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Introducing Beaten Path, a turn-based tactical RPG inspired by Fire Emblem and Final Fantasy Tactics. After six years of solo dev, we're so excited to bring Beaten Path' epic to PC, PS5, Xbox X|S & Nintendo Switch in 2027 ⚔️25+ fully voice acted characters 🏹100+ weapons across 10 weapon...

101,591 просмотров • 1 месяц назад •via X (Twitter)

Комментарии: 46

Фото профиля BryanIKE
BryanIKE1 месяц назад

@PeacebreakGames Will be bought on day one 💚

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

@PeacebreakGames 💛💚💙

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

Wishlist now on Steam!

Фото профиля HazzadorGamin, Dragon of Dojima
HazzadorGamin, Dragon of Dojima1 месяц назад

@PeacebreakGames This looks 🔥 will add it to Wishlist.

Фото профиля Jose Antonio
Jose Antonio1 месяц назад

@PeacebreakGames Please be at least with Spanish menus and subtitles🤞

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

@PeacebreakGames Sí, absolutamente.

Фото профиля Jose Antonio
Jose Antonio1 месяц назад

@PeacebreakGames PERFECT!🔝 Amazing game! I'll buy it on day one when it's released for Xbox Series X 😉👍

Фото профиля Xbox Indie Gamer
Xbox Indie Gamer1 месяц назад

@ShoulderWinter @PeacebreakGames It looks awesome

Фото профиля Greg
Greg1 месяц назад

@PeacebreakGames XBOX Play Anywhere Support?

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

@PeacebreakGames Absolutely

Фото профиля Mag-E🍀
Mag-E🍀1 месяц назад

@PeacebreakGames Since it's the hot button topic with Fire Emblem just being announced. Are they called "Male" and "Female"? Or "Type A" and "Type B" in your game?

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

@PeacebreakGames You play as Panna, she's Beaten Path's protagonist! But there will be 25+ recruitable characters to add to your party.

Фото профиля Anonymeme69
Anonymeme691 месяц назад

@PeacebreakGames Would be nice if you actually linked the Steam page... Here, for those who want it

Фото профиля 🇨🇱 baldur prime 🇨🇱
🇨🇱 baldur prime 🇨🇱1 месяц назад

@PeacebreakGames pues se ve interesante, gracias por el aviso del juego :3

Фото профиля R E D YOTA
R E D YOTA1 месяц назад

@PeacebreakGames Are you guy's doing a physical release?

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

@PeacebreakGames We have a soft spot for all things physical so, whilst it's not confirmed, it's definitely something we're aiming for.

Фото профиля Scensei | RPG & Gaming 🕹️
Scensei | RPG & Gaming 🕹️1 месяц назад

@PeacebreakGames Definitely getting this

Фото профиля Minder of your business
Minder of your business1 месяц назад

@PeacebreakGames Wishlisted it looks gorgeous. If you're gonna citr those two games you must be my kind of guy

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

@PeacebreakGames Welcome aboard! 🫡

Фото профиля LordOfHoopla⏳
LordOfHoopla⏳1 месяц назад

@PeacebreakGames Looks pretty sick!!! Will have to check out!

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

@PeacebreakGames Diolch

Фото профиля Franᶻ 𝗓 𐰁
Franᶻ 𝗓 𐰁1 месяц назад

@PeacebreakGames OHH 2027

Фото профиля Paul Mercado
Paul Mercado1 месяц назад

@PeacebreakGames

Фото профиля Blueblade13
Blueblade131 месяц назад

@PeacebreakGames Glad it's on Switch.

Фото профиля Barry Aldridge
Barry Aldridge1 месяц назад

@PeacebreakGames Ooo final fantasy type game. This is really cool..

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

@PeacebreakGames We are super duper super excited for this!

Фото профиля Barry Aldridge
Barry Aldridge1 месяц назад

@PeacebreakGames Even found out the Kickstarter is accepting pledges still which is really cool. I’m excited for this one too.

Фото профиля Flesh
Flesh1 месяц назад

@PeacebreakGames Will be watching closely, looks great!

Фото профиля MegamanNG
MegamanNG1 месяц назад

@PeacebreakGames Count me the F in. I want in mate. :)

Фото профиля ELIJAH👨🏿‍💻📸
ELIJAH👨🏿‍💻📸1 месяц назад

@PeacebreakGames Xcom final fantasy tactics? Refined?

Фото профиля Kon 🐀🇳🇴
Kon 🐀🇳🇴1 месяц назад

@PeacebreakGames looks baller

Фото профиля BIG Mark Jayyy™ @ FORTUNE’S WEAVE 9/17
BIG Mark Jayyy™ @ FORTUNE’S WEAVE 9/171 месяц назад

@PeacebreakGames Day one purchase on Switch!

Фото профиля Dorian Ravenwood
Dorian Ravenwood1 месяц назад

@PeacebreakGames Beaten Path looks phenomenal!

Фото профиля meyerpark @ Evo Vegas 2026,Dreamcon 2026,CEO 2026
meyerpark @ Evo Vegas 2026,Dreamcon 2026,CEO 20261 месяц назад

@PeacebreakGames Yes Xbox version for me, love the anime graphics too

Фото профиля Tom Ohle
Tom Ohle1 месяц назад

@PeacebreakGames Looking great!

Фото профиля VacxyP
VacxyP1 месяц назад

@PeacebreakGames Ok, los diseños se ven decentes y no parecen hechos por IA.

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

@PeacebreakGames can confirm, the designs are sick and no AI. These designs were made with a lot of love.

Фото профиля Waldazo
Waldazo1 месяц назад

@PeacebreakGames You got my support thanks that is coming to Nintendo Switch

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

Join the wonderful community over on the Discord!

