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Trailer for Yan魇: Parasomnia, a story-driven horror game inspired by classics like Resident Evil and Fatal Frame, with themes based on Southeast Asian folklore. During the Hungry Ghost Festival, siblings Wan Zhi Min and Zhi Han are caught in a terrifying mystery involving missing children, strange deaths, and evil...

17,079 görüntüleme • 2 ay önce •via X (Twitter)

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🎮 Resident Evil 4 Remake Gets a Co-op Mode Before Resident Evil 5 Remake. A modder known as claybtv has announced the launch of an open beta for a co-op mode in Resident Evil 4 Remake. The modification, called Multiplayer Mod, allows two players to experience the entire campaign together. According to the developer, the mod synchronizes enemies, story events, doors, switches, alarms, and many other gameplay elements between two separate game instances in real time. From a technical standpoint, it's a remarkable achievement. Resident Evil 4 Remake was originally designed as a single-player experience, meaning that creating stable synchronization between two players required overcoming numerous complex challenges at the engine level. The mod is currently in beta testing, and players may encounter performance issues, animation glitches, and other bugs. The developer is already working on fixes through ongoing updates. 🤔 Perhaps the most interesting part of this story isn't the mod itself, but the community's reaction to it. This is the first fully featured co-op project built for a Resident Evil title on the RE Engine, allowing players to experience nearly the entire campaign together from start to finish. In many ways, the project highlights the continued demand for cooperative gameplay within modern Resident Evil titles. The positive response it has received may be further evidence that there is still significant demand for cooperative experiences within the Resident Evil franchise.

RENEWS

712,663 görüntüleme • 2 ay önce

🎮 A Resident Evil 3 Remake fan-made co-op mod is now in development. The success of the recently released co-op mod for Resident Evil 4 Remake appears to have sparked a new wave of multiplayer projects across the Resident Evil modding community. 🛠️ Modder HeySnippy is now developing a fully playable co-op mod for Resident Evil 3 Remake, allowing two players to experience Jill Valentine’s campaign together. According to the project’s current goals, the mod aims to support synchronized gameplay, shared progression, enemy synchronization, cutscenes, and campaign-wide co-op from start to finish. 😳 The project is being built on a custom networking framework called Snippyet, featuring account authentication via email, Discord, and Steam, along with a friends list, session management, and the ability to join games using room codes or direct friend invitations. Another planned feature will allow players to drop items on the ground instead of discarding them, making it possible to share ammunition, healing items, and other resources with their co-op partner. 🎯 According to the developer, the most technically challenging milestones have already been completed, with development now focused on polishing gameplay systems and expanding features to deliver a seamless co-op experience. The mod remains in active development with no release date announced, though early gameplay footage already shows significant progress. ☝🏻 The emergence of another ambitious co-op project shortly after the success of the Resident Evil 4 Remake co-op mod once again highlights the growing demand for cooperative gameplay in modern Resident Evil titles. While these projects remain unofficial, they continue to show just how eager many fans are to revisit the series alongside a friend.

RENEWS

458,304 görüntüleme • 1 ay önce

🔥A Resident Evil 3 Remake mod bringing back the original game is gaining attention — here’s what we learned. Resident Evil 3: Last Escape isn’t just another gameplay or difficulty mod. Its creator aims to transform Resident Evil 3 Remake into a much more faithful recreation of the original game. 👀The story behind the project is just as interesting. The creator isn’t a game developer, he’s a professional chef. Like many Resident Evil fans, he was disappointed by the remake’s short length and how much content from the 1999 original was left out. That disappointment inspired him to begin learning how to mod the game. He spent nearly a year and a half studying tutorials, documentation, and forum guides before finally starting work on the project. He understood that another Resident Evil 3 Remake was unlikely to happen within his lifetime, so instead of waiting for something that would probably never come, he decided to build his own vision. ❗️What makes Resident Evil 3: Last Escape stand out is the sheer scale of the project. The mod is expected to expand Resident Evil 3 Remake by more than 60%, largely through new playable locations. During development, the creator learned how to import virtually any location from any RE Engine game and make it fully functional with lighting, collision, doors, locks, items, resources, puzzles, enemies, and music. The project will also introduce new Nemesis encounters and boss fights, redesigned item placement and progression, brand-new puzzles and gameplay mechanics, and a reworked crafting system featuring multiple new gunpowder types. Everything has already been successfully implemented and confirmed to work reliably. 🧐He also learned how to create completely original locations that don’t exist in any RE Engine title. This will allow him to recreate several streets from the original Resident Evil 3 by transforming its classic pre-rendered backgrounds into fully explorable 3D environments. Everything described above has already been tested and confirmed to work. The long-term goal is to restore much of the original game's storyline through new cutscenes recreating events from Resident Evil 3 (1999). Confirmed additions include the fully playable Uptown, Clock Tower, Park, Cemetery, Dead Factory, and R.P.D., along with a working Ink Ribbon save system and other content cut from the remake. 👍One detail many fans will appreciate is that Resident Evil 3: Last Escape is planned to be released completely free of charge. The growing interest in the project once again shows how many fans remain dissatisfied with Resident Evil 3 Remake. Each new YouTube update draws thousands of views, while the comments are filled with fans supporting the creator and praising the project's vision. ❤️For many fans, it remains their favorite game in the series, and they continue to hope that one day it will receive the faithful, ambitious remake they believe it deserves. If Resident Evil 3 Remake were ever given a more faithful and ambitious reimagining on the level of Resident Evil 2 and Resident Evil 4, many players would likely be happy to buy it again. The next major development update is expected in about a week, with a new YouTube video showcasing the project's latest progress.

