Intel’s Arc A750 beats the RTX 3060 – and is $200 at Newegg

Intel’s Arc series of GPUs has continued to improve following the launch of the A750 and A770 last year, and now these RTX 3060 competitors have hit a new low price point in the US: $199.99 at Newegg.

That’s an awesome deal for an 8GB graphics card that delivers excellent RT performance for its tier, AV1 encoding/decoding and a solid upscaling solution in XeSS. If you’re in the market for a GPU that can handle 1080p gaming with a relatively modern motherboard that supports the Resizeable BAR feature, this is an awesome pickup for the money.

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UK Charts: Zelda: Tears Of The Kingdom Lands The Top Spot, Once Again

Tears of the competition.

After a brief delay, we now have the week’s charts for boxed sales in the UK and surprising absolutely nobody, The Legend of Zelda: Tears of the Kingdom has held onto the top spot after debuting in first place last week.

According to GamesIndustry.biz, Link’s latest outing has seen a 73% drop in sales week-on-week (though that is not unusual for a game which receives so much hype around its opening) and has now overtaken both Link’s Awakening on Switch and Ocarina of Time 3D to become the sixth best-selling Zelda title in UK history. All of that ain’t too bad after only two weeks on the market.

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Backbone One – PlayStation Edition launches on Android today

Today, we are thrilled to announce that Backbone One – PlayStation Edition, an officially licensed smartphone controller, is now available for both iOS and Android users internationally.

The reception we received when we recently announced Backbone One – PlayStation Edition for iOS has been incredibly exciting. We’ve seen many gamers take advantage of the PS Remote Play app feature, enabling gamers to play PS4 and PS5 games streamed from the console with the Backbone One – PlayStation Edition while they are out and about or anywhere in the home.* It has quickly become one of the most popular gaming features on the BackBone platform.

We’ve heard repeatedly from Android users asking for the same best-in-class gaming experience, so we’re excited to now offer Backbone One PlayStation Edition for Android  as well.

We’ve closely collaborated with the PlayStation team on the look and feel of Backbone One – PlayStation Edition for Android. The colors, materials and finishes are all inspired by the design of the DualSense wireless controller, including the transparent face buttons. It matches the look of the PS5 console, and if you already own the Pulse 3D wireless headset, you can connect it directly to your Backbone One via its 3.5mm headphone jack.

The latest update to the PS Remote Play app on Google Play allows for easy setup and play with Backbone One – PlayStation Edition. If you have access to broadband internet and a PS5 or PS4 console, plug an iPhone or Android device into the Backbone One and instantly start playing your PS5 and PS4 games with the power of the PS Remote Play app — whether that’s out and about or even elsewhere in the home*. See the PlayStation Remote Play website for more information.

When using the PlayStation App, players can double-tap the Options button on Backbone One – PlayStation Edition to easily access the app. Additionally, the latest PlayStation App update will also support controller-based navigation in landscape orientation to optimize the user experience.

Available games may differ by region.

Backbone One also works wonderfully with Google Play and App Store games as well as other game streaming services that support controllers, and may be used with games like Call of Duty: Mobile, Fortnite, Diablo Immortal, and more.

Players can download the Backbone App for a customized PlayStation experience. Inside the app, you’ll see various PlayStation integrations such as custom glyphs representing the iconic PlayStation shapes, and the ability to browse hundreds of game titles. The Backbone app on Android brings all your games into one place, including app store games and supported game streaming services. Players will also find a dedicated row inside the Backbone App with new releases and updates from PlayStation.

Finally, Backbone One PlayStation Edition will soon be available in Japan, Korea, Taiwan, Hong Kong, and Singapore, in addition to existing availability in the US, Canada, Latin America, Europe, Middle East, Australia, and New Zealand.

We hope Android owners will enjoy the PlayStation App, PS Remote Play experience and mobile native games with the Backbone One – PlayStation Edition. Visit PlayStation Support to find out more about how to set up Backbone One – PlayStation Edition for Android for use with PS Remote Play on Android and other compatible devices.

*A PS4 or PS5 console, the PS Remote Play App and an account for PlayStation Network are required to stream your games to other devices. PS Remote Play can be used with a mobile data connection or Wi-Fi. Broadband internet with at least 5Mbps is required. For a better PS Remote Play experience, a high-speed connection of at least 15Mbps is recommended using either Wi-Fi or mobile data connection. Titles that require PS VR, PS VR2, or other peripherals such as PlayStation camera are not compatible with PS Remote Play. Availability of DualSense features such as audio output and haptic effects vary when using PS Remote Play on Android, PC, Mac, iPhone or iPad, and some features may not be available.


