Disney Dreamlight Valley: How To Unlock Oswald

Disney Dreamlight Valley fans are no strangers to quirky characters from Disney’s roster of animated films, but few would’ve expected to see the one and only Oswald show up. This blast from the past is only available to those who purchased the A Rift in Time expansion, and we’ll tell you how to befriend him below.

How to unlock Oswald in Disney Dreamlight Valley

Unlocking Oswald requires you to own the A Rift in Time expansion. You’ll then need to progress the expansion’s main story to Act II: The Spark of Imagination. At this point, you can accept a new quest from Merlin called “The Sunken Ruins“.

Complete “The Sunken Ruins” to find yourself facing the rather in-depth quest “A Bit of Help From Your Friends“, which itself branches into three time-consuming quests for Gaston, Rapunzel, and EVE. After completing these and working your way through the Ancient Ruins puzzles, you’ll finally meet Oswald at the bottom of the ruins.

Speak to Oswald to find out that you need to search for a way to repair the bridge lever. Look to the left of Oswald for a loud trumpet you can blow to scare an Exclamation Point out of Oswald, then pick it up and place it into the slot on the right side of the area. You can then interact with the lever to create a bridge.

Oswald is found at the bottom of the Ancient Ruins.

Go down the bridge with Oswald and talk to him. He’ll drop a Question Mark, so pick that up. Afterward, search the immediate area and near the first lever for three Flying Gears you’ll need to run after and pick up. With all of that collected, go past the platform Oswald is on, clear the path ahead, and use the Timebending Table to make the Question Mark Wheel.

Place the Question Mark Wheel on the machine in the middle of the platform next to Oswald, then interact with it to create a path to another similar platform. Speak to Oswald for another Question Mark, then once again collect three Flying Gears around the ruins.

Return to the Timebending Table to craft another Question Mark Wheel and return it to the second machine. Interact with the lever here to turn the platform’s bridge once counterclockwise. Destroy the rubble here to collect Oswald’s Trumpet.

Scare Oswald to have him drop another Exclamation Point.

Take Oswald’s Trumpet back to the platform where he’s standing and place it on the pedestal next to the central machine. Afterward, interact with it to scare another Question Mark out of Oswald, which you can place in an empty slot on the platform.

Spin the platform two more times to position it back to its original point where the gate is closed ahead. Interact with the new lever to open the path to the Spark of Imagination. Approach it to watch a cutscene.

After the cutscene, Oswald will be roaming around Eternity Isle. Seek him out and start his quest called “Oswald’s Many Dimensions.”

For this quest, you’ll need to put on Oswald’s Fedora, as well as a black shirt and white pants. After returning to him, you’ll then need to seek out any black and white flowers around your valley. Once you’ve given him those, follow him until he stops and can be spoken to again.

After a short chat, take out your pickaxe and use it to break the sign in front of Oswald. This will break the communication barrier and allow you to finally understand each other properly.

Oswald will task you with gathering Tropical Wood x15, Coal Ore x10, and Amber x1 to craft his Oswaldian Pencil. Do so, then return to him to receive the plans for drawing his home.

The Oswaldian Pencil lets you make Oswald’s house.

You can now place Oswald’s home wherever you’d like. Unfortunately, once you chat with Oswald, you’ll both agree that the house is pretty flat, so you’ll need some 3D Glasses. You can purchase these from Scrooge McDuck for 1,050 Star Coins.

Equip your fancy new 3D Glasses and head back to Oswald’s house. Interact with the sign here to complete the home and end the quest, which finally results in Oswald becoming a permanent member of your valley!

For more on Disney Dreamlight Valley, check out our comprehensive guides hub.

How Pacific Drive Pulls Off Being Unnervingly Spooky And Relaxingly Chill All At Once

I’m not very far into the Olympic Exclusion Zone in a run of Pacific Drive when the rain picks up. A T-shaped intersection looms just ahead, and as I make a right turn, the headlights play over the wreckage of a truck at the base of a hill, surrounded by trees. I bring the station wagon to a stop but leave it running and hop out, hustling over to the rusting hulk. Trucks are great finds, almost always full of junk I can use to upgrade my car or the garage that acts as my base of operations, and thus, always worth checking.

As I’m rifling through the menu that shows everything found within the truck, I hear it–some kind of high-pitched, siren-like sound coming from the woods behind me–and I freeze. My shoulders are tight and after a few seconds, I start to frantically check the area around me. Despite the hours I’ve spent driving around in the woods, the sound is like nothing I’ve ever heard in the Zone, or maybe anywhere. It has a distinctly mechanical, industrial tenor, something that sounds vaguely generated by a machine, but nothing about its oscillations or tone suggests what possible useful function a machine might undertake that’d generate such a noise. It feels…off. And it sounds like it’s coming from just on the other side of the hill. Whatever is making that sound is somewhere in the woods, out of sight. But it is, distinctly, not far away.

