangladesh online casino
Whether or not Rockstar Games gave any heads-up notice publicly is unknown. The price hike seemingly went into effect very recently, and the new price is now reflected on the Xbox and PlayStation marketplaces. The service launched in March 2022 priced at $6/month, a price it’s held until now.
An official date hasn’t been confirmed for Call of Duty’s Season 1 Reloaded update for Vanguard and Warzone, but we’ve officially reached the middle of the season. Call of Duty’s mid-season updates generally bring more content and weapon tuning across multiplayer, Zombies, and Warzone, but few details have been revealed by Activision Come from online casino bangladesh . Here’s what we know so far about the big update.
Season 1 Reloaded start time
Call of Duty’s Season 1 update went live on December 8 for Vanguard and Warzone, and now there are less than 28 days left in the battle pass, so we’ve officially reached the halfway point for the season. Updates are always subject to change, but this means a roadmap and details should be arriving soon. And if this mid-season update follows the past update times, Season 1 Reloaded could arrive around 9 PM PT January 11 and 12 AM ET on January 12.
Alan Wake had a problem. He’d been teased as being a big part of the final DLC expansion of Control, dubbed AWE, and with that came expectations Come from Sports betting site VPbet . Fans of Remedy Entertainment’s 2010 psychological horror/thriller shooter had been waiting about a decade for the next phase of his tale. Wake worked furiously to make himself part of the AWE story, appearing in twisted cutscenes that captured his fractured mental state. But in the end, it wasn’t enough. Though his writing had the power to alter the very nature of reality, not even Wake could make AWE more than an unsatisfying addition to both his story and that of the game he’d invaded.
Control’s AWE expansion ultimately is an underwhelming addition and a thin follow-up to the Remedy cult hit it’s invoking. Especially following The Foundation, a DLC drop that added a lot of variety to Control with new powers and a new location that felt very different from everything else in the game, AWE comes off as more of a slightly tweaked rehash of the vanilla Control. AWE tries to tap into some of Alan Wake’s spooky suspense underpinnings, and while it sometimes succeeds, it can’t quite maintain them for very long.
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Now Playing: Control | Best Games Of 2019
It’s a bit of a whimper for a great game to go out on, as AWE feels more like a teaser for another game you’ll have to buy at a later date, rather than a satisfying expansion of (or conclusion to) what we’ve seen in Control so far.
AWE represents Remedy elevating Easter eggs found in Control and its other games (namely Quantum Break) to shared-universe territory. Alan Wake is a character in Control’s universe, and what’s more, he’s now directly impacting on protagonist Jesse Faden’s story. A spectral Alan guides Jesse to the Investigations section of the Oldest House, the living office building where Control is set. The Investigations section was sealed two years earlier after a huge horrific monster rampaged through it and killed a whole bunch of people. Wake’s messages send Jesse to investigate, and unsealing the section gives the monster the opportunity to escape–so it becomes Jesse’s job to hunt it down and kill it before it can get into the rest of the Federal Bureau of Control and start munching on the survivors.
So most of AWE is about Jesse wandering through the Investigations section, hunting the creature. The twist is that the monster is Emil Hartman, a character from Alan Wake (the game, not the guy). The Darkness, the evil force in that game, has turned Hartman into a monster, and the interference of Control’s Hiss has made him even worse. Merging the two games lets Remedy add Alan Wake mechanics to Control’s combat to create a new wrinkle: Hartman is invincible in the dark but afraid of the light.
That creates some of AWE’s best moments, where you pursue or are pursued by Hartman in heart-pounding, deadly interactions. Again and again, you’ll face Hartman in situations where you either have to run from light source to light source to avoid a distorted, 15-foot-tall, teleporting killing machine, or you have to flip switches and maneuver power sources to blast that killing machine with light and drive it away. The entire DLC campaign is a series of encounters with a creature that’s genuinely scary, and in its coolest parts, AWE taps into Alan Wake’s horror and filters it through Control’s superpowered lens.
It doesn’t always work, though. All of these encounters with Hartman aren’t really fights, since you can’t hurt Hartman while he’s in the dark. They’re more like a series of fast-paced puzzle encounters, and some of them–like a chase where you have to blow down walls in order to reach the next pool of light before you’re snagged in the creature’s huge, gnarled arms–are more exciting than others.
