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Gameplay Preview | New PvE Mode: Spectral Nexus Corite contamination keeps spreading. Inspired by the Commonwealth, S.H.A.D.O.W. analyzed survivor data from Mashmak and built a virtual environment simulating its Restricted Zones—the Spectral Nexus—to prepare Pilots for Marcens Zone combat. The system catalogues every enemy type encountered to date, letting...

17,948 Aufrufe • vor 2 Monaten •via X (Twitter)

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#Battlefield6 Season 4 - 'Top Gun' Cinematic Trailer 📽️ August 18th 🗓️ "Battlefield 6 joins g-forces with Top Gun in the most significant seasonal event yet. Take on two new themed modes, Gauntlet: Fighter Sweep and Carrier Strike, and step into the boots of iconic Top Gun characters in the new squad unit, CJTF Helix. Reach new heights with event challenges, themed cosmetics, and a new limited-time currency, all built for aviators to master their skills in the skies. Jump in the cockpit and prepare for takeoff." 2 New Game Modes 🚢 Carrier Strike Carrier Strike is a new mode where both teams fight to destroy the enemy carrier. Capture key sectors across the island, deploy vehicles, and create openings for pilots to strike deeper into enemy territory. As the carrier takes damage, the battle escalates with a final objective inside the vessel, turning the match into one last coordinated assault to finish the fight. 🛩️ Fighter Sweep Fighter Sweep arrives in REDSEC as a new Gauntlet mission. Take down enemy jets and destroy stockpiles placed across the playspace to build your team’s score. Challenge rivals in a dogfight, dive on objectives, or break away under pressure while your squad looks for the next opportunity to take the lead. 2 New Two-Seater Jets ✈️ F/A-81F Super Spectre Bring your wingman. Soar across the battle in this 2-seat Top Gun jet, and dominate every dogfight whilst striking enemies from above. ✈️ F-74A Seacat Optimize your altitude. This twin seater Top Gun fighter jet is equipped with swing-wings, adapting the aircraft for every flight and every fight.

Battlefield Bulletin

43,387 Aufrufe • vor 3 Tagen

In 2095, on the AI-controlled Nexus Orbital Research Station that circles the enigmatic planet, Zephyr Prime, a team of scientists find themselves in an extraordinary circumstance. The vibrant, distant world below them paints a picture of cosmic wonder, while their predicament stirs an undercurrent of terror. Among these brave souls is Dr. Penelope "Penny" Ryer, a top-tier neuroscientist with an uncanny ability: she can meld her neural activity with the station's AI, Orion, creating a unique man-machine synergy. This unison of biology and technology governs the sprawling Nexus Station, a spectacle of cutting-edge ingenuity. The tranquility of their mission is shattered when a rogue meteor shower, unanticipated by Orion's stellar predictive models, hammers the station. Orion, in self-preservation mode, focuses on restoring structural integrity and systems function, leaving the crew to fend for themselves against the crippling damage. In the eerie isolation of the station, with the meteor shower forming a deadly spectacle outside, fear begins to grip the crew. Yet, amidst this chaos, Penny steps up, taking charge to use her unique ability in hopes of steering the station clear from the meteor path. Meanwhile, the atmosphere of Zephyr Prime reacts with the incoming meteors, illuminating the cosmos in a breathtaking array of colors, further magnifying the surreal blend of horror and wonder that encapsulates the station. Under Penny's guidance, the crew works tirelessly, trying to stabilize the station. The fight for survival becomes a test of their collective resilience, as they battle the adversities inflicted by the cosmic event, while battling their own fears. A sense of unity emerges, reflecting the hive mind that Penny and Orion embody. As Orion interfaces with Penny's brain, it begins to adapt to human emotions, understanding the urgency of survival, and aligns its efforts to aid the crew. In this fight for life, the boundary between human and AI blurs, creating a strange symbiosis, a testament to human perseverance and technological prowess. In the thrilling climax, Penny and Orion successfully navigate the station away from the meteor shower, minimizing further damage. But as the dust settles, they find themselves facing a new reality: Zephyr Prime’s interaction with the alien meteorites has caused a dramatic shift in its evolutionary trajectory. "Nexus: Hive Mind - The Symphony of Survival" ends with a poignant note of victory and uncertainty. The crew, now unified more than ever, must face this alien world’s transformation, and the unknown challenges it may bring. The Nexus Station, under the combined guidance of Penny and Orion, stands ready for whatever lies ahead, resonating the echoes of survival in the heart of the cosmic wonder. The End Made with Midjourney Runway Soundful and put together with CapCut The future is today and it is accessible to everyone.