The Olympic Exclusion Zone is a place where the rules of reality are easily bent.

I stand and listen, with rain falling all around me and only the headlights of the car illuminating the thin swathe of green between me and the road, for 10 or 15 seconds. The sound dies out and doesn’t repeat. I wait, and wait, but at last…nothing happens.

Slowly, I finish up with the truck and make my way back to the station wagon, still a little anxious, waiting for something to happen right up until I drive away. Raindrops patter on the windshield, the trees march along on either side of the car, and the headlights cut a path down the lonely overgrown highway. I’ll play tens of additional hours of Pacific Drive from this point, and even looking back now, I can’t say for certain that I’ll ever hear that particular sound again. It doesn’t change, however, how uneasy I feel when I step out of the car–every time I step out of the car.

In fact, Pacific Drive is incredibly good at making you feel uneasy, in a way that takes it beyond most survival games and borders on horror. That’s how I see it, anyway: Across 30 hours, I routinely found wandering around its world to be uncanny and foreboding.

“I think ‘horror’ is definitely not a word that I would have associated with it, but I think ‘scary’ and ‘intense’ definitely came to mind,” Alex Dracott, creative director and founder of developer Ironwood Studios, told me during an interview. “One of the things for me was really trying to capture that very eerie mood of being out alone in the woods in a car, and then you start adding really anything to that, whether it is a thing that goes bump in the night or something that is actually tracking you down around the Zone, it changes very fast.”

Weird woods

The Zone is an eerie place populated by anomalies, which often take the form of machinery or inanimate objects come to life.

Pacific Drive takes inspiration from the novel Roadside Picnic by Arkady and Boris Strugatsky, its movie adaptation Stalker, and the S.T.A.L.K.E.R. games they inspired, as well as Jeff VanderMeer’s Southern Reach series and its movie adaptation, Annihilation. It’s set in the Olympic Exclusion Zone, a strange, fictional patch of the Pacific Northwest that was the site of government experiments that have fundamentally altered the laws of reality.

Authorities have since sealed off the whole area with monolithic concrete walls hundreds of feet high. Within, the Zone is populated by dangerous “anomalies” that are often hard to describe. Some are inanimate objects that come to life, like round balls of metal called bunnies that roll and hop around to try to stick to your car, or crash test dummies called tourists that might move when you’re not looking at them. Others are trees made of speakers that heal your car with soothing sounds, or colorful wind currents that scramble your driving controls.

Fundamentally, the game is about driving, with its survival elements abstracted from the usual requirements of keeping yourself fed and rested, and focused instead on maintaining your car. Trapped behind the wall, you drive out into the Zone in search of the materials you need, but linger in one place too long, and the physical world might rewrite itself around you–and rewrite you along with it.

For Dracott, the spooky feel of Pacific Drive is somewhat subjective. He drew on fond memories and experiences in the woods of Oregon and Washington in developing the game; wandering through the woods doesn’t scare him. On the other hand, he said, he’s terrified of water. One man’s source of constant dread is another’s pleasant ramble in their familiar station wagon.

The Zone is a place that mixes the familiar and natural with the impossible, and that juxtaposition makes it unnerving.

That said, just because they might not consider what they made to be horror, it doesn’t mean the creators of Pacific Drive weren’t deliberately trying to unnerve.

“Tension was an important thing, right? We definitely were very aware early on of the kind of atmosphere that we were making,” Dracott continued. “It became a question to think of how much are we going to then, for lack of better words, ‘jump’ the player and lean into it, which we did in moments, without a doubt.”

Pacific Drive might not be a horror game in the usual sense, but it can tap into some of the same feelings, game director and lead designer Seth Rosen said, especially since the Olympic Exclusion Zone is meant to be a place that’s so much at odds with the world as we know it.

“We wanted it to be sort of a menacing environment, but not necessarily one of out-and-out horror,” Rosen explained. “You should feel like you’re under threat and that there are things you don’t understand that kind of build that feeling of being in danger, and that’s where a lot of our particular brand of ‘horror’ comes from I think. We weren’t, you know, trying to create a game where blood [is] dripping down the walls and all these kinds of full-blown horror experiences. But you can elicit a lot of the same emotions just through keeping the player on their toes and getting them and keeping them into this sort of mental state where they don’t necessarily feel like they can trust their senses.”

Bumps in the night

The artistic, mechanical, and sound design of the anomalies comes together to create an uncanny atmosphere everywhere in the Zone.

The reality of playing Pacific Drive is that developer Ironwood Studios might have done too good a job at making its setting feel almost upsettingly strange. A lot of that feeling comes down to sound design, which is consistently excellent throughout the game. Much of what makes the anomalies feel otherworldly is the way they sound.