Фото профиля JemChicaPop
JemChicaPop1 месяц назад

@PeacebreakGames This looks fantastic

Фото профиля Lester
Lester1 месяц назад

@PeacebreakGames This looks amazing man, looking forward go playing it

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

Pssst, go follow @BeatenPathGame - that's where you'll be finding future news and updates. 😉

Фото профиля Lilith
Lilith1 месяц назад

@PeacebreakGames Will their be any romance (sorry if it was already said and I didn't saw)

Фото профиля Hyperion
Hyperion1 месяц назад

@PeacebreakGames when????

Фото профиля Wales Interactive
Wales Interactive1 месяц назад

@PeacebreakGames 2027!

Фото профиля Hyperion
Hyperion1 месяц назад

@PeacebreakGames 😭

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We believe it's time to restore that original spirit, to rebuild a model where openness, fairness, and community participation are at the core of crypto startup innovation. // Pushing for an ICO 2.0 Era At Soul, we are committed to building a foundation that prioritizes fair participation and long-term alignment. 25% of the total token supply will be allocated to the community through this Public Round, establishing the basis for strong, decentralized governance as the protocol launches. Soul’s valuation will be determined upon the conclusion of the Public Sale, based solely on the capital raised during the round. We are equally committed to avoiding the common pitfalls of low circulating supply and artificially high FDV. All tokens offered in the public round will be fully unlocked at TGE, allowing for a transparent, market-driven valuation from the outset. // $SO Utility The $SO token is an essential component of the Soul Protocol, designed to drive governance, gauge voting, yield boosting, and value sharing. Rather than existing as a speculative asset, $SO is structured to reward participation, align incentives across stakeholders, and strengthen long-term protocol sustainability. Its utility is directly tied to protocol adoption and engagement, ensuring that value creation flows to those who contribute meaningfully to the protocol. Soul rejects short-term incentive models such as liquidity mining, which often generate unsustainable growth. Instead, prioritizes product-driven revenue and long-term value accrual, distributing rewards to $SO stakers and active participants in proportion to their contributions. Governance & Emissions Control $SO is the governance token of the Soul Protocol, enabling holders to participate in critical decision-making processes. Through governance proposals and emission gauge voting, $SO holders directly influence the allocation of incentives across Soul’s integrated Money Markets, ensuring that ecosystem growth is aligned with stakeholder interests. Boosted Yields Through Staking Staking $SO enhances users' lending positions by granting access to additional yield opportunities on top of base APYs. This mechanism directly links token utility to core protocol activity, ensuring that demand for $SO is driven by real usage rather than speculative behavior. Revenue Sharing & Buyback Mechanism The protocol’s fee switch will direct a portion of collected revenue to purchase $SO tokens from the open market, which will then be redistributed to stakers through emissions and reward mechanisms. This model will directly link protocol revenue to tokenholder rewards, ensuring that $SO ownership is economically tied to the protocol’s activity and long-term growth. For full details on tokenomics, please visit our dedicated page:

Soul Labs

289,814 просмотров • 1 год назад

Death Stranding 2 | Hands-On Details ▪️Press got to play a whopping 30 hours of the game, that is around 40% of the story says Kojima ▪️"Tighter, pacier, more dynamic, more gripping" than the first game ▪️4 difficulty settings: Story, Casual, Normal, and Brutal ▪️Played on base PS5, "impressive photorealistic graphics" that draw you in right away, "hugely increased" level of detail ▪️"Fantastically surreal" bossfights ▪️Takes place 11 months after the first game with Sam living with his daughter Lou in a remote area in Mexico ▪️After connecting America to the chiral network, deliveries are now automated by AI ▪️His peaceful life is disrupted by the return of Fragile, now running the company Drawbridge, who sends Sam on a mission to connect Mexico to the network and then to Australia ▪️Pacing is improved over the first game, swiftly gets players into gameplay ▪️Corpus: In-game glossary similar to Final Fantasy 16 that can be opened at any time, including mid-cutscene, to recap and explain plot points, characters, places etc ▪️Expanding gameplay systems was a major focus, world feels more dynamic and diverse with more opportunities for player expression ▪️Still focused on taking cross-country delivery jobs through hostile landscapes, but much more evolved like going from MGS1 to MGS2 ▪️More streamlined menus, clear info on your objective, equipment, routes, less frustration in traversal ▪️Combat now plays a greater role, Kojima added more options because so many people all over the world were asking him to make another Metal Gear ▪️Sam now has to also contend with extreme weather conditions. Sandstorms can topple you over, intense rain leads to floods, earthquakes shake the ground, avalanches can come crashing down ▪️Tons of environmental diversity, barren mountains, white sandy deserts, lush jungles, cities, etc makes the first feel static by comparison ▪️Time of day (sunlight, nighttime) can impact the temperature of your precious cargo ▪️Asynchronous online connectivity expanded with more structures like ziplines that now curve, safe houses for checkpoints, ramps that can shoot Sam across the air like Sonic ▪️You can level up your abilities through use, like stamina, proficiency with weapons, skill tree buffs like better stealth that gives improved noise cancellation and enemy alerts. Likewise more time in combat unlocks better ammo, scanner range, etc ▪️You can customize your backpack with lots of attachments like extra ammo pouches, shields, and more ▪️You can also customize vehicles like adding an arm to a truck that will automatically grab lost packages, machine guns to auto shoot enemies ▪️Lots of new options to encourage experimenting your approach, like finding extra tools like powerful gloves that let you punch mechs in the face or an otter hat to float in water ▪️"Significant" number of side quests with meaningful rewards: special weapon schematics, narrative payoffs, skill points to unlock footstep dampeners, aim assistance, vehicle recharger, etc ▪️Combat is vastly expanded and improved, in many ways "feels like Metal Gear Solid 6" ▪️Mexico and Australia are filled with enemy bases to infiltrate, ripe for silent takedowns or gunfights that feel "punchy" ▪️There are new human enemy forces such as bandits and armed survivalists ▪️You can wear different camo types to blend in and throw out small puppet "Dollman" into the air to scout out enemies ▪️You can now put down Sam's backpack to allow for more agile movement ▪️Lots of weapon options from pistols to assault rifles, shotguns, sniper rifles, grenade launchers, 'blood boomerang', the rope-firing Bola Gun, and more ▪️Battles against BTs are much more engaging, with new enemy types that can also physically see Sam, not just sense him ▪️You can unlock a music player in the game that lets you play a playlist of tracks you collect at your choosing Full IGN Video ▶️ VGC ➡️ Eurogamer ➡️ #DeathStranding2 #PS5