RENEWS

599,307 görüntüleme • 1 ay önce

🔥Active Matter Launches September 15th on Steam, Xbox Series X|S and PlayStation 5🔥 Operatives, Active Matter will launch on September 15th, 2026 on Steam, Xbox Series X|S, and PlayStation 5! Moreover, those of you who previously purchased the Early Version of Active Matter through the Gaijin Store will get a free Steam copy of the game. You’ll also be able to link your progress between the Gaijin Store and Steam versions, allowing you to continue playing on your PC platform of your choice without losing existing progression. Active Matter is set in a hostile, unstable Multiverse where realistic gunplay collides with twisted environments, gravity-defying anomalies, SCP-style strange objects, and nightmare creatures. Enemies can attack from unexpected angles across places like a Soviet closed island, a Central Africa quarantine zone and a dilapidated North American metropolis. “Active Matter was built around the idea of stepping into places on our own Earth where almost nothing behaves the way it should — except your weapon,” said Andrey Zhbannikov, Game Director of Active Matter. “We’re now ready to invite players into the world we’ve been building and polishing for the last few years”. The Early Version of Active Matter was extensively tested on and we’d like to thank the first explorers of our Multiverse. Your feedback was crucial in making the game better! The latest major update — featuring a decaying American city, new weapons, and more — arrives in a few days, and after the September full game launch, regular updates will bring even more new content and open doors to new parts of the Multiverse, teeming with anomalies and monsters designed to bend your perception of reality. Active Matter will be available for purchase in several editions, with the Standard Edition priced at 29.99 USD/EUR in applicable regions. We’ll tell more about edition contents and pricing closer to launch.Thank you for waiting, and let’s get ready for launch! #ActiveMatter #gamingnews #Gaming

Active Matter

73,286 görüntüleme • 4 gün önce

MUDANG: Two Hearts | Details Official Trailer ▶️ ▪️Coming to PS5, Xbox and PC in 2026 ▪️Narrative-driven, third-person action adventure that blends "cinematic storytelling with immersive stealth and dynamic combat" ▪️Takes place on a 'volatile' Korean peninsula ▪️Players take the role of two characters, a K-Pop idol named GAVI who is living under constant surveillance, and Ji Jeongtae, an elite North Korean special forces operative fighting through enemy lines "in pursuit of the truth" ▪️Their paths eventually merge into a single, unsettling truth ▪️Built through "state of the art" performance capture pipeline, integrates fluid motion-matched animations, open ended level design, dynamic spatial audio ▪️Combat flexibility lets players choose stealth, CQC (close quarters combat) or all-our gunplay at any moment ▪️"Unmatched level of realism" as many tactics the player will use are "inspired by strategies used in real Korean Special Forces missions, motion captured movements, etc ▪️Open-ended level design for experimentation, multiple routes and vantage points where you can hide in the shadows, hang from pipes, slip through vents, climb buildings, or destroy parts of the environment to set up ambushes ▪️Environmental takedowns, wide range of CQC moves (lethal and nonlethal), gadgets like goggles, EMPs, grenades, lures, and mines, and a "deep arsenal" of firearms ▪️Enemy AI is built "from the ground up" with player versatility in mind and "dynamically" adapts to your actions in real time like listening for footsteps, investigating disturbances, flanking and outmanuevering, etc ▪️Enemies have access to the same gadgets, weapons and CQC techniques as you; heavy infantry push forward with body armor and heavy firepower, saboteurs lurk in the shadows waiting to catch you off guard, and grenadiers bombard your position to force you into the open ▪️There are "formidable" bosses with distinct powers and abilities ▪️Cutscenes carefully crafted for "profound immersion", no cuts, no loading screens, seamless flow between story and gameplay #MudangTwoHearts #XboxShowcase