Em Halberstadt, creative director for game sound design studio A Shell in the Pit who was responsible for Pacific Drive’s audio direction, explained that the sound approach for the anomalies was inspired by how each one looks, mixing the use of real materials–the crackle of electricity for the charged mists or arc-firing towers, goopy hisses for acid-based threats–with more unsettling elements. For the bunny anomaly–the aforementioned fast-moving ball of metal–the sound design was determined by the need to convey the immediacy of the threat the anomaly posed.

“When we were designing the anomalies, we were really thinking about how dangerous each one is, and adding in techniques we use to make you uncomfortable the more dangerous something is, so that you’ll not want to hang around it,” said Halberstadt. “Like higher frequencies make us a little bit more uneasy. So for example, the bunnies, when they come leaping at you, that’s one of the more aggressive moments and it’s a really high-pitched shriek, which is also human voice, which is another thing that we use that unsettles you–a lot of the ambiences and anomalies use human voices, which is kind of just naturally creepy.”

There are also a lot of happy accidents that seem to have come together to give Pacific Drive its specific feel. For one, as Rosen explained, because the main way you interact with dangers is to drive around or away from them, anomalies needed to be designed so that they were both quickly legible and navigable at a distance, before you drive up on them. That meant the sounds attached to anomalies can be heard at fairly long distances, Halberstadt said.

Who knows what awaits in the moody and foreboding woods of the Olympic Exclusion Zone.

One of the consequences of those design choices, however, is that when you’re out of your car, running to loot a house or scavenge some metal, you might hear anomalies that you don’t see. And while the sounds of each anomaly are specific and meant to convey how much danger they put you in, I found that hearing them out of context often left me confused and disoriented. That soundscape adds to the tension and the strangeness and vulnerability you feel every time you’re out of the car.

The car, too, can add to the uncanniness of the situation. Pacific Drive is designed so that the car is central to the experience. You move around the game from a first-person perspective, but the car is your home, your safety, and your companion. Halberstadt said the team worked to convey that feeling through sound design by reducing elements like the pitch of sounds or their intensity when you’re in the car. But that feeling of safety in the car is contrasted with one of menace when you step outside of it, and all the decisions that make being in the car feel safer make the outside world feel all the creepier.

The spookiness of the sound design isn’t nearly as incidental as some of these design elements might make it appear. There’s also that strange siren I heard out in the woods, the one unsettling enough that it got under my skin. That sound, the team explained, is not actually tied to a specific threat–it, and other sounds like it, exist specifically to add to the game’s unnatural atmosphere. Dracott said that senior sound designer Egan Budd, who worked on the sounds, specifically worked to choose elements that wouldn’t be easily identifiable. The team also chose not to make those sounds part of the ambient background, but to give them specific positions, to make it seem like something is creating them.

“The contrast between the natural world is why they work so well,” Halberstadt said. “Having them be buzzing and metallic, and all of these weird materials that don’t belong in a forest, I think really adds to the unsettling and spooky atmosphere. And I think the randomness as well. The fact that we set different ones to appear at different times in different spaces in the Zone, different levels so you never really know–there’s no pattern at all to them. And I think that you really want there to be a pattern. You’re trying to connect them, but it just doesn’t connect to anything, and something in our brain doesn’t like that. Just having them be something you can’t really explain, because that’s kind of what the Zone is.”

Spooky–but not scary

Spooky as Pacific Drive can be, it also gives you relaxing drives through the woods and plenty of downtime in your garage, where you can tinker with your car.

If Pacific Drive does have elements of a horror game, it’s one that’s spooky without being scary. The anomalies, which range from unexplained fields of electric mist to heaps of metal inexplicably brought to life, don’t function like the deadly monsters of a horror game. Instead, they’re more like animals. Some might try to drag off your car for a second or two, or abscond with a headlight or a door, and while a few can hurt you, they often act more like obstacles than predators. But it’s clear throughout Pacific Drive that you’re never in the same kind of danger you might be in other games. Though those frightening sounds in the distance made the hairs on my neck stand up, I knew that no vicious creature would come tearing out of the woods at me, bearing teeth and claws.

It results in what almost might be called a relaxed or chill approach to horror–a pervasive sense of being creeped out by an unnatural and sometimes even dangerous place, without an accompanying, oppressive sense of an actual threat.

Pacific Drive conveys that more relaxed tone in a number of ways. The game’s narrative is largely conveyed by scientists who’ve stayed behind in the Zone to study it after the government evacuated years earlier, who give a lot of the proceedings a comedic tone. The small cast is never especially perturbed by the lethality of the Zone, even as they sometimes send you to do things like launch your car off a bridge in the name of an experiment.

You can also tune your car’s radio to play music from the game’s soundtrack of relatively folksy, chill tunes, playing up the “drive through the woods” feel while undercutting the “impossible realm that defies the laws of nature” aspect.

