Tears of the Kingdom Players Are Cleverly Cheating Korok Rock Puzzles With Fuse

The Tears of the Kingdom community has discovered a new time saving trick that allows players to solve select Korok puzzles in a matter of seconds using Link’s weapon fuse ability.

Pointed out by Twitter user aquatic_ambi (below), the Korok puzzles that have Link find a missing rock to complete a pattern on the ground can be completed using a rock-fused weapon. By performing a jump attack at the location of the missing pebble using said weapon, or by otherwise positioning the rock end in the gap, the puzzle will be considered complete.

“You have done us all a great service today. Now if you’ll excuse me, I have to recover from my mind getting blow by this,” said one of the many Twitter users responding to the video highlighting the trick.

“Excuse me what? I swear this game just has way too many things that I haven’t discovered yet,” commented another excited player. “It counts?!,” digitally shrieked another, “What the heck have I been doing”.

Regardless, it’s a timesaver in a game packed with exciting things to do, and represents yet another way that players are making use of Link’s new abilities to get one over on and generally torment the woodland folk.

Take a look at our Tears of the Kingdom Walkthrough and Guide for more tips and tricks to help you make the most of your adventure through Hyrule. In fact, you can start right here:

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Screenshot Saturday Tuesday: The most realistic game about video game journalists

Every weekend, indie devs show off current work on Twitter’s #screenshotsaturday tag. And every week, I bring you a selection of these snaps and clips. We’re running late again because of Monday’s holiday, but the games are still just as good. This week, my eye has been caught by big spaceships, some sort of Looney Tunes logic take on Hitman, and a game about the very real lives of the video games media. Come see!

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System Shock: The oral history of a forward-thinking PC classic

For a certain sort of PC gaming fan, System Shock is where it all began. 30 years of immersive sim development started here, as Looking Glass escaped the restraints of the RPG genre and embraced thoughtful first-person action. SHODAN broke free, and the world was never the same. Without System Shock, there would be no Thief or Gloomwood, no Prey or Dead Space. Bioshock was conceived as its sequel. The creative figureheads behind Deus Ex and Dishonored were wrapped up in its creation, and forever changed by contact with Looking Glass and its unique philosophy.

Countless studios have used Citadel Station as a star to steer by, measuring their own work against System Shock’s commitment to simulation, dense atmosphere, and method-ish refusal to break character. This was not so much a game as an alternate reality. As one of our interviewees tells us: “We were trying to build the holodeck.”

Here’s the story of how it was made, as told by the people who made it.

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Creatures Inc. Undertakes A Significant Change In Leadership

Update: Hirokazu Tanaka to remain as ‘Creative Fellow’.

Update : Creatures Inc. has confirmed on its official website that Hirokazu “Hip” Tanaka has retired from his previous position as President and will continue to work with the company in the future as a Creative Fellow.

It has also confirmed that Tsunekazu Ishihara will continue to be involved in the overall management of the company as a founder, despite his own resignation as CEO.

Read the full article on nintendolife.com

Street Fighter 6 Review

Remember when Street Fighter 5 came out and a lot of people were disappointed by its distinct lack of meat on its bones? Street Fighter 6 is the polar opposite. Complete with an excellent 18-character roster of both new and returning fighters rendered in a killer new art style, an incredibly ambitious online Battle Hub that puts all other online fighting game lobby systems to shame, and just about everything you could ever ask for when it comes to training tools and systems to help you get better at fighting games, it’s a spectacularly feature-rich fighting game. Street Fighter 6 takes many swings in many different directions, and though not every blow connects, the ones that do are absolute knockouts.

The gameplay of every Street Fighter game since Street Fighter 2 can generally be defined by a unique mechanic. Street Fighter 3 had parries, 4 had focus attacks, 5 had the V-System, and now Street Fighter 6 has the Drive System. And for my money, it’s the best the series has ever seen.

Every character gains access to five powerful abilities that are all governed by their Drive Gauge: Overdrive special moves, Drive Rush, Drive Parry, Drive Reversals, and Drive Impact. Overdrives are essentially the new EX Special Moves and cost two bars, Drive Rush allows you to quickly close the distance between you and your opponent at the cost of one bar (or cancel out of specific normal attacks at the cost of three bars), Drive Reversals allow you to get an opponent off of you while you’re blocking their attack at the cost of two bars, and Drive Impacts… well we’ll get into those in a bit.