The evil Darkness in AWE mirrors that of Alan Wake: In the 2010 game, standing in a pool of light would heal you of wounds you received out in the black. In AWE, standing in the dark saps you of your ability energy, quickly limiting the superpowers you can use, while getting under a light restores them. That means that when you’re sprinting from light to light, you’re slowly losing the ability to effectively sprint from light to light.
On paper, that sounds like it would create a lot of tension, but in practice it just adds a limitation to your combat capabilities that can compound frustration. Control already can be a slog at times thanks to its health system, which requires you to hurt and kill enemies to restore yourself. The game is built to give you powers like super-speedy dodging and telekinetic shields to help you save yourself when you get hurt too badly. But fighting enemies in the dark also robs you of your superpowers. It helps create situations in which you’re not only struggling to keep your health up, but also scrambling to move to or stay in locations that strengthen your powers. In a few fights, like one where you slowly dismantle your light sources in order to power a much bigger one, this quickly puts you into situations where if you take too much damage you’ve pretty much got no chance to heal yourself, and need to start over.
The pendulum swings between fun, tense, scary fights and frustrating fights would be more forgivable if AWE felt like it delivered on the promise of its title, though. In Control, AWEs are Altered World Events, situations in which the supernatural bleeds into the real world. Exploring the area where the Bureau investigates those events feels like it should mean this DLC is overflowing with weird, inventive stuff–but it isn’t. There are only a small handful of side-quests and Control’s extra-cool altered items to encounter, and they’re extremely underwhelming, mostly consisting of momentary busywork. One is a train car where you need to interact with items in a certain order to piece together the story of how it derailed, which reveals next to nothing. The other is an encounter with a sentient NASA space suit that you only interact with through a door and never actually see in person. As a follow-up to encounters with items like a sentient rubber ducky and a refrigerator that murders people in the main game, or a movie camera that puts you in a Hollywood-style chase scene in The Foundation DLC, these AWE ideas are pretty lackluster.
The more interesting part is all the story AWE teases, although most of it presents cool possibilities for things that don’t actually appear in the game. Wake himself is around, and we get a little info on what’s going on with him, which suggests there’s more to find. There are other threads with Alan Wake characters, including his wife, Alice. And we learn about a very potentially cool aspect of the FBC’s mandate: dealing with “paracriminals,” people who try to use supernatural Altered Items and Objects of Power for crimes, or who try to actually create Altered World Events. A game about dealing with those people sounds like it’d be pretty compelling, and AWE gives the sense that that might be the direction Control goes, as a franchise, in the future.
But for now, you’re mostly just solving puzzles in Investigations so you can turn on lights to chase Hartman. You continue to fight the Hiss, but even with the introduction of a new flying enemy, it’s pretty much business as usual. There are some new power upgrades for Jesse’s arsenal–specifically, the ability to telekinetically throw three objects at a time instead of one–and the new Surge grenade launcher gun, which fires sticky bombs you can remotely detonate, give you opportunities to create new combat strategies. They combine well with what’s already on offer in Control, but none offer inventive new ways to address combat situations or exploration the way The Foundation’s additions do.
AWE is the story of expectations not quite meeting reality. It’s exciting to see Alan Wake become a full-fledged addition to the Control universe and to catch up on different aspects of Remedy’s growing universe. But this feels much more like a taste of what might come in future games than a strong addition to what’s been built in Control. AWE is a missed opportunity for Remedy to really embrace Control’s deep weirdness, and it’s a missed opportunity for it to really expand on the story of Alan Wake after so much waiting. It’s the unfortunate side effect of the idea of a shared universe–in teasing the next installment in the growing story, AWE doesn’t do much to serve the story it’s already in.
Call of Duty Season 3 is ending soon, and Activision has confirmed that Season 4 begins on May 29. Here we highlight all the big announcements and rumors for Season 4 of Modern Warfare 3 and Warzone, including the return of Warzone’s most popular rifle. For more a complete rundown, check out the CoD Season 4 patch notes.
