Star Wars: The Acolyte Creator On Why It’s A Good Thing One Writer Knew Nothing About The Series

One of the writers for the upcoming Star Wars TV show The Acolyte had never seen the sci-fi series prior to joining the writers room. Series creator Leslye Headland told The Hollywood Reporter that she intentionally hired this person–who only knew the series might have a dog in it–because they could help question some of the decisions that Headland, a lifelong fan, wanted to make.

“I just thought it would be good to have the perspective of a person that had literally never seen Star Wars until she was in the room. And she said to me, ‘Why do you want me in this room? I’ve never seen Star Wars. I have no idea. I think there’s a dog in it, but I don’t know anything.’ And I was like, ‘First of all, you’re an incredible writer, but that’s why I want you here. I want you to be questioning narrative.'”

Headland added: “I don’t want myself, who’s a lifelong fan, to just be relying on particular references in order to create emotional beats. I want those emotional beats to be earned and checked by someone that isn’t super familiar with it.”

Headland said this person, whom she did not name, watched the original trilogy over Christmas break and then the prequels, and was texting Headland about the major reveals like Luke and Vader being related and Luke and Leia being brother and sister.

“All those things that we’ve known forever were blowing her mind. She was like, ‘Luke and Leia are brother and sister!? What the f**k!?’ She was writing all these things to me, and I just thought it was so funny. So she educated herself in order to be in the room, but it was really fun to have somebody like her to help collaborate.”

It’s been widely reported that Rogue One and Andor writer-director Tony Gilroy was not a lifelong fan of Star Wars before joining those projects. In fact, he said he was “not a fan” of the series prior to making Andor, and that he used GameSpot sister site Wookiepedia to learn a lot.

The Acolyte premieres June 4 on Disney+. The show is set during the High Republic and is described as a mystery-thriller that sort of flips the usual Star Wars formula on its head.

“If Star Wars is about the underdog versus the institution, [in The Acolyte] the Jedi are the institution,” Headland said. “Whatever you think The Acolyte is, it’s not that. It’s a drop in the bucket, baby. Just hang in there and check it out.”

Helldivers 2 Patch Adddresses The Game’s Exploding Mech Problem

A new Helldivers 2 patch has gone live, and amongst numerous tweaks, a fix to stop mechs from exploding is quite welcome. Mechs were only recently added to Helldivers 2, and while these mobile weapons platforms come in very handy when you find yourself outgunned by Automatons or out-oozed by Terminids, they did tend to blow up when firing a missile while turning.

Players can also expect to see “reduced” instances of enemies spawning right on top of them–very inconvenient when you’re attempting to demolish a Terminid nest from a safe distance–and several tweaks to the dynamic and hazardous weather effects in the game. Meteor showers will now do slightly less damage and the explosion radius has been reduced, volcanic activity is slightly less dangerous, and lighting on Fenrir 3 has been adjusted to be less bright to improve visibility during meteor showers.

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Now Playing: Helldivers 2 – 14 More Things I Wish I Knew

While these issues have been addressed, developer Arrowhead is aware of several other bugs in the game. The studio is working to address player loadouts resetting whenever the game is reset, various issues involving friend invites and cross-play, and Exosuits being delivered in a damaged or broken state. You can read the full patch notes below.

In other Helldivers 2 news, players are convinced a third faction has secretly arrived, flying bugs are a new threat to managed democracy, new Helldivers 2 merch has the Super Earth stamp of approval, and the Cutting Edge battle pass has some great toys to unlock.

Helldivers 2 Patch 1.000.103

Overview

  • Fixes to the EXO-45 Patriot exosuit, game stats, UI, and general stability.
  • Balance improvements for planetary hazards and patrol spawns.

Balancing

  • Balanced and adjusted spawn rates for the various planet hazards including tremors, meteor showers, volcanic activity, fire tornados, and ion storms. Hazards should now spawn less frequently during missions.
  • Meteor Shower has received the following changes in addition to reduced spawn rate:
  • Reduced explosion radius
  • Reduced meteor damage slightly
  • Reduced meteor velocity slightly
  • Meteor color has been changed slightly to try and make it easier to spot.
  • Volcanic Activity has received the following changes in addition to reduced spawn rate:
  • Reduced explosion radius
  • Reduced rock velocity slightly
  • Lighting on Fenrir III has been adjusted to be a bit less bright to improve visibility during meteor showers

Fixes

  • Reduced incidents of patrols spawning on players
  • Exosuit no longer destroys itself when firing a missile while turning
  • Exosuit retains its melee functionality, even when damaged

Crash fixes for the following scenarios

  • When ALT+Tabbing in fullscreen mode
  • After changing voice over language
  • PS5 boot issue
  • Using a stim inside of an Exosuit while wielding a grenade
  • When joining an ongoing mission
  • When idling on the title screen
  • Shots from arc-based weapons, such as ‘Blitzer’ shotgun and ‘AC-8 Arc Thrower’ stratagem now count towards “Shots fired” and “Shots hit” stats
  • Fixed network desync issue with downed Automaton dropships
  • Fixed Elgato Stream Deck Foot Pedal support

