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Fortnite Enacts Major Change to Fall Damage Mechanics, Leading to Player Confusion

**Fortnite’s Recent Update: Notable Changes and Debates**

Fortnite remains a focal point for gamers around the globe, with its latest update, version 40.40, now operational on all platforms. This update not only incorporates Overwatch characters into the game but also brings about considerable adjustments to gameplay, especially concerning fall damage. The most controversial change is the total elimination of fatal fall damage in non-ranked modes, a decision that has ignited extensive discussions within the community.

Launched on May 14, 2026, update 40.40 is expected to be the last major update for Chapter 7, Season 2. Notable changes entail a revision of the Zero Build mode, where constructing structures is not an option. Players now start with a pistol and a shield potion, and can sprint endlessly while holding their pickaxe. This modification is set to enhance the speed of gameplay in Zero Build matches dramatically.

In a bold transformation, Epic Games has abolished lethal fall damage in both Battle Royale and Zero Build non-ranked modes, replacing it with a new splat animation. Players who fall from great heights will no longer perish; instead, they will recover with 1HP, provided they have no shields. This signifies that while players can endure a fall that would have previously been lethal, they are still at risk from nearby foes who can easily finish them off.

Along with the changes to fall damage, players can now detach their glider mid-air as they near the ground in Zero Build mode. This feature introduces a risk-reward factor to gameplay, allowing players to hit the ground more swiftly to begin looting, but at the expense of being left with only 1HP, rendering them an easy target.

The community’s reaction has been varied. Some players conveyed confusion regarding the need for these changes, claiming that lethal fall damage hadn’t been widely seen as a concern. Others expressed their discontent, fearing that these modifications might strip away the exhilarating and unpredictable moments that characterized the game—for example, frantic kills resulting from player mistakes or environmental interactions. Meanwhile, a small contingent of players voiced support for the changes, though their views were often swiftly contested by opposing opinions.

Epic Games seems to be trialing these adjustments as a precursor to the forthcoming major season, possibly indicating that further modifications or reversals could occur based on player input. The choice to maintain fall damage alterations solely in casual modes implies that Epic is eager to evaluate the feasibility of these changes without jeopardizing the competitive nature of ranked gameplay.

As players immerse themselves in the revamped Fortnite experience, the feedback regarding the new fall damage system will likely develop. Whether these changes will be accepted or criticized is yet to be determined—one thing is certain: Fortnite’s ever-evolving essence keeps its community engaged.

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Exploring the Illinois DLC in American Truck Simulator: A Journey from St. Louis to Chicago

Alright, first of all, a disclaimer. I can’t confirm whether American Truck Simulator‘s version of Chicago – famously nicknamed the Windy City – is authentically blustery. For one, you can’t get out of your lorry in ATS. Sure, the flags you can see from inside the cab are fluttering, but that could be some form of arcane developer trickery. For two, I’ve never been to real world Chicago, so have no idea just how windy it is as a point of comparison.

What I can confirm, having hauled some pickups from St Louis to Chicago in ATS’ Illinois DLC – out today, May 14th – is that driving into the latter for the first time is as memorable an experience as the best of the truck sim’s other motoring metropolises.

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Best Buy Error Indicates Grand Theft Auto 6 Pre-Orders Might Start on Monday

### Enthusiasm Escalates for Upcoming Grand Theft Auto 6 Updates

Recent events have reignited enthusiasm among gamers concerning the eagerly awaited launch of Grand Theft Auto 6 (GTA 6). Last week, reports surfaced suggesting that significant information related to the game may soon be revealed, and in the last 24 hours, numerous content creators and users have posted images of an unusual “Special Offer” they received for a physical pre-order of GTA 6, which is slated to begin on May 18. This promotional effort reportedly originates from Best Buy, a prominent consumer electronics vendor, rather than Sony, who has been previously linked to speculations about the game.

Although it’s typical for such emails and offers to be false, the recipients have taken measures to authenticate their assertions. One notable case involves streamer FrogboyX1Gaming, who broadcasted the process of opening the email on his mobile device to eliminate any doubts regarding its validity. Additionally, a thread on the r/GamingLeaksAndRumours subreddit has gathered various posts from users presenting proof that they have indeed received similar emails from Best Buy.

The email contains limited information, yet it undoubtedly represents a more hopeful sign than fans have seen in recent months. It specifically indicates a “Physical” pre-order for GTA 6, offering a slight discount to those who place their orders between May 18 and May 21.

If these reports hold true, it could imply that this pre-order announcement was planned to be revealed alongside a new trailer for the game, a typical strategy for Rockstar Games when launching pre-orders. Speculation abounds that a new trailer may be released shortly, potentially within the next few days, further heightening excitement surrounding GTA 6.

As the gaming community eagerly awaits confirmation and more details, the discussions around GTA 6 continue to gain traction, igniting optimism for a significant announcement from Rockstar Games in the near future.

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“Pokémon: A New Outlook Following Years of Involvement”

**My Path into Competitive Pokémon: A Learning Adventure**

The path into competitive Pokémon can be as turbulent as an epic gym confrontation. My initial experience occurred in high school, where I had already assembled a cherished team of six from Pokémon Diamond and Pearl: Raichu, Palkia, Latias, Beautifly, Torterra, and Houndoom. Despite having played the series for most of my life and being well-versed in type matchups, I quickly realized that competitiveness demanded more than affection for characters or rote memorization of a type chart.