Shinobi602

1,078,190 просмотров • 1 год назад

GPT-5 Latest Rumors and Leaks - Scraping Together All the Evidence! TLDR: It's going to be an "all-in-one" model across all current modalities and likely the first fully agentic foundation model! It's also likely less than a month or two away! More details to follow: GPT-5's release appears imminent based on cryptic hints from OpenAI researchers and industry rumors, with most consensus pointing to a July or August 2025 launch date, though some suggest it could be delayed until December due to training requirements. Sam Altman previously indicated GPT-5 would follow GPT-4.5 in "months not weeks," suggesting a potential release window anywhere from early 2025 to February 2026 at the latest. The anticipation builds on OpenAI's pattern of sudden major releases rather than gradual rollouts. The expected capabilities represent a paradigm shift beyond incremental improvements, featuring enhanced reasoning capabilities that OpenAI is integrating across all their models, improved reliability with reduced hallucination rates hopefully dropping below 15%, and substantially better coding performance that has already reached the point where OpenAI employees rely on their own tools for development work. GPT-5 is expected to excel in mathematics, context management with better memory systems, and feature all-in-one modality including native voice, high-quality image processing, and likely video generation and understanding, though real-time video streaming may wait until GPT-5.5. Parameter count speculation ranges wildly from conservative estimates of 5-50 trillion parameters to more ambitious predictions of up to one quadrillion parameters, representing a potential 1000x jump from GPT-4's estimated 1-1.5 trillion parameters. However, the focus has shifted from pure parameter scaling to inference-time compute and architectural innovations, with mixture of experts architecture expected to continue and new emphasis on tokenizing diverse data formats and streaming capabilities. GPT-5 is anticipated to enable fully autonomous agents with workflow management, API integration, and real-world actions, building on current tools like CodeX and Deep Research. Computer-using agents utilizing keyboard, video, and mouse interfaces represent the next major breakthrough, potentially accessing virtually any digital task or service. The integration covers everything from playing video games to editing videos to writing books, with the total addressable market being incalculable given the ubiquity of computer interfaces. Benchmark expectations include MMLU saturation at 95% accuracy, SWEBench jumping from 32% to 85% (indicating mastery of coding tasks), advanced math benchmarks reaching 40-50% accuracy, and multimodal tasks achieving 90% success rates. Context windows are expected to be substantially larger than current speculation suggests, potentially reaching 1-2 million tokens rather than the rumored 64,000-256,000 tokens, especially given that competitors like Google have already achieved massive context windows. The timeline predictions from major institutes like Brookings, McKinsey, and MIT are considered overly conservative, with the real progression likely occurring much faster. While consensus suggests agent deployment dawn in 2025, infrastructure scaling in 2026, autonomous ecosystems in 2027, and hybrid teams by 2028, the reality is that many of these developments are already happening or will occur 1-2 years earlier than predicted. We're currently at OpenAI's "reasoners" stage and approaching level 3 agents, with level 4 innovators expected by 2026 and level 5 organizations by 2027-2028, representing a much more accelerated path to artificial general intelligence than mainstream forecasts suggest.

David Shapiro (L/0)

17,654 просмотров • 1 год назад

Introducing QuickSwap Bonds, now live on the DEX 🔥 Discover an exciting new way to LP and earn rewards on #Polygon! Users provide liquidity and receive tokens at a discount that vest over time, represented by a Bond NFT. Projects get protocol-owned liquidity in return. Powered by ApeBond, the dragon and ape communities have teamed up to bring this awesome product to Polygon DeFi 🤝 Are you a yield farmer looking to tap into some cool Polygon ecosystem projects? Then QuickSwap Bonds may just be the right fit for you! Partner Projects Offering QuickSwap Bonds Dogelon Mars Dogelon Mars is a doge-themed cryptocurrency and comic series inspired by Dogecoin. Dogelon is a Shiba Inu on a mission to bring humanity to Mars. 50% of the token supply was locked forever in a decentralised liquidity pool and the other 50% was donated to Vitalik Buterin, the founder of Ethereum. $ELON is the main token that powers the ecosystem. GENSO Meta GensoKishi Online Metaworld is the Web3 incarnation of the award-winning Nintendo Switch/PS4 game “Elemental Knights," where players explore a fantasy 3D virtual world. It merges a MMORPG game style with in-game ownership through NFTs. Users can create, buy, and sell skins, maps, weapons, and more as NFTs through the $MV token. PLANET IX Planet IX is an online NFT-strategy game where users embark on an exciting adventure within a digital earth. The aim is to restore this planet to what it once was: a more thriving and lush environment. $IX is the game's native utility token that lets users farm, earn, and trade. BlockWallet BlockWallet is a self-custodial Web3 wallet that highly focuses on user security. It supports all EVM chains, is open source, has built-in swaps and bridges, supports multiple hardware wallets, and much more. BlockWallet has its own $BLANK token, which allows users to invest in the project's future, receive rewards, special offers, and engage in unique events like the upcoming STAKING campaign. Forest Knight Forest Knight is a free-to-play, play-to-own turned-based RPG game on mobile devices that lets players battle against one another through PVP and PVE game styles in a virtual fantasy world while also collecting NFTs and other items. Its in-game economy is powered by the $KNIGHT token, where holders can receive special benefits and participate in governance. Yellow Yellow Duckies is a NFT trading card game that lets players collect, trade and evolve Ducklings NFTs! The game uses the DUCKIES token for utility but also for the upcoming Duckies Canary Network 👀🎁🪂 Orbs Orbs is an open, decentralised, and public blockchain infrastructure that's made possible through a secure network of permissionless validators using PoS consensus. They've already integrated several powerful products on the QuickSwap DEX, including Liquidity Hub and dTWAP/limit orders. $ORBS is the token that powers their ecosystem. Veloce Veloce is a large, decentralised gaming and sports media organisation that is made up of 6 brands, taking Web3 esports and racing to the next level. VEXT (or $VEXT) is the ecosystem's native currency that provides holders with perks and benefits in the ecosystem. Borderless.Money | BorderlessMoney.lens (🌸, 🌿) Borderless Money is a DeFi protocol that lets users contribute capital to social investments (UN sustainable goals) to participate in various social causes. The platform's native token is $BOM, which users can stake, participate in decentralised governance, and earn rewards. BitCone (CONE) BitCone is a decentralised community powered by the $CONE token, best known for its "Conemunity" on subreddits. Users can earn the token through airdrops and BitCone mining. yusril mahendra FireBot enhances returns with DeFi strategies and trading algorithms, offering tokenized investments on Polygon. Their $FBX token is backed by quantitative strategies to mitigate crypto market volatility.