As you progress in your exploration of the Zone, you can unlock highway stretches that serve as shortcuts to travel longer distances with fewer stops, and which serve to provide something of a more relaxed, less dangerous opportunity to just drive. Between trips, you go back to your garage, an eminently safe place, to maintain and upgrade your car, and the fantasy of being a mechanic working on a vehicle you’re highly familiar with is a big part of the game experience. The garage even contains an anomaly of its own–a friendly Dumpster that will spit out crafting components, often anticipating whatever it is you need but don’t have for your current project.

“This is something that’s really important to me, being able to give people that feeling of relief, because I do think that, especially, sound can be very overwhelming sometimes,” Halberstadt said. “So it’s just, for me, really about being super conscious about it and not only designing with that in mind, so like making sure it doesn’t kind of like trigger any, like, pain tendencies when you’re hearing it, but to play the game a lot and just pay attention to how I’m feeling and, like, lowering volumes quite a lot when they’re too intense.”

As Rosen noted, even the most “dangerous” anomalies mostly ignore you, and because the game’s focus is on driving, all the anomaly designs had to be somewhat restrained so that players could understand and avoid them while driving. Dracott also mentioned that a key part of the survival game feel is the “poke it with a stick” approach to gameplay, to make sure players were able to learn about the world around them without being too freaked out by it.

Still, the fact that the Zone is largely indifferent to the player can, again, play into the sense that it’s unnatural, especially as so much of what populates the Zone is life made up of the trash and machinery added to it by the humans who were studying it.

“I think the fact that the zone is sort of indifferent to you, it’s an ecology that is a dangerous ecology to exist in, is part of that sort of simmering aspect of the ‘horror,’ where … we don’t have much that is focused on you and aggressive towards you. If you kind of stray into its domain and then it’ll take notice and feel some kind of way in a lot of cases. But there’s this kind of aspect of if you leave it well enough alone, then it’ll leave you alone, which makes it all feel really precarious.”

Drive for your life

Things get harrowing as the storm sweeps in and you drive as fast as you can toward the big orange light that can teleport you home.

Not all of Pacific Drive is ambient tension and creepy but ultimately underplayed threats. Sometimes, things get legitimately death-defying.

Whenever you go out on a run into the Zone, it’s a one-way trip. Eventually, if you hang around an area too long, a siren will sound, warning you of rising instability in the area. This takes the shape of a storm that’s not unlike the collapsing circle of a battle royale game, forcing you to vacate the area or risk a slow, irradiated death that even your car can’t save you from.

Escaping back to the garage isn’t a drive back the way you came, but instead a head-long charge into a huge column of overwhelming orange light that teleports you home instantly. You can activate that column once you’ve scrounged up enough special energy objects from around the Zone, but you have to be a certain distance away, and doing so immediately triggers the storm–meaning that every escape becomes a high-speed chase.

A weather anomaly in the deepest parts of the Zone is called a meteor shower, but that doesn’t do it justice by any stretch. The “meteors” that fall are not small rocks but rectangular slabs of stone, more akin to double-wide trailers, slamming into the ground ahead of you to form a concrete city of death as you’re driving through it.

All that to say that Pacific Drive can get your heart pumping with more than spooky sounds and the occasional mannequin standing right behind you when you turn around.

“We wanted to make sure that there were some things in the game that sort of dwarfed everything else that you’d seen,” Rosen said of the huge meteors and the colossal scale of things like the storm. “Because it’s pattern recognition, and being able to feel comfortable. And then you have something that sort of transgresses on your current mental model, and you’re like, ‘Okay, whoa, hold on–what else can happen? I’m suddenly worried.'”

That big irradiated rectangular rock fell OUT of the SKY.

“Just staying aware of all these different things and not knowing what can come crashing out of the sky really elevates that sense that nothing is reliable,” he continued. “And you know, we do all things at all different levels in the game to kind of stave off that pattern recognition as much as we can. Because the more tentative you feel and the more you feel like your plans might need to change at any moment, as they do with these larger gameplay moments, the more effective any other thing that we’re doing to kind of keep you with the hair on the back of your neck standing up is going to be.”

Unnerving possibility

At its heart, this is what makes Pacific Drive work and feel so unique–a game that can do scary and chill in equal measure. The elements Ironwood Studios has put together consistently make it feel like you haven’t seen everything that’s in the Zone, and that nothing you know is really trustworthy. The strange landscapes, the unnatural creatures, the spooky sounds: They all work to upend your sense of the rules of the place in myriad large and small ways. But not every instance of breaking the pattern or upending the rules is a scary or dangerous one.

Driving through the Zone in need of scrap metal to enhance my car’s defenses, I once came upon a whole road full of wrecked cars. But scattered throughout was also a huge crowd of tourists, the crash test dummies that sometimes move when you’re not looking at them. Another important tidbit: Touch, run over, or otherwise smack a tourist, and it will explode, often creating a chain reaction with its brethren.