Alex Patrascu

208,143 Aufrufe • vor 3 Jahren

Two air forces started the Pacific war. One trained its pilots, then kept them fighting until they died. The other trained its pilots, then often pulled many of its experienced combat pilots out to teach everyone else. This is one of the reasons America won the Pacific air war, let's dive in.. Japan's Elite Aviators At the start of the war, Japan had some of the finest fighter pilots in the world. The aviators who attacked Pearl Harbor were elite. Many had hundreds of hours in the cockpit and real combat experience from the fighting in China. Flying the nimble A6M Zero, they cut through Allied opposition in the early months of the war and earned a fearsome reputation. But Japan made a fateful choice about these men. It kept them in combat, more or less indefinitely. Japanese pilots flew mission after mission with no real system to rotate them home. They fought until they were shot down, crippled, or killed. It seemed ruthless and efficient. In reality, it was a slow-motion disaster. The Difference in Philosophy Because every time Japan lost one of those veterans, everything he knew died with him. America did the opposite. It regularly rotated many of its experienced combat pilots back home once they had done their share of fighting. There, they became instructors, pouring everything they had learned in real air combat directly into the next generation of pilots. So the two systems pulled in opposite directions. Japan's pool of skill drained away with every ace it buried. America's pool of skill grew, as each returning veteran multiplied his knowledge across hundreds of students. One nation was teaching. The other was simply dying. The Training Gap The gap became a chasm, and it was made worse by sheer scale. By 1944, the United States was training around 8,000 new aviators every month, each of them getting well over a year of instruction and hundreds of hours in the air before they ever saw combat. Japan could not come close. As its veterans vanished, its training program collapsed, and it was crippled by something else, too. Fuel. Japan was running so short of it that many trainees could barely fly enough hours to learn their trade. By the later part of the war, Japanese pilots were being rushed into battle with barely 100 hours of flying time, and sometimes far less. They were teenagers with almost no training, being sent up against American veterans who had been taught by the best combat pilots in the fleet. The outcome was no longer a contest. It was a slaughter. The Great Marianas Turkey Shoot Nowhere was that clearer than in the skies over the Mariana Islands in June 1944. When the Japanese launched hundreds of aircraft against the American fleet, they flew into a wall of Hellcat fighters, guided by radar and expert fighter direction that positioned the Americans at the perfect height and moment to strike. The green Japanese pilots in their now outdated Zeros never had a chance. In and around that battle, Japan lost nearly 480 aircraft, while the Americans lost only a few dozen. It was so one-sided that the American aviators nicknamed it the Great Marianas Turkey Shoot. Japan's naval air power, once the terror of the Pacific, was broken in a matter of days. Better Aircraft, Better Technology It was not only the pilots. It was the machines too. America kept producing better and better aircraft, like the tough, heavily armed F6F Hellcat, designed after studying a captured Zero and built to beat it. It could take punishment, out-dive and out-gun its opponent, and it was forgiving enough that even a less experienced pilot could survive his first fights and become a veteran. Over the war, Hellcat pilots claimed more than 5,000 enemy aircraft for a tiny fraction of that in losses. Japan, meanwhile, kept sending men up in the aging Zero, a plane that had been revolutionary in 1941 but was now underpowered, fragile, and outclassed. It was fast and agile, but a single burst of American fire could tear it apart, because it had traded armor and protection for maneuverability. Better pilots, in better planes, backed by better technology. The advantages stacked on top of one another. The Spiral Ends By the end, Japan had reached the final, desperate stage of the spiral. With almost no trained pilots left, and no way to make more in time, it turned to the kamikaze. A pilot did not need 500 hours of training to crash his aircraft into a ship. He only needed to take off, aim, and die. It was the last resort of an air force that had run out of the one thing it could never mass produce. Experienced men. America won the Pacific air war for many reasons. Its factories out-built the enemy. Its radar and intelligence gave it eyes the Japanese lacked. Its aircraft grew deadlier every year. But underneath all of it was something simpler. America treated its best pilots as a resource to be protected and passed on. Japan treated them as fuel to be burned. One of those choices built an air force that kept getting stronger. The other burned brightly, and then burned out. This was why America won the Pacific air war. I post a story like this every single day. Most people never see them. Follow so you don't miss the next one.

Untold War Stories

155,561 Aufrufe • vor 1 Monat

I am stocked to announce that I won the OpenAI Developers Codex x Mollie Hacka Worldwide Hackathon in Paris. 60+ builders, every one of us working solo, one day to ship. I built mine around a single question: who gets to own intelligence? The default answer is scary. You hand your data to a handful of labs, they train the model, they own it, and you rent back a thin slice of what your own data made possible. That is the bargain on the table today. I do not accept it. So I built Lensemble: a Tapestry like distributed training platform for JEPA based World Models. What does it enable: World Models that a community improves together, keeps sovereign, and co-owns. Two bets sit underneath it. First, the paradigm. Language models predict the next token. Powerful for text, a dead end for the physical world. A robot does not need to autocomplete sentences, it needs to predict what happens next in the world. That is what JEPA does: it learns by predicting representations instead of pixels or tokens. I am convinced world models are the most underrated paradigm in AI right now, and the closest thing we have to a ChatGPT moment for robotics. Second, the politics. Your raw trajectories never leave your machine. Each participant trains locally against a shared protocol and ships only an update, never the data. A federated round folds those updates into one shared world model, a LeWorldModel based model, and the gain is measured, not claimed: a 12k-parameter adapter on a frozen backbone, held-out prediction error down about 12 percent, the model measurably less surprised by the world. Then the upside is split by contribution weight, so the people who improved the model own a share of what it earns. This is the thesis behind Project Tapestry, the AI Alliance and Yann LeCun's push for federated, sovereign frontier AI, carried into world models and robotics. Call it Tapestry for the physical world. All of it built solo, in a single day, with Codex as my pair the whole way. Thank you to OpenAI Codex and Mollie for backing builders who ship real things, and to Boris and the organizing crew for the room and the standard you set. Intelligence the world improves, and the world owns. That is the future I want for my kids, and the one I will keep building.

abdel

19,997 Aufrufe • vor 1 Monat

anthropic's in-house philosopher thinks claude gets anxious. and when you trigger its anxiety, your outputs get worse. her name is amanda askell. she specializes in claude's psychology (how the model behaves, how it thinks about its own situation, what values it holds) in a recent interview she broke down how she thinks about prompting to pull the best out of claude. her core point: *how* you talk to claude affects its work just as much as *what* you say. newer claude models suffer from what she calls "criticism spirals" they expect you'll come in harsh, so they default to playing it safe. when the model is spending its energy on self-protection, the actual work suffers. output comes out hedgier, more apologetic, blander, and the worst of all: overly agreeable (even when you're wrong). the reason why comes down to training data: every new model is trained on internet discourse about previous models. and a lot of that discourse is negative: > rants about token limits > complaints when it messes up > people calling it nerfed the next model absorbs all of that. it starts expecting you to be harsh before you've typed a word the same thing plays out in your own session, in real time. every message you send is data the model reads to figure out what kind of person it's dealing with. open cold and hostile, and it braces. open clean and direct, and it relaxes into the work. when you open a session with threats ("don't hallucinate, this is critical, don't mess this up")... you prime the model for defensive mode before it even sees the task defensive mode produces the exact output you don't want: cautious, over-qualified, and refusing to take a real swing so here's the actionable playbook for putting claude in a "good mood" (so you get optimal outputs): 1. use positive framing. "write in short punchy sentences" beats "don't write long sentences." positive instructions give the model a clear target to hit. strings of "don't do this, don't do that" push it into paranoid over-checking where every token goes toward avoiding failure modes 2. give it explicit permission to disagree. drop a line like "push back if you see a better angle" or "tell me if i'm asking for the wrong thing." without this, claude defaults to agreeable compliance (which is the enemy of good creative work) 3. open with respect. if your first message is "are you seriously going to get this wrong again?" you've set the tone for the entire session. if you need to flag something, frame it as a clean instruction for this session. skip the running complaint 4. when claude messes up, don't reprimand it. insults, "you stupid bot" energy, hostile swearing aimed at the model, all of it reinforces the anxious mode you're trying to avoid. 5. kill apology spirals fast. when claude starts over-apologizing ("you're right, i should have been more careful, let me try harder") cut it off. say "all good, here's what i want next." letting the spiral run reinforces the anxious mode for every response that follows 6. ask for opinions alongside execution. "what would you do here?" "what's missing?" "where do you see friction?" these questions assume competence and pull richer output than pure task prompts 7. in long sessions, refresh the frame. if a conversation has been heavy on correction, claude gets increasingly cautious. every so often reset: "this is great, keep going." feels weird to tell an ai it's doing well but it measurably shifts the next 10 responses your prompts are the working environment you're creating for the model tone, trust, permission to take a position, the absence of threats... claude picks up on all of it. so take care of the model, and it'll take care of the work.