Backbone One – PlayStation Edition launches on Android today

The Biggest Changes Coming to D&D’s Core Rulebooks Overhaul

Next year, all three of the Dungeons & Dragons core rulebooks will get revised versions that renovate Fifth Edition (known as 5E) to make a wide variety of tweaks and improvements. IGN was invited to Wizards of the Coast’s headquarters for an early look at what’s to come, and here is a comprehensive list of all the biggest changes we saw.

The Player’s Handbook Will Now Teach You How to Play D&D

Right off the bat, this is a pretty big improvement. One of the biggest hurdles to getting into D&D is that most times you need to “know a guy.” If you don’t know anyone who’s already familiar with the rules, it can be exceedingly difficult to get started, since the Player’s Handbook mostly just lists rules, but doesn’t offer much in the way of advice for actually organizing, running, or participating in a game session.

In the 2024 edition of 5E, there will be a section focused on teaching you how to play a tabletop RPG before it asks you to make a character. This is the first time such a chapter has ever existing in D&D and should be a welcome change to newcomers.

More Subclasses, Evenly Distributed

The imbalance between 5E’s 12 character classes becomes immediately obvious when looking at the number of subclasses offered. For example, in the current version wizards have a staggering eight subclasses to choose from while bards have only two.

But Jeremy Crawford, a Game Design Architect for D&D, tells IGN that this imbalance will be corrected in 2024’s version of 5E, as all 12 classes will now have four subclasses each.

They’re also just adding more subclasses in general, with a total of 48 available in the Player’s Handbook when it debuts next year.

An Overhaul to Backgrounds and Species

One of the biggest changes Wizards of the Coast disclosed was a rework to Backgrounds and Origins that can already be seen in the Unearthed Arcana preview content that’s already available online.

Backgrounds and Origins have now been folded into a new chapter of the book called “Character Origins,” which takes several elements of character creation and combines them. The chapter is used to answe the question: “Who was your character before they were an adventurer?” and has 144 pre-generated options that can be expanded upon and customized through homebrewing.

Going forward, player Backgrounds will now include a first-level Feat, primarily because that addition makes it possible in future setting materials to create new Backgrounds that include perks exclusive to those Backgrounds.

The section formerly referred to as “Race” is also being rebranded to “Species,” amid player feedback that the latter is more favorable (and accurate) to what is actually being selected by the player. While Race used to be an entire chapter, Species will now be folded into the Origins chapter.

A Bigger Focus on Social Encounters

While 5E has always been great at combat, the other two pillars of the game (social encounters and exploration) often feel much less developed. Wizards hopes to change this at least a little, as they told IGN that “any class that previously lacked out-of-combat utility is gaining it in some way, because we want to make sure that every character has the ability to shine.”

Some classes, like the bard, already have tons of tools for playing outside of combat, so they won’t be gaining any new options, but a lot of the non-magic classes will be getting an update. This includes barbarians, who already have a new ability in the Unearthed Arcana preview that gives them out-of-combat benefits to using their rage ability.

IGN also confirmed that the champions subclass for the fighter is getting some additions to address current non-combat gaps.

A More Focused Dungeon Master’s Guide

It’s no secret that the current version of D&D 5E includes lots of specific tidbits while omitting some pretty basic stuff that every Game Master is likely to deal with, like how to find players or what a game master screen is and how to use it, or how to deal with difficult players. These are all things that every GM is likely to confront during their tenure, and which the current version leaves for GMs to figure out for themselves.

In the 2024 version though, these kinds of questions will be explicitly answered as a means of taking a more hands-on approach to guiding the game’s administrators. There will even be parts dedicated to the creative part of running a game, like writing adventures, creating settings, and more.

There May Be a New Chapter About Building Bases

One thing that was teased by Wizards was a new chapter at the end of the Dungeon Master’s Guide called “Bastions,” which sounds like it’s going to provide rules and mechanics for players who want to build a base of operations for their characters in a campaign. It’s likely the section will contain content similar to third-party 5E expansions like Matt Colville’s Strongholds and Followers, which offers this as an option to players unofficially today.

Unfortunately the team at Wizards kept their cards pretty close to their chest when pressed for details, declining to confirm any real details at this time, but it certainly sounds like something every diehard D&D fan will want to keep a close eye on.

The Monster Manual Will Have More Baddies Than Ever

According to a Wizards representative, the new version of the Monster Manual “will be the biggest treasure trove of monsters the game has ever seen,” and will include new and returning monsters with a total stat block count that’s higher than any previous version.