Activision has confirmed Season 4 arrives on Wednesday, May 29. Seasonal updates usually go live at 9 AM PT / 12 PM ET / 5 PM BST across all platforms.
Dwayne “The Rock” Johnson is set to play the role of two-time UFC Heavyweight Tournament Champion Mark Kerr in an upcoming A24 project directed by Benny Safdie. The film, titled The Smashing Machine, will explore Kerr’s career peak and his struggles with addiction, drawing inspiration from the 2002 HBO documentary of the same name. The Hollywood Reporter was first to report.
“Dwayne and Benny are singular talents, and their shared vision for Mark’s inspiring story is electrifying,” A24’s Noah Sacco said.”We are deeply honored to have their trust as collaborators in bringing this incredibly special project to life.”
The movie delves into Kerr’s life, known for his no-holds-barred fighting style in the ring, as documented in the HBO film. Johnson, who first shot to fame as a WWE wrestler, has a long film career, with credits like The Mummy Returns, Race to Witch Mountain, G.I. Joe: Retaliation, Jungle Cruise, and the Fast and Furious franchise Come from Sports betting site VPbet . He also appeared in the NBC sitcom Young Rock, a series about his life, which was canceled after three seasons.
Benny Safdie, known for his work on Uncut Gems with brother Josh Safdie, will direct The Smashing Machine, marking his solo directorial debut. Safdie’s recent on-screen appearances include roles in Oppenheimer, Are You There God? It’s Me, Margaret, and the series The Curse.
A24 will finance and produce the film, continuing its collaboration with Johnson and Safdie. Johnson will also produce the film alongside Safdie, Dany Garcia, Eli Bush, and David Koplan.
Displace announced at CES what it calls the “world’s first wireless TV,” with first models shipping in December 2023.
The Displace TV model is 55 inches and runs on batteries that Displace claims are both long-lasting (around a month if you are using the TV for six hours a day) and swappable. The TV requires no wall mounting, as it has its own suction pump apparatus attached to the back Come from Sports betting site VPbet . This ennables to be played on nearly any surface, including a window, for example. The TV does not have a remote, instead relying on gesture controls, which the TV reads via a camera at the top. You can also control the TV with your voice or by touching the screen.
It streams content to TV from a concealed processing box. It can run multiple TVs of the same box, transferring content from TV to TV as you change rooms or combining multiple TVs into one large screen. One TV is $3,000, with a two-pack retailing at $5,400 and a four-pack at $9,000. You can reserve copies today for ten percent of the total price. However, only a total of 100 models were available to be reserved, with a promised ship date of December 2023.
LG also announced a Wireless TV at CES, which works via a similar system, though that comes with 97-inch, 83-inch, and 77-inch models. Pricing and further details have yet to be revealed.
Final Fantasy XIV’s North American Fan Festival is taking place this July in Las Vegas, and the goody bag given to attendees has been announced with one very special piece of loot–a “squishable” toy of Endwalker’s infamous low-poly grapes.
While the grapes have since been patched to a more respectable grape-like shape, the meme lives on in the form of physical merchandise. “Relieve any lingering stress after hours of “farm parties” with these truly remarkable squishable Endwalker grapes. If you’re ever feeling a little low resolution, simply grab your squishable grapes and remember what once was,” the merch description reads Come from Sports betting site VPbet .
The hacker who allegedly breached Uber’s security is under investigation by the FBI, according to Uber’s blog post. This same group, named Lapsus$, was also mentioned in the post as potentially being responsible for leaking Rockstar’s GTA 6 development footage. However, Uber did not independently verify this and referenced external reports. Come from Sports betting site VPbet
“We are in close coordination with the FBI and US Department of Justice on this matter and will continue to support their efforts,” Uber wrote. Lapsus$ also allegedly was behind the data breaches at Microsoft, Samsung, Nvidia, and other companies in 2022.
When I booted up High On Life for the first time, I knew what I was getting myself into. I’m familiar with the work of not only Justin Roiland (Rick and Morty, Solar Opposites) but also of his game studio Squanch Games (Trover Saves The Universe, Accounting+), so I had an idea of the sort of comedy that was coming my way. What I did not expect, however, was a 3D shooter with Metroidvania vibes that echo some of the best games of my youth, and more importantly does them justice.