I love this system for a lot of reasons, but chief among them is that it opens up so many options, and at the start of every round you have a full meter and have access to all of them. There’s no building this meter up, or worrying about the amount you’ll have left over for the next round. I could start aggressively by using a Drive Rush right out of the gate to put on pressure; I could save my meter for Overdrive special moves to increase the damage of my combos; or I could fish for a crouching medium kick and then Drive Rush cancel it to convert big damage off of a single hit. Those are just a few of the options, and managing them makes the already extremely cerebral fighting of Street Fighter 6 even more enjoyable.

Managing your Drive Meter makes the already cerebral fighting even more enjoyable.

The way it’s handled when you run out of Drive Meter is also excellent: your character enters a Burnout state where you’re completely unable to use any Drive Meter-related techniques; your opponent’s attacks become more advantageous on both block and hit; you take chip damage, and Drive Impacts are even scarier than before (I swear, we’ll get to Drive Impacts in just a bit).

Being in Burnout is a terrible position, but it is far from an unwinnable situation. You still move at the same speed, your attacks do the same damage, you still have access to all of your super moves, and while your opponent’s Drive Impacts are a huge threat, you know that they’ll be looking to do them, which can lead to some interesting mind games on both sides. Some of the most tense and fun matches I’ve had in Street Fighter 6 have been when I managed to pull out a victory even while in Burnout.

Now let’s talk about Drive Impact, because I have a feeling that for a lot of people, whether or not they enjoy Street Fighter 6 is largely going to come down to their feelings on this one move. Drive Impact only costs one bar of drive meter to use, it has super armor that can absorb up to two hits, and if it hits while your opponent is in the middle of their own attack they will be knocked into a crumpled state, giving you a full combo. And that’s not at all! Even if they block it they get blown back and lose half a bar of Drive Meter, and if they get backed into the corner you get to follow it up with a combo. That’s not all either! Remember how I said that they’re even more scary when you’re in Burnout? Well, if you block a Drive Impact and you’re close to the wall you get stunned and you’ll eat a full combo in the corner, even though you blocked their attack. It’s one of the most powerful universal mechanics I’ve ever seen in a fighting game, and if you don’t respect it, you will get crushed by it.

And yet, I love Drive Impacts, because they’re tuned so that they’re just reactable enough to be defended against if you’re looking out for them, but also still fast enough to catch you by surprise if you’re not. All you have to do is Drive Impact them right back: you’ll absorb their attack, hit with yours, and now the roles have reversed so that you get the opportunity for a full combo. Countering Drive Impacts is just so incredibly satisfying, especially when it’s the key to you turning the tables and winning a tight round.

The New World Warriors

Street Fighter 6’s roster of 18 characters is mostly familiar, with 12 returning characters and six being entirely new, but even the returning characters feel fresh thanks to new quirks added to their move sets. Ken’s command run, for example, now changes up the properties of several of his special moves when he uses them out of it, giving them EX-like properties without having to spend Drive Meter on them; Cammy can now charge her special moves and give them V-Trigger like qualities; and Dee Jay has a ton of new feints that make him an extremely tricky character to use and play against.

The new blood, meanwhile, are some of the best additions Street Fighter has seen. Kimberly is a clear standout, with a ninja-inspired moveset that has her closing the distance with quick teleports, piledriving you into the ground with Izuna drop-like air throws, and mixing you up with tricky leaps from half a screen away. Jamie, meanwhile, is a drunken melee powerhouse who is able to buff himself by taking swigs of his flask, and once he takes four drinks pretty much all of his moves become extremely dangerous with multi-hitting attacks that left me totally clueless on when it was actually my turn to try and fight back until I labbed against him in training mode.

Pretty much every Street Fighter character archetype has representation here. You’ve got your grapplers in Zangief and Manon; your rushdown fighters in Ken, Jamie, and Cammy; your zoners with Guile, Dhalsim, and JP; and your powerhouse bruisers in Marissa and Honda. It’s everything I want out of a roster.