I parked and carefully walked among the wrecks, trying to keep the tourists in sight as I started using my scrapper, essentially a portable grinder for tearing up metal, on one of the cars. Too late I realized its durability had nearly run out, and this early in the run, I knew I didn’t have the components necessary to make a new one.

Tourists are some of the creepiest anomalies in the Zone, but even they do things that are unexpected.

I was digging through my inventory when the sound of something heavy hitting pavement seemed to explode in my headphones, right next to me. I jumped in my seat, slammed the Escape key to get out of the menu, and looked around, expecting to see a horde of frozen statues standing inches away.

Instead, the nearest tourist was still 10 or 15 feet off, but it looked different somehow. I looked down to where I’d heard the sound and saw not a murderous inanimate object, but a fresh scrapper to replace my broken one. The tourist, I slowly realized, had helpfully tossed it to me–something I had no idea they could do.

Rosen noted that, whenever you pop open a car trunk with your handy pry bar, there’s something like a 2% chance that a bunny might pop out for a light jump scare.

“It’s an infrequent enough thing that it remains surprising, and having like a bunch of little things like that, where it kind of subvert your expectations or surprises you in some ways, keeps you in that headspace where you know, obviously, it’s a game, it is a bounded possibility space at some point, but you don’t feel like you ever have a grip on what it is that could happen,” he said. “And therefore, it allows your imagination to really like run wild when you do hear those bumps in the night and those random noises that are kind of surrounding you and contributing to that feeling of, well, you know, I’ve seen this thing once in my 30 hours of play–who’s to say that sound couldn’t be something else new?”

George Miller’s Already Working On His Next Mad Max Story

Later this month, Furiosa: A Mad Max Saga will give Anya Taylor-Joy’s Imperator Furiosa an origin story that takes place years before her first appearance in Mad Max: Fury Road. But just because this is Furiosa’s film, it doesn’t mean that there’s no sign of Mad Max himself. While speaking with EW, Furiosa director George Miller confirmed that there will be a brief appearance by his iconic character as an Easter Egg for fans. It may also lead to the next film in the franchise.

“In doing what we did in the preparation of Mad Max: Fury Road, we also wrote what happened to Max in the year before we encounter him in [that film],” said Miller. “And as we get towards the end of [Furiosa], the chronology, basically, we had to see that Mad Max was lurking around somewhere because we do know what happened. The writers know what happened to Mad Max in that year before, and we have a whole story of that, which I would like to do sometime if I get the chance.”

Miller also clarified that this previously untold Mad Max story isn’t written down as a script yet. But that’s next on the agenda for Miller.

“Well, we are certainly working on it,” noted Miller. “And as I say, we wrote that basically as a novella, and now we’ve got a chance, we will get that into a screenplay form, and then we’ll take it from there.”

Chris Hemsworth’s Warlord Dementus will be the primary villain of Furiosa, but Lachy Hulme will also appear as Fury Road’s nemesis, Immortan Joe. Presumably the film will also explain how Furiosa sided with Joe before turning against him in Fury Road.

Furiosa: A Mad Max Saga will hit theaters on Friday, May 23.

Take-Two Reportedly Shutting Down Two Studios As Part Of Latest Layoffs – Report

Take-Two Interactive is reportedly shutting down two of its studios: Roll7 and Intercept Games. The former is known for Rollerdrome and OlliOlli while the latter was working on Kerbal Space Program 2.

According to Bloomberg, Take-Two will be offering severance agreements to the developers at Roll7. Additionally, since Intercept Games is based in Seattle, Washington, Take-Two is subject to the WARN act, which states that employees must be given at least 60 days notice before being laid off.

As a result, a notice was filed with the Washington State Employment Security Department today that stated Take-Two would be laying off 70 employees, which is roughly the number of people at Intercept Games.

With the studio effectively shutting down, the fate of Kerbal Space Program 2 is unclear. In a statement to Game Developer, a spokesperson said that the game’s publisher, Private Division, would continue to support it. The game is currently still in Steam Early Access.

Last month, Take-Two announced that it would be cutting its workforce by about 5%, as well as cancel some unspecified projects as part of ongoing cost reductions.

This is yet another announcement of ongoing layoffs in the game industry, as the Sony-owned Firesprite let go of an unspecified number of employees yesterday, including the director of Horizon Call of the Mountain.

Josh Brolin Really Wanted To Be In Deadpool & Wolverine

Prior to Disney’s purchase of 20th Century Fox’s entertainment assets in 2019, Josh Brolin was one of the few actors with a foot in the MCU and in the X-Men-related films. Brolin portrayed Thanos starting in 2014’s Guardians of the Galaxy before playing Cable in Deadpool 2 in 2018. Given Cable’s connection to Deadpool, it was largely assumed that Brolin would at least make an appearance in Deadpool & Wolverine. But during his recent appearance on The Playlist‘s Bingeworthy podcast, Brolin expressed his disappointment that he won’t be coming back.