Known issues

These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

Various issues involving friend invites and cross-play

  • Cross-platform friend invites might not show up in the Friend Requests tab
  • Players cannot unfriend other players befriended via friend code
  • Players cannot unblock players that were not in their Friends list beforehand
  • Players cannot befriend players with Steam names shorter than 3 characters
  • Hellpod steering close to large or important objects is currently not functioning as intended, resulting in steering being disabled in a large area around the object
  • Online features are not functioning when console language is set to Ukrainian
  • Players may be unable to select loadout when joining a multiplayer via an activity card
  • Planet liberation reaches 100% at the end of every Defend mission
  • Drowning in deep water with a Vitality Booster equipped puts Helldiver in a broken state
  • Exosuits will sometimes be delivered in a damaged or broken state
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location
  • Pink artifacts may appear in the sky when setting off large explosions
  • Text chat box display is obstructed by the cinematic letterboxing during extraction
  • Sometimes the player’s loadout customizations will reset after restarting the game

Rebel Moon Part Two: The Scargiver’s Trailer Goes AllIn On Being Zack Snyder’s Star Wars

The second part of Zack Snyder’s space opera epic Rebel Moon is almost here, and Netflix premiered the first trailer that hints at war in the stars, light swords and all.

Rebel Moon Part Two: The Scargiver will pick up exactly where Part One: A Child of Fire left off. It follows the aftermath of the battle between Admiral Atticus Noble (Ed Skrein) and his Imperium troops, and we have the newly established resistance led by Kora (Sofia Boutella), Nemesis (Doona Bae), Titus (Djimon Hounsou), Gunnar (Michiel Huisman), Tarak (Staz Nair) and Milius (E Duffy). Ray Fisher’s Darrian sacrificed himself in the battle in the most dramatic way. Check out the trailer below.

Among the heavy metal ballistics going off, we finally see what robotic Jimmy (voiced by Anthony Hopkins) is capable of, as he takes out a group of soldiers with his arms and a gun right after he says he has no choice but to fight. It’s been no secret that Snyder evolved Rebel Moon from a rejected Star Wars script and here the director gets to really go all in on those kinds of visuals.

The official description: “Rebel Moon Part Two: The Scargiver continues the epic saga of Kora [Sofia Boutella] and the surviving warriors as they prepare to sacrifice everything, fighting alongside the brave people of Veldt, to defend a once peaceful village, a newfound homeland for those who have lost their own in the fight against the Motherworld. On the eve of their battle the warriors must face the truths of their own pasts, each revealing why they fight. As the full force of the Realm bears down on the burgeoning rebellion, unbreakable bonds are forged, heroes emerge, and legends are made.”

Rebel Moon Part Two: The Scargiver arrives on Netflix on April 19.

Game Of Thrones Actor Hears GoldenEye 007 Game Music In His Sleep

Some video games stick with us even after we put down the controller. For Game of Thrones and 3 Body Problem actor John Bradley, the GoldenEye 007 soundtrack has stayed with him for decades. In fact, he told IGN: “I hear that music in my sleep.”

Bradley, who’s best known as Samwell Tarly in Westeros, talked about why GoldenEye is his favorite game. “That really was the game of my youth,” the actor said. “My N64 was my first console, and that was the first game I got with it.”

Along with the music, Bradley pointed out another unique aspect of the Rare-developed FPS that he won’t forget. “That feeling of dying and then the blood trickles down the screen, it’s a feeling that you never quite get over,” he said.

Last year, GoldenEye 007 was a finalist for the World Video Game Hall of Fame, though it wasn’t ultimately selected to be inducted. The James Bond FPS also released on Nintendo Switch Online + Expansion Pass and Xbox Game Pass in 2023. That led to GameSpot revisiting GoldenEye 25 years later. It’s one of the most celebrated games of all time.

As for Bradley, he’s reteaming with HBO’s Game of Thrones creators D.B. Weiss and David Benioff for the Netflix series 3 Body Problem. For more, check out GameSpot’s 3 Body Problem review. The show debuts March 21.

Alan Wake Dev Gives Update On Its Many Upcoming Games, Takes A Hit On Rebooted Project

Alan Wake developer Remedy has published its latest earnings report, and the document contains updates on how the Finnish studio’s many upcoming games are coming along. Some games, like the upcoming Max Payne remakes, are making positive progress, but a free-to-play game that Remedy is making with Tencent reverted back to the “concept” stage at a big cost to the studio.

The document also provides an update on Alan Wake 2, a game that has still not recouped its development costs but one that Remedy believes could have a long sales tail, similar to Control.