No current monsters will have their challenge ratings changed (a score that helps GMs navigate encounter difficulty), but since not all monsters are meeting the level of challenge promised by their CR, some monsters will have their stats and abilities adjusted to meet their rating.

As for new monsters, Wizards will be providing more challenging monster ratings for existing enemy factions, with one representative specifically calling out a high CR fae creature, a super-powered Arch Hag, and an ooze monster with a 20+ CR.

The Core Rulebooks Will Not Be Released at the Same Time

While all three of the core rulebooks are being revised at the same time, they will not debut together. According to a Wizards representative, this is a limitation based on the extremely high volume at which they print their books, and their printing partners wouldn’t be able to handle so many copies all at the same time.

Instead, all three books will have staggered releases next year (though those exact dates remain unknown). When asked about the digital versions, which don’t have the same supply chain limitations as physical books, Wizards simply said they aren’t ready to discuss that just yet.

And there you have it! These are all the major changes confirmed to be coming to the core 5E Dungeons & Dragons rulebooks in 2024. For an extensive look at all the rulebooks coming out later this year, check out our breakdown.

Disclosure: This news story was obtained during a recent Dungeons & Dragons event hosted by Wizard of the Coast. The cost of IGN’s airfare and lodging was paid for by Wizards of the Coast as part of the event.

Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.

Warhammer 40,000: Boltgun Review

Perhaps the ultimate dream of a ‘90s Metalhead nerd, Warhammer 40,000: Boltgun is the fusion of retro-style first-person shooters with the beloved sci-fi universe that birthed the term “grimdark.” It gets a lot of fun mileage purely from combining the aesthetics, sense of story, and level design of a game like Duke Nukem 3D or the original Doom with the rich library of character designs that 40K has built up in its 35 or so years of history. You’re a Space Marine Sternguard, a decorated elite who doesn’t say much, and you’re on loan to the scary and very mean imperial Inquisition. Your job is to kill everything between you and… whatever objective you’re currently after. Don’t think too hard – there’s not much of a plot here, just a whole lot of old-fashioned running and gunning.

Across three chapters and a few dozen levels you’ll cleanse, purge, and kill every single Chaos-worshiping heretic and daemon on the extremely brown-and-gray forge world of Graia. (Easter egg: That’s also the setting of 2011’s Warhammer 40,000: Space Marine, which technically makes this a spinoff-sequel to that story.) You’re guided along the way by a little Servo-Skull who, in a delightful play on the usual annoying floating companion archetype, just offers deadpan in-universe commentary on the world around you – mostly to note things like how a nearby stack of boxes is organized in an unapproved, likely heretical fashion. It’ll also point out room exits in confusing bits, albeit inconsistently.

The retro cred of Boltgun is undeniable, though I have to note that you can turn down the pixelation and tweak the color filter to make it simpler to see what’s going on. That’ll leave you with more of a low-poly shooter with smooth textures and 2D sprite enemies if you for some reason are a mutant that prefers crisp lines and unmuddled distance views. For my part, I quite liked the visual filters and found the pixel style improves Boltgun’s look and feel.

The retro cred of Boltgun is undeniable.

It takes something like eight to 10 hours to beat the campaign, which starts a bit slow but ramps up quickly into a strong middle section, and ends on a spree of unremarkable end levels that’re punctuated with some really unexpected and fun gems. Like a lot of retro-shooters, Boltgun is probably best enjoyed by those who’re interested in challenging its hardest difficulties. That means getting the hang of the run-and-gun combat and movement abilities in a bid to master level layouts and weapon types – something that the weapons in Boltgun lend themselves well to, as each has a special job to do.

Speaking of weapons, there are eight of those plus your chainsword, which you can mash the button to rev in melee and make your enemies explode into strawberry jam. I was a particular fan of the sticky grenade-firing Vengeance Launcher (making its triumphant return from Space Marine) and the Heavy Bolter which, in true retro-shooter fashion, never requires a reload – it just keeps firing until your ammo pool is dry. Also of note are the long-range plasma gun, the cone-shaped blast of the melta gun, and the precision beam of the volkite caliver, all of which fill a useful niche in your arsenal.

Whether it’s the titular Boltgun, a nice shotgun, or the heavy-melting graviton gun, every weapon has a Strength stat and every enemy has one for Toughness. Weapons of lower Strength than a target’s Toughness deal much less damage, while more powerful weapons punch right through baddies. That means you need to adjust on the fly, making sure to conserve high-strength ammunition for high-toughness enemies – and know when to bust out the big guns to clear a crowd of mid-level baddies before they swamp you. If this sounds familiar to you then you probably play tabletop Warhammer and will deeply appreciate this level of commitment to the bit.