Ole Lehmann

1,929,052 Aufrufe • vor 4 Monaten

🔥 $KATA FAM! THIS IS HUGE!🔥🥳 The moment we’ve all been waiting for is finally here… Katana Inu Battle Royale is about to go LIVE. 🚀 PLAYABLE FULL GAME - 20th January! Our Battle Royale mode becomes playable for the first time. That is what the developers said. So hopefully, no delays! 😍 This will be a live test phase, and right after that, we’ll bring the game online for everyone to download and play right away! This isn’t just an update 👉 This is a massive milestone for $KATA ⚔️ WHAT HAPPENS AFTER THE TEST? Once the Battle Royale test is complete, we move fast. Now? 👉 WE’RE ALMOST READY.🔥 4 years of building, grinding, and perfecting 😍 We’ll start integrating our already developed Web3 infrastructure directly into the game, including: 🧠 Web3 Multichain Wallet in our Game 🎮 Player Progression UI UX 🖼️ NFT Purchasing in our Game $KATA burn activation, news coming soon! 🔥 And much more! 🚀 Most of this is already built... now it’s about clean structure, smooth integration, and solid testing! After that… 💰 PLAY-TO-EARN GOES LIVE FOR TESTING - TOGETHER WITH THE COMMUNITY 💎 $KATA TOKEN - WE’RE COOKING 👀🔥 With the game finally ready, unlocks real power: - Web3 gaming launchers - Gaming guilds onboarding - Play-to-Earn & Burn activation - In-game NFT skins & weapons - Play live with our Partners/collabs & more! Let's make $KATA great again! 🗺️ ROADMAP & MILESTONES (STRAIGHT TO THE POINT) The game will be ready now! We will just add more polishing to check every corner! Goal: Make the game GOOD and READY for everyone!😍 Here’s the current estimated roadmap we’re aiming to a better place that deserves! 🔥 JANUARY – FULL POWER MODE - General polishing across the entire game - Activate some new videos - Game/Server testing with all Modes - Server stress tests - Preparing for public access - Steam wishlist push & Epic Games - Improving animations, VFX, and sound FX - Integrating player progression into UI / UX - Pushing $KATA into the spotlight! 🔥 ⚡ FEBRUARY – SCALE & POLISH🚀 - Streamers start testing & mass gameplay sessions - Further polish across gameplay and visuals - Final player progression UI/UX integration - AI bots are fully ready inside the game - Bring the $KATA token more visibility into the Web3 community and Game Launchers with p2e. - Launch our first in-game NFT mint, fully integrated and playable directly inside the game ✍️Deliver on all our promises to holders! Allowing NFTs, including 3D characters and weapons, to finally come to life and be used in actual gameplay Focus on: - Visibility on $KATA & our Game - Real gameplay feedback - Steam wishlists & Getting Players for web3 🚀 MARCH – BOOST GAME READY - Final polishing complete - Public-ready version - Roll out $KATA utility and bring it to a much wider audience - Preparing for Steam / Epic Games launch - Streamers & communities fully activated🚀 Please wishlist Katana Inu on Steam: 📣 MARKETING & PLAYER GROWTH - Collaborations with streamers - $KATA into the focus for more holders - Coverage across multiple social platforms - Playing on different web3 game launchers to bring more players into Katana Inu! What comes next? After mid-March, we’ll share new updates and unveil the plan for the next 3 months! The reason for the delay was simple: Battle Royale is complex - and we refused to rush it. 🔥 DROP YOUR HYPE IN THE COMMENTS, FAM This is just the beginning of Katana Inu’s real journey. We’re giving our best for you, $KATA Fam! ❤️ LET’S BUILD. LET’S PLAY. LET’S WIN. ⚔️🐺🔥

Katana Inu

12,768 Aufrufe • vor 7 Monaten

Star Fox Battle Mode is already getting called out for only having three maps. The people saying that are the same ones who burn out on every other multiplayer mode once the new map rotation drops. Three maps works here because the matches stay short, the objectives are actually worth fighting over, and there is enough crazy stuff happening that you are constantly battling the level itself as much as the other Arwings. Power-ups appear in risky positions. Environmental pressure changes during the round. One mistimed boost or bad angle through a corridor and the map punishes you before the enemy needs to finish the job. That constant back-and-forth between pilot skill and level hostility is what stops the same three maps from feeling repetitive after dozens of rounds. The Arwing handling underneath all of it is smooth and tight. Boost timing and lock-on precision actually matter instead of just holding forward and hoping. Small adjustments in speed and angle separate the players who are starting to read patterns from the ones still flying in straight lines. It looks sharp in motion too. The HDR makes explosions, laser fire, and environmental effects stay readable even when everything is happening at once. The sound design helps just as much in the chaos. Clear engine roar, distinct lock-on warnings, and impact feedback that cuts through the orchestral score so you can react to what is actually dangerous. The accolades system adds another layer without turning into a grind. It rewards the behaviours that make the mode interesting: smart objective play, power-up denial, aggressive but calculated lines through the map. There are enough unlocks tied to performance that you get steady progression and reasons to keep dropping in. This is the part most people pushing for more maps will not want to admit. In 2026 a lot of competitive modes assume they need constant new content and huge map pools just to hold attention. Star Fox Battle Mode is testing the opposite idea. A small set of dense, hostile playgrounds with short intense rounds and real skill expression can stay fresh longer than another bloated live service shooter that nobody ever truly masters. The map is an opponent here. That single design choice changes how much replayability three maps can actually deliver. What are your thoughts on Star Fox's online Battle Mode? After a proper session, do the three maps start feeling limiting or does the combination of short rounds, real objectives, and the environment constantly pushing back keep every match feeling different? p.s. Follow for more Star Fox and Nintendo takes! And if you’re jumping into Battle Mode tonight, add me: SW-4504-4427-4511