Shinobi602

238,505 görüntüleme • 1 yıl önce

I played Clair Obscur Expedition 33 for 60+ hours, defeated all the superbosses and here is my review: -2 graphic modes on PS5 -Many options (Motion Blur, Film Grain, Chromatic Aberration and more) -Played the game on the PS5 in performance mode -Solid 60fps with great picture quality -Very fast loading times -Minimal hud design -Played on the normal difficulty (was just right) -You can change the difficulty anytime (up and down) -The visuals and art direction in this game are insane, trust me -Every new location looks stunning and tells a story -The art direction is so unreal but also so authentic at the same time, stunnig work, the art director should get a raise for this -THE VOICE ACTING is also top tier, every character is brought to life with so much passion and love -The dialogue quality is also amazing and really reminded me of Naughty Dog games -How the characters behave and communicate with each other is simply lifelike -The characters also have complex personalities -Some very dark themes and overall a very mature story (death/loss, love, swearing, blood and gore) -The story is amazing and remains exciting until the very end -Some insane "holy shit" story moments -The game is more linear with some open zones and one massive overworld -I would compare it to Final Fantasy 10 in a very good way -There are also some beautiful fixed camera angles that took me right back to that time -The best overworld map out there, the size is MASSIVE and full of content (hidden areas, superbosses, shortcuts, lore and more) -You can camp everywhere on the map -Camp is your hub that will change overtime (extra dialogue, new NPCs, side content, listen to music and more) -You can level up your relationships with various characters -Romances are also a thing -Exploration is very rewarding, no minimap works great -Dedicated jump button and no fall damage is a huge win -There are so many cool things to collect -The game will respect your time, no long walks and good checkpoints -New outfits and weapons will look different (also in cutscenes) -You can skip cutscenes before boss attempts -The combat is super fun and a mix of Persona, Final Fantasy 10 and Legend of Dragoon -One button press combat is just stunning and will flow over time -You can see every enemy before the fight, quick in and out -Some of the boss fights are gigantic with insane attacks and some stunning "From Software boss arenas" (no joke) -The enemy variety is great with some terrifying creature design -The build variety is also crazy with so many combinations -Some of the late game bosses and especially the superbosses are no joke -Soundtrack is insane and every track is a banger -Different battle themes, boss themes, secret boss themes and many more -Some of the tracks especially in the emotional scenes hit me so hard -Game is super polished but I've encountered some small bugs (sound disappear, could no longer jump and some other small things) -Bugs got easy fixed with a reload (day 1 patch could fix that) -Not a fan of some jumping puzzles, but there are optional -Skill management becomes a little bit confusing as the game progresses (menu design could be better) -Would love a mechanic to kill lower level enemies fast and quick -New game plus on day 1 (with extra stuff) is amazing -The game is made by around 30 people, 30 hours of main story, 30 hours of bonus content, insane number of outfits, story focused, no microtransactions bullshit, new game plus mode on day 1 and a price tag of around 50 bucks, need I say more This game is brimming with attention to detail and is a true passion project by fans for fans. The developers may not have had the biggest budget, but they had a clear vision and the result is simply outstanding. My Verdict: 9.5/10 #ClairObscurExpedition33 Clair Obscur: Expedition 33 Shuhei Yoshida