If you play tabletop Warhammer you will deeply appreciate this level of commitment to the bit.

Speaking of commitment: You have health in Boltgun, but you don’t have armor – you have Contempt. It’s a touch that’s deliciously suitable to the fanatical hyper-zealot warrior-monks that the Space Marines are and a nice callback to the infamous Space Marine mantra “My armour is contempt, my shield is disgust, my sword hatred. In the Emperor’s name, let none survive.”

And there sure are a lot of baddies to un-survive. Boltgun rarely seems afraid to throw big hordes at you, even in small spaces: several times per level you’ll hit a large space and the screen will tint red, indicating that you’ve entered “Purge Mode” and therefore are locked into a combat arena. This is where Boltgun shines, asking you to make the most of your superhuman jumps, sprints, charges, and immunity to fall damage to evade and obliterate overwhelming odds. Purge Mode enemies will keep spawning until you knock out a few key enemies – often the toughest ones like bigger Daemons, Chaos Terminators, and boss monsters.

They’re generally good enemies, to be honest. Nicely balanced between ranged and melee, they require you to switch tactics: No running around in the open against Chaos Terminators and their long-range autocannons, for example. Or the absolute jerks that are Chaos Champions, furious melee combatants who, when killed in any way that doesn’t turn them into giblets, will pray to their dark gods for a chance to return to life. There’s also a few with good, weird powers thrown in – like Pink Horrors, who become two Blue Horrors when killed. Delightful and true to 40K canon!

I also enjoyed the handful of bosses, and even when they repeated they were pretty nasty to fight: I always found it handy to find a secret cache with a vortex grenade and kept it on-hand for those occasions. Nothing ends a greater daemon’s day like a tiny black hole that’s also a portal straight back to space Hell.

Enemies are stupid as rocks.

There are just two problems with the horde of bad guys. The first is that enemies are stupid as rocks, generally content to let you gun them down from range if they can’t see you or get to you. It feels especially bad when it’s a melee enemy. They don’t even try to hide, which takes some of the satisfaction out of a kill. For many people, especially challenge-seekers, the braindead AI is where this game will risk losing them.

The other problem is that by halfway through the campaign you’ll have seen the last of the new enemy types and even bosses – there’s not more than 20 in total. Even obvious enemy variations would have been welcome: Every single Chaos Space Marine you fight is carrying the same boltgun and grenades, with not one plasma or meltagun to be seen. Even stranger to me is that while you fight plenty of Daemons it’s always either Plague or Change monsters – never a mix of the two, which seems like it would have been an easy way to provide a bit of variety.

In theory, this scarcity of enemy types should be counterable with strong level design. That remedy works for most of Boltgun, but by the end of the second chapter wandering corridors looking for colored keys starts to get a bit boring – a gameplay cliche I think we should have learned was a bad fit for this setting from 2003’s Warhammer 40K: Fire Warrior. It’s that connective tissue between those intense arena fights that starts to get a bit repetitive, and while there are secrets to try and find, none of them are particularly inventive – mostly just things hidden behind or inside a hexagonal grimdark shipping container. Not one illusionary wall to walk through or obtusely hidden door to discover (or if there are, I couldn’t find them).

To its credit, nearly every level has at least one standout part: you’ll battle through sprawling cathedral interiors, space defense cannons, forge complexes, and alien-dug caverns among others. I particularly liked one huge cathedral-like space with smaller churches suspended inside it, each of which had to be reached by jump pads. There’s also a great level set in a huge foundry where you fight up one side of a river of molten goop, then down the other.

There are some real standout levels here, too. The huge elevator on the orbital Crown station is a giant, repeated arena fight in a complex multi-level structure that I loved leaping and climbing around as I fought. As a rule I’ve always hated levels that are one giant elevator, but Boltgun can now proudly claim to be the exception that proves it.

Total War’s next stop is Ancient Egypt with Total War: Pharaoh

The next Total War game will be taking players to the Egyptian New Kingdom period, Sega and Creative Assembly have announced today, with the reveal of Total War: Pharaoh. Releasing in October 2023, Total War: Pharaoh will see the three great cultures of the people of Egypt, Canaan and Hittite battle it out as they determine who will be the next pharaoh. And it’s all set against the backdrop of the Bronze Age collapsing in on itself, with natural disasters to plan for, foreign powers to defend against, and the general unravelling of society as we know it. Lovely stuff. Come watch the reveal trailer below.