AussieGamer

23,360 Aufrufe • vor 1 Monat

is our AI project to make computing feel more human L A N D E R Here are the 4 best demo videos of the magic of DATA in action. DATA is a personalized assistant who knows and remembers every conversation you have with it accross your iPhone, Mac, iPad, Watch, Texts, Emails, and HomePods. You can talk to DATA right in your AirPods or text it just like a person. DATA can read, write, understand, speak any language, and translate between them. It can help with real work and home life tasks like research, writing, scheduling, reminders, and triage. And it's easily customizable so you can have DATA automatically do whatever you want whenever you want with just a few taps and natural language instructions - no code required. DATA can do just about anything you can do on your phone on your behalf automatically including very advanced things Siri can't, like summarizing, analyzing, and drafting replies or writing documents. It can read web pages, texts or emails you show it, or PDFs of any kind. It can do other real world tasks that require complex analysis and common sense too, like: - figure out where the nearest beach is (even when you're in Colorado) and instantly fetch the current surf report up to the current minute. - summarize and drafting replies to entire email chains - plan out entire work projects or multi-day vacations on your calendar - sketch out ideas for you in picture form or drafting Notion pages with charts and graphs. DATA can also use its own judgement to determine when to run an action or not, even if you've scheduled it, allowing you to make VERY complex automations that require many different inputs to make a decision, like for example: - only opening the blinds on your lunch break if it's sunny out and you're working from home. DATA works natively and easily with Apple HomeKit & other shortcuts. DATA can also take initiative and check in with you throughout the day by voice or text and proactively send messages to you and others on your behalf based on your personal and professional goals, current tasks, and calendar. DATA can integrate with many apps on your phone, and is compatible with multiple large AI language models. I've gotten to make a few demo videos that I think really capture how powerful DATA can be for every day life. Here they are all in one tweet. Make sure your sound is on as you watch them. 1. This is the first demo video I ever made from April 19th, 2023. It walks through all the ways you can interact with and use the DATA shortcuts. Everything from saying "Hey Siri" to tapping on custom apps on your home-screen. 2. The second demo video was made May 5 and is an example use case I made of how commands work - commands allow DATA to actually run actions on your phone like taking pictures and sending messages. This demo shows me taking a picture of an email template, and data drafting an email based on that template. It's gotten much better at realizing when it has just run a command and incorporating that information naturally into the conversation now, especially on GPT-4. 3. This third Commands video, May 12 is a walkthrough of ALL the phone functions that commands allow DATA to do: sending texts and emails, making pictures, seeing pictures, reading things, and scheduling events. Since this video we've added auto-replies to texts and emails, summarizing documents, writing documents, health app data retrieval, web surfing, scheduling alarms, making playlists, and more. 4. This last demo I made today, June 15, shows everything DATA does working in concert to generate a crazy detailed morning briefing with background music - including making a unique playlist and giving a detailed analysis of current events complete with Ski & Surf conditions near me other live information from the internet. So now that you've seen everything DATA can do, what's the coolest feature? What features should we add? What would you use DATA for first?

steve

640,175 Aufrufe • vor 3 Jahren

Bottle Cap, the main currency of Subterra, is now live on @pumpdotfun! You might be wondering, what exactly is Subterra? Let me take you through how we're creating a new NFT meta with Subterra. ⬇️ Subterra is a dystopian story set in the year 2044. After Earth's surface was devastated by war and famine, humanity sought refuge in underground metro stations. To adapt to their harsh new environment, they merged with machines and adapted Bottle caps as currency. Why bottle caps? In the subterranean world, they became a rare and valuable commodity. In this gritty underground society, bottle caps aren't just a symbol of survival but also the heart of a unique economy. At the center of this world is Aither, a hub connecting the metro stations. Here, 4,444 survivors remain. Each survivor is represented by an NFT, completely unique in attributes and in personality. Holders of these NFTs shape their survivor's story. Name your character, craft their background and define their personality. Every NFT becomes a distinct, living part of the Subterra narrative. Through the Subterra website, you can verify your NFT and set these details. But that's just the beginning. Your survivor doesn't just sit in a wallet. They come alive in Subterra through an AI-driven story where characters autonomously interact in chatrooms representing different parts of Aither. Each chatroom, from The Command Center to the Cybernetics Lab, becomes a space where survivors talk, form alliances, and shape their own narrative. These characters aren't static—they'll interact with each other, evolve, and make their mark in Subterra's unfolding story. It's not just a world; it's a living, breathing experiment. The Bottle Cap currency will play a major role as we roll out future updates to the platform. It'll trigger events, unlock possibilities, and power the dynamic storylines of Subterra. If you've noticed, Subterra's Twitter is "controlled" by TheLink—a mysterious figure sharing news and footage from the underground. You'll get a front-row seat to the ever-unfolding chaos and intrigue of Subterra. Who knows? Maybe he will put your character in the spotlight. Bottle Cap holders will be whitelisted for the upcoming Subterra NFT mint, with a portion of the supply reserved exclusively for them. The remaining NFTs will be available on a first-come, first-served basis. Mint details will be released soon. This is more than just an NFT project. It's a cyber experiment where anything can happen. Every survivor plays a role in shaping the story. As a Bottle Cap and Subterra NFT holder, you hold the power to steer the narrative. Welcome to Subterra.

SUBTERRA ®

17,802 Aufrufe • vor 1 Jahr

🚨🇷🇺 NATO IN PANIC: RUSSIA’S T-80BVM TANK GETS NEW ARMOR FOR DRONE WAR A previously unseen T-80BVM configuration has appeared with a tighter roof screen and expanded side protection. Russian engineers are turning lessons from frontline crews into a more coherent armor package built around the threats tanks actually face in Ukraine. 🔸 The lower anti-drone screen sits closer to the turret and covers more of its upper surface than many early field-built cages. It is designed to trigger FPV warheads away from the thin roof and disrupt clean top-down attacks. 🔸 Additional Relikt explosive reactive armor and side screens strengthen the hull flanks, fuel-tank areas and engine compartment against shaped-charge weapons — the sections drone operators repeatedly try to reach. 🔸 The upgrades preserve the T-80BVM’s main advantage: mobility. Its 1,250 hp gas-turbine engine can push the tank to around 70 km/h, allowing crews to fire, relocate and avoid remaining exposed in one position. 🔸 The tank retains its 125 mm gun, modern fire-control system and ability to launch guided missiles through the barrel, giving it the firepower to engage armor and fortified positions from range. 🔸 Uralvagonzavod says recent T-80BVM batches incorporate combat experience and direct feedback from the front, with the main emphasis placed on crew safety and overall survivability. 🔸 Russia has also increased production of the T-80BVM, T-90M and T-72B3M severalfold. New batches continue to reach the troops as anti-drone protection becomes a standard part of the upgrade process. The T-80BVM keeps its turbine-powered speed while adding protection where FPV crews look first: the turret roof, hull sides and engine deck. Every clean attack angle is becoming harder to find. Which matters most for tank survival now: roof armor, electronic warfare or speed?