Here is a rundown of each project and the latest status update:

  • Max Payne 1 and 2 remakes — These are fully funded by Rockstar Games, which also owns the IP. The games are in the “production readiness stage,” Remedy said. “The team made considerable progress throughout the year,” the studio said. The company said the remakes will be “major” and have “great potential.” They have a “similar budget” to Alan Wake 2, which Remedy said was its “largest and most ambitious” game ever. Alan Wake 2, like the Max Payne remakes, was funded by Epic Games and not Remedy itself.
  • Codename Kestrel — Formerly known as Codename Vanguard prior to its reboot in November 2023, the free-to-play game now known as Kestrel showed “promising progress” in the first half of 2023, but Remedy and Tencent decided that “the potential was not there.” As a result, Kestrel was sent back to the concept stage, as was originally announced in November 2023. “The requirements for a successful new free-to-play game have clearly increased during the past years,” Remedy said. Due to these issues, Remedy is writing off the development costs when Kestrel was known as Vanguard to the tune of €7.2 million (or about $7.8 million USD). This was the “total capitalized development costs for codename Vanguard.”
  • Control 2 — The sequel to Control remains in the “proof-of-concept stage,” Remedy said. In the fourth quarter of 2023, Remedy worked “particularly” on the world-building and combat elements.
  • Codename Condor — A multiplayer spin-off of Control, Codename Condor is in the “production readiness stage,” and the team worked on combat and game mechanics. Remedy said Condor and Control 2 have “proven fun and engaging gameplay” elements.
  • Alan Wake 2 — Released in October 2023, Alan Wake 2 reached 1 million units sold by the end of 2023, making it Remedy’s fastest-selling game ever. The game has recouped a “significant” part of the development costs paid for by Epic Games, but not all. Remedy said the game could be able to have “excellent longtail sales” similar to the sales trajectory of Control. Remedy said Alan Wake 2 is expected to be a “meaningful revenue and profitability driver” in 2024.

Condor, Control 2, and Max Payne 1 and 2 are expected to reach the “next stages of development” during the first half of 2024, Remedy said. “With the refined multi-project model in place, increased focus on Remedy core strengths, and the dedication of almost 400 Remedians [the term used to describe Remedy’s employees], we are thrilled with a great lineup of upcoming game launches,” Remedy said.

“We continue the year 2024 with great enthusiasm, more focus, and plenty of determination, and we expect this to be an exciting year of growth for Remedy,” the company said.

In other Remedy news, the company recently acquired the rights to the Control series back from 505 Games. The company said this is a “significant positive step” for the company. “While 505 Games was the right partner in 2017, the franchise and our ambitions have grown since. We see that the way to grow the Control franchise is with a different business model and a partner,” the company said. It remains to be seen what company Remedy might partner with for Control 2 or the multiplayer spin-off.

Review Roundup For Alone In The Dark

After a lengthy absence, Alone in the Dark is back and ready to scare a new generation of gamers. But is it any good? Reviews have gone live for the remake of the original game, and so far, the reception has been lukewarm. Critics have praised the eye for detail and authenticity in this remake of the beloved horror game, but have also criticized Alone in the Dark for its janky controls, pointless stealth, and poor puzzle design.

“This isn’t Alone in the Dark’s first revival attempt, and it’s probably not its last, but it isn’t the one that will put the series’ name in the same breath as the all-time greats it originally helped inspire,” Mark Delaney wrote in GameSpot’s Alone in the Dark review.

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Now Playing: Alone in the Dark GameSpot Review

On GameSpot’s sister site Metacritic, Alone in the Dark currently has a Metascore of 64 from 63 reviews, which translates to “mixed or average” at best. While it looks likely that Alone in the Dark won’t be this year’s most memorable horror game, fright fans can look forward to several other spooky titles this year. Pacific Drive, a roguelite trek across the Pacific Northwest, is already out, while the rest of the year is headlined by Still Wakes the Deep, a remake of Silent Hill 2, and the PT-influenced Luto.

  • Game: Alone in the Dark
  • Platform: PC, PS5, Xbox Series X|S
  • Developer: Pieces Interactive
  • Release Date: March 20
  • Price: $60

GameSpot — 4/10

“With its reality-bending story, parade of puzzles, and unwieldy combat, Alone in the Dark is, in some ways, more faithful to some turn-of-the-century horror games than their own revitalized modern remakes. I enjoyed the game’s story, setting, and abundant lore, and I felt smart when I’d overcome some of its puzzles. But others proved so obtuse as to be frustrating, and nothing about the combat even climbs to a level I’d call serviceable–it’s consistently poor.” — Mark Delaney [Full review]

COG Connected — 84/100

“Alone in the Dark is an impressive reimagining that successfully revitalizes the franchise. Instead of leaning into the action elements that have become more prevalent in the genre, Pieces Interactive respects its DNA by opting to focus on the puzzle aspect of the adventure. As a result, the game carves its own niche which will lure fans of the genre.” — Jaz Sagoo [Full review]

IGN — 6/10

“While this remake is undoubtedly a step up from the three-decades-old original, Alone in the Dark fails to escape the shadows of the other contemporary survival horror titans that it helped spawn.” — Tristan Ogilvie [Full review]

