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๐”๐ง๐œ๐จ๐ฆ๐ฆ๐ข๐ญ๐ญ๐ž๐ ๐’๐ฉ๐จ๐ญ๐ฅ๐ข๐ ๐ก๐ญ: ๐Ž๐… ๐‚๐š๐ซ๐ฌ๐จ๐ง ๐Œ๐š๐ง๐ง โญ๏ธ + OF Carson Mann (Vestavia Baseball, 2025) is the top-ranked available outfielder & capped off a big summer with a strong showing at the #PBSFG24. โ–ช๏ธ5-9, 193-pounds โ–ช๏ธ6.60 60-yard dash โ–ช๏ธ83 mph OF velo โ–ช๏ธ98.8 mph EV (Trackman Diamond Sports) ๐Ÿ”—: || @PBR_Uncommitted

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The Blood of Dawnwalker | Details โ–ช๏ธNew single player third-person fantasy action RPG โ–ช๏ธStarted development over 2 years ago in Unreal Engine 5, full gameplay reveal coming in Summer 2025 โ–ช๏ธLed by former Witcher 3 game director Konrad Tomaszkiewicz and ex-Witcher 3 and Cyberpunk quest director Mateusz Tomaszkiewicz โ–ช๏ธFocused on "narrative sandbox", no two playthroughs will be identical โ–ช๏ธTakes place in 'Vale Sangora' in 14th century medieval Europe โ–ช๏ธThe setting has been ravaged by plague, famine and social disorder โ–ช๏ธInspired by Eastern European architecture and culture, Polish log houses, Ukrainian and Balkan clothing, 'Romanian defensive churches', and more โ–ช๏ธThe world has been watched by vampires in the shadows waiting to strike and make their move when humanity is at its lowest and to overthrow the feudal lords โ–ช๏ธDay/night cycle plays a big role, wanted the world and villages and buildings to 'feel like a different place' after sunset โ–ช๏ธYou play as Coen, energetic, becomes a 'dawnwalker' (not human, not vampire, something in between), can traverse both worlds of humanity and creatures of the night โ–ช๏ธYou fight with swords and weapons by day, and can use vampire abilities in combat at night, explore the environment, etc โ–ช๏ธYou have 30 in-game days and 30 nights to save your family, wanted a sense of urgency. When you complete an objective/quest, time moves forward. But time doesn't pass in real world time, you can 'manage' how you use time as a resource โ–ช๏ธYou meet many characters throughout the game with their own goals and ambitions, which may make you friends or put you in opposition to them โ–ช๏ธBlood Hunger: Gameplay mechanic where you need to feed throughout your playthrough โ–ช๏ธIf you talk to someone and have gone long without feeding first, you might lose control and eat them, even 'your best friend' in the game โ–ช๏ธVampire design: In this world, the vampire's teeth don't stop growing, so the older vampires have a lot of teeth. Aren't visible at first, can extend as their mouths open โ–ช๏ธVampires are led by Brencis -a super powerful old vampire that wants to change the world, twisted old religious beliefs and took advantage of social turmoil to turn himself into a sort of messianic figure โ–ช๏ธThe vampire leadership aren't black and white, but more gray, as they overthrew violent and corrupt feudal lords, but also kill people to eat, conduct blood masses at church, etc โ–ช๏ธBrencis is a sort of 'active antagonist' that will react to your actions and decisions, will set edicts in the game that will become obstacles to the player like military checkpoints, etc Full Cinematic and Gameplay Teaser โ–ถ๏ธ

Shinobi602

726,428 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions โ–ช๏ธTeam based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune โ–ช๏ธLaunch: Coming to PS5, Xbox and PC on September 23 โ–ช๏ธWill be a "premium" product, meaning not F2P โ–ช๏ธ"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" โ–ช๏ธ3 maps, 6 runner classes at launch, more to follow post-launch โ–ช๏ธPlans to support the game with new maps, weapons, characters, and more as it goes on โ–ช๏ธRanked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming โ–ช๏ธYou play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats โ–ช๏ธ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 โ–ช๏ธ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" โ–ช๏ธObjective is to get in, get as much loot as you can, and get out alive โ–ช๏ธ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 โ–ช๏ธFight in a crew of up to 3 players, various map sizes up to 18 players โ–ช๏ธPvP + PvE, battle other players, security forces, and "otherworldly threats" โ–ช๏ธContextual pings, shared objectives, down-but-not-out mechanics โ–ช๏ธ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, โ–ช๏ธSelect your runner, strategically build your loadouts pre-match โ–ช๏ธFactions in the game can sponsor you and your loadout โ–ช๏ธYou have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner โ–ช๏ธ"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 โ€“ the best thing I can say after any preview is that I want more โ€“ but big questions remain" โ–ช๏ธNo two matches ever play out the same, dynamic events, variable weather, unpredictable players etc โ–ช๏ธ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 โ–ช๏ธ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 โ–ช๏ธContracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" โ–ช๏ธ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) โ–ช๏ธAnother rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) โ–ช๏ธ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" โ–ช๏ธ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 โ–ช๏ธ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) โ–ช๏ธ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 โ–ช๏ธ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 โ–ช๏ธ"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 โ€˜90s", though "what little I saw did only slightly more than pay lip service to the world" โ–ช๏ธ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 โ–ช๏ธGame is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% โ–ช๏ธ"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" โ–ช๏ธ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 โ–ช๏ธ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 โ–ช๏ธ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? โ–ช๏ธFights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc โ–ช๏ธ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 โ–ถ๏ธ Gameplay Overview โ–ถ๏ธ PS Blog โžก๏ธ IGN โžก๏ธ GamesRadar โžก๏ธ โ–ถ๏ธ