The crucial aspect was grasping the complexities of Pokémon mechanics: fine-tuning stat distributions, discerning between physical and special moves, and investigating tactical options that extended beyond mere damage. This realization struck me hard during a fight against a friend when my Palkia’s Aura Sphere—an attack I considered formidable—barely made a dent in his Blissey, which boasted extraordinarily high special defense. It was a humbling experience that highlighted the importance of type advantages and team balance.

After this setback, I was eager for a rematch, but life intervened, and our schedules never synced again. This initial encounter established the foundation for a long-lasting fascination with the series yet also created a reluctance towards competitive gameplay.

Fast forward a year, and I confronted a different friend in battle. My team still featured my beloved Pokémon, but I faced critiques branding my selections as “ineffective” or “nonviable.” This stark reality check revealed a dominant mentality within the competitive Pokémon scene that often prioritizes viability over personal attachment to specific Pokémon. It felt contradictory that a series advocating the notion of forming bonds with Pokémon could contain a subset of players fixated solely on optimization and statistics.

Years later, my connection with Pokémon transformed once more, driven by nostalgia and fresh content. Although I kept pace with various games and remained captivated by the franchise, competitive play felt remote, filtered through a more laid-back gameplay perspective. The thought of having to discard my favorites to compete was disheartening.

This viewpoint began to change with the arrival of *Pokémon Champions*, a title I initially dismissed as unworthy of my attention. However, my stubbornness led me to dedicate over 50 hours to it. Despite my favorites not being prominently featured and the unsatisfactory Mega Raichu mechanics, I still resisted conforming to the competitive meta. I constructed a team that resonated with me, consisting of Raichu, Torterra, Houndoom, Corviknight, Starmie, and Garchomp, and dove into ranked matches.

Encounters with standard teams familiarized me with common competitive patterns, yet they also revealed an opportunity: the element of surprise. My distinctive team composition provided tactical edges. For instance, I employed Corviknight’s Mirror Armor ability against Incineroar’s Intimidate, preserving its power, while utilizing Raichu’s Lightning Rod ability to soak up hits. These strategies turned Pokémon once viewed as feeble into crucial components of my approach, enabling me to challenge conventions and persevere with unorthodox choices.

While I certainly encountered numerous defeats, my methodology became increasingly insightful. I found myself adjusting strategies in response to various opponents, identifying ways to adapt and counteract their tactics. Those victories against unpredictable rivals felt particularly invigorating, demonstrating that a strong connection with my chosen Pokémon could lead to success even in a competitive context.

The experience unlocked in *Pokémon Champions* illustrated the importance of embracing individuality rather than yielding to the pressures of the meta. Although the game had its shortcomings, its intuitive team-building tools and flexibility permitted me to explore diverse strategies effectively. The mechanics clarified what had previously obscured my understanding, allowing me to experiment freely without the intimidating atmosphere of more established competitive platforms like Pokémon Showdown.

In the end, my journey through *Pokémon Champions* reinforced a significant lesson: one does not need to abandon their favorite characters for competitive achievement. This newfound acceptance rejuvenated my passion for the series, offering a fresh outlook on a franchise that has been a constant in my life. As Pokémon approaches its 30th anniversary, I am reminded that, even amid mediocrity, there are always new avenues to connect and bond with these creatures who have captivated my heart for decades.

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Garry’s Mod Creator Addresses UGC Platform Challenges in S&box Update Focused on Penalizing AI-Generated Thumbnails

S&box, Facepunch Studios’ open source game development platform/spiritual successor to Garry’s Mod continues to fight a battle against AI-generated games early doors. After Facepunch founder Garry Newman was quick to confirm the studio would be “taking action to promote human creativity and push obviously AI-created slop off the main page” following S&box’s launch to mixed reviews, the game’s latest update has taken aim at punishing creations with AI-generated thumbnails.

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Individual Sentenced to Six Years in Prison for Distributing Methamphetamine Pills Shaped Like Mario

A man from New Haven, Connecticut, has received a six-year jail sentence for drug distribution and for possessing firearms and ammunition, which breaches the terms of his supervised release following a previous federal conviction. What makes this case particularly intriguing from a video game and pop culture standpoint is that the drugs he distributed were fashioned like the head of Mario, a well-known character from the beloved Nintendo franchise.

Ronnel Rogers, 33, was taken into custody during a traffic stop in 2024. At that moment, he had fentanyl, meth, cocaine, and heroin in his possession, all intended for distribution. Notably, among these drugs were meth pills crafted to mimic cartoon characters, notably Mario, complete with his iconic cap and mustache. The District Attorney’s Office even released a photo of these pills, highlighting their intricate design.

In October 2023, Rogers entered a guilty plea for the charges of possession and intent to distribute, resulting in a sentencing of 63 months in prison on May 11, along with an additional nine months for breaching his supervised release terms. Before this incident, Rogers had already served a 37-month sentence for distributing narcotics and possessing firearms, plus another 14-month sentence for violating an earlier supervised release agreement. After being released in March 2024, he was re-arrested merely two months later on new charges concerning the Mario-shaped pills.

The rationale behind selecting Mario for the pill design is still uncertain, prompting some to humorously suggest that the “M” on Mario’s hat might ironically refer to “Meth.” This strange nexus of drug distribution and pop culture has captivated many, sparking conversations about the impact of video game imagery even in the most peculiar situations.