NME — 2/5

“Derceto Manor wears its years well, but Alone In The Dark comes across as a dated patchwork of ideas. There’s a stealth feature you’ll never use, while boss fights–which are only introduced at the very end–feel like tacked-on gimmicks. Dated visuals make characters unsettling to look too closely at, while conversations with the mansion’s residents can sound a little stiff and lifeless. Ultimately, it’s the immersion-breaking bugs, janky combat, and alarming lack of scares that fumble Alone In The Dark’s potential.” — Andy Brown [Full review]

Eurogamer — 2/5

“If a puzzle-heavy action horror game has repetitive puzzles, poor combat, and little-to-no horror… well, what’s left? Sadly, not even a Hollywood cast is enough to gloss over Alone in the Dark’s considerable flaws.” — Vikki Blake [Full review]

Call Of Duty Warzone Mobile Could Be CoD’s Missing Link

Call of Duty is already one of the biggest and most successful games on the market, and its profile and reach stands to grow bigger still with the launch of Call of Duty: Warzone Mobile on March 21. There is of course already a popular Call of Duty game on mobile–the appropriately titled Call of Duty Mobile–but Call of Duty: Warzone Mobile aims to stand apart with a number of key differentiators. First and foremost, Warzone Mobile has cross-progression with Modern Warfare III and Warzone on PC and console, so as long as you link Activision accounts, your progression and (most) purchases will move with you. This isn’t the case in CoD Mobile.

Despite what its name suggests, Warzone Mobile features not just the Warzone battle royale experience, but also standard multiplayer. For Warzone, Activision is hoping the power of nostalgia will draw in players, as Warzone Mobile launches with the beloved Verdansk map that helped launch Warzone four years ago this month. This map supports 120 players, and the second is Rebirth Island for 48 players. On the multiplayer side, players can drop in to fan-favorite maps like Shipment, Shoot House, and Scrapyard, and Rust is coming to the game this April.

Warzone Mobile is developed in-house at Activision, while CoD Mobile was made, and continues to be supported by, China’s TiMi Studios and Tencent. CoD Mobile and Warzone Mobile will operate at the same time, and CoD Mobile will get more content for its playerbase. But Warzone Mobile promises to mark a new era for Call of Duty on mobile devices, SVP, Co-Head Of Mobile at Activision, Chris Plummer, tells GameSpot in a new interview.

SVP, Co-Head Of Mobile at Activision, Chris Plummer

Content updates are planned to go live at or around the same time across Warzone Mobile and MW3/Warzone on console and PC, store bundles are the same in content and price, and leveling in Warzone Mobile also applies to Warzone and Modern Warfare III. There are some key differences, of course, as the mobile game won’t look as impressive as the console/PC version, and you can play with touch controls or a Bluetooth controller, among other setups.

Plummer told GameSpot he sees Warzone Mobile as the “missing link” that Call of Duty has needed over the years to truly offer a connected experience at home and on the go. He said he envisions a scenario where a Call of Duty PC/console player might want to grind for levels or camo but can’t because their partner or roommate is using the TV. Or maybe they are traveling and don’t want to lug their console with them. Warzone Mobile, paired with a controller and played on a TV with a USB-to-HDMI cord, could bridge the gap. With Warzone Mobile, players can grind from pretty much anywhere and their time and investment will be honored thanks to cross-progression.

Read on to learn more about Warzone Mobile, its development and features, and what’s to come after launch. You can also get the lowdown on the game’s big Day Zero event that begins on March 22, promising special content and rewards to usher the game into the world.

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GameSpot: How are you feeling right now with release right around the corner?

Chris Plummer: We’re feeling really good about launch. We spent a lot of energy trying to take feedback from the community through that whole process [of pre-release testing]. And you’re also collecting a lot of data you’re finding which devices need more attention than we expected, all that kind of stuff. We’re super excited by it. The game has never been better. We’re super stoked. And it’s the beginning of a long journey. It’ll be exciting to continue to grow the game over time.

Can you talk about building this new game from the ground up for mobile?

I think the priorities for us with this game was to really try and connect our audience across all platforms in a way we’ve never been able to do before. And in order to do that, we have to have a really, truly authentic experience, from the way it looks and feels, to the way it plays, the way it responds. And so that meant we have to build it on the Call of Duty technology stack. And that was a huge investment.

Because, you know, Call of Duty is a highly optimized high-performance engine designed to deliver this kind of liquid-smooth FPS experience that kind of, you know, blows your mind visually, and with sound and all that. And so to get all of that to adapt and work well on mobile was really an early priority for us. And then in parallel, it was about the controls. The advantage we have is by using the Call of Duty technology. A lot of things were already baked in there in terms of 20 years of secret sauce that has been refined over the decades to get to the Call of Duty experience we have now and we really just need to worry about adapting it for feel on mobile.

So you’re making sure everything from the responsiveness and the framerate and the tuning and everything feels right for a mobile device. We’re also connecting it very deeply in ways that we’ve never been able to do before, from systems and under-the-hood stuff, but then really visible things like the content, and the final pass and the progression and the things you can get in the store. So now, for the first time ever, the same stuff that you would see in a AAA premium release on console or PC, that content that battle pass, operators, as well as weapons are now also on a phone or tablet, built by the same hands that made the PC and console version. So it’s all part of the same pipeline. So getting that level of authenticity–it’s not a port, but it’s authentic. And it’s the real stuff like this is the real content, it is the actual progression, you’re leveling up that weapon, you’re grinding out that camo, you’re getting that tier in the battle pass on mobile, and it also accounts [for] your other Call of Duty platforms and vice versa. So that’s massive.