QuickSwap 🐲 DragonFi 2.0

42,808 просмотров • 2 лет назад

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions ▪️Team based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune ▪️Launch: Coming to PS5, Xbox and PC on September 23 ▪️Will be a "premium" product, meaning not F2P ▪️"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" ▪️3 maps, 6 runner classes at launch, more to follow post-launch ▪️Plans to support the game with new maps, weapons, characters, and more as it goes on ▪️Ranked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming ▪️You play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats ▪️Runner Types: "Locus" is a soldier class for pushing forward, can use a shield, "Void" is stealth, sneak by undetected, use smoke grenades, "Blackbird" is reconnaissance based, find players, positioning, and more ▪️Uncover secrets hidden in the wake of the original Marathon trilogy's events - how and where this overlaps or clashes with the original games "is a story that will unfold over time" ▪️Objective is to get in, get as much loot as you can, and get out alive ▪️If you die, your gear and loot will be up for grabs. Survive and you can take your gear with you on future runs as you grow in power and fill your vault ▪️Fight in a crew of up to 3 players, various map sizes up to 18 players ▪️PvP + PvE, battle other players, security forces, and "otherworldly threats" ▪️Contextual pings, shared objectives, down-but-not-out mechanics ▪️Environments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, ▪️Select your runner, strategically build your loadouts pre-match ▪️Factions in the game can sponsor you and your loadout ▪️You have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner ▪️"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. This is a good sign – the best thing I can say after any preview is that I want more – but big questions remain" ▪️No two matches ever play out the same, dynamic events, variable weather, unpredictable players etc ▪️Customization: Each Runner "brings their own flair", but serve as foundations to customize your playstyle - collect implants and equipment to augment your Runner, like stacking implants/upgrades to reduce heat build-up to allow you to keep running, jumping, sliding longer ▪️Contracts: "Ingenious" incentives, finish contracts you accept for permanent upgrades to your stats, add precious items like grenades, shields, inventory-expanding backpacks, etc to your market. The bigger your market, the better your minimum loadout becomes ▪️Contracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" ▪️Prestige Cores: Rare items that can "really push the boundaries" (ex: Glitch has an upgrade that turns double jump into triple jump for more manueverability) ▪️Another rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) ▪️Each match "feels like the most important one ever", high stakes, "surprisingly challenging AI enemies" that were "much, much better at surrounding and overwhelming players than the vast majority of AI enemies found in other games" ▪️Having a balanced crew helps in exploring the "dark and forgotten places" in maps - filled with deadly creatures like a species of giant ticks who swarm you frantically ▪️Battles can become frantic as you encounter other crews, stalk them across the map, encounter AI enemies to fend off when others come to claim your loot (one preview battle turned into a 9 player free-for-all) ▪️Downside could be the reward system where skilled players enter fresh matches with high level gear that outmatches less skilled players, though Bungie says it has gone out of its way to try and make it where a poorly equipped squad can still stand a chance if they play well ▪️Even if you die, you can can still get upgrades, improve your reputation with factions, advance in perk trees, etc by completing various quests, looting chests, or fulfilling specific objectives which unlock new bits of story and can grant perks like buying slightly better gear from vendors ▪️"The world Bungie has built is every bit as beautiful as it is creepy and dystopian, and there are moments where they satisfyingly hint at the events of the Marathon trilogy from the ‘90s", though "what little I saw did only slightly more than pay lip service to the world" ▪️Uses the seasonal reset model like in Diablo 4, where players are stripped of their loot and progress at the end of each season to mix things up with new content and new meta ▪️Game is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% ▪️"You will lose a lot, and losing hurts a lot[...]Extracts are snapshots of this unpredictability. That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" ▪️Some previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up ▪️Not a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough ▪️Bungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? ▪️Fights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc ▪️Example: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer ▶️ Gameplay Overview ▶️ PS Blog ➡️ IGN ➡️ GamesRadar ➡️ ▶️