Gonna Take You For a Ride

World Tour is an ambitious single-player mode, and while it is a big step up from Street Fighter 5’s attempt at a cinematic story mode (and anything else Street Fighter has done before) it’s certainly the weakest part of Street Fighter 6. It’s at least a great idea: It’s a surprisingly enormous RPG that allows you to take a created character into the world of Street Fighter, interacting with the playable roster by becoming their disciple and learning their moves, and then building them up from scratch by leveling up, equipping various types of stat-altering gear, and selecting powerful skills. It also does a good job of teaching new players the fundamentals of Street Fighter 6 by including lessons as sidequests, with steadily increasing difficulty over the course of about 20 hours.

However, RPGs live and die by their stories, and the story of World Tour is unbelievably dull. With paper-thin characters, predictable plot twists, and a mute protagonist whose main purpose is just to be an errand boy for various gangs and factions, there’s nothing to get excited about. It feels like it was written with the primary purpose of having your character jump around to various countries to meet the roster characters, and yet it never really bothers to justify those trips. In one chapter, a random gangster all of sudden tells me that I need to get her bag back that my buddy stole. And so without any objection, the most reasonable solution is for me to make a global trip to Rome in order to fashion a counterfeit bag that I can hopefully use to fool the gangster into thinking I got her bag back. In another chapter I had to go to Jamaica and Brazil because my original mentor, Luke, wanted souvenirs from those places and doesn’t know how to shop online I guess?

At least the tone is goofy and fun, which is a great fit for Street Fighter. You can fight just about anyone on the street, regardless of whether they deserve a Rising Uppercut to the face or not; it’s fun to use ridiculous-looking moves like the Spinning Bird Kick to cross gaps like you’re a human helicopter, and there’s a surprising amount of enemy variety, many of which do an admirable job of teaching newer players how to deal with specific situations that will come up outside of story mode. Some enemies will favor blocking high, making them vulnerable to low attacks; others will stay permanently in the air and must be brought down by anti-air techniques; and others still will try to hang back and pepper you with projectiles, forcing you to fight them like you would a zoner-type character. And then you can also fight refrigerators… And Roombas. It’s weird, but in a very amusing, Yakuza-esque kind of way.

There’s also a variety of fun minigames that do a great job of “gamifying” techniques that you actually would use in a typical fight. In one of them you have to chop bottles by holding back for a second and then quickly moving the stick in the opposite direction and pressing a button, which is how you’d perform charge-type special moves on a character like Guile or Blanka; another has you making pizza by quickly performing special move inputs as they appear on screen; and another still has you using your combos to quickly destroy a big rig in a nod to the original car-busting minigame from Street Fighter 2.

The best thing about World Tour is outfitting your character with moves from every fighter.

The best thing about World Tour, though, and the thing that really serves as the carrot at the end of the stick, is the promise of being able to outfit your character with moves from every other fighter. By the end of the campaign I could use Dhalsim’s teleport to instantly appear behind an opponent, hit them with Zangief’s Spinning Piledriver, and then use Ken’s Dragonlash Kick to get right back up in their face. Being able to customize my character in ways that would make them absolutely broken in the real game is a lot of fun.

The issue is that it takes forever to level up a character’s style to the point where you learn new moves from them. You do this simply by using them, but even though I only used Luke’s and Ken’s throughout the entire mode, I still didn’t max out either of them. Those who love a good grind may enjoy having plenty left over to unlock after the 20 or so hours it takes to complete World Tour, but I would’ve liked the drip feed of new unlocks to be substantially faster considering the sheer amount of rewards there are to unlock by maxing out the ranks of each character.

I have many more issues with World Tour, but even despite them, I still had a fun time with it in the end. It’s a mode that’s more directly aimed toward people without a lot of fighting game experience, and I think those people will get a ton more out of it than I did. The character customization elements are great, the way it incentivizes fundamental lessons of how to play Street Fighter 6 by dressing them up as side missions and minigames is extremely well done, and there’s just an overwhelming amount of content to discover with two very large open worlds to explore (both of which have day and nighttime versions that each have their own set of side-missions to discover).