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Lords of the Fallen: Here’s What Comes in Each Edition

Lords of the Fallen is set to release for PS5, Xbox Series X|S, and PC on October 13. A spiritual successor to the 2014 game of the same name, this new installment promises a lot more of the Soulslike action-RPG gameplay that the first one offered. The game will be released in a handful of editions, with a collection of in-game bonus items for those who preorder. Though you may want to preorder at Best Buy, because you’ll get a free steelbook case. Below, we have full details about what comes in each edition, along with pricing and availability. Let’s dive in.

Preorder Lords of the Fallen (Standard Edition)

PS5

Xbox Series X|S

PC

Lords of the Fallen: Deluxe Edition

PS5

Xbox Series X|S

PC

The deluxe edition costs $10 more; it comes with the game, plus the following extras:

  • Dark Crusader starting class
  • Digital artbook
  • Digital soundtrack
  • 3D model viewer

Lords of the Fallen Collector’s Edition

The collector’s edition is exclusive to GameStop — and you have to be a PowerUp Pro member to preorder it. It costs $249.99 and comes with the game itself, plus the following items:

  • Dark Crusader Starting Class: DC Armour Set, DC Ultra Greatsword, DC Throwing Knives, DC Amulet
  • Unlock 3D Model View: Access to view all the characters, classes, enemies & levels
  • Luxury 50 page Artbook
  • Digital Soundtrack
  • Two-sided Poster
  • 3x Art Cards
  • SteelBook
  • 10″ Dark Crusader Figurine
  • Mood Lighting Figurine Display Case

Lords of the Fallen Preorder Bonus

Preoder at Best Buy, and you’ll get the steelbook case shown above for free.

Preorder the game at any retailer, and you’ll receive the following in-game items:

  • Exclusive bronze, silver, and gold armor tincts
  • 5x HP item
  • 5x MP item
  • 3x XP item

What Is Lords of the Fallen?

Technically, Lords of the Fallen is the spiritual successor to the 2014 game The Lords of the Fallen. But both games are obviously deeply inspired by From Software titles. The open world, gameplay, and enemy design of the new 2023 Lords of the Fallen certainly bears more than a passing resemblance to games like Dark Souls, Bloodborne, and Elden Ring.

The new Lords of the Fallen is set in a world that’s five times larger than the 2014 installment. It’s divided into two parallel worlds, that of the living and that of the dead. You carry a lantern that can give you a glimpse into the other world, where you might find treasure or enemies.

You play as a fully customizable character, with nine character classes to choose from. Along the way, you’ll amass an arsenal of weapons and spells as you fend off foes of all kinds, including enormous bosses that fill the screen. You can play the game solo, or team up with a friend in online co-op. Just like in the Soulsborne games, other players can invade your play session to challenge you.

Other Preorder Guides

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Twitter @_chrislreed or on Mastodon @chrislreed.

Indie immersive sim Ctrl Alt Ego adds a Sandbox mode generating new levels

I’ve said it before, but I really keep meaning to play Ctrl Alt Ego. Released last year, it’s a sci-fi immersive sim built all around classic abilities of the genre: remote control and possession. You bounce your digital consciousness between robots and devices and ach, I hear it’s great. I’ve bought it. I’ve installed it. I’ve played the first part of the tutorial. And then, who knows. One day. One day very soon. But right now, for people who have played it, good news: a free update has added a Sandbox mode generating squillions of new levels.

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Mini Review: Nightmare Reaper – A Roguelite, Boomer-Shlooter Bloodbath

Psychoactive.

Nightmare Reaper’s procedurally generated stages are as rawly aggressive as the thrash metal motifs that drive it. Coined a looter-shooter, it’s a roguelite that revels in retro visuals, blazing speeds, and the ensuing spectacle of its bloodbath.

In a novel move, it procedurally generates levels, meaning each time you die or start over, things have changed. The aesthetic alters by chapter, shifting from watery pits and spiky tombs to hospital wards and cities; and, if you can find them, space stations where pets can be purchased that help you uncover secrets. The layouts are mostly unique with each new playthrough, but hitting switches, finding keys, or locating suspicious walls to kick through is a constant. At its best, the procedural element generates levels that feel deliberate, which is impressive considering its layering. That said, it’s not perfect, with sections occasionally recycling, dead ends cropping up, and on one occasion, an impassable early jump that forced us to quit the stage.

Read the full article on nintendolife.com