High On Life tells the story of an unnamed protagonist–whom everyone calls “Bounty Hunter,” even their own sister–fighting against an alien drug cartel that’s invaded Earth. The cartel wishes to round up every human on the planet and sell them as the drug, which other aliens can consume via elaborate machines. Our bounty hunter hero is armed with Gatlians, a race of talking guns, and each Gatlian possesses its own attacks and abilities. The concept is admittedly very weird, but it’s a well-told story that kept me guessing until the end.
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Now Playing: High On Life Video Review
At this point, it bears acknowledging that this is 100% a Justin Roiland project, complete with all the hallmarks of his comedic philosophy. Rapid-fire monologues, fart jokes, demolition of the fourth wall, ad-libs, dark comedy–it’s all intertwined within the game’s narrative and presentation. If things like Rick and Morty, Trover Saves The Universe, or Solar Opposites aren’t your cup of tea, this won’t be either. That said, I have a very high tolerance for this sort of goofiness and I found myself laughing throughout the 10-hour adventure.
I got a kick out of the fact that Squanch Games licensed four full-length schlocky B-movies for players to “enjoy” simply because it could. Every time a voice actor in clear ad-lib mode would laugh in the middle of a diatribe, I would also laugh. The referential humor always got a reaction out of me–particularly mentions of other video games, like the full-throated endorsement of indie darling Donut County by Kenny the pistol.
There’s a genuine charm in all of it. Sure, some of the jokes don’t land, and the ramblings of the gun in my hand can sometimes go on too long, but it’s clear in every attempt that the development team was having fun making High On Life. I never knew what was going to happen as scenes progressed, and that lack of predictability enhances the experience. Honestly, this unruly approach is the only way certain jokes work–which includes, for example, an entire scene that plays out in “Space Applebee’s,” complete with waiter interruptions as you order food.
However, Squanch Games also knows this brand of humor isn’t for everyone, and it provides the option to tone down banter so those turned off by constant chatter can still enjoy the game. I left my settings to “Frequent” banter and didn’t think it was too much–in comparison, I didn’t find the banter to be as egregious as what earned Horizon: Forbidden West criticism earlier this year. This could be because the characters weren’t speaking out loud about the puzzles in front of me, which made the dialogue feel more natural for the setting.
Once you get past the goofiness and focus on the game itself, High On Life delivers a solid 3D shooter experience that emulates the exploits of Samus Aran. Each of the different biomes I explored were brimming with secrets, from living chests filled with gold to random NPCs offering a quick zinger or brief side quest. As the game progresses, vertical movement is introduced thanks to finding a jetpack, and that opens up exploration even more.
These worlds are large, as well, which the game tries to counter with a waypoint system that allows me to see in which direction my objective lies and how far away it sits. Sometimes this system gets its wires crossed, and reaching one waypoint somehow turns into me returning to the waypoint I just came from, but more often than not, a simple tap of the D-Pad points me in the right direction. The waypoints also became something of a crutch in the later parts of the game, as not using them sometimes led to me traveling to the wrong part of the map and getting lost. It’s not a perfect system, but the waypoints are helpful more often than not.
The Gatlians each stand out from one another, both in their quips and how they’re used in combat. Kenny is the resident pistol, Gus is a shotgun, Knifey is the… uh, knife, and Sweezy acts like the Needler from Halo. The most interesting of the weapons is Creature, which acts as a sort of Pikmin device, launching small creatures at enemies for damage over time. All four are potent in combat, as they possess advantages over certain foes and make it essential to switch through guns during a fight.
Each gun has a second power that aids with traveling and environmental puzzles, which slowly opens more of the world to me as I progress. Kenny shoots blasts of thick slime which will hit designated obstacles and allow you to pass. Sweezy can fire a shot that slows time in the area around where it lands, making her the perfect choice to get past fast-spinning fans that would otherwise cause damage. These special shots can in a fight as well–Kenny’s slime shots will launch opponents in the air for extra hits, for example–which gives me even more options.