GermanStrands

800,379 görüntüleme • 1 yıl önce

Borderlands 4 previews have dropped and they are insanely positive, It is being praised across the board as being a massive step up from Borderlands 3 and possibly the best BL to date! Here’s some highlights of the new info: - Borderlands 4 features a more grounded and darker story set on a dystopian world ruled by the Timekeeper - Humor is still present but more restrained to suit the darker narrative tone, Less cringe humor as in BL3 - The game feels like a soft reboot for the franchise, introducing new lore and gameplay structures - Movement has been completely overhauled with double-jumping, gliding, dashing, grappling hooks, and swimming - Four new Vault Hunters are available: Vex (Siren), Rafa (Gadget Soldier), Harlowe (Sniper), and Aton (Brawler) - Kairos, the new planet, is one seamless open world with no loading between zones - Split-screen co-op returns for local multiplayer - The game adopts a Destiny-like structure with side activities, dynamic events, and exploration hubs - Vehicles can be summoned anywhere on the map, making travel smoother and more immersive - The world of Kairos features dynamic weather systems and environmental variety - Combat pacing is faster with smarter, more aggressive enemies that emphasize dodging and movement - One boss previewed was the most complex and mechanics-rich in Borderlands history - Buildcrafting is significantly deeper with new enhancement gear slots and item augments - Weapon rarity is better balanced, legendary drops are rarer - Mission and boss replays are now built-in, allowing players to farm specific content - Online matchmaking is improved with simplified lobbies and clearer difficulty scaling - Gearbox aims to avoid turning Borderlands into a live-service GaaS model - Borderlands 4 aims to reclaim its position in the looter shooter genre after years of stagnation Borderlands 2 is one of my fave co-op games ever and BL3 really let me down but this is sounding like a massive improvement, definitely will be playing this at release this September 12th

Synth Potato🥔

1,728,460 görüntüleme • 1 yıl önce

Why the character movement in my custom game engine felt janky and how I fixed it. In a game engine, most often, a character moves using the physics engine. Meaning, the player is not just a coordinate in space but a physical body. It has velocity, it handles collisions, and it interacts with the world. Now, as you might know, physics engines need stability. If you run them at variable framerates, things start breaking. Objects phase through walls or fly off into space because the math becomes unpredictable. This is why most game engines lock their physics loop to a 60Hz fixed rate. But here’s the problem: If you have a high-end system, you don't want to limit it at 60 FPS. That's a waste of good hardware. Now, that said, if the GPU is rendering at 144 FPS but the player's position (physics driven) only updates 60 times a second, it creates a micro-stutter that ruins the "smooth" feel of the game. A good way to fix this is to treat the character as two separate things: 1. The Physics Body (Invisible part): This is the "real" character. It lives in the 60Hz physics world, it moves the player and handles collisions. 2. The Visual Model and Camera (Visible part): This is what the player actually sees. It doesn't care about collisions, its only job is to look nice and smooth at whatever framerate the GPU is pushing. Once you have this separation, you can use interpolation to keep them in sync. Every time the physics clock ticks, you save the previous position of the invisible body before moving it to the new one. Between those ticks, calculate how far we are between the last physics update and the next one. By using this to drive the visible parts of the game, the stutters disappear. The physics loop stays fixed behind the scenes, while the visuals slide smoothly between the snapshots. Example: - Right after a tick: blend_weight= 0.0 (The visual model stays at the old physics position). - Halfway to the next: blend_weight= 0.5 (The visual model slides to the middle point). - Just before the next: blend_weight= 0.9 (The visual model is almost at the new physics position). Pro-Tip A critical mistake I made initially, and one many devs make, is parenting the camera and visible parts directly to the player body. If you do this, the camera inherits the discrete 60Hz physics movement by default. In that setup, interpolation won't work because the camera is "stuck" to the physics clock. For this fix to work you must decouple the camera and visuals from the body and move them separately. Player movement processing in Detis Engine: - fixed_process: Physics runs at 60Hz. Handles collisions and raw movement. - process: Variable rate. Mainly used for player input caching in the player case. - late_process: Variable rate. Handles interpolated camera movement after physics and everything else is done being processed. - render. Submits the final interpolated transforms to the GPU. The test environment in the video is running on an old 2070-based laptop. Hopefully the video compression won't introduce any stutter... I’m sharing this in hopes it helps a fellow dev. Cheers.

Ioannis Koukourakis

48,703 görüntüleme • 7 ay önce

🧟 A Closer Look Inside the Resident Evil Experience at Universal Horror Unleashed in Las Vegas: Full Photo & Video Recap. 🚔 The adventure begins at the Raccoon Police Department, where guests are recruited to investigate the mysterious outbreak. Upon entering, each group receives one of three different investigation missions, meaning no two visits are exactly the same. Players examine evidence boards, missing-person files, maps, coded messages, and other clues before setting off on their assignment. After completing the first objective, guests receive an evacuation map and continue their mission across the venue. Along the way, they'll solve additional puzzles, including decoding traffic-light signals and searching for hidden clues to unlock the final escape route. The experience extends beyond the R.P.D., leading visitors through different parts of the attraction while the outbreak unfolds around them. 🎭 The world is brought to life by live performers portraying Leon S. Kennedy, Claire Redfield, Jill Valentine, Ada Wong, Brad Vickers, and R.P.D. officers. Meanwhile, zombies freely roam the streets, a Licker stalks unsuspecting guests, and Nemesis makes terrifying appearances throughout the experience. Several live performances also recreate the chaos of the outbreak as officers desperately attempt to contain the infected. The entire venue has been redesigned with Resident Evil-themed environments, including the R.P.D., downtown Raccoon City, Umbrella Corporation advertisements, warning signs, and countless references that longtime fans will immediately recognize. Rather than simply watching the action unfold, guests become part of the story as they interact with characters, solve puzzles, and try to escape the city. 🍗Those who successfully complete the investigation earn an in-universe reward that can be redeemed during their visit. Guests can also stop by the Umbrella Corporation Café, which serves Resident Evil-inspired food and drinks, including the Biohazard Elixir in a collectible laboratory beaker, the T-Virus Trio, themed desserts, and several exclusive menu items created specifically for the event. Thanks to X/StitchKingdom and fullhouseofhorrors portal.