“I so wanted to be in that movie,” said Brolin while promoting the second season of his Prime Video series, Outer Range. “[Marvel] is a more complex labyrinth than Outer Range will ever be, my friend… And I will never know where that went or what that is or what I’m involved with or what I’m not involved with–the MCU being involved now. Cable was a lot of fun. I really liked doing that role. That was a lot of fun.”

Regardless of being left out of the sequel, Brolin expressed his admiration for the film’s stars, Ryan Reynolds and Hugh Jackman.

“Hugh [Jackman], I’m absolutely in love with,” said Brolin. “I know Ryan [Reynolds] now, and I’ve met Hugh a couple of times, and I think when he did Logan–forget it! I mean, Scott Frank, who wrote it, is a good friend of mine and I just think the coming together of [these characters] is just fantastic. And Hugh, I don’t know how old Hugh is now–is he 56, 57? I mean, seriously, the dude doesn’t age. So, yeah. I’m a big fan of his.”

Deadpool & Wolverine will hit theaters on Friday, July 26.

Horizon Call Of The Mountain Dev Hit With More Layoffs, Director Departs

The developer of Horizon Call of the Mountain, Firesprite Studios, has laid of the game’s director, Alex Barnes. It’s unclear how many other developers aside from him were impacted by Firesprite’s latest redundancies.

Barnes announced his departure on Twitter yesterday, saying that he had been let go from Firesprite after nearly seven years of working there. “The people at Firesprite and Guerrilla that pulled together to build Horizon Call of the Mountain were some of the most talented and dedicated developers I’ve had the pleasure to work with,” he explained. “It has been the honor of a lifetime to have been a Game Director with a team like this.”

Back in February, Sony laid off around 900 employees, and Firesprite’s next project, which was reportedly a Twisted Metal game, was apparently canceled. However, the Horizon online game is reportedly still in production.

There have also been reports of a toxic work culture brewing inside of Firesprite, as the studio experienced high-profile exits, and an alleged crunch on Horizon Call of the Mountain that led to low morale.

Stay At The X-Mansion With AirBnb, Danger Room Included

AirBnb has announced it’s summer lineup for it’s Icons experiences which includes the X-Mansion from the X-Men ’97 on Disney+. Bookings will open later today as Jubliee, who will play host to you and seven guests will explore the mansion that includes characters’ bedrooms, Cerebro’s station, Beast’s lab, and even the Danger Room. AirBnb has done a few pop culture-themed listings before with Barbie’s Dreamhouse, Shrek’s Swamp, and the Home Alone house.

Icons will be featured in their own category on Airbnb’s website. Most Icons will either be free or priced under $100 per guest, but the process of getting one is different than landing a regular reservation. There will be a countdown display until the time each Icon goes live, and guests can request to book through the app. Lucky guests who are picked will get a digital golden ticket, and there will be more than 4,000 tickets available in 2024.

Separately, additional guests will be able to partake in a two-hour X-Men experience at the X-Mansion as a day trip. Check out some photos below of what you can expect. You have to appreciate the detail and the illustrated feel of the environment.

Gallery

The four-bedroom, five-bed, and two-and-a-half-bathroom New Castle estate is just one of 11 experiences for 2024. “Icons take you inside worlds that only existed in your imagination–until now,” Brian Chesky, Airbnb co-founder and CEO, said in a press release. “As life becomes increasingly digital, we’re focused on bringing more magic into the real world. With Icons, we’ve created the most extraordinary experiences on Earth.”

The season finale of X-Men ’97 aired today and you can watch all episodes of Season 1 on Disney+ now.

Humble’s Comic Bundle Gets You A Ton Of Witcher And Cyberpunk Comics For $18

Deep and expansive storytelling is one of the elements that has made so many people die-hard fans of CD Projekt Red’s RPGs. In both The Witcher series and in the more recently released Cyberpunk 2077, it’s the rich worlds and fascinating characters that draw players in and keep them exploring for tens or even hundreds of hours. You can get even more out of the worlds of CD Projekt Red’s games with the Humble Comic Bundle, which offers 19 Witcher and Cyberpunk digital comics for less than a dollar each.

The Comic Bundle on Humble offers six comics telling stories in the world of Cyberpunk 2077, alongside seven based on CD Projekt Red’s take on The Witcher. It also includes two graphic novel versions of Witcher short stories written by Andrzej Sapkowski, the author of the novels on which the Witcher games are based, as well as The World of The Witcher and The World of Cyberpunk 2077, two books that dig into the lore of each respective world. Finally, there’s Gwent: Art of the Witcher Card Game, which gives a closer look at CD Projekt’s other game addition to the Witcher world.