Shinobi602

181,743 просмотров • 1 год назад

Recently I got some hands-on time with Crimson Desert and below are my first impressions as well as some of the gameplay I was able to capture. Crimson Desert is a good game, but it won’t be for everyone. I know the devs claim this isn’t an RPG, but I don’t know any other way to describe this game other than a HARDCORE action RPG. If you need the yellow paint to know where to climb this game isn’t for you. But if you love getting lost in a whimsical world with a boat load of content this game is going to be right up your alley. I think what impressed me most is the attention to detail. There’s so many little things the dev team took into consideration that I think people who enjoy being immersed into a world are going to appreciate. Even if you aren’t that person; on a basic level I think most will enjoy the game's combat. It’s fast, fluid and provides a ton of player expression with its deep skill tree. The world of Pywel is vibrant, large in scale and full of life. It’s easy to get lost off the main quest line as there’s always something to do and someone to speak to. An example being I was wandering through the open world and encountered a distressed woman seeking help. I agreed to follow her only to find out moments later she was with a gang and they were trying to back door me. That had me cracking up. I think if the open world is consistently full of fun, unique side content like that & the main quest line is fire this game has a lot of potential to impress. It’s just a shame that I didn’t get to spend more time with the main quests as I kept getting side tracked with cool stuff to do in the open world. So I can’t give you much insight into that. What I can say is after the opening section there’s NEXT TO NO tutorials in this game, the puzzles are hard & the default controls are a bit clunky. You will be getting lost and I can see that frustrating some people who aren’t interested in a challenge. That’s why I mentioned earlier that this is a hardcore RPG. It does not do a lot of hand holding. Because of that I predict you and your friends will be sharing tips and tricks similar to when Elden Ring first launched and nobody knew what they were doing. If you are a patient person and take the time to learn the game's systems I promise you will be able to put together some awesome combos that will make you feel like the main character. My biggest fear for this game is that I won't finish it. Not because it’s a bad game, but I can just tell from my brief time with it that it’s next level massive. As someone who's been gaming for 30+ years it’s very rare you’ll hear me say a game was overwhelming, but this game is. For people who lack a ton of free time I can see that being a turn off because once again the game doesn’t give much direction or tutorials outside the opening area. Not to mention this game could be big just for the sake of being big. I was curious to know how much of the content was engaging versus just open world bloat? Hard to tell because I only got a few hours with the game. I also fear that the Ai isn’t the best in this game. The Ai issues I encountered zapped all immersion away for those moments. I’m not sure if the final build will differ from the vertical slice we played, but what I can tell you is that on the build we played I wasn’t impressed by the Ai. Several times I attacked enemy camps and they never reacted to me attacking them. They just stood there and took it which made the world feel less alive. There were also times where enemies were looking dead at me just standing still as the battle music played threatening to beat me up, but they never did anything. It was 3 or 4 times I encountered this poor Ai which is a red flag for me because I only got two hours of hands on time with the game. Mind you in those two hours a good portion of it was just me working my way through the prologue and the early quests, so I didn't spend a ton of time in the open world. What I'm trying to get at is the janky ai was very noticeable. It wasn't something that took long to find. I will say when the game works it's great, but when I tell you the Ai was bad at times it was bad. It reminded me of the dumb NPC’s often found in Ubisoft open world games. I’m not looking for this to be a Souls game but I want some level of challenge in the combat. Hopefully that stuff gets patched out. That being said, I’m confident in saying this game is good. I just didn’t have enough time with it to determine if it’s good, or GREAT. Only time will tell when Crimson Desert drops on March 19th, 2026 for the PC, PS5 and Xbox Series. Pros —---------- - Combat makes you feel like demon - Deep Skill tree - Vibrant world - Solid voice acting - Fire OST - The little details (trust system, you can commit crimes ect.) - No Fall damage - Puzzles are creative & challenging - Game doesn’t hold you hand (some people will hate this) - You can swap in and out of 3rd and 1st person at will. Wasn’t able to explore much of how that changes the game, but it’s nice that it's an option. - EASILY over 100hrs of content (some will hate this though) Cons —---------- - Clunky controls (Default controls take some time adjusting too. I hope there’s other control schemes at launch) - Inconsistent Ai (Ubisoft bad at times. sometimes the enemies wouldn’t attack during combat or act like they never saw you) - Long load times (we were playing on PC’s, but idk the specs) - Your horse can faint & when they do traveling the large world wasn’t as fun (and I couldn’t figure out how to get him back - most likely a skill issue) - Early stamina management is OD. Early game it’s easy to drown & get tired running. I’d imagine it gets better late game, but early game it’s frustrating trying to explore. - Camera takes some getting used to in combat. Sometimes its too close and others too far. - Early arrows have no impact. Felt useless. Hoping later upgrades fix that

The Black Hokage

1,175,867 просмотров • 6 месяцев назад

This might be the most insane battle in tech history. And everyone's watching the wrong thing. Waymo just raised $15 billion at a $100 BILLION valuation. That's a 122% jump in 14 months. Meanwhile, Tesla started testing truly driverless robotaxis in Austin last week. But here's what nobody's saying out loud: This war was already decided. And Waymo won. The market just told us exactly how much real autonomy is worth versus promises. Tesla's entire $1.5 trillion valuation assumes robotaxis will generate trillions in revenue. Waymo's actual working robotaxis doing 450,000 weekly paid rides across five cities are worth $100 billion. That's the gap between fantasy and reality priced in real money. And it gets crazier when you look at what's actually happening on the ground. Waymo crossed 127 million fully autonomous miles. Zero humans in the car. Ever. They went from testing to fully autonomous in Dallas and Houston in six months. The "can't scale" argument just died in Texas. Meanwhile Tesla just removed the safety driver from 30 cars in Austin. After six months of supervised testing. With seven reported crashes to NHTSA. Elon claimed they'd have 500 robotaxis in Austin by end of 2025. They have 29. Deutsche Bank predicted 1,500 across Austin and San Francisco. But they're nowhere close. The real story isn't the numbers. It's the business model everyone missed. For years, Tesla bulls said Waymo's approach was too expensive to scale. Lidar costs tens of thousands. HD mapping takes forever. Remote monitoring eats margins. Tesla's vision-only system costs $400 per car. Waymo's sensor suite costs $12,700. Simple math says Tesla wins, right? Wrong. Because they're not selling the same product. Tesla is selling supervised driver assistance to consumers who pay $99/month and still have to watch the road. Waymo is selling fully autonomous rides to passengers who literally sleep in the back seat. Those are completely different businesses with completely different economics. And the market just valued the difference at $100 billion. Here's the part that destroys the Tesla narrative: Waymo's cost per vehicle is dropping faster than anyone predicted. Their 6th generation system coming in the new Zeekr van will cost under $20,000. Getting competitive with Tesla's hardware while maintaining full autonomy. Meanwhile Tesla's FSD has been "months away" from unsupervised operation for five years straight. The technical gap is widening and NOT closing. Waymo just launched freeway operations across San Francisco, Phoenix, and LA. They're expanding to 12 new U.S. cities in 2026 plus London and Tokyo. That's the opposite of "can't scale." Tesla can't even get a California permit to test without a safety driver. But wait, there's more... Waymo's safety data makes Tesla look reckless. 88% reduction in property damage claims compared to humans. 92% reduction in bodily injury claims. Those numbers come from Swiss Re, not Waymo's marketing team. Tesla's response? "Trust us, it's safer than humans." No comprehensive data. No third-party verification. Meanwhile actual insurance companies are pricing the difference. Everyone's debating cameras versus lidar. That's like arguing about gasoline versus diesel when one company has working cars and the other has prototypes. The real question is: who understood the path to market first? Waymo spent 15 years building a system that actually works. Incremental progress. Conservative timelines. Real safety validation. They're boring. They're slow. They're methodical. And they won. Tesla promised magic. Flashy demos. Aggressive timelines. Revolutionary technology. They're exciting. They're fast. They're bold. And they're stuck in supervised mode with 29 cars. Here's what happens next: Waymo takes this $15 billion and floods the market. 100,000 vehicles. At current utilization rates, that's 10% of the entire U.S. ride-hailing market. They become the default autonomous option in every major city by 2027. Tesla either admits FSD Supervised isn't ready for full autonomy, or they keep testing with 30 cars and hoping for a breakthrough. The market has spoken. Real autonomy with expensive sensors beats cheap cameras that need human supervision. Not because the technology is better. Because the business model actually works. You can't scale "almost autonomous." You scale fully autonomous or you stay a driver assistance feature forever. Waymo chose the hard path and won. Tesla chose the impossible path and got stuck. The $100 billion valuation is the market pricing that difference. This was never about who has better AI. It was about who understood the economics of autonomy first. And Waymo just proved they did.