Using the Gatlians in battle is a lot of fun, and the enemies I’m facing fit right into the weird and silly aesthetic of the rest of the game. The bad guys are each covered in a sort of yellow goo–the origin of which I will not spoil–and as you deal damage, the goo wears off, exposing their gray bodies underneath. While strange, it serves as an easy visual aid for how much damage you’ve done to a certain enemy, and it also allows you to create your own weak points. If an enemy is hiding behind cover, but there’s a patch of gray skin exposed on its arm, target that spot and the enemy will fall quickly. It’s an ingenious idea of showing combat damage on enemies without giving them health bars or something similar.
That said, most of the enemies I encountered are dumb as rocks. I could run up to any one of the normal grunts and either shoot or melee them to death without taking a lot of damage. There were times I’d be overwhelmed and have to retry a battle, but those were more due to my being overzealous rather than enemies outsmarting me.
Sure, some of the jokes don’t land, and the ramblings of the gun in my hand can sometimes go on too long, but it’s clear in every attempt that the development team was having fun making High On Life
Boss fights aren’t much better, as the majority of them boil down to simply shooting and dodging. Some of them shake things up a bit, whether they implement the special shot of the Gatlian you’re about to rescue–Krubis fires large discs you can reflect back at him, which it turns out is the power of Gus the shotgun–or give you multiple bosses to fight at once. At their core, however, it’s more of the same combat you get from grunts, just with bigger baddies.
While overall combat is fun, where it becomes tedious is the length of some skirmishes. Each encounter tends to play out in waves, with two or three sets of enemies coming out before the battle is over. Some of them stretch far longer than that, to the point where Kenny the pistol says, “Oh my god, MORE?!” and I’m feeling exactly the same. These fights become a test of patience as much as a test of skill. Boss fights don’t have this issue for the most part, but some of them fall into their own issues–one fight in particular still makes me angry just thinking about how difficult it became in its final stage.
Ultimately, High On Life is, in its own weird way, a take on what a modern Metroid Prime game could be, through the lens of Justin Roiland’s comedy antics. There’s a similar sense of exploration mixed with fast-paced moments of combat, only here it’s also swelling with expletive-laden jokes and sometimes incoherent rambling. The story, off-beat as it may be, is told incredibly well, with characters and moments I’ll be referencing for a while. Even if you’re not a fan of the kind of humor High On Life presents, the game that’s here is worth the trip.
Thanks to Mario Tennis: Ultra Smash, I recently set a new personal record: “Most time spent swearing at a kids’ game.” Some of that profanity was good-natured, a product of the competitive tension that lurks just below the colorful, star-studded surface of most Mario sports titles. Some of it, however, stemmed from actual frustration Come from Sports betting site VPbet . While Ultra Smash successfully recreates the basic mechanics that earned earlier titles Mario Tennis and Mario Power Tennis critical acclaim more than a decade ago, it fails to solve a handful of underlying design issues and omits much of the content offered by its predecessors.
There is, for example, no tutorial mode. There’s a rudimentary text tutorial buried so deep in one corner of the main menu that you can’t even navigate to it using the Pro Controller, but it’s too superficial to prove truly useful. You can easily hit random buttons and figure things out as you go (this is a light, arcadey take on tennis, after all), but eventually, you’re going to run up against an AI opponent who crushes you with maneuvers that require a bit more technique. I got destroyed by an embarrassing number of near-unreturnable Ultimate Smashes before I finally figured out how to reliably execute them myself, rather than simply mashing what I assumed was the appropriate button.
Throwing players in the deep end and asking them to learn through experimentation isn’t an unforgivable sin, but it did lead to plenty of early frustration that could have easily been avoided. Given the time gap between games, even franchise fans like myself need a way to brush up, and new mechanics like jump shots deserve more than a random load screen tip. Generally speaking, games are more fun when you understand how to play them effectively.
Unfortunately, basic instruction isn’t the only thing missing from Ultra Smash; it also lacks any kind of tournament or career modes. Instead, the game offers only Knockout Challenge, which pits players against every single character one by one, with ever-escalating difficulty. This structure creates a compelling sense of progress, but the mode as a whole yields little reward. Once you make it to 15 consecutive knockouts, you’re presented with a congratulatory menu screen and the “Star” version of the character you guided to victory–though Star Peach, for example, doesn’t look or play any differently from regular Peach. The journey can be challenging, even fun, but after a single trip through the Knockout gauntlet, there’s little motivation to grind through again with other characters.