I Got Next

Another reason why you might want to go through World Tour mode is that you’re able to take your character and all the gear they’ve earned into the online Battle Hub, which is an online social space where you queue into both ranked and unranked matchmaking, or pull up on a cabinet much like you would in a local arcade and await challengers.

Online lobbies are not a new thing in the world of fighting games, and truthfully, I’ve never been the biggest fan of them, but Street Fighter 6’s implementation of the Battle Hub has won me over. For one, it’s super cool to look at because Street Fighter 6’s character creator is absolutely wild, and gives you the freedom to make beautiful creations with finely tuned features or unspeakable monsters with out of this world bodily proportions, and it’s fun to just wander around the hub and see what people have come up with.

There’s also a lot of things to do beyond just parking at a cabinet playing with either friends or random players. There’s a section of the hub where you can play a rotating selection of classic Capcom games like Final Fight and Street Fighter 2; another section where you can play Extreme Battles with party-like rule sets and gimmicks; a store where you can purchase more customizable clothes for your avatar with in-game currency; and you can even pit your created character against others in Avatar Battles.

But the most important thing about Battle Hub is that it’s all optional. If you don’t want to deal with it, you don’t have to. You can simply queue up for ranked or casual matches via a menu, go into training mode while you wait, or create a custom room for multiple friends without ever having to go through the Battle Hub – which is exactly how it should be.

The Little Things

What really pushes Street Fighter 6 over the edge is how it completely nails virtually everything outside of its main modes that you could ask for in a fighting game. Based on my experience playing pre-launch and in all three betas, including the open beta, its netcode is excellent; it’s got the best training mode I’ve ever seen in a fighting game, complete with frame data and cancel window data; it’s got extremely helpful character guides that make it very easy to learn a new character from scratch; combo trials that teach you practical combos for a variety of situations; load times are extremely quick and rematches are nearly instantaneous; you can search for replays with a ton of different filters to help you learn matchups; there’s crossplay across Xbox, PlayStation, and PC; you can create and join clubs; and so on. Many fighting games also have these features, but very few have all of them, and especially not right out of the gate.

Street Fighter 6 also deserves credit for really making an effort to welcome newcomers in innovative ways. On top of the World Tour mode, there’s also a new Modern control scheme that allows you to play without having to worry about character-specific command inputs or combo routes. Special moves are mapped to a button and a direction, much like Smash Brothers – there’s one button each for light, medium, and heavy attacks, you can execute combos by holding down an assist button and mashing one of the three attack buttons, and you can use super moves just by pressing two buttons at the same time.

The playing field is kept even by the fact that those using Modern Controls don’t have access to a character’s full repertoire of normal moves, but being able to perform special moves with just the press of a button is a tradeoff that makes the Modern Control style appealing even for those who aren’t beginners.

And for those who just want to hold forward and mash on one button to execute special moves and combos, there’s a new Dynamic control scheme that’s only usable offline and essentially lets the AI choose the attacks for you. Capcom’s really covered all the bases here.

Street Fighter 6 review: the former champ is finally back on top

Back in February 1991, Capcom released Street Fighter 2 to arcades. Unbeknownst to Capcom at the time, Street Fighter 2’s massive success would cause it to become the blueprint for fighting games – a genre the game effectively created upon its release. This blueprint proved to be so influential that even some of Street Fighter 2’s most underwhelming elements are still being parroted in fighting games today. As a result, more than 30 years later, one constant in the fighting game genre has always remained true: the story mode is gonna suck.

There have been some valiant attempts at rectifying this in the last decade, but the core issue has always remained the same; fighting games are inherently designed to be played against other people, and back-to-back fights with AI controlled characters will never be able to properly match the competition of the real thing. Yet, with Street Fighter 6, Capcom have seemingly done the impossible. Street Fighter 6 has the best story mode in any fighting game I’ve played. Admittedly a low bar, but still, Capcom could have easily half-assed the story mode, just as so many other fighting games still choose to do, and still have been widely praised based solely on the strength of its multiplayer. Instead, Capcom are offering fighting game developers a new blueprint to copy – one that prioritises teaching new players above everything else.