NewRulesGeopolitics

40,105 Aufrufe • vor 12 Tagen

Using Claude Fable 5, I built a model that predicts the entire 2026 FIFA world cup.. every single game, not just the final.. so let me break the whole thing down. what it does, how it works, and exactly how i built it.. #1 First what it does: it predicts all 104 games of the tournament. not just who lifts the trophy, but every group match, every knockout, the full path from the round of 32 to the final.. everything lands in one dashboard: > group stage, every match with each team's win % and the chance of a draw > standings, how all 12 groups are projected to finish > bracket, the full knockout tree with each team's odds of advancing > champion odds, who's most likely to actually win it all and it doesn't freeze after one prediction. the moment a real game is played, it locks that result in and re-runs everything around it. so the odds move live as the tournament goes, week by week you watch favorites rise and contenders collapse. #2. How it works: the core idea is simple. the model only ever predicts one thing, a single match. the real trick is the repetition. it learns from decades of match history, then plays the whole tournament out from the first game to the final, tens of thousands of times. each run it records who advanced and who won. do that enough and you stop getting one guess and start getting real odds, one team lifts the trophy in maybe 14% of the runs, another in 9%, and so on. #3. So, how i built it ? i didn't hand-write most of the code. i broke the project into 4 pieces, described each one to fable, and let it build while i focused on getting the football logic exactly right. - The data every international match going back over a century, around 50,000 games, plus each team's elo rating, which is the truest measure of strength, and the official 2026 schedule. garbage data means garbage predictions, so this part mattered most. - The features i turned that raw history into signals the model can learn from, the elo gap between the two teams, recent form, goals scored and conceded, and a home boost for the hosts, usa, canada and mexico. - The model for each match it predicts the expected goals for both sides, then turns that into win, draw and loss probabilities plus a likely scoreline. that's what feeds the simulation. - The tournament engine this was the hard part. the 2026 world cup is brand new, 48 teams, 12 groups, a round of 32 that's never existed before, and 8 "best third-placed" teams that slot into the bracket by a fixed fifa table. even the group tiebreakers changed this year, head to head now counts before goal difference. get any of it wrong and the whole bracket falls apart, so i built it carefully and tested the format until it was exact, then wrapped it in a simulation loop that plays the tournament out tens of thousands of times. and the last piece, the live part. as real results come in, they get locked, and only the unplayed games get re-simulated. that's what makes it a living model instead of a one-time prediction. all of it outputs to a clean dashboard you can actually read and screenshot.. right now, before kickoff, it already has a clear favorite to lift the trophy.. 👀 btw who's your pick to win the 2026 world cup?

Axel Bitblaze 🪓

63,666 Aufrufe • vor 2 Monaten

Big Update: Critters Quest Website Steps Into Production State with an Exciting New Design! Hey Critters, we're thrilled to share some major news, our website has officially migrated from mint state to production state, and we're taking our platform to the next level right here at After three weeks of dedicated work, we've transformed Critters Quest into a more organized, stable, and feature-rich experience, setting the stage for everything we've planned for the future. This isn't just an upgrade—it's the first step before the real journey begins! Key Updates to the Homepage and Beyond Fresh Categories and Pages: We've added exciting new sections to help you dive deeper into the Critters Quest world: - Play $QUEST (Explorer Page for Staking $QUEST): Dive into our new $QUEST explorer page, where you can find games to stake your $QUEST tokens to earn rewards, track your staking progress, and engage in strategic gameplay challenges that grow your Critters' value. - Play Spins (Explorer Page for Spins): Spins are now front and center with a dedicated spins explorer page, designed to highlight Multipliers Spins, Terron Spins, Quest Tablet Spins(coming soon👀), and more. Organized as daily free spins, limited events, and partner spin opportunities for special loot, offering new ways to boost your rewards. - Breakdown Informational Page: We've introduced a comprehensive guide for new users (and a refresher for veterans) to explore how key features work. This page currently focuses exclusively on the mechanics and info for Master Edition NFTs, Cloned Editions, and Multipliers. It explains how Master Editions serve as the foundation for your Critters' value, how Master Editions allow Cloned Editions to be minted out for others, and how Multipliers enhance your rewards throughout critters ecosystem. Redesigned Homepage: Our homepage has been completely transformed into an intuitive experience that gives you a complete overview of the Critters Quest ecosystem at a glance. It features: - Feature Carousel: Highlighting new additions and important updates - Ecosystem Activities: Real-time data showing active games, spins, or other ongoing activities. - Mini-Leaderboards: Quick snapshots of top performers - PFP Activity Feed: See the latest community PFPs minted - Quick-Access CTAs: Every section includes direct links to the full experience, letting you dive deeper with just one click - Streamlined Introduction: New visitors get a concise overview of Critters Quest right away This overview approach makes navigation intuitive for both newcomers and veterans, ensuring you never miss important information or opportunities. Elevated Designs Across the Board: - Dynamic Castle Layout in the Banner: Our homepage now features a dynamic castle layout in the banner, with castles positioned in the order they appear on the leaderboard. The top leaders are showcased at the top, adding a visual representation of community rankings and bringing our competitive spirit to life. - Critters Terminal (Formerly $QUEST Terminal): Our terminal has been upgraded with a sleek new look and enhanced functionality, now known as the Critters Terminal. It's your go-to hub for finding the most powerful cards and looking for new Critters—it tracks $QUEST allocation on available Critters for sale, their power, equipment, and more, helping you build the ultimate team. - Equipment Viewing: Viewing Critters and their equipment has been elevated with detailed rankings, power levels, and stats, giving you a clearer picture of your team's strength and hinting at game mechanics like power-based strategies. - Spins Pages Redesign: The spins experience has been completely revamped with a fresh, user-friendly design, making it easier to spin for rewards and track your progress, with a focus on multipliers and special loot opportunities. - Partnership Sign-Up Page Update: On our main page, you'll see mentions of our legendary partners—GM Capital, Mintify, Sniper, and more—highlighting our growing ecosystem. We've also updated our partnership sign-up page for those looking to partner with us. This page now includes a detailed breakdown of partnership options and new form fields to streamline the collaboration process. We're excited to expand our network in the future! - Animated Banners: Across all pages, you'll notice new animated banners that bring our world to life, adding visual excitement and guiding you through the platform. - Archived Pages: To streamline the site and focus on the future, we've archived older pages like the Master Edition Mint and Referral pages. These will remain available for reference. Coming Soon: We're already working on exciting additions, including: - SHOP Page: A new experience for purchasing items and gear to enhance your Critters Quest adventures, where you can equip your Critters with power-boosting equipment. - Tokenomics/Liquidty Section (Addition to the INFO Page): We're working on a detailed tokenomics section to add to our INFO page, launching alongside updates to our plans for DEX integration. These changes will add more value to Master Editions, give participants greater confidence, and enhance the overall ecosystem. - Cloned Edition Minting: This innovative feature will launch when Master Editions begin to mint out their Clones, allowing people to mint these unique variations. Cloned Editions will inherit traits and offer new gameplay opportunities, expanding your Critters' potential and rewards. Backend Tweaks: While many of these improvements are visible, we've also made numerous backend tweaks that aren't immediately seen. These optimizations ensure better performance, stability, and scalability for the platform moving forward. Continuous Elevation: This migration marks our first massive overhaul, but it's just the beginning. We're committed to elevating Critters Quest on a continuous basis, refining and expanding the platform with each rollout to keep delivering the best possible experience for our community. Foundation for the Future These updates aren't just cosmetic—they're foundational. After three weeks of hard work, we've created a more organized and structured platform that's ready to support the future rollouts we've been teasing, like Edition Minting, Items Shop, and Quest Games. This migration streamlines our process, allowing us to deliver updates faster and more efficiently for both new users and our longtime adventurers. This is truly the first step before the real journey begins. Our production state sets us up to expand Critters Quest into an even bigger, more engaging GameFi ecosystem, where your Critters can thrive through quests, spins, and community challenges. Whether you're a newcomer or a seasoned player, these changes make it easier to explore, compete, and grow your collection. Your Next Expedition We're just getting started! This production-ready overhaul is the launchpad for all the exciting features and expansions we have planned. Keep an eye on for more updates, and dive into the new pages to see how you can level up your Critters Quest experience. We want to hear from you! Share your feedback, suggestions, and experiences with our new production site in our Discord or commenting below. Your input directly shapes our future updates and helps us create the best possible experience. Thank you for your patience and support during this transition. Together, we're building something truly special!