RENEWS

62,854 görüntüleme • 2 ay önce

The CIA and the Satanic ritual abuse of children. This brainwashing Satanic cult that was experimenting and performing Satanic ceremonies and rituals with children and animals for their own sick beliefs and spiritual contact of evil spirits was happening with your taxpayer dollars. This is your CIA ladies and gentleman. The Finders were an intentional community and a cult founded in Washington, D.C. in the early 1970s by former United States Air Force Master Sergeant Marion Pettie (1920–2003). The Finders came to wider public attention when two members of the movement were arrested in Tallahassee, Florida, in 1987 and charged with misdemeanor child abuse of the six children accompanying them – the two men having remained silent when, in a public park, the police inquired as to their identity and relationship to the children. The men were Douglas Ammerman and James Michael Holwell, both described as "well-dressed men in suits." They used a van to transport "six scruffy, hungry children" of varying ages between 2 and 11. According to U.S. District Court records in Washington, a confidential police source had previously told authorities that the Finders were "a cult" that conducted "brainwashing" techniques at a warehouse and a Glover Park duplex raided by law enforcement. This source told of being recruited by the Finders with promises of "financial reward and sexual gratification" and of being invited by one member to "explore" satanism with them, according to the documents. Police sources said some of the items seized showed pictures of children engaged in what appeared to be "cult rituals." Officials of the U.S. Customs Service said that the material seized included photos showing children involved in bloodletting ceremonies of animals and one photograph of a child in chains. Robert Gardner Terrell, who owned one of the raided properties, claimed ″We are rational people ... not devil worshipers or child molesters″ and ″anything we’ve done is based on the desire for the children to have the richest life they could have.″ According to Terrell, the recovered photos of naked children were of Holwell’s own children, and the dead goats shown in the photos mentioned by the Customs Service were already butchered with the children being taught how to prepare them. The men were released six weeks later, with the state of Florida dropping all charges against them. Federal authorities concluded that there was no evidence of criminal activity. The authorities contacted the mothers of the children, who came to Tallahassee and retrieved them. This ENTIRE case was covered up by the FBI because of the CIA and governments direct involvement. Does this entire situation sound familiar? Does the name Jeffery Epstein ring a bell? Anytime, especially when it involves the trafficking and abuse of children and our own government, nothing happens. The reason is because the one's doing the investigations are the ones directly involved. There are factions within our government. There are good and bad players. Usually when newer members of the FBI, CIA, the DAs, down to regular police and detectives start digging where they shouldn't be, they're told to back off and walk away. If they don't they usually end up dead by freak accidents, or they are "suicided." Many people in our own military and government, throughout all different agencies are involved it Satanic ritualistic practices and religions or other cult like groups. Michael Aquino is just one of numerous examples you can search my page for information on who also abused tons of children and even started his own Satanic temple named, "The Temple of Set." We were infiltrated a long time ago, and there are multiple layers to this whole group or cult. What you see today with Trump is the clean up of these compromised, corrupt, and blackmailed individuals in our government, who had years to establish an enormous structure of power over our country and the rest of the world, all the way up and controlled by the satanic elite globalists themselves. This is just a small piece of the overall puzzle and an example of just how long these satanic practices and child trafficking and abuse has been going on. Many of these practices have been going on for centuries. None of this is new. The children are the key to everything. You must understand that there is a component involving children and "Sex Magick" down to the sexual abuse and their blood. They have beliefs and are involved in very dark practices. Forget what you know, because it's not about that. It's about what they know and believe. Many of these people are all Masons as well. The main point that many are showing you is that it's all connected. There are no coincidences. Link to The Finders declassified FBI files:

The SCIF

51,311 görüntüleme • 1 yıl önce