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Pokémon HOME Scarlet & Violet Maintenance Update Officially Underway

Expect compatibility soon.

Last week, The Pokémon Company announced it would finally begin rolling out the Scarlet and Violet compatibility update for Pokémon HOME on 30th May.

This day has now arrived, and if you had any doubts – there’s no need to worry, as it seems the cloud service really is getting this update today. Version 3.0.0 can be downloaded on Nintendo Switch, and as highlighted by Serebii.net on social media, maintenance has officially begun.

Read the full article on nintendolife.com

(For Southeast Asia) Days of Play 2023 sale kicks off on June 2

Hi everyone! Days of Play is back this week and we wanted to give you a quick look at some of the deals you can find across PlayStation Plus, PlayStation Store, and with additional offerings available at participating retailers.

Days of Play 2023 will begin on June 2 at 12:01AM until June 12 at 11:59PM local time in each region. Our official Days of Play site will be updated with more information later this week, so be sure to check the site for the latest details. Please note that offers may vary by region and are available while supplies last.

Here are some of the upcoming deals to look out for:

Save on PlayStation Plus memberships

Start, renew, or extend your PlayStation Plus membership during Days of Play at a discount. Get access to quality titles, from Monthly Games, to Game Trials, to the compelling Game Catalog and Classics Catalog with hundreds of blockbusters and classics to choose from – depending on the plan you choose.*

For both new and current PlayStation Plus members, all 12-month plans will be offered at 25% off – this includes Essential, Extra, and Deluxe.

Current PlayStation Plus Essential and Extra members can also receive 25% off a 1-month, 3-month, or 12-month membership when upgrading to a higher tier plan – it’s a great time to try PlayStation Plus Deluxe.

Offers on select digital games available on PlayStation Store

This year, save on a variety of digital games and add-ons on PlayStation Store. Offers vary by region, so head to PlayStation Store when Days of Play begins to view the full list of local deals.

There will also be additional deals on PlayStation accessories and games during this year’s Days of Play from participating local retailers; offers and availability may vary by region.

“Days of Play” Sales Offers

From 2nd June till 12th June 2023, customers can enjoy various offers upon purchase of the below products. Details as followed:

1. DualSense™ Wireless Controllers

SG

DualSense Wireless Controller*1Special Price
White / Midnight Black / Cosmic Red / Starlight Blue
Nova Pink / Galactic Purple / Gray Camouflage
SGD 72.90

ID

DualSense Wireless Controller*1Special Price
White / Midnight Black / Cosmic Red / Starlight Blue
Nova Pink / Galactic Purple / Gray Camouflage
IDR 989,000

PH

DualSense Wireless Controller*1Special Price
White / Midnight Black / Cosmic Red / Starlight Blue
Nova Pink / Galactic Purple / Gray Camouflage
PHP 2,990

MY

DualSense Wireless Controller*1Special Price
White / Midnight Black / Cosmic Red / Starlight Blue
Nova Pink / Galactic Purple / Gray Camouflage
MYR 269

TH

DualSense Wireless Controller*1Special Price
White / Midnight Black / Cosmic Red / Starlight Blue
Nova Pink / Galactic Purple / Gray Camouflage
THB 1,790

VN

DualSense Wireless Controller*1Special Price
White / Midnight Black / Cosmic Red / Starlight Blue
Nova Pink / Galactic Purple / Gray Camouflage
VND 1,549,000

2. Select PlayStation®5 (PS5™) and PlayStation®4 (PS4™) Software (Blu-ray Disc™ version)

Select PS5 and PS4 titles (Blu-ray Disc version) will be available at special prices as followed:

SG

PlatformSoftware TitleSpecial Price
PS4Marvel’s Spider-Man: Miles MoralesSGD 40.90
PS5Marvel’s Spider-Man: Miles MoralesSGD 40.90
PS4God of War RagnarökSGD 54.90
PS5God of War RagnarökSGD 67.90
PS5Horizon Forbidden WestSGD 54.90
PS5The Last of Us Part ISGD 67.90
PS5Gran Turismo 7SGD 54.90