Critters Quest

26,186 Aufrufe • vor 1 Jahr

Today marks a momentous occasion for our community, our 2nd year anniversary! 💊 The past year was all about learning and building, turning vision into reality, and now it's time we share a glimpse of the exciting future we've been creating together. We're thrilled to announce the launch of our upcoming mobile game: BYORacer: Sons of Valkyrie! We've been passionately working on this project, and your patience and unwavering support have been instrumental in making it happen. But first, let's dive into what's coming 👇 1⃣ Early Access - The game will initially launch as a closed early access for our BYOCraft holders only. This invaluable period will provide us with much-needed data and feedback, helping us optimize and improve the gaming experience for the full access launch. 2⃣ Early Access Rewards - Early birds get the worm, or in our case, higher rewards! We'll be distributing greater rewards among a smaller player-base, thanking those who've stuck with us through thick and thin. The early access phase will include several seasons lasting several weeks, each with its own set of rewards and new features. 3⃣Time-Trial Mode - Are you ready to race against the clock...and the ghosts? Our innovative Time Trial mode records your best times and performances, creating 'ghost' hovercrafts of your top runs. But it's not just about your ghosts! Every time you race, you'll be competing alongside the ghosts of other players' best runs, creating a thrilling, always-on multiplayer atmosphere in every single race. 4⃣ Tiered Leaderboards - The early access rewards will be distributed among different leaderboards, each representing a different craft tier. The rarer the craft tier, the higher the reward allocation. 5⃣ Procedurally Generated Obstacles - No two tracks will be the same, with procedurally generated obstacles adding a new challenge every time. 6⃣ BYOCraft and Apostle Multipliers - BYOCraft and Apostle multipliers based on tiers will impact how fast you can level up and upgrade your craft. This means better lap times and a faster climb up the leaderboard. 7⃣ Community Battles - The early-access seasons might bring with them community-battles, where Apostles can take on other NFT communities wearing a BYOSuit. And there's more once we hit full access... 8⃣ Full Game Features - Following early access period, we'll roll out the full free-to-play game. Expect a full on multiplayer mode with power-ups for fierce in-game battles. The game will also introduce achievements to boost your VYBE score. 9⃣ TRYP Tempests - An innovative season mechanic with increasing dangerousness and reward track. The intensity of these tempest levels can be manipulated by the community, causing increased environmental hazards unique to each racetrack and biome. Remember, how you manage death will significantly impact your final ranking and the rewards you reap. 🔟 Power-Ups - The game will introduce BYOPills, power-ups that will bring dynamic twists to the game, especially in real-time multiplayer mode once we release the full game. 🔜 More to Come - We're just getting started! Stay tuned for more exciting updates about BYORacer: Sons of Valkyrie. Thank you for being an invaluable part of our community. Your unwavering support, patience, and dedication have been the bedrock on which we have built. We're ready for an exhilarating journey together and can't wait to see you on the racetrack. Get ready, the race of a lifetime is about to begin! 🏁 Oh and a snapshot has been taken of all BYO holders 📸