As with other Humble Bundles, the price you choose dictates what you get from the package. Paying a dollar will net you two comics: The Witcher Volume 1: Heart of Glass and Cyberpunk 2077: Your Voice. Going up to $10 gets you three Cyberpunk stories and five Witcher stories. At $18, you get the full slate of books, all in digital formats.

You can also dictate how much of your sale price goes to the Comic Bundle’s charity, SpecialEffect, which aims to help video game fans with physical disabilities, and choose to pay more than the $18 suggested price, if you’re so inclined.

Amazon has even more deals on Witcher and Cyberpunk 2077 stories, including on the novels that inspired the game and on additional graphic novels that aren’t included in the Comic Bundle. Check out the list below.

Cyberpunk 2077 Book Deals

The Witcher Book Deals

Destiny 2 Blast Furnace Guide – How To Get It, Curated Roll, And God Roll

Destiny 2‘s Brave arsenal is complete this week with the release Blast Furnace, one of the best pulse rifles to ever hit the game. Originally released in the Season of the Forge with the rest of the Black Armory weapons, Blast Furnace was disappointingly sunset with the Beyond Light expansion. But this deadly accurate pulse rifle is back, ready to help you menace Guardians and aliens alike with lethal headshots at long ranges.

The Brave arsenal weapons, like this week’s other storied weapon, Luna’s Howl, all first require you to complete a quest to unlock them. That’ll get you a curated version of Blast Furnace, after which you can farm your preferred god rolls. Here’s what you need to know to get Blast Furnace and which rolls you should be chasing.

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How To Unlock Blast Furnace

It’s the case with all the Brave arsenal weapons released in Into the Light, you can get Blast Furnace by completing quests in the Hall of Champions and taking part in the new Onslaught activity. You’ll first need to complete the Feats of Strength quest with Lord Shaxx in order to unlock the full potential of the Hall of Champions. That also means knocking out the first weapon-specific quest you can pick up from Shaxx’s right-hand bot, Arcite 99-40, called Stranger Danger.

With Feats of Strength done, you’re now able to pick up additional weapon quests from Arcite that cover all the available Brave arsenal weapons. This week unlocks the last of them, making the Blast Furnace quest available to grab immediately.

Complete Arcite’s Blast from the Past quest will unlock Blast furnace. Like the other weapon quests, it has two different means of completing it:

  • Rapidly defeat enemies using a pulse rifle anywhere in the system, with bonus progress for rapid final blows in Onslaught, or:
  • Defeat Guardians and combatants using pulse rifles.

Any pulse rifle will do for these steps, although the fastest way to unlock Blast Furnace is probably doing a few rounds of Onslaught and shooting all clearing groups of weak enemies–we knocked out the precision kill requirement in about 15 waves.

Once you’ve completed the quest, you can visit the holographic statue of Lord Shaxx that’s holding the gun to “attune” it. When you attune a weapon, you’ll receive it as a random reward from Onslaught activities and Trophies of Bravery chests much more often than normal. Use attunement to farm Onslaught and chase the rolls you want the most.

You’ll also get Bungie’s curated version of Blast Furnace, which packs Kill Clip and Perpetual Motion as its perks, as well as high stability and range. Both are solid options for both PvE and PvP activities, with Kill Clip being highly effective for dropping Guardians in the Crucible.

Blast Furnace

Blast Furnace Curated Perks

  • Barrel: Smallbore
    • +7 Stability, +7 Range
  • Magazine: Tactical Magazine
    • +5 Stability, +10 Reload Speed, +4 Magazine size
  • First Column: Perpetual Motion
    • This weapon gains bonus stability, handling, and reload speed when the wielder is in motion.
  • Second Column: Kill Clip
    • Reloading after a kill grants increased damage.
  • Origin Perk: Indomitability
    • Kills with this weapon provide grenade energy if you’re using a Light subclass, or melee energy if you’re using a Dark subclass

Blast Furnace God Rolls

Blast Furnace was a menace in the Crucible, and while the Brave version has new perks that make it viable in PvE as well, it’s ready to tear Guardians apart once again. The main benefit of this pulse is how hyper-accurate it can be over long ranges, allowing you to land a lot of shots easily and take down players quickly.

Blast Furnace PvP God Roll

  • Barrel: Arrowhead Break
    • +10 Handling, +30 Recoil
  • Magazine: Accurized Rounds
  • First Perk: Headseeker
    • Body shots landed with this weapon increase precision damage and aim assist for a short time. Body shots landed while the perk is active refresh the timer.
  • Second Perk: Kill Clip
    • Reloading after a kill grants increased damage.
  • Masterwork: Stability

Stability and range are the main stats you want to focus on, but keep an eye on the recoil as well–if it feels like Blast Furnace is bucking around a lot, look for a roll that can tune up your recoil direction as well. It’s pretty easy to get Blast Furnace’s range stat up pretty high, so a Stability Masterwork can help you keep up your accuracy.