ID

PlatformSoftware TitleSpecial Price
PS4Marvel’s Spider-Man: Miles MoralesIDR 439,000
PS5Marvel’s Spider-Man: Miles MoralesIDR 439,000
PS4God of War RagnarökIDR 579,000
PS5God of War RagnarökIDR 729,000
PS5Horizon Forbidden WestIDR 579,000
PS5The Last of Us Part IIDR 729,000
PS5Gran Turismo 7IDR 579,000

MY

PlatformSoftware TitleSpecial Price
PS4Marvel’s Spider-Man: Miles MoralesMYR 129
PS5Marvel’s Spider-Man: Miles MoralesMYR 129
PS4God of War RagnarökMYR 169
PS5God of War RagnarökMYR 209
PS5Horizon Forbidden WestMYR 169
PS5The Last of Us Part IMYR 209
PS5Gran Turismo 7MYR 169

PH

PlatformSoftware TitleSpecial Price
PS4Marvel’s Spider-Man: Miles MoralesPHP 1,490
PS5Marvel’s Spider-Man: Miles MoralesPHP 1,490
PS4God of War RagnarökPHP 1,990
PS5God of War RagnarökPHP 2,490
PS5Horizon Forbidden WestPHP 1,990
PS5The Last of Us Part IPHP 2,490
PS5Gran Turismo 7PHP 1,990

TH

PlatformSoftware TitleSpecial Price
PS4Marvel’s Spider-Man: Miles MoralesTHB 990
PS5Marvel’s Spider-Man: Miles MoralesTHB 990
PS4God of War RagnarökTHB 1,290
PS5God of War RagnarökTHB 1,690
PS5Horizon Forbidden WestTHB 1,290
PS5The Last of Us Part ITHB 1,690
PS5Gran Turismo 7THB 1,290

VN

PlatformSoftware TitleSpecial Price
PS4Marvel’s Spider-Man: Miles MoralesVND 749,000
PS5Marvel’s Spider-Man: Miles MoralesVND 749,000
PS4God of War RagnarökVND 999,000
PS5God of War RagnarökVND 1,249,000
PS5Horizon Forbidden WestVND 999,000
PS5The Last of Us Part IVND 1,249,000
PS5Gran Turismo 7VND 999,000

Be sure to check back on June 2 for details on this year’s promotion on the Days of Play 2023 site.

*Availability of Classics, Game Trials and Game Catalog varies over time, region/country, and plan. See https://www.playstation.com/Plus for details and updates on PlayStation Plus offerings. PlayStation Plus is an ongoing subscription subject to a recurring subscription fee taken automatically (at the then-current PlayStation Store price) at the frequency you choose at purchase until cancellation. Terms apply: play.st/psplus-usageterms.

*1 Color variations of DualSense Wireless Controller and software available at each retail store may vary. Please contact retail stores for details.

Marvel’s Spider-Man: Miles Morales
© 2023 MARVEL
© 2020 Sony Interactive Entertainment LLC.
Created and developed by Insomniac Games, Inc.
“Insomniac Games Logo” is a registered trademark or trademark of Insomniac Games, Inc.

God of War Ragnarök
©2022 Sony Interactive Entertainment LLC. God of War is a registered trademark of Sony Interactive Entertainment LLC and related companies in the U.S. and other countries.

Horizon Forbidden West
©2022 Sony Interactive Entertainment Europe. Developed by Guerrilla.

The Last of Us Part I
©2022 Sony Interactive Entertainment LLC. Created and developed by Naughty Dog LLC. The Last of Us is a registered trademark of Sony Interactive Entertainment LLC and related companies in the U.S. and other countries.

Gran Turismo 7
Gran Turismo® 7 © 2022 Sony Interactive Entertainment Inc. Developed by Polyphony Digital Inc. “Polyphony Digital logo”, “Gran Turismo” and “GT” are registered trademarks of Sony Interactive Entertainment Inc. Manufacturers, cars, names, brands and associated imagery featured in this game in some cases include trademarks and/or copyrighted materials of their respective owners. Any depiction or recreation of real-world locations, entities, businesses, or organizations is not intended to be or imply any sponsorship or endorsement of this game by such party or parties. All rights reserved.