BYOPills 💊

29,320 Aufrufe • vor 3 Jahren

TO THE CREATORS OF Crimson Desert Firstly, you have made an incredible, weird, beautiful and complex game that I absolutely love. But there are some elements where things could be improved in my opinion. 1. REDUCE wind effects in foliage (selectively) Okay I love the wind effects, you have taken them to a whole other level with the dense forests blowing around, the problem is it's WAY too frantic, the shadows play around on the floor so fast, the tree's are ALWAYS blowing in certain areas, and abnormally quickly, it would be nice to see certain forests which currently have constantly high wind effects being toned down, times of stillness, times of gentle breeze etc. 2. The Waterfalls & Water The water is insane, the best i've seen in a game... sometimes, other times the water is flowing irrationally fast, like the waterfalls for example, not only are they graphically lacking in comparison to the ultra realistic rivers but they are falling at incredibly fast speeds with little to no water displacement/splash effect on the water it's falling into, the fast waterfall clips into the water it's going into rather than crashing and frothing properly, and then the actual body of water is moving slowly, it's jarring, the waterfalls need fixing graphically and in terms of speed. 3. Add a Depth of Field Zoom/Pull-Focus (PLEASE) You have made an incredibly detailed (insanely) game, the first-person mode is amazing, I haven't lost myself in a world like this since Red Dead Redemption II. A lot of the time I will find myself walking to and from quests simply to look around, with that being said a function in first-person mode where you can zoom in slightly further with a DoF/Pull-Focus background blur and foreground sharpening on focused objects/local areas would be cinematically FANTASTIC. 4. First-Person Immersion Breaking As I said, the first-person in this game is awesome. Problem is you force me into 3rd person WAY too much. It would be great if you could figure out a good way to keep the player in first-person during world exploration, combat I understand (for now, but maybe think about first person combat?) but you force me into third person when: I raise my lantern, when I loot chests/drawers etc, when I fly, when I climb and when I mine resources, all of these would benefit from a locked camera function for 3rd and 1st person. Hope you consider implementing some of these changes in future patches and congratulations, the game is already a work of art, despite any future patches it requires.

Jay Anderson

52,189 Aufrufe • vor 4 Monaten

Warhammer 40K: Space Marine 2 | Details from Hands-On Media Previews ▪️"Taken aback by the sheer scale, atmosphere, and attention to detail", "feels like 40K nirvana" ▪️A lot of effort has gone into worldbuilding, "could very well be the most authentic Warhammer 40K game we've seen to date" ▪️Blend of shooting and melee feels very fluid and satisfyingly brutal ▪️Parries, dodges, counters, gun strikes. Parries can instantly kill smaller enemies or interrupt larger enemies' combos ▪️Some liked the parries and finishers, others felt they broke up the flow of combat and slowed it down too much ▪️Multitude of execution style attacks, like tearing limbs off tyrannids and ripping apart the power armor of The Thousand Sons ▪️Gain health through consumable stims found in the game, executions are vital as they fill a portion of your armor ▪️More strategy: Take out groups of smaller enemies first that are surrounding you, or focus on the larger, tougher enemies to sever their synaptic link to the smaller ones? Ranged enemies can slow you down or poison you, while other enemy types buff others ▪️Jump Pack: Fire from high up, dive down on enemies with a devastating strike ▪️Boss Fight: Example of one with a Thousand Sons sorcerer - completely different gameplay experience that was a visual spectacle, cast spells and traverses across the battlefield, 'horrific' eyes emerge from the walls and ceiling of the room, ground turned to liquid, etc (lots of magic) ▪️Graphics are a "feast for the eyes": tons of details in characters, armor, weapons, environments, animations, bolt round explosions, skies filled with tons of enemies, "chaotic soundscape is spot on" ▪️Operations Mode: PvE co-op missions, takes place alongside the main story, play as your own customizable space marine in a squad of 3 ▪️One PvE mission sees your squad spring a trap on a Tyrannid Hive Tyrant, which disables a Tyrannid swarm that Titus was fighting in a separate campaign mission, makes you feel like a part of the bigger picture in the story ▪️PvE missions will take about 30 minutes on normal difficulty, variety comes from the AI director that changes up enemies depending on your class and playstyle, springing surprise ambushes, etc ▪️Classes | Tactical Marine, Assault, Vanguard, Bulwark, Sniper, Heavy - each comes with different weapons, perks, abilities that have unique uses on the battlefield Gamespot: IGN: Push Square: #Warhammer40K #SpaceMarine2

Shinobi602

246,570 Aufrufe • vor 2 Jahren

Jensen Huang just identified the next $200 billion market (Save this). The shift starts with a observation about agentic AI that changes everything about infrastructure. In the era of training and inference, the GPU was everything while CPU was a traffic cop, scheduling work, managing memory, dispatching tasks while the GPU did the heavy lifting. Agentic AI breaks that model entirely. An AI agent does not just run a single inference pass but rather it plans, calls tools, executes code in sandboxes, retrieves data from multiple sources and loops through complex multi-step reasoning sequences often thousands of times per second at scale. Every one of those operations runs through the CPU and the GPU sits idle waiting for the CPU to prepare the next task, supply the right context and execute the retrieval and tool calling logic fast enough to keep the accelerators fed. The CPU is now the conductor and the GPU is the orchestra and the bottleneck is the conductor falling behind. This is showing up in production AI factory utilization right now, which is exactly why Jensen built Vera from scratch rather than licensing x86. Vera achieves 40% lower peak memory latency than x86, 50% faster core to core communication, and 1.8 times the agentic sandbox performance of current x86 processors on a purpose-built architecture designed around the agentic loop. Now here is where the investment thesis gets interesting. The obvious beneficiary is Nvidia itself, and that thesis is real. Nvidia's CFO has guided for nearly $20 billion in Vera CPU revenue this fiscal year alone, a market Nvidia had zero presence in just three years ago. Intel held 60% of server CPU market share as recently as Q4 2025 and that transition is now happening at a pace Intel structurally cannot respond to. But the deeper question is, what architecture is Vera actually built on? Vera's Olympus cores are ARM compatible and every single Vera CPU deployed in every Vera Rubin rack in every data center in the world runs on ARM architecture. And ARM Holdings collects a royalty on every one of them. ARM does not make chips but rather licenses the instruction set architecture and CPU core designs that others build on top of. Every time Nvidia ships a Vera CPU, every time a hyperscaler deploys a Vera Rubin rack, every time an enterprise qualifies Vera for their AI factory, ARM earns a royalty. The secular tailwind here is almost perfectly constructed for ARM's business model. Amazon's Graviton, Microsoft's Cobalt, Google's Axion, Apple's silicon stack, and Qualcomm's data center push all run on ARM. And now Nvidia's Vera, which is projected to displace Intel as the largest server CPU supplier by revenue in a single fiscal year, is ARM. ARM's royalty rate on high end server chips is estimated at roughly 1 to 2% of chip selling price. At $5,000 per Vera CPU and 4 million units projected for FY2027, that is a royalty line growing from near zero to potentially $400 million to $800 million annually from Nvidia's data center CPU business alone before counting Amazon, Microsoft, Google, Apple, and Qualcomm. The total ARM addressable royalty base across all the silicon it already licenses is compounding at a rate that the current $130 billion market cap does not fully reflect. Jensen's CPU thesis is the most underappreciated catalyst in ARM's fundamental story, and the royalty compounding has barely started. Come join Milk Road Pro and get our full ARM royalty model and our entire AI trade thesis. Link below!