Ricardo

212,163 просмотров • 9 месяцев назад

Introducing the Content Machine! This was the first time I walked through the mechanics of our anti-slop content system & how we drive 10,000,000+ impressions at tenex with a marketing team of...2. Thanks to claire vo 🖤 for having me on her show to share. Full-writeup & interview below... What is the Content Machine? A directory of daisy-chained skills that turn what you already say into publish-ready content. This is the key way to avoid turning into a slop cannon. It mines the places you already talk (Slack, Notion, Gmail, Linear, GitHub) plus what the internet is saying, finds the ideas worth writing, interviews you to extract the story, drafts it, and edits it to a 9/10 bar before you post. What are the principles of this system? 1) It is not a "write me a post" prompt. The core belief baked into it: the raw material must come from you. 2) The machine never invents your voice and never fabricates your insight. It does the research, the structure, and the editing, so your time goes only to the part only you can do. It focuses the human on the first & final mile of the content process. How is it structured? A two-layer split between the process & the person - The process layer is generic and shared: the pipeline, the content-type specs, the copywriting references, the onboarding flow. That is what lives in git and what gets shipped to other people. - The personal layer is yours and never leaves your machine: content-machine.config.md, creators/ / (profile, style guide, lessons), projects/, published/, oracle-reports/. All gitignored, and the desktop build script refuses to package any of it. What is the 10-step pipeline? 1) Creator Select. Multi-creator by design. It figures out who this run is for and loads their profile, style guide, and content lessons. Everything downstream is scoped to that person. - Onboarding (first run only). Scaffolds the workspace, auto-creates your Notion Vault, connects your sources, and builds your voice guide one of three ways: import a guide you already have, feed it writing samples, or sit for a short voice interview. 2) The Oracle. Two idea engines running in parallel: - Oracle scans what you wrote in the last 7 days across Slack, Notion, Gmail, Linear, and Git, hunting for "spikes," moments where you naturally said something worth expanding. - The Internet Reader scans what the world is saying, pulled only from the source list in your profile (handles, labs, outlets, keyword watchlist), plus a social sweep across Reddit, X, YouTube, Hacker News, and more (thanks /last30days & Matt Van Horn). - Every idea is scored 0 to 10 (POV strength 25%, story potential 25%, emotional intensity 20%, lesson/framework 20%, depth 10%). Everything qualifying gets written to The Vault, a Notion database that is the durable idea bank. 2.5) Research. Before you get interviewed, a research agent builds a sourced brief: - key facts with links - current developments - what has already been said in-market - contrarian angles - open questions only you can answer. 3) Interview Panel. Six interviewer personas (Ferriss, Rogan, Larry King, Stern, Barbaro, Barbara Walters) ask you one question at a time, each chasing a different dimension: tactics, story, core truth, the hidden thing, clarity, emotional depth. It pushes back on vague answers and will not advance until it has 2 to 3 specific stories with real details. 4) Production. Your interview becomes a raw markdown file: stories, core insights, quotable moments, the emotional anchor, surprising reveals, the "so what." Your exact words are preserved. This file is the source of truth for everything that follows. 5) Refinement. Now it drafts, and only now. It must read your style guide, your content lessons, and the spec for the chosen format (LinkedIn post, X thread, long post, playbook, podcast promo, reaction post, article, and so on). 6) Writer's Council. Six reviewers score the draft: Morgan Housel (will this matter in 10 years), Tim Urban (is it confusing), Shaan Puri (would I stop scrolling, plus three alternate hooks), Greg Isenberg (what can someone steal), David Perell (is it personal, observational, playful), and a Slop Detector hunting AI tells. Each gives what's working, what needs work, a fix, and a score. 7) Revision Loop. Under 9/10 goes back around. The smart part: fixes get sorted into editorial (the machine rewrites it itself) and information gaps (only you have the answer), and information gaps route back to the Interview Panel with targeted questions rather than letting the machine make something up. Max 3 editorial cycles. At 9/10 the piece becomes the anchor. 8) Repurposing Engine. One anchor fans out into 10+ derivatives: X article, LinkedIn article, short X posts, short LinkedIn posts, a playbook if there is a framework in it. Each one is written native to its platform with a fresh hook, not cross-posted, and each runs the full council and revision loop to 9/10 on its own. This is the multiplier. 9) Distribution (optional, off by default). UTM tagging, a scheduled publishing queue, CRM capture of every touchpoint, attribution reporting back to pipeline, and marking the Vault row as Published. 10) The Learning Loop, always running. After you approve a piece it diffs your first draft against the final, extracts the pattern, and asks you to confirm it. Confirmed lessons go into content-lessons.md and override the style guide. Once a lesson proves out across a few projects it graduates into the style guide itself. Your first drafts get better over time instead of you re-explaining preferences. P.S. i'm thinking about opensourcing this. should i do it?