Shinobi602

181,743 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

Avowed | Hands-On Preview Details โ–ช๏ธYou play as the "Envoy", a fully customizable character traveling to the "Living Lands" (the setting of the game) on orders from the leader of the Aedyr Empire, a nation of humans and elves โ–ช๏ธThe Living Lands have a sort of Wild West frontier vibe where people head there in search of a better life, full of "rough and tumble" type inhabitants โ–ช๏ธAs the emperor's Envoy, most people immediately look at with mild distrust or full hostility as they see the Aedyr Empire trying to establish a foothold there โ–ช๏ธYou are sent there to investigate the "Dream Scourge", a soul plague that's infecting everything, and you need to learn how to stop it โ–ช๏ธThe game is not fully open world, but is made up of "open zones" that are large and interconnected, similar to The Outer Worlds โ–ช๏ธObsidian has made it a focus that each area is fully handcrafted and has interesting things to do, bandit camps, ruins to explore, half-destroyed hovels, undead soldiers, etc โ–ช๏ธFeatures an open class approach to combat, where your backstory (war hero, arcane scholar, etc) determines your starting weapon, but you can find other options as you play like spears, swords, shields, pistols and can freely wield them โ–ช๏ธYou can store two weapon loadouts at a time and swap between them instantly, including mid-attack combo โ–ช๏ธHitting enemies damages health and also builds up a stagger meter that leaves them stunned when maxed out, allowing to do weapon-specific special moves for a lot of damage โ–ช๏ธYou can sneak around stealthily and get enemies from behind or use the environment to your advantage (like shooting fiery berries to start a fire) โ–ช๏ธSome encounters can be bypassed entirely through stealth, or through dialogue convos if you have the right stats โ–ช๏ธCombat is described as fast and fluid, managing your stamina meter to dictate your attacks, dodging unblockable enemy attacks, charging up your weapons for stronger hits, and being able to dual-wield like double swords, spear and pistol, etc "always feels like you have something up your sleeve" โ–ช๏ธSome previewers however felt the combat was also "undeniably on the easy side" โ–ช๏ธEurogamer worries the Living Lands might not be as strange as Obsidian hopes it feels like, as there was nothing that popped out as unique or wildly original โ–ช๏ธStructured leveling system, spend skill points in named skill trees like "Fighter" or "Ranger" โ–ช๏ธUnlock special abilities that run on cooldown timers, mix and match different skills like the Fighter's dash-tackle and the Ranger's magic vines that entangles enemies โ–ช๏ธThere are many choices to make in the game, like happening upon a smuggler in a cage in the first outpost you encounter, whereby she's immediately distrustful of you, and it's up to you whether to release her or not โ–ช๏ธOne of the first places you visit is "Paradis", the main hub/point of civilization in the Living Lands, and you have to find the "clavager", essentially the town's mayor who went off to investigate some Dream Scourge reports โ–ช๏ธAfter that, you're free to explore wherever you like, sidequests immediately become available, and they will impact your main story and vice versa โ–ช๏ธChoices in sidequests "heavily impact individual characters, groups of characters, and entire settlements, factions of people, and the states of the regions that you go through. They will also impact the choices that are even available to you. Later in the game, you'll be locked or locked out of or presented with new choices based on the choices you made much earlier in the game" โ–ช๏ธExploring off the beaten path can often be rewarding, like happening upon a ruined tower that doesn't show up as any icon on the map. Investigating it triggered tripwire traps with swinging blades, inviting phantom enemies, and climbing up to the end revealed a chest with a high-quality piece of armor โ–ช๏ธYou can set up camps in different areas and talk to your companions, learn their backstories, etc which are all optional โ–ช๏ธWriting is more grounded compared to the "relentless zaniness of The Outer Worlds", though still retains Obsidian's trademark humor but feels more natural to dialogue and less pressured to be quippy and quirky โ–ช๏ธKai, the bluish-green "Aumaua" companion from past footage, accompanies you early on. Companions are a 'constant presence', commenting on landmarks you pass by, during combat, and "generally feeling like a fellow traveler rather than trailing quietly behind you" Gamespot: Eurogamer: IGN: #Avowed #Xbox

Shinobi602

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