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Call of Duty: Warzone Mobile | Official Gameplay Launch Trailer

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And then the third piece is the community aspect of it. Ultimately, it comes down to this is a social experience, and playing Call of Duty is something that’s inherently something you do with friends. And we wanted to make sure that was very deeply connected at that level. So all of your Call of Duty friends are there, from day one. You log in with your Call of Duty account, your friends list is there, you can squad up and drop into a match together, no problem. And even if your friends prefer to play on another platform, which they very well may do, you can still chat with them throughout the day on the mobile device. So we’re keeping you in touch with your CoD friends, through the mobile game experience, whether they play on mobile or not.

And you know, all of this kind of completes the circle and allows us to do something that’s never been done before in Call of Duty–and that is kind of unite the whole community through this mobile experience. And now you have another way to play every day, right? You can get an extra session and you can grind out another camo you can get into your quick fix. Or if you’re a mobile-first player, which most people in the world actually are, you have the best possible AAA experience you can get anywhere in the world. Now with the latest technology that’s going to be on the cutting-edge now and into the future.

How much do the Mobile and console/PC teams talk and discuss?

It’s part of the conversation, as is any other platform. We have four studios within our CoD ecosystem that [are] focused more specifically on Warzone Mobile. Two of those studios, our mobile-only studios, like all they do is mobile. And then two of those studios are what we call cross-platform studios, meaning they also work on the console/PC titles. In addition to mobile, we have dedicated teams within those studios working on Warzone Mobile. So that’s like the four primary studios. And then we also have our internal technology groups like Demonware, which is our back end group; and Central Technology Group, which maintains the Call of Duty engine. There are several other groups that put a significant amount of work into Call of Duty Warzone mobile specifically, but touch all the projects. And then you have studios like Sledgehammer and Treyarch and Infinity Ward and all the other studios and ecosystem who are building Call of Duty games and creating content for the battle pass and creating content for the next release, or bundles or whatever. And they’re also touching it because they’re building the innovations that move the franchise forward. And we’re adapting those innovations to mobile and so that there’s a lot of coordination that’s required for any kind of big AAA project.

And I think just because of the scale of the Call of Duty ecosystem, it’s perhaps even more complex than it would be on most titles. But it’s sort of how Call of Duty games are made anyway. And now we have another platform to consider.

When it comes to which content is and isn’t shared, when we’re not doing cross-progression content, or kind of shared content, it’s really for specific reasons. Like, for example, on mobile, the play patterns are just different, right? There’s a lot of things people do that’s similar across platforms. But there are some things that are different.

And an example is mobile players might play three sessions a day. Whereas on your console, you’re probably not playing three unique sessions a day, you just play differently, you might binge on the weekends, or however you do it; it’s probably not the same as [how] you play as a mobile player. And so, again, this isn’t a port–we’re making the best possible mobile experience we can for mobile players. And if you play on other platforms, too, you’re gonna jump in and have a blast with it. But things like events that are designed to tap into the mobile play pattern… we usually have rewards you might get through that mobile-specific event that are exclusive to mobile. So that would be an example. Things like the battle pass are shared across all the platforms, the big franchise bundles and things like that big IP integration, so you know, cool stuff from Dune or Warhammer or whatever, you get that on all platforms. So the things that I think matter to most people who are familiar with the CoD franchise carry back and forth. And what has always been the case for the franchise, even before mobile came along, is that there’s gonna be cases where there’s a platform-specific thing that’s exclusive to it, and we’ll have those cases too.

Are the store bundles priced the same across platforms?

That’s all part of the cross-progression. For all the platforms, you’re gonna have a similar pricing experience.

Can you talk about the decision to not include cross-play between Call of Duty: Warzone Mobile and the console/PC game?

There’s no technical reason why we can’t do it, other than it not being a good experience for mobile players. Yeah, that’s really what it boils down to. We’ve talked to a lot of players, first and foremost, before we ever started writing a line of code to understand what do people actually want? And if we’re doing another game, and we’re trying to connect the audience and stuff, how do we, how do players feel about that? Where expectations and progression really came out… cross-play specifically almost never came up as an ask. And it’s like a novelty feature that has its place and [is] something we could try to do in the future. But what it means is everyone has to be on the same movement tuning, for example. Everyone has to be on certain types of tuning and, and feel factors also have to be paid to a specific platform. And mobile was different enough.

Where we’re seeing that happen with a couple other games, mobile was generally the worst experience when it’s not the platform you tuned for. We don’t want that for our players. And our players don’t want it either. So that’s really the primary reason.