Alex Lieberman

115,631 просмотров • 1 месяц назад

I played 4 hours of The Blood of Dawnwalker - and it's damn good. My full thoughts below 👇 The version we played was in beta and running on some powerful PCs. It was from the beginning of the game so I wasn't able to explore the entire map. It felt pretty polished overall and I didn't experience any bugs or performance issues during my time. The game takes place in Vale Sangora - it's a beautiful valley near the Carpathian Mountains full of lush trees, bogs, mines, and all kinds of wildlife and villages and communities roughly comparable in size to The Witcher 3's Blood and Wine but packed with detail. There's a lot of neat history everywhere you look and explore, with references to Genghis Khan's hordes, the Tatars, and more. There are also little details that help make the setting a bit more real. Because Vale Sangora is run by the vampire leaders, silver is forbidden to have in your possession, and not every merchant will buy or sell them. It looks great visually, but I wouldn't say in a way that blew my socks off. Environments look good, trees, bushes etc all swaying in the wind, good lighting, character models are nicely detailed. It's not pushing things on a technical level but I found that perfectly ok. From the beginning of the game, a series of events introduces you to Coen's family - his parents and siblings. His father Pieter is a strong and stern caretaker who knows his way around a sword but deeply cares for his family. Coen's mother Esme is stricken by an illness that the whole family is trying to wrangle with, and his siblings are playful and endearing. As the vampires don't tolerate 'weakness', you start the feel the weight of the family's plight that gives off an aura of despair. At least in these initial hours, I found myself surprisingly growing attached pretty quickly. While there's an ominous metaphorical 'cloud' that hangs over the valley, there are bits of lightheartedness thrown in too. One charming quest saw me play tag with my siblings and go fishing in the old family hangout spot. Character performances and voice acting are excellent. There weren't really any characters that felt out place or miscast. I especially enjoyed the gravelly voices of Pieter and Brencis - the leader of the vampires. Brencis comes off formidable, and events in the game gave me a motivational drive for revenge, which I always like in games. The story is set up in a way that each of the vampire leaders needs to be taken down, with Brencis as the head honcho. You can attack them in any order, even going directly to Brencis from the outset, but you'll probably find you'll have a bit of trouble with that approach. While I've always been a little hesitant about plots that have open-ended structures, the team at Rebel Wolves told me that each vampire 'captain' is unique with many quests tailored to their specific stories, and there was a lot of effort and care put into each. They urge players to play through each storyline to get the most out of the game. There were lots of endearing characters in just the first few hours. Anca - a local herbalist and a witch, reminded me a lot of The Witcher 3's Keira. And she's a romance option. There are other sentient races as well, like the Uriash which I would say resemble something like the Qunari from Dragon Age. They're big, tough and brooding and are seen as monsters and somewhat shunned. There's a nice variety of monsters too, like kobolds who are basically ghouls that talk smack, and I came across the "Great Bog Wurm" in a swampy area which was it's own mini-boss fight. When I compare to something like The Witcher 3 (because many people understandably do with Dawnwalker given how the game looks and the makeup of the Rebel Wolves team), movement and navigation in the game felt fairly fluid overall. Walking, sprinting, vaulting ledges, etc were smooth. There's a bit of clunkiness when it comes to jumping, where I'd sometimes starting sliding jumping down a hill or onto rocks. There's also an ability that Coen automatically gets after he becomes a half-vampire called "Planeshift". It lets him teleport dash around the world so he can reach higher areas or across gaps. It felt a little clunky and imprecise when scaling things like towers and trying to land back on solid ground. There's a glossary/beastiary that's structured just like The Witcher 3, and the soundtrack is basically, you guessed it, The Witcher 3 in all the best ways. And like one of my favorite parts of The Witcher 3, there are plenty of points of interest that lead to unique little narrative beats or quests. One saw me come across a villager searching for his brother. Following that little quest line led me to a buried tomb which led to a boss fight with an ancient warrior and cool loot at the end. One abrupt encounter in the world saw me chase the village asshole talking shit about my family. When his drunkard father catches us arguing, he scolds him more and tells me I should teach him a lesson myself and beat him with a stick. I can choose to partake in it, stand by and watch, or stop the father in a physical altercation. There's been a lot of questions about combat and from what I played, I liked it, moreso than The Witcher 3's. There are two ways to play: directional and traditional. With directional combat, you hold down a shoulder button to block while aiming in whatever direction you see an enemy attacking from. That's either up, down, left or right. It's simpler than something like Kingdom Come and I got used to it real quick. It sometimes got a liiiittle overwhelming when multiple enemies are attacking at the same time - and they do that a lot. Enemies don't wait around for their turn, instead opting to gang up on you to take you down. There's also the traditional or 'standard' combat, which is basically pressing a button that blocks enemies no matter what direction (your standard action game). You can also expectedly parry enemies that open them up for more damage. There is a stamina meter that depletes with blocks, and it depletes faster if you're playing standard, though you can upgrade your stamina as you play too. There are active abilities you can put into quick slots for faster use during combat. As there's a day/night cycle and Coen is a 'dawnwalker' - meaning he's human during the day and a vampire at night, you can switch between your swords in daytime and bring out your claws at night, which are more powerful. There are many abilities, though because I was playing the first hours of the game, I didn't get to see them all. One that I got to use was a powerful charge attack, and another was a flurry of deadly slashes with my claws. You can drain enemies to regain health with 'voracious bite', though enemies won't wait around while you're doing it so you have to be mindful. There are shrines dotted around the map that you can use to fast travel and upgrade your skills. There are tons of resources and items in the world just like The Witcher that you can use to craft potions and the like. Some can only be done during the day or at night. In terms of time progression, there are 8 time 'segments' per day and certain quests and activities can push the time forward a set amount of segments. I thought I would hate it at first, but it actually makes for some compelling choices in how you choose to progress the game. You're always shown when an action will progress time by the way, so nothing will take you by surprise. Running around and exploring the world doesn't push time forward. When your vampiric health drops really low, you become hungry and start to really crave blood. You can even lose control during dialogue and drain the person you're talking to - including friends. I didn't encounter that myself but the devs said those can have lasting effects throughout the game. This has definitely jumped up my most anticipated list for the rest of the year. It's practically The Witcher 3: Medieval Vampire Edition with its own flavor and unique mechanics and honestly...that is something I'm quite happy about. #BloodofDawnwalker