That leaves only three main modes, all of which are essentially quickplay variations: Mega Battle, Standard Classic Tennis, and Simple Classic Tennis. Mega Battle includes everything the game can throw at you: Mega Mushrooms that gigantify your character, “chance shots” that power up your returns when you execute the correct type of shot from specific glowing spots that appear on the court, and jump shots, which add extra speed and bounce height to the ball. Standard tennis removes the mushrooms, and Simple tennis removes all three power-ups. If you’re just looking for some quick tennis action, these three modes provide an adequate fix with minimal hassle. If you were hoping for something more substantial, however, Ultra Smash can’t help.
In fact, Ultra Smash doesn’t even contain the goofy party modes that gave earlier Mario Tennis games both whimsy and variety. Old favorites like Item Battle and Ring Shot–which added some novel twists to the basic gameplay–are simply gone, leaving us with only Mega Ball Rally, which plays identically to the quick-play modes with the exception of its perpetually shrinking ball. It makes for a decent diversion, but because it’s so similar to the game’s other modes, it ultimately adds little to the overall experience.
Even the character roster–though respectably large and packed with all the usual suspects–doesn’t create meaningful gameplay variety. While characters in past games possessed unique “power shots,” Ultra Smash’s 16 competitors play largely the same. Sure, Bowser is noticeably slower than Yoshi and Walugi has better reach than Toad, and those differences did prove noticeable enough that I had to adjust my strategy. But these adjustments were never severe enough to make the core gameplay feel fundamentally different. As with the game’s modes, the character options are adequate, but in no way exciting, inventive, or memorable.
As with the game’s modes, the character options are adequate, but in no way exciting, inventive, or memorable.
Thankfully, local and online multiplayer stop Ultra Smash from sliding too far into mediocrity. The opponent AI is serviceable–providing a reasonable challenge that’ll keep you engaged long enough to hone your skills–but nothing beats yelling in your buddy’s face when you counter his sneaky drop shot with an earth-shattering smash. Playing with friends allows the underlying mechanics to deliver those dramatic moments you expect from an intense, high-energy sports game, and thankfully, there’s just enough nuance for competition to feel legitimate. You gradually figure out you can counter slices with topspin, deliver jump shots by reaching the ball at the peak of its arc, and crowd the net to force your opponent out of position. As a result, the action is not only fast and fun, it also evokes the “just one more match” competitiveness.
In keeping with the rest of the game, Ultra Smash’s online component is pretty bare-bones, offering only Mega Battle, Standard, and Simple game types with no option to choose a court or play multiple matches against the same opponent. However, the net-code held up fine during my time playing online, so at least you can enjoy all the basics without worrying too much about your internet connection. Local multiplayer is a bit more robust, allowing you to choose any of the eight unlockable court types while throwing Mega Ball Rally back into the mix as well. Plus, as I mentioned, you get to yell in people’s faces–which is always a plus.
Unfortunately, you may find yourself yelling at the game just as often. For example, you’re given almost no warning before Mega Mushrooms wear off and your character shrinks. If you happen to be chasing a ball when that happens, you’ll miss your shot simply due to bad luck. Chance shots can also seem confusing and unfair at times. You have no way to conjure a chance shot; they simply appear randomly around the court. Needless to say, it’s a little frustrating to have no control over a something that can decide a match–though at least the game seems to use chance shots to level the playing field when matches start to become lopsided. The worst moments, however, are those annoying instances when a ball bounces straight over your head because you simply couldn’t tell how high it bounced. It’s pretty hard not to feel cheated when that happens.
Considered as a whole, Ultra Smash does just enough to get by. At moments it shines and at others it frustrates, but mostly it just coasts. Without substantial content to drive longevity, you may end up switching back to Mario Kart sooner than later, but if you’re playing online–or better yet, with your friends at home–you’ll likely overcome the game’s frustrations and squeeze a solid few hours of fun out of its fast-paced, power-up-driven action.