In the future, you may see us experiment with [cross-play between mobile and console/PC]. But from a balance and, you know, best-on-glass, best mobile experience perspective, it’s not something that was aligned with that goal. And so that’s why we’ve chosen not to do it.

The power of nostalgia, even recent nostalgia, is real. So can you talk about bringing back Verdansk to Warzone Mobile and what that entails?

We’re super excited about Verdansk. It’s one of our favorite maps ever. It’s kind of where Warzone was born. And I think to bring this experience into the world, we wanted it to feel as momentous as the original launch of Warzone. And so what better way to do that than with the map that launched Warzone? Now over time, what you may see is–because it’s a very connected experience–Warzone Mobile and Warzone on other platforms become more similar.

Right now all that cross-progression content we talked about is the same. The battle royale maps are a little different. And you know, that’s intentional, but our goal over time is to make those differences less and make the synergies greater. And we’re really excited by that. But it’s hard not to love Verdansk. The POIs are so famous. Dropping into Superstore or Downtown or just how iconic a lot of those set piece locations are [and are] so much fun to play in. And we needed a map like that we could get up and running, performing well on mobile, and also have that as 120 players, which on mobile is a really big deal. There’s never been anything like that, where you’re not just playing with bots, but you’re actually playing with real humans in those battle royale spaces. And so it’s really fun to drop in like that into Verdansk and fight against real players.

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Call of Duty: Warzone Mobile – Operation: Day Zero Trailer

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Can you discuss the specific features and elements for Warzone Mobile, or share any other interesting insights from development?

So I think what you’ll find inside Warzone Mobile is a combination of the authentic tried-and-true battle royale experience that you expect with [the] name Warzone on it, as well as some modifications we’ve made [such as] new playlists that are really designed with mobile specifically in mind.

So for example, our Mobile Royale is the battle royale experience with a shorter timeline. And so when you get into the match, instead of waiting for the first circle to collapse, it’s already in that collapse state. So the match is done in 10 minutes. So it’s a much faster battle right now. And it’s a very popular mode for us in our limited release territories. We tested 15-minute battle royale, five-minute battle royale, a bunch of different time slices, because we know a lot of what’s cool about mobile is you’ve got your phone with you all the time, you can pop a session in whenever you’ve got the time, but it might not be 20 minutes. So you kind of need to have some different options for people to get in the session that works for their available time. So the mobile royale came out of that. And it’s not just making the time shorter. I mean, there’s a lot of other tuning implications to make the game feel right, with that quickened pace. But that’s an example of a mode that came out of trying to make it mobile-first.

We have some other game modes and playlists. We tried some casual modes and things that we just didn’t like, ultimately, how they felt. And so we’re not releasing them. Part of building a game is you try stuff. And not all of it works as well as you thought. So the mobile royale worked out great. This casual mode I’m referring to, I’m not going to give the code name for it, but we decided it wasn’t up to our standards. And so we didn’t release it. We have other mode variants that we’ve worked on and developed that we are releasing. So as part of the live operation, there’s always map and mode rotations that are going to happen to keep things fresh. In addition to those staple modes, like the 20-minute quads, and the mobile royale I mentioned, we have Rebirth Resurgence. We have a Mosh Pit [in] multiplayer. So there [are] certain modes that will always be there. And then there’s other playlists that will kind of rotate in and out depending on the live operation or event that’s running.

The console/PC game has extensive live-service plans. What are your plans for updates/live-service down the road?

Yeah, I mean, over the past year of limited release, we’ve been releasing with each update that console/PC has as well. So there’s a mobile update right along with it, and we’re on the same technology. We have the same seasons. We do some mobile-specific stuff. We have mobile-specific events, we have some mobile-specific content. There are some things about the live operation, certainly features in the game control configurations, there’s a lot of things that are different. But when it comes to the core updates to the ecosystem, Warzone Mobile is part of the ecosystem. And it’s an important part of it. And so, when there’s a new season or there’s a new update, you see something from Warzone Mobile as well. And you know, updating even more frequently than that, because we’re prepping for launch. But to answer your question, it is in sync with the releases of the other platforms. So you’ll see them, generally the big releases, at the same times.

Who are you targeting for the potential audience for Call of Duty: Warzone Mobile? Existing mobile players, newcomers, or what?

We have a very ambitious audience perspective on this game. And we see the opportunity is massive in several areas. One, there’s a huge number of players on mobile around the world that play battle royale games, primarily, that are dying for something new and fresh, and there’s going to be nothing else like it out there when Warzone Mobile releases globally. So it’s one of the most popular genres in the world, and they haven’t had an opportunity to play Warzone. So we think the largest opportunity is actually engaging the entire world that loves to play battle royale games on mobile, we’re talking just tens of millions of people that like to do that. In addition to that, because this is part of connecting our audience, and that was a priority from day one, we absolutely want players of Call of Duty to feel like they have an opportunity to now play Call of Duty anytime. So this isn’t just about your lunch break. This is about anytime, because for a lot of people mobile is the primary platform.