Shinobi602

369,642 просмотров • 2 месяцев назад

A forgotten kingdom waiting above the sky. Used Script to video skill on FlovaAI FlovaAI_Japan prompt Title: "The Castle Above the Clouds" Duration: 45 seconds Style: Grounded naturalistic photoreal cinematic adventure drama, live-action feature film quality, anamorphic 35mm film look, realistic medieval atmosphere, emotional performances, natural sound design, shallow depth of field, atmospheric lighting, epic scale, realistic geology, no fantasy exaggeration. Main Characters: ELIAN (32) — A medieval historian and explorer, calm and observant, wearing a weathered dark leather coat, linen shirt, travel boots, carrying an old leather journal. MARA (29) — A skilled mountain guide, intelligent and fearless, wearing a practical wool cloak, leather gloves, climbing gear, carrying a small lantern and ancient map. Scene 1 — The Fortress Above the World (0–10 seconds) EXTREME HIGH VANTAGE POINT — CASTLE BATTLEMENT TERRACE — MORNING A sweeping aerial establishing shot reveals a massive medieval castle standing on a sheer alpine cliff nearly 1000 meters above the valley floor. The camera slowly moves across the open stone battlement terrace. No people are visible at first. Foreground: Weathered pale sandstone parapets dominate the frame. Ancient crenellations line the edge. The stone is covered with realistic cracks, worn mortar, chipped corners, patches of moss and lichen. A castle tower rises on the left side of the frame with narrow arched windows glowing in warm sunlight. The camera slowly approaches the cliff edge. Beyond the parapet: A terrifying vertical drop disappears into clouds. Far below, the valley appears miniature: A turquoise river winds through green farmland. Tiny villages with red rooftops sit beside the water. A medieval town with walls and towers rests on a distant ridge. The enormous mountain range fills the horizon, glaciers glowing under sunlight. Clouds drift BELOW the castle terrace. Sound Design: Strong mountain wind. Distant bells from the valley. Soft orchestral strings begin. Scene 2 — The Forgotten Map (10–20 seconds) EXT. CASTLE COURTYARD — MORNING The camera moves through an ancient stone courtyard. Empty armor stands beside old wooden doors. Sunlight enters through towering arches. Elian walks slowly through the courtyard, studying carvings on the castle walls. Mara follows behind carrying an old rolled map. She opens it on a stone table. The map shows the surrounding mountains and a hidden route marked through the peaks. MARA "This path hasn't been walked in three hundred years." Elian touches the faded markings. ELIAN "Then why was it hidden instead of destroyed?" Mara looks toward the towering mountains outside. MARA "Because some places are forgotten for a reason." A strong wind blows through the courtyard. The castle bells ring once. Scene 3 — The Edge of the Unknown (20–32 seconds) EXT. CASTLE BATTLEMENT — AFTERNOON Elian and Mara stand on the highest terrace overlooking the impossible landscape. The camera circles them slowly. They look incredibly small against the mountains. The valley below glows with golden sunlight. Clouds move between the castle and the world below. Mara points toward a distant mountain ridge. MARA "Beyond those peaks is the old fortress of Aurelian." Elian looks through a small telescope. Far away, barely visible on a rocky summit, sits another ancient castle. ELIAN "No one could build there." Mara smiles slightly. MARA "Someone did." The camera pushes toward the distant fortress. Snow-covered peaks rise behind it. Thunder rolls softly in the distance. Scene 4 — The Storm Approaches (32–40 seconds) EXT. MOUNTAIN PATH BELOW THE CASTLE — LATE AFTERNOON Elian and Mara descend along a narrow stone path carved into the cliff. The castle towers above them. A dramatic weather shift begins. Massive clouds gather around the mountain peaks. Wind increases. Loose dust moves across the ancient path. Mara stops and looks upward. MARA "The mountain is changing." Elian looks back toward the castle. ELIAN "Then we move faster." The camera rises high above them. They become tiny figures against the massive landscape. Scene 5 — The Final View (40–45 seconds) EXT. ALPINE RIDGE — SUNSET A final cinematic wide shot. The camera rises above the mountains. The medieval castle stands alone on its cliff, surrounded by glowing clouds. The valley below reflects the orange sunset. The river shines like a ribbon of gold. Elian's voice echoes softly. ELIAN (V.O.) "Some kingdoms are remembered because they conquered the world..." A pause. The camera moves toward the endless mountains. ELIAN (V.O.) "Others are remembered because they dared to reach beyond it." Cut to black. END. Visual Notes: Realistic medieval architecture inspired by Alpine castles and mountain fortresses No magic, no fantasy creatures, no exaggerated landscapes True scale: humans remain tiny compared to nature Cinematic 35mm grain, anamorphic lens flares, realistic atmospheric depth Natural mountain wind, distant bells, footsteps on stone, subtle orchestral score. #Flovaai #Flovacpp

Sharon Riley

604,606 просмотров • 2 месяцев назад