For perks, Headseeker and Kill Clip are an extremely powerful combination, especially with high stability and good recoil control, allowing you to activate Headseeker consistently. A quick reload between battles can give you a damage boost that makes it even easier to take down enemies, especially with a lot of range. There are other good options here too, though, like Zen Moment and Keep Away, which will help you become and stay more accurate.

Rapid Hit can also pair very well with other perks as an alternative to Kill Clip if you’re not feeling like you’re likely to win multiple fights in a row, and Desperate Measures gives a damage boost that’s a little easier to activate than other alternatives.

Blast Furnace PvE God Roll

  • Barrel: Arrowhead Break / Corkscrew Rifling
    • Arrowhead Break: +30 Recoil, +10 Handling
    • Corkscrew Rifling: +5 Range, +5 Stability, +5 Handling
  • Magazine: Tactical Mag
    • +4 Magazine size, +5 Stability, +10 Reload speed
  • First Perk: Kinetic Tremors
    • Sustained kinetic damage on a target creates a shockwave that damages any nearby enemies.
  • Second Perk: Firefly / All-For-One
    • Firefly: Precision final blows with this weapon increase reload speed and cause the target to explode, dealing Solar damage to nearby enemies.
    • One For All: Hitting three separate targets increases damage for a moderate duration.
  • Masterwork: Range / Reload Speed

There are quite a few potential options for Blast Furnace that make it useful in PvE, but if you’re going to chase a roll that makes the gun feel different from (most) alternatives, it should probably be Kinetic Tremors and Firefly. These two perks pair together to create area-of-effect blasts that can ravage nearby enemies. You can get this combo on Hung Jury as well, but that doesn’t make it any less fun to use here. Alternatively, One For All stands as a fun replacement for Firefly, since Kinetic Tremors makes it really easy to activate.

There are a lot of great guns in the Brave arsenal–check out our god roll guides for The Mountaintop, The Recluse, and Luna’s Howl.

AFK Journey Codes – Free Diamonds And More

AFK Journey, like many other live-service games–such as Genshin Impact and Honkai: Star Rail–has codes players can input into the game to receive rewards for their account. Rewards can be a variety of goodies such as weapons, characters, and materials, but in AFK Journey’s case, it is Diamonds and Gold.

These codes tend to be used one time per AFK Journey account. This guide will cover how to redeem codes in AFK Journey and list all currently redeemable codes to enter alongside what will be earned for each code entered.

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How To Redeem Codes In AFK Journey

In the main menu for AFK Journey:

  • Click on the three lines found at the bottom right corner
  • Click on the cog wheel that is represented as the Settings
  • Click on the Others tab
  • Click on the Promo Code and you are ready to redeem your codes
AFK Journey codes are routinely available.

AFK Journey Codes List

Below is a list of codes and their corresponding rewards for AFK Journey. Do you have them all entered?

Codes Reward
AFKJApril20

100 Diamonds + 50k Gold

AFKJN2024

188 Diamonds + 18K Gold

AFKJOURNEY88 100 Diamonds + 18K Gold
AFKJourneyAlpharad

100 Diamonds + 18k Gold

AFKJOURNEYART

327 Diamonds + 16K Gold

AFKJourneyCarbot

200 Diamonds + 40K Gold

AFKJOURNEYCMK

100 Diamonds + 18K Gold

AFKJOURNEYCREATOR

200 Diamonds + 18K Gold

AFKJourneyDE 100 Diamonds + 18K Gold
AFKJourneyDishPax 100 Diamonds
AFKJourneyHi 100 Diamonds + 18k Gold
AFKJourneyJianhao 200 Diamonds + 20K Gold
AFKJourneyJoshDub

100 Diamonds + 20K Gold

AFKJourneyLGIO

200 Diamonds + 20K Gold

AFKJourneyLilyPax

100 Diamonds

AFKJourneyMSA

200 Diamonds + 40K Gold

AFKJOURNEYNOGLA

200 Diamonds + 20K Gold

AFKJOURNEYPAX

400 Diamonds + 40K Gold

AFKJourneyPG0

100 Diamonds + 18k Gold

AFKJourneyPreston

200 Diamonds + 20k Gold

AFKJourneyRug

200 Diamonds + 18k Gold

AFKJourneySpecialedd

100 Diamonds + 18k Gold

AFKJourneySqueezie

200 Diamonds + 40K Gold

AFKJourneyTGT

200 Diamonds + 20K Gold

AFKJOURNEYTT

88 Diamonds + 16K Gold

AFKJOURNEYVG

200 Diamonds + 20K Gold

AFKJourneyViva

200 Diamonds + 20K Gold

AFKJOURNEYZANNY

100 Diamonds + 18K Gold

AFKJourneyZekiaPax

100 Diamonds