“We have a very ambitious audience perspective on this game. And we see the opportunity is massive in several areas.” — Chris Plummer

For established Call of Duty players, mobile isn’t necessarily their primary platform, or maybe they don’t play on mobile at all. So this is now a way that you can legitimately grind out some XP, get a new camo, hit that achievement you’re almost going to get whenever life allows. So it doesn’t just have to be one of your sit-down times at your home theater doing your game session, because nobody’s home. Now it could be you’re sitting with your significant other, they’re watching the latest reality show and you’re grinding out camos or getting the win Verdansk. And that can totally happen. That time matters. And so we think that behavior is maybe more unique for Call of Duty players who already have investment in a franchise, already have the battle pass, or maybe they don’t have it yet, but now they’re gonna get it because they realize they can progress more more times during the day than they used to.

So we really care about the battle royale audience on mobile, which is massive, and [for] the Call of Duty audience around the world, we want to give them more ways that they can engage with the franchise and stay connected with their content.

And then the final piece is we just want to invite people who just haven’t really gotten in yet or have been on the fence. So if you haven’t started Call of Duty yet, there’s no better time because we have the ultimate game for mobile devices. It’s also a kick-ass experience on all platforms for people who just play the console or PC versions, and we have now this missing link to complete the circle, so you can play it on any platform you want and make progress. That content is now more valuable content because you can use it in more places. You can express yourself in more places now. Because we’re available on mobile too.

Anti-cheat is a big deal on console, and with mobile, you’re opening the game up to a potentially gigantic audience. Does CoD Warzone Mobile use Ricochet, and what are your thoughts in general on cheating for Warzone Mobile?

I think the short answer is that Warzone Mobile is totally plugged in as part of the Ricochet system and that team is actively monitoring Warzone Mobile. It’s always an arms race against cheaters. It’s never-ending work. So [we will] always be working on that. But we have the best people in the industry working on it.

Switching gears a bit, Activision Blizzard and all of its franchises were recently acquired by Microsoft. Can you talk about the impact or effects of the Microsoft acquisition on this upcoming release?

I mean, the truth is, it’s really just been one of support. We haven’t had, let’s say, intervention, or interference or anything like that. We have a pretty bold ambition for this game, that we see you living for at least 10 years, and we’ve not had anything other than support for that ambition. I think our interests are aligned. We’re doing something cool that’s not already there in the portfolio. We all want it to succeed, and we all want people to play the game and have a blast, anywhere, anytime. So it’s been positive.

Something else people want to know is what’s going to happen to the existing Call of Duty Mobile?

I mean, from our perspective, we’re super proud of Call of Duty Mobile. It has been an amazing game, and it’s going to continue to be an amazing game. We are 100% committed to its success now and into the future. And we’re also really excited to be expanding our portfolio and offering Warzone Mobile. So both games have a lot for us to be excited about, but we’re totally committed to Call of Duty Mobile.

Is there anything else that you want people to know, or that you haven’t said yet with the release coming up?

I think what’s interesting about the game is we watch more people play it… there’s moments in life where Warzone Mobile can change the game for you. For example, if you’re traveling, and you’re at the hotel, and you’re bored, and you wish you had your console or whatever to like, play a ‘real’ [puts up airquotes] game. Well now, you’ve got the world’s most powerful portable console in your pocket. And you can literally play Call of Duty Warzone Mobile and project it to your TV, or if you have a USB-C-to-HDMI [cable], you can do it that way. And play a game that rivals the visual quality of some other platforms, like right there on a big screen. And if you have a Bluetooth controller, like your Xbox controller, or whatever, you can link that up and literally play it that way. And it’s just we’re seeing people in the office do that. And so it’s kind of fun to just see the different ways people are playing the game.

And again, this is nothing to replace the way people normally play their games. But it’s just opening up these new kinds of opportunities, these new ways that I think haven’t registered before because there really hasn’t been anything at this level of fidelity and expansiveness. So we’re excited about that. And we’re excited about how this moment in time, where sort of everything between device technology, our engine technology, where people are in terms of the social dimension of life, and all these things are coming together. This game is at the right moment. We can really connect a lot of people. We have 50 million people plus pre-registered, so we all know somebody who’s gonna be playing the game. So the best social moment is going to be [this] weekend when everyone’s in there playing a game and your friends are all in there. And we can now have this shared experience. So we’re looking forward to seeing how that takes off.

Now there’s more ways to play Call of Duty than ever, whether you’re stuck in a hotel room, or you’re just sitting on the couch with somebody who wants to watch something you don’t want to. It’s all there.

Stardew Valley Hits New Peak Concurrents Record On Steam Thanks To Update 1.6

Stardew Valley has reached a new record for concurrent players on Steam thanks to the release of the 1.6 update. The new concurrent record comes over eight years after its full launch back in February 2016.

According to Steam Charts, Stardew Valley has reached a new peak concurrent players on Steam, sitting at 144,817 concurrent players at the time of writing. Not only does this put Stardew Valley in the top five games by players currently, it beats the game’s previous record by about 50,000 players. The previous peak was set in January 2021 at 94,479, with Stardew Valley’s monthly peak hitting between 40,000 and 50,000 over the past few months.