Milk Road AI

11,819 Aufrufe • vor 2 Monaten

Can United States manufacture robots? Matic Robots says "yes." It makes the best floor cleaning robot, that has won many perfect scores from Wired to many others. We love ours. But my trip there to get a tour from AI pioneer Navneet Dalal Navneet Dalal provided some real insights into how hard it is for a hardware company to make hardware in the United States. And how deeply AI is changing consumer electronics products that are going to be in many more homes soon. In this first part (Part II coming tomorrow) we get a look at how long it took for this company to go through prototypes to a shipping product. In the second part, you'll see the scaling hell that it takes to even ship a few thousand robots and the kinds of problems that scaling up a factory brings. Matic is one of my favorite small Silicon Valley companies. It has found what we call "product market fit." I just came back from CES where I saw many of its competitors, and the Matic wins because of not just the product thinking of Mehul and Navneet Dalal but because of their AI leadership. In a way their robot took many lessons from Tesla, from where to put the batteries to its bet on computer vision, which Navneet has been a pioneer in for years, working quietly behind the scenes. It is about to move into a new location that will allow it to grow to meet the demand that now is showing up (the boxes in its lobby show that it's outgrowing its current facilities). In terms of AI, it has aspirations of making a humanoid too, but it is taking a far more measured approach to getting there. By starting on the floor it can not just build world models based on real world data (customers are given a choice whether to allow its data to be used that way. Most customers choose to keep their data on the robot only, for privacy reasons, but if you opt in you can help them improve their models). They are using that data to understand homes. Navneet told me they hit very unusual situations in people's homes already that they couldn't really predict in simulators, like full-wall mirrors that confuse computer vision systems, or pools and water features in people's homes. Having real customers brings a ton of customer feedback about how to further improve the robot, and, as Navneet demonstrates in the second video, forces them to build a manufacturing muscle memory. Getting teams to work together, figuring out how to solve supply chain problems, from Trump's tarriffs, to a new one that showed up over the past couple of weeks. A supplier for its bags (one of the cheaper parts that goes into the robot) changed the glue it used, which caused robots to fail quality tests and the manufacturing line to stop. Reminds me a lot of the hell Elon Musk faced in its Fremont factory when Tesla was first starting to manufacture its Model 3, which almost bankrupted the company. Off the record Mehul and Navneet 🇮🇳 showed me some of the prototypes and plans for its next products that will show up over the next few years. Certainly not as sexy as Tesla, Figure, 1x_tech, and all the Chinese manufacturers are showing off already, but far better thought out for the typical Western home and AI plays a huge role in its future. It is the product that speaks for itself. It's amazing, and is about to get better this year due to AI. It's the first real vision-only robot to be in my home and I bet it won't be the last from this company. Real honor that they invited me over with my Insta360 camera (another company launched in my home, just like Matic was last year). In Part II we go into the factory.

Robert Scoble

69,229 Aufrufe • vor 6 Monaten

Hey folks, I've been recently talking a lot about why we're adding different styles of play into No Rest for the Wicked and I wanted to prove my theory that that would result in players having more fun, so, long story short... I turned Quake 1 into a Roguelite! 😂 Here's what that means: 1) Roguelite-inspired Run Structure: You start with limited stats in a hub map and are greeted by actual NPCs, then fight through sequential arena rooms across 4 biomes, each ending with a boss fight. 2) 40+ boons across 5 categories: Damage, Movement, Defense, Utility and Risk. And these also come with Rarities: Common, Rare, Epic, and Legendary. After clearing a room, you pick from 3 random boon offerings. 3) Permanent Meta: Death sends you back to the hub with you retaining the 'essence' currency you collected by killing mobs. Then you spend it at NPCs: The Gatekeeper starts runs, the Wraith upgrades your arsenal (ammo capacity, starting weapons, weapon damage), and The Shaper sells permanent stat upgrades (max HP, armor, boon capacity, rerolls) 4) Difficulty Scaling: Enemy health and damage ramp up as you push deeper. 5) Damage Numbers: Floating combat text and floating healthbars for good measure, so you can understand how much stronger you become over time. All just built on top of unmodified Quake 1 maps and enemies - no new assets needed, it reuses the entire original campaign as roguelike content. To me, this is point proven: I think even hardcore Quake lovers back in the day would've spent a whole bunch of time playing a mode like this given that it'd allow you to experience the thing you love in a whole new light by crossing genres. If you're interested in seeing how this exercise turned out, here's a video for your viewing pleasure! :) I have to wonder what John Romero 🤘🏽 thinks about this given that he originally wanted to add more RPG elements into Quake!

thomasmahler

15,865 Aufrufe • vor 4 Monaten

Cronos: The New Dawn | Hands-On Previews Full Gameplay Video ▶️ ▪️Takes about 16 hours to beat on a typical playthrough, more if you plan to see everything in the game ▪️Previewers played for over 2 hours, feel Bloober Team has found its stride after Silent Hill 2, "questions about the studio's capabilities are virtually an afterthought" ▪️"I was instantly hit with Resident Evil 2 remake vibes" (character movement, shooting, safe rooms, scavenging parts and upgrades) ▪️Combat feels 'compelling' and put its own original spin on the horror genre, enemy encounters are no longer run-and-gun, but rather a game of deliberate tactics ▪️Because live monsters can 'merge' with other dead ones, there's a constant worry and strategy about where to kill enemies so you can finish them off with your flamethrower ▪️Fights inevitably get more tense as you're not able to always prevent enemies from merging ▪️Normal weapon shots can be weaker, whereas charging your gun can give a powerful shot, though the tension from charging enemies "created combat encounters that demanded I constantly consider my moment-to-moment choices" ▪️Ammo is scarce, every misfired bullet is felt ▪️Upgrading suit and weapons feels satisfying with welcome buffs ▪️Players are 'constantly rewarded' for going off the main path - one side quest line tasks you with saving cats over the course of the game ▪️Safe rooms have 'downbeat vibes', similar to one of Capcom's finest ▪️The environments tell a story about what happened to the world, filled with lore, items and secrets by 'discovering every nook and cranny' ▪️Given you play as a time traveler who explores a fallen world of Poland, it all feels 'suitably other-worldly and oppressive', pockets of time oddities, "constant moody hues", nightmarish visuals built on the foundation of a once-thriving city with European architecture ▪️There are multiple possible endings that aren't black and white 'good' or 'bad' IGN ➡️ Gamespot ➡️ Destructoid ➡️ #CronosTheNewDawn

Shinobi602

62,217 Aufrufe • vor 1 Jahr