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Now Playing: Stardew Valley – Multiplayer Trailer

This new record is likely thanks to the latest big update for Stardew Valley, update 1.6. This update features a ton of new content for players to enjoy, like a new farm layout that focuses on raising animals and new festivals that take place throughout the in-game year. It also has some smaller, sillier adds, like the ability to chug mayo straight from the jar. The update is a free edition to the game, but is currently only available on PC. It’s live now on Steam and GOG, with PC Game Pass players receiving the update very soon, and consoles to follow later down the road.

Developer Eric “ConcernedApe” Barone, is currently working on his next game, Haunted Chocolatier, which is about running a chocolate factory in a haunted castle. Barone had previously stated that he paused development of Haunted Chocolatier to work on Stardew Valley update 1.6.

Backbone One’s Second-Generation Controllers Make A Small But Convenient Change

The Backbone One is arguably the go-to controller cradle for anyone who enjoys gaming on their smartphone, and the second generation of this accessory is launching with a small–but very welcome–change to its design. With smartphones being expensive investments, it’s only natural to keep them protected, and the next generation of the Backbone One allows you to use it on your device without needing to remove its case.

Backbone says the new model supports many popular phone cases, has an improved ergonomic design, and enhanced phone stability thanks to the new magnetic adapters on the second-generation Backbone One. There’s also a reshaped D-pad for when you need a little more precision in your on-the-go gaming.

Backbone One Second-Generation

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It’s worth noting that Backbone hasn’t provided any specific details on case compatibility, but generally, most smartphone protective cases have a uniform thickness to them. There are specialty covers out there, and presumably, the thicker they are, the tighter the fit will be, possibly making them incompatible with the cradle.

The Backbone One second-generation controller is priced at $100 and will be available in Lightning and USB-C variants. Backbone+ members will receive a 30% discount when upgrading to this controller and no trade-in is required.

The company has been making some big moves lately, partnering up with several game studios and publishers to release limited-edition Backbone controllers that come packaged with in-game extras. Back in January, Backbone announced a Death Stranding: Director’s Cut edition of the Backbone One, just in time for the release of the Hideo Kojima-directed game on iPhone 15 Pro.

Alone In The Dark – Chapter 2 Clock Puzzle Guide

Chapter 2 of Alone in the Dark places you back in Derceto, with your primary objective to repair the plate in the Clock found on the second floor in the Gallery. In order to repair the clock, you will need to find the two missing clock plate pieces before you can continue forward. One can be found in the garden area, while the other is located in Perosi’s Bedroom.

The Garden Well clock plate piece

The clock plate piece can be retrieved from the well by filling it with water.

The first clock plate piece can be found in a well in the corner of the garden, which you may have noticed during the first chapter of the game. In order to get that plate out, you will need to acquire the Bolt Cutters. If you haven’t, the Bolt Cutters can be found on the first floor in the Small Parlor. Enter the room and attempt to enter the door that is locked by a visible lock and chain. The room will transform and will be partially flooded. On the desk in the corner of the room, there is a set of Bolt Cutters. Pick them up and then use it on the chained door, which will change the room back to normal. Now head to the Garden and access the shed using the Bolt Cutters.

Inside the shed is a hose, which can be attached to the end of the hose already on the ground near the well. Follow the existing hose back to the water spout and turn it on, filling the well with water and bringing the piece up with the water level so you can grab it.

Perosi’s Room clock plate piece

The next clock plate piece you need to find is located in Perosi’s Room, which is on the second floor, down the hall from the Gallery where the clock is located. This room is located and you will need Room Key #6, which can be found on the first floor in the Clerk’s Office on a table. With that key, head into Perosi’s Room. There is a box locked behind a combination lock with astrology symbols on it. On the bed there is a journal with an image of the astrology wheel, assigning numbers to the different signs. This single journal entry will be used multiple times in the game, and this is your first instance.

There is a series of six paintings with rot going through them, you need to flip over some of the paintings to complete the rot mark, leaving the names of three people visible, as shown in the image below.

You need to turn over the second, third, and sixth paintings.

Those three names relate to numbers on a ship crew painting in the room, with the numbers being 2, 9, 4, which is the combination to the lock. These numbers translate to Pisces, Libra, Taurus, which is the order you need to input these symbols into the lock. The second clock plate piece is inside the box.

The combo for the lock is the Pisces, Libra, and Taurus symbols, in that order.

How to solve the Clock plate puzzle

With both pieces you can head back to the clock and assemble the plate. The center piece cannot be moved, so you need to line up the gold lines and other marks for the four side pieces and the four corner pieces, with the completed version visible below.

This is the what the final placement of the plate pieces should look like.

Once completed, you need to put in the three number combination of the Talisman to send yourself to a new spooky location. The clock face has three circles, each with a number being pointed to. The circle sizes relate to the different size circles on the talisman, with the combination being 6, 4, 3. Once entered, you will see images of Jeremy Hartwood’s room. Enter his room and exit and you will enter the new spooky environment, solving the puzzle.